this post was submitted on 12 May 2026
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I think games need to do this "press x to dance" more. But even more than that they need to do it while also allowing you to move.
The walking and dancing move is something literally everyone in every club does when moving from A to B. You can't hear shit, you can't interact with other people, you bob your head and wiggle your torso to the rhythm while moving from the floor to the bar or to the bathroom or whatever.
Anyway cool video, I think this dude has the worst takes I've ever heard about Star Citizen and Starfield though.
I think when talking about Hitman at the end of the video this dude is missing something though. He says that the club is struggling between being this clean space and this dirty lived-in space simultaneously but I don't think he's really understood why that is. It comes from the world building. The location has been built with an understanding of historic layers. This is a building that used to be a power plant and has since been converted into a night club, so you get this layering of history within it, you get raw brickwork of a former power plant overlapped with the clean steel and rubber floor tiles of a club designed to make cleaning spills off the floor easier. All spaces in the real world are spaces layered by history. Even new spaces. Someone punches a hole in a club wall on week 2 of opening and the club puts up a partition that covers it and within 2 weeks of opening you've now got layers of history in that space. This happens very rapidly as maintenance to a space occurs over time, even with things like changing lightbulbs resulting in some of the light sources being slightly different to other light sources because they're not all the same light bulbs after 2 out of 10 of them have been replaced at different times. This Hitman club nails that. It is a club that is properly layered with history and this youtuber doesn't really recognise that other than his vibes-based description as "human messiness".
There is a timeline to a space and if you want your space to feel real instead of sterile then understanding the timeline of it in detail and what layers of stuff happen within it is how you get it to feel that way.