Video summary

Зулин о том, что не так с современными играми. ИИ, GTA 6, ремейки и атмосфера

Main summary

Key takeaways

Entertainment

Overview

Zulin (Vitos) speaks with a podcast/host audience about games as culture and art, then expands into a wide set of hot takes: what modern games get wrong (especially “movie-like” realism and monetization pressure), why reviews matter, and why “true” art value is tied to human authorship rather than automation—ending with a strong anti–neural network message.

Main Themes & Standout Highlights

How Zulin became a critic/reviewer

  • Zulin credits YouTube “game essay/review” culture—spiritually connected to creators like James Rolfe and later the Russian scene.
  • He explains that his niche helped him stand out:
    • strange games
    • unexpected themes
    • especially atmosphere/music/details

Music & atmosphere (with a twist)

  • Music is crucial for certain narrative/art experiences.
    • He names examples like Expedition 33 and Metal Gear Rising.
  • But for highly competitive, focus-heavy games (e.g., fighting games), he often turns music off to avoid distraction.

Old RuNet vs. now: what changed

  • In the past, internet culture felt:
    • slower
    • less parasocial
  • Today’s speed and virality increase:
    • toxicity
    • reduced empathy
  • He argues that monetized engagement encourages “poke with a stick” interactions rather than real discussion.

“Good review” vs. “good essay”

  • He strongly dislikes the Russian habit of calling everything a “review.”
  • Reviews (as he prefers them) should be:
    • analytical
    • internally consistent
    • closer to a journalistic task
  • Essays can target different audiences and may:
    • emphasize argument/thesis over strict format

Subjectivity, craft, and “no absolute bad games”

  • He argues that you can evaluate objective craft elements, such as:
    • production quality
    • presentation
    • whether the game meets its genre goals
  • But whether something is “good” is still personal.
  • He also claims games can’t be absolutely bad—only “bad” within an adopted evaluation system.

“Realism” worship in games = groveling

One of the strongest sections critiques “hyperrealism” and game camera/lighting imitation of cinema.

  • He uses hair realism as an example:
    • hair tries to mimic real physics
    • but ends up less believable and less “beautiful” due to artifacts
    • it also focuses on the wrong target
  • His core claim: games don’t need to copy cinema’s camera/lighting logic—they already have their own strengths.

Neural networks and authorship (his big stance)

  • He is sharply against AI in image creation pipelines (notably DLSS/generative visuals) and broadly against generative tools.
  • His main argument:
    • art’s value comes from a chain of human context:
      • creator experience → artwork → viewer → “infinity/context”
    • a neural network breaks this chain because it lacks lived context and interpretation.

GTA 6 as a “generational event” (and a danger)

  • Zulin believes Rockstar sells the event more than the game itself:
    • marketing
    • attention cycle
    • trailer hype
    • Netflix exposure
    • console exclusivity
  • However, he warns the bigger risk is what other publishers will copy:
    • monetization escalation
    • predatory business models
    • industry pressure
    • GTA’s success gives others “permission.”

What frustration is “good”

He distinguishes between two types of failure:

  • Trust-based challenge:
    • game rules are clear and fair
  • Unintentional nonsense deaths:
    • you feel cheated

Example contrast:

  • Path of Exile bosses (as the “fair” challenge model)
  • vs. map death randomness (as the “not trustworthy” model)

Jokes / Memorable Bits / Reactions

  • He uses playful, almost combative phrasing—at one point calling for people to “become luddites” and resist neural networks in production.
  • He makes a humorous transparency analogy: if AI pipelines used truly “unethical” real imagery (he implies something like grotesque wrongdoing), people wouldn’t buy it—his point being that transparency matters.
  • His rhetorical style often frames the argument as if debating industry logic directly: there’s “no free pass,” and trust is what matters.

Near the End: Personal Tastes & “Top Games”

  • He admits love for old games includes nostalgia (around “60%”), but isn’t purely nostalgia.
  • He notes that critics can struggle to admit their own bias.
  • He doesn’t keep an organized “backlog”—he decides what to play impulsively.
  • His “favorite games” framework:
    • games he returns to regularly, such as:
      • Path of Exile
      • Factorio
      • Devil May Cry
      • Doom Eternal
    • games he respects deeply even if he doesn’t play constantly, e.g. Disco Elysium.
  • He also discusses admired characters/design vibes (notably Cammy), including why “impractical but charming” designs can work aesthetically.

Parties / Personalities Mentioned

  • Zulin (Vitos) — the main guest / gaming critic (referred to as “Зулин” in the title; as “Vitos” during the intro).
  • Alfina / Alfina from SP Clodge — referenced around the podcast setup/host environment.
  • Misha Galkin and Dima Kornov — mentioned as co-hosts on Zulin’s podcast (“balanced answer”).
  • Yanis Salimov — promoted at the end as a 3D artist channel (a partner shoutout by the host).

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