Video summary
Зулин о том, что не так с современными играми. ИИ, GTA 6, ремейки и атмосфера
Main summary
Key takeaways
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.
- art’s value comes from a chain of human context:
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.
- games he returns to regularly, such as:
- 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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