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On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always
Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver
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Northern Ireland26225 Posts
On December 02 2025 19:36 Harris1st wrote:Show nested quote +On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver It’s a fucking pain in the arse that imgur doesn’t work in the UK and I’m too lazy to VPN :p
From memory I’ve seen the comparison you’re referencing before, and I don’t think it’s really too far off at all, least what Spartak was comparing.
I’m in the minority, seemingly alongside yourself in not really thinking the art style mattered at all really. I want the game. If my SC2/WC3 spiritual successor plays like a dream it can look pretty bad and I’ll still gobble it up.
I think it does matter in dragging new or unaccustomed eyes to the game.
The thing is it just bombed with the initial target audience/people who were initially enthused. To such a degree that even if some hypothetical RTS newbie was to discover Stormgate, there’s nobody to even play with. So any new audience became moot
Single most underrated aspect of game design is sound, 100%. It’s what makes things feel crunchy, satisfying and indeed immersive. So much of the ‘feel’ people attribute to graphical design actually comes from sound.
It’s one of those things people aren’t even aware of generally, unless it’s egregiously bad.
I don’t think Stormgate did remotely a good job here either, you add that to visuals people aren’t super sold on and it just doesn’t have that feel, that satisfying vibe
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The problem was not with it being cartoony. It was with it being generic, blanc, uninspired.
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On December 02 2025 11:11 Jeremy Reimer wrote:Show nested quote +On December 02 2025 10:25 iPlaY.NettleS wrote: Just close it and post updates in general rts discussion thread, if needed.
Tims weekly LinkedIn post isn't worth keeping this thread open for, it's the same old stuff very predictable. Don't forget Gobsmack updates! He's very excited about his new patch, which he says is coming in a few weeks! Once Tim is able to track down the former members of the team to log in and give Gobsmack permissions to the main line and push to production we're back in business boys and girls. 2026 is the year of Stormgate.
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On December 02 2025 19:36 Harris1st wrote:Show nested quote +On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver Yeah, Trabant has never been different from Mercedes. They are both German cars. Freedom is slavery. Stogmgate art style has never been different from SC2.
In reality, it's hard to compare SG's art style with other games, because SG doesn't have any. SG is an amalgamation of random models sprinkled with excessive UE5 lighting effects made by different people. There's no coherence, no thought was put into it.
If I had to compare it to something, I'd compare it to a Chinese knock-off Overwatch gacha asset flip. Yep, it has the art style of an asset flip. A set of random, disjointed models.
I made a big post featuring visual faction identity 2 years ago on their Discord channel. With examples of coherent art styles and ideas behind them. Let's just say I was told my post wasn't needed.
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On December 02 2025 21:31 WombaT wrote:Show nested quote +On December 02 2025 19:36 Harris1st wrote:On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver From memory I’ve seen the comparison you’re referencing before, and I don’t think it’s really too far off at all, least what Spartak was comparing. I’m in the minority, seemingly alongside yourself in not really thinking the art style mattered at all really. I want the game. If my SC2/WC3 spiritual successor plays like a dream it can look pretty bad and I’ll still gobble it up. The thing is it just bombed with the initial target audience/people who were initially enthused. To such a degree that even if some hypothetical RTS newbie was to discover Stormgate, there’s nobody to even play with. So any new audience became moot Single most underrated aspect of game design is sound, 100%. I don’t think Stormgate did remotely a good job here either, you add that to visuals people aren’t super sold on and it just doesn’t have that feel, that satisfying vibe
I think the audio's contribution to the lack of satisfying vibe is a great point. It had an hard-to-quantify impact on the games reception. I do however think that saying that Stormgate and StarCraft II have the same art style isn't quite accurate.
The short answer is that FGS have said multiple times that they have not only drawn inspiration from StarCraft II but Diablo, Overwatch, and WarCraft III in their stylization as well. Since StarCraft II does not do the same, it cannot be accurately said they have the same style. A better answer than B is D: all of the above.
Longer answer involves getting into the art style weeds with readability, thematic/design cohesion, and lighting, which gets into why Lies of P is a better spiritual successor to Dark Souls than Lords of the Fallen was. Or why Callisto Protocol had a poor reception as a Dead Space spiritual successor(much more stylistic similarity but much cheaper, empty feeling imitation compared to Dead Space's atmospheric depth). The surface is similar, but the depth is different.
Was it more impactful than audio? I don't necessarily know. I don't think it's a ...but the art! and is instead ...AND the art!
The closer you look, the more differences appear. I also do not think more money, time, or polish would have filled that void for Stormgate.
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On December 03 2025 02:48 ChillFlame wrote:Show nested quote +On December 02 2025 19:36 Harris1st wrote:On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver Yeah, Trabant has never been different from Mercedes. They are both German cars. Freedom is slavery. Stogmgate art style has never been different from SC2. In reality, it's hard to compare SG's art style with other games, because SG doesn't have any. SG is an amalgamation of random models sprinkled with excessive UE5 lighting effects made by different people. There's no coherence, no thought was put into it. If I had to compare it to something, I'd compare it to a Chinese knock-off Overwatch gacha asset flip. Yep, it has the art style of an asset flip. A set of random, disjointed models. I made a big post featuring visual faction identity 2 years ago on their Discord channel. With examples of coherent art styles and ideas behind them. Let's just say I was told my post wasn't needed.
Agreed. Starcraft II's art style was dark, cartoony-ish, and coherent. Whereas Stormgate's art style was bright, cartoony, and utterly incoherent.
They are not the same.
Ultimately the coherent part is what's most important. But it's not what anybody talks about, at least not directly.
Consider the Celestials. Everyone agreed that they needed a "rework". But why? They had shiny units, right? Lots of different units? What was so wrong with them?
The problem was that there was no coherent identity to the faction. "Vaguely golden and triangular" isn't an identity. The Protoss had golden units too, but they all felt part of a whole. Celestials had floating triangles, floating crystal pyramids, guys with tridents who carried them low to the ground because it looked more stupid that way, floating, undulating, robot circles, guys who turned into balls and rolled and then froze in place and exploded like banelings, ground "tanks" that looked like flying ships that were forced to the ground for some reason, flying ships that looked like... something? And some sort of floating robot angel with stupid looking noodle wings? And their heroes were... people in gold suits? With big shields that had dumb purple faces on them?
It's so incoherent that it hurts my brain just trying to describe it.
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I felt the art style was way too cheesy and looked like they were gearing their game towards children despite the numerous complaints about the art style before anything playable was launched. When you combine that with the fact that probably 95%+ of the current RTS player base are adults and that the game was an unoptimized, subpar version of SC2 despite being 10+ years newer there’s no wonder why the game failed
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They had a lot of ideas (a lot were too "safe") but they really needed another 1-2 years (at least) of development to make it all flow better and be coherent. As said, the whole thing was severely underbaked from a theme/style standpoint. But it's clear they wanted to try to make it similar to SC2's style and feel overall.
Obviously they didn't have the money to wait that long, so they had to try to refine and release it as is (something playable), in the middle of the development as a last ditch effort to get a player base willing to give them money. They spent time re-working the campaign (to drive sales) and making the game more playable (optimization), but in general the game didn't change a whole lot over the year from EA to "release". Basically beyond a couple co-op heroes and the rest of the campaign, the game was largely the same (if someone was looking on the outside in, that's what they would likely see/feel).
Whether they could have made a more coherent, solid game with more runway, we'll never know. The more I read about Tim Morten, the less capable he seems; but it seems the team did have some solid developers overall. I still think they could have made something worth playing.
I put my 200 hours into it, leveled all the co-op heroes to 20 (I actually enjoyed it more than SC2 co-op, for a few reasons I'm sure no one cares about) and played a few hundred 1v1 games (from the alpha onward). Also finished the campaign and all achievements. $60 well spent, but I'm ready to move on, personally.
I still can't believe their August release had (almost) no follow up at all from them. Wasn't 3v3 playable over a year ago? I know they wanted to re-work it, but... give the multiplayer base something to chew on.
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Northern Ireland26225 Posts
On December 03 2025 03:00 THIRD_DEGREE_ wrote:Show nested quote +On December 02 2025 21:31 WombaT wrote:On December 02 2025 19:36 Harris1st wrote:On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver From memory I’ve seen the comparison you’re referencing before, and I don’t think it’s really too far off at all, least what Spartak was comparing. I’m in the minority, seemingly alongside yourself in not really thinking the art style mattered at all really. I want the game. If my SC2/WC3 spiritual successor plays like a dream it can look pretty bad and I’ll still gobble it up. The thing is it just bombed with the initial target audience/people who were initially enthused. To such a degree that even if some hypothetical RTS newbie was to discover Stormgate, there’s nobody to even play with. So any new audience became moot Single most underrated aspect of game design is sound, 100%. I don’t think Stormgate did remotely a good job here either, you add that to visuals people aren’t super sold on and it just doesn’t have that feel, that satisfying vibe I think the audio's contribution to the lack of satisfying vibe is a great point. It had an hard-to-quantify impact on the games reception. I do however think that saying that Stormgate and StarCraft II have the same art style isn't quite accurate. The short answer is that FGS have said multiple times that they have not only drawn inspiration from StarCraft II but Diablo, Overwatch, and WarCraft III in their stylization as well. Since StarCraft II does not do the same, it cannot be accurately said they have the same style. A better answer than B is D: all of the above. Longer answer involves getting into the art style weeds with readability, thematic/design cohesion, and lighting, which gets into why Lies of P is a better spiritual successor to Dark Souls than Lords of the Fallen was. Or why Callisto Protocol had a poor reception as a Dead Space spiritual successor(much more stylistic similarity but much cheaper, empty feeling imitation compared to Dead Space's atmospheric depth). The surface is similar, but the depth is different. Was it more impactful than audio? I don't necessarily know. I don't think it's a ...but the art! and is instead ...AND the art! The closer you look, the more differences appear. I also do not think more money, time, or polish would have filled that void for Stormgate. Oh yeah I would agree the art styles aren’t the same, merely that they’re closer than some make out. Or WC3 for that matter. At least in terms of vague style.
Another problem, outside of cohesion is a simple one of quality. SC2, WC3, tastes may differ, but rarely do you hear anyone going ‘that model is bad’. You heard that a lot in various SG forums. And I kinda agreed in quite a few instances.
The gap between the best and worst models in SG is gigantic, in SC2/WC3 they’re all pretty equivalently ‘good’ and thematically consistent. I think Demon Hunters are fucking cool because they’re cool to my tastes, but it’s not my favourite hero aesthetically over say, a Blademaster because the BM model sucks, far from it, that’s also cool.
Stormgate, it’s less of a preference. There are clearly models that are just better than others, quality control is all over the place.
I think Weavers and Hellborne are like, pretty good IMO. They still fit the general art style, but look kinda creepy and demonic, which is quite important for your demon faction!
But the drop-off is huge.
On sound, even before SG started development I’ve been saying sound is a hugely underrated part of what makes Blizz games feel good. BW, SC2, WC3, I can stick a cast into the background and do something else and still vaguely have an idea what’s happening, so strong is the sound design.
I don’t think even great sound would have salvaged SG by any means, too many other flaws, but it lacking really killed the vibe for me. It does control quite well, looks aren’t great, but if you had a lot of crunchy sounds that make it feel you’re controlling demons and blokes with machine guns, hey that’s something.
Honourable mention to the composer of the Celestial theme though, that’s fantastic! There’s good stuff here and there.
For me personally, I mean everyone has their own story of losing faith, or optimism for the project.
Mine is, it was the Celestials. It just fucked it.
Even when it was pure Vanguard mirror, and then Infernals came into play, it wasn’t mind blowing, but promising enough.
Celestials actively broke balance from imperfect but tolerable to a degree they never really stabilised it again. They brought in similar mechanics to SC2 Protoss, that are both hard to balance, and actively annoy quite a lot of players.
Worse, this is at a time when they were trying to show off the game via tournaments, and a lot of those games were exceptionally underwhelming.
I mean ultimately what did they do well? Some stuff. The quick macro and other UI QoL is good, absolutely. But other recent or upcoming games have similar features. Realistically, if Blizz ever unleashed SC2 for modders to do their thing, I’d imagine they could implement similar things.
40 million dollars, my lord
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On December 03 2025 05:52 WombaT wrote:
Celestials actively broke balance from imperfect but tolerable to a degree they never really stabilised it again. They brought in similar mechanics to SC2 Protoss, that are both hard to balance, and actively annoy quite a lot of players.
Worse, this is at a time when they were trying to show off the game via tournaments, and a lot of those games were exceptionally underwhelming.
I still remember that Tasteless tournament finals with the two Protoss, er, Celestial players building nothing but Mothership Cores, er, Morph Cores, and rushing them at each other.
The whole finals was just watching shimmering, undulating flying donuts attack each other with soft "plink plink plink" noises.
I think a lot of people gave up on the game at that point. I certainly did.
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On December 03 2025 06:22 Jeremy Reimer wrote:Show nested quote +On December 03 2025 05:52 WombaT wrote:
Celestials actively broke balance from imperfect but tolerable to a degree they never really stabilised it again. They brought in similar mechanics to SC2 Protoss, that are both hard to balance, and actively annoy quite a lot of players.
Worse, this is at a time when they were trying to show off the game via tournaments, and a lot of those games were exceptionally underwhelming.
I still remember that Tasteless tournament finals with the two Protoss, er, Celestial players building nothing but Mothership Cores, er, Morph Cores, and rushing them at each other. The whole finals was just watching shimmering, undulating flying donuts attack each other with soft "plink plink plink" noises. I think a lot of people gave up on the game at that point. I certainly did.
And all they had to do was make a rule for no morph core rushing. I can't believe they didn't try to control that at all.
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On December 02 2025 19:36 Harris1st wrote:Show nested quote +On December 02 2025 02:20 Gargonus wrote:Spartak remaining in character as always Visually I agree with Spartaks take here. They are somewhat similar though Stormgate is more cartoony and bright and Starcraft 2 is darker and a bit more realisitic. A lot of people did not like the style of Stormgate but IMO ultimately the graphics and visual presentation was not the downfall of Stormgate. It was just a bad game that promised much more than it could deliver I think the StarCraft cinematic really made the difference there. Like we know how the units are "meant" to look and feel.
Stormgate just look like cartoon all over, chicken, BOB, old brute etc all look horrible. It's far worse than Diablo 3 switch up from Diablo 2
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I've already explained this part, perhaps on this forum too. Blizzard did something brilliant with WC3 and SC2. They combined a pragmatic gameplay-first approach with astounding art direction.
SC1 art style wasn't really transferable to 3D. Most of the folks who criticize SC2 art style do not understand it. If you make 3D models too detailed, you'll end up with an unreadable mess. They couldn't keep the same level of detail in 3D. So they have to compromise.
How do you make a game readable without losing the original art direction? You make the in-game graphics simplified and double down on the art direction everywhere else. Not just cinematics. Hub area, loading screens, main menu, engine cutscenes, etc.
By doing this, you play a little trick with imagination of the players. Every time they see a marine in the game, they picture one from the WoL cinematic. It's an imagination-based graphics-enhancing technology.
This is even more evident with WC3, because it's even more extreme. Look how similar these artworks are to their in-game counterparts. Yet in-game graphics are very cartoony, and the artwork is power fantasy. https://imgur.com/a/118nscb https://i.ytimg.com/vi/fP8otQ7UUVc/hqdefault.jpg https://imgur.com/kpP9U28
It's so ironic, old Blizzard prevented a catastrophe, the new Blizzard walked right into. WC3R models are insanely detailed, who cares if you can tell a headhunter from a skeleton, right?
Another layer of irony is SG making the same mistake again. They didn't have an excessive polygon count problem. They just tried to cover their poor-quality models with an insane amount of UE5 effects. After the art director replacement, you can't possibly tell units apart. It's even worse because SG was very deathbally, therefore units were always clumped together. All you saw was a blob of units under the eye-burning laser show.
On the other hand, SG cinematics were just a poor man's Overwatch. The only thing they do with your imagination is make you imagine you've never witnessed it.
So yeah, FG just copied Blizzard's work without understanding how it functions and the competence to recreate it.
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Without this great game we would not have gotten a 2025 remake of the 1992 Bare Naked Ladies song "If I Had A Million Dollars" its called "If I had 40 Million Dollars"
On December 03 2025 05:52 WombaT wrote: 40 million dollars, my lord "If I Had 40 Million Dollars" https://suno.com/s/ZMnBOloGBnA7myuG
This got removed off the Stormgate reddit after getting a dozen upvotes in an hour @ 3AM EST. LOL.
On December 03 2025 11:39 ChillFlame wrote: By doing this, you play a little trick with imagination of the players. Every time they see a marine in the game, they picture one from the WoL cinematic. It's an imagination-based graphics-enhancing technology.
it is amazing how much we think we see and really do not. Our brains do a metric tonne of interpolation creating what we think we see in front of us. The optic nerve creates 2 blind spots in our binocular vision that people do not know exist. The blind spot is "covered" by the info our brains get from the other eye.
We really only see colour in any great depth in the center 2% of our vision. 2 thumbnails held at arms length is where we see colour. Our brain then remembers what it saw and puts that colour there when we tilt our heads by the tiniest fraction.
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On December 03 2025 05:52 WombaT wrote: For me personally, I mean everyone has their own story of losing faith, or optimism for the project.
Mine is, it was the Celestials. It just fucked it.
Even when it was pure Vanguard mirror, and then Infernals came into play, it wasn’t mind blowing, but promising enough.
Celestials actively broke balance from imperfect but tolerable to a degree they never really stabilised it again. They brought in similar mechanics to SC2 Protoss, that are both hard to balance, and actively annoy quite a lot of players.
Worse, this is at a time when they were trying to show off the game via tournaments, and a lot of those games were exceptionally underwhelming.
I wasn't following the game particularly close, but I think the thing that really felt terrible for me was the very late creep camp removal. It made me go from "Do they have time and money to implement the ideas?" to "Do they even have any idea of what they want?"
Shaky builds and bad metas happen even to great games and someone will screenshot or clip that and it'll look silly. That happens with game development. Meanwhile good games still have some sort of identity or idea of great gameplay they can use to pull themselves away from those momentarily lapses. With SG it felt like a lot of the stuff existed because some other game had previously had the same feature.
Lots of troubled signs were visible before that definitely, but before that I believed they still had some sort of a solid idea of what the game was supposed to be.
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On December 03 2025 23:21 JimmyJRaynor wrote:Without this great game we would not have gotten a 2025 remake of the 1992 Bare Naked Ladies song "If I Had A Million Dollars" its called "If I had 40 Million Dollars" "If I Had 40 Million Dollars" https://suno.com/s/ZMnBOloGBnA7myuGThis got removed off the Stormgate reddit after getting a dozen upvotes in an hour @ 3AM EST. LOL. [
"And if we ran out of features, We’d just say “It’s early access! You know, forty million dollars Buys a really pricey tech test"
Lol that's fantastic. I'm surprised that the esteemed Stormgate subreddit mod team had a problem with the usage of AI to help in the "early ideation of this [song]'s development process". Maybe you can try resubmitting without bad faith paraphrasing in the title? Surely Spartak wouldn't delete stuff on the internet that he didn't agree with.
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On December 03 2025 23:21 JimmyJRaynor wrote:Without this great game we would not have gotten a 2025 remake of the 1992 Bare Naked Ladies song "If I Had A Million Dollars" its called "If I had 40 Million Dollars" "If I Had 40 Million Dollars" https://suno.com/s/ZMnBOloGBnA7myuGThis got removed off the Stormgate reddit after getting a dozen upvotes in an hour @ 3AM EST. LOL.
The AI slopped together a passable legally-distinct melody, but the lyrics mostly sucked. (There were a few exceptions, I'll give the robots props for a couple of lines)
In the old days, we used to create humor and parody with our human minds. Something more like this:
If I had forty million dollars (If I had forty million dollars) Well, I'd buy you an RTS (I would buy you an RTS) And if I had forty million dollars (If I had forty million dollars) I'd buy you units for your RTS (Maybe a bike helmet or a space bathtub) And if I had forty million dollars (If I had forty million dollars) Well, I'd buy you a giant tank (A nice pathfinding automobile) And if I had forty million dollars, I'd buy your love
[Chorus] If I had forty million dollars (I'd build a tree on a demon's yard) If I had forty million dollars (Take out the team colors, it wouldn't be that hard) If I had forty million dollars (Maybe we could put a little tiny leaf in there somewhere)
[Post-Chorus] You know, we could just go up there and hang out (And make tournaments and stuff And there'd be all kinds of esports celebrities there Like Tasteless and Artosis!) Mmm (We could get all kinds of SC2 players, but probably not Brood War players) Well, can you blame 'em? (Yeah!)
[Verse 2] If I had forty million dollars (If I had forty million dollars) Well, I'd buy you a balance patch (But not a real balance patch, that's cruel) And if I had forty million dollars (If I had forty million dollars) Well, I'd buy you an exotic pet (Yep, like a scout dog or a Rizzy Kitty) And if I had forty million dollars (If I had forty million dollars) Well, I'd buy Tim Morten's remains (Ooh, all them crazy LinkedIn posts) And if I had forty million dollars, I'd buy your love
[Chorus] If I had forty million dollars (We wouldn't have to walk to the mall) If I had forty million dollars (We'd take a limousine to the climbing wall) If I had forty million dollars (We wouldn't have to post on Reddit)
[Post-Chorus] But we would post on Reddit (Of course we would, we'd just post more) And we'd make fancy accounts like voidlegacy (And argue with randoms all day long!) Mmm (Mmm)
[Verse 3] If I had forty million dollars (If I had forty million dollars) Well, I'd buy you some Unreal shaders (But not the real Unreal shaders, that's cruel) And if I had forty million dollars (If I had forty million dollars) Well, I'd buy you some art (Like a chicken, or a Fortnite) If I had forty million dollars (If I had forty million dollars) Well, I'd buy you a creep camp (Haven't you always wanted a creep camp?) If I had forty million dollars, I'd buy your love (Oh)
[Outro] If I had forty million dollars (If I had forty million dollars) If I had forty million dollars (If I had forty million dollars) If I had forty million dollars I'd be rich
Damn you and your great ideas. Now you're making me want to turn this into a YouTube video. Maybe I'll do it if Frost Giant actually goes under.
On December 04 2025 03:53 THIRD_DEGREE_ wrote: Lol that's fantastic. I'm surprised that the esteemed Stormgate subreddit mod team had a problem with the usage of AI to help in the "early ideation of this [song]'s development process". Maybe you can try resubmitting without bad faith paraphrasing in the title? Surely Spartak wouldn't delete stuff on the internet that he didn't agree with.
LOL. Nicely done.
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I never said I don't remove stuff I don't agree with. I don't remove stuff just because I don't agree with. Sometimes stuff that I don't agree with also breaks the rules of the subreddit. Sometimes that happens for stuff that I do agree with. It is kind of you to post what sort of nonesense gets removed. It does hurt your argument though. But you do you.
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I'm glad that TL has become a second-front for r/stormgate ego wars...
/s
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