Also, I'm not certain how much they treat blood, but I wouldn't be surprised if it ends up being a purification system sort of similar to Dialysis where you rely on an external machine for removing impurities.
That's a gross mischaracterization because anyone who is donating blood regularly as a discipline is likely to have blood that is substantially better (rather than worse) than average. Those with poor health practices will typically simply stop donating as they will lack the discipline to continue.
Fwiw, it is the responsibility of the blood banks to do due diligence testing.
The microplastic filled blood will manage to oxygenate their brain and other organs and save their life, and then they can donate it on to the next person in need.
Feels a little homeopathy... How many people can we put the same blood through?
My quick story: I built up an old 90s cyclocross bike and his website was the main reason I have this beast of a frankenbike gravel bike. I found his article "8 of 9 on 7" and it changed my life: Take a 9 gear cog, remove one, and it fits perfectly on a 7-speed cassette body.
Then I found his other article on an alternate wiring for a shimano mountain bike RD-310 7/8 speed drive train (which unlocks 9-speed ability), which thus let me use the rugged 7/8-speed derailleur for the cassette WITH shimano dura-ace indexed bar-end shifters (which use, get this, 9-speed spacing on an 8-speed index because it made their system "proprietary"). All of this works together flawlessly <3 <3 RIP sheldon brown.
There were 20 people working on this game when they started development. Total. I think they expanded to a little over 100. This isn't some huge game studio that has time to do optimization.
Size of team has no bearing in this argument. Saying they were small so they get a pass at preventing obscene download sizes is like saying “Napster was created by one man, surely he shouldn’t be accountable” but he was.
When making a game, once you have something playable, is to figure out how to package it. This is included in that effort. Determining which assets to compress, package, and ship. Sometimes this is done by the engine. Sometimes this is done by the art director.
This isn’t a resourcing issue. It’s a lack of knowledge and skipped a step issue.
When I did this. My small team took a whole sprint to make sure that assets were packed. That tilemaps were made. That audio files were present and we did an audit to make sure nothing extra was packaged on disk. Today, because of digital stores and just releasing zip files, no one cares what they ship and often you can see it if you investigate the files of any Unity or Unreal engine game. Just throw it all over the fence.
The Pitt, The Penguin, Hacks, White Lotus, The Rehearsal, The Last of Us, The Chair Company--all shows off the top of my head that debuted or aired a season in 2025. A few of which won several Emmys, and all of which are critically acclaimed.
Buproprion is an anti-depressent with some stimulant properties, but it isn't a stimulant. It generally takes several weeks of treatment before it has any therapeutic effects on ADHD. Stimulants work immediately.
i use this for things i repost on IG with commentary. i would rather not have a huge folder of downloads of random stuff i'm not even sure i want to revisit. (and i'm bad about clearing out space on my phone.)
fwiw, my wife played through it on SD while i played through on my PC. it's a completely different experience, but it's very do-able. she also went on to replay it 4 more times after that, which is 5 more times than i finished the game.