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#3: gameplay that’s tough but masterable
talltarakona · 1 year
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The Weight of The Banner
Recently played through the whole Banner Saga trilogy with a good buddy who’d never tried the games before. He fell so in love with it I had to make him a piece based around the choices he made. (Also @ all my pathologic followers, if you like games about slow walking and starving to death with good character writing, try the banner saga series PLEASE)
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blueskittlesart · 10 days
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
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the-mic-drop · 2 months
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Building Link in BG3- Fighter
Now it's time for the Hero of Hyrule himself. Same as Zelda, there are two builds I have in mind that are similarly appropriate for him, but I'll start with the simpler one. His Ranger build will be next.
The Hylian Champion
This is the Link we tend to see in cutscenes, or more specifically, memories. This was Link when he was Zelda's silent sentinel before the Calamity. A man with a mission and his mouth shut tight with the weight of the world.
Background
Race: Half Elf (Wood Half Elf)
Background: Soldier
Now I'm making Link a Half Elf instead of a full Elf because that's how I see the isekai magic transferring them. Zelda is of royal and holy lineage and is very magically inclined whereas Link is just some guy relatively speaking. Plus with how often Link is depicted as a boy of the forest, so wood elf makes more sense. As for the Soldier background, this is Link in knight mode; a peerless warrior.
Abilities
Strength: 17 (+3)
Dexterity: 16 (+3)
Constitution: 13 (+1)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: (-1)
Str and Dex are self-explanatory, I feel. Constitution is a bit lower because in-game much of Link's durability comes from the armor he's wearing. Having a max health pool doesn't mean much when you're going commando. But even so, he's plenty tough, so he gets a boost there. I evened out his Int and Wis because this Link isn't quite the wild child serial arsonist we play as. This Link is more composed and thoughtful, though his willful mutism causes his Cha to suffer.
Class & Levels
Class: Fighter
Fighting Style: Archery
Proficiencies: Animal Handling, Perception/Acrobatics
We choose archery not because this build is a ranged build, but because only one other style fits Link as well and we'll be able to choose it later. Make no mistake, this Link is a scrapper and will likely be leading the charge in most combat situations. For the proficiencies, Animal Handling is a natural choice from that one memory, and I think Perception and Acrobatics are equally valid choices so just go with your gut on that one.
Level 3
Subclass: Champion
Though Battle Master is most people's go-to when it comes to Fighters, Champion is perfect for Link for one reason: simplicity. While he is known as a master swordsman (no pun intended,) the combat gameplay of BotW and TotK is so good because of how simple it is, among other things. Champion reflects that to a tee.
Level 4
Feat: Shield Master
This incarnation of Link is arguably more creative and innovative with his shield than any other. Plus, you can parry pretty much anything with your shield so this is a reasonable first feat. Also, the reason why we're not going with Ability Improvement is that Strength (a Fighter's main stat) is the only one you can get to 20 without using a Feat. First, use Auntie Ethel's boon in Act 1 to get a +1, then get Astarion to drink Araj Oblodra's blood in Act 2 to get the remaining +2. I know making Astarion drink the gross blood is typically a renegade move, but I think a blank stare from this consummate professional Link would deliver the Zelda-style humor that is appropriate for the situation.
Level 6
Feat: Polearm Master
I know I just said Link is a sword-and-shield man, but Link isn't limited in his arsenal. We know he learned spearplay from the Zora, so this is more than appropriate.
Level 8
Feat: Great Weapon Master
If you want to take this one before Polearm Master, I can't really blame you since it's more useful. I just chose that first because it makes more sense for Link to know spearplay over big weapons. Though Great Weapon Master really is the more useful feat, since Champions crit more easily. Plus with how borderline clumsy Link is with two-handed weapons in BotW, the bonus damage with lower accuracy toggleable effect is also pretty appropriate.
Level 10
Fighting Style: Defense
Link has more armor choices in BotW than just about any other game in the franchise and this style will help embody that in his Faerun adventures.
Level 12
Feat: Durable
The +1 Con is helpful, but that's not the real beauty of this choice. You also regain full HP on every short rest, similar to how you can sleep for all of 10 minutes in BotW and regain all your hearts.
This Link isn't as monstrous as he is in Hyrule, but he's still an absolute menace. A master of melee weapons, a more than capable sniper, and able to give as good as he gets. As long as it's not a battle of wits, this Link is a safe bet to win any battle.
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dgrailwar · 24 days
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This is a brief primer for how the DHGW will operate.
Each team will be granted 3 Command Spells that can perform actions such as healing, power boosts, or unlocking a Servant's Noble Phantasm. If a team is defeated, the team responsible for that victory will gain the defeated team's Command Spells.
In terms of actual gameplay, each squad will be given a series of options (similar to the ones seen here) of who to attack, and one option to play defensively. Fights can either be one-on-one, or act as a Free-for-All between three Servants. This is where this Grail War becomes more than a 'popularity contest', however.
Each Servant class has unique traits, and each Servant has unique skills that will augment the final poll numbers. Close calls may flip in one direction or another due to this, so careful thought about who to engage and when is crucial, as well as making sure that your victories are definitive! When it comes to a tough fight, rally the troops to supply your Servant with mana (i.e., votes)!
There are three phases. The decision phase, the combat phase, and the preparatory phase. The decision phase is where you decide whether to attack or 'Play Defensively', the combat phase is where your Servants will do battle, and the preparatory phase will decide what you do before the next round begins.
If you choose to 'Play Defensively' during your decision phase, then you will be given more options that may give you boosts for later fights, a chance for recovery, and so on. However, if you are attacked while 'Playing Defensively', then you will be ambushed- and therefore not gain any bonuses for the round, having to hope that as Masters you can support your Servant enough to help them pull through!
When engaged in a Free-for-All, the Servant that falls within last place takes the damage, and the Servant in 2nd takes a -2% penalty for their ongoing round.
Under the cut will be your six Class Traits.
The Six Classes:
RULER-CLASS Servants are keen-minded and level-headed. When they engage in a 'Free-for-All' battle, they gain a consistent +3% boost, that cannot be taken away by other skills or Noble Phantasms. If engaged while 'Playing Defensively', they are not caught off guard and can battle normally.
AVENGER-CLASS Servants are vengeful by nature. The first time they are defeated by a Servant, they gain an automatic +2% bonus against that specific Servant, without needing to study them (but can in order to increase the bonus). They gain a permanent +3% bonus per wound they attain that can only be reduced if the wound is recovered.
PRETENDER-CLASS Servants possess an inherent trickster nature. If they fall in last place during a Free-for-All, if there is a gap of 3% within their final score and that of the Servant in 2nd place, they can evade taking a wound. Additionally, if they're victorious against other Servants, other teams cannot attempt to study the Pretender in order to gain a percentage bonus against them.
FOREIGNER-CLASS Servants take advantage of the chaos around them. When engaged in a Free-for-All (while not Playing Defensively), all other participants are given a -3% demerit. If attacked while 'Playing Defensively'', their attacker takes a -2% penalty.
MOONCANCER-CLASS Servants are experts in manipulating the world and environment to take advantage. They cannot be targeted while 'Playing Defensively'. Additionally, when engaged in a Free-for-All, they gain a +3% boost, and if they score 2nd place and there's at least a 3% difference in their score and 1st place, they may avoid damage.
ALTEREGO-CLASS Servants fight at their best when given a specific target. When engaged in a standard one-on-one confrontation, they gain a +3% boost. If attacking a Servant 'Playing Defensively', they gain a +4% boost instead.
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frostfangalphabitch · 8 months
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Yo, have you played older armored core games, which ones would you recommend, and how would you recommend one goes about playing those games?
I have played the older games! I adore this series, and it's been a favorite of mine since I was a kid. I started with Generation 3, so that's going to be my recommended starting point, but there are a few places you could start.
Here's the TL;DR: The games from Gens 1, 2, and 3 are good, Nexus and Last Raven are excellent. All of those use a very different energy system from AC6 which might take some getting used to. Gen 4 is also fantastic and has extremely fast-paced combat. Gen 5 isn't terrible but is not looked upon fondly, and these entries are kind of only half a game without the online features. Also, pirating is illegal! But if you already own the discs, you can get the images off Vimm's Lair.
As a rule, I'd suggest going from older to newer. The original game used L1 and R1 for looking up and down and didn't start using the second stick for look controls until Nexus, which is in the middle of Gen 3. With that in mind though, here's my general guide to the games.
Generation 1 (AC1, Project Phantasma, Master of Arena) is a decent starting point. The games are unforgiving but still play pretty solidly even now. If you're willing to go back to PS1 games and don't mind failing and starting over until you finally figure out how to pilot your tank-controls mech, Armored Core 1 is a great place to start. Generation 2 (AC2, 2: Another Age) is also pretty good and is where the games transitioned to PS2. The games are a little more forgiving than Gen 1. Mostly.
Generation 3 expands on the formula from the previous games with plenty of quality of life improvements and more parts. AC3 is the first entry in this generation, and Silent Line is basically an expansion for it. If you liked 3, you'll like Silent Line.
The games past Silent Line are considered Generation 3.5, and this is where the games really start to shine in my opinion. Nexus is the first game where they make use of the second stick for look controls, and they started experimenting with new mechanics as well.
Last Raven is my favorite game from gens 1-3 and probably my 2nd favorite overall after 6. This is the first game in the series that has branching paths and multiple endings. The story is really engaging and you need to get all 7 endings to really get the whole picture of what's going on. Now that I think about it, this is kind of a prototypical version of modern FromSoftware storytelling. The only problem with this game is that it is extremely difficult compared to previous games, even AC1, and they were fully expecting you to make use of the feature that lets you transfer your schematics and parts from Nexus or Nine Breaker. If you're looking for a challenge, this game is really great! It's tough but rewarding and a ton of fun. Under no circumstances should it be your first entry into the series, though.
Formula Front and Nine Breaker can be skipped. Nine Breaker felt like an inferior Master of Arena, and Formula Front is just... weird.
AC4 and 4 Answer are the first games on PS3/X360, and they shake things up a lot. Brand new parts, new guns, new mechanics. They're the first games where you can boost forever, and the gameplay is extremely fast, easily the fastest in the series. If you're good enough, you can move so fast your camera literally can't keep up. 4A is my third favorite game in the series, but the whole generation is worth playing.
Gen 5 (AC5 and Verdict Day) are... I mean they're fine. They have good mech designs, the core gameplay is still there, and they slowed the gameplay way down after Gen 4, but they also focused really hard on multiplayer, which is now dead unless you're lucky. A lot of the gameplay revolves around online missions, so they're kind of just half a game now.
As for how to play the games... Unfortunately, they weren't super popular in the West, so copies that exist go for more than new AAA games these days on eBay, especially with AC6 out. Now, despite how that sounds, I'm not gonna say you should emulate without a legit copy of your own, since that'd be illegal. You should also stay away from a place called Vimm's Lair. You can download the discs there, but only if you own the discs themselves! That said, if you do happen to have legit copies and want to emulate them on your PC, Duckstation, PCSX2, and RPCS3 will be able to run them. But ignore that sentence if you don't own the games legally!
Generation 5 won't emulate properly no matter what, though, so you really will have to buy a copy to play on your PS3 for those.
...Damn, I did not mean to write a post this long. Then again, AC is one of my special interests.
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howlingday · 6 months
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My idea for a potential DEATH BATTLE! #5
2023, October 18, 19, 20, 27
Link to the fourth post: https://www.tumblr.com/donotmindme1/731349657571278848/my-idea-for-a-potential-death-battle-4-2023?source=share
Master list: https://www.tumblr.com/donotmindme1/731003687600881664/mind-what-you-do?source=share
Korra vs Delsin Rowe (Avatar vs inFamous)
They're the second legends in line!
Fighter 1: Korra, the continuing spirit of the Avatar cycle.
Fighter 2: Delsin Rowe, the accomplishing Akomish Second Son.
Wiz: Many of us aspire to live up and uphold the legacies of our predecessors.
*insert clips of Miles Morales & Peter Parker, Deku & All Might, Ruby Rose & Summer Rose, Batman & his Robins*
Boomstick: However, just because they're tough acts to follow up shouldn't discourage you from making your own path. He's Wiz and I'm Boomstick.
Wiz: And it's our job to analyze their weapons, armor, and skills to find out who would win... a Death Battle.
PREFACE: I am wasting my time writing this. I should be working on an important project. I wanted to write an idea that suits the chilly weather of autumn to serve as a nice gateway into other MUs. I played inFamous Second Son during the last three months of 2021 and I fell in love with the gameplay. Being able to scale the buildings of Seattle with Conduit powers, doing drug busts, and saving innocent people really gave me a sense of power. I am sure I am not the only one who was disappointed when Season 8 announced Korra vs Storm due to how unbalanced the powers are between the two (however, I enjoyed the episode, mainly Storm doing the Moses and Wheather the Elements). So, now that Cole made his debut on the show, we can finally let Delsin have his time in the spotlight. Besides, I think that Korra vs Delsin is a more fitting MU, and you'll see why later on. Also, I will mainly be using True Hero Delsin (Good Karma) as it is the canon ending. I'll consider Infamous Delsin (Bad Karma) separately as it does affect the fight.
WHY:
Connections:
1. Both carry on the legacy of a famous protagonist who was able to control multiple forms of matter (Aang and Cole McGrath).
2. Both are capable of manipulating at least 4 different forms of matter (Korra has Earth, Fire, Air, and Water; Delsin has Smoke, Neon, Video, and Concrete) due to a physiological trait (Korra has the spirit of the Avatar, allowing her chi to pass through all of her body better than the rest and manipulate the elements; Delsin has a Conduit gene that lets him obtain the abilities of other Conduits upon extensive contact and draining Core Relays).
3. Both started their journeys being childish and/or immature but through their actions and strife, rose above and became better people and consequently, better idols and saviors.
Personal reasons: I wanted this to be Korra's MU during Season 8, but alas, it was not to be. More than anything, I want them to react to each other's powers. Delsin would ask Korra if her conduit gene is like his but better since she doesn't need to absorb matter to change her powers and Korea asks about how the heck is he manipulating light and becoming invisible. After all, conduit powers and bending are different in their manifestation, how they manipulate the environment, and more importantly, how they interact with each other.
THE FIGHT:
Art and animation: The animation will most likely be 2D like all Avatar fights, but the dream is to have it be a 3D battle with fluid movement and lots of different camera angles. The animation from Korra vs Storm is good for Korra, so reusing it would benefit her, but Delsin tends to fight from afar using his projectiles. While he does have dashes, his chain, Comet Drop, and some support abilities, Delsin is mainly a ranged fighter, and the 3D team works best with characters that have a wide assortment of abilities, especially ones used in midair or while running. However, to be able to get the most out of both worlds, the fight is best in 2D, and it's not like Cole was limited to ranged combat in his fight. It could really go either way and still be great regardless, and that's honestly the best part. I really want this fight to be a finale so it could be a long fight with lots of pretty stuff to gawk at, especially since Spiritbending, Neon, and Video allow for flashy maneuvers.
Possible setup:
In a metropolitan area, the Second Son is doing stencil art dedicated to his dear brother. "Man, I miss you, Reggie."
"Hey! You can't paint the walls of this city!" Delsin sighs. He misses his brother, but not his overly bureaucratic attitude. As he turns around and puts down the spray paint, he sees Korra who is looking a little stern. "Hey, there. Isn't art a form of self-expression? I'm building a masterpiece here, and it'll be my gift to the world."
"That's fair, but you're painting on public property. Unless you have a permit to do so, step away from graffiti." Korra was a little miffed. The graffiti looked cool, and it looked to be a dedication to a departed soul, but duty calls. Besides, it's just graffiti, not a murder or kidnapping. If he refuses, however, she can have her way.
"Who are you, the fun police? I'm not hurting anyone." It's like dear Reggie was still with him: being a pain and not letting him have his fun.
Korra smirked. "Fun? Oh, I'll show you fun." She got into a fighting stance. Hey, if you're having fun on the job, good for you, right? It's been a boring day of patrolling, so she's itching for entertainment.
"Oh."
FIGHT! :
1. As it turns out, she was nothing like Reggie. Korra firebends at Deals and catches him off guard. However, Delsin absorbs the smoke, unharmed. This causes Korra to look puzzled. "Wait, how did he- He barely moved." She then attempts to earthbend, summoning rising pillars, but Delsin smoke dashes away. "How did you do that?" Korra had never seen someone turn into smoke before. Maybe she should ask him how to do that.
2. "I'm a conduit. I mean, aren't you one?" Delsin starts to use Smoke Shot as he moves around, but they're easily dodged and dispersed with more earthbending. "I'm the Avatar, master of all the elements." "Is that right?" Delsin uses a smoke dash to sneak up on Korra from behind and tosses a Sulfur Bomb.
3. The Sulfur Bomb explodes, but Korra just rolls up to Delsin and engages him directly. Delsin tries to punch her and use his smoke-imbued chain, but all his attacks are evaded or blocked. Korra roughs up Delsin, punching him in the face, kneeing him in the stomach, etc. Delsin drops another Sulfur Bomb that leaves Korra coughing, and attempts to subdue her.
4. Korra bends away the ash and sulfur and launches Delsin into a building using waterbending. Delsin is able to recover and takes the high ground through a smoke vent. On the roof, he shoots a Cinder Missile. Korra is able to notice and puts out the Missile before it hits. "Wait, she didn't drain water." Come to think of it, she was able to use fire and then the cement beneath. Is her Conduit gene better than his? Korra starts to airbend projectiles and Delsins fires Smoke Shots (like Might Guy's Morning Peacock vs All Might's air punches). Korra then firebends her way to Delsin and delivers a powerful kick, sending him flying.
5. Delsin crashes onto another building, but drains the neon from the nearby signs. Noticing some injured civilians, Delsin starts to heal them, earning him Good Karma. As Korra rushes in, Delsin rushes her first due to his Neon Dash. "Wait, are you a Spiritbender!?" She's good up close, but it doesn't matter if she can't hit him. He strikes her with his chain, but Korra grabs it and uses a powerful earthbending punch on him. Delsin Neon Dashes away. "Oh, no you don't!" She knows that he has powerful ranged attacks, so she needs to be close to him. She gets on an air scooter and chases after him as she shoots air at him, chasing him to near a spirit portal.
6. Delsin is able to outrun Korra and fires a stasis bubble. Korra uses a firebending soccer kick on the bubble, punting it away. Delsin runs before he's hit with his own bubble (he doesn't seem to be affected by it in-game, however). He then rushes up to Korra who attempts to strike him, but he instead rushes past her and fires a phosphor beam, successfully hitting her and knocking her off balance, and successfully uses a stasis bubble. He attempts to obtain more powers, but he feels nothing. "What..? Then how..? You must not be a Prime Conduit." Korra gets back up in fiery fashion and Delsin employs hit-and-run tactics, firing phosphor and neon beam, but Korra is able to block with her bending. She then does Zuko's "breakdance" and catches Delsin off-guard.
7. Delsin quickly heals by absorbing video from a nearby TV. He then uses Video Torrent. Korra simply dodges and attempts to get in close, but Delsin strikes using his longsword, damaging Korra a fair amount. He then uses Bloodthirsty Blades. Korra dashes away, but is unable to avoid the blades, so she destroys one with a fireball, another by raising a stone wall, and the last one by creating an ice structure. Korra is then attacked by a... Is that a spirit!? Whatever it is, it has wings, metal plating, and is currently shooting a laser. Korra dodges and bends water and freezes the spirit, but it... Disappears into wisps of light... These are not like the spirits she knows, but she is then pushed and pinned to the ground by smaller swords. Delsin appears out of thin air. "How did you do that!?" "A friend lent me his powers, you could say." Ok, that is NOT how bending works. Using a combination of earth, wind, and fire, Korra frees herself by creating a crater underneath her, enters the Avatar State, and then bends the concrete around Delsin, encasing him in a shell, and bends him to her. He's a fire bender and a spirit bender, but he is not the Avatar.
8. Delsin absorbs the concrete before being fully encapsulated and does his boulder dash. He starts to engage Korra, but she is nimble enough to dodge. Korra then gets an idea and starts to make her way to the spirit portal. Delsin starts to climb on top of a building and does a Comet Drop, doing his pose on the Second Son cover art, and he starts to fire concrete shrapnel and a concrete barrage, but Korra instead redirects them. However, Korra gets a leg up and is able to use bending to get Delsin into the Spirit World and she enters.
9. In the Spirit World, Delsin is taken aback due to the colors and... weird animal things... He doesn't get to gawk for long as Korra makes her bombastic entrance. However, she firebends at Delsin who promptly absorbs the smoke, but he's starting to struggle and to get hurt so he smoke dashes away
10. Korra wins by overwhelming and overpowering Delsin. Since they are in the Spirit World, Korra becomes stronger, and in the Avatar State, she is in no need to wait for Delsin to exhaust himself. Even as he tries to distance himself and use his sulfur bombs and sulfur headshots, the Avatar is easily able to bend them away. She then is able to unleash a powerful bending attack that overwhelms Delsin and he blacks out, thinking of Reggie. After Korra finishes the job, she exits the Avatar State. "That was fun, but I'm sorry. I hope you find you and your departed family can reunite here". She then bows to her opponent. She's fiery and hotheaded, but she's still empathetic.
11. Delsin wins by being able to stall Korra and connect a successful attack. The fire is hurting him, but if he keeps his distance, all it serves is to fuel and heal him. He gets in a good sulfur headshot, briefly stunning Korra and leaving her coughing again. He then tosses another sulfur bomb, leaving Korra coughing more. He then does his Orbital Drop, but as he reaches the apex, Korra bends away the smoke and then launches herself, attempting one last attack. They meet halfway, and after a noticeable explosion, both are left on the ground, Delsin tired, and Korra dead. Korra, in her last moments, apologizes to her friends and family for being able to say goodbye. Delsin recollects himself, and upon returning to the Human World, finishes his graffiti of Reggie. However, we see him painting another mural, and he says "Say hi to my brother for me". He then turns to leave, and we see a mural of Korra, reading "Dedicated to the Avatar."
RESULT:
Strengths and weaknesses:
Korra:
+ Physically stronger and more durable.
+ More experienced.
+ Has superior training.
+ Easier access to her elemental manipulation.
= Firebending and Earthbending fuel Delsin, but Smoke and Concreted are easily negated.
- Energybending cannot negate the Conduit Gene.
- Energybending cannot manipulate Video or Neon.
- Is vulnerable to suffocation. When she was poisoned as she was. suffocating, the Avatar State only held off the poison and not the suffocation.
- Can be immobilized via the stasis.
Delsin Rowe:
+ Can heal from firebending and earthbending.
+ Has a healing factor.
+ Is likely faster with Neon.
+ Neon allows for fast attacks, and the stasis bubbles are immobilizing.
+ Infamous Delsin has easy access to instant kill options.
= Firebending and Earthbending fuel him, but Smoke and Concrete attacks are negated.
- Untrained in physical combat.
- Physically far weaker and faster. Is also slower without Neon or Video.
- Is not immune to fire when using smoke or to earth when using concrete.
- Cannot access all his elements at will.
- Draining a power source leaves him vulnerable.
- There's no evidence to say that he can resist being immobilized by being surrounded/encased in concrete like he did to Augustine.
- Cannot obtain bending powers as they are spiritual and not genetic. Even then, he'd need Core Relays and blast shards to be able to get any use of his newfound abilities and to be able to absorb any other element.
Ending puns:
"The Avatar's victory was elemental."
"Delsin got a concrete victory."
MUSIC:
Name: "Four Infamous Elements"
The title makes reference to both combatants' abilities to manipulate four elements or states of matter as well as the inFamous game series' name. Brandon Yates used Second Legends for his commissioned track, so I cannot use it.
Art: The art would depict Delsin's chain forming a circle imbued with Raava. One half would have Korra's elements spiraling outwards. The other half would have Delsin's elements spiraling inward, forming a Yin Yang. The center of the circle would have a gene symbol like that of the Second Son power skill tree on the side of Korra's elements and the symbol of Raava on the side of Delsin's elements.
Sound: the start of the music is that of the Second Son main theme and it plays during the initial confrontation. The music is kicked up a notch when Korra first attacks, where the sound shifts to be more Avatar-centered, but with some hip-hop elements, and even has parts and bits that sound like Second Legends as a callback, much like Final Formersr referenced Deceptive Tyrants. As the battle gets closer to its climax, the sound is that of the main theme of Avatar, but with a mix of Asian instruments and rock instrumentation.
Holy cow, I love doing this one! Especially imagining the track and its art due to the possibilities of symbolism.
THANK YOU AND I HOPE YOU ENJOYED THIS!
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Ooh, another interesting match-up! Although, to be honest, I already have my doubts as to how this plays out. Great fight idea, though!
URBAN SPRAWL
Honestly, the Avatar fights have been kinda meh in Death Battle, usually because they've all been so one-sided (except for the first, Toph v Gaara).
I really like the premise of the fight and how it plays out. Unfortunately, I gotta give it to Korra here for one reason; resource. Korra can bend anything from anywhere with little limit on where. Delsin, however, has very specific sources from which he can draw his power, such as his concrete abilities can only be drawn from conduit enforcers gifted with the same powers.
Still, though, it would be a pretty neat fight.
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aestheticsimschallenge · 10 months
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The Sims 4 Aesthetically Challenge
This is a 10-generation family challenge with every generation having a different aesthetic and color! I have worked hard on this challenge and I hope that you enjoy it!
Overall Rules:
No cheats besides a start-of-game free real estate cheat.
If you wish to age a sim up before their birthday they must be either an A student or level 3 on all skills for toddlers, infants must have all movement milestones to age up early.
You must complete all challenges to consider the generation done, if you do not - you have failed that generation. Feel free to start it over again with their kid to continue gameplay!
Only have the base game but still want to play? No worries! Anywhere you see BGO is a label indicating the switch of a trait or other aspect that is in a pack being switched out for something in the base game. You can ignore any likes/dislikes you do not have, they are just a bonus for fun! If I missed any of these moments, please let me know!
I recommend looking at the next generation when they are born, some requirements will need to be completed during childhood.
Please have fun and share any pictures or videos with #aestheticallysims
Generation 1
Growing up you always strived to be perfect and now as an adult, you feel like you finally can be. Or at least your version of perfect, except your kid, does not exactly live up to your expectations, or just life in general.
Aesthetic: Polished with the color red thrown throughout
Traits: Proper, Perfectionist, Materialistic BGO: good
Likes:
red
Japanese folk music
cerebral sims
hard-working sims
deep thoughts
Dislikes:
jokes
electronica
rascals
funny sims
pranks
Aspiration: Fabulously Wealthy
Career: Doctor BGO: tech-guru in the entrepreneur branch
Challenges:
live in Mt. Komorebi/ no shoes in the house BGO: Ignore
master the logic skill
can only have one kid, must be a strict parent with a strict relationship
must marry early in young adult years
complete both the aspiration and career
Generation 2
Living in the home of a strict parent who never thought good was good enough was tough, now you just want to let loose and have a good time. Knowing your parent does not approve of your career or aspiration choices is hard but your dedication to the things you love makes it easier, plus the support of your best friend and partner.
Aesthetic: Sporty and orange
Traits: Active, Socially awkward, and adventurous. Infant: wiggly toddler: wild BGO: outgoing and your choice
Likes:
orange
fitness
skiing
snowboarding
high energy sims
outdoorsy outfits
Dislikes:
kids radio
homebody sims
deep thoughts
Aspiration: Body Builder
Career: Athlete
Challenges:
must go skiing once a week BGO: go to the gym
must master cheer or football team in high school
A student for your entire childhood
must marry your childhood best friend/sweetheart who is good and family oriented
must have three kids
must complete career and aspirations
Generation 3
You were very close to your grandparents growing up and wanted to be just like them. You always believed that while your parents had good intentions they did not quite understand the legacy left by your grandparents and how it should be upheld. You intend to add to that legacy and strive for success.
Aesthetic: Your choice and the color yellow
Traits: genius (can also use ambitious once the sim is old enough), overachiever, snob. BGO: evil. Infant: calm. Toddler: Independent
Likes:
yellow
focus music
hard-working sims
egotistical sims
arguments
gossip
Dislikes:
mischief
ambitionless sims
potty humor
silly behavior
Aspiration: Renaissance Sim. Child: Mind + Body. Teen: Goal Oriented
Career: Law. BGO: secret agent, diamond agent
Challenges:
must move to a new home/remodel drastically
master wellness skill
strict parent
must have more than one kid
master a club in high school
must master career and aspirations
Generation 4
After growing up in such a strict and goal-oriented family, you feel that is what you have to be. So you set out on your way in the business career trying to "make something of yourself" just like your parents always wanted. Eventually, the hustle culture of it all catches up to you - you are burned out and miserable. So upon your birthday into being an adult you give it all up for the quiet and fulfilling life in the countryside.
Aesthetic: Cottage Core and green
Traits: loves the outdoors, animal enthusiast, maker. BGO: foodie and self-assured. Infant: sensitive. Toddler: angelic
Likes:
Green
gardening
cooking
french country
pet enthusiasts
country fashion
discussing hobbies
Dislikes:
modern
spirited sims
deception
Aspiration: Master Maker. Child: playtime captain. Teen: Admired Icon. BGO: freelance botanist
Career: Business
Challenges:
Level 6 of career before aging up to an adult
Quit your job and move to the countryside on your birthday (Cottage living world if you have it or the horse ranch world)
must have a flourishing garden, chickens, and one other barn animal of your choice. BGO: only the garden
must be gay and married to someone right before or right after becoming an adult
master in gardening and cooking skills as well as your aspiration
supportive family dynamic for all kids BGO: ignore
Generation 5
If there was a better childhood or parents to have, you can't imagine it. Seeing how loving and supportive your parents were inspired how you move through the world. You strive to be the best parent and partner you can be.
Aesthetic: Suburban soccer mom and blue
Traits: family-oriented, goofball, clumsy. Infant: sunny. Toddler: silly
Likes:
blue
family-motivated sims
nature enthusiasts
affection
jokes
Dislikes:
argumentative sims
malicious interactions
Aspiration: Super Parent. Child: social. Teen: drama llama BGO: big happy family
Career: entertainer - comedy branch
Challenges:
must master parenting, comedy, and cooking skills
must have at least 6 kids
must build a tree house
complete aspirations and career
must have a close family dynamic with at least 3 kids
Generation 6
Growing up was smooth sailing, your parents had so many other kids they did not have time to instill a lot of structure or responsibility into you. You ended up being really good at going with the flow and focusing all of your energy on your favorite thing - the arts.
Aesthetic: Artsy/Bohemian and Purple
Traits: Creative, art-lover, lactose intolerant. Infant: wiggly. Toddler: charmer. BGO: Glutton
Likes:
purple
idealist sims
emotional decision-makers
compliments
boho fashion
Dislikes:
egotistical sims
argumentative sims
polished sims
small talk
Aspiration: Painter Extraordinaire. Child: creative. Teen: admired icon
Career: Painter: real arts branch
Challenges:
master aspirations and career
master painting skill
must go out on a first date to an art museum for every first date
must paint the streets of san myshuno (BGO: ignore)
must live in san myshuno arts district (BGO: ignore)
Generation 7
Your love of the arts comes from your parents, though you prefer music or writing to painting. But one thing you love just as much if not more is being social with other sims, you love to feel like you belong. As well as thriving off of academic achievement, of course, being the star student is not easy but someone has to do it. After a high school heartbreak that drove home to you the importance of the truth, you will do anything to find it and spend all of your time searching for it.
Aesthetic: Light Academia
Traits: music lover, vegetarian, insider. Infant: cautious. Toddler: angelic. BGO: childish
Likes:
pink
optimistic sims
stories
deep thoughts
Dislikes:
high energy sims
rocker fashion
gossip
Aspiration: Nerd Brain. Child: creative. Teen: goal-oriented
Career: writer - journalist branch
Challenges:
complete career and aspiration
master handiness and writing skills
be cheated on by your partner in high school
must start a writers club (BGO: ignore)
must write in a cafe and use it as a meet-cute for whoever you marry
have two cats (BGO: ignore)
Generation 8
From the first moment you can remember, you were different than the rest of your family. You strive for the finer things in life and live off of gossip. Your goal is to be Regina George (Pre bus incident of course). This is however the polar opposite of your parents and no matter how much they love you, there is always tension because of it.
Aesthetic: Glitz + Glam and deep purple
Traits: kleptomaniac, self-absorbed, party animal. Infant: intense. Toddler: fussy. BGO: erratic
Likes:
purple and white
egotistical sims
spirited sims
romance enthusiasts
gossip
affection
flirtation
compliments
Dislikes:
homebody sims
deep thoughts
small talk
Aspiration: villainous Valentine. Child: slumber party animal. Teen: live fast
Career: Actress/Actor BGO: entertainer - music
Challenges:
must complete aspirations and career
must master drama club as a child and teen (BGO: ignore club)
must have multiple children with multiple Sims
must reach the top level of fame and live in a celebrity house
you have to try to have a music career as well as your main career and master singing skill
master acting skill
distant family relationship with kids (BGO: ignore)
Generation 9
Growing up was not easy, your parents were either MIA or distant so you turned to your grandparents and siblings for emotional support. Being the child of one of the most famous sims ever did not make it any easier, never knowing who was talking to you for the right reasons or not. You just can not help wishing you could live a simple life and go back in time before all of this fame stuff. You spend your whole life trying to run away from your childhood and remove all of the nasty articles those pesky journalists wrote about you over the years. Striving to be anonymous is not as easy as it seems.
Aesthetic: Vintage maximalist and dark green
Traits: neat, paranoid, gloomy. Infant: cautious. Toddler: clingy. BGO: jealous
Likes:
green and brown
pessimistic sims
homebody sims
complaints
streetwear fashion
Dislikes:
optimistic sims
spirited sims
compliments
Aspiration: Archeology Scholar. Child: mind and body. Teen: your choice. BGO: computer wiz
Career: Freelance: paranormal investigator BGO: criminal
Challenges:
complete aspirations and career
live in a haunted house (BGO: ignore)
close to grandparents and siblings
master hacking skill
join computer club in high school (BGO: ignore)
must take at least one vacation every season (BGO: spend an entire week of each season not going back to your base lot)
Generation 10
Your parents were always afraid of everything, never wanting to move on and live their life. Who cares what any dumb paparazzi think? The only real places you could go as a kid were school or the library so you threw yourself into your academic career and books. Not to mention at least not everything was haunted in the stories. Despite your frustration at being limited you empathize with and are extremely protective and loyal to your parents, just because you can critique them does not mean anyone else can.
Aesthetic: Dark academia
Traits: bookworm, genius, loyal. Infant: calm. Toddler: Independent
Likes:
black and purple
argumentative sims
hard-working sims
cerebral sims
discussing interests
Dislikes:
rascal sims
malicious interactions
pranks
Aspiration: Academic. Child: mental. Teen: goal-oriented
Career: Education, professor track BGO: astronaut
Challenges:
you must get two university degrees and join the secret society (BGO: read at least 15 books)
must complete career and aspiration
must get the responsible trait (BGO: ignore)
be in the chess club in high school and master the logic skill (BGO: only have to master the logic skill)
master 5 skills of your choosing
must move lots (tired of being haunted much?)
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samarecharm · 18 days
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thank you for the long response! it was geniunely a very interesting read!! also i did not want to imply that you have to 100% like something or else drop it, that was not my intention (/_;)/~~ i just wanted to know what were the pros that outweighed the cons for you to continue the game!! i definitely have my own rant about the persona 5, as much as i love it.
i'm someone who has sunk hundreds of hours (i think about 400) into persona 5 royal, i have played the original as well and,,,,, i don't remember every bit of it as i got much more into royal, but your response definitely dug up some memories of my own gripes with the game as it was then. i bought strikers once i had a switch!! i was super excited to see ryuji and the rest of the gang again, but due to life stuff and me generally not being a fan of button smashers/combo games, i only got like 3 hours into it before i left it alone. also the lack of akechi was disheartening since after royal giving him more story i was wanting /still want more of him as royal, while not fully fixing his confidant, still improved majorly on his character in my opinion. but i trust your judgment, so do you have any tips to get back into strikers? it's really the gameplay that sticks out like a sore thumb to me, i'm not very dexterous with a controler and i get the hang of things quite slowly,,,, but again, thank you geniunely for responding so kindly and elaborating!! (*^ω^)
You are welcome 😊 I try to give the botd for questions like this, bc I have seen and received some very silly comments wrt to complaints of this game (and others people hold in high regard). Not that I am happy to see that you remembered some gripes w a game you liked, but it is easy to become a bit rosetinted about media you enjoy, and its good to go back and say ‘hey actually, theres some stuff i DO wish couldve been changed to make the experience better.’ At least u were polite about asking lmao
I think I am going to have the same problem I had before, so im going to preemptively put my strikers tips under the cut to stop it from bloating up dashboards 😭
I am aware that the warriors style gameplay is not for everyone; its very repetitive by its nature and it can be really bad on the hands if youre not used to it, so I unfortunately dont have a suggestion for making the combat portion of the game easier. But I am halfway through a ng+ of that game, so I at least have tips on how to make the combat less confusing, and how to spend less time on the actual combat itself.
Stick to one character and ignore literally anyone else in the beginning. I am so serious about this. The upgrades you get for ranking up teammates is used to enhance their combos, and that can be confusing in the beginning of the game. I had to fall back onto normal difficulty until i got the hang of everyones combos, so i suggest you do the same.
The ai for your teammates is surprisingly well done, and they will target enemy weaknesses and heal you before you NEED to be healed, which is always better than them simply forgetting to do so. They buff often, but they are a bit lax about debuffing without manual input (ann has Tarunda as a spell AND as a combo finisher, but she refuses to do either unless its targeting a tough enemy). You should prioritize builds that buff your entire team (so the competent team ai rips enemies to shreds) and debuffing enemies.
Combos are almost entirely optional if youre willing to jump in and out of Jails to replenish SP constantly. Spam spells, and switch teammates to spam their spells as well, then leave the Jail and return. Unlike the mainline games, leaving the metaverse does not pass time; only hitting important plot points like getting to the treasure and fighting the jailer counts towards progressing time, so you should abuse it as often as possible.
Due to [REDACTED] spoilers, you WILL need to at least master or understand three characters and their movesets. I obviously suggest Akira as one, but pick two more characters that work well with your playstyle. Ryuji was personally the easiest to understand; hes resistant to flinching, and his finishers are ‘hold X to kill everything around you’. Haru has a wide aoe for her combo finishers, letting her spin and shred through enemies or spam her grenade launcher infinitely. She has the added benefit of gaining more armor and reduced flinching during her hold finishers, so shes good for fighting bosses.
DONT fight those super hard burning enemies. They arent worth it 😭😭 you need to be at least 3-4 jails deep before u can even fight the one in shibuya jail 😭😭 theyre very easy to avoid, so just shimmy past them or ignore the area theyre in outright.
If you focus on understanding Akira, know that each persona has a unique set of finishers (yes, literally each one). If you are thinking of learning combos instead of just spamming spells, I suggest learning the pattern for executing his combos before focusing on what the finishers actually do. From there, you can test out finishers for each persona, and decide which ones are worth keeping based on that. I will say though, that the finishers kinda dont mean anything until you get to the end game, where high leveled personas will have spells like Concentrate or Debilitate as Finishers; but always know that a finisher spell is ALWAYS a spell that you can just as easily cast with SP. Dont make the game more stressful or complicated than you need it to be.
(As an addon, if you can understand Akiras moveset, then learning the other ones will be WAY easier since they are all virtually the same. The only thing you need to memorize is exactly what spell is used on their finishers; it took me forever to realize that Yusukes last finisher is…a combo enhancer…that makes his finishers last forever… and you would NOT know that unless u started learning his moveset since his ai never uses it)
If youre someone who wants to farm and level up to gain access to more personas, you should find the strong enemies around a map instead of constantly reclearing the entire jail. Unlike the mainline games, enemies do not respawn after leaving a floor; you gotta leave the jail and come back to make them respawn. If you are okay w the repetition, it is easier to memorize the spawns of strong enemies (not the minibosses that are burning) and beat them up for good exp and money, esp since all spawns are static. Silky in the Shibuya jail is the first one that comes to mind, since Ann is able to stunlock her w Agis, AND she spawns very close to one of the checkpoints (its before the underground section of shibuya but i cannot remember the name of it) making it easy to jump in and jump out to replenish SP, and continue farming.
And finally, despite what I just said, dont take the bosses of this game too seriously. They arent easy but they are absolutely doable without insane builds and optimization. Bosses have aids in the form of interactables of their respective weaknesses (Shibuya has party poppers with wind affinitiy thats eventually used on the boss to stun them.) Stock up on healing personas, Stock up on Items from Sophias shop, and target weaknesses whenever you can to force an allout attack as fast as possible. The combat can be overwhelming, but at the end of the day, the combat is really just ‘run around from attacks and spam spells or combos until the thing dies’. I hope that helps a little bit, and if push comes to shove, i will always recommend watching a playthrough instead of fighting through a game that feels like a slog to get through. Most of the story comes from the cutscenes and city interactions, so you arent missing much by watching someone beat up shadows for u lol and bc i genuinely LOVE the characters they introduce, its worth it to learn about them.
It sucks that Goro isnt in the game, but it was made prior to Royal iirc (the japanese release was the only one available for some time). I will say though, the themes of this game fit him so perfectly, and if youre of the mind to speculate and make aus, then you will be joining me in the obsession of making Goro interactions w the team. Palaces were about corrupted peoples desires distorting the world around them, and they were always someone so reprehensible, you were not intended to sympathize w them and even debate if what the thieves were doing was wrong. But Jails serve an entirely different purpose, and the end result is having Rulers with depth to them, and the overarching theme of ‘if you fuck up your life and others over the decisions you thought were correct, can you recover?’ And the answer is always ‘yes. No matter what, you can always start over if you intend to do better and be better’, and I think thats a good reason to see the entire story through :)
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sheev66 · 10 months
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Tears of the Kingdom thoughts
Ok here’s one I’m just going to do off the top of my head. I don’t really have any thematic or narrative analysis of this game, so this is just going to be about gameplay. I’m just coming to the end of the game and I have found that my enjoyment has faded dramatically over time. Some of the biggest problems in my opinion are:
1. The combat doesn’t have enough depth or reward to justify itself as the game progresses. Both parry and flurry rush are too powerful, making waiting and counterplay too productive. Similarly, the slo-mo you get from firing your bow mid-air is way too strong. It makes gaining some vertical distance the top strategy in almost every scenario and trivializes actually getting good at shooting the bow. Furthermore, there’s way too much menu selection and grinding/farming required for encounters. At a certain point in the late game, I fought a white Lynel. I countered his first hit and then hit him a bunch of times with the Master Sword. The beast took almost no damage and the sword broke. It was that moment that killed my desire to fight any tough enemies ever again. When I look to combat in previous Zelda games, like Skyward Sword or Twilight Princess, I see a nice clean test of ability, where the enemy is tailored to the particular stage of the player’s skill and gear. It’s also nice to fight a group of enemies without having to pause the action and scroll though menus a bunch of times. I recognize that this particular problem with ToTK’s combat is due to the open-ended gameplay and progression, but it’s a downside nonetheless.
2. The physics systems and Zonai abilities are great fun to use, but the game does not demand you diversify your tactics and solutions. The fan is the biggest culprit when it comes to optimizing exploration. Having access to convenient vertical movement allows the player to just skip over many of the challenges and atmosphere of traversing Hyrule. Because the fan is so good, even other methods of vertical movement, like balloons, DIY bridges and catapults are made irrelevant.
3. Puzzles can be solved creatively but very rarely do they require creativity, or test the player much at all. Completing shrines was an enjoyable experience for me but the vast majority felt like they ended before the truly got started. A fair few were so simple that they basically just introduced the player to a concept and made them execute it, no twist on the formula whatsoever. Dungeons too are pretty rough in this regard. They’re not so much one big puzzle space as just a compilation of a couple of shrine concepts bundled together. It was a disappointment considering how the “return” of dungeons were hyped up before the games release.
I have plenty of other gripes but I think I will leave it with these issues. The millions of people who have played this games have demonstrated all these fantastic and inventive methods of traversal, combat and puzzle solving. The problem is that these solutions never produce an advantage in time saved, effectiveness or reward. It’s always more productive to just exploit the games systems in a safe, predictable way. I understand for some people, going out of the way to be creative is a reward in itself. For me though, I need more than just creativity to be possible; I need it to be a necessity. For most of the game, it just isn’t.
A lot of these shortcoming stem from the fact that ToTK is an open game which prizes freedom above all else. The game isn’t uneven or poorly conceived; it’s that certain elements of the design are in contradiction to others. To me that’s fascinating, since it leaves no easy answers for fixes. I can think of plenty for issues like the bow bullet time, for example, but how can one gradually intensify and elaborate on puzzles or combat when the player can approach them in any order? Or just skip some entirely? I’m not sure. It’s clear to me that open world design is here to stay for Zelda, and I think that’s for the best. ToTK is still overall a good game and roaming around Hyrule is a massive highlight. I just hope the developers have a hard look at what can be improved and don’t get distracted by the massively positive reaction to the last two games. If there’s any team that can do that, it’s the Zelda team.
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lustfulmechanics · 4 months
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Okay now that I've gotten the pained shrieking out of my system, currently working on a potential mechanical framework for an XCOM Quest, and torn between three options
Option 1, the Vibes System. Players propose a plan, I consider the risk reward ratio, roll a d100 and higher numbers work out better, lower numbers work out worse. This is the easiest system to implement, but makes it very hard for the audience to actually predict the result of their vote cause they have very little to base their choices off of beyond Vibes.
Option 2, the Existing System. In this route, I lift a system wholesale from some skirmish game to use for mechanical resolution. Currently I'm looking at F28: War Always Changes as a base to work with, since it's reasonably flexible and can even accommodate player actions outside of normal gameplay considerations (being designed with the possibility of Game Master run Narrative play). However, some of the base math doesn't line up great with situations expected of XCOM. I won't go into the full math right now cause sleepy but the odds are off in ways that people who are used to what works in XCOM will notice, "Hey, this feels weird."
Option 3, the Modified System. I'd still use some existing system as a base because I'm not fucking insane but I'd look at overhauling the underlying random numbers to more line up with the XCOM experience. As an example, I could switch F28 from a d6 system to a d10 and replacing toughness rolls with variable damage and everyone having multiple hitpoints. This would require more initial setup on my part ripping some of the guts out of the system and stuffing new ones back in, but would also mean I could lift a bit more math straight from XCOM itself and that people more familiar with the series would be able to more readily jump right in and make educated decisions.
So yeah, a question of how much effort I want to out in and how close I want to run to source material. It's taking up a surprising amount of brain space right now, so wish me luck!
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wolfofcelestia · 8 months
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I did the tourabu sorter with strictly no ties. My tastes changed a little bit since 6ish? years ago, but I think I still gravitate to the same swords
There were some tough match ups but I eventually started picking swords by thinking about who I'd like to hang out with more. Some swords I like were pushed down because of that but I think my ranking would also change from day to day
Anyway, here's my top 15 because I get really meh about them after that
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15: Chougi
Yeah I really don't have much to say about him except that I appreciate his outfit lmao. A little funny that I like the sus Osafune better than some of the actual Osafunes.
14: Hasebe
I have a soft spot for him but he's really dropped in rank over the years because... I just don't think he'd be very fun to hang out with lol
Like yeah, in a life or death situation, of course you'd want him around. He is a huge ego boost for anyone he calls his master. He'd massacre thousands for you and ask who you want him to kill next. He'd burn down entire cities just to keep you safe (or just to impress you).
He is a good sword, a good servant, and a good killer. But if you want a friend? Is he capable of being just a friend? Or would even just thinking about being on the same level as you be too much for him?
13+11: Chigane and Chiyogane
I'm grouping these two together because they both grew on me during the seaside regiment event, the event I came back to tourabu for because of Jikkyuu. They both have very chill vibes and soothing voices and I appreciate them both. I'm surprised they're this high up though
12: Tonbokiri
Yaris aren't my thing but I can appreciate Tonbo's personality and voice. A big teddy bear. Yeah.
10: Kousetsu
If his personality wasn't so depressing, he'd easily be in my top 5 purely because his voice. Because. Fuck. FUCK.
The only other time I've ever heard Satou use such a breathy, whispering, purring voice for one character so frequently is---
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9: Kanesan
Honestly he's in my top 10 because of gameplay. He is my strongest uchi because tourabu decided to barely improve the 2-slot uchis after kiwame. And Kanesan is the only 3-slot uchi I like. He's really the only uchi I use now tbh
I had a brief stint in the Hakuouki fandom so him being tied to Hijikata makes him kinda familiar to me but I'm honestly not attached to him as some of the others in my top 10.
8: Kogi
Who doesn't want to be princess carried by a huge fox guy? His voice is very soothing and that feral switch is also a huge bonus. No real attachments to him but I think he's neat.
7: Sadachan
A little mini Shoku but with more energy all around. If I were a saniwa, he would probably be the only tantou I would actually like hanging out with ngl
6: Kikkou
Honestly, I like his pre-kiwame outfit better than his kiwame outfit. The hexagon pattern on his cape makes him look futuristic. I'm sad he lost that and also his black shirt in his kiwame awakening pose. As for his personality, I think he'd be fun to hang out with. A little much, but fun. So like, I could hang out with him for 15 minute intervals maybe. When push comes to shove, I appreciate that he can be really earnest too.
5: Akashi
If I had to pick the most relatable sword, it would be him. He would be the ultimate literal netflix and chill partner, no funny business because... that sounds like a lot of work. I bet he'd enjoy watching you on his lap tho. I like his design too, all except for those weird random straps over his chest? What's that about?
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4: Fuku
Honestly, he's been 3rd for a while. All up until like 2 weeks ago but we'll get to that.
When Fuku was released, I lost my shit. Shoku finally got a brother after all these years and it was fucking Belial. I Lost. My Shit. Pretty sure I hadn't touched the game in about 3 years when Fuku came out and I came back for the event... and left right after. I may have stopped playing but I wasn't going to let Shoku's only brother get away from me.
His voice being almost identical to Belial is a double-edged sword for me though. Objectively, I do like it, I do appreciate it, and I do find it hot. On the other hand, I can't unhear Belial and it's hard for me to separate their personalities.
I'm still not over this. Belial ruins everything (affectionate) even when he's not in this universe.
As for Fuku personality? Honestly, I'm still trying to pin down my headcanon Fuku's personality but it's been hard for me beCAUSE OF A CERTAIN FALLEN ANGEL. My image of him right now oscillates between comic relief and someone who's pretty serious. But I feel like it would be fun to tease him because he would blush pretty easily, similar to Shoku.
His association with Nihongou isn't really my thing (see Tonbo's entry) and his former master isn't someone I'm really familiar with, but he's from the Sengoku period so he's still in my range of familiarity.
Out of the three Mitsutadas, Fuku definitely doesn't click as well with me as the others. But I would choose him over most other swords without a second thought.
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Nah fuck this dude.
He was never really a top favourite for me before. I only saw him as the one waki in an adult body, someone who says sussy things, and has a ghost girlfriend. Then one day after Jikkyuu pulled me back into the game, I picked Nikkari's name out of a hat to include in my story. And then he goes and takes over the story and fucks my very first saniwa oc three times. Really. My first born child. FUcking RUDE.
Him vs Fuku was probably the hardest matchup in the sorter and he would probably share the 3rd spot with Fuku if I had allowed ties. And maybe Fuku would win out over him on some days. But this is where they both are atm
Honestly, I'm surprised it took 8 years for me to see Nikkari as one of my favourites because he checks a lot of my boxes. First and foremost, this guy fits into a horror story like no one else. He comes equipped with his own ghost! Where the hell was I looking? (oh right, at that guy at #1)
The fact that he drops innuendos like candy is usually something I go for too but it's only taken me until now to appreciate him. Sometimes I think his voice is just pretty normal, but then I hear him say something a certain way and it just short-circuits my brain
I think the main thing I never really got into is his outfit tbh. I like the ghost robe cape thing but the rest of his outfit is kinda plain. I do like his pre-kiwame outfit better than his kiwame outfit though. Still, considering he's up against the Mitsutada brothers, he's doing pretty good being so high on my list lol
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A bab.y
You know how I lost my shit when Fuku was released? Multiply that by 500 and you got my reaction just seeing Jikkyuu's teaser. There was absolutely no mistaking that a new Mitsutada was here. Him sharing the same artist as Shoku was clear from the start. And even before I knew anything about Jikkyuu, I knew I didn’t stand a chance
Jikkyuu, an Oda Mitsutada. No, THE Oda Mitsutada. Fuck me
And the best part? His personality is so fucking cute??
His outfit is on fucking point. Absolutely perfect outfit. Fucking love it. I can’t pick out a single thing I don’t like about it. Holy moly, have you seen this guy? The veins on his arms though jesus chRIST. I don’t know what that extra black band below his glove is but fuck I could gnaw on his forearm for hours. And his rolled up sleeves?? Call me a fucking ambulance. It’s like the tourabu character designers did research on Shoku fans and took the best parts of his design and gave them to Jikkyuu. And it fucking worked because they got me ON. SIGHT.
He’s gentle, he's kind, he's serene, he’s babby. But oh fuck get him on the battlefield, push him enough, and the next thing you’ll see is hell staring down at you
He is so similar yet so different to Shoku, and this was an easy way in to make me instantly like him before learning to like him for who he is. His memory is shit but he hopes you like him? DON'T WORRY MY MEMORY IS ALSO ABSOLUTE GARBAGE
Jikkyuu ticks all my cute, hot, and horror boxes. The fact that the very first line the world heard from him was something that sent all swordsani fans into space??? We're getting a new Mitsutada who's this hot and also has flirtatious tendencies??? This guy took over my brain for at least a month straight after that, resulting in me coming back to both tourabu and writing... and accidentally writing myself into a rabbit hole that I am currently stuck in
The only thing that keeps me from putting him at like rank 1.5 is his voice. It really isn’t my usual type but I was definitely surprised his seiyuu could suddenly pull out Jikkyuu’s horsekeeping lines. Those nearly fucking killed me. His scouting line is so dreamy, I melt every time I hear it. I want him to read me a bedtime story every night. But the sounds he makes when he's injured?? ohhHHHH BOYYYY
As of right now, Jikkyuu firmly holds the number 2 rank. The only other sword that could possibly knock him down a rank would be a future Mitsutada. But that future Mitsutada would have to be aiming at several of my weak points for me to like him more than Jikkyuu. Even if they’re not for me, I still want to see more of them. Give me all the Mitsutadas you can throw at me, tourabu
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Damn. Who's that hot guy?
What to say about him? He's lived in my head rent-free for 8 years, was the reason why I moved to Japan for a year, changed the way I think about a lot of things, and is just overall The Main Husbando. Out of all the favourite characters in all the fandoms I've invested time in, Shoku would stand out way up high on top of that list
He's usually so calm and collected but his personality switches to this loud, chaotic, fun-loving guy when he's on the battlefield. Look at him out there, cutting down enemy after enemy with a smile on his face. Boy's having the time of his life chopping off a head here, an arm there. Let him have his fun :)
He's caring and doesn't let you forget about keeping up good habits. He may seem vain at first but his kiwame death line? That line? The first and only time he ever calls you aruji? That fucking line. After everything else he's ever said just shows how much you really meant to him. FucK
I could talk more about his voice but I would need about 20 more pages to do so. I could fucking live in his mouth, let's put it that way. He could go from hot and tempting to so fucking soft and caring I'm gansldfkasjdfa dlnjgsf HHHHHHH
Even though he is the little brother in his family, he will always be the big brother of the citadel. You know he's the one everyone turns to for all sorts of situations
He'd be the person you'd want with you everywhere because he could help you with everything. Chores around the house? Absolutely. Cooking together would so fucking cute. Seeing him in his element, completely immersed in it and having fun. Have you heard his laugh? Baby angels would weep tears of pure joy.
Shopping for clothes? You bet your ass you'd want him with you. With his help, you'd come out looking like a star. Grocery shopping? Working together to get all the ingredients for tonight's dinner!! Getting his opinion on which tomatoes to get??? asldkfajsdflkn
Some loser bothering you while walking down the street? Get ready to fall in love again because he'd handle it so smoothly. And if things get physical, he'd shut that down instantly. He doesn't have the highest attack stat out of all the tachis for no reason.
Hanging out? What a fucking soothing cuddle buddy. Get too close? He'd enjoy teasing you and seeing your reactions because he knows your weak spots ("Whatever defenses you have are useless!"), but turn the tables on him and you might end up with a blushy mess on your hands if you catch him off guard. In the bedroom? I am stopping here.
I A M STOPP ING HER E.
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fledbeast578 · 1 year
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Hello! I always felt like Xiang Yu was an interesting character both in gameplay and story, but was held back by an awkward skillset. So I decided to try and give him some rank ups, I didn’t want it to just be a boring “add battery add charisma add-“ type rank up, but wanted to have them synergize with his intended gameplan, and support his lore and personality.
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Tactical Body-
-Add an ability where it locks Xiang Yu’s cards and then deals new cards without replacing any of Xiang Yu’s cards currently on the field.
Im terms of lore Xiang Yu is supposed to be a master at combat, constantly at peak performance and ready to fight at a moment’s notice. However this translates poorly to gameplay, as his playstyle and card distribution often has him caught off guard.
In terms of gameplay this helps fix Xiang Yu’s main problem, even when you have stars there’s always just a solid chance you just don’t have enough cards to effectively crit. This is unfortunate because setting up for a massive crit turn is Xiang Yu’s entire gimmick, not having the instant readiness of a servant like Super Orion or the ability to crit across multiple turns like Saber Lancelot. This can be mitigated with card counting, but this doesn’t make Xiang Yu less awkward to use it just lets you know when he’s going to be awkward to use, and it’s disrupted if an ally dies mid cycle. I think this buff would do well to help add extra consistency to Xiang Yu, which he desperately needs.
Originally I had it just lock the current cards in place, but that’d step on Sumer Bb’s toes and would be awkward as you’d want to use it 1-2 turns before you actually start critting, which would waste the crit up.
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Art of a Conqueror-
-Add Np Damage Increase (15-30%) (3 turns)
or
-Add crit star drop increase 50-100% (1 turn)
From a lore perspective I think the np damage increase would be more fitting. His noble phantasm is intended to be his raw conquering might as a warlord, being an Idiom based on his prowess. While Arts of a Conqueror is his reputation as a conqueror given form and engraved into him. It makes sense it’d work well with his noble phantasm, given how one feeds into the other.
From a gameplay perspective there are two fronts to be tackled. Xiang Yu’s intended strategy is to use his noble phantasm and s3 generates stars, and then deal devastating damage to a single foe with his strong steroids. However, a large issue this this is his s2, you want to use the steroid on the crit turn because of it’s large buff, but it only lasts 1 turn so you can’t really use it to buff his noble phantasm. So overall Xiang Yu’s noble phantasm deals relatively low damage, the np damage buff would help mitigate that, and would line up with the turns you’d want to use Xiang Yu’s s3 anyway.
The crit star drop rate would help fulfill his noble phantasms role of generating stars, even as a multi hit quick noble phantasm, Xiang Yu’s natural crit star generation is so bad it often only gets around 30 stars, which can be awkward to work with. This problem is exasperated in boss fights and challenge quests, where Xiang Yu will often only be fighting one to two opponents. A crit star drop rate buff helps mitigate this problem, making it a reliable star generation skill.
You could probably add both of these without pushing Xiang Yu over the limit, but I don’t want every skill to have 4+ effects, as that’d get messy.
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Noble Phantasm
-Increase noble phantasm damage (standard)
-Remove debuffs from self (triggers before attack)
-Add debuff immunity (3 turns)
From a lore perspective this one is a tough nut to crack, since his skill as a conqueror is represented by his s3. I wanted to differentiate it based on the song the idiom comes from
“My strength plucked up the hills,
My might shadowed the world;
But the times were against me,
And Dapple runs no more;
When Dapple runs no more,
What then can I do?
Ah, Yu, my Yu,
What will your fate be?”
But this is a struggle because it’s actually Xiang Yu coming to terms with his fate, that despite his strength his time was coming to an end. To work with this I decided a debuff removal seemed fitting, as a sort of callback to his death in lb3. Where despite it all coming to an end, he refused to let the situation get to him, fighting until he was finally destroyed for the sake of Yu Mei Ren, fitting with the poem which has him put his strength on a pedestal in spite of his acknowledgment that it wasn’t enough. From a lore perspective this wouldn’t be Xiang Yu being straight up immune to debuffs, but being so focused on his conquering might that he’s able to push through them completely.
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I decided to leave Foresight unchanged because it’s strong enough as is, the evade is a bit stranded but that’s par for the course, and the crit damage and absorption more than makes up for it, especially with the other buffs to his skills that would aid in preventing the buffs only being for 1 turn to be such a downside.
This may all seem powerful because it is, but there are still some downsides to consider that I think preventing Xiang Yu from being overpowered.
-I added more reliance to his noble phantasm generating stars, but added no battery, so he needs outside support to get his noble phantasm off reliably. This gives him better synergy with units like Shakespeare (who can charge his noble phantasm and then buff his buster cards, which does more work than Hans’ crit buff because there’d be no buff fall off)
-He has little staying power, with only an evade linked to his s1 and no defensive utility elsewhere Xiang Yu is a one trick centaur, not being able to survive for a round two without extensive support from his teammates, which is necessary for a lot of challenge quests that have multiple break bars.
I know not many people are going to read this, but if you did give me your thoughts on my proposed rank ups, and anything you liked or disliked!
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sneakyscarab · 8 months
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my one-a-day streak has been broken, my career is over! orz
not that i was remotely expecting to have kept up that pace for almost the entire series, and Unconnected Marketeers gave me good reason to take it slow and try more runs that usual. but thats spoilers innit :P
nina's thoughts on Touhou 18 - Unconnected Marketeers
if you recall my last post about Wily Beast and Weakest Creature, youll know that i said it felt like touhou games needed to really do something big to stand out this many games deep. well, i think ZUN had the same idea, cause Unconnected Marketeers definitely stands out, with one of the coolest new systems in the series. UM does something really fresh, integrating roguelite elements into the gameplay in a simple but pretty effective way through Ability Cards.
heres the rundown. before you start a run, in addition to choosing your character you also pick an 'ability card' to start with. throughout the stages of UM, enemies drop money tokens instead of the typical blue point items, and at the end of each stage after defeating the boss they open trade with you and offer a selection of Ability Cards to buy with your money: a handful of gaurenteed basic cards (a 1up, a bomb, extra power, etc), the stage boss's signature card, and then 3 random ability cards selected from a pool of about 50 cards. ability cards come in 4 varieties: active cards, equipment cards, passive cards, and item cards. all the categories are pretty self-explanatory by the name, except equipment cards, which are like extra weapon options that are added on top of what you have. once you buy a card for the first time, its permanently unlocked to be selected as a starting card in future runs.
every ability card is based on a character from the series, which is a really cool way of using the huge cast that touhou has (sadly its mostly playable characters and final/extra stage bosses, so no Wriggle card as far as im aware v_v). its really cute seeing how certain characters abilities are translated to card form, like Koishi's card that makes it so enemies dont kill you if you collide with them, or Lily White's card that literally summons her as a micro-boss and gives you a good item if you beat her. i haven't unlocked them all, and i think some of them are unlocked by completing certain things, like a second card for each playable character that only unlocks when you beat the game with them. i might keep playing just to see what other cool cards there are, especially since the cards themselves give a lot more replay value than usual. you even unlock the ability to use 2 starting cards after your first clear.
since the ability cards add so much variety to the gameplay, the player character selection is kept pretty simple to not overcomplicate things. we have Reimu and Marisa as usual, as well as Sanae and Sakuya (im glad they ironed out their differences and are able to coexist now :P). Reimu, Marisa, and Sanae all play exactly as they have the last couple games, but Sakuya actually goes back to her roots and uses a modernized version of her weird B set from PCB, which im glad returned since it was a really cool one. if you need a refresher, thats the one where her throwing knives are angled left or right based on your movement, and focusing locks the angle in place. in addition, now vertical movement also influences the knife pattern, with downward movement increasing spread while upward tightens it. its tough to master, but you feel like a beast when you make it work for you. i got my 1cc with Sanae, but i might keep playing and go for runs with the other characters too.
as for the new characters, if youre familiar with the cast of Unconnected Marketeers you already know who im about to be talking about. thats right, Momoyo Himemushi, baby! lets go! another bug-type youkai so soon after Eternity Larva, and for the first time she's Not a stage 1 boss! she's actually the strongest enemy in the game, lurking at the end of the extra stage to fight only the most powerful players. Momoyo is based on the Oomukade youkai, a massive centipede who lives in the mountains and eats serpents and dragons, with the only weakness that can pierce its exoskeletal armour being human saliva. shes strong as hell and basically the coolest ever, totally not biased at all. shes got her sick minecraft gold pickaxe and shovel to dig up tasty gemstones, and doesnt hesitate to beat the tar out of anyone who tries taking her stuff. shes even got some bonus gender spiciness, using 'ore' for herself instead of most characters 'watashi'. im glad we finally got our justice for bug youkai, with the most badass centipede lady you'll probably ever see.
the final boss Chimata is pretty neat. shes a god of special event marketplaces, so anytime you go to a convention and find some cool stuff in the dealers room you have her to thank. she has a really wild design, with a patchwork rainbow dress with a matching headband, and a white cloak with the cloudy sky on the inside trim, representing a lunar rainbow and the market that takes place under its light. its pretty sick, but probably absolute hell for fanartists lmao.
my third choice of the new characters would be Takane. shes a yamawaro (mountain kappa) with forest-related powers, and like the river kappa theyve become entrepeneurs and inventors in Gensokyo. Takane has some hilarious interactions with the main characters, especially Sakuya who literally is just there to buy cards, where she engages in a boss fight to protect the protags from stealing her ability cards, but after the fight ends and she finds out that youre a paying customer her demeanor completely flips and she starts hyping up her wares lol.
Unconnected Marketeers is really fun! its great to see such a unique and innovative entry for a series thats 18 games in, without overturning the base gameplay loop that the fans are there for (glares at game series being re-invented as an open world walking simulators). interestingly the Ability Cards, while being the main plot instigator, are kept around in the end, so it seems like its set up to be more than just a one-off mechanic. from what ive heard of touhou 19 i dont think they're there, but 19 is also a non-standard touhou for other reasons, so its up in the air. either way, whether the ability cards are a one-time thing or an evolution, theyre great fun and add a lot of interesting variety to the gameplay, and fit in pretty naturally to the gameplay loop touhou already had going for it. take all that good gameplay stuff and add on to that we finally get respect for bug youkai with Momoyo, and UM is up there in the top echelons of touhous. lets go bugs!!!! we win these!!!
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waywardcamel · 1 year
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How to play God of War Ragnarok
Introduction
God of War Ragnarok is the much-anticipated sequel to the critically acclaimed God of War series. Boasting an immersive story and stunning visuals, the game has already been praised as one of the greatest Sony Playstation exclusives ever made. If you’re looking to jump into Ragnarok, you’ve come to the right place. In this blog post, we’ll walk you through everything you need to know about playing God of War Ragnarok—from exploring Midgard and finding secrets to taking on Kratos' toughest challenges yet. So get ready for heart-pounding combat and breathtaking exploration; your journey awaits!
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Tips for Playing God of War Ragnarok
Assuming you're playing God of War: Ragnarok on the PlayStation 5, here are some tips to get the most out of your experience with the game. 1. Use the DualSense Controller's adaptive triggers One of the coolest features of the PS5 is the DualSense controller's adaptive triggers. This means that you can actually feel resistance when firing arrows or throwing your axe in-game. It adds a whole new level of immersion to the game. So make sure to take advantage of it! 2. Play on Performance Mode for smoother gameplay If you want the smoothest gameplay possible, make sure to select Performance Mode in the Settings menu. This will run the game at a higher framerate, making everything feel more fluid. However, it will also disable certain visual effects, so it's up to you whether you want those trade-offs. 3. Take advantage of quick travel points Whenever you come across a quick travel point in God of War: Ragnarok, be sure to use it! Quick travel points allow you to instantly teleport between different areas of the game world, which can save you a lot of time (and frustration) when backtracking or exploring.
The Different Difficulty Settings in the Game
If you're looking for a challenge, you can crank up the difficulty settings in God of War: Ragnarok. There are three difficulty settings to choose from: - Normal: This is the default setting, and is recommended for most players. You'll still be challenged, but won't be completely overwhelmed. - Hard: Things will start to get really tough here. Enemies will deal more damage, and you'll have less time to react. - Extreme: Only the bravest (or most masochistic) players should attempt this setting. Here, even the slightest mistake can lead to a quick death. So, which setting should you choose? It all depends on your skill level and how much of a challenge you're looking for. If you're just starting out, it's probably best to stick with Normal until you get a feel for the game. And if you're looking for an extra bit of excitement, try cranking up the difficulty when playing through optional areas or boss battles.
The Different Endings of the Game
God of War Ragnarok is an action-adventure game that was released on March 22, 2021. The game is set in the world of Norse mythology and follows the story of Kratos, a Spartan warrior who becomes the new God of War. The game has three different endings: Normal, Secret, and True. Normal Ending: In the Normal Ending, Kratos kills Baldur and Freya. He then returns to Midgard and lives with his son Atreus. Secret Ending: In the Secret Ending, Kratos kills Baldur and Freya. He then travels to Jotunheim and kills all the giants. He returns to Midgard and lives with his son Atreus. True Ending: In the True Ending, Kratos kills Baldur and Freya. He then travels to Jotunheim and kills all the giants. He then goes to Asgard and kills Odin. He returns to Midgard and lives with his son Atreus.
Conclusion
God of War Ragnarok is an action-packed adventure, and with our tips, you'll be ready to take on the gods! From building your character to mastering the battles and puzzles, there's something for everyone in this epic game. And with a variety of difficulty levels available, no matter what type of player you are you're sure to have a fantastic time playing God of War Ragnarok. So grab your controller or keyboard and get ready for some intense Norse mythology gaming!
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rummybash01 · 1 month
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Level Up Your Rummy Game with Rummy Bash Challenges
In the realm of online gaming, Rummy Bash stands out as a platform that offers not only entertainment but also opportunities for skill development and strategic thinking.
With its array of challenges and competitions, Rummy Bash provides players with the chance to elevate their Rummy game to new heights.
In this blog, we'll explore how Rummy Bash challenges can help players enhance their skills, compete against others, and experience the thrill of victory.
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The Challenge of Rummy
Rummy is a card game that requires a blend of strategy, observation, and quick decision-making.
Players must meld cards into sets and sequences while discarding unwanted cards to minimize their points.
While the basic rules remain the same, mastering the game requires practice, skill, and an understanding of the nuances of gameplay.
Introducing Rummy Bash Challenges
Rummy Bash challenges add an exciting dimension to the game, offering players a variety of tasks and objectives to complete.
Whether it's achieving a certain score within a limited number of moves or winning consecutive games against tough opponents.
These challenges provide players with new goals to strive for and rewards to unlock.
1. Skill Development
Participating in Rummy Bash challenges is an excellent way for players to hone their skills and improve their gameplay.
By tackling different challenges, players can practice various strategies, learn from their mistakes, and develop a deeper understanding of the game's mechanics.
Whether it's mastering the art of card sequencing or learning how to bluff effectively, challenges offer a platform for skill development and growth.
2. Competitive Spirit
For players who thrive on competition, Rummy Bash challenges provide the perfect opportunity to test their skills against others.
By competing in challenges and leaderboard events, players can see how they stack up against their peers and strive to climb the ranks.
The competitive element adds an extra layer of excitement to the game, motivating players to push themselves further and strive for excellence.
3. Variety of Challenges
Rummy Bash offers a diverse range of challenges to cater to players of all skill levels and preferences.
From time-limited challenges that test speed and efficiency to strategic challenges that require careful planning and foresight, there's something for everyone.
Additionally, Rummy Bash regularly introduces new challenges and events to keep the gameplay fresh and engaging, ensuring that players always have new goals to pursue.
4. Rewards and Incentives
One of the most enticing aspects of Rummy Bash challenges is the rewards and incentives they offer.
By completing challenges and achieving specific objectives, players can earn in-game currency, bonuses, and other valuable rewards.
These rewards not only serve as motivation to participate in challenges but also provide players with tangible benefits that enhance their overall gaming experience.
Conclusion
In conclusion, Rummy Bash challenges offer players a unique opportunity to level up their Rummy game and experience the thrill of competition.
Whether it's honing their skills, testing their abilities against others, or earning valuable rewards, challenges add depth and excitement to the gameplay.
By embracing Rummy Bash challenges, players can embark on a journey of skill development, competition, and ultimately, victory.
Dive into the world of Rummy Bash challenges today and take your Rummy game to new heights.
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gertlushgaming · 2 months
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Fight Crab 2 Preview (Steam Early Access)
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Fight Crab 2 Preview, is a simple but deep fighting game where you flip your opponent over to win. Train your crab and fit it out with weapons, spells, and skills to raise the strongest crustacean ever! Just like the first game, Fight Crab 2 is a simple competitive game where you flip your opponent over to win. The rules are very simple, but a wide selection of weapons, spells, and skills to experiment with, as well as a lot of gameplay skills for players to master, create an in-depth battle experience.
Fight Crab 2 Preview Pros:
- Decent graphics. - 3.81GB download size. - Full controller support. - Graphics settings - resolution, fullscreen, maximum frame rate, quality, and brightness slider. - Controller settings - Invert axis and sensitivity sliders, remap controls, control type (modern/classic), camera distance slider, and reverse X and Y controls. - Crab-fighting gameplay. - Avatar settings - color of armor, equipment, name, Emblem, voice, crab farmer, and commentary. - Vroidhub integration where you load your own VRM file. - Five game modes - online match, challenges, offline split-screen match, and career mode. - Excellent soundtrack. - Optional tutorial section with each mechanic/action broken down. - Nine initial crabs to play as. - Twenty-three additional crabs to unlock via earning shells in challenges an online play. - Each crab has unique stats for - weight, toughness, grip, technique, and agility. - Every crab has its level and earns its exp. - Before a fight select a load out for a crab which dictates what cards are available. You get five at the start and then unlock more. - Cards can be bought and equipped and they add things like powerful attacks, new attacks or abilities, etc. - Three career difficulties - normal, hard, and crabby. - You can name your crabs individually. - Stamina goes down when you hit a blocking opponent or swing your weapon, when it hits zero you drop your weapon. - Pincers allow you to block attacks but also grab your opponent and do damage. - To win you need to fill the damage gauge on an enemy and then flip them on their back for a 3-second pin. - Handy lock-on feature. - Controls are surprisingly simple to learn. - A wide range of attacks and defensive moves. - Your avatar rides the crab, you can get off and run around doing damage and collecting dropped weapons. - The career mode is you choose one of three events and each one advances time, you go through a year timeline and your crab grows older. - Photo mode. - Feels like a slowed-down robot wars-type game. - It's a ton of fun to play. - Has a deep strategic layer or straight-up button mashing. - As you progress in the career mode you pick new weapons and buffs as rewards, when hitting level Milestones you can choose an attribute to increase. - Hilarious moments like crabs driving tractors or tricycles. - Drop and pick up new weapons. - You can have up to two crabs join you in career mode so when one dies/loses you can jump onto them and continue. - At the end of the year in your career, you can spend earned credits on as many new items as your wallet allows. - Parts of the environment can be broken and used as weapons. - Daily missions for rewards. Fight Crab 2 Preview Cons: - No Steam achievements. - The camera is horrendous and has a mind of its own. - Movement is still not as smooth as it needs to be especially when trying to turn around. - The performance overall is up and down. - No voice work outside of the occasional musings of the Commentator. - It takes a bit of getting used to it all. - The avatar stuff is very basic. - Menus look simple but they are still confusing and messy. Related Post: RC Revolution Review (Steam) Fight Crab 2: Official website. Developer: Calappa Games Publisher: PLAYISM Store Links - Steam Early Access Read the full article
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