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#If the story plays out in a similar way to the DLC
shima-draws · 7 months
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It’s a shame we won’t see Kieran or Ash interact in the anime. I would’ve loved to see how the Kitakami story plays with him and Pikachu there
If Ash were involved there’s a 0% chance Kieran would undergo a villain arc lmao
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lesvegas · 10 months
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FNV Quest Mods That Don't Suck
I know I've made modlists before but talk of DLC-sized mods made me want to make another. Big, DLC-sized quest mods are nine times outta ten messy, poorly-made and poorly-written, feel like they should've been fo3 mods, or have numerous other qualities that are detestable to normal people with taste. I've played most of the popular ones and hate nearly all of them. Here are the ones I actually can recommend.
Note: I also highly recommend having a proper modding setup before installing any of these. Everyone and their mother has already recommended the Viva New Vegas guide before because it works and it's beginner-friendly.
Allow me to spare your dash by putting this list under a cut.
"DLC-sized" Quest Mods
Boom to the Moon - A quest where you go to the moon (yes, really) to find out what happened to a man's wife. I promise it's way better than I could possibly describe. Honestly I recommend almost all of Jokerine's mods for her attention to detail and all the cool shit she makes. This quest mod doesn't even end with the moon trip, you'll also get the best-written mod companion I've ever seen. Seriously please give this one a try if nothing else on this list.
Autumn Leaves - A murder mystery in an archival library vault inhabited by Protectrons. Story so good Bethesda stole it to make a fo4 DLC. No combat, no need for weapons or companions. WARNING: if you suck at navigating vaults like I do you may have a bad time finding stuff (there's a walkthrough in the files). Also some of the lines are a bit odd because the author's first language isn't English. Also one character is a bigot in every way possible because he's intentionally designed to be as punchable as possible. Despite all of this it's still easily one of the best quest mods I've ever experienced.
Unfortunately, making quest mods DLC-sized in general leaves ample opportunity for shit to get messy fast, so honestly your best bet for quest mods is smaller scale, vanilla-feeling mods. So while I highly recommend the above mods, I'd recommend the following ones even more for a more seamless experience.
"Vanilla-feeling" Quest Mods
The Collector - A quest given by a broker in which you collect debts from gamblers. Similar to the Atomic Wrangler quest Debt Collector.
Caravan Tournament - Do you suck at Caravan? Skill issue. Play this anyway and tell me how it feels to lose because I'm sure it's just as interesting as winning but I'm too good at Caravan to to see it for myself. If you get good you get to see a tiny Robobrain wearing a hat.
Working On The Chain Gang - A Powder Ganger Quest Mod - Okay, technically this makes a second faction of Powder Gangers that aren't affected by your reputation with the vanilla Powder Gangers (so yes, even if they hate you, you can experience this mod). These new Powder Gangers reorganize themselves into a legitimate faction that blends seamlessly into the Mojave NPC ecosystem.
The Moon Comes Over the Tower - This one is technically cut content, but that just means it's peak vanilla-feel. Restores the rest of the quest where Emily Ortal asks you to bug Mr. House's network in which you actually have to travel to places to do it.
Okay, these ones are silly, but trust me
Among Us But It's Fallout - It's a vault with a murder mystery you get to solve! Memes aside it's honestly really well done and you should try it.
The Hollander Hotel and Casino - For a quest involving a haunted hotel (no jumpscares, don't worry), this one feels a little goofy at times, especially with The Shining references and the guy outside selling nothing but 500 bottles of Sunset Sarsaparilla. But you should give it a try anyway.
Legion Quests
Haven't done a Legion run not because you don't like being a bad guy, but because the Legion route feels lacking? Try some of these.
Legion Quests Expanded - Adds more Legion quests and expands several vanilla quests.
A Golden Opportunity - Legion El Dorado Quest - A quest where the Legion goes in and shuts down the NCR's El Dorado station.
Five Card Ante - A Legion Quest Mod - A quest parallel to Three Card Bounty in which you get to eliminate the NCR's First Recon.
Yes I Would Actually - A Legion Quest Mod - You know how Bitter Springs has three quests you can do for the NCR? Well, now you can do them for the Legion instead. You can even recruit help from the Great Khans to fuck the NCR's shit up.
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presiding · 7 months
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How you'd rewrite Dishonored death of the outsider if it was fully fledged game with 10 missions? (like Dishonored or Dishonored 2)
Oooh!! Enrichment in my enclosure - thank you for asking! Thinking about a total rewrite was a great exercise. Fair disclaimer: I haven’t read the books & their canon-status can’t hurt me. To me, the Dishonored games stand out due to their immsim design philosophy, and thinking about some of the industry reasons for DotO’s departure from that, if I could make a standalone game with ~ten levels I would, but with the same budget I’d also happily make two DLCs made slowly over a longer timeframe with greater attention to detail.
Game structure
Finding Daud // Billie’s past
The fate of the Outsider // Billie’s future
Game story
Setting & Characters
Billie: What has Billie been doing since she’s returned to Serkonos? Knowing the Dreadful Wale will sink, she’s sold it for scrap & has set up an agency in Lower Aventa. She’s something of a detective/odd-jobs man (& assassin when it suits her). Business is booming, life is good. I think a long-running implication that she's becoming Daud in some ways would make for an interesting subplot.
Karnaca: a city that unfolds. In the first levels, Billie feels like a forgotten woman, a ghost slipped through the cracks, but as levels progress there are hints & references to how her past actions have affected others & shaped the city
Alignments: Witches, gangs, religion, industry; missions for clients who can’t necessarily pay their way. Missions that allow the player to explore/understand Karnaca in a deeper way.
Daud: Billie is unsure if Daud again will bring her any closure. She’s been thinking of him since her time with Emily, and his name keeps popping up.
Deirdre: the charm is a more functional heart, similar to Jessamine, as well as her own character design. Perhaps she doesn’t see Deirdre until she chooses the powers, or until she’s in the void (see next point)
First arc: Finding Daud // Billie’s past
Powers: the Outsider offers Billie powers even though her life is finally, actually good, so she’s pissed off. A choice - she can take them, or play no powers mode.
Breanna Ashworth is this arc’s villain - she wants Delilah back, and knows that Daud has banished her before, wants to know how he did it. Grief & desperation has changed her, and she no longer has her high society veneer. The remnants of the Karnaca coven, now powerless, have stolen from the Overseers to arm themselves to the teeth, and to neutralise Daud’s powers, in addition to black bonecharms.
Billie’s in a race against time against Breanna to find Daud, but by the last level it becomes clear that Breanna *has* found Daud, and has been torturing him for information about the void. Her dynamic with Billie is complicated by their past.
I think betrayal would be an interesting theme, so maybe one of the levels gives you the option to ally yourself with Breanna under false pretences.
Second arc: choosing the fate of the Outsider // Billie’s future
Delilah is the core villain, but she’s obsessed with killing the Outsider so she can take his place, having been violently ripped from her perfect world in her own painting by Breanna (who meant well), & knowing the Empire doesn’t hold her interest... but a perfectly mouldable void & infinite power does take her fancy.
As remorseful Daud is obsessing about preventing Delilah from taking power, Billie’s doing some detective work and learns more about the Outsider (he’s not showing up and monologuing - she’s finding this out herself. A level idea could be a raid on a ‘haunted’ houses where the void is thin)
Delilah succeeds in taking the Outsider's place, leaving the Outsider dead or mortal depending on if you are able to save him. Delilah has split her soul from herself before and she’s very much clever enough to learn the Outsider’s name to render him mortal.
Daud knows he’s dying, though, and it might be an ultimate sacrifice to save both Billie’s life, and the Outsider’s.
So during the final battle, there’s an option to make Daud the Outsider, because Daud wants Billie and the Outsider to have a shot at a normal life, and his life was forfeit in his own mind…
… or, reluctantly accepting the Outsider’s help, Billie finds a way to cut the void’s access to the world, rendering Delilah an all powerful god over a dead & silent world.
Because of the past/present focus of this you could even have levels set in the past - missions with Billie & Daud. Perhaps Billie as POV character, and Daud dropping by the way that Billie did in Knife of Dunwall. That’d be neat.
A heap of ideas here, hope there was something you liked :)
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anohai · 1 year
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A big issue with Seyka’s character arc in Burning Shores...
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*clicks tongue* Fuck it. 
I debated over writing this out and posting it. Decided I might as well for not only my personal catharsis, but because it's been over 3 weeks since Burning Shores came out, I have had the time to mull things over more, talk with some friendly people who came to the some of the same conclusions I did, and really analyze everything. I’ve seen a sprinkle of other people expressing something similar to what I am about to cover, but I felt this deserved its own topic of conversation. 
And forewarn, there be spoilers. 
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Of course, we're back to Seyka. I promise I'm not trying to pick on her. She actually has loads of potential, and I don't think she's a bad character. It's just she deserved better than what was shown in her overall character arc.
Last time, I wrote about the Seyloy romance, and why it is difficult (for some more than others) to feel good about it. This critique isn't going to be about that again in case you are wondering if I'm simply yelling louder in the echo chamber, but there will be some correlation to it. The more I played the DLC, the more I realized that while I still wasn’t sold on the romance, it wasn’t the root of why something felt off with Seyka’s story to me. So once the adrenaline of having a new shiny DLC to run around in wore off and was able to properly take my time soaking things in, this was the conclusion I came to: 
The biggest issue with Seyka's entire character arc is that they tried way too hard to make her near-exile situation comparable to Aloy's when it very, very much is not. 
In any capacity whatsoever. As to why? 
Seyka tells us at one point that she loves her tribe, her community, and has always felt she's had a place in it until recently. The reason she's in any hot water at all when we meet her is because she ran off and stole a diviner's focus. Seyka is a marine, not a diviner so we know this is considered a huge taboo among the Quen. They are a sovereign tribe with a classicist system where the people are allowed to know only what is deemed necessary based on their role and/or rank. Should rules be broken, we are left to assume based on our conversations with Alva and even interactions with the Ceo & Overseer Bohai in HFW that the royal family and those in charge are imposing & unforgiving enough that normally there are severe consequences. 
Luckily for Seyka, this isn't the case. 
The first time we follow her back to Fleet's End, we're met with those who are referred to as Compliance Officers who are wanting a nasty word or two with our new friend. We are brought to Admiral Gerrit, the real person in charge, and he is....actually quite understanding of Seyka's actions. He gives her a quick verbal slap on the wrist but proceeds to give her full permission to continue her search for her sister and their other missing people with the stolen focus on hand. He's humble enough to tell Aloy in a private conversation afterwards if you choose to talk to him that their faction of the expedition has been spread thin enough as it is and Seyka has already proven herself to be a valuable and skilled member. Enough so that he admits he’s become increasingly reliant on her regardless of only being a petty officer in title. This assessment is fair and kind. It’s more than I would have expected out of someone with such a high position among the Quen of all tribes. 
Seyka is given a huge safety net thanks to this swell guy. The compliance offers themselves can't do anything, and from what we see in the side quests, they are seemingly nothing more than a few school-yard bullies without any real authority to their position. They are annoying & petty at worst. All bark, no bite. As far as the rest of the Quen go, most individuals we come across seem either pretty cool or neutral with Seyka. It's not until later that we get any indication  there are some who are calling for her exile afterall, but we only know this because we hear it from Seyka instead of seeing it happen. People are talking, as they will, and she's furious about it. 
But really....the threat still isn't there. It never was. At least not to the extent I think we are supposed to believe it was. 
All things considered, Seyka was placed in a very privileged, advantageous position amongst those in her tribe. Along with the lack of visible threat, there is never any real tension shown minus a few grumblings expressed in the background when we first arrive in Fleet’s End. And despite how Aloy perceives her, Seyka isn’t exactly a black sheep here. Especially when you consider she never had any personal turmoil with the rest of her tribe until not long before the events of Burning Shores and happily tells you herself she has always felt like she’s belonged. She's pretty much allowed to do what she wants without much pushback, and I found myself rolling my eyes during the final scene where she says she's unsure of where she stands with her tribe. Seyka is not an outcast, and I, for one, was never convinced or afraid she was at real risk of becoming one. 
Which makes this all the more confusing when Aloy says she's an inspiration. An outcast in all but name. I'm willing to chalk some of this up to hormones talking and Aloy's growing infatuation taking a choke hold as most first time crushes will do. Except the problem here is that the writing clearly felt like we were meant to connect Seyka's strife with Aloy's on some level; carry the same sympathy for her that Aloy expresses, and see more of where their similarities hold up. 
And yet...
I felt more for Kotallo who was kicked from his initial clan because his leader saw him as a threat and then later, might as well have gotten demoted for losing an arm because his tribe sees him as near useless for it..
And Zo who lives among the most pacifist, peace-loving tribe and was admonished when she not only went to fight back in the Red Raids, but wanted to do something about the blight and their broken Land Gods..
And Talanah who had to fight against blatant sexism that many carry in her tribe and an actual attempt for her murder all because she wanted to move up in the Lodge and make things better..
And Aloy, herself, who was outcast at birth for simply being born without a mother. And spent her entire life with only the man who raised her for company. In one small valley. For 19 years. Because there was no choice for her. 
But somehow, we're supposed to see Seyka the same way Aloy does? Like no one she's ever met??
I...Really? 
I'm sorry, but I don't buy this rebel fighter, near-outcast ploy here. And saying she's unlike anyone Aloy has ever met feels like a slap in the face to not only Aloy, herself, but to some of her companions we have come to know & love in the first two games. Most of whom I'd argue have been through more hell because of their own tribes long before they even met her. Seyka's plight is trivial, inconsequential in comparison and no where near as crippling as Aloy's was or her friends. It's honestly frustrating that it feels suggested it is. 
What's worse is that this plotline is used as one big narrative tool to bring Seyka and Aloy closer on standing grounds outside of ability and personality. This essentially means Seyka and her entire character arc were written for the sole purpose of the romance. A character built for Aloy to quickly fall head over heels for and add progress in her own arc. I wrote last time that I can see this growth as an opportunity to explore romance further for Aloy with a pre-established character or two in H3. If I’m right & that happens to be the heart-wrenching, long-term, master plan Guerilla is going for, they have my applause (and my stress). Great for Aloy. In my opinion though, being created to be a love interest (lasting or not) for the main hero is a bit unfair to Seyka. 
She's clever, she's badass, and she isn't afraid to take action without permission and help where she can. Next to Aloy, however, she stands as a self-reflection of her. A spotless mirror as to who Aloy could have been had she grown up under a community as well. I would love to see Seyka break out on her own as an individual character that isn't in the context of romance if ever given the opportunity. 
Heck, if Guerilla wanted to in the eventuality they will be finished with Aloy's story, the Quen have easy potential to have an entire spinoff game revolved around them. We have a whole side quest in BS where a small group of Quen want to sneak focuses to non-diviners for the sake of knowing what's usually kept hidden from them. Hello, is that the beginnings of a rebellion, I see? And the world of Horizon has yet to be explored in places outside of the North American continent. Other tribes, different machines, more Old World locations, etc. Loads of potential everywhere. And guess what!? We practically have a budding main character on a silver platter: Seyka! She obviously has big enough main character energy. Might as well utilize it outside of a DLC if you can, and I don't mean for the next game. 
It's hard say for sure whether or not Seyka will remain a DLC character. No matter what fans say, the ending was left ambiguous. Not only because of the romance but also where Seyka's future lies. She knows about Nemesis, yet she tells Aloy she's unsure of what she wants to do after her faction reunites with the other half in San Francisco, whether it's going home or something else. I would think if Guerilla had solid plans to include her in H3 while they were developing Burning Shores, they would have written the ending where she either offers to stay behind in Legacy’s Landfall for a time like Alva does or Aloy asks for her aid to help fight against Nemesis. Something to make it more clear she's here to stay. We don't though, so as far as anyone outside of Guerilla is currently aware, Seyka is not guaranteed to play a big part in H3 if any at all. And remember, DLCs are meant to be an extension of the main game and are primarily optional. They are typically not a requirement for playing the next big installment as far as understanding the story goes. 
If she does show up in H3, the only thing I dread is the idea of her coming up and saying she's basically denounced her tribe because she still feels out of place and doesn't think she can belong afterall. Not to mention she has her sister, and after what happened with Kina, it would be a really bad look if she just decided to permanently leave her behind when her tribe isn't or never was trying that hard to push her away in the first place. And Seyka said it herself. She’s “not some weak-kneed sailor who abandons ship when the seas get rough,” and I’d like to believe she means it. It'd be one thing if she actually is forced into exile, but after the events of the DLC, she has too good of a repertoire for that to happen now. At least while she's outside of Quen homelands. 
(Btw, don't even get me started on Aloy's convo with Kina over "remember Seyka's been through a lot too" as if we didn't just rescue this poor girl from A CULT and nearly groomed into becoming this centuries-old dude's image of his dead wife. Like honey, I know you're in love but have some thought & tact here.) 
That’s about it. I will reiterate that as a character, I do actually like Seyka. As a self-imposed outcast? No. As Aloy’s love interest? That…needs some serious work. But as an individual who loves her tribe but will fight for what she believes in even if it means going against the royal, societal grain? Absolutely! And special kudos to Kylie Liya Page for bringing her to life. 
Also, if you want to read a review that summarizes everything I just ranted about better than I could manage, along with everything good and not-so-great when it comes to the DLC, I recommend this essay here by ariseis. 
If you made it to the end of this long rant, thanks for reading~ 
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awesomesaurous · 10 months
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-rant, please excuse the salt-
I really wish Don’t Starve Together was a different genre of game. I know that’s stupid because the objective “Don’t Starve” is the whole foundation of it, but I kind of just wish I could take the look and the loose story and make it more of an adventure and less of a never-ending survival game. I think in the Hamlet DLC for the base game, the “town” aspects of it scratched that itch a little bit, but I want more. The interface could even look exactly the same. I played the demo of Cult of the Lamb, and that game has a similar top-down 2D look to Don’t Starve, except there are in-game “cutscenes” and you have dialogue options which advance the creepy little narrative. Hollow Knight was good with this too. It’s a metroidvania, so there’s no crafting at all (I don’t consider status upgrades to be crafting), but like most RPGs with a silent protagonist, the story is furthered through exploration and interaction with NPCs. Some people love survival games, and I enjoy them quite a bit, but I like them to have an endpoint. The Flame in the Flood has a brutal difficulty curve, but it does reward you for your persistence, and it’s by no means impossible to beat. The journey takes you further and further along a river which at first seems endless - but it does have an end, and that’s what I want, I guess. Closure.
Hades is one of the most enjoyable games I’ve ever played, and the main reason was how much you are rewarded, even for failed attempts. You might totally choke on a run, but even so, every time you venture out you’re gaining more darkness/gems/etc that you can invest back into your stats and weapons. As in - there is no wrong way to play the game, you will move forward and improve no matter what. I love that. DST has finally dipped into this territory with Wilson’s skill tree, but I think they ought to give every character a similar mechanic. The skills would be specific to each character, and I think would give players more of an incentive to do repeat runs. At a certain point the whole game gets boring, and depending on my mood I sometimes boot it up, think about all the trees I’m going to have to cut down, and then immediately close the game, because I’m sick of doing virtual chores.
Stardew Valley was so addictive for me that I had to delete the game to get control of my life back. That game is nothing but farming and chores, yet I didn’t get tired of it. I think that’s because if you want to, you can ignore any aspect of the game you don’t care for, and time will pass anyway. You can spend all your time farming, or just mining, or focus on relationships with NPCs. Obviously with Don’t Starve, you can’t ignore food because starvation is an ever-present threat.
I also don’t give a damn about boss fights. I never have, in any game. I’m always eager for them to be over so I can get back to actually enjoying the game again, but nope I have to hit this thing 1000 times without getting permanently killed. Don’t Starve’s fighting system is shit, and it always has been. The hit boxes suck, and the fact that I need to download mods just to see health levels for the enemy is ridiculous.
I’ve had a lot of fun with DST, but I think I enjoy the fandom stuff more than the actual game. Same with TF2. It’s pretty fun to play, but I enjoy watching SFM videos and stuff like that more than playing the actual game. Don’t Starve has such fun characters and such an appealing style that it draws people in, and the animated shorts promise this wider world and a more intriguing story that isn’t in the actual game. Most players won’t even get to the cryptic hints at the story that are in the actual game (the Ruins, etc) due to the difficulty curve.
There’s a lot of creative energy and highly imaginative world-building, but when are we going to see it put to use? If anybody has any thoughts on all this, feel free to leave a reply.
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octoshott · 2 months
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So. Side Order, huh?
I've been chewing on my thoughts over this for a good few days now. Want to spit them out somewhere. Vague-ish spoilers ahead.
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I want to preface this with saying that I love Splatoon, I've been playing it since 1, really dropped off near the end of 2. Nintendo made Octo Expansion for me, they released it on my birthday and I love it so fucking much.
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Side Order is fun, but lacking criminally in content.
You can argue Roguelites are like this in general, its the core princible to replay them over and over again and as someone who enjoys Roguelites, I agree!
However, a key thing that good roguelites do is continously give you a reason to keep playing- whether that be addictive gameplay or, usually, good story and lacing that in with difficulty that becomes the players goal to lessen- It rewards the player for being curious, experimental and above all else persistant.
I am fully aware that difficulty, due to Splatoon's target audience, in something like a roguelite was never going to be an easy thing to balance let alone pull off but having the main plot resolve itself once you hit the top of the tower was, in my opinion, the first of its blunders.
I feel as if the Splatoon developers know how much the lore and worldbuilding of these games matter to players. Side Order was advertised in very similar veins to Octo Expansion. The trailers had mystery and intrigue with clear connections to the well recieved and loved Octo Expansion to the point of having the same protagonist among other simularities.
They were clearly teasing this to be a successor of SOME capacity to Octo Expansion. And even as I went into this expecting it to be nothing like OE in terms of it's personal weight, I wasn't expecting something so short.
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Classically, in roguelites that focus on story, you would gain story beats the more you replay. And techincally you gain this with the keys gathered from each fully cleared palette. But usually your story rewards in roguelites come from clearing or attempting runs and rewards:
With Side Order's story being resolved the MOMENT you step onto floor 30 with no real context unless you've intentionally avoided the top or have genuinely been slowed by its difficult (which I assume is what the devs intended) makes it's climax feel fast paced and lackluster- undeserved, even.
And, yes, I am fully aware that when you climb the tower agani after the credits role, you begin gain more lore about whats going on. But with the actual, main threat neutralized in every possible way it feels as if this lore should've been offered to us much sooner and much more spread out for a better pay off.
It's story feels like its being told out of order and, in my personal opinion, the themes and actual telling methods of Side Order we're a largely missed opportunity to tell something a bit more indepth. Climbing a tower that gives you essentially nothing until you reach floor 30 (which in my experience takes about 35-40 minutes) only to recieve about two scentences of lore is incredibly tiring and feels dissastifying when the main plot is already over.
It's lack of variation in level design, tasks and chips doesn't help with the climb each time if you're looking for the lore or just to 100% either. And you can argue this is a roguelite problem, but Splatoon's scenario's for a tower climb are pitifully small and you will start to seem repeat almost immediatly on your second or third run.
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I also feel like it relies far too heavily on the player knowing and caring about Octo Expansion. I'm not saying that I think it was a bad idea to have most of what's going on in Side Order happening because of Octo Expansion's events. Hell, I was happy when they were very blatently showing this early on.
But it does very little with its ties to Octo Expansion, making Side Order feel like its constantly struggling to be its own thing away from the original DLC.
I think I can almost see what they wanted to go for here, and its frustrating, it felt close to something at least telling a decent story.
Every single little beat I've gotten has helped me understand more and more what they were going for, but since the main conflict is already resolved I find it hard to be excited and more frustrated that I wasn't given these during my initial playthrough.
I feel as though the roguelite formula was an interesting idea that they polished the best of their ability and to make work both for casual and experience players- but I think thats where the problem comes in.
With Side Order being the same price as Octo Expansion and offering very little in terms of replayability and most especially for me, story, the whole thing ends up feeling like a muddled mess that would've worked better had the roguelite aspect perhaps been dropped in general for a general tower climb.
Missed opportunies feel like they decorate Side Order in a way that leaves me fairly disappointed.
I think, overall, Side Order is a fun time that can be enjoyed but the way it was implimented into the gameplay formula was largely a mistake, especially coupled with the marketing of this being something more indepth with its story when it's not, and I can absolutely understand why I'm seeing a lot of disappointment for it.
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akimojo · 12 days
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Reading all the stupid takes about ffxiii really makes me wish someone would make an essay video tackling all the criticism the game receives and providing counterarguments in order to shed some positive light on it. I'm so tired of all the forced, unnecessary hate. I'm in the process of writing my own book. For me, the most important aspect of a story is the characters, the way they grow over time and the bonds they establish with each other. That's always been what I look forward to the most in media, and I take so much inspiration from ffxiii, its characters and their development! Although I don't personally think everything is *perfect*, there's so much that's just so damn well written and it's mind-boggling to me how so many people accuse it of being bad? At first I thought that maybe I didn't understand the criticism because ffxiii was the first ff I played; but after I played more games, I still didn't couldn't comprehend how it's so commonly considered one of the worst in the series. Ffx is one of my favorite games of all time but it's crazy how it gets so much praise when ffxiii gets hated on for doing similar things (the linearity, for example). Hell, out of all the ff games I've played, I'd say ffxiii is the one which gives us a cast that goes through the MOST character development. To say they remain "bland" and "stagnant" until the very end directly goes against the premise of the game. They defied fate and destiny, all while gradually turning into different, better versions of themselves. But this is never brought up whenever people talk about the game. The hate is so loud that I start to question my media literacy sometimes. It feels like I'm being gaslighted into believing the story is awful and the characters are stagnant and one-dimensional 😭
Dude I feel the exact same way 😭 it's especially frustrating now that 15 and 16 both came out with a pretty underdeveloped cast (dlc aside because cmon...) like?? No one appreciated a fully developed main cast when they had the chance fjshkshd
There are a couple of ff13 video essays, but the ones I've watched never actually debunk all the ridiculous criticism. Now that you mention it I would kill for one that just goes down a list of criticism/overhated parts of the game and thoroughly discusses them all like we do here on a regular basis lmao
And good luck with your book! It's super cool that you're taking inspiration from ff13! Character development really is the most interesting part of any story 🥹
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teecupangel · 3 months
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oh man as someone who has been in an isekai/transmigrator binge and as someone who ADORES throwing desmond in various eras/dimensions/worlds/universes the isekai desmond thing tickles both my fancies (and the ridiculously longass title made me cackle because thats too on point with isekai).
but i got to ask: would they have an isekai system? would there be a kind of animus-like game system for desmond to help him? would it appear with the other poor unfortunate assassins who got isekaid?
also i'm now having brainworms thinking that the soul swap round robin happened because it's, like, minerva's calculations trying to keep the timeline in check because it's a timeline where the solar flare was kept in check. and maybe one of desmond's ancestors died too soon (bets on altair) and the system scrambled and tried to ctrl+z it but plopped the wrong soul and now *another* assassin is accidentally dead so they plop another soul (the wrong one, of course) which all leads to desmond being plopped in ezio's body
I’m glad you enjoyed the longass title. It really gives off a Japanese isekai lightnovel vibe, doesn’t it? XD
I would like to include this addition from @seelezeit from the LegAss idea:
Ok but consider: Desmond -> Ezio -> Altair, Ezio's slot was open bc he went into Altair's slot. Or even Desmond -> Connor -> Ezio -> Altair but thats more a stretch
Desmond transmigrated to Ratonhnhaké:ton’s ‘story’ just screams:
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But this could work?
Desmond gets transmigrated into Ratonhnhaké:ton after he got hit by Truck-kun, trying to cross the pedestrian lane (the light was green!) while looking at his phone because he got a notification that Abstergo is releasing a DLC for their latest game “Washington and the Wolf”.
Ratonhnhaké:ton gets transmigrated to Ezio Auditore’s life while he was asleep after finishing a book chronicling Ezio Auditore’s accomplishments as an Assassin (possibly written by Claudia Auditore but Achilles can’t be sure).
Ezio gets transmigrated as Altaïr after he lost consciousness while reading Altaïr’s journal before going to the ship that will sail him as close to Masyaf as possible.
To make it harder for them to not get involved and care for the people around them, they get transmigrated as children around 4ish years old after a fever that threatened their life. This way, there will be time for them to start to love the people around them and try to change their fates.
What happened to Altaïr?
He is the origin of the isekai system that appears before the Assassins and Desmond similar to the Architect from Solo Leveling or the Tower Master from SSS Class Revival Hunter. Or maybe he would be in a position similar to the Oldest Dream with the three being his sponsored ‘incarnation’? How about both? Let's go with both XD
Regardless, Altaïr appears before them by using the game mechanics that Desmond is more familiar with. To be more exact, he used the games as his basis to ‘communicate’ with the three he had unintentionally pulled from the future.
How?
Well… During the last few years of Altaïr’s life, he learns of the Isus’ plan to use his descendant to save the world. He would have left it alone since he learned the plan was to ‘guide and nurture’ his descendant and reward him after saving the world by letting him choose the future he wishes humanity to have, believing his descendant would do the right thing and give humanity the chance to make their own future.
Then he learned of the glitching probabilities of the future because the Isus did not take in consideration the actions of other humans, only focusing on ensuring that certain humans take specific actions.
Two names are given the highest priority to stay the course:
Ezio Auditore.
Ratonhnhaké:ton.
The more Altaïr finds out about these Isus and their plan, of how they played with the lives of people like puppets forced to play a tragedy over and over again, only to end in failure because they didn't care about the thoughts and desires of other humans…
Altaïr decided to destroy the Calculations.
The Calculations isn’t time itself nor is it destiny.
It is a shackle.
It is the barriers on the roads that promises that death lies beyond but lies, hiding alternative routes.
Would those routes be better than the Calculation being used by the Isus?
Altaïr didn’t know.
But, at least, this way…
They would all be free to choose their own future.
They would have what Altaïr didn’t have.
“Choice”.
Unfortunately, this ‘wish’ contradicted itself.
Because if one was to give them complete freedom to do what they wished, to be unshackled by the Calculations...
They risk the possibility of not being born in the first place.
Ezio’s actions, free from the Calculations, could lead him to not having Flavia, destroying the bloodline that Ratonhnhaké:ton would have been part of.
Ratonhnhaké:ton’s action, in turn, could lead to destroying the bloodline that Desmond would become part of.
Altaïr’s wish to ‘free’ them contradicts itself because that freedom could cause the disappearance of the people he wished to be ‘free’.
This causes an ERROR in the very fabric of time and space and Altaïr paid the price.
His very existence was wrenched from time and now he sits in an empty throne as the Overseer. Of course, his disappearance in the timeline must be fixed and that is how Ezio gets transmigrated into his time. This would cause Ezio to disappear in his original time so Ratonhnhaké:ton was pulled to take up his empty space. Desmond was pulled to fill up Ratonhnhaké:ton’s place.
And Desmond Miles’ place?
That future is no longer available. Everything after the day Desmond wakes up in Ratonhnhaké:ton’s place no longer exist.
It has been sacrificed.
To give Altaïr enough power over time and space to help the three men he had unintentionally taken out of their proper place.
A system similar to a video game interface was his only way of communication. A way to help them without taking too much power from 252 years-worth of history and probability that had been given to him.
The quests given to them lessen the price necessary to give them the rewards.
The calculation of their stats and the necessity of experience to level up creates a way to quantify how many ‘seconds’ would be taken from his reserve of history and probability to be given to them.
The ‘in-game’ shop they can access with points they receive from doing quests or even just doing mundane things have items that are priced by how many seconds they would take from Altaïr’s reserve of history and probability to materialized in their time. The points they get? They’re from the same reserve and the points are returned to the reserve when they buy something.
Unless… they use those points to add more stats instead.
Altaïr is playing a dangerous games, making the shop have objects that they would want in an attempt to ensure that he would have enough reserves to continue to help them while giving them the option to make themselves stronger faster than doing any quests he gives.
He cannot give a direct message. It would take years off the reserve just to send a short message.
So all he can do is use the system to help them.
To guide them.
To nurture them.
For them to choose a future for themselves in this new life they have been given.
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meowsgirldrawing · 1 year
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Fellow Bioware fans, specifically for Dragon Age Inquisition- Hear me out on this idea ive had
So what if Bioware did a DLC for Dragon Age: Inquisition, similar to Mass Effect's Citadel DLC
(And for those who don't know the Citadel DLC, its an...expansion pack? Or something similar that allows the crew of ME3-Mass Effect 3- to have a shore party on the Citadel. It has mini games to play of all kinds, small scenes with our favorite characters, love interest or not, and even a bit of a quest line to follow that is very hilarious and even more exciting, plus a bit more dialogue added to the game I believe)
Anyhow-What if, despite the circumstances, the inner circle of the Inquisition got something similar. Maybe not a whole vacation in itself but still something, y'know? I know Tresspasser may have did something similar but this is just me imaging fun and more comical with the potential chaos of the Inquisition crew.
Imagine this- romance scenes with the love interests like-
Seeing a more playful side of Cullen as we volunteer to help with dog training. Perhaps finally seeing him without a suit and in some casual clothes for once. I can just imagine a scene of him getting tackled by dogs as our inquisitor is laughing their ass off on the side.
Seeing Cassandra get pulled into relaxing for a bit by reading a story together, maybe her indulging in some fun by voicing the dialogues as our inquisitor is the one to act them out more.
Seeing Solas take us through a bit of an art gallery and pointing out his favorite pieces as he explains the meanings behind it. Then deciding at the end of it that he would like to make a peice with us or paint something in our quarters by our asking.
Seeing our favorite mage, Dorian go out on an actual date with his boyfriend and easing his nerves about being public about it. Him waving them off and saying thats hes fine, but obviously melting once he realizes that no one cares that its two men. And not just that- but him being sassy and playful, flirting with his Amatus as they dine together freely.
Piggybacking off the previous one, if your inquisitor is female and bestfriends with him instead, then the two having a nice day out together. Maybe if he isnt romanced to Bull in that playthrough, then helping him get a small date with someone. Maybe he fails a bit, but is able to laugh about it cause it was less terrifying than he thought compared to home. (You can plainly tell how much I adore this man)
Going to see a Jousting match with The Iron Bull. Maybe not as exciting as Dragons but perhaps Bull can read into the body language and tell whos going to loose, and instead of just telling us, he makes it a game that WE have to guess instead. Romanced version- if we win, hes laughing a bit, saying "Thats my Kadan!" (Jfjsjffs)
Blackwall probably can't do a whole lot, considering after his real identity problem, so maybe he makes pulls together a nice dinner instead. (Mostly for romance version) And somewhat saying towards the end, "You may be the Inquisitor, but you're still a lady, and you should be treated as such."
Look, I havent romanced Black wall that often, but boy- from the scene on youtube, the man can sure show his gentleman side.
And the fact that you can romance him as any race? OOO- Just imagine how much more tender that'll feel for a qunari or eleven inquisitor, LIKE-DKDJSOWNAK MAN WANTS HIS LADY TO BE TREATED LIKE THEY DESERVE
Anyhow, im gettin' off subject-
Helping Cole on a task he asked from us. It could be something so simple as flower picking cause he felt a little girl nearby feeling real upset about something and wanted to help.
I know alot of people have different views of Cole, just like any character, and people see him as either the son or little brother depending on how you go about it. So maybe this can go either way. Especially if your character is elven, they can give him tips on which flowers may be more appropriate or safer to leave for the little one.
(Ignore this if you want- My main Inquisitor is an elven chick named Bellatrix and ive always imagine her having a small soft side for Cole, treating him like a little brother in some areas cause he reminds her of her siblings. )
There are so many ways to go about this whole idea, honestly. And while I don't have many ideas for Sera, Josephine, Leliana, Varric, and Vivienne, I would have loved to see scenes with them in playful moments like these. Like Vivienne shopping with the Inquisitor or Sera going on that promise to make cookies with them and it turns into a whole mess but both end up laughing on the floor, flour caked on.
Out of all the Dragon Age games, Inquisition has to be my l, above all, favorite because of the outright love the characters bring to your character. Whether they are a steel on the outside, light hearted qunari, a playful and chaos making elf, or a soft but proud decision making dwarf with a bit of clumsyness. You cant really say that it doesnt matter what or how your character is, but its true how much it does matter cause it brings just another side of possibilities with such a character.
I apologize for my ranting but if you've taken the time to read this, please share your ideas with me cause even though hasn't made something like this for Dragon age, fans surely bring that idea to light in any way they can💜
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felassan · 26 days
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In this September 2023 episode of The Corner of Story and Game (“a podcast about the stories inside of games, the games that writers play, and the writers that create games”), it’s an interview with David Gaider. he talks about his early days at BioWare, a bit about Dragon Age development (including about an idea they had at one point for a Revelry demon or similar), about Stray Gods, creating a musical RPG, and crafting branching narratives in games in general.
A few quotes and notes are under the cut (due to length.)
Host: “Looking back, if you could give one piece of advice to young David before he started down this road, what would that piece of advice be?” DGaider: “That’s a hard one. […] I worked for BW for 17 years. I think my advice would probably have been, don’t give your loyalty to a company. It probably sounds a little depressing, but I mean, I think I always threw myself into my work as if it was my life, and I think that in the long run that was detrimental. Because, I mean, companies are companies, they put themselves first. You are ultimately expendable. You can give everything to them, be intrinsic to making them successful, but they’re never gonna give you that kind of love back, so. I think that would’ve been good advice to hear. It’s like, they called me ‘The Machine’ [because of how much he wrote so fast]. I did sooo much work to the point that it affected my health. I burned myself out. I had like three different periods of burnout while I was writing and they were each progressively worse than before. I always looked on it at the time as like a personal failure, like oh my god, I can’t write anymore, maybe this isn’t what I’m supposed to do. It stressed me out, it affected my health, I gained weight, you know, it really affected me on a personal level because I attached so much of my personal self-worth to how good I was at this job. […] That was a lesson that was a long time coming.”
--
DG: “The thing about Dragon Age, weirdly, was that every time a game went out it always sold better than anyone ever, on the publisher side, than anybody expected it to. We always expected it to be selling worse than Mass Effect for some reason, but it always sold better. [laughs] To my eternal amusement.”
--
DG: “I really enjoyed working with the composer and writing the lyrics [for the musical scene in DA:I after Haven is attacked]. So having done that, I had this idea that sort of wormed its way into my head, possibly after watching the musical episode of Buffy the Vampire Slayer. The thing I liked, the musical element of it was diagenic, like it was in the world, it was happening and everybody knew they were singing, it wasn’t just a metaphor for them expressing their feelings, like they knew they were singing and it was weird. And I was like, oh, what if we did something like this, and it’s happening, and we have a dream realm, in the Fade, and what if the characters, like there was some kind of demon, a demon of Revelry or something like that that was making them sing.” The whole team, especially voiceover and localization, were very excited about this idea, but the bosses were like whoa, whoa [as to them it sounded like a lot of work to do], “if we sell 10 million copies, then yes we will do that DLC.” “which was sort of their way of saying no, because there was like, no chance, but we got pretty close, surprisingly.” “But they kind of pooh-pooh’d it, I think the main worry was they thought it wasn’t a very commercial idea. I mean like, I don’t think you understand our audience, but okay.”
--
The host asked "What would you say is the best compliment you've ever received on something you've created?" DG said that nothing really hit home as much as a fan's response to his character Dorian in DA:I. he related how this is the character he put most of himself into as a gay man, and how a lot of players were personally affected by Dorian and his story. one one occasion, a player emailed him and expressed that they had been contemplating ending things as they hadn't been able to come out due to their religious family. they were feeling conflicted, and played the game as a form of escape. "Dorian was a revelation" to this person and game them the courage to come out to their brother, stand up to their family and move out. the player told David "I just wanted you to know that your character saved my life."
--
internet discourse started mainly around the time that DAII came out. around then it reached its height and they received a lot of hate, which was very concerning and distressing for DG personally. but moments like the one Dorian inspired were the kind of thing that made it worthwhile. "To actually touch someone to that point is like, wow."
--
"I never thought back when I started that games could be anything else [than heteronormative]. that's just the way I assumed it would always be. I never considered the possibility of an alternative until Jade Empire. there was a different team, I didn't work on Jade Empire and I still don't know who to this day brought up putting same-sex romances into that game, but here I was working on Dragon Age when I heard that they were doing it and that the company was okay with it. I was shocked. I was like, can we do that? Can we put that into DA? Is that a thing we can do? The idea that I could also tell stories that took more personally from my own life, that was news, and powerful." it was a revelation for players and for the people making the game.
--
[source and link to complete interview] <- pls note there's quite a bit more discussed in the interview than what is noted in this post.
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pikatrainer99 · 3 months
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So...I figured I should probably elaborate on Kieran after my last reblog so you all get where I'm coming from with my stance on him...
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(Basically the TLDR of this post is this: I like Kieran much better when he's like this, look how happy he is, it's adorable 🥺)
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(He legit terrifies me when he's like this though...😖)
My thoughts on him changed drastically throughout my playthrough of the DLC multiple times...and I'm gonna explain why.
First, when I first met him in the Teal Mask, I thought he was an adorkable socially awkward shy bean and I loved him because I'm very much the same way. Being (what seemed to me like) his first friend reminded me of how much of my childhood I spent friendless and the joy I felt at finally having one friend back in my last year of elementary school. As the Teal Mask story went on though, Kieran started to change...and I didn't know how to feel about the direction his character was headed...because it triggered traumatic memories in me...memories of that friend I had finally made...well...one day suddenly revealing that the friendship was never genuine and that they hated me the whole time, and they betrayed me...in a HARD-HITTING WAY...completely out of the blue, too...I had no idea what was happening with them or what I had done to deserve that awful treatment, but it didn't matter because I still got that treatment. I'm not going to go into the details because it's still terrifying to think about...but it was BAD...bad enough that I have severe PTSD because of this person. So, as you might expect from what I just told you, the way Kieran just suddenly turned on me in the Teal Mask story really made me have to make sure to use my coping skills and calming strategies in order to not have a PANIC ATTACK over a VIDEO GAME. And the ending of the Teal Mask where Kieran seemed to HATE me made me feel really scared for the Indigo Disk story and I tried my best to not think about it too much until it came out because I always felt nauseous if I thought about it. And even when it came out it took me a long time to be able to bring myself to finally play it... Kieran's new look reminded me even more of my real life friend turned bully I mentioned above, who also changed their look and even dyed their hair to a similar purple-ish color after the whole incident (yes I know Kieran didn't dye his hair, it's naturally purple-ish underneath, but my point still stands, it was similar enough to trigger me further), and I had a panic attack over it when I saw it in the trailer before the Indigo Disk came out. My thoughts were basically 'This is middle school all over again...' and I was not looking forward to facing the memories again, it was making me feel more and more anxious and sick as each day passed and it got closer to the release of the Indigo Disk. I also had more and more nightmares about that real life person which made me more and more tired and irritable, so that was not fun either. But...I knew I had to play it eventually, so to prepare myself for my own playthrough, I decided to prepare myself both physically and mentally by watching other people's playthroughs of the story first...multiple times. You have no idea how relieved I was when I found out that the story had a happy ending and Kieran was able to snap out of it, feel serious remorse, and resolve to change his ways and make everything right again. As you can probably guess from how visceral my reactions to this entire thing were, that did NOT happen with my real life friend turned bully...I'm pretty sure that individual still hates my guts to this day and I still to this day have absolutely NO CLUE what I did to make them turn on me so viciously like that. Anyway, I watched probably ten or twelve playthroughs on YouTube before I finally worked up the courage to play it myself. I finally finished it yesterday and I am glad that everything ended all well and good. I am so relieved and I am back to being a Kieran fan again now that he is back to his normal adorkable self. Now I only have the epilogue left to do in Violet and then I have to go through the entire DLC again in Scarlet...but I think I'll be fine for the DLC playthrough in Scarlet now that I've experienced everything in Violet.
So yeah, lots of complicated emotions and visceral reactions and stuff with my view of this fictional video game character...but I couldn't help it since he was a legit PTSD trigger for me during the last bit of the Teal Mask and the majority of the Indigo Disk...at least he's back to normal now though.
Anyway, what are you guys' thoughts on Kieran? How did you react throughout his arc? Which look do you like better on him, hair up or down? Feel free to let me know your thoughts on Kieran in the comments below!
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milkiedimitrescu · 4 months
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yall I just had a whole shadows of rose dream of alcina helping rose in a way during her journey 😭❤️(i wrote this as a fic before but never finished it. But I may rewrite it in the future to look onto that 👀)
(slight long post warning btw)
ANYWAYYYSSS!!!
This dream was quite short so it starts off with Rosemary running from one of those faceless monster things and there is this orb (alcina) that is roaming around helping rose with her every need. Then the dream cut to Rose about to be attacked by this big ass dude right here:
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But THEEEEN, orb alcina comes in to save the day and swarms the monster, uses some sort of sketchbook (using some sort of telekenisis), draws HER arm holding a damn glock AND THEN THE THING COMES TO LIFE WHAT THE FUCK??? Naur cause alcina was swarming the monster at the time just to distract it and she even went as far as shooting the thing with a damn drawing and the drawing was shooting damn bullets. Alcina the orb tells rose to Run and get out of here or something. Rose does just that and thats when the dream cut off and I woke up.
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To give more detail on how Alcina looked as an orb, it was basically this photo right here. I tried to find a more accurate one.
Now, my thoughts and theories!!! Because now i have lots of thoughts about this dream and whether or not I should bring this idea to life.
What I am theorizing is that the lords are all little balls of energy that can go invisible and visible. Similar to ethan in the original Shadows Of Rose DLC, they are able to write messages on the walls leading whoever is in the megamycete with them in order to lead them to the right direction. They are able to manifest themselves into their normal human walking type forms whenever they please. They can just basically do anything as an orb. The Lords can also speak as an orb also as shown in my dream, (alcina telling rose to run even though shes a fuckin ball of energy flying around).
My thoughts are plain simple. I'M INTERESTED AS FUCK AS WHAT MY BRAIN HAS CREATED WHAT. The storyline of this dream was so god damn interesting like i swear to god I might write this shit.
Possible??? Fanfic remake of "How Shadows Of Rose Should Have Been" storyline???
Alright... I know I mentioned this a million times already but I still cannot get this idea of my dream of shadows of rose being a fanfic. I will just write out how the storyline would play out only in the beginning, since I do not want to spoil anything.
The story begins with Rosemary walking to the dude on the bench like the original game and they start talking and stuff and then she mentions how she wants to get rid of her powers. Rose even went as far as calling herself a freak and the man assures her she is not a freak and we will find a way to make that happen. And now cut, they are now at the lab where this tiny piece of the megamycete is stored inside a jar glowing on and off as to show it is still alive.
The man explains that the megamycete might be the key to getting rid of her powers. That she may have to go INSIDE the megamycete in order to achieve that. Rose asks how she should do this? Well, the man explains to her that maybe she should close her eyes and focus on the jar while reaching her hand to it. He comments that this is only his guess as he does not really know if this would even work or not.
She did just that, and it worked. Her whole vision went white and she woke up in that one place in the original DLC where she was surrounded by windows of memories of people. She even saw her mom and dad arguing over something. She heard voices, lots of voices getting louder and louder as she fell through the atlantic void that is under the ocean. She couldnt take it anymore and told the void to SHUT THE FUCK UP!!! Yes I will make her curse here just for shits and gigs
Now... She wakes up inside the same lab. But there is catch. This wasn't the same lab as the previous one. It was a copy of it. A more dim light version of it. She called out for the man and she was only left in silence so she went through the door that was in front of her.
The door led her to the dungeon and remember how Alcina was the one to be behind those closed doors?(If you had read the fic before ofc. If not, that is alright. Just take this as a spoiler.) How when Rose found the key to help the supposed woman who was trapped in a room and even going as far to go inside the room and nobody was there. Well is is more different in the remake.
There was also a giant puddle of mold in which a giant hand grabs rose by the feet and then....
Her vision goes black. She begins to wake up and she was in a white void... Not just any white void... She was in a field of white flowers with grey grass surrounding her. Rose realized she was laying down and got up and now looked everywhere. There was no end to this black and white field of grass and white roses. She went on to explore until she came across a strange orb floating in mid air. She literally asks herself what is this and touches it and suddenly it explodes. White light everywhere to the point Rosemary had to squeeze her eyes shut.
When she reopened them... the orb was gone. And her reality began to crumble before her eyes and she was now back in the dungeon. She was in the same room she found herself in and was right next to the giant puddle of mold. When she turned around to leave, guess what was there?
The same orb. Now it was talking to her. Telling her to follow it. Rose only stared in awe.
AND THAT'S ALL!!! hope ypu had fun on this journey with me yeah💀👍 Milkie out.
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dootmoon · 2 months
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Some thoughts on Ex Astris
Okay so the TL;DR is: Go play it if you're someone who is mainly motivated by gameplay, it's one of the most enjoyable games i've played in like 10 years (im not kidding). the story is not bad, but it's very poorly told and leaves a lot to be desired. I should also warn that i'll probably spoil a couple of things, mainly on the gameplay side (because yes, I do believe some encounters are better if you dont know the gimmick).
Where do I even start, I only watched like 2 trailers before playting, i had 0 idea of what i was getting into, all i really knew about the game was that it was a full game release by the AK guys and that it was a turn based rpg. I legitimately bought it out of morbid curiosity, I was not expecting to find my favorite jrpg in a literal decade.
I'll go over what I liked the most and then explain the couple of issues I have with the game, it might sound like i loved it (which i did) but it's far from perfect and i think there's room for improvement. I think the combat is the real deal in this title, for those unfamiliar with it: it's a classic turn based jrpg but it has layers. The main 3 mechanics that make it stand out from other games is that each turn you have AP (action points) which limit what you can do each turn, however you can directly manipulate them with a combo system that gives you back AP. The second one is a parry system, during the enemy turn you can directly parry their attacks, you have 2 colors for parrying, both colors have different properties and there's certain attacks that can only be parried with the respective color. And lastly, theres a stagger bar, similar to FFXIII or posture bar in sekiro, although i think it's more akin to stagger in FFXIII. Once you break said bar you can enter hyper time for a few seconds where you have unlimited AP so you can combo them for massive damage. The combo system is very enjoyable, you will be blindly experimenting your combos for optimal damage each time you unlock new moves in the skill trees. Theres a very satisfying feeling to landing a big combo on an enemy that feels like it was entirely something you came up with. This sadly comes with a downside, once you figure out your big damage combos, there's not much of a reason to try anything different. It doesnt mean it stops being enjoyable but this is a wall most of games with combo systems have. Now the parry system, while it's fun, it sadly makes the game too easy. Sure theres enemies that will mix their timings to throw you off and a couple of unparriable attacks. But really, if you get good there's no reason to ever get hit. "But what about the unblockables?" yeah about that... Theres really just 3 enemies in the game that had them, and 2 of them were bosses, which you get a hard counter to the unblockable in the first boss that has it. I wish the game had more ways to work around you to make it more challenging. The only time the game REALLY tries to fuck you up is the final boss (this is a good thing) however it was still too easy. She really just makes the screen black and white and makes you parry based on the icon, then she makes you parry based on the color of the attack. This was sick and i wish there were more moments like this in the game. Now the dungeons were great, they feel like they belong in an older 3d zelda game. Sadly they dont get too crazy on the gimmicks, they were just box puzzles where you have to move them in the correct spots or point lasers to certain switches. Apparently this game has plans for DLCs so if theres something i wish upon to get explored more it would be this in particular. The rest of the game is the towns and the sidequests inside them, they're very usual stuff for a jrpg so you know what to expect, i cant elaborate much on it. Overall I think the game is meant to be replayed, by the end you're only able to fully build 3 characters out of 5 party members, sidequests expire and there's a bunch of stuff to mess around to make a playthrough different from the last one. The game changes a lot when you already know how it works or what really happens in the story.
Now the elephant in the room, the story: Yeah it's kinda just there, it's very poorly told. However it's HG and i can tell there was a lot of thought put into the wold building, it's very well made. It's just a shame that i could barely care about anything happening in it, even though I was kinda invested by the final hours i dont think that excuses the really bad storytelling. However starting my second playthrough is when I noticed it was indeed meant to be replayed. There's a bunch of stuff that feels so incredibly cryptic or really make no sense, once you go over it already having context it all makes sense and you just go like "oooh so that was they were talking about". I'm not excusing bad writing though, this is bad, but at least the story feels better on a second playthrough. Anyways, i'm kinda upset this was a mobile game, maybe if it wasnt, 10 people would've played it instead of just 5. I cant stress enough how this is a phone game that is way better than most of modern jrpgs in the market. it's like the devs went back and asked themselves what was the main appeal of the genre and what they thought made them fun to them and made an entire game around it. This is probably gonna be the biggest surprise of the entire year for me and i'm gonna have brainrot about this game for a while.
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cosmererambles · 1 year
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Mistborn Game
Now, think about it. Who DOESN’T want a Mistborn game? So I was thinking. What about a roguelite? One where you choose the class at the start.
At the start, you can only choose Allomancer Mistings. It only includes the base 8 metals from the beginning of the series.
Coinshots: Are able to use their currency as weapons, and push on enemies that have metal on them. They can also hover for a short period of time. Lurchers: Pull on metal, rather than push. They can pull enemies towards them, or pull objects to use as weapons. Thugs: Basic melee class, capable of hitting very hard.  Tineyes: While it may seem useless in gameplay, a tineye sees secrets better as is better at stealth, as they can avoid enemies altogether. Great for players wishing to avoid combat. Rioters: Along with tineyes, these mistings are capable of rioting specific emotions in enemies in order to get their way.  Soothers: Same with Rioters, except opposite. 
Smokers and Seekers: Both of these mistings are useful only in multiplayer, as you can work with another misting to hide or seek out allomancy. However, you can choose it at the start of a singleplayer game, because of a specific mechanic I have yet to explain.
Mistborn: A very, very rare chance at the start of the game, you may find a bead of Lerasium. This unlocks all your metals, allowing you to play as a Mistborn.
Metals: Drop as you defeat enemies. This is your resource. You can sometimes find metal that isn’t your specialty, which you can trade or share with other players.
Feruchemy: You unlock feruchemical powers upon your first completion of the main game. (1 Successful run)
Hemalurgy: Hemalurgical spikes are rare items you can find in enemies. You can use them, however, there are immense caveats:  -You lose part of your max health -If placed incorrectly (a %) You may suffer terrible side effects, including a death. -You can only have a max of three spikes before suffering consequences. Perhaps in a multiplayer game, one can create hemalurgical spikes with enemies, but that is another idea entirely. The key is to accurately portray metallic arts in a fun way without being too overwhelming.  The artstyle would be simple but beautiful. I’m thinking a top down or 2D game, or something similar to Hades, isometric. I’d get Dragonsteel themselves to bring artists in, and the game studio would work to mimic the style. 
DLCs would incorporate era 2 metals, along with Aluminum and Duralumin. Also incorporate era 2 enemies, Trellian enemies, modernized weapons. A DLC incoporating single player stories where you play as Kelsier, Vin, The Crew, Sazed, etc. 
Let me know what you think!
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genericpuff · 11 months
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my thoughts on tears of the kingdom (on a non-zelda blog)
so here's the thing, I love Zelda.
I've been playing the series since I was a child, practically raised on it by my oldest brother whom I have a 10 year age gap with. One of my most cherished childhood memories was when he got me Wind Waker on the Gamecube as a birthday present, I would have been around 7 years old and he would have been 17. Zelda was and still is a huge part of our lives.
So skip to today, we both got Tears of the Kingdom on launch day. We're both busy adults now who live far away from each other so we've just been updating each other on our progress and sending memes.
But I've got a lot of thoughts about the game that I really want to get out, as someone who's been with this series for two decades. My brother started with games like A Link to the Past and that was practically my first exposure to the series as well as it's what I would watch him play, alongside Ocarina of Time and Majora's Mask.
There will be mild SPOILERS ahead concerning the gameplay and story, so don't click the jump unless you've already played the game or don't mind getting spoiled!!! LONG POST AHEAD!
So I guess let's just get on with this, yeah? I'm not gonna separate it into "good" vs. "bad" because I find everything in this game has good shit that comes packaged with bad shit. It's a lot of pros with cons attached, so trying to separate it cleanly between "good" and "bad" isn't going to be a very productive approach.
I've seen TOTK described as "DLC" for Breath of the Wild (derogatory) while on the opposite end, Breath of the Wild has been described as the "tech demo" for Tears of the Kingdom (positive). Frankly, I can see where both sides are coming from. There are lots of elements in TOTK that feel like they could have been in BOTW, whereas other elements can confidently stand on their own separate from that of BOTW.
One such example is the new Sheikah Slate, aka the Purah Pad. While there are some features from BOTW that are surely missed (Cryonis, sigh) others have been replaced with far more beneficial features such as Ultrahand and Fuse (the bread and butter of this game) and Recall, which - controversial I'm sure - is far more functional and has way more opportunities to be useful than BOTW's Stasis ability. The Ultrahand ability alone is a massive upgrade, allowing you to go wild with the game's physics engine. The shrine puzzles are a lot stronger in this respect, having more to work with by combining the Ultrahand ability with thematic Zonai devices, often times taking you through a gauntlet of rooms with similar puzzle-solving, each more challenging than the last. There's nothing more satisfying - and doubly frustrating - than seeing the solution to a shrine you've already spent three days on and going "Wait, I could have done that???" It just goes to show that the inventive creativity necessary to solving these puzzles from BOTW has carried over twofold into TOTK.
However, I feel like these new features are less rewarding as the game goes on. While mechanics like Cryonis and remote bombs made exploring feel unique and accessible in BOTW, the lack of these features in TOTK have made exploring feel far more difficult than it should be. What used to be an easy - albeit slow - endeavor such as crossing a river by creating ice block bridges with Cryonis has now turned into an exercise in futility and physics knowledge. You can't just cross a river, you have to build a boat out of whatever resources you can find or use to cross said river. And while this is a very inventive feature that has really stretched the creative bones of its players, it's a feature that becomes draining. Sometimes you really do just want to cross a river without having to build a spaceship or a ferry. Sometimes you do just want to be able to get up to the top of a cliff without needing to build a hot air balloon. Even with the Autobuild ability, these new mechanics do really start to feel grating after a while, especially for someone such as myself who struggles with executive dysfunction and doesn't want to build yet another boat or flying car just to travel 10 feet.
Regarding that last statement, I think the inclusion of the Ascend ability helps to combat tiresome climbing, but it never seems to be an option quite as often as it could be. I've seen people praise the ability stating that it helps them avoid climbing cliffs entirely, but more often than not, I've found the ability is only usable for a third of a rocky mountain where it happens to have a platform jutting out that's close enough for Ascend to reach - with the rest of it encouraging you to just climb up naturally, or, you guessed it, use the Ultrahand ability to build your way up. The Ascend ability - like Statis from the game's predecessor - is very specific and not accessible enough in the world's design to make it actually helpful. You know exactly when and where you're supposed to use it, and trying to use it outside of those instances won't get you anywhere. Of course, I'm not going to judge this ability too hard because it's still more than what we had in BOTW, but I find its application isn't quite as useful as it could be.
And boy, there are a lot of things in TOTK that don't have as strong an application as they could. I think there's no truer place this could be said than the expansion of the game's map, through The Sky and The Depths.
Disappointingly enough, just like in Skyward Sword, which suffered for having a strong premise but weak delivery with an open sky that had nothing to do in it, Tears of the Kingdom has barely fleshed out its Sky and Depths areas enough to make them feel memorable or worth going out of your way to explore. Once you've explored 10% of either, you've experienced all of it. While the Sky and the Depths each have their own dungeon, neither of them really feel justified enough to explain why they had to be there. The Depths don't add anything to the nature of the Fire Temple - by the time you're finished with it, you'll forget you're even in the Depths - and while the Water Temple does have the addition of lowered gravity up in the Sky, no other islands have this, so it feels like a random addition in the way of a gimmick that doesn't actually play much of a role in the dungeon's puzzle-solving.
As for the Depths, I do have to say that the game introduced it in the best way possible. No one spoke of them, outside of an NPC in Lookout Landing sending you on a quest to find a nearby one, but they still don't describe to you what you're about to come upon. It wasn't in any of the gameplay trailers. You see a big hole in the ground with gloom coming out of it, you know you can jump down into it, but it's not until you actually do that you realize you're diving down into the belly of a completely different beast. Link keeps falling and you're realizing how dark it's getting and hoping you can pull out your paraglider in time to hit a ground that you realize you cannot see - when the music shifts and the horns blare and your stomach sinks realizing just how dark and vast this place is.
The Depths are what I truly fell in love with in this game. I was struck with that primal fear in my gut that I hadn't felt since playing Majora's Mask as a child. For the first time in forever, I felt like the smaller species, like a speck of dust in unfamiliar territory. It was a welcome feature for a game that - if you had preceded it with Breath of the Wild - needed something to shake things up.
But, unfortunately, that initial thrill wears off eventually. The Depths become just that - a vast expanse with nothing in it. Aside from the odd treasure chest containing a piece of gear, the Bargainer's Statues, and a couple main story quests that take you down there, the Depths have nothing. Mapping them out is a feat in and of itself, even more daunting than mapping out the above ground with its tens of lightroots, but once you get at least 50% through the map, you realize that there's really nothing else to it. In fact, the map of the Depths exactly mirrors that of the map above you, with even less to do due to its lack of notable landmarks (outside of a central mining area, the Korok Grove, and the aforementioned Fire Temple), lack of biome distinction between areas (aside from the Eldin area created specifically for the Fire Temple), and lack of shrines. Once you figure that out, mapping out the rest of it is an unfortunately boring cakewalk.
I think both of these new inclusions in the game are unfortunately half-baked, making TOTK in and of itself feel like a tech demo for something that could have been more expanded upon. That said, it's a tall order, to ask for the game to run an in-depth open world map on three separate levels - the hardware itself already often struggles to load the Depths if you dive down into them too quickly, as the fall itself is its own cleverly hidden loading screen - but it's a shame to see it essentially repeat the mistakes of Skyward Sword, and it's where I feel that "this could have been DLC" complaint comes from.
There are features that feel like mild downgrades from BOTW, such as its new Fuse ability to fuse together weapons. While it seems inventive at first, the amount of inventory being carried over from BOTW makes the gameplay grind to a halt as you scroll through your pop-up inventory list to find the right thing to attach to your arrows or weapons, often times mid combat. While you can sort your menu into different sections - such as 'most used' and 'most powerful' - such a thing could have been fixed by allowing the player to create their own custom lists of items or just reducing what is and isn't capable of being fused. It feels like an unnecessary extra step thrown in to BOTW's weapon degradation mechanic just to make it feel more unique.
Moving on, this is where I want to talk about the game's story. Like the last game, it asks Link to piece together the memories of companions already gone. The story woven within these memories is a tragic one, with an emotional depth to it that I found myself relating far more to than in BOTW, which asked us to sympathize with characters who we had never met and were already gone. On the flipside, TOTK manages to tell a similar story with a lot more emotional depth, now using Princess Zelda as the tether between the present and the past, in a way that I feel works much better than in BOTW. Its climactic twist felt like something you would find in Spirited Away, and its one that I felt was appropriate for the game's setting and themes. That said, I still do not find myself compelled by this game's version of the Champions, similarly to what I experienced in BOTW. At the very least, it brings back cast members from BOTW for us to connect through, such as Purah and Lady Impa, who I was happy to see return.
And then there are the Sages.
I have a lot to say about the Sages.
The Sages have to be the single worst inclusion of this game. And that's not to say they ruin the game, but in a game full of wonderful moments and amazing gameplay, they definitely feel like a tarnishing C- on an otherwise perfect report card. Just like in Breath of the Wild, the game's main story gameplay is the weakest part of Tears of the Kingdom. While BOTW had Link conquering the out-of-control Divine Beasts, TOTK asks Link to unearth ancient temples and awaken the spirits of sages long gone for their powers to be reborn through their descendants, three of which happen to be the successors of BOTW's Champions: Riju, Sidon, and Yunobo. While the development team and press surrounding this game called these temples "traditional dungeons", they are fundamentally the exact same as the Divine Beasts, following the same 4-beat structure in which you have to activate 4 'locks' (themed around the dungeon's setting) to unlock the dungeon's boss. I found these dungeons were often even easier than the Divine Beasts of BOTW, essentially asking Link to solve four separate shrine puzzles to get to a boss that follows a simple mechanic loop. While the bosses are far less repetitive than the Blights of BOTW, they are also far less intimidating or punishing, barely requiring any extensive thought to figure out how to overcome them. The hardest boss in the game - the Gibdo Queen - ironically had one of the easiest dungeons out of the four.
But here's the thing - Tears of the Kingdom is built the exact same way as Breath of the Wild, giving the player freedom to choose the order in which they complete dungeons, if they even choose to complete them at all... but unlike past Zelda games which offered this freedom, TOTK fails in how it delivers these dungeons and the narrative surrounding them. I was miffed upon completing my second dungeon - the Fire Temple - and realizing that the cutscenes it presented were the exact same as the first one I did - the Wind Temple - and sure enough, that same cutscene played out from its respective sage for the following Water Temple and Lightning Temple. They are all the same. While one could argue this was their way of navigating around the freedom of choice - to allow the player to experience neutral cutscenes that won't be out of order or out of context - the memories themselves are also out of order and out of context so having the dungeon cutscenes be varied should be a feature, not a bug to patch out. Currently, with its repetitive cutscenes and what you gain from completing a dungeon, it makes them far less enjoyable to do, knowing you're essentially just doing one big shrine with a giant enemy (one you can find in the Depths for farming, which makes them feel far less unique or imposing) with the reward of a heart in the end.
Of course, I'm forgetting to mention the other reward you get after completing a dungeon. Sage abilities. The biggest downgrade from BOTW by far.
In BOTW, upon completing a Divine Beast, you would be granted with an ability from its respective Champion, typically a passive one - meaning, if you had the ability enabled, it would activate on its own or you could trigger it a specific way, such as Mipha's Grace which would automatically revive you once in between cooldowns (basically a fairy you didn't have to catch) and, the fan favorite, Revali's Gale, which could be triggered by holding down the jump button and would grant you so much more ease of exploring.
Tears of the Kingdom, instead, asks "What if we made all of the Champions their own characters who could run around you, get in your way, and offer even less useful abilities?"
The present Sages - Yunobo, Tulin, Riju, Sidon, and Mineru - are akin to a teenager taking way more dogs than they could handle out for a walk. They are five nuisances who will run away from you when you need them, and run around you when you're just trying to pick up an item, causing you to accidentally trigger their abilities which are simply mapped to the A button. Too many times I've had them trigger a fight with enemies I was trying to avoid, blow away loot I was trying to grab, or blow up explosives that I wasn't aiming at, killing me outright. While they can be turned off, I feel like it could have been far easier to implement them in a way that wasn't so distracting and obtrusive - currently, the way they're implemented basically demands you keep them turned off until you absolutely need them. Considering a map of the Switch controller buttons comes up with the A button highlighted, it begs the question, why even have the other three buttons visible onscreen if they can never be mapped? Why not make use of different buttons for different companions? Or make them passive abilities similar to that of the Champions from BOTW? Overall, their inclusion feels clunky and not well thought out, and their abilities aren't near beneficial or useful enough to justify this much headache. At most, Yunobo is helpful in blowing up rock walls when you don't have Bomb Flowers, and Tulin is helpful in gusting you towards a landing spot while gliding through the sky, but that's about where their usefulness ends. Unlike in BOTW, the efforts required to gain their abilities barely feels like a reward, but more of an obligatory chore, making the dungeons feel even less rewarding to do.
With all that said, unlike in BOTW, Tears of the Kingdom never becomes a smoother experience to explore. The effort you put into completing the dungeons and gaining better weapons and gear never feels rewarded with anything substantial or worth working for. The Sage abilities are a burden and give very little benefit to exploring or combat the same way BOTW's Champion abilities did, the dungeons themselves aren't experiences worth writing home about, and the story is so milquetoast and repetitive that once you beat one dungeon, you've experienced all of them.
That said, while I've done a lot of complaining, there are a lot of things about the game I'm enjoying compared to Breath of the Wild. One such thing are the sidequests - there are a LOT more of them in this game, and many of them feel far more engaging and rewarding than Breath of the Wild. Accessing the Great Fairies requires an actual sequence of quests now, in which you bring a travelling band back together, and from that point forward, you can always hear them playing their music at the stables scattered throughout Hyrule. Hateno has its own questline that rewards you with what's possibly Link's greatest piece of fashion ever, Cece's Hat. Even the small quests feel more rewarding to do because TOTK feels far busier than BOTW did. There are far more NPC's, and the world itself just feels more lively; I wouldn't expect any less in the sequel to BOTW which experienced a cataclysmic event that wiped out the population of the kingdom. It's nice to see the difference in how the towns operate in TOTK because you can feel it through its sidequests. There are still Yiga Clan members in disguise on the surface, but it's far less now compared to BOTW where you couldn't talk to an NPC on the road without getting shanked.
Of course, it wouldn't be a BOTW sequel without one of its most daunting sidequests of all - the Korok Seed quest. This time, there are 1000 Korok Seeds to find, with new puzzles to find them, most notably the escort quests, which require you to build whatever godforsaken Roman-era torture device you need to build to get wandering Koroks from Point A to Point B.
That said, the unfortunate news I have to break to you after finally seeing someone complete the quest themselves - all that awaits you in the end, once again, is "Hestu's Gift" which I have to say, isn't as quite as funny the second time around. While in BOTW it felt like a funny nudge at completionists, in the vein of "Haha, look at you! You worked so hard to get all those seeds and all that awaited you was a pile of poop! It's all in good fun! The real prize was the adventuring you did along the way!" but having that be the end prize again in TOTK where we're exploring regions we've already explored before feels far more passive-aggressive, like it's making fun of you for really doing what the devs expected you to do a second time, with a snarky, "Seriously? You're that stupid? You really thought there'd be something new this time?" Especially considering the Koroks exclusively populate the Sky and the Surface - giving players even less incentive to want to explore the Depths, further robbing this new expansive area of less identity. Ironic that the Depths, an area so big that it requires its own hidden loading screen, would end up having even less to do than the Sky itself, which barely covers any surface area in the game's overall map by comparison. It's a damn shame the devs couldn't be bothered to think of something to reward the player with for all their work. At least in BOTW it could be said the reward was the exploration, as so much of BOTW's map goes untouched by its main story and its world was brand new to us back then - it's not brand new now, though, and the areas that are new are going completely unused.
I realize this review is getting quite long, but I want to close it with one final point - Breath of the Wild and Tears of the Kingdom's place in the Zelda franchise.
There's a startling lack of one specific thing that makes a Zelda game truly Zelda, despite the dev's best efforts to return its old school elements such as traditional "dungeons" and its nods to previous games in the title through its referential gear sets implemented right into the game (vs. exclusively as DLC in BOTW) - and that's the Triforce.
It's said that a true Zelda game can't contain its core triad of characters - Link, Zelda, and Ganondorf - without containing the Triforce in the center of all of it, and yet Tears of the Kingdom did this, and frankly, it just proves that point.
Anyone who knows me knows I'm not good at singling out a 'favorite'. Whenever people ask me what my favorite Zelda game is, my mind races through all the titles I played as a child - Ocarina of Time, Majora's Mask, Wind Waker, Twilight Princess - and yet I rarely think of Breath of the Wild and likely won't think of Tears of the Kingdom either. It's not for lack of trying or consideration, I do think both Breath of the Wild and Tears of the Kingdom are respectable games, both inclusive and exclusive of one another, but rarely does my mind go to them because to me, they don't feel like true Zelda games. And I didn't realize why until I recalled that the last game we had featuring Link, Zelda, Ganondorf, and the Triforce as core setpieces... was Twilight Princess. A game that will be turning seventeen this year, and will likely be twenty by the time the next mainline Zelda game releases. And one could argue even Twilight Princess doesn't count because Ganondorf was a last second addition - if we want to be really obtuse about it, technically we haven't gotten a game featuring Link, Zelda and Ganondorf as our main characters since Wind Waker, a game that turned twenty years old last year!
I felt its absence especially in Tears of the Kingdom, seeing Ganondorf manipulate his way into stealing the sigh 'secret stones' (I'm sorry but that name is so fucking cringe, please just call them "sacred stones" or "mystic stones" or SOMETHING more interesting than "secret stones", we don't even get any sort of lore or hinting towards where they came from, they're just magical McGuffin's with a stupid name) but not once mention his true motivations prior to finding out about the stone's existence. There was no emotional motivation such as what can be seen in The Wind Waker through a Ganondorf scorned by his lost culture and the kingdom that he just wanted to see wiped out to make things even; or Ocarina of Time Ganondorf who sought to access the Sacred Realm and take the Triforce and all its power for himself. Shit, there wasn't even a mention of Demise, the massive plot-twister of Skyward Sword, which Nintendo attempted to make the ultimate explanation as to why the games and their stories experience the same warring cycle from generation to generation; an explanation that could have worked, if they had actually followed up on it through BOTW and TOTK - yet, despite having the opportunity to do so, seem to just be whistling around the issue, pretending like it's not there. Despite having an Ouroboros in its title art, this cycle of death and rebirth is noticeably gone in Tears of the Kingdom.
Look, I get it. The developers have already stated that they're intent on moving forward with its open world format in future Zelda games. It's making them a lot of money. It's refreshing. It's bringing new fans into the franchise. And it's bridging the gap between generations by re-introducing classic exploration elements of retro Zelda while trying to also balance the narrative elements that modern post-N64 Zelda fans have come to expect.
But when you tear apart all the original components of a franchise, of its themes, its characters, its stories, and replace them with new components only slightly reminiscent of the old... can that franchise really be called the same thing anymore? When people ask me what my favorite Zelda game is, I don't think of Breath of the Wild or Tears of the Kingdom because to me, they're just not Zelda games. They're just what they are - Breath of the Wild and Tears of the Kingdom. Nintendo had a huge opportunity to make Tears of the Kingdom into a game that could tie its predecessors together with a neat little bow, and yet it still took the half-baked way out, layering it instead with its own story that doesn't even really work or take advantage of the foundation it's standing upon. They're their own games, and that's okay, but I can't help but feel that the further we go down this road, the less it'll encompass what made Zelda what it was to begin with.
And yeah, I'm sure I'm just being a typical 'old Zelda fan' who's complaining about the exact same thing that people complained about in games like Wind Waker and Twilight Princess. But when your Zelda game featuring Link, Zelda, and Ganondorf does not mention a word of the Triforce, I think both retro and modern Zelda fans can agree to even a slight extent that you can't have Legend of Zelda without the Triforce. That would be like having Super Mario without Power Stars (or some equivalent of them) or Kirby without its existential nihilism or Sonic without Chaos Emeralds. Sure, you can have games in their franchises without their respective trademarks, but do it enough times and people will start to notice something's seriously off. I think we can all agree that while Twilight Princess and Wind Waker may be, aesthetically and thematically, completely different games, you can't deny they're Zelda games at their core because they still have that signature cast fighting over those pesky golden Doritos.
In this respect, Tears of the Kingdom feels like it's suffering from the same problem Star Wars is suffering from - it exists to spite the titles that came before it, but knows it won't succeed without the fans of those titles so it makes as many cheeky references to those titles as it can without paying actual respect to them. It even opens the game with references to things that retro gamers will recognize - Rauru, Ganondorf recognizing Link's name, etc. - but then all those elements are later revealed to be unique to TOTK, such as Rauru being the first King of a Hyrule that's exclusive to the BOTW timeline, or Ganondorf only recognizing Link's name because a time-travelling Zelda told him his name, not because it's the same Ganondorf of titles' past. It feels incredibly disappointing to have all this setup and so little payoff especially for these games that are claiming to be the 'next step' for the franchise. It feels less like a 'next step' and more like a complete reboot for a different audience. These games are not reminiscent of what pulled me and my brother into the franchise way back in the day.
But I dunno, maybe it's a weird hill to die on. I don't want to be one of those "not my Zelda" puritans but when the games don't even contain elements of what made them distinctly Zelda back in the day, down to its trademark features, it makes me wonder what exactly where the series is headed.
Anyways. That was a lot. I do want to make it clear that I am enjoying this game, very much so, but like many games that top the charts with solid 10/10's on release, I feel like there are definitely still places the game could have been further refined, despite the extra year it took to polish it. From the inconvenient gameplay halters like the inventory fusing, to the obtrusive butchering of the Sage abilities, so many things could have been tightened up just a bit more to further improve on what Breath of the Wild started, rather than trade out what BOTW did for weaker alternatives. It's a game of gimmicks, rather than one of substance. While Breath of the Wild lacked substance itself in many regards, it at least had the benefit of being a brand new format, with a vast world one could spend hours exploring - with that same world returning in Tears of the Kingdom, with very little done to flesh out the attempts to expand it, it very much feels like it's simply riding off the coattails of Breath of the Wild, and in that regard, I can agree to an extent with the "DLC" arguments, while also agreeing that there are things in TOTK that very much improve on BOTW and make it look like a tech demo.
One thing I will recommend in the end to those of you who might be reading this - do not play Breath of the Wild right before Tears of the Kingdom. Whether it's your first time playing BOTW or you're wanting to revisit it, don't do it. I was fortunate enough that my last time playing BOTW was several months ago, but I've seen loads of people not enjoying TOTK because they replayed BOTW in the days before its release, and let me tell you, this game is far less of a unique or fun experience if you play BOTW right before playing TOTK due to the world design. If you play them one after the other, you'll burn yourself out on it and not get to appreciate what TOTK adds to BOTW's world as much as if you had gone in partially or mostly blind.
And that's all I'm gonna say on that. Tears of the Kingdom gets a 8.5/10 from me. I am excited to see where the franchise goes next in terms of its open world concept, I hope Nintendo can at least stray away from this version of Hyrule so we can get something new like we did in BOTW. Tears of the Kingdom was by no means a negative experience for me, and I'm planning on getting back into it tonight and tackling more of its sidequests, which are probably one of my favorite parts of the game. I could very well be way too hard on it, so this opinion could change over time as I spend more time in its world, but these are my general experiences that have come up in the back of my mind over the past couple weeks since its release.
Thanks for reading!
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milesonthenet · 29 days
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Kingdom Hearts: A bizarre Disney experiment that took off.
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Welcome to the House of Milesverse, and today we will be discussing a truly bizarre series. I promise that I'll try to keep it Simple & Clean when it comes to discussing it. Today's topic is Kingdom Hearts, the iconic Disney-Final Fantasy crossover that you've probably heard of.
This is in late honor of the franchise, in fact. March 28th celebrates the 22nd Anniversary of the first Kingdom Hearts game. That is 22 years since Kingdom Hearts' inception.
What IS Kingdom Hearts?
The Process:
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Years ago, the early seeds of Kingdom Hearts were laid in a game idea. Square Enix (Square at the time) wanted to make a 3D game similar to Mario 64. However, they could not figure out an idea on who would represent the series. They believed that only characters from Disney could potentially rival Mario in popularity.
That led to a chance encounter between former game producer Shinji Hashimoto and a Disney Executive. Square as it turned out, operated in the same japanese office building as Disney did. From there, Hashimoto pitched the idea to Disney directly, and it was smooth sailings from then on.
Development soon began in 2000 with character designer Tetsuya Nomura providing the 'look' of many characters in the game. Initially, Disney wanted Donald Duck to be the main protagonist for the game. Square on the other hand argued for Mickey Mouse to be playable.
Instead, a compromise was made, and an original character was created. Sora is the main protagonist of the Kingdom Hearts series and wielder of the keyblade. He's recognizable to many people who aren't as familiar with the games.
A fun fact about Kingdom Hearts is its use of Final Fantasy characters. These characters were quite a shocker expected back then. In fact, their appearance was deliberately kept a secret to entice fans.
Success & More:
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The first game, Kingdom Hearts 1, was released in 2002. It was a commercial success, and it quickly paved the way for a sequel. As of 2022, the game has sold well over 36 million copies worldwide.
Tetsuya Nomura himself was unsure if there would be room for a sequel. He still snuck in a secret trailer scene in the game for fans. Soon enough, plans for a sequel were made after Kingdom Hearts 1, and other games quickly followed. Chain of Memories, for example, was released in 2003, and directly follows the story from the first game.
Since then, Kingdom Hearts is up to its 13th installment. It has spawned a massive following worldwide. The series just perfectly captures the Disney magic that many people had in their childhood. More than that, it also offers something fun for the Final Fantasy fans.
In 2021, Sora would finally join Super Smash Bros. Ultimate as its last DLC fighter. In addition, it was revealed that Sora is the most highly requested fighter to ever appear in the Smash Bros series. It's quite a testament to his character, and how popular he is.
In 2022, Kingdom Hearts IV was announced for the next generation of consoles. It is a sequel to Kingdom Hearts 3, which acted as an ending to numerous old storylines. Kingdom Hearts IV sets the stage for a new story, pitting Sora and his friends against the 'Lost Masters'.
Voice Actors who have worked on Kingdom Hearts:
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Kingdom Hearts has boasted many actors over its installments. You would be surprised to see who's been in the series.
The main character Sora is voiced by Haley Joel Osment. Osment played in the Sixth Sense as Cole Sear, a psychic child. You'd know him from the iconic film line, "I see dead people".
The main antagonist Xehanort is voiced by at least three actors.
Leonard Nimoy (Spock from Star Trek)
Rutger Hauer (Roy Batty from Blade Runner)
Christopher Lloyd (Doctor Brown from Back To The Future)
Opposite of Xehanort is Eraqus, who is played by Mark Hamill. He's Luke Skywalker and the iconic voice of The Joker in numerous Batman media. Nimoy and Hamill in a way also represents the Star Trek Vs. Star Wars debate that's pervaded fandoms for so long.
The character Roxas is Sora's 'nobody', essentially his other half. He and Ventus, the character he's modeled after, share the same voice. They are both voiced by Jesse McCartney, a famed popstar in the 2000s. Jesse McCartney would also do the voice for Robin in Young Justice, and later, as Nightwing.
Ansem the Wise, later known as DiZ, is another supporting character in the franchise. Christopher Lee is well-known as Dracula, Saruman, and Count Dooku. After his unfortunate passing, Lee was replaced by Corey Burton.
Hayden Panettiere was the initial voice for Sora's close friend, Kairi. She played Kirby Reed in both Scream 4 and Scream 6. She also played Juliette Barnes in Nashville, and Claire Bennet in Heroes.
Hayden would later be replaced by Alyson Stoner in future installments. Alyson Stoner played Caitlyn in Camp Rock and it's sequel. She was also Isabella Garcia in the popular Disney series, Phineas and Ferb.
The main antagonist of the first game was Ansem, Xehanort's Heartless. Ansem was at first voiced by Billy Zane for the first game. Billy Zane was also the main antagonist of Titanic, aka Caledon Hockley.
In later games, Zane would be replaced by Richard Epcar. Richard Epcar is notable as the voice of Raiden from Mortal Kombat, and Daisuke Jigen from Lupin the 3rd. He's also the voice of Joseph Joestar's older self in later seasons.
All of this is further compounded by the Disney worlds. Kingdom Hearts gets numerous old actors back to reprise their roles. For example, Mickey, Donald, and Goofy all retain their current voice actors.
Overall, Kingdom Hearts has a well-crafted cast of voice actors. Numerous notable names have come to play characters in the series. I think that on its own is another impressive fact to add to the series.
The Story (And why it's not as confusing as you think):
What makes it so confusing?
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Kingdom Hearts is renowned across online fandom platforms for its plotline. Almost anything about it is guaranteed to create confusion in fans. It's hard enough having to keep up with how many people are just different iterations of other characters. Fans have coined the phrase "Everyone is Sora/Xehanort." for a reason.
In reality, the story itself is not 'confusing' at first glance. It all relies on making sure you play the games in order. Kingdom Hearts' greatest flaw is when people overthink it to the extreme.
There are a lot of people who would prefer to skip to the most recent game. However, that creates its own net of issues. When you don't play the games in order, you end up confused by certain plot elements.
To fully comprehend the bigger picture, you need to accept a few things about the series as well. For example, keyblades are inherently magical weapons. They possess a degree of sentience and can open or lock any door. Only someone strong of heart can wield a keyblade.
Overall, Kingdom Hearts is not a confusing series to get into. It's just a lot to look at. This leads to the games overwhelming people who try to take in every single detail.
Why it works:
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The love for Kingdom Hearts is phenomenal. After its release, it quickly gained praise as a best-selling hit under Disney. Much of this praise is given to the story, and characters. Even more praise is added to its scene-stealing music.
Its blending of Disney and RPG tones is also enjoyed by the audience. This is something that you would not expect to work, but it does. Kingdom Hearts itself is a perfect balance of Square Enix's usual flavor, combined with the childhood Disney magic that you are familiar with.
Kingdom Hearts' accuracy toward Disney also works when looking at the films. Fan-Favorite locations in the game are pulled from Disney's various films. They are almost perfectly replicated in Kingdom Hearts' own animation. It is a testament and love letter to the franchise's cartoonish roots.
Kingdom Hearts is something that at first glance, you think would not work. It's effectively a bizarre fusion between two things that have nothing in common. However, the developers behind the scenes do their part in making sure that the game balances it. Everything has a purpose, and nothing feels out of place.
Conclusion:
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Kingdom Hearts is an interesting topic to bring up in terms of video games. It's attracted a lot of confusion and shock from newcomers. However, I believe that this zaniness does its part. It is meant to be shocking, and as a series, it does that well.
There's something fun about how the series presents itself. Kingdom Hearts does not take itself seriously. Yet, there's no harm coming from that effect. This only accentuates its deep connections to the Disney franchise.
I think Kingdom Hearts is a fun series that has a lot of heart. I wanted to play the games myself as a kid after seeing how cool they were. I finally had the chance to buy them last year. It was perfect being able to relish every moment in playing them. I would recommend you pick up the game yourself.
What's NEXT?
Remember when I said that I was doing a review of Transformers: Earthspark? I still am. I pushed it back in favor of other topics, but it is still happening.
We'll also talk about X-Men '97 and discuss some other things. Moon Girl season 2 will also be another topic sometime this year. I hope you really enjoyed this one, by the way. If you have any questions or suggestions, please send them my way.
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