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#additional dialogue for less developed npcs and etc
mantisgodsdomain · 10 months
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Propaganda time? Propaganda time.
Fun fact: Marigold occupies the specific niche of villain as many comic book supervillains - the more dark the setting, the more she can get away with, and the deadlier of a threat she becomes.
Bug Fables, being a fairly light-hearted RPG, sticks her in "secret boss with horrific implications" territory, where she's not necessarily too dark to disrupt the E for Everyone rating but thinking on the facts presented for more than a few minutes makes everything rapidly enter something adjacent to the horrible implications of Snakemouth Den.
In settings closer to grimdark, however, she could probably become an extremely significant villain fairly easily even while remaining on the backlines, putting multiple main characters into permanent benching, major identity crises, and forced-to-kill-a-friend situations even without having to directly show her face.
In case of a genre upset, she is very much the kind of character where literally all of her plots could be foiled with a well-placed Bugs Bunny reducing her to a comedy bit.
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enralis · 6 months
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Hi! I've been following Snacko for a long while! Your gamedev journey is inspiring
I've been thinking over very carefully how I should plan the jump to fulltime dev myself. When did you decide you were ready to take the leap of faith, and how much of the game was done at that point? How have you been supporting yourself regarding funds during development since then?
first, thank you so much! i'm glad my girldisaster journey was at least helpful for somebody out there!
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this is gonna be a bit long so i'll just put a break here;;
when did we go fulltime?
about a year after working on the project purely for fun
we were going to release it as a tiny game for any amount of money just to say we released something
well that didn't happen, obviously lol
when we realized people were legitimately interested in it and got publisher meetings, we decided to scale it up
but then found out it's way too difficult (mentally) to work on a game while working full-time
we had some money saved up, and i just finished college. what better time to absolutely ruin our lives give fulltime dev a try?
our plan was: if our savings dip below about 70% of the total saved, we quit
luckily, we never had to worry about hitting that point because we finalized with a publisher soon after (but we no longer have any savings now so ? lol)
if you don't think you'll need outside help it will be easier on your wallet, but remember that means more time on your end taken away to do things you will be less comfortable with
how much of the game was done at that point?
not a lot. it had basic features: farming, walking, talking to people, placing objects, fishing, etc.
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this is what the game looked like around that time (2019 summer/fall)
the problem? they were all not that great or they didn't scale well. since then, the game has evolved and changed a lot that it's almost unrecognizable from a systems standpoint
best examples is schedule system to handle NPC actions, dialogue trees, and cutscenes
i would say only maybe 10% code/asset-wise, but 90% of the concepts and plans were already in place
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this is what the game looks like now!
how have we been supporting ourselves?
barely hahahaha.
we got a set amount from our publisher each month. this can vary depending on your contract or if you decide to forgo a publisher
most of it goes towards paying for contract work (vfx, sfx, music, additional programming, etc.)
another portion gets sucked into admin (yearly accountant, lawyer, business operating expenses like licenses)
the rest goes into our living expenses. mortgage, bills, etc.
patreon was anywhere from $300-$600 at our peak, but some of that went back into merch for the higher tiers, so we can just say $400 avg
we got a $10k USD grant from epic games (megagrant, free to apply) in october 2019
our kickstarter was around $40k USD. most of it went to paying composer! (it's worth it trust me)
now that our publisher funding has ended (it's been...5 years wow), we have some personal debt as i made the choice to keep some business cash on hand just in case
paying our contractors > paying ourselves
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yolkcheeks · 4 months
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possible new rotation subject: Tyrian World Religions 201
I was reading the wiki for funsies (as one does) and noticed in the article on Lyssa a throwaway note that the norn consider her a “spirit of action” with a footnote to an archive of Guild Mag. Indeed, on page 14 a developer went into how the different races filter conceptions of their fellows’ gods/spirits/philosophy thru their own experiences, such as the asura seeing human gods as larger equations in the Eternal Alchemy and the norn see the human gods as spirits of action, with Balthazar being War and Kormir being Knowledge. They would be called such by norn—obviously this is lore that didn’t make it into the game because norn NPCs and PC dialogue options alike refer to Balthazar not (Spirit of) War.
Which already- war can be a domain or an action but knowledge is a domain. One would think the action would be learning or study or observation or something… tho I appreciate the alliteration. But it of course doesn’t go further into it so we don’t know how the other gods’ domains translate for the norn. They aren’t all as straightforward, often having dominion over multiple areas both due to the shifting over time as gods fell or ascended and the doylist need to have a particular god of whatever class you pick.
Balthazar, dominion over war, fire, and challenge. Spirit of War, and boy does he live up to it. *
Kormir, dominion over order, spirit and truth. Spirit of Knowledge. Interesting choice since humans tend to focus more on her aspect as Goddess of Truth. *
Dwayna, dominion over healing, air, and life. First of the gods to arrive on Tyria from the mists when they put humans there. Church of Dwayna worships as Goddess of Life. I perceive her as the head of the pantheon, with additional influence over medicine (human story) and motherhood (see below). Possibly Spirit of Healing? Or of Assistance, given the nature of prayers/flavor dialogue associated with her.
Grenth, dominion over death, ice, darkness (and being baby boy. In-universe mari llywd probably.) Associated with casting off of illusions, defeat of false gods, etc. Worshipped as God of Death. Obvious answer would be Spirit of Death but due to Dhuum and also I prefer more action, how about Spirit of Fallow or Spirit of Inevitability (per statue description)
Melandru, dominion over nature, earth, and growth. Considered the oldest & wisest, worshiped as Goddess of Nature.
- May have had an aspect named Mellaggan (bounty, wealth of the ocean) who appeared to the Quaggans but was killed by krait at some point in the distant past.
- obviously all the spirits are part of nature, so I suspect she’s the Spirit of Growth.
Lyssa, dominion over beauty, water, and illusion. Worshipped as Goddess of Beauty but her parables and associations with chaos seem to more emphasize illusions. Possibly Spirit of Inspiration given her favoring art and culture? Interested in the implications of Lys & Ilya + triple-faced sigil.
Abadon, dominion over deep water, knowledge, and magic. Titled God of Secrets. Lore snippet suggests he used to appear in the form of a handsome & calm man with wings as blue as the ocean, appearance changed over time thru torment into squidhead we know and love. Apparently made the Sirens Landing reliquaries, further cementing Secrets as his main thing so I feel safe saying he would be (have been) the Spirit of Secrecy.
Dhuum, dominion over death undeniable, voice in the void, etc. also has a helmet with fuckassbig horns, both more and less humanoid than Grenth. Spirit of Annihilation sounds good to me.
Menzies the Mad, Lord of Destruction. Yeah I know we aren’t sure he’s a god but I feel safe assuming he basically would be one if humans worshipped him. Allegedly is more associated with destructive/deceptive battle than valorous & honorable Balthazar, but given recent events… possibly the Spirit of Bloodthirst or Vengence?
The three queens! Lesser spirits of defense/wrestling/etc? No idea.
Anyhow. That’s some thoughts.
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rpgchoices · 2 years
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Sometimes I really want to read a short summary of what to expect from a game with a very particular description that CATER to my OWN SPECIFIC interests, so here we go.
(click here for other videogames)
what to expect from PATHFINDER: WRATH OF THE RIGHTEOUS
isometric, Pathfinder-based fantasy rpg, with both turn based and real time combat
you can adjust basically everything (difficulty, type of combat etc.) and the game has a very active mod community
massive game, enormous amount of content and replayability. It took me more than 80 hours to finish one playthrough and I was playing on story mode
you play as a random person who ends up in the middle of a demon invasion, with a mysterious magical wound that never heals, and appointed commander of a city and campaign
you can play as 12 different fantasy races, more than 30 classes, and you can choose your own background
These have little impact on the story
Your alignment and the way you act (neutral, chaotic, good or evil) have an impact on the story, the plot and the way characters treat you
during the game you can choose among 10 different mythic paths that will have more or less influence in the story and the ending (ex. Swarm that walks will devour everything and you will have less interactions with npcs, Angel seems to be the one with the most plot)
you can recruit up to 12 full companions, plus other secondary companions dependent on your choices/your mythic path
as kingmaker, wotr is divided in act and each act will have: a main quest storyline, companions quests, secondary quests
some quests will have to be completed within the act before the main storyline, but this time there is no strict time limit, just the order in which you perform the quests
if you are a male character you can romance: Daeran (m), Sosiel (m), Arueshalae (f), Camellia (f), Wenduag (f), Queen Galfrey (f)
if you are a female character, you can romance: Lann (m), Daeran (m), Arueshalae (f), Wenduag (f), Queen Galfrey (f)
there is also a kingdom component, which is less developed than the Kingmaker one. You choose option/strenghten relationships, and you create and control armies
To conquer the areas you will have to defeat the demon armies
You can manage armies and kingdom from everywhere in the map
the puzzles are just horrible, I used a mod to jump over closed doors
There is a mystery in the game, which revolves around your powers and your wound and what is going on in the world
great villains, in my opinion, better than Kingmaker
for the amount of content and choices you do, the final slides with the conclusions felt a bit "not enough", as I expected to see a bigger impact on characters and world
the game is just massive, playing can feel like a bit of a chore when combat is involved (but you can change difficulties, as said before)
As Kingmaker, a lot of involvement with choices, consequences, plot and characters
Also, gay people exist. Even if you do not romance a character of the same sex, there are characters in this world who are married with people of the same sex, or who are bi/gay/pan etc.
plot?  You end up wounded and fighting in a city attacked by demons, in a world that had been at war with demons for years. Any other plot addition will probably be a spoiler gameplay? isometric, turn based or real time combat is your choice, dialogue choices, paths specific choices, choices everywhere characters? Your character has more characterization to him than in Kingmaker, and is more involved with the story. All the companions and also a lot of npcs are well fleshed and have a lot to say! sadness level? medium high death? under cut for spoiler
Depending on how you play, the story has a different amount of deaths, and sad consequences. Be prepared to see any character possibly die.
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queen-of-the-danse · 4 years
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I got into a conversation on Reddit with someone about the less than stellar writing of the companions in Fallout 4 and how they could be improved. They described them as semi-mute donkeys, which I found both amusing and accurate.
The first thing I'd do is give them more conversations. Danse, for example, only actually has four conversations with Sole. For reference, I'm excluding plot-related conversations such as stuff he says in Call To Arms because it's mostly just him talking at the Sole Survivor (gotta love that tell not show lmao). You can listen to it all in 15 minutes. To compare, Cullen from Dragon Age Inquisition has 14 conversations, excluding plot related conversations. And that's just conversations that go into actual cutscenes, it's not including all the mini conversations you can have with him. To listen to all of Cullen's dialogue content it takes 1 hour and 38 minutes.
Related to the conversations I would not have the romance be the last conversation. For a lot of people the best part about companions is developing a relationship with them, whether or not it's romantic. For most companions the earliest you can flirt with them is the second to last conversation, with Danse it's the third to last (his second conversation, in other words). With no build up or any real cultivation of a relationship this feels extremely forced and disjointed. I generally disagree with people who complain about characters being "player-sexual" (people said the same thing about Dragon Age 2) because a lot of the time it's thinly veiled biphobia, but the obvious lack of care and effort (or perhaps lack of skill) makes it feel like the argument has more merit in FO4.
Have the characters actually interact with each other. The only times your companions interact with each other is when you're switching between companions, but they only ever say one line to each other and it's always the same line. The only time I can really think of any of the companions properly interacting is between Piper and Nick, but that's to further the plot. I think the best way to solve this issue would be to have two companions follow you at the same time. That way they could have banter akin to Dragon Age companions. Another way would be able to allow them to interact when at the same settlement.
On a similar note, I know that companions do comment on their environment and the quest at hand on occasion, but I think they need to increase that. Really helps with the semi-mute donkey problem.
Have more physical interactions with the characters. I know there's implied sex if you sleep while a romanced companion follows you, but the ability to hug them or kiss them would have been amazing. Also ngl, as horrifying as I'm sure the Bethesda sex animations would have been I still think it would have been a nice addition. Non-sexual interactions could be stuff like sharing a drink at a bar or something like that.
The companions need to have the appearance of a life outside of the Sole Survivor. Preston kinda shows this as he has random NPCs come up to him and thank him for his work with the Minutemen, but that's really it. In theory Piper should be chasing down stories, Nick should be working on new cases, Hancock should be managing Goodneighbour, Danse should be commanding other BoS members, etc. But they don't. I think part of the problem is that once recruited you have to send them to a settlement, whereas for the companions that have homes it would make much more sense for them to go back home. Piper is literally abandoning her 10 year old sister. It would also be kinda cool if Piper continued to publish stories, perhaps based on quests you've completed such as a story and interview with Vadim after Confidence Man. I know there are two cases (excluding DLC) that you can work on with Nick, but considering you don't even have to do those with him it doesn't really count. I'd really like a radiant quest with Nick to help him solve cases, though preferably offered less often than Preston's Minutemen quests. For companions that don't have homes I'd like to see them interact with settlements in their own way. For example, Curie could set up a little medical shop or could walk around doing scientific research (plus imagine how cute she'd be with a little clipboard).
The companions need actual arcs and this includes personal quests. Most of them have some semblance of an arc, but none of it is impactful or really changes the companion that much, the main exception being Cait. Danse doesn't even change his Brotherhood lines post-Blind Betrayal nor do his approval/disapproval triggers change, despite dialogue implying he's begun to at least question some of his personal beliefs. The personal quests help give the companions a motivation and a want that exists outside of the Sole Survivor. Plus it's just interesting and god knows Fallout 4 needed more interesting quests. Piper, Deacon, Hancock, and X6-88 don't even have personal quests.
Companions that aren't fully formed should have either been cut or made complete companions (I'm excluding Dogmeat here because, well, he's a dog). This is really just Codsworth and Strong. I would obviously have preferred to have all the companions be full companions, I think Strong is genuinely interesting and it's a shame he doesn't have proper conversations. But yeah, if it would have saved them time to put more effort into the fleshed out companions I would have preferred that, quality over quantity and all that.
Very interested to hear everyone's thoughts!
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baconpal · 3 years
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pokemon rant time
this one’s about the 2 new things, and is at least slightly intended for people actually excited/interested in them, click keep reading or perish
Gonna try and keep stuff short cus there's a lot of topics this time and I've already gone off about how pokemon Isn't meant for me or meant to be a good video game anymore, but gamefreak is right back on their bullshit, so I feel I need to at least point it out.
I'd like to preface all this with, if you are a fan of pokemon still, please realize you can ask for more out of this series. Expect perfection, even if you don't think you'll get it anytime soon. Pokemon won't go anywhere, the old games won't go anywhere, and gaming is a hobby, not a necessity; don't accept low quality products from a company just because you feel like you're supposed to.
With this next wave of pokemon games, gamefreak is clearly testing how little they can put in to a $60 game while still keeping the 2 major audiences they've cultivated. By responding to the most obvious and vocal complaints from the community, gamefreak is aiming to make games that seems like what most players want, without having to put in the work on quality products.
GEN 4 REMAKES Pokemon BS (I am not calling this shit BDSP) is intended for the audience that put up with let's go and RS remakes. The most vocal and obvious complaints for these games is their failure as definitive versions of the games they are remakes of, such as missing features/content, or drastically changed story/dialogue/style. In a way, the recent remakes are inferior versions of incredibly old games, which shows a lack of improvement in pokemon as a whole.
To address these issues, BS is very, very, VERY clearly aiming for a more 1-to-1 recreation of the DS games, but with fully 3d graphics. Clearly the map layout has been transferred exactly, and gen 4 already had mostly 3d environments to begin with, and everyone knows about the future-proof pokemon models at this point, so the amount of effort required to create something like this is absolutely minimal. Assuming dialogue, trainer teams, move lists, etc. are also lifted directly from DP, then this game could be developed in basically no time at all, leaving the team time to ensure the product is of decent quality and includes ALL of the content of the originals, if not more, like the earlier pokemon remakes did to ensure they were truly definitive versions of the games. That being said, it is unlikely the team behind BS has been making use of this saved time to improve the game.
One failing already clear is that the quality is not very good, at least graphical quality. The footage we have shows environments lacking in color compared to the original, with messy, unpleasant textures that contrast poorly with the simplistic environments. The characters especially do not work. As cute and fun the fanart of tiny dawn has been, BS dawn and all other characters look awful. They have gorilla arms that reach down to the floor and lifeless faces, as well as incredibly stiff/simplistic animations. As it stands, BS is a visually inferior game to DP, though most consumers will simply see it as 3D>2D without any understanding of what an artstyle is, so this might not be a problem for many, but that doesn't mean you should accept it.
What remains to be seen is what content will be added/missing from pokemon BS. It is very possible that massive parts of the game, such as the underground, variety of online modes, postgame areas, and content from platinum could be missing entirely. We also do not know if pokemon from after gen 4 will be worked into the region, or even supported. Gen 8 still currently does not support a large number of pokemon, and the remakes may continue this limited dex trend.
Even assuming the remake includes everything from the DS games and doesn't add anything that slows down the story or harms the experience, it will still only be an exercise in forced obsolescence. The main reason people can't really play DP still is that the online isn't supported anymore. If BS turns out to be exactly the same as DP, then you're buying the same game for at a higher price, only to play it until the online service goes away again, or the next game comes out, if both don't happen at the same time.
Don't let yourself buy a 13 year old game at twice the original price.
GEN 4 NOT-REMAKE KIND OF NEW THING On to legends now, gamefreak is targeting the people who put up with sun/moon and sword/shield. The obvious problem with those games to most people was simply a lack of change from the standard pokemon formula. Even when changing the gyms to trials or stadiums, most people still understand that the format and story structures are mostly unchanged. Of course, this problem has seemingly been addressed by changing the game structure a fair bit, but almost entirely by removal.
Trainer battles, and by extension, gyms and tournaments/elite 4 have been confirmed to be absent, meaning all battles are only vs single pokemon, in spite of the player likely having a team of 6 pokemon. Even if battle difficulty is increased to compensate (doubtful), this will still drastically increase the simplicity of combat and make it even less likely for the game to include any meaningful challenge. Exploring towns and meeting NPCs is also seemingly missing, as the game is confirmed to have only a single village, which frankly looks incredibly boring and we've yet to see a single NPC inhabiting the village.
Battles now use an ATB format instead of a turn-based format (for those of you who don't know what that means, it basically means nothing, it's still turn based, it just means the speed state determines who gets more turns instead of who goes first, that's it), but beyond that there seems to be no noteworthy changes, pokemon learn 4 moves with limited PP, type advantage will still definitely be the most important aspect to battle, and the player being able to walk around during battle provides no meaningful impact. While the little dash the pokemon do to approach each other is cool, it is already a sign that gamefreak will not be addressing the issue of lacking animations for pokemon battles, as they can't even be assed to animate and program pokemon walking around the environment during combat, and lucario doing 1 kick for a move described as a series of punches isn't a great sign either.
On the topic of lacking animations, the new "pet simulator feature" for legends seems to be an advancement on the ride system from sun/moon, which presumably people missed from sword/shield. Being able to ride on your pokemon to do stuff sounds cool, but in all likelihood, this system will be limited to only a select few pokemon who will each do a select few actions, and is not a reasonable replacement for all the other pet raising features that have been removed in the past. Similar to BS, the total number of pokemon included may also be limited arbitrarily, in spite of the fact that no new pokemon need to be added, as these games are not claiming to be a new generation.
The largest issues I personally have with this new game is the horrible technical quality and gameplay quality shown in the initial trailer. Unfortunately, these types of problems seem to be difficult to explain to the average consumer, even though the issues seem incredibly obvious and inexcusable to people like me.  Most people were able to understand the problem with the berry trees in gen 8, because it was easy to explain, "this tree doesn't look like the other trees, and it sticks out, isn't that weird?", and so gamefreak has eliminated any immediately obvious issues like that, sticking with a very consistent artstyle for legends, making it almost impossible to easily explain its faults to the average pokemon fan.
People have been really quick to compare legends to BoTW; the game that invented grass, trees, and mountains. In spite of these comparisons, nobody seems to point out that legends looks dramatically worse than that almost 5 year old game from the previous generation. Plants are stiff and lacking in energy, draw distances are poor, colors are drab, and textures are messy. Many parts of legends seems to ape BoTW on just the surface, essentially just following market trends. Even the controls seem to follow after modern 3rd person shooters/stealth games, including a seemingly pointless roll and a clunky looking ball lobbing arc that feels unfun before even getting to play it myself.
The largest issue, painfully obvious to some, and impossible to explain to others, is the framerate. The trailer clearly was ran on actual switch hardware, and not prerendered, which would be a good mark for gamefreak if it didn't result in a trailer that never once hit 30fps. Even with empty fields, with only 1 or 2 characters on screen, the game was incapable of meeting the target speed, and had to resort to optimizations like reducing the frame rate of pokemon only inches away from the player to stop-motion levels of choppy. If situations with almost nothing going on result in slow-down, how will the game perform during actual gameplay? Even though slow-down is something everyone can feel, many people aren't capable of identifying it.
The major things to wait and see for legends is if the removed aspects of the series are made up for by some additional systems or content, and definitely wait to see if the performance improves. As with BS, preordering a game like this only shows that gamefreak only has to market the game by saying it's different, not improved, like they've been doing for years now.
TL;DR FUCK GAMEFREAK One major thing of note is that gamefreak is releasing 2 games based on gen 4 at the nearly the same time, meaning they have no obligation to design new pokemon or even include pokemon not from sinnoh, and also that the sales of each game can be used as an indicator for which of their 2 audiences is more loyal to them. Both BS and Legends are in a position to be pushes aside if they fail, but if either succeeds, gamefreak can continue in the direction of the more successful game and reap the benefits, without any need to innovate, improve, or adapt to criticism.
The last thing I feel I have to remind people about is that gamefreak is a company; you don't need to be "grateful" to them. I've seen that word thrown around far too much by people who seem to buy pokemon games like its a tax, and not something they want to do. You don't have to suck up to a company that made games you liked as a kid if the games aren't what you want anymore. Pokemon is so wildly successful that it can't possible die, so don't buy the games out of pity, or out of some feeling of obligation. Buy the video games you want to play and nothing more.
Basically, if you are considering getting any of these new games, please wait until the games are out before purchasing them, and decide for yourself if they are worth your money, and more importantly, your time. Preordering these games only lets gamefreak know their audience will buy and put up with anything. They have no real competition at the moment, so the only thing the audience can do to encourage improvement is show some of restraint.
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whispelanix · 3 years
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Gameplay features we should have in a future Fallout title
Based on what we’ve had in previous games. Just some random storyline stuff and game stuff I’ve enjoyed so far:
Regions (Fallout 4, 76): Yes, I know every game has regions, but I'm talking about the difference in how life grows in certain areas and the level of radiation in said area kind of thing. The regions in 76 have so much personality. Fallout 4 only had the Commonwealth/Glowing Sea as its base game regions in how nature has evolved, but in 76 it's so diverse. Different mutated creatures are more native to different areas, and it has the flora to go alongside with it.
Plans (Fallout 76): Yeah, most of the 3D Fallout games has a few schematics for some weapons, and maybe a small variety of unique consumables, but I like how 76 makes you actually work and spend caps for Plans in order to know how to make something new. Not just weapons, but food, drinks, armor, workshop, etc. Because if this was real life, you wouldn't magically know how to make everything all of a sudden. They keep basic knowledge food items like deathclaw steak, which you can just cook up, as recipes you already know and you find recipes for more "advanced" dishes, and I really enjoy that.
Consumables System (Fallout 76): The amount of variety you have in regards to consumables in this game is amazing. There's so many mutated animals to cook up, so many plants to make soup, and you can make tea and even make juice out of something like mutfruit. I also love the additions we can put into consumables now (sugar, salt, pepper, honey, and we FINALLY have milk). So what they gave us in Fallout 4 with the better cooking aspects has been taken to new heights. Your food spoils now, and boiling water doesn't purify it, it just makes it boiled, which means you NEED a purifier to make it clean.
Eating/Drinking consumables without using Pip-Boy (Fallout 76): This is extremely useful, especially in an online game, and I think it'd work well in single player as well. You no longer have to hoard a bunch of stuff to just eat it, you now have the option to eat it on the spot as well, and move on with your life.
Layered Armor System and the ability to wear costumes over them (Fallout 4, 76): Fallout 4 introduced to us the layered armor system, which is one of the greatest things we've been given in regards to customizing outfits in the game, and now with Fallout 76 we have two different outfit options, armor and clothing. Now, not only can we wear underarmor and armor over it to protect us, but we now have coveralls as well to do so in style whilst retaining the effects of whatever else we wear underneath it.
Distant Weather Systems (Fallout 76): Pretty self explanatory - the ability to see storms coming from a distance as well as nuclear explosions along the horizon is pretty great if you ask me.
Faction Reputation (New Vegas, Fallout 76): I really like these features, because let's be honest, you can't stay on everyone's good side forever. There was only one case of this in Fallout 4, and that was the "You are now enemies with X faction". That ain't good enough. If we could get a mix of the faction reputation system in NV/76, I would be very pleased.
Karma and Affinity (Fallout 3, New Vegas, Fallout 4): The ultimate decider of good and evil. While in NV you had reputations amongst different factions, the karma system is the ultimate decider of where you stand in the wasteland. I like the individual Affinity system with companions as well, because it gives you the chance to either be a certain way, or pretend to act a way to gain trust. I can see why Karma was removed in 4 though, because Karma is based upon what everyone in the wasteland knows of you, so that would've limited the ability to stay on all the companions good sides if your Karma was at a certain level. If there was a way to balance it out though, that would be great. Or maybe they could find a way to make Karma separate from companions, and still make it work out nicely with their individual Affinity.
Maybe Karma in regards to companions could be the determiner of "first impressions", and then the Affinity you develop with them is the determiner of who you really are. They did a reversal of this in Fallout 4 where companions such as Cait, MacCready and Hancock have a more badass reputation when you first meet them, but as you get to know them you find they've been through a lot of suffering. But they still keep their initial reputation among outsiders. If it can be done with NPC's, who's to say it can't be done with the player?
"You are now dressed as a member of X" (New Vegas): The ability to disguise ourselves as members of different factions was a great addition, and really should be bought back. You can get into places you couldn't before, amongst people you normally couldn't, but I think if it's bought back, then factions you work alongside with should be able to detect whether or not it's you, unless you wear a mask or a facial covering.
Clothing is as clothing does (Fallout 4, 76): Suits shouldn't just magically turn into dresses just because you decided to play as a female. If you wanna alternate between "male" and "female" versions of an outfit, then let there just be suit/dress versions of certain styles of clothing. I liked how 4/76 did this, because now, if you wanna be a guy in a dress. Guess what? You can be a guy in a dress.
Workshops and C.A.M.P features (Fallout 4, 76): I doubt we're going to get the ability to make an obnoxious amount of settlements again (maybe), but I admire the chance we're given to build and really make a part of the wasteland our own, and I even more so love how 76 really gives us all those buildings and furniture and decorations to really personalize what you have. Who knows, maybe a future title will give us a combination of workshops you naturally have in place for construction, settlements to help build up (because saving the day always seems to be the job of the player), and then C.A.M.Ps that we as the player can move wherever we like. Maybe we could be given the option to build campsites for other NPCs as a temporary or permeant home. Maybe what we build up will have the ability to be destroyed like in 76.
Grey Morality/Politics (A bit over all titles, talking especially about New Vegas, The Pitt, things of the sort): The factions we were given in NV all had good and bad sides to them, making it sometimes difficult to have a truly perfect utopia. I hope we get back more morally grey choices as well as factions and politics, or instances in where there is no right answer other than wrong and a little less wrong. I don't really need to explain in detail, you've seen how things have played out across titles.
Old Dialogue System (Every game but Fallout 4): Options yes, no, no but actually yes and sarcasm aren't good enough. I love the cinematic aspect FO4 had, don't get me wrong, but conversation is so limited. I also loved the ridiculous way the camera would zoom right on someone's face (I feel sometimes in 76 you can just be way too far from someone talking sometimes) and I'd like to be able to walk out of the conversation whenever I want as well.
Certain Perks/Stats result certain outcomes (Most of the old titles): I wanna be able to get away with low intelligent speeches, flirt with people to get my way, things of the sort. Pretty simple.
That's all I've got for now since I've been working on this list for hours but yeah. Feel free to add things you'd like to see. Personality I'd just like to see the best features and aspects taken from all the games to create the "ultimate Fallout experience".
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angels-heap · 4 years
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Even though I'm not personally too fond of it, I'd argue that some degree of hero worship was inevitable for Alyx considering how much Gordon's mythical status was allowed to grow in his absence. But even a good deal of that "hero worship" seems to service the player and motivate them via praise. (1/2)
(2/2) Would I like Alyx to maybe not praise Gordon so lavishly when I, an inept player, fumble my way through the game? Probably. But it seems to become less of an element as time goes on, as Alyx accepts that Gordon's just gonna take names and kick ass. I'd like to think that the hero worship gradually shifts into a partnership of equals.
No matter how many times I replay HL2, Alyx’s insistence on effusively praising me while I’m stumbling around with 5 HP, blowing myself up with my own grenades, and missing all my shots will never stop being hilarious. 
You raise some good points here! Some of Alyx’s motivational lines are pretty over-the-top, but I agree that the praise feels more natural (to both the player and in the context of this developing fictional partnership) as time goes on. It’s also not really clear how much of that should be interpreted as video game sidekick dialogue vs. slightly over the top in-universe flirting vs. intentional characterization, which adds some additional complexity to the whole situation. For what it’s worth, some of Barney’s lines go a bit heavy on the whole “Gordon is a superhero” thing as well, so this isn’t a problem that’s exclusive to Alyx, which lends support to the idea that some of this is just normal sidekick NPC dialogue and not problematic fawning.
Personally, I’ve always gotten the impression that Alyx doesn’t totally get the Gordon Freeman hype, especially after she starts to get to know the guy, and some of her lines in HLA seem to support that interpretation. Her lack of knowledge of and obvious skepticism about Gordon Freeman Lore™ suggest that he’s still just “some guy” to her at that point. Or perhaps the whole Freeman mythology hasn’t really kicked off at that point in the timeline, since the vortigaunts and humans haven’t quite joined forces yet. Maybe a bit of both.
In HL2, she plays it fairly cool when they first meet, though I do get a vibe that she’s a little... not quite starstruck, but definitely aware that this guy is a Big Deal. That said, though, I’ve always appreciated how quickly she goes from calling him “Dr. Freeman” to addressing him by his first name and how she starts to interact with him a bit more normally in Black Mesa East (complaining about Judith, etc.). Excessive (and often undeserved) automated praise aside, most of Alyx’s later dialogue suggests a certain amount of respect and admiration without making her sound like a lovesick superfan, and I love that. 
By the way, it should be noted that during the conversation I mentioned earlier, one person did acknowledge that most freemance shippers tend to make a point of having Alyx treat Gordon like a normal guy and that that’s arguably part of the appeal of the ship. So I appreciate that, and yeah, I don’t think I’ve seen much freemance content (that wasn’t created by gross cishet white dudes, anyway) where Alyx is depicted as fawning over Gordon in a potentially unhealthy way. 
I’ll concede that there’s technically potential for some pretty yikes dynamics here, but the same could be said of any other HL ship involving Gordon. All things considered, both canon and popular fanon handle this pretty well and the potential for weird hero worship is not enough to make something unshippable, especially when the fan community overwhelmingly rejects that characterization. 
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My friend shared with me this reddit thread where someone outlined a list of features they claim are “missing” from CP2077, and because I’m me and like to rant, I wanted to go through it and agree/disagree based on what I think should or shouldn’t be in the game.
So probably spoilers below, at least for gameplay.
- Walk toggle for keyboard.
Agree.
- Key re-mapping for certain elements.
Agree. The game has some rebinding functions, but not enough to be honest.
- Accessibility features missing (ie: text scaling for menus).
Agree.
- In-game benchmark feature.
Personally, I think this is somewhat extraneous and I wouldn’t knock a game for not having it since most games don’t, but sure if they add it I wouldn’t complain.
- Dash should be a separate key and not a double press of walking key.
HARD agree. It’s beyond me that they thought it was okay to have that as-is, honestly. It makes moving around while sneaking a huge pain because you accidentally dodge which puts you into a standing position which can reveal you easily. At the absolute least, they should disable dodging when crouched, but ideally allow it to be rebound to something else.
- Crouch and skip dialogue should not share the same key.
Again, HARD agree. It’s possible to rebind the key (I certainly did) but something I noticed is that, while the dialogue no longer skips when I press crouch, it doesn’t seem to register the crouch button at all while in dialogue, meaning you can’t uncrouch if in dialogue.
- The minimap is too zoomed in to be helpful in many cases.
I only noticed this as an issue while driving, personally. You’ll be going 90mph down the freeway and not know that your turn is coming up until you’re already 90 miles beyond it. Outside of that, I’m not sure why you’d need the minimap zoomed out but hey if it fixes it while driving, I’m for it. Agree.
- Missing a toggle aim feature.
Quality of life, sure. I won’t use it, but agree.
- Ability to respec attributes (Note: Existing item respecs perks only)
Personally, I disagree with this. I think respeccing perks is fine because some of the perks are kinda lame so I can understand wanting to undo that, but I feel like respeccing attributes would sort of negate the purpose of developing a character a certain way. It makes multiple playthroughs more valid, forcing you to develop your different characters different ways. Sooo disagree.
- Ability to disable objective marker.
Agree. Mild nuisance to be sure, but still a nuisance never the less.
- Ability to lower ADS sensitivity.
Quality of life, sure. Agree.
- Add proper ultrawide (21:9, 32:9) support.
Quality of life, sure. Agree.
- Add loot by area or/and autoloot feature.
Eh... I don’t know. I think there should be a “scrap item” button when looting added but I’m unsure about a loot all or autoloot feature. It’s a change that I personally think falls under “optimizing the play out of the game”. Disagree.
- Add “stash all” feature.
And then some. Inventory management is atrocious in this game, it’s actually unreal how they thought it was okay to ship it like that. You can only manage one item at a time, and the UI needs to completely reload each time you do. It’s obscene. Hard agree.
- Add transparency option for HUD elements.
Quality of life, sure. Agree.
- Add way to remove mods from unequipped weapons.
This was actually sort of news to me. I’ve just been scrapping weapons I unequip with the mods still attached, assuming the mods were just going back to my inventory. Evidently that’s not been the case, but I haven’t actually noticed it as an issue because mods are so frequently found. A bit arguable, to be sure, but I don’t see why guns couldn’t return their mods automatically when dismantled. So agree, I guess.
- Add toggle mouse acceleration.
Quality of life, sure. Agree.
- Driving markers and onscreen trajectory (alternative GPS).
I don’t actually know what this means. Does this mean have the line leading to your objective be in-world as opposed to the minimap? I can maybe see that being a thing, I guess. If that’s the case, agree.
- Body slider customization (height, weight, muscle mass).
Eh...I’m ambivalent on this one. It seems extraneous in that it’s unnecessary and just something someone wants rather than something the game strongly needs, but at the same time, with as much marketing that went into how customizable your character is in this game, it’s sort of depressing how poor the character customization really is. Because of that, part of me wants to agree with this, on the grounds that the game was sort of sold to us this way. So I’ll say I tentatively agree.
- Very few options for some of the character creation features (hair colour, tattoos, skin complexion, scars, etc).
See above.
- Animations for eating and drinking (excluding scripted ones).
The problem with adding animations to consumables is that not only would you need one for each type of consumable but that the animation would then need to completely play out each time, which can give players burnout. Going to have to disagree with this one.
- Unable to remove underwear outside of inventory.
I assume this means giving the player the ability to run around stark naked as opposed to in your underwear, and weirdly enough I have to agree. Much like the character customization, a significant amount of attention was paid to the fact that this game has nudity, and yet nothing is done with it. Even in the areas where you’d expect nudity to play a part (I.e. having sex, showering, etc.) it doesn’t, so it begs the question why even implement it?
- Vehicle customization.
This is going to maybe sound odd given my next answer but I kind of agree with this one to an extent. You can buy a fair amount of vehicles in the game, but you can’t customize any of them. At the very least, changing it’s colour and/or design I think is warranted.
- Apartment customization.
This I disagree with, again, to an extent. This isn’t Fallout 4 or the Sims, I don’t think there needs to be a fleshed-out feature to decorate your apartment. I do however think that some changes to it would be nice, even if they’re just preset changes. Like maybe the layout of misc. objects in your apartment changes as time goes on. Shit moves around, I don’t know. Or maybe you can pay for preset additions, like buying a lamp or poster or something that always goes in the same spot, but lets you feel like you live there I guess. Ultimately though, this is completely extra and unnecessary. Disagree.
- Cosmetic slots or transmog feature.
Hard agree. Again, customization of your character was made out to be a big deal, so let us wear the clothes we want to wear. The number of times I’ve had to run out in a skirt that says “Bitch” on it and a bra as a man simply because they’re my best clothes is unreal.
- Very few actual merchant stores in quantity and variety.
Quantity, I somewhat agree. The map could do with a few more of each type of merchant, although the map does sometimes already feel cluttered so perhaps not. Variety however, I disagree. I think there’s plenty variety in terms of merchants, I’m not sure what else you’d need. There’s merchants for guns, clothes, hacks, cyberware, resources, and consumables. What else is there.
- No garages or parking lots.
I assume this is related to owning multiple vehicles which I don’t yet so I’m not sure I understand where this argument is coming from. There is a parking garage at your apartment, so I don’t see why that couldn’t be a garage you can use, but ultimately I can’t weigh in on this without more information.
- Crowds have low level of reactivity and awareness to the game world.
This one bugs me because it’s like how much reactivity do non-interactable NPCs need? They run away from cars and violence. They say “oh shit” lines when you’re driving into them or shooting near them or they see a body, etc. What more do you need? Gonna have to disagree.
- Very few interactive NPCs outside of missions with meaningful dialogue.
See above and literally every open world game ever.
- Very few options to meaningfully construct a personality to V. You get to choose mission endings, but not an actual persona.
I disagree, I think you can pretty comfortably pick a persona for V. I mean it’s not the most advanced system in the world, no, but every game is going to limit your options. You can choose to be an asshole, a scumbag, a nice guy, honest, a liar, competent, incompetent, etc. It all depends on your attributes and what dialogue options you pick really.
- Lack of non-action oriented stories and quests about meaningful themes of cyberpunk dystopia.
This one I sort of agree with, but then again I’m a huge philosophy nerd so I generally can’t get enough philosophy in my games. I want every game to be as deep as Bioshock. I still have a long way to go in CP2077, so perhaps the quests get better, but many of them I’ve not found super interesting. Some have been memorable, sure, but very few, and of those not many are memorable for fitting the Cyberpunk theme explicitly.
- Player cannot smoke.
This one is just funny to me because, yeah in an RPG it’s not ideal to railroad the player, but because of the way the story goes, V doesn’t smoke. All so they can have a few funny lines of dialogue in the story, but w/e I’m okay without smoking.
- Weapon mods and skill trees largely irrelevant outside of marginal and mostly numerical improvements to combat.
I kind of agree with this. To be honest, I don’t even look at any of the stats outside of DPS and I get along just fine. I am playing on normal, so perhaps at a higher difficult these things matter more, but I can’t imagine how much more. So sure, I agree.
- Lack of emergent gameplay events in the game world (ie: dynamic and random triggers).
This falls under “how much is enough”, similar to the bit about the NPC interactions. From what I’ve seen so far, the only in-world ‘events’ that transpire are shootouts between cops and gangs that aren’t marked on your map as predetermined events. Could there be more? Sure, I guess. Does there need to be more? Eh, not really.
- Unable to alter character’s appearance (barbershop, tattoo parlors, plastic surgeon).
Agree. One mission I did, one of the rewards I received was a tattoo which made me think I was going to frequently unlock new customization aspects like that, but it ended up being a piece of cyberware for some odd reason. I think it would be neat if you didn’t have every bit of customization unlocked from the start and could change your appearance as you go unlocking more things.
- Lack of character reflection outside of the few mirrors available. This furthers the disconnection between the player and the character.
This was something I was thinking about genuinely, when standing in front of a mirror. A mirror has to be ‘activated’ in order to start showing your reflection, which I thought was odd, but I assumed it was because of performance issues which makes sense. At one point, even though my PC can’t run the game at ultra graphics, I switched over to it to see if mirrors would reflect all the time but they do not. I don’t however think we need to see our character all the time but more would certainly be better.
- No ownership of items (you can rob NPCs under their nose).
Yeeeeah, this bit I find kinda odd to be honest, especially because the UI for looting items is red which is commonly the colour used to denote “this item is owned and picking it up constitutes as theft”. Part of me thinks that the reason items don’t have ownership though is because of how clunky the stealth system is. There’s no way of knowing if an NPC can ‘see’ you or not. I feel like this is also why when you break a glass bottle or something, it doesn’t alert enemies because that would be so broken in this game because things explode all the time for no reason at all, you’d never be able to steal period. So I feel like no item ownership is because the developers know their game wouldn’t be fun with it.
- No prison or lasting crime system.
The lack of a prison is sort of explained (very briefly) in-game. The prisons are just way too overcrowded, and the police are basically a paramilitary organization who shoot on sight anyways, so there’s really no need for prisons. That said, committing a crime doesn’t have lasting consequences but again I think this is because the game knows that it’s too clunky to punish players for that. Driving is so wonky in this game, imagine if running over an NPC punished you beyond the small threat of police intervention? It would be unbearable.
- Wanted system is largely underdeveloped, with cops spawning out of nowhere and disappearing shortly after.
Yeah it is a little scuffed how cops just appear, that I will agree with.
- Cybernetics lack variety in meaningful choices that alter gameplay (except for limb weapons). Deus Ex has far more impactful mods that actually change the way you approach combat.
While I do sort of agree with there being a lack of variety, I feel the comparison to Deus Ex is a bit unfair. Deus Ex used cybernetics as it’s skill tree/progression system. When you leveled up in Deus Ex, you installed new cybernetics. That’s not the case in CP2077 though. I do however believe that outside of the legs, arms, and hands, not much really changes. I’m not sure what else they could do, but more would certainly be nice.
- The lifepaths are frustratingly brief and have little impact other than dialogue choices. V is essentially the same character regardless of path.
I can’t speak much to this because I haven’t even finished my first playthrough yet, but I will admit that there doesn’t seem to be a whole lot that comes from your lifepath. I’m playing as a Street Kid, and as someone who supposedly grew up on the streets, running with gangs, getting to know everyone, etc., it seems like there should be a bit more maybe. Like maybe Street Kids start with more gang rep because everyone knows who you are because you grew up together. The game tries to explain this away with “you went away for two years and have just recently come back” but right off the bat you meet one of the fixers who you knew and worked for before you left as if you were old friends, and two measly years is not enough for everyone to just forget who you are.
The traffic AI is lackluster and there are too few cars driving around for a large metropolis.
Disagree. There are plenty of cars for a reasonable driving experience. I don’t know if this guy was expecting bumper-to-bumper LA traffic or what, but there are plenty of cars to make the world feel alive and full while not being obnoxious and make driving impossible.
- Trains were obviously cut, even though the whole infrastructure is visible.
I genuinely don’t even know what this is referring to so I won’t comment on it.
- The world interaction is quite minimal. Among items that should be interactive: chairs, benches, toilets, stools, sinks, gym equipment, light fixtures, restaurant menus, smartphones, taxi, trash bins and dumpsters, most merchant stalls, microwaves, dancing floors, gaming tables, arcards.
This is a lot but some of it I agree with. You should be able to sit down on a lot more chairs, but at the same time I kinda understand why you can’t. The world is littered with places to sit, so much so that “Press F to Sit” would be on your screen 99% of the time. Taxis I was actually extremely disappointed were not in the game. The game literally sets up from the beginning that being a passenger in a car is a thing which gives you the impression that it’s a thing that can happen often, and that you’re able to either sit through the car ride or skip it altogether. I thought for sure that fast travel was going to constitute you hailing  cab and it taking you to wherever you’ve marked on your map, with the option to sit through the ride or skip it at-will. It’s actually a huge disappointment that that’s not the case (I even had my friend who is playing as a Corpo test whether Delamaine was specific to Corpos-only but alas, it didn’t work).
- You cannot preview wardrobe and weapon purchases.
I’ve not actually bought any guns or clothes so I can’t comment on this.
- There is no reliable cover system.
This one is odd because there is a cover system, but it’s only a weird hint of one. If you’re crouched by a low wall and you aim your weapon, you will peak around the wall, but it’s very finicky and poor. I think the game could do without one altogether, but the fact that there’s a hint at one already implies it’s intended, so it needs reworking.
- Loot system is overdone, invasive and distracting. You are constantly showered with redundant and marginally better items and have no attachment whatsoever with your fashion and weapon choices. (Dear god, I hate this one).
Hard agree. This seems like somewhat of a repeat to an earlier one about not being able to really customize your character out of necessity to wear whatever is best. Loot is prevalent, but hardly ever relevant.
- Enemies are too spongy and level design forces frontal assault way too often.
This one is interesting because I almost agreed with it until I played the game a bit more. In fact, I might’ve made a post about this before, I can’t recall, where I said that it didn’t feel like stealth was always an option. In many cases, I stand by that statement. The stealth gameplay specifically isn’t always an option, which is frustrating. If you’re like me, and you’re using stealth with quickhacking, then it becomes way more relevant. Being able to breach into a camera network and kill everyone with quickhacks is amazing. However, the game seems to somewhat punish this style of gameplay for some odd reason. I will go through and systematically kill everyone via cameras from outside the building, but the moment I step into the building, more enemies will show up out of nowhere. It’s not just that they’re hiding in areas outside of the cameras view, no they literally spawn into existence the moment you go inside. It’s really jarring, odd, and kind of unfortunate. Oh and as for sponginess...eh, yes and no sometimes. Weirdly my quickhacks sometimes one-shot enemies, and other times it takes like 8 quickhacks to kill one enemy. It’s seemingly random, or a bug, or something. I’m not sure.
- Robotics and drone control largely absent (outside of scripted missions).
Hard agree. I was genuinely shocked to find out I couldn’t control turrets when they started popping up more frequently. Drones I can let pass because they’re mobile and therefor a bit more complex to code properly I guess, but turrets are child’s play to code. They’re literally the same as cameras but with guns. It’s really odd that you aren’t even given a perk that’ll let you control them.
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kaptainandy · 4 years
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My Complete In-depth TLOU 2 Thoughts:
Yeah I know, y’all have already read through countless reviews and thoughts, but I gotta get my thoughts out there. So, continue under the cut for some somewhat coherent, essay-ish style ramblings. There will be a TL;DR at the end because this is going to be long. (Spoilers ahead).
Okay so my overall perception of this game is that it’s average and I’m slightly disappointed. I’m going to start with the things I really liked and enjoyed before I get into what I didn’t like.
The visuals and gameplay were solid and enjoyable with small improvements upon the first game’s already fun and interesting, gameplay. The NPCs felt less like they were following a track in terms of their movements and felt more natural. The dialogue between enemies felt more varied than the first game, and the addition of giving everyone a name made me feel more immersed and the reaction from other characters to their fallen friends felt more believable. I feel that overall, the development of gameplay from the first to the second game felt “if it ain’t broke don’t fix it,” and I think it worked out because it’s one of the aspects I liked about the first game. The addition of craftable silencers, varied stealth takedowns, ability to go prone, tall grass to hide in, cars to hide under, larger infected (bloaters and shamblers) now being able to destroy weak walls, etc. were fun editions that helped the combat feel less repetitive. And lastly, the areas of combat that included both human enemies and infected, (and later WLF soldiers vs Seraphite soldiers)  was really cool and felt more realistic for the world of the Last of Us. It was something I think the first game lacked and it was really interesting to choose who to take down first and let the enemies fight each other.
The level design was also great. I felt it gave the player a lot of options of how they wanted to traverse the area to takedown enemies and look for supplies. Everything felt huge and worth exploring. The player was rewarded appropriately for checking every nook and cranny, and the addition of going prone to fit under small spaces or breaking glass to get into locked buildings was a lot of fun. The first day in Seattle as Ellie was especially enjoyable as you got to explore the city and mark things on your map while engaging in dialogue with Dina. Every building held something new and acted as an opportunity for Dina and Ellie to banter.
The art direction was incredible and I don’t think I’ve seen a more stunning looking game. It felt like a lot of time and care went into the design of each item and every corner of every environment. My favorite environments were definitely the homesteads of the major characters/factions (Jackson, the stadium transformed into a village by the WLF, the Seraphite island, etc.) because it told the player more about what everyday life is like for these characters and how they’re similar and different. Also, the weather, time of day, lighting, and use of space (or lack there of) added tension and changed the tone in scenes and levels appropriately. I felt engaged in each moment. I think the best use of visuals and atmosphere to set tone and really immerse the player was in the lower level of the hospital during the Abby playthrough. It was claustrophobic, damp, dark, ominous, and it always felt like danger and despair were right around the corner. And the massive clicker cluster fight in the small hospital corner was one of my favorite parts in the entire game. What would have felt like a silly and dumb concept if encountered elsewhere, was actually legitimately terrifying and really cool due to the tone set from the scene. Seeing the effects of a ground zero site for infection 25 years later was really cool to see.
The music? A masterpiece. We have to stan Gustavo Santaolalla. What more can I say? He did a great job. If nothing else, give the soundtrack a listen.
The acting was incredible, as to be expected. The emotional moments were really sold and carried by the actors and the music together. Ashley Johnson, Troy Baker, Shannon Woodward, and Laura Bailey I expected to be phenomenal and they were, but I’d like to give a shoutout to the newcomers and more minor actors as well. I felt no one had a bad performance, or even an average one. Every performance felt genuine and made me more connected to the characters.
As for new characters, I felt Yara and Lev were the ones I felt the most for and were the best written. The inclusion of Lev being trans was really cool to see as a trans person, and I felt it was executed well within the story. Lev being exiled from the Seraphites for questioning their ways and attempting to transition while Yara fought to remain by his side and protect him, made them both interesting and likable characters. They had depth to their characters. Despite coming from an environment that seemed ruthless and unforgiving they both acted as voice of reasons and wanted to help others, which was their strength and their weakness in the end, adding to their complexity.
The story had it’s moments. I found myself being impacted more during light and happy moments more so than the traumatic and sad ones. I felt a lot of time was put into showing the love and care between Ellie and Dina, and I found myself smiling like a goober when they were being goofy or together or cuddling. This also ties into the LGBTQ representation, which I personally thought was well done as I briefly touched on with Lev. I understand and respect those who felt there was too much trauma forced upon the LGBTQ characters, and I agree with that when it comes to Ellie because the whole game was essentially torturing her. I’ll at least give Naughty Dog credit for avoiding the “bury your gays” trope when they very easily could’ve done that given the constant death in the world of the Last of Us. Treatment aside, as a gay trans man, the overall presentation of these characters I felt was realistic, respectful, and gave me hope for future LGBTQ representation in triple A titles. I know this is literally doing the bare minimum but we gotta start somewhere.
Now, as for things I disliked about the game, there was a lot and I felt the weight of things I disliked outweighed those that I like since the overall experience depended on them more heavily.
I’ll start with the small things that irked me, that could be somewhat excused and are more a personal preference. For starters, I felt the game was too long. After awhile it got repetitive and having nearly the entire game take place in one city (as opposed to the first game that took place across the country), the scenery got old pretty quickly. I feel like a lot of the traveling could have been cut. For example, instead of showing a cut scene where characters say “we have to get to x” and having to basically travel the entire way, it would’ve worked better had it cut to them being at or close to their destination, thus cutting back on repetitive combat. It didn’t feel super rewarding and it only sometimes resulted in something added to the story. In the end, I felt it should be exempt for a similar reason you don’t need to show a character’s entire traveling in a movie, it’s just unnecessary.
Another minor detail that bothered me was the shamblers. Not as a concept, because I thought they were really fun new enemies and added something to combat, but the fact that they felt thrown in with no explanation. Where did they come from? Are they only in the northeast of the US? What caused them? It’s mentioned briefly by one character (I forget who) that it could be a result of excessive rain, but it was just a guess and not further elaborated on.
The fact that events and characters of the first game that were influential to Ellie and Joel’s character seemed to be inappropriately forgotten about. I understand the game is meant to be enjoyed by people who haven’t played the first game as well as fans of the first one, but it could still be done in a way to cater to both audiences. It would also help people who didn’t play the first one learn and connect more to Ellie and Joel. Why was there no Riley-related dialogue for Ellie upon seeing “The Turning” arcade machine? Hell, Riley was never mentioned at all. Same with Tess. Bill was briefly mentioned, but not by name. Ellie’s mom still remained a mystery, and I don’t recall her being mentioned. Henry and Sam? Also never mentioned. Upon seeing Sam’s robot toy in Ellie’s room (which I thought was a nice touch) I would’ve thought he might’ve been brought up in discussion with Dina about past friends. I get that it could be implied Ellie has discussed her past with Dina and others before the events of the game took place, but you have an audience to think about. Essentially you have to think that if the audience didn’t see it or hear about it, it didn’t happen. I feel the omission of past characters and events was a disservice to the first game and was really disappointing.
This relates to something else I disliked: It felt like too much time was spent on characters solo traveling and being in combat and not enough on story and relationship building. I felt the time spent traveling alone as Ellie or Abby was far greater than traveling with a companion. The dialogue and interactions between Ellie and Joel in the first game was crucial to the story and relationship, and when the characters were apart, it made the player that more eager for them to be reunited. They were only ever apart when one was missing/injured or they were unintentionally separated and it made sense to the story. In terms of missed opportunity, I especially thought Jesse’s character was mishandled and wasted. Just as the player was really beginning to know his past and connect with him, he dies a seemingly (in my opinion) stupid death. Not only that, but there’s almost no mention of him or his death after it happens, and Ellie and Dina seem relatively unaffected. I felt like Dina’s character also could’ve been fleshed out better. She was one of my favorite characters, but the things we knew about her didn’t seem to impact the story or her character that much, especially the loss she’s suffered. Her thoughts about her sister’s death and Jesse’s death are barely touched on, and I just felt like I was left wanting more.
Jesse and Dina could’ve definitely been handled better, but at least I cared about them. I didn’t have those feelings towards anyone in Abby’s story (except Yara and Lev). This relates to the bigger problem with the timeline of events and the and the order they were shown in the game, but I’ll touch on this in a bit. Before beginning to know these characters, the only thing you know is that they were involved in killing Joel, and happy about doing so. Now the challenge was to get the player to like them, which the writers failed abysmally. I couldn’t even remember half of their names when they were brought back up. The most influential of Abby’s friends, aside from Owen, seems to be Manny and the only things we get to know about him is that he’s horny, likes to get drunk, and - much like the writers - tries to force other characters to like each other (i.e. Mel and Abby). He only exists to establish Mel and Abby’s relationship and to save and help Abby when they encounter Tommy trying to snipe them. Mel and Abby (who I will touch on extensively in her own paragraph because yikes) both seemed like miserable people to be around and their relationship seemed catty and to simply revolve around Owen. I’m kinda sick of having women characters’ relationships revolve around the fact that one of them used to date the guy that the other is now currently dating. It’s stupid and I couldn’t give less of a fuck if that’s the biggest roadblock in their relationship. Also Mel calling Abby a piece of shit seemed unwarranted based on what we knew. Like we knew Mel was against the brutality of Joel’s death, but the way she spoke to and of Abby seemed like there was something else that the writers forgot to tell/show the audience. Abby never did anything personal to Mel (that Mel knew of) yet Mel decides to hate her guts and be unreasonable? Nora was kind of okay and seemed like an actual decent person (aside from wanting Joel dead and them making that shitty comment to Ellie) in her relationship with Abby. She was willing to risk getting in trouble to help Abby, but we weren’t given enough time with her to make me give a shit, especially after what she said to Ellie. Owen had potential to be likable; he was charming, funny, a bit of a fuckboy, but nonetheless was optimistic and hopeful. But for some reason the writers decided to throw out any ounce of care we had for him by having him cheat on Mel with Abby in a shitty sex scene. 
Now for my thoughts on Abby. My thoughts about her also relate to my thoughts on the order of events, and a few other aspects I haven’t mentioned yet, so forgive me if my thoughts are a bit all over the place. I really really tried to sympathize and like Abby, but holy shit they fucked up every possible opportunity to create some sort of likability. For starters, it boggles my mind that they had her commit the atrocity that was Joel’s death as basically the introduction to her character. Not only that, but just mere minutes beforehand Joel had saved her life and shown her nothing but kindness and she goes on to torture him and continue to do so while his surrogate daughter begs and screams for her to stop. She shows no guilt both in the moment or afterwards. It doesn’t eat her up inside at all. Every time Joel is brought up by Abby and her friends, she wastes no time expressing how elated she is that she not only killed him, but did so in such a gruesome way. You really expect fans to even WANT to like this character after she tortures and kills the only other character (besides Ellie) that fans LOVED. And I’m not upset that Joel died, because I expected he would and there were a million ways it could’ve been done appropriately to both the story and fans. But the way he died and how early he died at the hands of essentially some nobody really rubbed me the wrong way, they essentially threw him away without any honor to the experience we had with him in the first game. So, that’s our introduction to Abby and her friends. Again, the writers had the challenge of trying to make us like her, but it felt like they didn’t even try. Every attempt to make her likable fell flat either due to an action that happened right before or after. Abby’s only expression of sorrow is after the death of her father and Owen. Manny’s death is never mentioned after it happens and she seems to act like it never really happened. There is no remorse when she kills Jesse and Tommy, or anyone for that matter. She and (seemingly most of the WLF) condone and even get off on torturing Seraphites (they’re terrible people but if you’re trying to make me like a character, I don’t think you should have them condone the torturing of anyone). Abby is quick to kill Dina even after learning she’s pregnant, to which she comments, “good” and only stops because Lev is an actual decent human being and gets her to stop. And the writers have the gall to try and compare her to Ellie; trying to be like, “see she and Ellie aren’t so different uwu.” Meanwhile, Ellie is crying each time she hits Nora; she just wants Abby, she didn’t want to have to torture Nora like that. Ellie is traumatized after finding out that Mel is pregnant after killing her. Ellie is constantly shown to be grappling with the consequences and feelings of her actions. She experiences guilt and shame while Abby is shown time and time again to not regret her wrongdoings. The writers really tried to push us to like Abby by having her care for Yara and Lev, but I felt she did it out of selfishness and needing to feel good about herself not because she truly cared for these kids.
Going back to Joel’s death, the gruesomeness wasn’t even warranted based on Abby’s reasoning. Abby’s dad didn’t get murdered in front of her and he was killed because he stood in Joel’s way, holding a scalpel to Ellie. Jerry’s death was quick and painless too. And I know people will be like, “but Abby was also mad because now there’s no cure because of what Joel did!!!” However, she had no problem wanting to kill, or leave Ellie alone despite knowing she was immune. Abby was never on a quest to capture Ellie or talk her into finding the Fireflies with her (which would have made for an interesting storyline actually), she wanted her dead too. Joel’s death was the most tasteless death of a beloved character I think I’ve ever experienced.
Also the order of events was really detrimental to the story and especially Abby’s character. The way that flashbacks were thrown in throughout the story after Joel’s death fell flat and made Joel’s death feel even worse. The Joel and Ellie flashbacks were honestly the highlight of the game because we got to spend time with the only 2 fleshed out and likable characters. Had they been placed at the beginning of the game and also showed more of their relationship after Joel tells Ellie the truth about the Fireflies, I would’ve felt his death would have been more okay (still shitty, but slightly better than what they gave us) because it would feel more unexpected and it would hit better emotionally after these moments we had with Ellie and Joel. Hell, the majority of the game should have been as it was advertised (which is another issue I’m gonna touch on shortly): the rocky relationship between Joel and Ellie after Ellie learns the truth and the two of them going on a revenge quest together, as Joel tried to earn Ellie’s forgiveness. The events presented in the order in the game also made it impossible for anyone to try to like Abby. We learn she commits the biggest atrocity and we know all her friends are going to end up dead, so there’s no emotional impact when we see how they die because we’ve known the whole time they were gonna be killed by Ellie. Both Abby’s character and the story they were trying to tell could’ve have been really great and interesting but it was just so poorly executed. 
The story itself seemed so amateur as well. It just boiled down to “revenge and violence are bad uwu” while giving the player no choice but to engage in said violence. They tried to create a gray area between good and evil like they did in the first game, especially with Abby’s story but they ended up doing the opposite. Also the weak use of animals and pregnancy to create emotional impact is just so easy. They couldn’t think of any other way to make us connect to the characters except “hey look they love this animal” or “this is someone who is going to have a baby under these rough circumstances” and it’s just sloppy writing especially because they use both tactics MORE THAN ONCE. 
The intersecting stories, themes of “what really is good/evil,” redemption of a thought to be unlikable character, and the death of a beloved character would have been so interesting and emotionally impactful if done right, but it felt like Naughty Dog chose every terrible option and outcome, resulting in the wet fart that we got. It felt sloppy with no honoring of the previous game or characters. We all cared, but apparently the writer’s didn’t. The ending with Ellie essentially being left with what she feared most, being alone, would’ve been way more appropriate had anything prior warranted this consequence. Not only is she alone, but Ellie loses the ability to play guitar, a way in which she remembered and felt connected to Joel. Like she goes through hell, and 99% of her actions are justified, yet she gets punished.
Lastly, I want to touch on the false advertising for the game. Normally, I wouldn’t be upset because movie trailers do it all the time where there will be subtle differences or added scenes that don’t occur in the movie, but this was a whole other level of fuckery. I get trying to mislead people to think something is going to happen only to steer them in a different direction, in fact I think this is really cool and fun when done well. However, this was straight up lying and essentially selling an entirely different game. Not only were these lies perpetuated in trailers and ads, but even in events such as E3. Neil Druckmann constantly harped on the idea that the game was going to be about Ellie and Joel having a falling out after Ellie learns the truth and how they navigate their relationship through their next adventure together. Yet the game was never about that, instead it was just a story about drawing shitty parallels between a beloved character and a new character who was destined to be unlikable from the start.
In the end, I think it’s still worth playing because I’ve seen so many mixed reviews floating around so I feel it’s best to make your own opinion. And if nothing else, it’s a fun experience if you’re just looking at a fun game to play if you don’t really care too much about the series or characters as a whole. Will I return to this game? Not anytime soon likely. But just being the fan that I am of the series I think I’ll try to get most of the achievements eventually, and to experiment with photomode because the visuals are so good. Even with how much of a disservice this game is to the series, I don’t think it ruins it for me. It just makes me love and appreciate the first game even more and I think they could bounce back from this, but they’d need to put in a shit ton of work to earn their core audience back.
TL;DR: As an addition to the Last of Us as a series, the game is a huge disappointment and disservice, but as a standalone game it’s slightly above average. The gameplay, music, and visuals slap but the story, characters, and relationship building (or lack thereof) suck. Naughty Dog lied in a highly scummy way to fans via advertisements and trailers. Fuck Abby. Stan Lev and Yara.
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miran-native · 5 years
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About Mimeosomes
Everyone who’s played through the main story knows the basics: Mimeosomes were designed to bridge the unknown amount of time it would take humanity to find a new habitable planet. This way, people wouldn’t grow old and be able to maintain the White Whale and protect the Lifehold. We know that they are artificial in nature and that they are controlled from the consciousness stored within the Lifehold.
Elma mentions in one of the chapters (l can’t remember which one rn, but if someone requests it I will look it up) that the Lifehold cannot be too far, since they would otherwise feel the lag. Considering how the player can move freely all around Mira it is suffice to say that while the Lifeholds transmission range is limited, it is nonetheless still huge. Like, encompassing a whole planet huge. 
(Though, this observation might be futile since the endgame reveals that humanity would have been dead all along, so Mira Magic prevents us from making a sensible estimate as to how far this range could have been.)
What the main story chapters don’t tell us are the little details: can mimeosomes get sick, do they need food, etc.
So here is what I found:
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Right off the bat: Mimeosomes have organic components. It is why in the sidequest “Lakeside Getaway” the cantors are able to exterminate the workers there, as they had laid eggs inside their bodies. We also see symptoms of sickness in Ajoa (the NPC who either dies or survives depending on your choices) because of that.
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Despite that, other NPCs tell us that a mimesome doesn’t experience allergies and that they keep the humans safe from germs and contaminations which means they can’t get sick.
I’ve seen other speech bubble dialogue pop up when you walk past NPCs, talking about the ration bars BLADE use when they are out in the field (unfortunately I didn’t take screenshots at the time because I didn’t think I’d make a blog with all that neat trivia. They didn’t say anything important, just talked about the taste of these things).
If they didn’t need to eat at all, I figure they’d just pass on eating while they are on a mission since it’s just additional hassle – which is why I believe that (part, if not all) those organic components make up the digestive system. A lot of parasites do settle in the intestines, so I feel this is most likely the case.
 Other neat things I found:
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We know that mimeosomes are supposed to mimic the actual human as close as possible when it comes to looks, but there are a few NPCs that tell us that there is a bit of leeway included when it comes to outer appearance.
 Hair, for example, can be easily swapped out (or in Felice’s case replaced), so there don’t seem to be any restrictions on hairstyle and color. Used to have straight hair and want curls now? Apparently no problem.
In the same dialogue Dorothy tells us that ‘bells and whistles’ is stuff like less weight, get rid of scars, beer bellies, etc. (I really wish I had screenshotted that latter part too, but again, I didn’t think I’d make a blog with this. I tried talking to her again, but I had cleared a chapter or the main story even and the dialogue didn’t pop up again.)
So from how I understand it: As long as it doesn’t concern one’s facial features (you know, that thing that makes a person actually recognizable, like eyes, nose, mouth, jawline, etc. you are good to go. Height, I assume, is one of them. Not sure on eye color, since technically there do exist contact lenses that change eye color) one is free to do whatever they want. Make oneself skinnier, get rid of wrinkles, whatever comes to mind.
And it kinda makes sense, really. The higher-ups would know that people would never get their old bodies back and start over with newly created ones, so things like scars or overweight and other stuff one did to their body (surgeries and tattoos included) wouldn’t carry over anyway. The new body would be a blank slate in regards to that.
Other bits of trivia:
Another NPC says that one can regulate the growth of their hair and nails, even shut it off completely if they so wish.
 (Unfortunately I do not have a screenshot and I don’t remember which NPC that was, so until I go through the game again and actually find it, take this one with a grain of salt.)
One of the NPCs in front of the mimeosome maintenance center (Kent D. Carr) says that sensory impressions like taste are just data that one could easily recreate by uploading them in the mimeosome maintenance center. Which means that any kind of sensation can be recreated as long as it is in the database. (I assume this doesn’t only apply to the taste of say, chocolate cake, but also touch or maybe even visual recreation of something.)
I find it very interesting that this is even possible to do, since mimeosomes can eat and taste well enough to differentiate tastes (if they didn’t why would fellow BLADEs gush about Lin’s food or complain about the taste of the ration bars. And Lin has this whole thing in one of the official short stories where she complains about the canteen food on the White Whale). I guess it is still different from the real thing. Or maybe this is to preserve the taste of food one can’t get on Mira anymore. All human food is synthesized after all and in no way ‘natural’, so it wouldn’t possibly taste the same.
(I actually do have a screenshot of this buuuuuut it’s in German and I took it with my phone because I couldn’t connect the Wii U with the internet at the time. If anyone wishes to see it, I will gladly upload it though.)
The blood substitute is called “biocirculatory plasma”
This is said by Lin in Ch. 5 after Cross gets their arm blown off (screenshot available, but I didn’t deem it necessary to add as it’s a mainstory cutscene). Not exactly missable, but thought I’d throw it in here in case someone needs it for fanfiction or anything. The plasma is also blue, not red, as implicated by the following things:
a.) Mimeosomes are called Blue Bloods in Japanese
b.) After the attack on NLA (Ch. 8) there are NPC who do express their surprise at the humans being blue blooded/mimeosomes.
c.) This picture:
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The plasma also has to circulate somehow inside the body so it’s not a stretch to assume that mimeosomes have an artificial heart that acts as pump.
 Ch. 5 also shows that mimeosomes can be shut down to prevent pain or further plasma loss. It is also possible to just turn off the pain response and stay conscious (I think this was said in the Sylvalum mission “Predator and Prey”).
 Mimeosomes are able to feel some sort of “reverse phantom pain”, i.e. feeling the (partial) lack of a body part even though it’s connected and up and running. This is also part of Ch. 5 after the player awakens in the maintenance center and is asked if they feel okay. One of the options leads to this bit of trivia.  
 Okay, I think that was all I had for now. Thanks for reading :D
 If anyone can provide missing screenshots or has found other bits of trivia regarding mimesomes do tell – or even better, submit!
 An extra bonus:
The name mimeosome may come from the Greek μνήμη (mnimi, pronounced as mnee-mee)) and σώμα (soma). Minimi means memory and soma body so the word would basically translate to memory body. And that’s kina dope.
  Not sure if this is right, obviously, the “mimeo” might be latin or some shit (or ancient Greek which is NOT the same, lemme tell you, as a native Greek speaker) and just mean mimic (as in mimic the human body), but, oh well.
Edit:
So, someone in the tags said that “Blue Bloods” is a term used in Japan to describe the rich and exempt (makes sense, here in Germany the nobility used to be referred to as such as well because the veins look blueish against pale skin. And back then pale skin meant you didn’t bust your ass open working in the fields), so basically sth among the lines of “rich and lucky ones” which is a neat bit of foreshadowing that got lost in translation. (I know who you are but since this was just tag-rambling I figured you might wanna keep your name outta this - if not, I can edit your name into the post.)
They also wondered how tf this mix of organic and mechanic components would even work; now, I don’t think the game is ever going to give us an actually coherent and scientifically sound explanation for that - I think they most likely settled on bullet points of what mims can/can’t do to keep things consistent (bc one would need not only a medical, but also a scientific and engineering degree to have a good grasp of everything and I’m sure af the developers didn’t study up THAT meticulously on this), but I was thinking about it, bc ya know, I studied biophysics and find this kinda stuff interesting af.
And then I remembered that one of the research groups at my university studies the interaction between organic molecules and solid surfaces.
This kind of research can be used to get new insights on how those molecules function, and also helps developing better prostheses (in regards to biocompatibility) - obviously they aren’t trying to make artificial organs or anything related to mimeosomes, but it IS a pretty big field afaik. 
Organic molecules can be viruses or bacteria for examples - and bacteria are a very important part of our intestinal flora.
So, what if a mimeosome’s intestinal tract is made out of a material that those kinda bacteria can thrive on? (It can’t be cells imo, bc human cells have to replace themselves very regulary. Intestinal cells get replaced every 2 - 4 days for example - and making use of life cells that need renewal seems to defeat the purpose of almost-immortal machines since the point was to live in and with them as long as possible as it was unclear when they’d find a new planet to settle on.) Gut flora can digest carbohydrates and certain sugars, so there is a starting point as to how mims could digest food. These bacteria can’t break down everything, but it is common practice in life sciences to use bacteria as hosts to express certain enzymes (even though they weren’t native in that bacterium before), so engineering bacteria that could digest all kinds of food doesn’t seem like too much of a stretch to me.
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phoenotopia · 5 years
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2019 August Update
"Shoot for the moon. Even if you miss, you'll land among the clouds." That's a quote ... that I think succinctly captures what transpired these past 2 months. A lot of progress... but the game is still not done >_<
(extra note: actual quote is land among the "stars", but stars seems like a higher goal was achieved, so I modified the quote).
Anywho, here are some of the things we have accomplished in the past 2 months.
--- ALBUM ART ---
With the sound track essentially done, Will requested some album art. So Pirate and I compiled a bunch of album art that we liked from other games, and from that Pirate made a bunch of concepts - and then we narrowed it down from there, with the 3 of us interjecting our opinions throughout the process, and Pirate doing all the heavy lifting. The album art will be revealed later. For now, here's a teaser of our initial brainstorm process.
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(round 1 : brainstorming and concepts)
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(round 2 : Survivors from round 1 progress a little more)
--- NEW BOSS ENCOUNTER ---
I thought the scope of what needed to be done for the game was settled, but while writing out the new ending sequence, one part started to drag. There was too much exposition, so after brainstorming a bunch of ways for how this new ending sequence could flow better, it became clear... There needs to be another boss encounter! This boss would really help the pacing of the scene, and it made nice thematic sense and tied up the game's whole story arc in a more satisfying manner. To avoid spoilers, I won't talk it too much, but here's a little silhouette teaser.
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(hint: it's not a bat)
--- WRITING ---
Writing doesn't happen linearly since I'll skip around fairly often. It's a delicate balancing act - if I force myself to stick in one area before I move on, progress will grind to a halt, snagged on those last few unscripted lines due to writer's block. But if I skip around too much, the context switch takes some time in itself, and the game can't be enjoyed by playtesters. So for that reason, the beginning and ending sequences are now finished (excluding the credits roll...). But there's still a lot of middle parts to fill in and plenty of side quests still.
For example, there are ~90 NPCs in just Atai town. And each one will talk about 4 text boxes of dialogue (some more, some less). A bunch of NPC dialogue will also change when a big event occurs in the story. So there needs to be a healthy mix of NPCs that push the important story bits, NPCs that push side quest hints, NPCs that talk about geography or history, NPCs that are just for fun, etc. So there's a lot of variables to keep track of.
I've started thinking of better ways to manage it all. One of my new workflows is to use a spreadsheet.
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Topics to cover exist in a column on the left. Lines to be spoken by NPCs are stacked  to the right. A cursory glance at the spreadsheet lets me see which conversational topics could use more coverage, and so on.
I even took on new writing help in a young Mr. Cody. Taking on a new writer has been a process because it is not as simple as tossing them some NPCs and letting them run loose. There has to be a ramp-up period for the writer to become familiar with the lore and writing style. There are also unspoken rules about Phoenotopia's universe I implicitly understood and never had to think about. But now that I'm cooperating with someone, I've had to think about verbalizing what those rules are. It takes up more time, but in a weird way, having an outside perspective also helps me understand Phoenotopia more. I also find that I can push through my writer's block more easily when coming from a corrective angle.
I've been quite the strict taskmaster to the new writer, but he's been very resilient and teachable. He's also a great ideas guy. So look forward to Cody's contributions in the finished game!
--- PLAYTESTING ---
The long road of playtesting begins! As mentioned in my previous blog, my goal was to have my brother playtest the finished game during our trip. He didn't get to playtest the *finished* game, but he did get to playtest through a good 40% of it. The game is pretty complete in a linear fashion up until the 40% mark - after that, the rest of the game world exists but the NPCs have placeholder dialogue, and the cutscenes to connect the story events together are still unscripted.
But that wasn't too big a limitation because my brother only reached the 40% mark during the tailend of our trip. My brother preferred to play in 1-2 hour chunks throughout the trip (no marathon session on the plane as originally planned). I think it took him about ~15 hours to get through the game's first 2 chapters and a little extra - unfortunately, the game's timer bugged out so I don't have an exact figure.
Tons of useful information came out from his play test. I wrote down *127* things to fix based on his playthrough - some were small things, like adding more signposting. Others were big issues - a boss stage needed to be redesigned, a needed change to the control scheme, item dupe bugs, etc. I'll speak on some of the ones I've fixed so far here:
A. Warehouse Visibility Low 
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For some reason, when starting out my brother completely missed the warehouse where you'd find the starter weapon. He ran past it a few times. Upon inquiring him about it, he said he didn't think it was interactive. Sure enough, all the doors on the left start open, so I see how the misconception could form. When players experience a game for the first time, they're developing a mental image of the game's rules - what's interactive and what isn't. And this early on, the language for doors is still unclear. Per his suggestions, I made this door start open, and moved the camera's edge left a bit to make it less likely to be missed.
B. Eating instructions unclear
Another thing that didn't go as planned was the food eating tutorial. Early in the game, an NPC gifts the player a potato and asks the player to eat it there. After doing so, the NPC gives the player additional tips regarding food. But my brother actually just ran away with the potato so the rest of the tutorial didn't occur. But now with an additional subtle dialogue box, the player is more likely to behave as desired.
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(If you design it right, the player won't know you're holding their hand at all)
C. Gear Ring Too Sensitive
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One of the game's new features is what I now call the "Gear Ring". The player can equip 8 items to it and quick-access items/tools with a flick of the right control stick. My brother HATED this feature since it was too easy to flick it accidentally when reaching for the regular face buttons. I've now guarded the quick-equip behind an addition RIGHT-CLICK press. Add in a few more FX, and it now works and feels better!
D. Wrecker Too Hard
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(In the old boss arena - the 3D printer on the ceiling just made the fight more confusing)
The game's difficulty to players is a big blind spot for me. My brother's no slouch when it comes to gaming. He's beaten all the Dark Souls games and he loves a challenge! So to see him get pulverized in 10 seconds (literally) was a clear sign that the boss was too hard. The boss is able to easily corner the player and there’s no clear opportunity to escape. So I've decided to rearrange the arena - get rid of the 3D printer above and add 2 platforms to the battlefield's edges. This makes the fight more manageable (for the first encounter).
E. Aerial Attacks Too Hard
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(Each hit fills the meter at the bottom. Hit the speed bag 10 times in quick succession to win a prize!)
I love the current aerial attack system but there's a steep learning curve to it. Gail takes time to wind up her aerial swing so the player has to time it so that Gail's jump trajectory and swing coincide with the target. Swinging the bat too close to the ground will result in Gail not only failing to attack, she'll be punished with a short "landing lag" recovery state. So aerial attacks are hard it seems. Instead of revamping the system, which I'm still fond of, I've introduced an aerial training course disguised as a mini-game.
So that's a small snippet of some issues I'll sort through with playtesting. Once the game is further scripted, my plan is to do another round of playtesting, followed by fixing. Then rinse and repeat until the whole game is all polished. It seems there's still a long road ahead... So I apologize if I've gotten your hopes up!
--- FANART ---
Three new fan arts popped up in the last 2 months.
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The first one is thanks to Cody. G, who's made many fanart submissions before. He continues to improve - really interesting choice of angle and great water effects!
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The next two are thanks to Shafiyahh on reddit. Both depictions are of Gale in 2 different art styles and angles. I really like the sparkling effects! Gale also has 2 different eye colors. Which do you think is more fitting?
That's all for now. We'll continue working diligently, and be back with another update come end of September.
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myfriendpokey · 5 years
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Morality Play
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What does it mean to have a videogame tell you you're a good person? It doesn't know me, can't see me. I don't know if you can be *immoral* in a single player game outside of some very inventive custom controls. Why should I care what a game says? Any inner moral life that a videogame or a painting might possess would be more alien to me than that of a bug or a starfish. Of course videogames and paintings are made by humans, and shaped by the moral opinion of humans.. but we might make a distinction between what the human says and the object says, we might still feel the latter is more important, somehow. 
The moral authority of an artwork or object comes from the fact that it's not quite human, that it comes to us from outside humanity to an extent, is distinguished from the unreliable back and forth of human consciousness in motion. But this distance is exactly why you might expect those moral verdicts to be unintelligible to us, or at the very best, to be untrustworthy, an imitation. So what's the appeal – that of having a human voice which speaks with the gravitas of an immortal object? The pleasant conceit that the general shape of our minds is universal, like all those Star Trek aliens that are just regular guys with slightly weirder ears or foreheads? The void speaks, and turns out to sound like a computer engineer.
But maybe not necessarily, maybe in fact it's sometimes not universal authority and moral support that we seek from the object: maybe a certain jankiness of verdict around the way these things communicate in human terms is itself part of the appeal. I think of paper fortune tellers, magic eight-balls, "love tester" machines that return a romantic prognosis based on palm temperature. The entrancing bathos of the chance-driven or mechanistic judgement that still speaks with a human voice: I’m sorry, I cannot answer right now. Please shake me, so I may try again. How different is that to the widely beloved and magnificently broken romance system in Dragon's Dogma, where, spoilers: your "soulmate" is not a matter of direct moral choice, but of variables being tracked over the course of the game including who you talked to and what sidequests you completed - which means it could arbitrarily turn out to be the weapons merchant, or a grandpa npc you found a potion for. Which is goofy, but only in a slightly more blatant way than "accidentally unlocking the romantic option in a dialogue tree from just clicking around" or "having your morality score drop 5 points because you pressed the wrong button and accidentally hurled a rock at someone's head while trying to equip shoes". 
I think something I appreciate about videogames is the kind of insectlike moral life that they tend to portray, the sense of value systems which are in some way recognisable but which have mutated in conversion to something alien and horrifying. Lara Croft shooting a wild eagle is unfortunate, Lara Croft shooting a thousand wild eagles is bizarre – but really those thousand eagles are just the one eagle, the one self-contained pulp encounter fantasy, which has been extended, extrapolated, systemised as result of being placed in this machine. The latter may be more egregious but it’s still composed of repeated incidents of the original encounter - and part of the strangeness in these games is just the uncomprehending machine effort to systemise the half-formed gunk substance of our terrible fantasy lives, which only bear a vague and halfhearted relation to any notion of ethics in any case.. We can contemplate with envy and excitement the possibilities of running more realistic, recognisable emotional and moral situations through the meatgrinderof the format in this way. How about a solemn middlebrow videogame about divorcing 50 different wives, each one larger and more powerful than the last (excluding sprite recolours)? 
All this is not to say that the casual political and moral stupidity already in videogames should simply be excused or exist outside of critique. But in addition to the body of discourse  around "moral commodities" - commodities invested with moral  or political meaning independent of any brutal labour practices they might entail or monopolistic accumulation of private  wealth they might support – I think it's also worth considering the purpose of the "moral object" itself. The alienation intrinsic to the object form can be a way to think, and also a way to avoid thinking. To project moral beliefs away from the specific context of a creaturely human existence can be a way of expanding that existence, but also of denying it. The paltriness of the human can itself be problematic next to the splendour of the object, and the reflected moral superiority of those with the means of producing such objects.
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There's a famous line in the Spiderman comics that with great power comes great responsibility. But it's also kind of a weird line because, while obviously applicable to Spiderman, the person it's actually delivered to is Peter Parker - who is, for all his uncle knows, still a physically awkward and friendless nerd with no immediately visible "great power" to speak of. He does like nuclear physics, though - maybe the advice was intended as a friendly intervention to keep him from turning into the next Edward Teller? Or possibly it's just a kind of unconscious, pulp-writer-trance-appropriation of the muscular liberal rhetoric of the then-current Kennedy administration. Or maybe, and stretching a bit, it's a line that relates more to the conditions of pulp culture manufacturing itself, to the awareness that the stuff you make will be printed thousands of times and sold to kids around the country, poured raw into the national subconsicous. With great sales figures comes great responsiblity.
I mention it because I think it connects to an issue with the kind of cultural criticism that emerged, like it or not, from the specific context of an age of mass media. With great power comes great responsibility - but conversely, to execute your great responsibility you also need great power. And what are you meant to do if you don't have it? Does no power mean having no responsibility? It's possible, but i feel like most people would be dubious about this as a moral lesson - and the inescapability of heavily-financed blockbusters in the culture means that an assumption of already "having great power" sometimes becomes a critical starting point. If you don't have power you should get it, so that you can then have great responsibility and contribute to the discourse. The effect can sometimes be like climbing a mountain of corpses to get a better platform for your speech about world peace.
A good essay on jrpgsaredead.fyi points out the way that certain industry conversations on "accessibility" revolve specifically around access to whatever mainstream AAA action games are currently dominating the news cycle. And the related effect where both problems and proposed solutions are particular to these games, the audience they have, and the resources they can bring bear: More consultants! More characters! More romance options! Better character creators! If you're speaking to an (essentially captive, given the marketing monies involved) audience of five million people you'd better be sure your ideas are, at least, not actively harmful, and in fact should ideally be improving - - fine. How about an audience of 50 people? Or an audience of 0? Does that mean this work is less moral than what speaks to a larger crowd - in effect, that it's worse? And what about the relationship to audience that this kind of teaching implies? i can think of several occasions where people from different subcultures or minority groups were reprimanded because something in their own experience might read differently, or problematically, when presented to a presumably white/cis/affluent etc audience - which is of course the audience that matters, because what's the value of presenting work from an alternative perspective to an audience already familiar with that perspective, to whom it has no automatic moral significance (might, in fact, merely be 'aesthetic')? Compare the complexity of a specific local audience which can think for itself to the easy win of the alternative:  a phantasm audience of moral blanks to whom rote lessons in hypothetical empathy can be tastefully and profitably imparted over and over, forever.
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If the ethical act is that which we'd be willing to posit as universal law, perhaps we could say: the ethical artwork is that which we'd be willing to mass produce. Small or hobbyist developers are encouraged to work from the perspective of a mass-productive capacity they do not in fact possess; their successes and inevitable failures are hoovered up alike by the industry proper for later deployment in the form of cute dating sim or inspirational narrative with similar but sanitized tone or aesthetic. In essence a kind of moral QA testing, with all the job security and recompense that this implies. 
The hobbyist is, by definition, not universal: they are enclosed within the local and the material. What time do you get off work? What materials do you have to hand? Are those materials always legal? The entire western RPG Maker community exists as result of widespread bootlegging; the entirety of videogame history and preservation essentially depends on stolen copies; we find out about it through ROMs, videos and screenshots which mostly depend for their continued existence on copyright holders either not finding out or choosing not to pursue these debateable violations.  It's a complicated discussion whether this stuff can be justified on a general, universal level - but also I'm not sure we can do without it. When Fortnite uses dances from TV and music videos of living memory they're considered to be in the public domain; but Fortnite itself is not in the public domain, even though it's so inescapable that even I have a pretty good idea of what it looks and plays like despite having made a pretty determined effort to not find out anything about it. It's "public culture" in that sense, and it includes public culture within it, but both game and imagery are privately owned and aggressively policed (suing teenage hackers, etc). What does it mean for art to emerge from an ever more privatized sense of public life?
In 2007 the RPG Maker game Super Columbine Massacre RPG was added to, then removed from, the Slamdance festival following complaints; it was a minor cause celebre at the time following concerns about censorship and the lack of protections for expression in the videogame format specifically following the Jack Thompson media crusade in the United States. In 2019 the same festival retrospectively changed their reasoning: now the game had no longer been removed on the basis of questionable taste, but on the basis of questionable compliance with copyright law, since it included music from the likes of Smashing Pumpkins without paying for licensing fees (and also because the author generally "hadn’t created several of its elements" - asset flips!!!). There's some humour in the fact that a benign-sounding concern with "artist's rights" could just be swapped in as a more respectable-sounding surrogate for general prudery with exactly the same result. But also, in this instance, what does it mean about the game? As facile as SCMR is, the bootleg use of graphics and music was its most interesting element: the game was a bricolage of American pop culture at a specific point in time, as were the killers, as are we. The nearness and recognisability of that culture, the sense of not being able to get enough distance from it to properly fictionalise or think about what happened, is what stands out. An "ethical" version of the same game which used original music - Nirvanalikes, some tastefully copyright-adjacent Marilyn Manson clones - would not just be diminished, it would be actively insulting in the false distance it implied.
I don't mean this at all as a request for more edgelord-ism. But it's worth remembering that videogames themselves are not ethical; are, in fact, colonized materials assembled with exploitative labour and dumped aimlessly into public life by electronics corporations looking to make a buck. The bizarre and haphazard ways this long dump of poor decisions has manifested, warped, been adjusted into culture is part of what's worth attending to about the format – I think it's worth looking closer into all these pools of murkiness, before ethical  landlords can come drape a tarp over them as part of the process of divvying up the property.
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(image credits: youkai douchuuki, quiz nanairo dreams, trauma center: under the knife, espial)
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gataela · 5 years
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Progress Update - 4/1/19 - 79.2% Complete
Completed:
Final Overworld Maps - 14.2% in progress; 71.7% complete
Worked on adding new music
Worked on updating the UI
Worked on updating and adding new animations
Worked on updating older maps
Worked on a new website
Optimized the new shaders
Added Battle Screen Transitions
Revealed more new characters
Added a file version number to save files 
Added location popup information to some maps
Added shadows to Wynoa houses in the overworld
Add a dev mode that will identify objects which will cause the player to be stuck into on map load/spawn (i.e. this shouldn’t happen anymore)
Changed the run button to be a toggle between running/walking for hand comfort
Changed Pharyon and Klatchez town layouts completely
Modified some of the opening sequence changes back to the original
Set the max number of file saves for the game to 10
Worked on updating more dialogue for older cutscenes
Fixed a bug where the new opening cutscene would lag on computers with 8GB of RAM or less
Fixed a bug where loaded skills would be drawn off screen except in certain situations where they were on screen
Fixed a bug where switching between the main menu and the overworld would have roofs, water, grass effects, house shading and other effects disappear
Fixed a problem where some cutscenes would freeze
Fixed a shader issue which caused more complicated screen transitions to draw incorrectly
Coming up next:
Bug fixes
Graphical Update
This past month focused on optimization, bug fixes, updating older maps, new music, new art, and some much needed polish.
Also this update is unfortunately very late due to a lack of internet.
2018 in Review
Now that we’re firmly in 2019 land, I wanted to talk a bit about 2018 and how much we actually got done!
I know for a lot of people who have been following the development for a long time that it doesn’t feel like much has happened the last couple of years. As you may or may not be aware, due to family situations I had to stop all work in 2017 shortly after the Steam greenlight.
When I started up work again in 2018, I spent a lot of time thinking about the feedback from everyone from the demo, how to make the game better, and how to finish it faster. Most of this year was putting everyone’s feedback into the game.
So 2018 was a really big transitional period. I’ve been working a full-time job since that time in 2017, so all my work on Gataela has been part-time since then, not to mention most of the Gataela team work part-time to begin with.
And with all that going on, here’s how 2018 went for the game:
468 commits; 284,735 additions; 260,291 deletions; 1 programmer
328 programming JIRAs completed
Finished all of the skit/debate images, including updating older ones
Changed all of the animations to be 8-frame+ instead of 4-frame
Changed the turn-based battles to be from the side view instead of top-down
New pixel art style for the characters!
Added new character battle animations
Re-did over half of the battle skill animations, and all of the character battle animations
Re-did all of the overworld sprites
Re-did all of the UI (25+ screens)
Added a new screen for summarizing known debate facts
Went to two conventions (Anime North, Otakuthon) and showed off a sneak preview of the new demo
Added run animations + the highly requested run button
Doubled Gataela’s soundtrack (~70 minutes long now)
Added a screenshot function to the game
Added a unit test framework (i.e. more future stability)
Added more polish to debate battles: a countdown sfx, debate images with more expressions, the character profiles will animate more based on what was said
Updated Vuni’s layout to make it easier to get around
Redid Pharyon and Klatchez, and other in between maps
Created a new opening sequence, with new animations and music
Moved beta testing to Steam
Optimized the heck out of the game, including reducing textures, switching to using shaders, optimizing shaders, etc.
Saving is now instant (1 second or less)
Map transitions for larger scenes are now almost instant 1-3 seconds
Converted older methods of map making to shaders, added new cool shader effects such as walking through grass, time of day, etc.
Download size for the game is stable around 250-300MB. (Final game size was originally estimated to be 2GB)
RAM usage down, i.e. lower end devices can now run chrome, OBS and Gataela at the same time.
Reworked a lot of dialogue and debates, removing a lot of it, adding new scenes
Debate system was upgraded from strictly being talk-to-npc based to include facts, testimonies and evidence gathering (i.e. a little bit more detective-like)
Revealed new characters!
New logo
Fancy battle screen transitions
New Quest pop-up and Location pop-up was added to the overworld
So TL;DR a super busy year.
2019?
So what’s up for 2019? I’m not going to promise anything in particular, but there’s a few high-level goals which I will touch on below:
New Website: We’ve been working on a new website for a little while that will give us more support for writing longer-form posts, and act more of a hub of information for the game which will be easier to search through. We really want to post more technical posts, like the shader work, how we approach the level design or some of the changes we’ve made and why, etc. Tumblr is a site focused more on micro-blogging, which makes posts, particularly with code, difficult to organize nicely.
80% Hump: We’ve been at 79% completion for a long time. Let’s get past that.
New Demo: There will be a new demo published this year showing off all of the above work. It will be the same length as the older one, but with all of the improvements, and obviously the new dialogue/story segment.
Beta-Testing Schedule: This year I would like to get to a point where every quarter (after the demo comes out) there is at least one new beta release to the beta testers.
Other than that, we’ll see!
Happy New Year everyone!
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thorinkingoferebor · 5 years
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Some thoughts on the horse accident simulator and sad outlaws :(
okay, so this is the big old game impressions post I promised. don’t know how organized it’ll be since I’m still in a state of grief but here we go. First part is spoiler free, whenever there’s a number after a comment you can scroll down to the end to find a more in-depth comment containing spoilers. There’s a clear separation between the spoiler-free part and the rest with a lot of empty lines so you can stop ready before it gets dangerous^^
General comments:
in case you somehow managed to miss this despite me screaming about this game for 3+ weeks: I loved it. So freaking much! I don’t want to rank it cause it’s all still fresh and it wouldn’t be a fair competition atm but it’s definitely in my top 3. there are so many things this games just gets right. Granted, others might disagree but to me, it was the perfect mix of main missions, side missions, RPG elements, perfect map size, dramatic dialogue without overdoing it, etc.
I actually wasn’t planning on buying this game, I was saving money for the new Fallout game (that was before that whole mess) and then more or less bought it on a whim because a) it looked amazing, b) I’d had a rough week and I wanted to shoot virtual things and c) my favourite online news website trashed it and whenever they trash an open world RPG I just know I’m gonna love it cause they have the absolute worst taste in games^^
I bought rdr1 a couple of years ago but never got around to actually playing it. I still know almost nothing about it apart from who the main character is and where it’s set. I’d like to keep it that way so I can enjoy that at some point as well :)
If you haven’t finished yet, I really recommend getting a good horse early on and sticking with it. The final scene with your horse will be even more emotional if you’ve had it for most of the game :))))))))))))))))))))
I suspected this game would wreck me and it did :)))))))) I think the only game that affected me more was ME3. But yeah, I cry easily when I watch stuff and I was gone from the moment Arthur put on his head in Chapter six to the end (which is quite a while and it involves fight scenes and everything! Try shooting people when you’re busy crying!) and then again through the credits after the epilogues.
This game is HUGE! Not because the map is big or because the plot takes so long, it’s just so full and alive. Very hard to describe but it’s just so big!
Stuff I liked:
THE HORSES! Absolutely amazing! That (and landscapes) are probably what people talked the most about when it was released and it’s understandable. The animations and the handling is just unbelievable. I can’t even imagine how much work went into this and that’s probably not even the most impressive thing about the game!
The landscape is stunning but honestly, HZD was just as stunning, had the same kind of diversity regarding climate zones and yet RDR2 does something I haven’t seen to that extent in any other game so far: It makes the land around you feel alive! That’s down to tiny things like being able to see the individual rain droplets in the fog when you hold up a lantern, the way a bush moves around you when you walk through it (the first time I saw that I literally gasped!), rockslides and avalanches, wheel tracks in the mud, localised dirt on Arthur or the horse when you fall down. And then, of course, there are the bigger, scripted additions like railroads being built, houses burning down or being erected as the game progresses, trees being taken down or burning after a thunderstorm, animals around you interacting with other animals, animal carcasses decaying if you leave them, predators hunting prey (like have you seen this stuff? It’s insane!). Then you have NPCs that remember you and make references to your last meeting, NPCs are repulsed when you still have some blood on you, people you beat up sporting a bandage the next time you see them, having to remember to cut your hair and beard and take a bath, someone you captures freaking out when you place them too close to water because they might drown, a farmer fixing their fence after you accidentally rode through it a couple of days ago, Arthur quietly singing when you ride for too long without doing anything, your fellow outlaws having interactions that don’t involve you at all! There is so much detail in this game and it’s not like other games haven’t done a similar thing but not to this extent. It generates an immersion that I think is currently unparalleled. Absolutely incredible and you can tell that (despite the frankly unacceptable working conditions that were reported) people put their heart and soul into it.
I loved the fact that there weren’t too many side quests as there often are in RPGs (and most of the times they are somewhat repetitive). I felt there were just the right amount of additional quest markers on my map at any given time and apart from like “Hey mister race me!” quests every single one of them was unique! And most of the time you met well-developed NPCs you could later meet again! (Mickey and Hamish and the widow whose name I can’t remember right now stand out here <3)
The lighting in this game is out of this world! I think there was only one scene in which it didn’t quite work but apart from that every in-game scene might as well have been a cutscene for its beauty
It’s utterly heartbreaking and since I apparently love being sad this is perfect for me ;)
I loved the fact that they took accidental dialogue interruptions into account with the whole “right, where were we” thing
The motion capture and voice acting is brilliant! And as far as I can tell many of the actors haven’t even really done anything big but everyone was so stellar and Arthur’s actor really delivered!
Love my outlaw gang so much :’) especially the relationships between Arthur and John, Dutch, Sadie, Hosea, and Charles
and I LOVE Arthur! What an incredible main character and what a fantastic character journey! [1]
(connected to the point above) probably my absolute favourite thing about the entire game: The game objective changes drastically 3/4 of the way through and suddenly things that used to be a disadvantage are the opposite and the other way around. It’s brilliant! [2]
The music is so stunning! Both the background ambient music during free play but most importantly the songs they recorded and worked in so seamlessly. I still get goosebumps thinking about “Might I (Stand unbroken)”
Stuff I didn’t like:
I don’t think I’ve had any bugs (which is really surprising for a game of this size) except two instances of the dialogue disappearing for like a minute or so. It didn’t bother me that much, just turned on the subtitles for a bit and it was fine but yep, I did find some bugs
I feel like a horse that is able to bolt if it sees a snake or a predator should be able to not hit a solitary tree that I obviously did not want to ride into ;) like I get the collisions in dense forest areas but in open planes I feel like the horse should be smart enough to take a step to the side without me prompting it ;) 
it’s really easy to accidentally murder someone :( and I feel like the bounty system needs an update. If I accidentally walk into someone who gets offended and then starts shooting at me even though I’m apologizing then I shouldn’t get a bounty for knocking him out so he won’t kill me :/
I really did not like the “supernatural” stuff... I know they were just easter eggs and not relevant in any way but they just threw me off completely
There was one character I think I was supposed to connect to and I just didn’t which was a bit of a shame [3]
I wish there was a mission to the west (think Arizona, Utah landscape) I would have loved to ride through there with Arthur
I’m sure I missed quite a bit and I haven’t done everything in the game by far (only like 80% completion). I didn’t hunt much apart from the first two chapters, I didn’t craft much, I didn’t explore as much as I wanted to and I waited until like Chapter five before spending money. So there’s lots of stuff I still want to do and even more, I want to do again and really take my time now that I don’t have to be worried about accidentally reading a spoiler^^
So yep, second playthrough (albeit a much slower one) is about to start :)
SPOILERS WILL START BELOW! STOP READING HERE IF YOU HAVEN’T FINISHED!
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SPOILERS APPROACHING!
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THERE BE SPOILERS BELOW!
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[1] Arthur’s Character:
Arthur Morgan is definitely one of my all-time fictional characters now. It was an amazing journey from someone who clearly has a moral code but doesn’t (want to) use it for various reasons to someone who (probably for the first time in his life) takes charge of it and stands up to the people who want to make into something he’s just not. I’m an absolute sucker for character growth and rough characters becoming protective and selfless and trying to make the world a better place before they go. For me, that’s what separates a good movie/tv show/game from an excellent one and RDR2 delivered!
And then there’s the’s the huge TB bombshell in chapter 5 which changes everything and accelerates what’s been coming for a while. I’m such a big fan of this, honestly. Normally you get that kind of stuff at the beginning (e.g. Breaking Bad, Deadpool, etc.) to motivate some kind of change but in RDR2 you get all this time see Arthur not be who he clearly should be but getting closer and closer and then the dam just breaks. I mean I hate it with all my heart because up until then I thought he might get out alive but damn what a wonderful character arc!
[2] Game Objective:
So this is the big one, very subtle I think but again something I don’t think I’ve ever seen a video game do and I’m just stunned!
I started writing a list for this post when I was in Chapter 2 and I had “Honour system” on my “stuff I don’t like list”. The reason for that was, I thought it was pointless and not well thought through. Sure it’s a nice idea (and not a new one) to give the player the option of being a very nice or a very bad guy and then depending on that some interactions might change. That’s the whole nature of RPGs. But the thing is, it should be equally easy to play as totally good or totally bad. And it wasn’t! For most of the game, you were at a severe disadvantage if you were trying to get high honour. You can’t rob people to get some money, you can’t rob carriages or trains to train for the larger missions and gain experience, you can’t refuse to collect a debt instead you have to beat people! Sure, now and then you can help someone and they give you some money or some supplies but that doesn't compare to what you’d get by looting corpses. And even if you somehow do something really good and your honour improves, you will still have to take part in Dutch’s raid so you fall back down to some area in the middle. I thought that was frustrating and I thought I was missing out on a big part of the game experience because my objective to be nice got in the way.
But then Arthur got sick and from that moment the rewards for being nice were insane! And I realized that the game objective was directly tied to Arthur’s internal struggle. He wanted to be a good man but life made it seemingly impossible so he kept stealing, he kept killing, he kept turning back to bad habits. But once he broke free of that, once he started to see the good in the world it was suddenly so easy to get high honour because for once the game (aka Dutch’s influence on Arthur) didn’t force you into dishonourable situations anymore. It’s so neat! Turning something that used to be a disadvantage (wanting to be good) into an advantage more than halfway through the game. I’m honestly so impressed by the total gear change that achieved!
[3] Mary:
Here’s the thing: I really want to like her and it’s not even that I dislike her, I’m just really indifferent. It’s obvious Arthur loves her a lot and it’s obvious she loves Arthur quite a bit as well but all I saw in the game are two people who might like each other but who are clearly not compatible. And I was wondering if the game wants me to root for them, to hope that they’ll make it and basically have the life John and Abigail have at the end of the epilogue but I kept thinking: “That will never work”. I think it’s mainly because we see so little of her and like 40% of what she says is “Oh, Arthur” (which gets old real quick the same way “I have a plan, Arthur!” gets old after 20 times). I feel like if she’d been around for more missions I might feel very differently. Or some flashbacks might have been nice. But with about 60+ hours of gameplay and about 30 minutes of Mary I just couldn’t connect. It seemed like a relationship that was way past it’s prime just like their outlaw lifestyle and just like the outlaw lifestyle Arthur just didn’t want to believe it. 
That being said, I don’t think Mary shouldn’t be in the game! I think she has a purpose and I did her first mission very early one, so that was the first time that I saw Arthur display complex emotions which was great! But as the story went on I just cared so much more about the other outlaws and I honestly think Arthur would have been happier being Jack’s weird uncle who drops in from time to time than Mary’s proper, upstanding husband. So in the end, some outlaws standing next to Arthur’s grave would have made more sense to me than Mary :/
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turoveroofficial · 7 years
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State of the Game (or rather, demo)
"So dev,” you ask, placing your foot on the chair and shining the lamplight on me in your best “Bad Cop” impression, “now that you’ve revealed the game, we’ve gotta ask - just how much of it have you finished?”
I’m happy to say quite a bit, actually! In terms of overall game mechanics/systems and materials needed for the demo, I actually have a majority of it complete. I want to set up everything in a way where I can focus almost entirely on mapping, eventing, and scenewriting by completing the “guts” of the game (e.g. the database for actors/items/skills/monsters, the music, the graphics for menus, etc.) first, so a good chunk of that is already done. :D
Keep in mind that the following progress report is (for the most part) related to completion of the demo, which I want to try and release this fall. The demo will over about 25% of the game’s total playable time, if not a bit less, and about 15% of its total content (taking into account branching story routes).
Story and Outlines: 100%. I usually make sure I have a good grasp on how the story will play out before I ever even open up the editor.
Character and Event Sprites: 75%. Additional poses for the MCs, NPCs, creature sprites, and several environmental sprites (e.g. switches, puzzle items) are complete. I usually add more as I go along and draft new puzzles, etc. 
Artwork: 65%. All four main characters’ busts are complete, along with all regular enemies (for the demo) as well as the entirety of the prologue’s cutscene art. I’m still waiting on two bosses (that will cover the span of the demo), title artwork, and an important NPC’s busts.
Misc. Graphics (Logos, windowskins, etc): 90%. All menu graphics and item/skill icons are complete. Since development began, I added a “journal” feature that the player can use to access story summaries, character bios, and a bestiary, and some of those graphics still need to be made and plugged into the game.
Database (Skills, monsters, items, etc): 80%. All weapons, armor, and consumable items are complete; animations for party skills and some enemy skills are also complete. I am adding enemies and enemy skills as I receive their art, so this part will take a little longer to complete.
Music: 99%. I need to make a quick song to use for the end-of-demo sting but the demo tracks are complete otherwise.
Dialogue: 40%. A majority of dialogue for the first “dungeon” (out of the two that will be showcased in the demo) is complete, as well as several pre-written scenes that I have yet to plug into the game proper.
Mapping: 25%. About half of the first dungeon is completely mapped with fully functional events, puzzles, and battles. It helps that I made several dummy events to be used as “bases” for the semi-complex environmental puzzles, meaning that I don’t have to construct each one from scratch.
And that’s it from this front! Look forward to more silly screenshots of our ~Heroes of Justice~ in action as well as music previews over the next several weeks! :D
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