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#but it's.. a linear story based puzzle rpg game
espytalks · 2 months
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i kinda wish there was a way to gift away digitally purchased games when i'm done with them. i have a handful of games on steam that are one and done experiences, or are games i just didn't like much, and i'm not gonna play them anymore.
like, i'd gladly give away my license to use the game to someone else, like a friend of mine, if i could. You can let people borrow physical copies of games, so why not digitals?
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kirvia · 7 months
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these are my favorite types of games ^_^
- shorter and linear. like less than ~5hrs
- Puzzles!!!!!
- stylish&memorable art ... if it doesnt look good 2 me i dont play LOL
- story heavy. good writing
- limited # of main characters maybe like 3 at most!
- not Outright horror, but I like psychological stories a lot. It's a little hard to find any in video game format that is successful at what it does bc i get super picky w the writing ^_^;
- no turn-based battle systems especially if it requires me to grind. counteractive to how much i love rpgs but i don't find most combat interesting
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eccentric-nucleus · 4 months
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actually if i'm gonna make a games rec post.
here are some games i have enjoyed recent-ish.
kenshi. an open-world squad-based rpg with base-building elements. get stronger by getting beaten up. lose a fight and get knocked out, have your weapons and food taken by the bandits that mugged you and left you bleeding to death. get rescued by some slavers that capture you and sell you into slavery. free yourself from slavery and limp away until you roll in hours later with a whole squad of overpowered fighters. then head a little bit too far south and get murdered by skin bandits. they take your skin. this is a completely self-directed game; there's no "main plot", although arguably "figure out the history of the world" is kind of the main 'story' mystery. there's also a bunch of unique recruitable characters with custom-written interactions. i usually recruit exclusively from freeing slaves but you can do w/e.
wildmender. a survival gardening game. this one came out recently and the devs are still releasing bugfixes; it's unclear if they'll make large content patches in the future. apparently multiplayer can still be pretty glitchy, and there's a water flow bug that i've been finding very frustrating. the way biomes work is kind of unsatisfying. kind of slim content-wise, but still, i really enjoyed what's there. out of all of the climate change terraforming anxiety games i've seen, this has been the one i've most enjoyed.
hellpoint. a scifi soulslike made by a team of like 12 people. previously i had thought things like "it would be neat if dark souls was less linear". hellpoint is a great example of why that might be a nightmare. the areas are connected in such a complex way, with one-way routes and branching unlock keys and secret paths and hidden doors behind hidden doors that it gets profoundly disorienting. a hint: almost every single hidden door in the game (there are a lot) is the middle panel of the same exact three-paneled-wall geometry. once you notice what it is you will see it everywhere. also, the enemy designs are hot.
crystal project. remember playing fan translations of final fantasy v? remember wandering around in old mmos? crystal project is kind of a... turn-based rpg mmo-influenced platformer. with a job system. you can sequence break the game from the tutorial level and also at basically every other point in the game too, although until you know what to look for it might seem like there's a linear critical path. but there's a lot out there. hint: play on easy mode. the combat gets tough later on and the game absolutely expects you to be finding and exploiting some class combinations.
astlibra: revision. a sidescrolling rpg. it must have been released episodically originally or some of the chapter pacing makes no sense. also it was originally released with a mess of art sourced from all sorts of places; 'revision' is a re-release with a more unified art style. it gets extremely anime all the time. there's a whole obligatory section where you have to ask all the women in a town about what kind of panties they're wearing. it's rough. i enjoyed how chaotic the systems are and how much Stuff there is to pick up and upgrade and unlock. the plot goes some unexpected places though it doesn't quite stick the landing, i still enjoyed what it did. also karon should be the love interest instead.
silicon zeroes. a cpu-building puzzle game. this straddles the line between the tech/code games that are literally just "learn a new language and code in it" and ones that are more structure-themed like, idk, spacechem. connect modules to assemble solutions to problems. it takes too long to get to chapter 3, which is where they start asking you to make entire cpus.
ashen. another souls-like. i just really like the environments in this one. the initial area looks gorgeous and the way it changes through the game is really neat to see happen. the seat of the matriarch is wonderfully awful to traverse and i wish there had been two or three more dungeons like it in the game. you can't level up; you gain stats mostly by progressing sidequests and the name quest. i eventually ran out of things to spend money on AND inventory space to store items. the late-game tuning is a little rough but until then it's great. a hint: there are three weapon types and within that type nearly all the weapons are identical. you get thrown so many weapons that don't matter; don't worry about collecting all of them. see above re: running out of space and things to use money for.
i guess it would be cheating to recommend minecraft regrowth or morrowind but i have also been playing those.
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Spent last few days working on the script for Chapter 6 (which I'm now editing so, highlights coming soon). In the meantime, here's a sort of masterpost of things concerning possible game mechanics for future VN builds
First things first, the visual novel will be kinetic. Meaning, no choices or story branches. Linear story telling. Perhaps a bit unusual when VN killer feature is the ability to choose your own path...but, I recognize writing multiple stories within one would be too taxing for me and I probably won't be good at it. Plus, some of the classics when it comes to VNs are kinetic, and people love them for their stories and characters.
However, it won't be just a book with pictures and music either. Some of the mechanics I'd like to try and implement to richen the gaming experience are:
Turn based, RPG-style battles.
I'm taking most inspiration from the first Darkest Dungeon game (and bits of Star Rail here and there), so the concept I imagined so far is rather similar.
You'll be able to play a party ranging from one to four characters (the main ones), each with their unique role and skillset: Tord, a tank/damage dealer hybrid; Edd, a buffer (but like, the OP one); Tom, a debuffer, multiple target specializing on DOTs (damage over time); Matt, sustain/damage dealer hybrid.
Each will have: a basic attack, and around 2 skills that require spending blood (action points). They will also have something similar to DD's sanity meter, that could build over time spent in unnecessary/avoidable battles, or by specific enemy attacks. If it goes up high enough, the character ends up "malfunctioning" in ways specific to them and their playstyle.
There will be ways to lower this "sanity meter" down to normal. As well as ways to acquire passive buffs, by finding items at specific locations. Probably no leveling system, but I'll try to research the possibility of it in renpy along with other things.
I'd like to have these battles happen in one chapter. So like, you go one chapter with some number of battles, then next one is "resting time" (no battles), then next chapter has battles again. And it will have at least two boss fights. Could make it three, if I'll find who could fit that additional boss role XP
Some other game mechanics for when there are no battles:
Random events. Bits of character interaction that aren't essential to main story but could give additional depth to them and the world around. Kind of my way of giving additional replayable content without the need to write branching story arcs XD
Mini games. Little puzzles to better relate to the character experience. Sort of, experience what they are experiencing in the moment. Chapter 3 already has one in the script, I'll search for other opportunities to insert them.
Unlockable character stories. A suggestion from Nina, to have the backstories I write for the antagonists as unlockable content after beating the game. Kind of like a Gallery, except instead of images you get additional game content XD Perhaps some could get unlocked by completing some sort of in-game challenge, like acquiring a certain number of buff items.
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onewhoturns · 9 months
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A-Z Challenge GAME 3
I'm a couple hours out from finishing Afterparty, and currently Bad End Theater is winning the B poll, which is a very short game, so I'm gonna go ahead and open voting for the C game.
Continuing the trend of having even more options... and my vast collection of detective/noir games...
Descriptions of the options (ft trailers and tags) below the cut!
1. Cayne (2017)
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"In this grim return to the STASIS universe, expectant protagonist, Hadley, wakes up in a facility. Where is she? Why is she there? And, why do they want her baby? Help panicked and anxious Hadley find her feet and brave stomach-churning situations to break free, by solving puzzles in this FREE point-and-click, isometric horror adventure game with a modern edge." Steam tags: adventure, horror, point & click, indie, isometric, sci-fi, gore, violent
2. Chicken Police - Paint it RED! (2020)
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"A wild tale of love, death, chickens, and redemption! Chicken Police is a buddy-cop noir adventure with a carefully crafted world, a gritty story, and absurd humor. The game mixes classic adventure games with visual novel-style storytelling, presented in a beak-droppingly unique art style." Steam tags: visual novel, story rich, detective, noir, adventure, point & click, crime, conversation
3. CHUCHEL (2018)
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"CHUCHEL is a comedy adventure game from the creators of Machinarium, Botanicula and Samorost. Join the hairy hero Chuchel and his rival Kekel as they will be facing numerous puzzles and challenges in their quest to retrieve the precious cherry!" Steam tags: casual, comedy, point & click, cute, cartoony, linear, indie
4. Contradiction: Spot The Liar/Contradiction - the all-video murder mystery adventure (2015)
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"Contradiction is a brand new take on the concept of an interactive movie and brings the genre to a whole new level of playability. The game is all about interviewing the characters you meet, questioning them about all the evidence you’ve collected and things you’ve seen, then spotting contradictions in their answers. Pair two contradictions together and watch them try to worm out of it!" Steam tags: detective, crime, investigation, fmv, indie, interactive fiction, mystery, point & click, exploration, rpg
5. Creaks (2020)
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"The ground starts shaking, light bulbs are breaking - and something rather unusual is happening right behind the walls of your very room. Equipped with nothing but wit and courage, you slowly descend into a world inhabited by avian folk and seemingly deadly furniture monsters." Steam tags: puzzle, hand-drawn, atmospheric, surreal, puzzle platformer, relaxing, mystery
6. Coffee Talk (2020) (I have 6/24 achievements after 2hrs of play, hltb estimates an average 9hrs completionist)
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"Coffee Talk is a coffee brewing and heart-to-heart talking simulator about listening to fantasy-inspired modern peoples’ problems, and helping them by serving up a warm drink or two." Steam tags: conversation, visual novel, atmospheric, relaxing, story rich, interactive fiction, lgbtq+, casual
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askseriousrainbow · 1 year
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Numbers 40-31 in this part. We're getting close to the end. Really like how this one came out.
Link to part 1. Link to part 2. Link to part 3. Link to part 4. Link to part 5. Link to part 6. Link to part 8. Link to part 9. Link to part 10.
40. Populous II
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The first Populous was the start of the god game genre, but Populous II refined it into a perfect blend of god powers and stuff. It also had a “story” of you pitting your might against other Greek gods, so that was fun.
39. Deep Rock Galactic
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ROCK AND STONE! A great cooperative shooter that's easy to pick up, and really fun to master. Four distinct classes make for a great team where every class is important. Hell, you can even tame the bugs and pet them, that's awesome.
38. The Stanley Parable
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Honestly, I can't say anything about this game if you've never played it, because that would be spoilers, and I don't want to spoil anything about this game. It's great, though.
37. Space Quest IV: Roger Wilco and the Time Rippers
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Space Quest IV was the first Space Quest game to have Gary Owens as the Narrator, and it's easily my favorite Sierra adventure game. The time travel plot makes sense, even if the future Space Quests you go to don't exist outside this game, it's just a humorously thrilling adventure featuring everyone's favorite space janitor.
36. Half-Life
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Yes, it's higher than its sequel. Without Half-Life, there would be no Valve, no Steam, no Source Engine... it's that important. Some people complain it's linear, but that's the point; it's that too many took that the wrong way in making their FPS games. Gordon is being pushed that way. Also, don't play the Source port. Stick with the OG. Preferably with the HD Models turned OFF.
35. Jazz Jackrabbit 2
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Take everything about the original Jazz Jackrabbit, remove the timer, make it easier to see around your character, add a second playable character with a different move set, and you get this fantastic sequel. It's honestly one of the best PC platformers out there, and you should play it.
34. Knights of the Old Republic
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One of BioWare's finest RPGs. They take the Star Wars license and tell a story of the universe's past with great twists. Saying anything else might spoil it for you and I don't want to do that to you.
33. Need For Speed Hot Pursuit (2010)
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Criterion's first take on the Need for Speed series is quite good. You can choose whether to be a racer or a cop, and you get a bunch of really neat cars to race or chase in. I usually have a soft spot for the Camaro, even if it's not that great in game.
32. The Incredible Machine 3
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The Incredible Machine 3 is personally my favorite Incredible Machine game because it has some of the more clever puzzles, with new items such as lasers and solar panels. Now, you can't get 3 without getting the others in the series, but they're all great games.
31. Dungeon Keeper
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Dungeon Keeper is a base-building game where you are the dungeon master, trying to keep all those pesky adventurers out of your lair. You must pay your minions, and you can slap them to make them work faster. Evil is good in Dungeon Keeper. Get the KeeperFX port to play it though, DOSBox has problems.
Part 8 tomorrow!
Link to part 1. Link to part 2. Link to part 3. Link to part 4. Link to part 5. Link to part 6. Link to part 8. Link to part 9. Link to part 10.
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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… and thankfully people can also submit their summaries of games they played and help me (and others) find games that cater to their interests!
submitted by @lairofsentinel
(click here for other videogames)
 what to expect from THE BARD'S TALE IV: Director’s cut
Dungeon crawler RPG with a nice linear story. It also allows you to explore towns and cities to find lore details, collect objects, talk with NPCs or solve puzzles that will help you with your quests. 
It uses a first person camera, but it offers a clean movement, so I would suggest that even those with motion sickness could give it a chance. 
You can play a woman or a man, with no customisation of their design. 
You can pick to play one of the following four races; human [with four different ethnics] plus the classic ones: dwarf, elf, and trow [similar to a human-sized goblin]
There are four classes available: bard, practitioner [mage],  fighter, and rogue. 
You have 5 companions in the first part of the game, two additional ones are added in the second part, and in the third part you get another one. In total, 8 companions. They talk during your exploration. Through their banter you learn about their background. They interact with one another in these moments as well.
You can also hire mercenaries [create your own followers] that you can customise to fit your needs in combat. 
Magic in the form of spells, potions, and songs are incorporated alongside a system of crafting items and brewing potions.
Level up system that gives you skill points that can be used on a very diverse tree that allows you to have sub-specializations depending on your class. 
Combat is turned-based and happens in a grid of 2x4: two rows [frontal and back] with 4 places each.
The difficulty of a fight can be seen before you decide to engage it or avoid it. There is a coloured outline that will appear around the enemies as you approach, displaying their power level: green means easy, yellow a bit tough, orange very tough, and red almost impossible.
There are several logic puzzles of low-medium difficulty, which offer a break from serial combat scenarios
It has no teleports beyond the main settlements, which makes it a real bummer.
The game is set in a real life ancient village called Skara Brae on the West Mainland, Orkney [Orkney is an archipelago off the northeastern coast of Scotland]. Therefore, this game has a strong connection with Scottish heritage and specifically with the Orkney folklore.
This game has a lot of local folk music from Scotland.
There is a lot of work with the language as well. There are complete parts of the game spoken or sung in Scottish Gaelic [with subtitles, of course]. 
Fully voiced, with Scottish voice actors in their majority. 
Aesthetically speaking it is beautiful to explore, the landscapes are excellent.
This game carries a strong and elaborated “made in Scotland” signature. It makes it a fresh-air game, considering how many Scottish elements are always cheaply incorporated in mediaeval epic fantasy. 
——- Plot? ——-
The story takes place in Skara Brae, where the current Bishop of the Church of the Swordfather (a church militant and now the predominant religion in the land of Caith in which the games are set) has moved the faith to a more extreme and radically xenophobic outlook: Magic-users, non-humans (dwarves, elves, and trow), as well as anyone  associated with the Adventurer’s Guild are now persecuted.  In parallel, heinous crimes have been framed to  various dwarves, elves, and trow  in order to force the population against them. This situation forces you and your companions to uncover who is behind this foul plot and to fight back against the bishop’s downright racist regime.
——- Gameplay? ——- 
Typical turn-based party-based dungeon crawler role-playing video game with gameplay experienced from a first-person perspective.
——- Characters? ——- 
Many, from your companions to some NPCs; all of them have a decent degree of development.
 ——- LGBT? ——-
One of your companions is a lesbian rogue and she tells you her sad story.
——- Sadness level? ——- 
Low. It’s a game with its own sense of humour.
——- Happy ending? Deaths? ——-
There is only one possible ending, but you need to sacrifice someone that you can pick.
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successvewor · 2 years
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Danganronpa v3 download free pc
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Danganronpa v3 freeload pc for free#
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Despair Dungeon: Monokuma’s Test is a dungeon crawler RPG which also uses the cards from the Card Death Machine. By playing the board game, the player can increase the level of the cards collected from the Card Death Machine to make them stronger. In this mode, the player moves around a board game using dice rolls, and their chosen character can interact with other characters from all 3 games. The Ultimate Talent Development Plan is an alternate-universe board-game mode in which none of the characters from the previous Danganronpa games or Danganronpa V3 died, and they are all attending the same school simultaneously. Trap Genesisĭungeon: Monokuma’s Test modes. The cards collected from this machine can then be used in the Ultimate Talent Development Plan and Despair. The Card Death Machine is a card dispensing minigame, in which the player can collect cards based on characters from Danganronpa: Trigger Happy Havoc, Danganronpa 2: Goodbye Despair, and Danganronpa V3. The protagonist can play casino minigames to purchase Love Suite keys, which unlock a private scene with a random student with a more relationship-oriented tone. Love Across the Universe is Danganronpa V3’s equivalent to School Mode or Island Mode, in which the protagonist can take students on dates (but without the resource-gathering aspect present in the previous games). Endgame Bonus Modesĭanganronpa V3 contains the most endgame content of any Danganronpa game to date, with three different bonus modes available to play, as well as a collectible card game. Lie Bullets were also introduced alongside Truth Bullets.
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The class trial podiums move during the game, with podiums able to move into the middle of the circle this is often used when certain characters are under suspicion. Class Trials received an overhaul in Danganronpa V3, adding a number of new features and minigames.
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As in previous games, the protagonist can interact with other students and improve their relationship through Free Time Events. The game introduced the concept of “smacking” objects to look for Monocoins while exploring the school, which removes the in-game models from the room. In each chapter, a murder must be solved, which is up to the protagonist and their classmates to investigate and solve, culminating in a class trial inside the school’s courtroom. Interacting with certain characters or objects is used to progress the story. Atelier Escha & Logy: Alchemists of the Dusk Sky DX The player controls the protagonist from a first-person perspective and can explore the school at their leisure, with additional parts of the school becoming available as the plot progresses. Like its predecessors, the game’s progression is chapter-based and split into three major gameplay types: character interaction, investigation, and Class Trials. Despite this, the gameplay and story take place along a similar linear path to the previous main titles while adding new gameplay elements. With Danganronpa 3: The End of Hope’s Peak High School closing the Hope’s Peak Academy story arc, Danganronpa V3: Killing Harmony takes place in a new school, with a completely new cast of characters, acting as the start of a new arc rather than a direct sequel to the previous two main titles. The trials, known as “Class Trials” feature logical puzzles as well as shooter sections. The player controls Kaede and Shuichi Saihara as the player interacts with the other characters in the form dating sim-like events, investigate murders and perform in trials to uncover the murderer. The game primarily follows Kaede Akamatsu and fifteen other high school students with talented skills who are trapped in a killing game where the culprit must remain innocent or be executed. It was written by Kazutaka Kodaka and Takayuki Sugawara. New Minigames: Between the madness of murdered peers and deadly trials, enjoy an abundance of brand-new minigames! The game is the third numbered Danganronpa video game. Fast-paced trial scenes will require lies, quick wits, and logic to guide your classmates to the right conclusions. The world is shaped by our perception of it.
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Reimagine what you thought high-stakes, fast-paced investigation was as you investigate twisted murder cases and condemn your new friends to death.Danganronpa V3 Killing Harmony freeload Repacklab Inside, some will kill, some will die, and some will be punished. Set in a “psycho-cool” environment, a new cast of 16 characters find themselves kidnapped and imprisoned in a school. Welcome to a new world of Danganronpa, and prepare yourself for the biggest, most exhilarating episode yet.
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casesmains · 2 years
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My monster rancher apk offline
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All the Action, Adventure and Puzzle RPG enthusiasts will surely enjoy what this super awesome game has to offer. The story-line of the game allows you to capture and train a number of different monsters and turn yourself into a great trainer. Battle Camp features a similar game-play and loads of other characteristics as Pokémon and lets you enjoy lot of puzzles and role-playing elements.
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Do try it out.īattle Camp developed by PennyPop is a marvelous Action, Adventure, Puzzle and RPG video game for iOS and Android platforms. With a very addictive and quite immersive game-play, Mino Monsters 2: Evolution is a fun game to play and enjoy. With a beautiful and top title inspired game-play and mechanics, beautiful and stunning visuals, easy controls and loads of other exciting things, Mino Monsters 2: Evolution lets you combat against the monsters and enemies in amazing PvP style battles, engage in epic Multiplayer Arena-based encounters with enemies and enjoy team-based matches, complete a number of enchanting quests and just enjoy playing this marvelous creation of Mino Monsters Inc. The ultimate goal of the game is to be a skilled Monster Hunter, tamer and Trainer so you better develop all the necessary skills and enjoy hunting. This brilliant sequel to the original Mino Monsters offers a brilliant combination of Action, Adventure, RPG and Puzzle elements and allows you to Hunt and Capture a number of different types of monsters and creatures, Build your own super cool team of Monsters, go on some epic quests, defeat your enemies and capture more monsters, bring them back to your world, tame and train them and keep on enjoying the awesome game-play. Mino Monsters 2: Evolution is a fantastic new inclusion to the Mino Monsters series. If you want to become the monster trainer, then Monster Rancher 2 is the best game for you. The player can use his trained monsters in the battle against others to win the title of the winner. The player can explore the world from a first-person perspective, find the rare monsters to breed, raise, and train and watch how they evolve. It offers the non-linear storyline events and starts with the protagonist, who is going to register to become the world’s best trainer. The game features the tournament, where the player battle against AI-controlled characters and another player to earn money, fame, and items. In the game, the player can select his actions and make decisions through menu options. Instead of all the dialogues and actions in the game is done by the assistant trainer named as Colt and her toucan named joy. The primary character of the game is never seen on-screen and never interact with NPCs directly. The main gameplay involves the player fighting, raising, and breeding monsters.
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The title acts as the 2nd installment in the series of Monster Rancher. Monster Rancher 2 is a Single-player, and Two-player Life Simulation developed and published by Tecmo for PlayStation.
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gameingnow · 2 years
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Robin Hood : The Legend Of Sherwood Review
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Robin of Locksley was still very young when he went to war after King “Lionheart” Richard. When the King went to war, he left the administration to his brother, Prince John Lackland. When Robin returned, he encountered many surprises. Prince John was unable to secure authority in the country. The sheriff of Nottingham was extorting money from the public and extorting their property. Moreover, Robin's father died, and the sheriff confiscated his land and property. Whatever Robin had, he was possessed by the sheriff. So Robin decided to fight the sheriff. As many of us know, this is the story of Robin Hood. Although Robin Hood was so famous, as far as I know, we haven't met him in computer games until now. Spellbound, which has successfully applied the original Commandos structure before and presented it to players with different topics and ideas as a different taste, has filled another gap by using the same structure. Robin Hood, previously on TV etc. it's not one of those infamous games that has become famous in places, but carries no soul when transferred to the computer. On the contrary, especially when you consider the structure of the game, a very appropriate choice has been made and the resulting product has flowed Robin Hood's face. A Successful Blend Of Species Although we classify the game as strategy, it has features from many types of games. With character management you can get a taste of an RPG, an adventure with research and puzzle solving, a strategy with production and progress plans. The game, which those who play Commandos or Desperados will have no difficulty getting used to, is again played from the point of view of 2D isometric and requires quite modest system needs. Compared to Commandos, we can't say that he made the same jump from a technical point of view. There are no 3D interiors, more advanced character management, more detailed graphics, and plenty of cinematography. Although this is the case, this does not mean that the graphics are bad. Along with the appropriate environment for the subject, especially at night, the graphics are fine. Character animations and harmony are very good. The controls are easy. There are also a number of differences in the gameplay structure. So it's not right to compare one-on-one. They both have their own very nice qualities. The game is mission-based again, but this time it's not linear. After the first few practice episodes, you go to Sherwood Forest with your friends and use a camp established here as a base. The first interesting idea was implemented here; you can produce the limited tools you use here, again in a limited way. For this, you send your men to the corresponding structure. When you complete a mission and arrive, they produce the relevant material. You can find the same materials when you're on duty. You choose the tasks you can get at that moment from the map. Some of these tasks can be simple tasks, such as robbing a tax convoy, while others are larger tasks with specific goals, such as saving someone from a castle. After you choose the missions, you choose the men and start the mission. A Hero Who Uses His Arrow For His People When you rob a convoy in the forest, you'll see some Target Boards. These are pre-prepared traps. By shooting them, you can trap enemy soldiers and make your job easier. Again, in such missions, dug and covered pits will also help you hunt the enemy. If the castle perimeter is on missions, it is possible to get help from beggars and the public. Just as the public can help, they can turn you in. There are three difficulty levels in the game. Because of the behavior of the soldiers, you may have difficulty advancing quietly. If the soldiers are strong, they attack when they notice you. If they are weak or find their friends who have been killed, they go and tell other soldiers or the commander who leads a military unit. He's deploying his troops and they're coming after you. Here, unlike commandos, soldiers disperse into the wider environment and also look after houses. Although there are no 3D interiors like it, you can enter houses to hide. It is also possible that you will travel in some of them. Such places are only visible when they enter. Time XII. century. as it is, naturally, weapons are swords, bows, etc. shaped. So shooting from a long distance can only be done with arrows,bows, etc. with possible. But their distance is also not very long. In addition to this, the soldiers ' visibility is low and there are many obstacles in the environment, the danger decreases slightly and the chances of escape increase. In this case, one-on-one wars are also inevitable. And here's another idea out there. It's that you can make more than one move while you're fighting. To do this, you draw various shapes by pressing the Left Mouse Button and dragging the mouse during the battle. That way, you can knock down more than one man at a time. This also gives the game the ability to be a fighting game. The game, which comes with a single cd, deserves to be played with the original ideas on which it was built, improvements made according to the like, pleasant music, sound and graphics, a solid theme Infrastructure and story grid, and many features that we can't count yet. If he could make a bigger leap from a technical point of view, it wasn't even a job for him to really take his place among the classics. gameingnow.com Read the full article
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Marvel’s Avengers review
   Like heroes, every game has to start somewhere, and Marvel’s Avengers is a game that did not start somewhere good. The superhero RPG-esque adventure was certainly an enjoyable experience for a short while, but the game simply didn’t have nearly enough content or variety at launch to be worth the rather high price tag, with a number of technical issues on top. Live-service games need to have a strong beginning, a running start, to keep an active player base and then maintain that momentum with consistent content drops that add replayability. Avengers had a fun, average-sized story campaign and a small handful of bonus post-game missions, but it struggled to keep a grip on the initial player count, myself included. A number of extra playable characters and events added later on did help the game’s survivability, and some of the planned additions seem to give the game a moderately brighter future. But the future isn’t right now - and right now, these Avengers may not be worth assembling.
   The story campaign of the game was, for me, by far its biggest strength. It’s a simple story of the good guys getting beaten and an unlikely young hero fighting to reunite them against a threat that has risen in their absence, but it’s told extremely well and kept me engaged from start to finish (even despite the similar story beats to Avengers: Endgame). The main protagonist, a teenage girl named Kamala Khan (otherwise known as Ms. Marvel) serves as an excellent mirror to the audience - she’s a massive fangirl of the Avengers, and her excitement at getting to meet them in person and fight alongside them was matched by my own. Most impressively, the developers took MODOK, perhaps one of the most unthreatening, silly-looking comic villains, and made his transformation from normal scientist to unhinged living bobblehead believable and genuinely intimidating. Much like in the comics, the “Inhumans” - people exposed to Terrigen, which causes them to develop frightening superpowers and are seen as dangerous freaks by the public - present a fairly obvious parallel to real-world forms of discrimination such as racism, xenophobia, homophobia and so on. Kamala herself is an Inhuman, and the fear she feels that she might accidentally “out” herself to people that might not be friendly to those like her, and the anger she feels towards the AIM organisation treating her people as monsters and less than human, both feel very real. Many people playing this game may relate to having to hide their true self for fear of being hated and ostracised. The joy and relief she feels upon meeting a hidden group of Inhumans known as the Resistance that are fighting for their rights is heartwarming, and every fight to finally put a stop to AIM is incredibly cathartic.
   I found myself having the most fun in this game during the story campaign. The more linear levels with greater focus on platforming and puzzles alongside combat were satisfying and incredibly enjoyable, as well as the character interactions and engagement with the story. Once the campaign and the various side missions are finished, however, it starts to get very grindy and repetitive when you’re just playing the same missions over and over to level up your characters. At least the hub levels you visit between missions are full of fun little interactions and easter eggs to find. Despite the repetitive postgame missions, it is fun to experiment with the different abilities and movesets you unlock over time. My favourite hero to play was Kamala, who can quickly turn into a walking cyclone of flying fists that send enemies all around you across the map. Or, if you’re feeling a little less dramatic, simply pushing the tougher enemies off cliffs with one of Kamala’s abilities is hilariously anti-climactic. The bosses are, unfortunately, immune to such attacks, so you’ll need to fight them the hard way. Besides the final boss, the boss fights are one of the game’s biggest weaknesses - from the 80+ year history of the Marvel comics, you’d think there were plenty of villains to pit against the heroes. Instead, the developers opted to use just two villains, Taskmaster and Abomination, alongside a handful of fairly generic giant mechs, and make the player fight them over and over ad nauseam. 
   The game’s combat is engaging and requires quick thinking and quicker reflexes. I’m admittedly not that great at utilising the dodge mechanics, but chaining combos of attacks while ducking and weaving around enemies can be quite satisfying. Building up these combos are also encouraged by each character possessing unique “intrinsic” abilities that are charged up by dealing enough damage without getting hit. The game has plenty of gameplay customisation, with dozens of different unlockable skills and various kinds of equipment that make it easy and fun to create your own playstyle. Outside of combat, however, I felt that the mobility side of the controls could often get frustratingly clunky, especially in the larger open-world areas where objectives can be hundreds of metres apart. Leaping around as the Hulk or flying as Iron Man and Thor is either somewhat boring or extremely janky, with practically no in-between. Meanwhile, more grounded characters such as Kamala or Black Widow just have to sprint everywhere, which can cause the gameplay to become annoyingly slow.
   The graphics of the game are fairly decent; the environments are almost photorealistic and some areas of the story campaign look very pretty. Kamala’s night-time escape from AIM troops across the rooftops and through the sewers of New Jersey is an exhilarating race for survival, made all the more nerve-wracking by the eerie spotlights shining into the sewers, revealing troops hidden in the shadows. The lighting design of the game provides an excellent layer of atmosphere to the story. The characters themselves are well-designed - they somewhat resemble the MCU version of the Avengers, making them easily recognisable to newer Marvel fans, but simultaneously have distinct enough designs to show that they aren’t the same Avengers we’ve seen in the films. Although, if you prefer the movie looks, each character has a skin you can buy that gives them an outfit picked directly from the MCU. Aside from those, however, most of the unlockable skins feel somewhat lazily-designed in my opinion, with most of them being simple recolours. On the villainous side, Taskmaster’s design isn’t quite as threatening as in the comics or in Insomniac Games’ Spider-Man games, resembling more of a half-decent Halloween costume than an actual supervillain outfit. On the other hand, the main antagonist, MODOK, looks extremely badass and intimidating - a genuinely remarkable accomplishment considering the character’s extremely silly appearance in the comics. The final battle against MODOK is an incredibly cinematic and heart-racing battle, and truly feels like something out of the films.
   The game’s sound design is adequate enough. While it isn’t anything groundbreaking or particularly memorable, there isn’t anything particularly wrong with it either. The enemies don’t give much warning of their attacks, requiring the player to pay attention to visual cues on the HUD to know when to dodge and counter-attack. The weapons, such as Thor’s hammer Mjolnir or Iron Man’s repulsor blasts, have decent audio design, giving them a feeling of weight and impact that feels immersive. The voice acting in the game is good, especially Kamala’s as the main protagonist and source of much of the story’s emotion; she really made me empathise with her story and experiences and the feeling in her voice was a big part of that. The Avengers’ voice actors do an impressive job of making the characters feel familiar to MCU fans while still giving them a unique enough sound to make them feel like new interpretations of the characters. Some of the supporting characters tend to talk a bit too much in my opinion, especially JARVIS, the game’s mission control. Expect to hear his voice remind you of your objective every few seconds, regardless of how far away it is or even if you’re in the middle of doing the objective.
   One of the game’s major weak points, in my opinion, is the replayability. The game receives new content every so often, including new playable heroes accompanied by their own unique, smaller story campaigns. But once you’ve finished playing through the shorter stories, you’re left with characters that need levelling up and several daily challenges to complete. It’s at this point that most of the game’s playtime begins - as does the tedious and increasingly boring part. To level up your heroes and complete the challenges, all you really can do is repeat the same old missions over and over to grind out XP and progress the often-lengthy challenges. The challenges alone can be rather tedious, but an added level of difficulty comes with the AI-controlled companion heroes that fight by your side in each mission. If you need to defeat a specific amount of a specific enemy, be prepared to race your companions for the killing blow since their enemy kills do not count for challenge progression - and they tend to be VERY aggressive. The game also gives the player a series of daily and weekly challenges, which generally consist of fighting a certain number of the same enemies and defeating the same rotation of four bosses every few days, which gets old fast. Granted, the combat is fun and the challenges are an excuse to keep playing between content drops (which tend to be rather far apart), but it quickly becomes a test of how long you’re willing to do the same missions and fights before you get bored and leave the game alone until the next hero campaign is added.
   Marvel’s Avengers had an extremely rough start, and the rapidly dropping player base did not help the game’s struggle to improve its’ survivability. The game tells a fun and engaging story with some excellent character development, and initially, it is a genuinely fun game to play. But in live-service games, the main story campaign is merely a way to bring the player in and hopefully keep them around for the post-game content. When the only content outside of the story campaign is an annoyingly repetitive handful of missions and an endless list of grindy, often boring and (again) repetitive challenges, the player is hardly to blame if they decide to just abandon the game after the credits roll. That said, the small batches of content drops are generally just as well-made as the main story campaign, and there’s nothing wrong with simply picking the game up to play through the new extra stories and mess around with the new heroes before leaving it alone for a while again. Once again, every game needs to start somewhere - and plenty of superheroes have had their rough origin stories before they really take off. The engaging story and initial fun gameplay is a better start than plenty of other games have had - but until this game truly gains the strength it needs to keep its’ players returning, I’d recommend giving it a little more time to assemble itself a little better. 6.5/10.
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gbagamess · 3 years
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The 30 Best GBA Games (Game Boy Advance) of All Time 2021
The 30 Best GBA Games (Game Boy Advance) of All Time 2021
1. The Legend of Zelda: The Minish Cap
The Icon of Zelda: The Minish Cover shirts our checklist for a variety of motives: Never-ending allure, fantastic overworld and dungeon layout, clever puzzles as well as wiser challenge aspects. The Minish Cap told the backstory of Vaati, the leading antagonist and important shape in A number of Swords. Right after Vaati petrified Princess Zelda, Hyperlink rescued a wonder sentient head wear using a bird go that, when donned, lets him get smaller into a minute dimensions just like the{Buzrush.com} Minish, the small beings who have did the trick tirelessly to aid take out darkness coming from the planet. The head wear, the game’s central quirk, was designed exploring Hyrule a lot differently than before. It opened up new locations and available new viewpoints, illuminating just how stunning the field of Hyrule actually is. The Minish Limit obtained all the prominent features of a successful Zelda online game, from excellent dungeons to whimsical townspeople for the absolute satisfaction given when launching a jewel chest. And were you aware The Minish Cap was designed by Capcom, not Nintendo? It remains to be one of the better Zelda video games of all time.
2. Golden Sunshine
Camelot Application Organizing, known for Glowing Power and Mario athletics titles, shocked every person with 2001’s Wonderful Direct sunlight, a valiant attempt at providing a unique Final Fantasy-style encounter to your hand-held foundation. And the child performed Camelot at any time to be successful. Wonderful Sunlight starred Isaac and a few other adventurers inside their quest to save the concept {Buzrush.com}of Weyard. It possessed most of the trappings of an Ultimate Fantasy online game - a help save-the-world storyline, random convert-structured battles, and summons - but it also had a good variety of overworld puzzles and much more intense tale owing to a great deal of exposition and dialogue. Its sequel, Wonderful Sunshine: The Shed Grow older, shared the tale with the perspective of the antagonists. The original is not only the best GBA RPG ever; it’s one of the best turn-based RPGs released to this day, even though both games are excellent in their own right. If you missed out on Golden Sun, find a way to play it, such as through the Wii U. A sequel called Gold Direct sunlight: If you want even more Golden Sun in your life, Dark Dawn also came to DS, as well.
3. Castlevania: Aria of Sorrow
The final and third GBA Castlevania video game, Aria of Sorrow, revealed that it had been possible for the collection to attain the level of effectiveness displayed in Symphony in the Nights. That is ideal. First, we said Metroid Fusion was better than Super Metroid, and now we’re putting Aria of Sorrow on the same pedestal{Buzrush.com} as Symphony of the Night. In contrast to its predecessors, Aria of Sorrow got the vampiric sequence into the long term, setting customers within the boots of Soma Cruz, a teen with occult energy who could produce the reincarnation of Dracula. Aria of Sorrow has got the low-linear research of SotN, meaningful RPG mechanics, a handful of great weapons, and a series of daunting but incredible boss struggles. Throw in the Strategic Souls technician, which adjusts gameplay and data by beating foes, and Aria of Sorrow was the richest entrance in the collection currently. It holds right now as one of the greatest Castlevania games, and for a flavor of a related design activity, try Bloodstained: Routine of your Nighttime on Change.
4. Metroid Fusion
It’s no great surprise Metroid Fusion was developed via the similar team that manufactured Extremely Metroid. Fusion almost looked like an not related sequel if this started in 2002. Combination showcased in a similar fashion extended {Buzrush.com}open-society to learn, allowing gamers to review and reveal ways and secrets ahead at their own speed. The team at Nintendo R&D1 highly processed the fight from Awesome Metroid and released several new power-mechanics and ups at the same time. Metroid Fusion is not just one of the best games on GBA; it’s the best 2D Metroid ever made, even though it may be blasphemous to say.
5. The Story of Zelda: A Web Link to the Earlier and A number of Swords
Not much has to be stated regarding a Url to the Past, the common top notch-lower Zelda trip for the SNES. The GBA dock helped bring the mesmerizing Dark and Light Worlds of Hyrule to hand-held correctly. The port also introduced a new element, however, named A number of Swords. This supportive mode allows a 2 to 4{Buzrush.com} player workforce to approximately get rid of puzzles and defeat baddies in dungeons. However the primary strategy is exactly what eventually earns The Link to the Earlier an increased identity within this collection, adding A number of Swords created the GBA version the definitive solution to enjoy one of the greatest games ever, even when compared to Nintendo Change On the internet type available by using a subscription.
6. Upfront Wars
Smart Techniques, the recording studio behind Fire Emblem, have also been powering the greatest transform-based method video game on GBA: Advance Wars. The idea was simple: A glowing blue army face looked out against a reddish army, every single one composed of tanks, infantrymen, and artillery. Boasting difficult proper gameplay, a deep promotion, as well as a chart creator, Progress Competitions got all the things a technique enthusiast could want. Like Fireplace Logo, Advance Conflicts originated from{Buzrush.com} a Japanese exceptional collection named Famicom Conflicts, so we are rather lucky to get it in Canada And America. The GBA also got a sequel in Advance Competitions 2: Black colored Pit Escalating. Whilst great, it observed more like add more-on information due to the actually powerful forerunner, as well as the DS sequels weren’t as vintage since the initial. For your similar practical experience, look at Wargroove on Nintendo Swap.
7. Metroid: Zero Goal
Exactly what do you get if you mix the atmosphere and nostalgia in the authentic Metroid with current mechanics? Properly, a darn great sport. Metroid: No Vision, a reimagining of your 1986 classic, retold the storyline of Samus Aran’s initial venture together with the enhanced fight evident in Super Metroid and Metroid Fusion. {Buzrush.com}Beautiful to view and even far better to engage in, Zero Objective manufactured going back to World Zebes feels fully unique again.
8. WarioWare: Twisted!
Established from the frantic “microgame” formula of WarioWare, Inc.: Mega Microgames! , WarioWare: Twisted! included drive comments - certainly one of only two GBA game titles to possess the feature - and also a gyro sensing unit. The outcome? An event unlike another for the hand held. Microgames are necessary competitors to complete speedy-flame activities within minutes. None of the games were particularly complex, but all of them were entertaining. Also the plan, which associated Wario getting{Buzrush.com}mad with a game on GBA and flinging the handheld at the wall structure, fell completely in line with the game’s irreverent development. If you played it in public, ferociously twisting and turning your GBA like a madman, on a scale of sheer “fun value,” you’d be hard-pressed to find a more satisfying GBA game, especially. Some of the games can also be found in the 3DS generate WarioWare Yellow gold, in conjunction with microgames from the other collection.
9. Mario & Luigi: Superstar Saga
Mario & Luigi: Superstar Saga kicked off of one among Nintendo’s best Mario games and spin off selection. Despite the fact that starting off within the familiarized Mushroom Empire, the video game speedily transitions to Beanbean Kingdom, a substantial world how the bros should traverse to recover Princess Peach’s speech. Split{Buzrush.com} up to the core concept, Superstar Saga had been a flip-dependent part-playing activity. But Nintendo and today-defunct programmer AlphaDream layered the combat by adding timing-structured maneuvers that nodded to Mario’s platforming origins. Controlling Mario and Luigi all at once also contributed to the game’s many fun spot puzzles. Superstar Saga stands apart today as the GBA’s ideal RPGs.
10. Closing Imagination VI
Closing Fantasy VI did not arrive at Game Child Upfront in America till 2007, greater than two year period after the Nintendo DS started. Often, it is introduced like a “thank you” to Activity Boy followers for his or her lengthy-standing help and support. Final Fantasy VI was a pitch-perfect port that brought the epic story, strategic {Buzrush.com}gameplay, and wondrous soundtrack to a handheld device for the first time, as one of the best entries in the long-running role-playing series. Final Fantasy VI rightfully earns a spot on our list, even though the GBA also received great ports of Final Fantasy I & II, Final Fantasy IV, and Final Fantasy V. It is merely the most effective RPGs ever produced and one of many top Closing Imagination game titles in recent history.
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starlightshore · 3 years
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Angel’s Lullaby update:
i wrote two devlogs this month.
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first: i cover the history of Angel’s Lullaby and the current progress.
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second: the plans I have for gameplay
TLDR; Angel’s Lullaby is a Open World Action/Turnbased RPG hybrid. You’ll have a small island to explore with 3 main areas and multiple side-quests. For the demo, I plan only having 1 area finished.
Game progress: eh, hard to put a good number on it. main characters and the main overworld are mostly finished, mapping + main area need planning. i’d say a bit less than 50% done with the demo.
below the read me i discuss game development that i’m not talking about on Gamejolt, but feel more comfortable talking here.
so been working with a friend on remaking (well, rather, i’m helping a little but it’s mostly just him,,, i’m not a skilled programmer but at least i’m keeping up with what he’s teaching me ^_^; so thanks to eternal shine, u rock!) the char_player object to work better for Angel’s. also, aside from the outfit code, this main stuff will be added as a pack for TML’s engine for better functionality. hooray! this includes:
adding arrays and macros to dialogue text
cut-scene system (almost done)
char_player state machine (has a couple issues for Angel’s specifically, which is discussed below.)
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(WIP) Gameplay wise, I’m going for a Zelda-Like over-world: you can walk, run and attack. Monsters will be on over-world, you can get an advantage if you strike first. You’ll also need your weapon to move around the terrain or solve puzzles. (potentially will add more to the move-set as you progress, but that’s later in the development to consider)
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i made a base-player object to fine tune the animation and add details like optional gloves + boots easier for me to add (gotta get into the headspace of using layers more in aesprite!) I’m unsure if I like the dust effect, but I think it helps the running look speedy and feel different to walking!
honestly all this development should of been done before but i was torn between using TML’s base project char object and remaking my own for ages. (plus, i spent the last few months unsure if i was moving to Unity or Godot) but hey, doing that now. i’ve been mainly working on story so its nice to actually start building the game again! the non-player stuff with naming + intro are already done of course, though will need to be remade as I’ve improved as an artist and with the new cut-scene system I can do this more efficiently.
my main plan is to get a prototype of the first 5 minutes of the game done within a week. ideally i’d like to make a fully-polished prototype within that week as well, but that’s idealistic at best... i’m shooting for 2 weeks, though that could easily become 3 weeks.
none of this will be available to play yet btw, after the prototype, i want to be able to get some feedback (heyo if u wanna be a play-tester hmu) then i’ll get to making it so you can get the first “area” mapped out.
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my idea is that the above will be playable in the demo. you’ll have a house (to farm and have chores) explore the local woods and mountain area for side quests and just for fun.
the one main area will be the start of the linear story. the final release you’ll have access to the whole island -within reason. The other 2 areas will be soft-locked until you progress the plot in the main area. while this limits the open-world aspect, i like the idea of holding back the choices until certain parts of the game are established first. then you can run around wild! The second and third main areas are your choice to which to do first -and the plot will play out differently depending on that.
There’s still the obvious No Mercy - Neutral - Pacifist choices in play here as well. I’m limiting the scope of this to have the last 2 areas be different, but the overall plot line stays some-what the same. (if i was being paid, that’d be a different story lmao) but still, all of this will add up and hopefully be exciting to experience.
I really want exploration and the feeling that you are living in this world to be the main get-away from the game. while the most important core of the story lies within The Knight and the Player Character, this is my second biggest goal for the game.
I hope you all enjoy Angel’s Lullaby and are as excited as I am to see it progress! thank you so much for all those who’ve been sticking by me and my stories throughout the years. i’m really hoping for a demo release in 2022.
if any mutuals are intrigued by this game’s potential... i’m up for talking story again once this prototype stuff is finished up with. atm i wanna concentrate on making the core game-play feel good and i’m not worried about the story. but once that’s finished, there’s a lot of story problems -that some have been solved by the open-world structure, but just as many glaring issues have arisen. it’s a pretty daunting story now haha.
while i got a few new team members, I’d like a few more people to talk to deeply over this project. It feels great to spit-ball ideas back and forth! but I also understand people are busy and I’ve already asked a lot from people with the rough draft peer-reviews lmao. i guess i’ll just put this here in the off chance something comes out of it.
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ceasarslegion · 3 years
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Ive said it before but Valve games contributed so much to video games as an entertainment medium that I can see people studying Half Life and Portal alongside the Lumierre brothers centuries from now
Half Life had such a simple concept if you take HL:2 out of the picture for a second. You play a top scientist at the world's most prestigious research facility, an experiment goes horrendously wrong, all hell breaks loose, fight your way out and try to piece together what the hell's going on along the way. That's an extremely simple concept for today's standards, but it practically invented the first person shooter, the use of first person POV in video games, and the story based RPG. Plus, so many minor but essential elements of so many other genres that I don't have the damn time to list them all.
You can see Half Life's nuclear influence to some extent in almost every game you play nowadays, right down to idle NPC dialogue and physics puzzles. You can wittle everything in modern games back to Half Life again. Half Life was the blueprint for today's gaming industry, and it would look very different if it never happened. I'm Half Life. You're Half Life. We are Half Life.
And speaking of physics puzzles, where Half Life revolutionized the mechanical aspects of games, Portal did something similar, albeit to a lesser extent, with game narratives. There were many narrative-driven games before it, but the first Portal game dared to ask if the narrative could be made stronger if it was written with player agency in mind, which is this incredibly unique thing that games have over other storytelling mediums. And I don't mean that in the sense of having multiple endings or lots of things to do, I mean that it used the act of playing the game to strengthen its narrative.
Portal has a simple, linear plot: you're a human lab rat in a facility run by a robot turned mad scientist, now escape. Except that you feel trapped with Chell, you feel strung along and desperate and long to see the outside again right there with her because of how the dialogue and the surroundings are structured. The only speaking character is the antagonist, but if you're really clever, you can find hidden rooms with scrawled warnings and mad ramblings all over the walls. But all of that is player-driven. You have to have a keen eye and sometimes do a little outside research to figure everything out.
Meanwhile, I would sincerely argue that Glados is the game villain equivalent of Darth Vader in level of recognition and general knowledge of her. Even the most unplugged, game-hating people I know recognize her voice, her name, and the iconic cake being a lie. Glados was a masterpiece in writing a perfect video game villain. She was brutal, unforgiving, chillingly intelligent, and fun to come back to, which is the most important thing about games! A well-written game will make you want to keep playing because you want to interact with them more, not because you hate them and want to see them burn, which is the difference between good game writing and good film writing: player agency has more power than you think.
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self-loving-vampire · 3 years
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I have a few reviews in drafts and some others I have not yet written, but here is my extremely short summaries of some of those still-unwritten reviews.
Fallout 2
Has better gameplay than the first game and is larger, but the atmosphere is extremely different, with too many jokes.
Gothic
Has a pretty unique setting (a fantasy prison colony that the player character is thrown into) and a satisfying difficulty curve. Also very good at immersion. Its main weakness is its clunky gameplay and relatively linear story.
Gothic 2
Has a more generic setup than the first game and is still mostly linear outside of faction choice and side quests, but it is otherwise an improvement in nearly every way. This is the peak of eurojank fantasy RPGs.
Gothic 3
In trying to appeal to a wider audience, the series sacrificed much of what made it good. This one is mediocre at best.
Geneforge: Mutagen
Has a unique setting with interesting worldbuilding based around the Shapers, a secretive order of mages who can create and modify living organisms. Its factions are complex and there are some interesting ethical and practical dilemmas to consider. The combat is simple but serviceable, and there is a decent amount of choice in many areas of the game.
Legend of Grimrock
A dungeon-crawling blobber in the style of old games like Dungeon Master. Its combat mechanics are really simple, as is character creation. It has some diabolical puzzles as well as tools for players to create and share their own dungeons.
Arcanum
Set in a world where a fantasy setting is undergoing an industrial revolution. In addition to an interesting setting, it also features some cool systems governing reputations and reactions. Besides, it provides tons of options for both spells and technological inventions. However, it is also extremely buggy, makes some baffling design decisions, and has way too much empty walking.
UnderRail
A “Fallout-like” set in a post-apocalyptic world where humanity has been forced underground. It is relatively difficult and demands some level of min-maxing and optimization, but has fun gameplay with combat that is far more complex and varied than that of Fallout.
Pathfinder: Kingmaker
A massive 100+ hour fantasy RPG using a simplified version of the Pathfinder 1E rules (essentially a mod of D&D’s 3.5 rules). This game is complex and has a huge depth of character creation and party composition. However, it was released in a shamefully broken state, has some nonsensical moral decisions, and features significantly more combat than its tabletop counterpart (a lot of it feeling like filler).
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