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#great characters great atmosphere great puzzles
madame-mongoose · 4 months
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i need to replay portal revolution when the patch comes out bc i genuinely had a lot of fun and adore stirling and conley. the bugs are just... tough
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revisiting my opinions on which doctors could pull off Heaven Sent
could do it with minimal alterations to the original episode's plot and dialogue
Twelve - obviously
Eight - could 100% pull off the speeches and the angst and, of course, the memory loss. The episode would definitely be focused a little more on the great tragedy of dying over and over and over again just in the hopes of making it through enough loops to break out, and Eight would be much much more of a sad wet cat about it all, but he could totally pull it off.
Seven - would take a bit more tweaking than Eight (specifically to change the focus of the episode to the puzzle of it all, finding the right room and figuring out the secret of the Veil), but would 100% punch his way through the wall and be able to pull off the speeches.
could maybe do it? but with pretty major edits
Four - definitely has the charisma and the ability to give the speeches, but I don't know if the speeches as written would fit well into how Four talks, and he'd also need the same tweaking at Seven to make it more about solving the mystery, rather than the very atmospheric style of the original. The wall scene would also probably have to be reworked, since Four doesn't really seem like the type to punch through it in the exact same way as Twelve.
Three - could and would punch through the wall and would do it in half the time of Twelve but couldn't carry off the angst or the atmosphere, so you'd need some pretty dramatic rejiggering of the major stylistic choices in order to make it work. Honestly, you might have to really lean into a, like, horror/thriller kinda thing, with the pursuit of the Veil?
could pull off a focus episode but would need a fundamentally different style
Ten/Fourteen - absolutely has the screen presence but they need someone to talk to in order to get it, and the same is true of their problem-solving style. They need someone to bounce off of as an antagonist and as a companion -- basically, they need the same setup as Wild Blue Yonder, which is basically exactly what Fourteen's version of Heaven Sent would be anyways. (Also Ten doesn't do speeches like Twelve does, and definitely wouldn't punch through the wall -- his problem-solving style leans more towards the whole "push a single button that sets off a chain reaction that solves everything" rather than sheer stubborness. He doesn't have the attention span for the wall.)
Nine - Nine also has the screen presence but his comes when he's angry at something, which means that he needs something to yell at, so he would also need another speaking being present in the episode for him to get really really mad at. Think Dalek but without the Rose subplots?
probably not (note: the major reason why none of these work for Heaven Sent is because they're all Doctors that work best with an ensemble cast around them -- they sacrifice intensity and screen-presence for the sake of letting other characters shine)
Eleven - doesn't have the screen presence for that kind of intensity, alas. He could pull off the speeches in his own style, but he's not hypnotic while doing them the same way Twelve is, and he definitely doesn't have the type of personality to pull off the wall. His best emotional episodes are smaller and closer to the heart, and Heaven Sent is anything but small.
Five - could not pull off the speeches or the wall or the puzzle. He's a sweetheart and a golden retriever but he's not nearly dramatic enough to carry a solo episode like that.
Two - same as Five, really
One - just... no. I can't pull out any reasons (it might just be that he's from an era of television that was so very different in how it constructed stories), but no
no clue
Fifteen - hasn't been around long enough for me to get a sense of his personality
Thirteen - never really had a consistent personality in the first place. or any good emotional episodes so I don't feel like I know her well enough to make a judgement call
Six - just straight-up haven't seen very much of his run so I couldn't say how he'd fit in Heaven Sent.
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thewatercolours · 5 days
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@cygnascrimbles, that's a great question, and there's no one right answer. I'll give you my two cents. :-)
tl;dr: I'd heartily suggest starting with Chapter One: A Knight to Remember from King's Quest (2015) because it's the game of my heart and is intended as a starting point. But many people would suggest King's Quest I ('84) because it was the very first, or King's Quest V ('90) or VI ('93) because they are often hailed as the best the older, original series has to offer.
So if the thing that's stoking your interest in King's Quest is my blog, what you're seeing is the King's Quest game released by The Odd Gentlemen starting in 2015.
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It's a reboot of the 80's/90's original games, but it requires no previous knowledge to play and is a fresh story. You play as Graham, who starts off as young lad dreaming of adventure and glory, and ends up having to unexpectedly take the throne he had planned on serving. Over the course of five chapters, you navigate the story of his life from those eager teen days straight through to old age, telling bedtimes stories to his grandchildren. It's a charming, quirky game with plenty of heart, a really gorgeous fairytale world of all hand-painted textures (they literally printed out the shapes for all the textures they needed, painted them with paint brushes, and then scanned them in to render in the game world! At least, as I understand it?), with a great sense of humour and some delightful characters. Graham himself is such a loveable dork in this version of the story, too,
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But I do have to give a caveat. This game, delightful as it is, is also seriously flawed. It was released episodically, and there were complications in the dev process as it went on, so the earlier entries are much stronger than the later ones. Some parts of it are kind of stupid, there are times when it drops the ball on storytelling principles and characterization, and some wonderfully over ambitious ideas were just that - overly ambitious - and never got paid off story-wise.
But I love it anyway.
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So my suggestion? Chapter One: A Knight to Remember (2015) is a free download, so I'd heartily say, "Try it out and see if you like it!" Most people think it's the best one of the reboot - it's a gorgeous, lighthearted story somewhat in the spirit of The Princess Bride (homages galore, and Wallace Shawn who played Vizzini features as one of the main cast.) It's a tale about a tournament, and a dragon's eye, and new friendships. It's self-contained if you want to stop there, and it's just full of joy and puzzles and a couple of surprisingly moving moments. If you want more after that, maybe check out a little of a playthrough of Chapter Two, which is also great but has very different atmosphere, and judge if it's something you want to shell out a shiny gold coin for.
All that being said, there's a sizable portion of the population who would suggest going back to King's Quest I (1984), which is where it all started and which turned forty yesterday! It was a huge mover and shaker in video game history back in its day. It's about Graham's attempts to recover the kingdom's three stolen treasures.
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Others would suggest starting with King's Quest V (Graham journeys to rescue his family from a wizard) or VI (Graham's son Alexander quests to rescue a princess in a tower. ) They were made in the nineties and many players consider them to be King's Quest at its best (VI especially is generally beloved.)
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You might find you enjoy these games much more than the reboot, but since I'm not as knowledgeable about the older games, I doubt I am the person to do them justice. If they intrigue you, you might want to do your own research or chat with someone who really loves them!
Anyhow, I don't want to talk your ear off. Thanks for asking, and let me know if I can be helpful any which way.
*whispers* ... and go download Chapter One: A Knight to Remember. It's free. You might like it. It's here:
https://store.steampowered.com/app/345390/Kings_Quest/
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thesmumbo · 1 year
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Smumbo's top 10 games he happened to play in 2022
Not necessarily games that were released in 2022, just my favorites that I played for the first time last year.
10: Night in the Woods (2017)
by Alec Holowka, Scott Benson, and Bethany Hockenberry
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Peak fall vibes game. Night in the Woods features a compelling mystery and some great spooky moments. The setting and characters really resonated with me, so I got a lot out of it.
9: The Pedestrian (2020)
by @skookumarts
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Pleasant puzzle game inspired by the signage that surrounds us in our day-to-day lives. Some of the puzzles were quite difficult, and I kind of dislike the direction the game took in its last act, but it was still a very fun and unique experience.
8: South of South Mountain (2022)
by @colorbomb
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Cute & hilarious visual novel with a fantastic art style. I could not stop laughing throughout the whole experience.
7: Portal Reloaded (2021)
by PORTANIS
From a pure gameplay standpoint, this was a very satisfying sequel to Portal 2, and it's possibly the closest we'll ever get to a Portal 3. Portal Reloaded introduces a third portal which allows you to travel to the same place at a different time, so certain things have been moved/removed. It gets really complicated, and I’m amazed this was able to be created as a free standalone mod for Portal 2.
6: Frog Detective: The Entire Mystery (2022)
by Grace Bruxner and Thomas Bowker
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Approximately 3-4 hours of pure, unadulterated joy and whimsy. I can’t believe it took me this long to play Frog Detective, but I’m so glad I did. Everything about these games resonated with me strongly.
5: OneShot (2016)
by @girakacheezer, @nightmargin, and Eliza Vasquez
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A transcendent experience. Explores the unique ways in which video games can tell stories, and the nature of free will. Features some interesting meta game mechanics which require you to interact with files outside of the game. The visuals and soundtrack are spot-on as well. Weird how there’s so many great RPG Maker games which work so well in spite of the engine.
4: Scorn (2022)
by Ebb Software
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An incredible audiovisual experience. I liked the gameplay too, even though it seems like a lot of people were disappointed by it. I'm amazed that a game like this even exists. Absolutely oozing with atmosphere and symbolic meaning. The story spoke to me on an incredibly deep level despite lacking words, or even any semblance of humanity.
3: What Remains of Edith Finch (2017)
by Giant Sparrow
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One of the greatest games ever made. All of the vignettes and set-pieces throughout the game are flawlessly paced, with a wide variety of gameplay and visual styles. Packed with detail, made with love, and so emotionally resonant. I loved this game.
2: Bloodborne (2015)
by From Software
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For years, I would try to play Bloodborne whenever I had access to a PlayStation 4, but I wasn’t able to do a full playthrough until 2022. It lived up to the hype. This is my favorite From Software game, and it’s already one of my favorite games of all time. I really hope this gets a remaster/PC port some day. It’s a masterpiece.
1: SIGNALIS (2022)
by @rose-engine
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One of the greatest horror games I’ve ever played. Amazing visuals and atmosphere, fascinating world and lore, and a captivating, mind-blowing cosmic horror sci-fi story. I especially loved the evocative UI designs throughout. Highly recommended if you like Silent Hill, Resident Evil, Dead Space, PS1 style games in general, or if you have even a passing interest in survival horror. This is my #1 game of 2022.
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misscalming · 11 months
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DND WITH THE TOS CREW
Scotty : 10/10- does the best voices - quick at the maths part - strongly influenced by Gaelic folk stories - makes cool puzzles to solve - runs the most G rated campaigns out of everyone - swears sometimes and apologises for it - really likes teamwork and found family tropes - makes cool as fuck props - dresses up as a wizard - very wholesome - super passionate - beginner friendly -
Uhura : 8.5/10- actually keeps the players on task - good at organising shit - probably makes up cool fictional languages/texts to decipher - makes cool puzzles for players to solve - u feel a little stupid when you can't solve the really hard riddles tho -
Bones : 7/10 - has zero patience - would either rage quit or make the bosses impossible to kill - takes sick pleasure out of taking away everyones hit points - runs the shortest campaigns - kills off everyone as quickly as possible - only became DM after agreeing to play dnd but only if he could be the DM - you miss one session and you come back to see your character has lost 3 limbs and is on 2 hit points
Kirk : 10/10 - goofy voices - makes the best NPCs - kinda gets distracted by players' discussions - runs some of the longest and weirdest campaigns out of the lot - makes heaps of props (not quite as good as scotty's but close) - low key a people pleaser and indulges really dumb side quests the players make up like finding the toilets or some shit - basically all the main "important to the plot" NPC's he plays are hard flirts - has spare dice for everyone - makes awesome stories and great at entertaining everyone with his villain speeches - gets really upset but tries to hide it when you have something on and miss a session and you feel really bad because he puts a lot of effort into the campaign and it means a lot to him - would love to sit down and make character sheets with beginners but doesn't have the time :(
Spock : 7/10- great atmosphere - will put on Vulcan music and vividly describe some waterfall for 30 minutes - kinda boring? - but okay if you like poetry - doesn't let you mess with the NPCs or do ridiculous shit - says "Are you sure you wish to do that?" a lot - impossible to beat bosses - "love wins" every fucking time and fighting never actually solves anything - cock blocks u from the NPCs :( - does not have spare dice for everyone and will make u leave if you don't bring your own dice - no variety in the roles he can play - every npc is just a Spock self insert clone lol - doesn't give you time to think about what to do or let you talk to other players if their characters are physically separated from your own for "realism"
Chekov : 6/10 - communist manifesto role play - feels like you're in an episode of Seinfeld on crack - makes really confusing plots with twenty storylines and thinks he's a literary genius - does really bad accents - spits when he gets too into it - which is often - if you sit a few chairs away and are there for some nonsensical shit he's the dm for you - takes it so seriously you have to laugh - Spock just silently stood up and left after 3 minutes of the first session and never came back - makes really good drawings of everyone's characters tho - just a bad star trek episode in dnd form
Sulu : 4/10 - doesn't really know what he's doing - god his voice tho - forgets the rules sometimes - "uhh what happened last session again?" - "What happened to (insert NPC name here)?" - "Oh- uhh they died, moving on" - doesn't have the drive to be the DM at all really - probably makes nice stories which criticise capitalism - makes you bring your own dice, character sheet and miniatures
Chapel : 6/10 - accidentally shows everyone her notes - lets the players run the game - spends half the time flipping through the handbooks looking for random monsters to throw in on a whim - dedicates herself to her speeches - likes player debates - pretty good at steering the plot
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starryguykai · 4 months
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When I first started wanting to branch out with the games I played, I had no idea where to look. SO!
The following under the cut is a very long masterpost of indie games I recommend, sorted by category and alphabetical order, with short descriptions and links to their store pages.
Titles italicized are free, and I'll be updating this as I play more 👍
EXPLORATION
Babdi - Babdi is a beautiful and quiet brutalist city, with your only concrete goal in this game to get a train ticket to leave. This game takes about 1-2 hours to fully explore, and it has a lovely sense of place and scale.
Hollow Knight - A tiny bug knight explores a ruined kingdom, looking for answers. This game has had its praises sung a lot, but I cannot recommend it enough, with a melancholy atmosphere, very charming character design, and lovely art direction that balances skillfully between being cute and mournful.
Rain World - You are a slugcat, a creature in the middle of the foodchain, exploring a broken biomechanical ecosystem. You must learn about each microbiome in order to survive, and get enough food to hibernate before the deadly rain comes. This game has fantastic creature design and programming, my favorite background art direction of any game I've ever played, and insanely intricate lore. I highly recommend getting the Downpour DLC-- it not only fixes the personal gripes I have with the base game, but adds an immense amount to the story and world with five new campaigns.
Somnium - Your email got lost in transit, and you have to explore a early-2000s webscape to recover it! With art direction that captures the whimsy of the early internet, and very charming character design and writing, it takes about half an hour to play and I was smiling the whole time.
Outer Wilds - An open world game about space exploration, xenoarchaeology, and physics. This is my favorite game of all time, and in order for the game to work, you can't say much about it! It also has a horror dlc with its own story.
FPS
ULTRAKILL - Humanity is dead. Blood is fuel. Hell is full. Inspired by Dante's Inferno and Greek mythology, you play as a machine tearing its way through hell in PS1-like graphics. Its hard to oversell the strength of Ultrakill's concepts and how well they're executed-- this game is constantly saying "do you know what would be so cool" and is right every single time.
HORROR
Go to Bed - A very simple horror game about going to bed (it should take less than half an hour to play).
Signalis - A robot named Elster fights her way down through a sick facility to fulfill a mysterious promise. I can't say much about it without spoiling, but its prose, gritty combat, and art direction are phenomenal.
SOMA - Simon Jarrett goes to the doctor to get his brain scanned, and wakes up 100 years in the future, in an underwater facility full of robots with human consciousnesses. This game has a "safe mode" where the "monsters" don't kill you, which I recommend as its more accurate to the world, more convenient to play, and in the majority of cases, doesn't reduce the horror. Even playing in "safe mode" it was the most intense horror I've ever experienced by a landslide, and is very dear to me in its environments, writing, and concepts! I would highly recommend checking the content warnings, as well as playing when you're both emotionally and psychologically stable.
Subway Midnight - A young woman takes the subway, where many people have gone missing. What could go wrong? Really lovely combination of 2D and 3D that makes the most of its limitation of "walking through a subway car" to create a game that's charming, beautiful, and very unique.
PUZZLE
Freshly Frosted - A game about making donuts! You arrange donuts with a series of conveyer belts, the factory's work lining up with the music's beat. Its very relaxing, and the narration is very pleasant. A really great game to wind down with at the end of the day.
Manifold Garden - You solve puzzles by changing the gravity of an infinite world without fall damage. This game definitely has a learning curve while getting used to the physics rules, but the puzzles are clever and intuitive once it clicks! Its also very pretty.
Mini Motorways - You connect cars to their destinations through plotting roads, bridges, and motorways. Like Freshly Frosted, its a simple concept, but something nice to wind down with!
Smile for Me - A game where you communicate through nodding and shaking your head! You are the local florist's kid, staying in a "wellness resort", a bizarre cross between a hotel and psychiatric ward. Your mission? Make people happy! Really sweet with an unsettling undercurrent that gets addressed in an interesting way.
Vignettes - You rotate objects to make them transform, and explore different areas and themes as the forms fluctuate. Another simple, but beautiful game, with really fantastic art direction!
ROGUELIKES
Going Under - An unpaid intern battles her way through the dungeons of failed start-ups. A criminally underrated, super fun anti-capitalist satire with a huge variety of builds, that uses the "corporate art style" in a beautiful way!
TEXT-BASED
Citizen Sleeper - You are an escaped Sleeper, a cyborg with partial human memories, who fled to a massive space station. The company that made your body programmed for planned obsolescence: what will you make of the time you have? This is a constant game of juggling food, health, and money as you roleplay and explore, with beautiful character art and prose. It feels like a sad hug, housing a wide variety of very touching stories.
GUTLESS - A short story of an angry man traveling to the bottom of the ocean. Raw, harsh, and visceral. This story is NSFW.
In Other Waters - By the same devs of Citizen Sleeper, but an earlier game! You are the AI in a marine biologist's suit, and guide her as she navigates through the waters of an alien world. The only visuals you see are dots, walls, and elevation maps to mark your surroundings. If you're a fan of the deep sea or speculative biology, you'll love this game!
Please Tell Me You Love Me - Your old favorite online rpg game is shutting down, and you're having one last hurrah with your guild. Short, sweet, and will leave you with a smile.
The Ouroborous Incident - A notorious tech company releases a strange new product. An interesting short story with a fun conclusion, it dips in and out of sci-fi, comedy, and horror, while sharing information through different tabs of updating text threads, transcripts, and news reports.
UNSORTABLE
Inscryption - A grisly roguelike card game that takes place in an escape room, where you're trapped by a mysterious man that you can only see the eyes of. I recommend going in not knowing much, as this game has a lot of surprises. You play the story by default, but it also has an endless mode that is very fun!
What the Golf? - A very silly game about golf, made for people who hate golf. Takes the concept of "golf" and plays with it like silly putty, and has a ridiculous variety of mechanics.
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asordinaryppl · 2 months
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A3! Seasonal Event - The GRIM REAPER CIRCUS: Epilogue - An Incomprehensible Existence
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Citron: What a wonderful event this was~! The balloon release in the finale was a great success, too!
Muku: All those colorful balloons taking to the sky… It was really romantic and beautiful!
Izumi: It seems the visitors enjoyed everything thoroughly, from the stage and the performances, to the puzzles. Everything was very well received!
Omi: Leading the visitors around while giving them hints was pretty fun.
Chikage: And I’m glad it seemed they enjoyed solving the puzzles.
Director: Thank you so much, everyone! It was one of the best, most exciting events ever!
Director: Even I couldn’t take my eyes off your characters. Your performances were amazing!
Tsumugi: Thank you very much.
Director: I’d like to thank you as well, so how would you like a stroll around the amusement park?
Muku: Is that alright?
Director: Of course it’s alright. Obviously, considering the overall state of the park, the Ferris Wheel and the merry-go-round are inoperable, but you’re welcome to take photos!
Citron: How nice! Omi, do you have your camera?
Omi: Of course I do. I’ll make sure to take some great pictures.
Tasuku: Let’s accept the Director’s offer, then.
Izumi: Let’s do that. Get changed, and then we’ll all go exploring!
-
Chikage: Even when you’re just walking around, the atmosphere doesn’t change. No wonder it’s so popular.
Muku: Right…! I hope this place becomes more popular through the tour and this event, and more people visit it.
Citron: I can see the merry-go-round! Let’s take a picture over there, everyone.
Omi: Sounds good. Then, gather over there. And~ Say cheese!
[click]
Izumi: I’ll take the next picture. Omi-kun, get in there!
Omi: Is that alright? Thanks.
[click]
Citron: Muku, let’s pose together near the Ferris Wheel!
Muku: Okay!
[click]
Chikage: Those are some nice smiles.
Omi: Alright, that was the best shot.
Citron: As expected of Omi! I’ll post this on Inste!
Tsumugi: Ahaha, everyone’s so excited.
Tasuku: …
Tsumugi: Tasuku? What’s wrong?
Tasuku: … What was the clown you were talking about back then?
Tsumugi: Eh… You’re still thinking about that?
Tasuku: Of course I am. You were alone in that forest…
Tsumugi: It was the clown I played with when I got lost back then.
Tsumugi: I just remembered that too… Back then, when I got lost, it was you who found me.
Tsumugi: If I’m not wrong, you also got scolded by the teacher along with me… I felt so bad.
Tasuku: So that’s what happened… And that’s what you were talking about before?
Tasuku: I get the situation, but what was that person up to? Maybe they were trying to take you away somewhere.
Tsumugi: It didn’t seem that way to me. He said he just wanted to scare me a little.
Tsumugi: So, he was probably not a Shinigami. Maybe some ghost, or a phantom…
Tsumugi: In any case, I think it’s best we leave the clown’s identity a mystery.
Tsumugi: Maybe it’s a good thing you didn’t encounter him. You’re scared of clowns, right?
Tasuku: Don’t mix the past and the present.
Tasuku: Good grief… How do you always get yourself into such surreal situations?
Tsumugi: You’re one to talk.
Chikage: I see… So that’s what happened.
Tsumugi: Chikage-san?
Tasuku: Utsuki?
Chikage: I felt some unpleasant presence surrounding me today, and I was sort of uncomfortable… But it seems the mystery’s been solved.
Tasuku: You heard what we were talking about… didn’t you.
Chikage: Only bits and pieces.
Tsumugi: You can feel these kinds of presences, Chikage-san?
Chikage: I wonder.
Tasuku: As usual, I can’t tell whether you’re lying or saying the truth…
Tsumugi: Hehe, neither can I.
Citron: What are you three doing? Hurry up and get over here!
Tsumugi: Ah, okay!
Chikage: Yes, yes.
Tasuku: Yeah, we’re coming.
previous episode | masterpost
NOTES:
(1) a shinigami is a god of death, pretty much close to the western grim reaper (wikipedia)
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sasaranurude · 6 days
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I'm a loser who both spends too much time playing gacha games and loves to hear myself talk, so here's another game review style post, this time covering my first day playing Break My Case. This time I'm not even being a little hater! I'm a lover! I'm cringe! I'm free! I love you Coly! I love you ikemen gacha games!!!!!!!
Break My Case is a new puzzle-music-adventure mobile game from Coly, the developers behind Mahoutsukai no Yakusoku and On Air. More relevant to BMC/BreMai is their game Stand My Heroes, with which it shares a writer, some gameplay elements, and of course a naming convention. Coly has developed a bit of a cult following for their unique status in the Japanese mobile gaming world: they're a company that was founded by women and hires women to make games for women. They put a lot of soul into their games. From the start, BMC is no different!
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"Could you have pulled a clean version of this image from the internet so it didn't have all the game junk" no. it's my tumblr and you get my screenshots.
I (with help from friends) overviewed the initial Break My Case announcement back when it dropped. You can read that here! I said in that post that I thought a "dark rhythm game" would be a really cool direction for the game… and that's more or less what we got! GO ME!!!!!
First: the game's presentation is fantastic. Super slick graphical design and just amazing atmosphere. The sound design of this game is incredible. Genuinely. Really, really, good. All the music is amazing—I'm not knowledgeable enough to say anything other than "IT SLAPS!", but it totally does slap. The illustrations for the cards are all wonderfully atmospheric in and of themselves, and are just a delight to look at on the homescreen with its chill background music. Even just navigating menus is a sleek, seamless experience. The live2d is well-done, although it clashes a tad with the art style for a bit of an uncanny look at times. 
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The atmosphere! The atmospheeeeeeere!!!
Of course, the draw to this game is the characters and story, so let's jump into that. I'll admit right now that I read the story through a machine translation—I have aaaalmost enough Japanese knowledge to fill in the gaps, especially since the story is fully voiced, but I'm definitely not getting the full nuance of the story that someone fluent in Japanese is going to get. THAT SAID, after completing the prologue, I was definitely intrigued enough that I want to continue slogging through the MTL just to read more! There's a great setup, centered around the bar Aporia and its three modes—a daytime cafe, a nighttime members-only bar, and, secretly, a "fixer" service who'll help anyone with any problem. Our main character, a woman who was just forced to quit her job at a corrupt company, gets hired to replace Aporia's eccentric owner while he goes on a who-knows-how-long vacation. The owner also has the role of "tail"—as in, the tail a lizard sheds to avoid being eaten. If anything in the fixer service goes wrong, it's the owner who takes the fall and the blame. This hasn't come to mean much in practice yet in the (quite short) prologue, but it's a fascinating setup. The story promises to touch on themes of the threads that weave our lives together, how small meetings can lead to massive life changes, and whether any human being is truly replaceable, even in our modern corporate world where people are treated like cogs in a machine. According to a staff interview, there are a handful of references to Stand My Heroes in BreMai, but the games' settings aren't otherwise closely linked.
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Rough translation in alt text. The Aporia manager Ai may be the most mysterious, intimidating character, but he also beefs with a parrot the first time you meet him, so...
All the characters are staff at Aporia with various unique roles and background. The prologue just gives you a little bit of each of them, but everyone does show up, and they all have interesting dynamics with each other already. Ai, the stern manager, has some history with the MC that he refuses to divulge, and goes so far as to force psychologist Riku to agree to not look into it. The range of relationships among the staff run the gamut from the calm and mature friendship between fortune teller Kiho and art teacher Kyoya, to the unfaltering dedication of Yu to his ex-mafioso savior Tomose, to the ridiculous Takeru and Soyogu who spend their first appearance waking up after having gotten black-out drunk together the night before. My favorite dynamic of all so far is that of Kou and Mao—Kou is a playboy who insists he's not a playboy, and is introduced evading a woman by… asking the icy Mao to pretend to be his boyfriend so that she thinks he's taken and gay and leaves him alone. Which Mao exasperatedly agrees to, telling Kou that he's used up his allotment for this month which ohmygod how often does Kou do this. Kou if you're asking this guy to pretend to be your gay lover so often he gives you a monthly limit I think you might just have to admit you want him to actually be your gay lover, Kou, oh my god— 
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Rough TL in alt text. Kou is letting the implication do all the heavy lifting here. He technically never said he was dating Mao. Technically. 
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On to the gameplay. There's gameplay! Unique gameplay! Good unique gameplay! Oh my god, uncharted joseimuke territory! The main gameplay mode is a match-3 puzzle game with rhythm elements. As in other rhythm games, each song in the game is its own level, more or less. (Each character has two unique songs, and three songs shared with the other members of their unit.) You set up a team with cards you've collected from the gacha, which determine your power level and special skills. The "leader" of the team has to be the character whose level you've selected. The puzzle gameplay is a tile-swapping match 3—think bejeweled or candy crush—but the tiles you've matched are only cleared once a bar sliding across the screen hits them, clearing them in tune with the song. Everything cleared in a single swipe of the bar ups the combo counter. There's also a life system, where if the bar slides across the screen without clearing a single match, you lose a life… But the bar moves pretty slow. You're not likely to game over or even lose a single life any time soon. There are more difficult versions of the levels I've yet to unlock, so I'm sure the life meter becomes relevant then. There's also "auto" and "loop" features if you want to grind a level over and over for exp and items, but, of course, the computer can't score as high as you playing it yourself.
And, really, it's fun to play, so why would you want to!? The sound of matches clearing with the music is so satisfying and really makes you want to combo as high as possible. Once you've matched some tiles, you can't move them again, nor use them in a second match (eg, in a cross shape), so if you want to maximize your combo and make as many matches as possible with what's on the board, you have to think ahead about which matches you're going to make. The bar slowly crossing the screen adds a visual timed element that gives some urgency to putting all the matches together. It definitely feels like a game you can pick up an instinct for over time, which is super fun. 
All in all, a really solid, enjoyable little puzzle game. It would be fun to play even without the promise of anime boys. Stand My Heroes is also a match-3, for the record, which is what really cements the two games as being part of the same series.
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Admittedly, the anime boy staring at you while you play musical candy crush is a little disconcerting.
The second gameplay mode is "Snap'n Spin", a… gameplay-lite mode that just puts chibi characters in random strange situations and lets you take pictures of them. The mode is explained to be a video game within the world of BreMai, so it's not even trying to be realistic or relevant to anything else in the game. Once you take your pokemon snaps of the boys, they get a fun little caption. You can save up to 40 pictures in your album. Other than being cute, the main way this mode interfaces with the rest of the game is that it's the primary way to unlock card stories for the cards you pulled in gacha. 
This gameplay mode is... cute? I guess? It being so disconnected from the style and aesthetics of the entire rest of the game felt weird. The chibis are adorable, so it has that going for it. And I do like some of the captions you get on the photos afterwards. My favorite were the scenes you catch of a character drinking, and then the caption reveals their current favorite drink. That's a delightful detail for a game set in a bar. Mostly, though, this mode left me wondering "why?" ...And I imagine the answer is something like "because merchandisable chibi characters are a requirement for joseimuke games." This mode could've been anything so long as these cute, starry little dudes were in it.
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Urara here hated the drink and the caption revealed that, lately, his favorite thing is sparkling water. He's the youngest character in the cast, so I guess he hasn't grown into booze yet...
One last feature I want to mention is the jukebox. Like many games, BreMai has a music player that lets you listen to tracks from the game… But its music player is, genuinely, a fully-featured music player app with shuffle, repeat, lyric displays, and even background play that works when you're in another app or your phone is off. What! Wild! When I first learned a few days ago that BreMai had a built-in player for its BGM tracks, my first thought was "Well, what's stopping someone from downloading the game just to use the music player and never spending a cent on it? Wouldn't you rather have the songs on spotify so you at least get a pittance of ad revenue, in that case? It's more than nothing."
But having played the game now, I see what they did to prevent that, lol. You don't unlock the songs in the jukebox until you get an SS score on the song's level. Which, I mean, that's normal rhythm game stuff, of course. Can't fault that decision. But, as in other gacha rhythm games, your score in a level depends on the power of your team of cards, and the cards you get from the initial handful of pulls aren't gonna get you anywhere near an SS score without significant investment. So you're either buying in-game currency to buy upgrade items, more gacha pulls, or both. Of course, you can also put a bunch of time into grinding for upgrade items—they drop from levels. Gacha currency is harder to come by. So you're not getting songs in the player without actually playing the game lmfao. The character solo songs in particular (the ones with vocals rather than just instrumentals) also require you to build up rapport with that character—the game calls it "Nice". You build up Nice with them by playing their other songs and using their cards in levels. It takes 1000 Nice on a character to unlock their song. In my first day of playing, I was able to get one character to about 250 Nice, another to 200, and a handful more with a few points, so it builds at an okay pace. There's ways to pay to speed up the grinding for Nice and for upgrade items with things like level skip tickets. So, basically: you're not getting that music player to a useful state without investing either money or time, lmao. Is paying-or-grinding to get cool music you can listen to while not playing the game more "worth it" than the usual freemium game goals of better units, new in-game outfits, or prettier card illustrations? ...Honestly, maybe it is? It's novel, at least.
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All gacha rhythm games have the same card select screen, don't they. These were my cards' levels after my first day of play, and you can see they didn't quite reach a suggested score of "A", much less the maximum "SS".
But I do want to stress, the monetization is, for the most part, pretty easy to ignore. Nothing in-your-face. The button to go to the shop screen is a different color, but it's not flashing with an eternal indicator, it's not popping up at every second, it's just sitting there alongside all the other menu buttons. The game isn't shoving timers in your face at all times—there's a stamina meter, which is mildly annoying, but you get ten plays when it's full, and if you're just playing casually you're probably not going to want to play the puzzle game over and over enough to fully deplete that. I know the bar is on the damn floor here but Tokyo Debunker seriously made me realize how bad it can be with mobile game monetization. BreMai is freemium, yeah, but as far as dark patterns go, it's not egregiously bad.
So, the verdict: if you're a joseimuke game fan and aren't afraid to play a game that probably won't get an English port and doesn't even have a fan translation yet (which I realize is already counting out 99.99% of people), definitely give this one a try. See if you like the gameplay—it really is worth trying—and do check out the story if you've got the ability. Or just look at the pretty anime boys. 
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charlinecarter · 1 year
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//BE CAREFUL, THERE WILL BE A LOT OF SPOILERS IN MY REVIEW. IF YOU DON’T WANT TO BE SPOILED, DON’T READ IT//
Well. I'm not going to lie, I was looking forward to the release of BATDR : I woke up this morning at 7am, played the game for 11 hours in order to finish it the same day. And boy, oh boy. I have a lot to say. In order not to get lost, I've divided my review in several parts concerning differents parts of the game because in my opinion there are as many perfectly well done parts as BIG failures :')
Here we go !
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To be quite honest : The graphics of BATDR are breathtaking. The cartoon style is, as usual, perfectly mastered, and the multitude of details and textures make the Bendy's universe ultra solid and constant. HOWEVER. In my opinion, we see less the "black and white" aspect of the universe because of the new use of bluish and greenish tones in the game, which sometimes gives the impression that the game is in color and not in a sepia world (I’m not talking about the end and the beginning of the game of course), which I find is a bit of a shame :/
NEVERTHELESS. The lighting is breathtaking. I was blown away during the whole game-
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Beautiful, as always. Even better, since it seems like there is an orchestra behind some of the songs sometimes, because of how professional they sound ! Maybe a little disappointed by the music of the credits? Or maybe it's just because I'm obsessed with Drawn to the Darkness-
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Perfect.
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PUZZLES
This is where I was disappointed : some puzzles are very simple to understand and to do (like the puzzle proposed (imposed ?) by Malice or Betty's request) while some puzzles are literally incomprehensible : many puzzles are not explained or explicited so I spent half of the game pressing buttons or pushing levers without knowing what they were doing :/ There are also a lot of puzzles that are very slow and boring which cuts the hype very quickly.
THE APPEARANCES OF THE INK DEMON
This is a TOTAL FAILURE to me: if in the previous game you were afraid to cross the path of the Ink Demon, in BATDR, the screamers are more about reflex and speed than fear: first, the game feels obliged to explain to the player that he has to hide, which is quite annoying. Then you don't even see the ink demon, you just get a cheap black and white screen and a loud gurgling noise. In short, very disappointed.
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The game is really more frightening than the first one, without any doubt! :') The screamers work pretty well and the overall atmosphere makes you pee yourself continuously during the 11 hours of gameplay. What I find less efficient is the screamers of Carley (I don't remember her name but she's basically the fourth member of the butcher gang) and in general of the members of the butcher gang (who appear from the lockers) which are totally UNNECESSARY : It's scary the first time, surprising the second time and then you just get tired of it.
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Absolutely beautiful, the artist's artstyle is incredible! I just think that the music did not do justice to the beauty of the drawings.
Let's go to the most important part in my opinion :
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Joey McFucking Drew
Wow. Just wow. I didn't particularly like Joey before BATDR but in this game, I LOVED what they did with his character: His cartoonish ghost design is awesome, he's just gorgeous. His reveal is perfectly executed in my opinion and you almost feel sorry for the bum as he monologues with Audrey. The reveal of his grave was also very good apart from Joey walking through the walls because well, yeah, ok, we get it, he's a ghost 💀 no need to make him walk through the walls lmao. His little hideout is great especially since we see that it's modeled after his apartment seen in BATIM! In short : I loved it.
Henry Stein
Henry's design is great : the way he appears in the game is in my opinion the best introduction the devs could have created to introduce this iconic character. In short, excellent 👌🏻
Audrey Drew
I was initially very afraid of the character of Audrey: I was afraid that she would be yet another character created to have the girl quota in a video game and that therefore she would have no personality...If only I had known- Audrey is in the game endearing, strong, brave but also jaded and outraged by the absurdity of the world before her eyes, which makes her even more relatable. If Henry in BATIM was (let's be honest) flabby and subservient, Audrey is dynamic, which really makes us want to see her get out of the cycle unscathed. She also has a design that I find simple but classy and elegant.
Malice
To be honest, Malice is a character I deeply hate simply because I think the devs butchered her in BATIM: I thought she had a lot of potential, completely wasted by the cliché of the heartless evil psychopath made throughout chapter 3 and 4. In BATDR I really thought that this cliché was back in the annoying dinner scene in which Malice is as usual machiavellian for no reasons. HOWEVER. I was very interested by what happened next : when Malice shoots at Audrey, I saw for the first time weakness and fear in her. When Allison finally kills Malice (a second time lol) by stabbing her in the heart, I found their dialogue really touching, showing (FINALLY) that Malice is not fundamentally evil: She's just misunderstood and completely gone. The note that Audrey finds in which Susie explains that beauty is the only thing that manages to make someone live from the look of others really touched me and almost made me sad about Malice's death. So I can say that thanks to batdr, Malice has gone up in my estimation.
Allison
Allison is, as usual, a character that I find horribly endearing: Her facial expressions are wonderful, unlike in BATIM where they were less pronounced. Her role of guardian angel is super well done, especially since it is not too pushy: She doesn't stick to Audrey during the entire game, bless. Her relationship with Susie is great, her little note to Malice made me soft I confess-
Tom
I love Tom and I really thought until the very end that he was not going to appear in the game lmao. His appearance is however, according to me, anecdotal and even bland since it is absolutely USELESS (it was only made to please the fans (me)) I didn’t like his redesign that much, I find it less "polished", more wobbly. And his robot arm is less badass in my opinion. But good point: he has one less strap which makes me VERY VERY happy 👍🏻
Porter
Useless. I found this character to be utterly absurd: He serves no purpose other than to give Audrey his power before disappearing in the most cringe-worthy way. His micro appearance during the final fight made me laugh anyway.
Betty
I found this character really interesting but once again, not developed enough : the idea that Betty's face didn't suit Wilson was very nice, but the fact that we don't learn more about her makes it frustrating. We would like to know what she looks like under her mask, how many other Bettys were conceived before the current one, what is really her relationship with Wilson, etc... I find her design brilliant as well as her voice and her odd walk, so I'm more frustrated than anything else because of her undeveloped character.
Wilson
A very good vilain in my opinion : I really like the fact that during the whole game we ask ourselves "is Wilson really evil?" And I think that, as soon as the viewer thinks that, the villain is successfully made. When the villains are evil and excessively vile (*cough* Malice *cough*) the viewer is less affected by his or her dirty tricks and low blows. Wilson, on the other hand, continually juggles the role of dictator and parental figure for Audrey, which makes the final battle with Wilson all the more confusing (we're still not sure if Wilson really meant us harm or not). What I can criticize about this character is his voice and appearance, which I find more comical and grotesque than scary.
Nathan Arch
His voice is beautiful, that's all I have to say.
Bendy
Adorable but useless. I think his design is terribly well done, I simp like crap every time he appears on my screen. I'm also very happy that the devs didn't give him a voice: I think it keeps some mystery about this enigmatic character. But otherwise, I find that he served absolutely no purpose in the plot. He also didn't bring anything to the lore. Why is he there? We don't know. To whom belonged the soul that was used to create him? We don't know. His relationship with the other inhabitants of the cycle? No idea. In short, a little disappointed by the very weak depth of the character.
Ink demon
I loved this character, very well done to me. I'm just disappointed that he has a voice: I think that, with his absolutely nightmarish appearance, it would have been even creepier if he didn't speak and only smiled. I think that with speech, we know too much about what he thinks, his personality, his opinions, etc...
Sammy Lawrence
My God. What have they done to my baby? We'll talk about the positive things first because there are so many negative things to point out, I'd rather start with the nice things: His design in the game is beautiful, very detailed, gorgeous 👌🏻 His appearance in his cell was also downright awesome: the fact that Sammy is so depressed that he doesn't even put his mask on anymore or doesn't even play the banjo properly made his appearance (too late in the game for my taste) very touching. The memos he wrote were also pretty well done. But then the ending. My god. When Sammy finally shows up after 10 hours of gameplay to say only 3 poor sentences that we can't even grasp before falling pathetically from the balcony, Meatly, Mike mood, WHAT THE FUCK? Why did you have to massacre this character like that ??? Joey Drew Studios still had the audacity to sell BATDR merchandise of Sammy even though this asshole is ABSENT the whole game. What a disappointment. In a game where the political context is so complex and tense between Wilson and the Ink Demon, I expected more from our favorite composer and prophet.
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Audrey is a Drew
Absolutely brilliant. It blew my mind, me, who was convinced that Audrey was a Stein. The relationship between Audrey and Joey is adorable, very well developed and really touching in my opinion. Really, I loved this plot twist.
Wilson is an Arch
I found this plot not very convincing because Nathan was not developed enough during the game. Therefore I didn't really have time to get attached to the character and to be surprised by the revelation of the father-son relationship between him and Wilson. Therefore, very random.
All the inhabitants of the BATIM cycle have been captured and imprisoned/ Fight between the Keepers and the Cyclebreakers
Absolutely brilliant, it's worthy of a very very good scenario from a BATIM AU! Fanfiction Written on AO3: Henry's reveal in his cell left me breathless. Seeing all these old characters (Sammy, Henry, Bertrum, Norman (rip my boy)) really touched me and I thought the reveal was handled perfectly.
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The ending leaves me with mixed feelings: I think it's too easy that Audrey manages to beat Wilson, beat the Ink Demon, break the cycle and control what happens in the cartoon world from the real world in only 10 minutes while Henry didn't manage to do any of that in 1 whole game. The fight in which Audrey and the ink demon are merged together is really ridiculous, we don't even know where to look: at Henry who is immobile in a corner? Allison who shoots everyone? Tom who rides a giant blob? Porter who appears for a micro second ? the horde of searchers who beat the shit out of the ink demon ? Audrey and the ink demon cutting each other off ? Sammy falling from the balcony ? I really laughed at this scene because I found it so off compared to the rest of the game. I find the ending to be too much of a “happy end”, in my opinion. And then Audrey who gets her legs ripped off but doesn't seem to care? I was really confused about that ending-
Anyway I liked BATDR except for the violence they did to Sammy by throwing him off the balcony.
Feel free to tell me your opinion on BATDR or to contradict what I’ve just said before: this is only my opinion after all ;) Thank you for reading me <3
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tisorridalamor · 5 months
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Games I’ve been enjoying lately!!!
Soul of Sovereignty Prelude: The first beautiful, funny, clever, and dark chapter of @ pallisia’s new linear visual novel was a blast to go through and totally exceeded all my expectations. While the full piece won’t be out for a few years, this is a peak into a vast world that I can’t wait to see more of. I will be waiting very very patiently for the full story cause the level of care and detail on display shows that SoulSov has an incredible story to tell (and if you want to check out their other works, Lady of the Shard is a beautiful, finished comic the creator made that you can read for FREE right here!).
Corru.Observer: Corru.Observer is weird and it’s free and you should go play it now with no more input from me. But if you want more, it’s an ongoing neocities game/site about exploring a half broken alien biocomputer with great world building, atmosphere, and graphics. It’s part point and click, part exploration, part visual novel, and part turn based RPG. While it’s in active development with new updates coming ever few months, the creator (@ corruworks) has started working on it full time and I’d guess there’s already a good 10ish?? hours of gameplay and lots of secrets to find! Please give it a shot, I think everyone should know about it!
START AGAIN START AGAIN START AGAIN: A Prologue: If you’ve been enjoying the time loop jokes that have been going around on tumblr recently (or just like time loops in general??) you’re gonna really enjoy this. It’s more of a puzzle than an RPG (though it has turn based combat) because I think the real gameplay is in on how you approach repeating the same final dungeon over and over. I was surprised at the level of depth in the dialog/writing - seeing how the characters react to different choices and what the main character lets you do / not do makes multiple runs to see different outcomes so worth it. I think the creator (@ insertdisc5) absolutely nailed the ‘funny guy in despair’ writing. I totally plan on getting the companion / full game In Stars and Time, but waiting a bit to see if there will be a physical release :D (here is the Itch link but it's on sale on Steam rn so here's that link too)
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bexorok · 2 days
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Poorly written Sonic Movie 3 Pitch/outline pt. 7
THE scene
This was actually one of the first scenes I wrote. Maria’s death might be one of the most heartbreaking but somehow beloved scenes in the entire franchise. Why is that? I think it’s a moment that a lot of people really connected with due to the shear amount of tragedy in it. A lot of people played this game as a kid, and this was probably the most thought provoking scene in all of Sonic media. I was too young to understand watching my cousins play the game what the scene really meant, but I had that moment latter on watching Sonic X. I was a kid seeing another kid go through this great sacrifice and felt the weight of her choice, and it made me understand Shadows philosophy before and after he remembered.
I wanted to make that really stand out. I wanted to build and feel the connection between Shadow and Maria the way Project Shadow did. I wanted to capture how they were just kids dreaming of seeing the world, and wanted the audience to feel the weight of the consequences of Maria’s choices, and the added tragedy that shadow only remembered the sacrifice and not what it was for.
I also wanted Amy’s speech to go beyond just “give humanity a chance”. I know her speech to him is pivotal, but I decided to make it focused on reminding him of who he really is rather than the means of revenge Gerald turned him into. I also wanted it all to tie back into her own experiences and character development through the course of the film. Of remembering those of the past while still opening yourself up to new people.
This might seem way too deep, or like I’m reading way too much into it, but this is how that original scene makes me feel now. I hope people enjoy it, and I hope people know that even though I title these as “poorly written” I actually put a lot of thought into them. Thanks for reading. I’ll definitely write more as my mind races with even more concepts I hope that the movies include.
Interior: Space Colony Ark
Amy’s search for sonic leads her to an open observation room. The entire wall is taken up by a single window, and earth can be seen. Lights continue to flash, and the distant sound of sirens reminds the viewer that the Ark has only 22 minutes until it enters earth’s atmosphere.
In the room, Sonic is sitting on the floor, looking out at the earth as it draws near. Amy opens her mouth to say something, then closes it. She sits down next to him.
Sonic: It's weird seeing it like this. We tried so hard to save it, and now it’s too late. I can’t fix this.
Amy: I know. You can’t alone. But maybe there’s still time.
Sonic: how? Shadow’s the only other person here that can use the emeralds’ power, and I can’t get through to him.
Amy: you don’t have the full story.
Sonic glances at her.
Sonic: Then who does?
Amy: I think he does. He just doesn’t remember.
Sonic: What do you mean?
Amy: I mean, I saw a security tape. I saw… everything that happened that day. And I heard everything too. Shadows story lines up, but it’s missing a huge piece of the puzzle. He doesn’t remember how much he and Maria loved the earth. All he remembers is the moment all of that came to an end, and nothing else.
Sonic: So what now? Show him the video?
Amy: no. This is something he needs to remember himself. I just need to talk to him.
Sonic: how do you know he would still want to work together?
Amy’s face brightens into a smile.
Amy: Sonic, you’ve always seen the best in people, given them the chance they needed to prove themselves. You never gave up on them, never gave up on me. It’s one of the things I admire most about you. You have an amazing power, and it has nothing to do with the emeralds. Somehow, despite being alone for so long, after everything you went through, you brought us all together, as a team. As a family. If there’s anyone on earth that Shadow would rally behind, it’s you.
Flashbacks of moments from the previous movies appear as Amy talks. Sonic asking Tom for help getting to San Francisco. Him talking to knuckles on the beach. Him holding out his hand to Tails to follow him through the portal. Him giving Amy a fist bump, signifying that she’s officially part of the team. The flashbacks end with one group shot of team Sonic celebrating finding their first chaos emerald.
We cut back to the room. Amy is dreamily staring at the earth, lost in thought. Sonic looks at her in awe, a blush creeping up on his face.
Sonic: that… that was the most beautiful thing anyone’s ever said to me.
Amy smiles at him.
Amy: And I believe every word of it. I’m sure that Shadow will too.
Sonic sheepishly grins back at her.
Sonic: I don’t think I’ll be able to do it alone this time.
A realization crosses Amy’s mind as her eyes light up.
Amy: I need to help him become the hero…
Sonic: sorry, what was that?
Amy: (more excited) I need to help him become the hero! The cards weren’t just talking about teaching you, they were telling me that I have to be the one to talk to Shadow!
Sonic: the fortune?
Amy: oh thank you Sonic!
She embraces him and his face flushes again. She realizes what she’s doing and stops, also looking bashful.
Amy: you go find the emeralds, leave the rest to me!
She runs out of the room and down the hall. Sonic watches for a moment before he smirks and takes off to find the emeralds.
THE scene
Interior: Space Colony ARK
Shadow is looking out the window of the observatory room. The ARK continues to gain speed, and earth slowly but surely gets bigger. Amy runs into the room.
Amy: Shadow…
Shadow: have you come to admire the view one last time? I must admit, it’s bittersweet seeing it like this.
Amy: Do you know why you’re doing this?
Shadow: an odd question. This was my mission. Destroy humanity.
Amy: Are you sure?
Shadow turns to glare at her.
Shadow: and what is that supposed to mean?
Amy: We found some records earlier. Do you really know why Gerald created you?
Shadow opens his mouth to say something, only to close it again.
Amy: You weren’t meant to be a weapon like GUN wanted you to be. You were created to heal.
Shadow winces.
Shadow: None of that matters! My purpose is gone now and it’s thanks to those despicable humans! The only thing left is this!
Amy: Is that what you really think?
Shadow holds his head in his hands.
Amy: (realization) You keep fighting it, the rest of the memory.
Shadow: Shut up!
Amy: I’m so sorry, Shadow. What happened was horrible. It must be so painful to remember, to have only that final moment replay in your head again and again. It’s the only thing you were able to hold onto. That isn’t your fault though.
Shadow writhes, his head pounding.
Amy: I know it hurts to think about. That’s why you haven’t let yourself remember. But letting yourself remember all the good times you had together, the moments that gave your life and hers meaning, it’s how you can honor her memory.
Shadow clams his breath.
Shadow: When? When will it stop hurting?
Amy smiles sadly.
Amy: I wish I knew.
Over Amy’s monologue, we see flashes of her past as well as Sonic and Knuckles. Amy with her grandmother, learning how to fortune read, followed by an image of her in front of a gravestone with a flower in hand. Sonic wrapped in a hug from Longclaw, followed by the scene of him racing towards her only to phase through the ring portal as it closed. Then the scene of him looking out at the hologram of Longclaw disappearing as he solemnly reaches towards it. Knuckles looking at his father walking away with the rest of his tribe, followed by a scene of him and the ghost of Pechacamac.
Amy: There isn’t anyone who can answer that. But we remember anyway. Because it means all those moments meant something. They helped make us who we are now.
Shadow exhales, seemingly preparing for something.
Amy: I know it’s painful, but please, try to remember the entire story. Remember what happened before the end.
Shadow relaxes, letting his mind finally go.
We cut to a flash of memories all coming at once. The first is of Maria looking at Shadow in a testing tube, covered in wires as he’s suspended in fluid. She presses her hand up to the glass and stares up in wonder.
The next is of them dancing in the halls of the ARK while Yellow Submarine play on a cassette tape. They laugh together as they trip up while trying to dance.
The clips get more brief.
There's a memory of Shadow helping Maria brush her hair, putting in her signature hairband, one of them looking up at the Milky Way, one of Shadow resting his head on Maria’s lap as they look at the earth, one of them eating together in the mass hall, one of them reading together, and moments that flash too fast to properly make out what’s happening.
The flashes suddenly stop, and we cut to the final memory. Maria is looking at Shadow through the glass of the space capsule with tears in her eyes. We hold on her for a few seconds before the camera cuts to Shadow, looking terrified.
Shadow: Maria, what are you doing?
Maria: I’m not going to let them catch you, Shadow. Grandpa and I found out the truth. If they catch you, they’ll turn you into a weapon. I have to do this.
Shadow: Maria, please… Come with me! We said we would go to earth together!
Maria: I’m sorry, Shadow. I wish I could go with you. There’s nothing in the universe that I want more than to go with you! But I wouldn’t survive down there. My illness would catch up to me the moment the capsule opened.
Shadow: I can’t leave you!
Maria: And I can’t let them take you!
The room is completely silent as they both stare at each other.
Maria: Shadow, there’s a whole world of people that need you. Give them a chance. You were created to help humanity, not just me. Please, I beg you, give them the same hope that you gave me. Protect them. Let them live their dreams. Promise me you will.
Shadow: Maria…
Maria: Promise me, shadow! Please...
The room is silent as we pan on Shadow, looking reluctant.
Shadow: I… I promise.
Maria smiles through her tears. She walks over to the lever, resting her hand on it.
Maria: Shadow. You’re the best brother I could have ever had. I love you. If you don’t remember anything else, remember this, I love you.
Tears stream down her face as she turns to smile at him.
Maria: Sayonara, Shadow The Hedgehog.
Before she can pull the lever, an agent holding a gun walks into the room.
Agent: freeze!
Maria doesn’t even turn to look at him. Both hands are on the lever, a determined look on her face.
Agent: I said stop!
Maria closes her eyes and takes a deep breath.
Shadow: Maria! No! Please don’t-
Maria pulls down on the lever, and we hear the sound of a shot ring out as we focus on shadow, suspended in the single moment. All sound is cut, except for the sound of ringing.
Shadow: MARIA!
The cry is visceral, and pierces the silence. We only focus on the shot of shadow as the capsule finally is ejected into space. Shadow curls up. No sound is heard, but the full body heaving lets us know he’s crying.
We cut back to the present shot of Shadow. Tears are running down his face as he tries to maintain his composure.
Shadow: Maria… I- I promised you I would protect them. What have I done?
Amy: It's not too late, shadow!
Shadow turns to her, wiping his face.
Shadow: It’s not too late...
Amy: Sonic’s already gone to get the chaos emeralds. He should be waiting for you.
Shadow smiles in relief.
Shadow: I can’t believe I’d forgotten.
Amy: I’m sure it wasn’t easy remembering all of that.
Shadow: No. Remembering was the hardest thing I’ve ever done. But now I know my true purpose. I won’t be the weapon they want me to be. I won’t be the means of revenge that Gerald tried to turn me into.
Amy: Well, what are you waiting for? You have a promise to keep.
Shadow smiles.
Shadow: Thank you, Amy.
In a flash, he runs out of the room.
Amy smiles to herself.
Amy: You’re welcome, Shadow.
She runs out of the room herself to meet up with everyone.
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madmaryholiday · 7 months
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so, uh, silent hill: ascension started today.
what i mean is the premier just finished
and uh
guys i'm kinda worried
i want so badly to like this. the concept is cool, and i think it could turn out to be a lot of fun.
but they have an obviously unmoderated live chat going, and, uh
it was bad, folks. like exactly what you expect from an unmoderated live chat on a semi-popular piece of media.
also the pacing is fucked. like minute-long snippets of two different stories that they bounce between with basically no warning, plus apparently there were live decisions to be made, but i missed all of them. and there was a QTE section at the end that they didn't explain the actions for, so the community collectively failed the scene.
which apparently makes it harder for the character featured in it to survive???
idk, man. it has good bones, but some of the "features" are just bizarre to me. like you spend "points" to make decisions? and you earn points by solving puzzles that, so far, are just glorified pixel hunting.
the character creator (rudimentary as it was) kept randomly switching options after i clicked on one, and it took me many tries and several refreshes to get the options to stick long enough to finish my character. assuming it's still the same when i open the web page again lmao.
and of course they have a "season pass" option and a "founder's pack" of cosmetic items for....i guess your avatar?
also the QTE section was extra annoying because it was while the character was running from monsters--and i really would've liked to pay attention to what was going on and make sense of the monster designs! but i was too busy searching the screen for the next prompt and hoping i knew what it wanted me to do. so like i have no idea what the environment was or even what the monsters looked like, which is....not great for an atmospheric horror game.
i want so badly to like it, but this premier was...rough.
we'll see if they work out some of the bugs in the coming days, i guess.
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miyakuli · 8 months
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Cats and the Other Lives
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Cats and the Other Lives is a narrative point & click game that puts you in the shoes of Aspen the cat, who finds herself in the middle of tensions and secrets in a grieving family. Add to this the ghosts of the past that resurface (literally), and you'll become both witness to and actor in the events of this haunted mansion.
❤ Magnificent pixel art; with its rich scenery, splendid lighting effects and energetic animations, the game is a real eye-catcher. I'd also like to compliment the expressiveness given to the characters by their gestures, very effective and which, despite the absence of faces, gives them a real dynamic force. ❤ The attachment that is created for this dysfunctional family, even towards the most irritating characters, as their development takes place under the neutral gaze of our old cat. And, of course, we never forget our little Aspen, adorable, clever and an integral member of the family. ❤ The story juggles dramatic, intimate and even horrific scenes. I was surprised by the psychological violence of certain moments! Fortunately, Aspen's antics are also present to lighten the mood <3 ❤ The atmospheric work is great, not only visually with the elements I mentioned earlier, but also with the mysterious, slightly creepy soundtrack (which uses cat meows! rather clever and amusing :p).
+/- The interaction with the scenery to create puzzles to move the story forward is really inventive imo. I also greatly appreciated the fact that there were also off-script actions, if I may say so, where our cat just enjoys herself.
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On the other hand, I think the actions could have been a little more varied (in general, it's mostly jumping/sniffing/clawing).
✖ The game could have done a better job of telling us where to go at times, because without any real directions, it just keeps us turning around in this big mansion. ✖ Some of the mini-games are "die and retry", which were pretty nice I think, but the scenes are far too long, so having to retry everything could be a little frustrating and cut the narrative rhythm. Especially as mouse control was sometimes clumsy.
Cats and the Other Lives was a real surprise, charming me in just a few hours with its very feline gameplay and good sense of drama. If you enjoyed living the life of a cat in Stray, this is the game furr you....(ok I'm out =>).
youtube
➡ My Steam page
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barramundi · 11 months
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my twilight princess journey: enemies to lovers apparently
A few days ago I beat the legend of zelda: twilight princess for the first time ever!! and man...... i am not okay (positive)
I've always been a HUGE zelda fan, ever since I was a little kid. i literally can't remember a time I didn't have zelda in my life. so much i used to spend all day long playing majora's mask with my older sibling and i remember how i knew there were other zelda games but i thought all of them would look like oot/mm... and then twilight princess was announced. and i thought that was the most beautiful game I had ever seen. i fell in love with midna and i thought link was just so handsome and cool... unfortunately i never owned a gamecube and apparently my sibling was not really interested in twilight princess, so... time went by and i never had the chance to play it.
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and then, back in 2012, 10 years late, 14 year old me heard of the wind waker for the first time. i immediately fell in love with the art and i HAD to play that game. i owned a Wii at the time and i remember feeling disappointed realizing WW was for the gamecube but then FEELING EXCITED REALIZING THE WII COULD PLAY GAMECUBE GAMES. i fought really hard to be able to play the wind waker. and i did!!! i played it way too much probably. i always say it's at least my top 2 zelda. sometimes even top 1, only losing to majora's mask.
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and twilight princess remained unnoticed........ until I noticed it... negatively
back in the day people used to hate a lot on the wind waker because of the graphics and art style. and what they would compare it to to say the graphics sucked?? twilight princess. "TP good dark mature awesome!!! WW bad stupid kiddy game!!" UGH i was outraged. i had to stand up for my favorite game!!! before i even noticed, i already hated twilight princess.
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i had some (bad) reasons like being under the impression that TP was trying way too hard to be dark and gritty and realistic and that it took itself so seriously it made it look stupid. and i would compare it to majora's mask's effortlessness in creating a depressing but beautiful atmosphere without having to be visually dark. "TP wants to be MM soooo bad it's embarrassing hihihi!!!" oh shut up you never played it, weirdo!!!!
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anyways, fast forward to may 2023. nintendo releases tears of the kingdom and with it apparently the end of the old zelda format. i was so devastated and sad... ever since botw, i was hoping for a new old-fashioned zelda game; and now it would never come... but still i was longing to play a zelda game. i wanted to GET THROUGH DUNGEONS, SOLVE PUZZLES, DO COOL SIDEQUESTS FOR FUNNY CHARACTERS!!! but i didn't want to play the ones I had already played again... i wanted something new... but what!!!
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i looked at twilight princess, twilight princess looked at me.... i thought "welp... i guess I wouldn't be able to run from you forever". and off i went to hyrule... or rather, to ordon village
at first I was sincerely shocked by how much TP felt like the wind waker. same engine, similar combat (but greatly improved), same sound effects, the yellow rupee... i was jokingly saying it was the wind waker's evil twin lmao
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when i got to the first dungeon, it finally hit me: through all these years, what the FUCK did I think twilight princess was gonna be other than... *SHOCK*... A NORMAL ZELDA GAME?????
A VERY GOOD ZELDA GAME???? T-THE BEST ONE????
remember all that talk about trying way too hard to be dark and gritty?? dude. what the fuck. this game is fucking adorable. midna is SO cool in a sweet way, the songs are great and honestly this is my favorite link ever. i always looked at him being marketed as a MANLY MAN THE MOST AGGRESSIVE REALISTIC LINK GGRRRR LOOK AT HOW DEEP HIS VOICE IS!!!! reality: he is the cutest link. literally the cutest most adorable link. bless him forever. i want to hug him so bad............. i am going to pass out (positive)
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also midna and zelda. they are dating.
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so yeah, there i was having an absolute blast with this game. it has the best dungeons I've ever seen. (except for lakebed temple. i hate lakebed temple. good thing arbiter's grounds is the best dungeon in the entire franchise.)
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anyways I got to temple of time and then my PC fucking gave up and i had to go get it fixed; i lost all my progress and cried myself to sleep but then i pulled myself together and went through it all over again. and i would do it again. because i love this game. i finally beat it 5 days ago and i can't stop thinking about it. might just as well start another run honestly
twilight princess has now surpassed most zelda games I've played and is comfortably sitting under majora's mask and the wind waker as my 3rd favorite zelda game. but there is a twist: i haven't played MM and WW in years and i kinda needed to play them again just to confirm or change my ranking. the problem is that i just don't feel like playing them. 'cause i just want to play twilight princess!!!
so yeah, with a new personal record of 17 years of delay, it still feels kinda weird to say that twilight princess might just be my favorite zelda game ever. 🙏
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that's it bye
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vellichxrr6782 · 2 years
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— a promise that was made to be broken.
character[s] — kaedehara kazuha. theme & genre — fluff if you squint, angst, arranged marriage.   summary — you are betrothed to kazuha of the kaedehara clan. when the vision hunt decree is issued and your fiance is labelled a criminal, he escapes from inazuma, leaving you behind with a promise. years later, he returns, keeping his part of the promise, but it seems you were forced to break it. cw/tw — breakup?? can u call it that, sad kazuha. word count — 2024 words a/n — i swear ill write fluff soon just let me. cry.
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kazuha, the wanted fugitive of inazuma.
and you, the daughter of a highly-esteemed clan in inazuma. you'd known him since you both were children, because of his past in the kaedehara clan.
when you were younger, you knew you were to be married off to kazuha when he got older. your family and the kaedehara family's alliance was supposed to combat the latter clan's quick decline, atleast that's what your family hoped for. sure enough, you spent all your time around the young boy, hoping to establish a connection before you were to be wed.
kazuha was a man of mystery. his words flowed like a river of depth, mist hazing over the skies as you tried to unscramble his puzzling nature. he had a tender smile gracing his features, highly contrasting his cold glare when he was disheartened. he was silent, but whenever he spoke, you swore you saw petals fall out of his mouth. his voice was enough to captivate you, like a siren's call. it was a trance, but you didn't care.
nevertheless of what you thought about kazuha, he was your future husband.
so you tried. you tried to love him; for him, and for yourself. and you succeeded, because you often found yourself deeply enchanted by everything he did. when the wind howled, you swore you could feel his breath on your skin, you could hear his soft whispers against your ears.
when kazuha returned from travelling; for he was a wandering soul; he would tell you all about his journey with great interest. he would call you his 'muse', and recite a poem he'd written while thinking about you.
to make up for the time he'd spent away, he would have his hands on your waist the entire night, holding you close to his chest as he lay down, the warmth of his body giving you all the reassurance you needed. your breaths in sync with his, soft snoring filling the dark, in cold nightly atmosphere of narukami as the billion stars above you twinkled.
as for now, you missed it. you missed kazuha. for he was gone. again. and this time, for good.
you felt it coming somewhere deep down, though. you had a feeling he would have to leave one day. a part of you hoped it wasn't so soon.
although, if you had to pinpoint where exactly you felt it started to fall apart, you would say it was the day when the vision hunt decree was announced.
you remember hearing the leader of the tenryou commission talk about the raiden shogun, the goddess of electro's new plan to achieve eternity. this shocked you greatly, when you heard that vision bearers were to give away their visions with no complaints. you didn't have a vision, but it felt odd to give a gift from the archons, back to them.
kazuha had a vision too, an anemo one. and so did your friend, tomo. you were worried for them, and what would happen when their visions would be taken away. they would be shattered. so you, kazuha and tomo decided to hide, like offenders, although you'd never done anything wrong.
kazuha had always expressed the desire to be free, and so did tomo. but tomo chose another way of getting his freedom back, one that resulted in many consequences.
one day, came the sudden passing of tomo.
he'd challenged the raiden shogun to abolish the decree, a fight for freedom, but he was slain in battle. kazuha, who'd seen everything, grabbed tomo's vision before it could be seized and ran as fast as his feet could carry him.
he came to your house later that night, not as your fiance from a famed samurai clan, but as a wanted criminal.
"y/n." you heard a panicked voice outside your balcony. you peeked outside to see kazuha, tired, and he looked like he was about to cry.
"kazuha...! what happened?" you cupped his cheeks, raising a brow. "why're you here so late at night?" you noticed his bruises on his hands, scorched and rough.
"tomo, he's- he's-" kazuha tried to speak, but he couldn't bring himself to face the reality. "he was slain because he decided to fight the shogun."
you couldn't believe what you were hearing. perhaps that's why you chose not to believe. you chose not to believe kazuha was leaving you, and you prayed you were right.
"i took his vision, and now the vision hunt decree is chasing after me." he breathed out, wrapping his arms around you. "i have to go."
there it was. he uttered the very words you were dreading to hear.
you stood still, trying to accept what was coming. you hugged kazuha tightly, wishing he wouldn't have to leave your embrace, tears brimming in your eyes.
"do you have to?" you asked, your voice breaking, and kazuha nodded.
"i'll come back. i swear." he whispered, intertwining his hands with yours. pressing a soft kiss to your lips, he smiled bittersweetly. "will you wait for me, y/n?"
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years had passed by, and kazuha remained unchanged. the scent of sea upon the wind and the spindrift of waves remained the same.
the only thing that had changed was inazuma. the sakoku decree had been lifted, and inazuma was welcoming people again, for the irodori festival.
when he ran away, he'd joined the crux fleet, as captain beidou was glad to take him in as a temporary member. he often hid in the ship whenever beidou took trips to ritou, fearing arrest.
he hated every second of it. all he wanted to do was run to you, run to your embrace and kiss you longingly.
a mysterious traveler had challenged the raiden shogun, and upon defeating her, they wished for the decree to be lifted. she approved, and inazuma celebrated.
right now, he was standing beside beidou, still hesitant about being caught by soldiers. beidou was chatting with thoma, the retainer from the kamisato clan.
it wouldn't hurt for him to leave for a few minutes, no?
"beidou, wait a minute." kazuha asked, and the captain raised a brow. "do you mind if i take a little longer? there's...someone i'd like to visit."
beidou chuckled a little, "your secret lover, eh, kiddo?" kazuha's sudden blush answered the question for her. "go gettem."
kazuha nodded, turning around on his feet and quickly making his way through the crowds of inazuma city, listening to conversations.
"did you hear about the irodori festival is being announced??"
"apparently the head of the kamisato clan is getting betrothed!"
"the tri-commission is planning a wonderful wedding."
"aw, they've banned fireworks for the festival! what a bummer!"
inazuma had certainly changed from its frozen state of eternity since he'd left. since the vision hunt decree was lifted, kazuha felt the unbearable storm in his heart cease.
he smiled to himself, thinking about you. he wondered how much you'd changed since he last saw you. you must be even prettier now than when he saw you last (although kazuha didn't believe it was possible).
the wind beared misfortune, that day. kazuha had sensed it when the crux came to the docks at ritou. he'd sensed it long before, but merely shook it off as his own uneasiness about stepping into inazuma as a fugitive. he wasn't anymore, though. atleast he hoped he wasn't. perhaps he should meet up with the tenryou commission and talk to them about it.
nevertheless, kazuha's heart was racing, but so was the panicked billowing of the wind upon the skies.
kazuha went forth, to a secluded corner of the city, where he remembered your estate. he remembered sneaking out of his house to meet you late at night, and he remembered the sweet scent of rain your figure held when he slept soundly beside you.
he knew every pathway that led to you, by heart. and he was following one to see you again. just like he used to, kazuha peered up at a lonesome balcony; one he hoped still belonged to you.
inhaling sharply, kazuha started climbing. he swiftly got up, composing himself as he knocked on your window. the curtains were drawn, but they slowly opened to let the light in the room.
kazuha was met with your gaze.
your eyes widened as you opened the window, letting the young poet in, a big smile beaming on his face.
"k-kazuha...?" you spoke, your voice breaking as you tried to comprehend the man in front of you. kazuha breathed out, euphoria filling his senses. you'd grown so beautifully, like a delicate flower, blooming with light.
"...you came back." you whispered, a tinge of unease lingering in your tone.
"of course i did, y/n." kazuha wrapped his arms around you, but you hesitated. "i could never forget about you, even if i tried."
he held your hands, the same warmth in his eyes which you'd seen years ago, when he was still the one who held your heart. kazuha pressed a soft kiss to your forehead, and you flinched in response.
kazuha raised a brow. "....my love?"
"you shouldn't do this, kazuha." you frowned, your voice barely a whisper. "you shouldn't be here."
"why... why not?" kazuha's eyes widened, feeling an unfamiliar ache in his heart. were you mad at him for leaving? it was understandable, anyway. "we're engaged, after all. i promise i'll be here with you from now on. i won't leave you again, just give me a chance."
you looked up, your eyes glistening with tears. "you're too late, kazuha."
kazuha's resolve faltered, and he whispered, "why?". you inhaled sharply, unable to meet his gaze, out of your own impotence.
"when you'd been declared a criminal by the tenryou commission, my parents immediately broke off the engagement. they... started searching for a new suitor for me."
his worst fears were coming true.
"i'm being wedded to commissioner ayato from the kamisato clan." you finished, and kazuha felt his heart shatter. the wind howled in grief, singing songs of distress over the shores of inazuma's islands. "i tried to stop them, kazuha. but they didn't listen to me."
so that was the reason for all the cheer in town, huh? a wonderful wedding, a joining of two houses that would remain eternally prosperous. well, what could a samurai of a declined clan offer you that the head of a flourishing one couldn't? perhaps it was his fault that he never made a name for himself. nevertheless, it was too late to blame himself for what happened.
it wouldn't bring you back to him, anyway.
he opened his mouth to ask, but no words came out. his grip on your hands tightened a little out of fear, his breathing being the only noise in the stillness of the moment.
"...are you happy?" he finally spoke, the tears forming in his eyes threatening to betray his hopeful voice. because he knew all too well, it was too late.
your silence gave him his answer, an answer he didn't know if he wanted to or didn't want to hear.
kazuha forced himself to let go of your hands. "i hope you will be, every day. you deserve to be."
he was just sorry he couldn't be the one to give you the happiness you deserved.
kazuha remembers. he remembers gazing upon the moon late at night, wondering if you were looking at it too. he remembers spending each day, each moment away from you, drowned in your memories. he remembers writing eulogies and poetries, ballads and symphonies, wishing you could hear them one day.
he remembers wishing on every shooting star, every dandelion and every first star of the cold, soundless night. he remembers you. he always will.
"but... do one last thing for me, y/n." kazuha smiled, "pretend. pretend like i never left. pretend like we were destined to have a happy ending."
kazuha can only hope, and pray to whoever would listen to a lone wanderer's wishes; that you would remember him just the same.
"pretend that you still love me. just for tonight."
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published on; 22nd december, 2021 writing belongs to @/vellichxrr6782 on tumblr.
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sasa-fistulosum · 10 months
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I played the fan-made Outer Wilds story MOD: "The Outsider".
It was really great! There were a lot of sophisticated puzzles with the same atmosphere as the ones found in the base game. The ending of that MOD was actually different from my interpretation but the story and the emotion of the characters really touched me.
So I drew a fancomic of the MOD. All of the contents are fatal spoilers so I posted it on another platform: Poipiku.
(↓2023-07-10) I've learned that a read more function works well (Thank you for the advice!), so I try posting it directly here. Spoiler alert!
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