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#oh so you don't understand how game dev works
sapphire-weapon · 10 months
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But sapphire didn't you hear that the devs didn't want them holding hands????
LMAO STOP
you guys are so fucking stupid fdjsklfhlkhf
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vexwerewolf · 1 year
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The thing is, D&D is not a game.
I know that sounds insane, but hear me out: D&D is not a game, it is a games console. You don't actually "play D&D." You play "Dragon Heist" or "Tomb of Annihilation" or "Ghosts of Saltmarsh" or "your GM's homebrew campaign" or "the plot of Critical Role Season 1 reconstructed from memory" on D&D.
For quite a long while now - possibly literal decades - D&D hasn't even been the best games console, but it's been "the one everyone knows about" and "the one my friends have" and in fact it's "the one whose name is almost synonymous with the entire medium of TTRPGs," like how "Nintendo" or "Playstation" could just mean "games console" to people who didn't understand games consoles. They might not have heard of a "tabletop roleplaying game," but most people have heard of "Dungeons & Dragons."
For this extended metaphor, D&D is Nintendo back in the 90s, or Playstation in the 2000s. Sometimes you say "oh let's go to my house and play Nintendo" or "c'mon dude I wanna play Playstation" but you're not actually playing Nintendo or Playstation, you're playing Resident Evil or Super Mario Bros or Jurassic Park or Metal Gear Solid or whatever on a Nintendo or a Playstation.
Now, this metaphor is going to get even more tortured, but remember how when the PS2 and the original X-Box came out, they used a standardised DVD format, but the Nintendo console in that generation, the Gamecube, used discs but they were this proprietary tiny little disc format that they had control over? That essentially meant that it was really difficult to make third party titles for the Gamecube that did literally anything that Nintendo didn't want them to do, and also essentially gave Nintendo an even greater ability to skim money off the top of any sales?
So that must've seemed like a smart business decision in their heads. But the PS2 and the X-Box used DVDs. This was a standardized format which gave Microsoft and Sony way less control over who made games for their consoles, but that actually turned out to be a good thing for gaming, because it meant that the breadth of games that you could play on their consoles was massively increased even if some of them were games Microsoft and Sony didn't really approve of. (Also it's worth nothing that the PS2 and the X-Box could just play DVDs, which meant if your household was on a budget, you didn't need a separate DVD player - your games console could do it for you! This was actually a huge selling point!)
What Wizards are currently trying to do now is kinda-sorta the equivalent of Sony suddenly announcing that the PS5 will only accept a proprietary cartridge format they hold the patent on, will control the content of and charge money for the construction of. This possibly seems like it could be a moneymaker in your head because you hold market dominance (apparently the PS5 has 30 million units shipped compared to X-Box Series X 20 million units) and so many people make games for your console, but what it actually means is game devs and publishers will abandon your product. If it takes so much more work, the scope of what they're allowed to do is so much more limited and they're going to make less money off of it, they just won't bother. They'll go make games for the X-Box or PC instead.
To use another computer metaphor, D&D is Windows - it might not be the best system but it's the system most people are familiar with and so it gets the most stuff made for it, but there's is an upper limit on the bullshit people will take before they decide fuck it and get an Apple or learn how Linux works.
TTRPG systems are a weird product because you're not selling people a game, you're selling people a method to play a game. All the actual games are created by the community - even prewritten campaigns needs to be executed via a game master. Trying to skim money off the community will mean they'll eventually give up on you.
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devsgames · 6 months
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Game Optimization and Production
I wanted to write a bit of a light primer about optimization and how it relates to game production in the event people just don't know how it works, based on my experience as a dev. I'm by no means an expert in optimization myself, but I've done enough of it on my own titles and planned around it enough at this point to understand the gist of what it comes down to and considerations therein. Spoilers: games being unoptimized are rarely because devs are lazy, and more because games are incredibly hard to make and studios are notoriously cheap.
(As an aside, this was largely prompted by seeing someone complaining about how "modern" game developers are 'lazy' because "they don't remember their N64/Gamecube/Wii/PS2 or PS3 dropping frames". I feel compelled to remind people that 'I don't remember' is often the key part of the "old consoles didn't lag" equation, because early console titles ABSOLUTELY dropped frames and way more frequently and intensely than many modern consoles do. Honestly I'd be willing to bet that big budget games on average have become more stable over time. Honorable mention to this thread of people saying "Oh yeah the N64 is laggy as all hell" :') )
Anywho, here goes!
Optimization
The reason games suffer performance problems isn't because game developers are phoning it in or half-assing it (which is always a bad-faith statement when most devs work in unrealistic deadlines, for barely enough pay, under crunch conditions). Optimization issues like frame drops are often because of factors like ~hardware fragmentation~ and how that relates to the realities of game production.
I think the general public sees "optimization" as "Oh the dev decided to do a lazy implementation of a feature instead of a good one" or "this game has bugs", which is very broad and often very misguided. Optimization is effectively expanding the performance of a game to be performance-acceptable to the maximum amount of people - this can be by various factors that are different for every game and its specific contexts, from lowering shader passes, refactoring scripts, or just plain re-doing work in a more efficient way. Rarely is it just one or two things, and it's informed by many factors which vary wildly between projects.
However, the root cause why any of this is necessary in the first place is something called "Platform Fragmentation".
What Is Fragmentation
"Fragmentation" is the possibility space of variation within hardware being used to run a game. Basically, the likelihood that a user is playing a game on a different hardware than the one you're testing on - if two users are playing your game on different hardware, they are 'fragmented' from one another.
As an example, here's a graphic that shows the fragmentation of mobile devices based on model and user share. The different sizes are how many users are using a different type of model of phone:
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As you can tell, that's a lot of different devices to have to build for!
So how does this matter?
For PC game developers, fragmentation means that an end-user's setup is virtually impossible to predict, because PC users frequently customize and change their hardware. Most PC users potentially have completely different hardware entirely.
Is your player using an up-to-date GPU? CPU? How much RAM do they have? Are they playing on a notebook? A gaming laptop? What brand hardware are they using? How much storage space is free? What OS are they using? How are they using input?
Moreover PC parts don't often get "sunsetted" whole-cloth like old consoles do, so there's also the factor of having to support hardware that could be coming up on 5, 10 or 15 years old in some cases.
For console developers it's a little easier - you generally know exactly what hardware you're building for, and you're often testing directly on a version of the console itself. This is a big reason why Nintendo's first party titles feel so smooth - because they only build for their own systems, and know exactly what they're building for at all times. The biggest unknowns are usually smaller things like televisions and hookups therein, but the big stuff is largely very predictable. They're building for architecture that they also made themselves, which makes them incredibly privileged production-wise!
Fragmentation basically means that it's difficult - or nearly impossible - for a developer to know exactly what their users are playing their games on, and even more challenging to guarantee their game is compatible everywhere.
Benchmarking
Since fragmentation makes it very difficult to build for absolutely everybody, at some point during development every developer has to draw a line in the sand and say "Okay, [x] combination of hardware components is what we're going to test on", and prioritize that calibre of setup before everything else. This is both to make testing easier (so testers don't have to play the game on every single variation of hardware), and also to assist in optimization planning. This is a "benchmark".
Usually the benchmark requirements are chosen for balancing visual fidelity, gameplay, and percentage of the market you're aiming for, among other considerations. Often for a game that is cross-platform for both PC and console, this benchmark will be informed by the console requirements in some way, which often set the bar for a target market (a cross-platform PC and console game isn't going to set a benchmark that is impossible for a console to play, though it might push the limits if PC users are the priority market). Sometimes games hit their target benchmarks, sometimes they don't - as with anything in game development it can be a real crap shoot.
In my case for my games which are often graphically intensive and poorly made by myself alone, my benchmark is often a machine that is approximately ~5 years old and I usually take measures to avoid practices which are generally bad and can build up to become very expensive over time. Bigger studios with more people aiming at modern targets will likely prioritize hardware from within the last couple years to have their games look the best for users with newest hardware - after all, other users will often catch up as hardware evolves.
This benchmark allows devs to have breathing room from the fragmentation problem. If the game works on weaker machines - great! If it doesn't - that's fine, we can add options to lower quality settings so it will. In the worst case, we can ignore it. After all, minimum requirements exist for a reason - a known evil in game development is not everyone will be able to run your game.
Making The Game
As with any game, the more time you spend on something is the more money being spent on it - in some cases, extensive optimization isn't worth the return of investment. A line needs to be drawn and at some point everyone can't play your game on everything, so throwing in the towel and saying "this isn't great, but it's good enough to ship" needs to be done if the game is going to ship at all.
Optimizing to make sure that the 0.1% of users with specific hardware can play your game probably isn't worth spending a week on the work. Frankly, once you hit a certain point some of those concerns are easier put off until post-launch when you know how much engagement your game has, how many users of certain hardware are actually playing, and how much time/budget you have to spend post-launch on improving the game for them. Especially in this "Games As A Service" market, people are frequently expecting games to receive constant updates on things like performance after launch, so there's always more time to push changes and smooth things out as time goes on. Studios are also notoriously squirrelly with money, and many would rather get a game out into paying customer's hands than sit around making sure that everything is fine-tuned (in contrast to most developers who would rather the game they've worked on for years be fine-tuned than not).
Comparatively to the pre-Day One patch era; once you printed a game on a disc it is there forever and there's no improving it or turning back. A frightening prospect which resulted in lots of games just straight up getting recalled because they featured bugs or things that didn't work. 😬
Point is though, targeted optimization happens as part of development process, and optimization in general often something every team helps out with organically as production goes on - level designers refactor scripts to be more efficient, graphics programmers update shaders to cut down on passes, artists trim out poly counts where they can to gradually achieve better performance. It's an all-hands-on-deck sort of approach that affects all devs, and often something that is progressively tracked as development rolls on, as a few small things can add up to larger performance issues.
In large studios, every developer is in charge of optimizing their own content to some extent, and some performance teams are often formed to be dedicated to finding the easiest, safest and quickest optimization wins. Unless you plan smartly in the beginning, some optimizations can also just be deemed to dangerous and out-of-reach to carry out late in production, as they may have dependencies or risk compromising core build stability - at the end of the day more frames aren't worth a crashing game.
Conclusion
Games suffer from performance issues because video game production is immensely complex and there's a lot of different shifting factors that inform when, how, and why a game might be optimized a certain way. Optimization is frequently a production consideration as much as a development one, and it's disingenuous to imply that games lag because developers are lazy.
I think it's worth emphasizing that if optimization doesn't happen, isn't accommodated, or perhaps is undervalued as part of the process it's rarely if ever because the developers didn't want to do it; rather, it's because it cost the studio too much money. As with everything in our industry, the company is the one calling the final shots in development. If a part of a game seems to have fallen behind in development it's often because the studio deemed it acceptable, refused to move deadlines or extend a hand to help it come together better at fear of spending more money on it. Rarely if ever should individual developers be held accountable for the failings of companies!
Anywho, thanks for reading! I know optimization is a weird mystical sort of blind spot for a lot of dev folks, so I hope this at least helps shed some light on considerations that weigh in as part of the process on that :) I've been meaning to write a more practical workshop-style step-by-step on how to profile and spot optimization wins at some point in the future, but haven't had the time for it - hopefully I can spin something up in the next few weeks!
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phenikas · 1 year
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So, I think I'm not alone when I say that the BL3 model for Jack looks kind of… strange? Well, a few months ago, I decided to do a little comparison between the model from BL2 and BL3 and came to the conclusion that whilst the model itself is not bad, it's the textures that could use a lot of work. Well, I present to you my reworked textures.
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I've retouched almost everything (as was in my capabilities, considering I don't know how to use blender/any other texture painting software, so this was all done through the magic of Photoshop.) There are definitely some details wrong, f.e. the buttons on his back are supposed to be gold but from what I understand, they share the same texture with the ones in the front, which made the whole model look strange at first glance.
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There's also a lot more detail added to the smaller pieces, like the pocket watch and the weird thing he has strapped on his leg.
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I'm still angry over the fact that they didn't texture the bottom of his shoes smh… like, that was the most iconic part of his whole look.
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All jokes aside, IMO the reason why the texture work is very much lacking in polish is because how important resourcing your talent in game dev usually is. They knew that Jack would only appear in the Handsome Jackpot DLC in small portions, so they didn't need to make his textures as detailed as the other, more prominent characters that appear during the game.
Oh, and did I mention that this is completely free for download?
The textures are compatible with Kabalstein's model over on DeviantArt [Click here for the model]
And here's the Dropbox link for the reworked textures [Click here for reworked textures]
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goodluckclove · 1 month
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Wife Appreciation Post
Wife said they wanted to work on their game for a while. I think it's a 1st person roguelike shooter but it seems like a lot of stuff is changing. I'm on the couch in the office behind them editing and every so often I can look up and see them testing some movement or typing some code, and it is so impressive. Oh man.
I tried to ask them to explain to me how they can visualize the code they're typing as they program their game and I got confused immediately. But it's so cool. I have so much respect for people who know how to do things like that.
How do they know where to put the words? I see just a pile of random words and they can somehow turn that into a visualization of a video game.
I didn't even know what a rouge-like was before I met them.
So far I'm the only one that has gotten to test it and it's really fun. They're going for some PS2-style janky graphics and it's a super cool aesthetic.
It's just cool. I really admire skilled people. Plus they've said they want to get more involved in the indie dev scene around Portland and so I think I might get to see them do this type of stuff more often. And that makes me happy.
When Wife eventually releases the game they're working on now I'm going to secretly post it here and I hope everyone downloads it and plays it. I think they said they're going to make it like .69 cents or some funny price. And it's a super neat take on the shooter concept using an arbalest that you can power up until it's crazy. I am not a gamer but I really enjoy it so far.
You aren't allowed to tell them that I'm the one that showed it to you, though. It's our little secret. They don't really understand Tumblr so I don't think they realize I talk about them as much as I do.
I like my wife. That's all I want to say.
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og d20 anon backkk <3 yes to other d20 anon i think that part of the issue with this season as well was the way it built upon seasons before it especially irt the retributive violence bit w bullies. while we definitely had some of the retributive violence going on with penelope everpetal and dayne in season 1 (two bullies who were killed), even then we had some of the "wow bullies can grow beyond that especially since they're teenagers" with ragh, and then that was further expanded with aelwyn (adaine's older sister; adaine is an abuse victim via her parents, and aelwyn occasionally participated but was also an abuse victim herself and was being manipulated by her parents and was tortured at one point) getting explored and redeemed in sophomore year. which makes a viewer go oh, we're going to expand on these themes, we've established that we should look closer at these children because we have set up that frequently when an antagonist is a fellow child, it's more complicated than that! but then. No.
and also later there was an interview BLeeM did where it was kind of heavily implied that no one was supposed to read that much into the rat grinders and that it was a commentary on milestone and xp grinding???? which is like. okay but. What? How is that narratively interesting? and you DONT NEED TO DO MILESTONE OR XP GRINDING you don't need to do levels at all it's just DUMB LOOK BEYOND DND.
like, try blades in the dark. try thirsty sword lesbians. try burning hearts forever. try spine of eternity (i have to plug eva terra's works on itch, they're very fun). try lancer, try pathfinder, try call of cthulhu, try vampire the masquerade or world of darkness games. some of these have flaws, absolutely, but a lot of them do a great job at telling the kind of stories they're meant for and are specialized in that way, vs d&d which is okay at telling stories but never really GREAT or SPECIALIZED the way other systems are.
and i understand why a lot of small actual play groups use d&d instead of other systems because of the viewership issue. but like, d20 is so big that i feel like it can overcome that issue- and not only that but give a lot of love to indie publishers in the genre, who are so overshadowed by hasbro! instead they just keep trucking along with this system even when it handicaps them. GAH. it's annoying sorry for ranting but this is just something that's very near to my heart bc one of my friends is an indie tabletop dev.
there there, let it out. this is a safe place.
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Seen lots of talk about this going around lately so thought I'd put the sparknotes of this interview here for posterity.
Baldur's Gate-specific questions:
Swen reconfirms they don't plan to make any DLC or sequels to BG3; they made a start but didn't feel like their hearts were in it. They now have two other games they want to make instead.
When asked if they had plans for a Divinity: Original Sin 3, Swen replied: "Yeah, I can't tell you. No, it will have its proper moment. Hopefully nobody's going to leak it for us, but it's different than what you think it is, but it is still familiar enough for you to recognize that it's something that we are making."
Astarion was originally planned to be a Tiefling.
Ketheric Thorm was intended to be a companion.
Locations that got cut included Hell, Vlaakith's Palace, and Candlekeep (Dx).
BG3 characters now belong to Wizards of the Coast, not Larian.
There were apparently 24 different variations of Shadowheart getting the artifact to you (not sure if this refers to development or the release version of the game).
When asked about how Act 1 was very polished and well-received, but Act 3 had issues, he responded "Yeah. I know. Yeah, one day I'll figure that one out.".
They're currently working with Microsoft and Sony to start rolling out curated mods for console versions of the game.
Epilogue content is still being worked on. They plan to give each ending a full cinematic, and are currently working on the evil endings.
Cross-platform play is still in the works, but it's difficult to implement.
Swen's opinions on the current state of the games industry and general development under the cut:
Lots of righteous rage from Swen about the mass firings in the games industry and how they don't contribute to making good games.
"But because the ones that are making those decisions don't play the games, don't understand the ethos, they don't care about it. They don't understand that fundamental truth that that's in there. It's just, oh, well, it's a technical artist, we can get another technical artist, whatever. Also, who fires their technical artists?!"
He believes that AAA games with massive budgets can be sustainable for the industry because the audience is there, and because these types of games can fuel progression and innovation.
Believes the lists of upsides to early access is way longer than the list of downsides; "it is the model of the future. I mean, it's not only for your mechanics and your balancing, but even your story gets better. You see how players resonate, what they're after."
Swen's stance on AI is that it is a tool to speed up certain processes, but that it couldn't replace the creative elements of development. His current approach to speeding up artistic development is to hire more concept artists and writers, rather than using generative AIs. He does believe that it has a place in the future of game development, though: "I don't buy the full NPC being generated, but most likely everything will feel the same. So I buy more that there's going to be something that's crafted, and then you'll have AI that plugs into it to augment it. And it should be done in such a way that it's invisible, so you don't know that it's shifting around."
Remote work doesn't seem to be feasible for a game of BG3's scale. In their period of working from home, Swen noted that it was a much easier time for senior devs than for the juniors, who needed mentoring, and they had communication issues during this time as well.
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simplysly · 2 months
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The relation between void and Bocchi??
You see I actually love the kirby series. The fact that a cute little pink blob could annihilate a eye-demon-god-alike thing kinda work for me. And I also like bocchi and i kinda rewatch it again not so long ago. And because I love both of it I can't really not see bocchi in void when it make faces like... this
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and.. this
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And just because of that splash intro and other faces void make, I can't really shake my head off but thinking that bocchi also make those face. The face them both make is the same and accurate.. or like 80% accurate. And so it add another idea on my mind.
What if bocchi reincarnated as void the astral birth? Or essence of chaos? Or both?
Now let me clear things off first for you who didn't know about void. As you all know I'm not referring to real void, I'm talking about void from kirby star allies that have a huge role to be the final boss in the game. Oh yeah have I told you about warning spoiler even tho the game were like old now? Oh yeah I won't cover like literally every information about void (I probably will just explain the basic about em)
So void is a creature that borned due to the amount of negative energy it absorbed which making it became evil and causing chaos almost immediately after it exist (or be freed from its seal). Though there are several more of this void creature across the dimensions and has been said to be the origin of the ancestor (as how I remember it).
Void also have the title of "destroyer of worlds" or "the true destroyer of worlds" and referred as god by hyness (the dark lord who summoned it) so it's actually unknown if this religion that hyness believe in actually do have real god or not (even confirmed by one of the dev on interview).
So that's probably all the general stuff (little of general stuff) that I do have to explain and probably the thing you just have to understand In order to understand of what I'm going to say. Ehem- so back to the topic, is bocchi void termina?
Well the first thing that them both have in similarities is that the both of them make goofy-ahh faces that is like almost identical to each other soo... that's one thing, the second thing is that I'm theorizing what if the negative energy that void get is simply bocchi anxiety, loneliness, and everything else she have been feeling that mostly is negative (when she's still alone) which make her reincarnated as.. void.
I've heard, or read a theory, or a sentence from some other game that after a person died the only thing that's left out of them is they're feeling or they're emotion. And what if (in some cases) bocchi died to some incident/accident. such as got hit by a truck and the thing that's still alive about her is her emotions, and that emotion make her reincarnated as the void termina in kirby universe since hyness is gathering as many negative energy as possible?
And the negative energy inside of hitori gotou a.k.a bocchi is as many as the energy hyness gathered? BOOM THEORY. (Sorry I felt like matpat rn lmao) even tho, there's no more support about this theory. (and perhaps never will be) except for the fact that void termina make a face that almost the same like how bocchi would make... faces.
Even though the game and anime not related at all it's pretty fun to think that as a... let's say, a headcannon perhaps? I don't know. I think that'll be all for what I have to say now, I just want to spread my own thoughts about stupid theory I have and all and all.
So yeah thank you for reading <3 (I'm desperate)
btw shoutout to @kerororants for giving me notification and reminded me that i have this........ sorta blog (big thanks <3)
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csphire · 6 months
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So... Frazer the voice actor to Dammon doesn't want Tav or the Dark Urge to romance his character? Well, shit.
It's late, I'm tired and should be in bed, just saw the letter from Dammon from patch 5, and yeah I'm a little weepy now. So excuse any typos.
Fair warning: Just some venting below but no major spoilers.
Update: I've got a better understanding of where Frazer is coming from and a better solution suggestion is 👉here.
But feel free to read this slightly saltier 🧂post. lol
So wait... Frazer doesn't want more work? Why? I mean true, I don't really see Dammon getting along well with a Dark Urge or a Tav Murder Hobo type, but a majority of Dammon's fandom we genuinely adore him and Karlach. And, I'd like to think, most of us just love options. We want to romance him with Karlach and a player character of our own design too.
Would I romance him on every playthrough? Maybe or maybe not. But I do know it will be at least once as Karlach. (I'm on two immunosuppressants. I don't-can't get out much. I can sooo relate to her being touched-starved stuff. I cuss just as much as her too-if not more.) I've got no problem playing as her but again most of us want more options. So what's the problem?
For her, the devs could even put in a few special lines that are unique to their romance. Hells, I would romance them both all the way through the game with Tav if I could so nobody was feeling left out.
Respectfully, I don't understand what Frazer's hang-up is at all. But it feels like a slap in the face when Dammon has become a comfort character to so many of us. We're cheering him on and we're trying to drum up interest to get Frazer a bigger part.
We do this because some of us have a lot of shitty real-life stuff going on, and BG3 has become our escape. And, unlike every romance option we have so far, Dammon doesn't bring us big drama or a lot of demands to the table. Even as just a merchant, he somehow feels... just there for us... supportive. He's not just a pretty face to us, we seriously want to get to know Dammon just a little more! We want him to evolve and grow. We want to know what's his baggage. At this point many of us would settle for him to be just NPC we can romance-not a fling mind you. A full romance like what we see in Dragon Age Inquisition with Cullen or Josephine.
But wouldn't it be cool if we could get him as a full companion? One that could perhaps be an Artificer in a DLC that would introduce that class to the player too?
Even now, when my Tav visits him each day to sell their things, I forget for a little while all the crushing pressure on my play character's shoulders for a few minutes.
In early access, overhearing him grumble about wanting better tools had me roleplaying to collect every tool I could find. A little silly minnie quest. Giving him hammers, and other blacksmith-related stuff, for free taught me how to raise my relationship with a merchant and get a better discount.
Perhaps his simplicity or just his kindness is his appeal. Perhaps don't give him too much baggage if you flesh him out more please.
But how do we get around this Larian, if Frazer won't budge?
Hate to suggest this but consider, Dammon has a twin brother, a nearly identical one. Maybe he has more scars, a different hairstyle, have fun with his design. Oh, maybe he never takes his enchanted armor off, and we have to go into the relationship a bit blind with no idea what he looks like under it all at first. He finally takes his helmet off and seeing Dammon's face we're a little confused. Trust me, we will suspend our disbelief given magic and dragons, for starters, exist in this world. Dammon having a long-lost twin won't be a huge stretch.
So have the twin, instead of Dammon, drop as one of the stars in a DLC. Have him join our party as a fully fleshed-out, perhaps mysterious, companion featuring the Artificer class and fully romanceable. Finally, the fandom gets what we want, a male tiefling we can romance. Dammon can hammer away at his forge and pine for Karlach all he wants. Frazer can stand by whatever principles that are making him hesitant to take on a larger role, more acclaim, another paycheck, possibly more work, and maybe even a gaming voice acting award.
By all means Larian, please throw all that money and acclaim you would have thrown at him at another voice actor. Let the new guy have it all. Sure we'll still pine a bit over Dammon now and then. But if Frazer doesn't want a larger role, guess we'll have to try and respect that.
If you've got this far, thank you for reading, and feel free to share your thoughts.
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cringepunk77 · 26 days
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Genuine question everyone: Why you're all so scared of her?
I could understand it back in 2022 when I was shitting my pants myself, believing she will destroy me, because she made herself this big deal, working in Hollywood, having contacts in entertainment industry, and even insinuating she may have some power over CDPR and threatening my potential career in game dev.
In reality fallout with Zwei brought me the best time I ever had in Cyberpunk Community. And those who stick with me know what I'm talking about. To everyone who ghosted me because she told you to - fuck you. You think I'm stupid enough not to guess? And some of you fucking ghosted me, when I sent you genuine messages of concern to ya all sad-tweeting. Stfu. Some of you had the audacity to message me "Hey, it's been a while" when suddenly I became more relevant in the community and noticed by devs. Ya all couldn't be more clear what your intentions are. But I guess I should be thankful for that, because now I'm surrounded by people who actually like me for good and bad.
And me still being here should be a proof, that Zwei has no fucking power at all! Do you really want attention of people who will ghost you because someone told them to? Why you guys let her be your biggest fear in the community? It's illusion of power we all (yes I was guilty of it too) give her. What she will do? Genuinely, what the fuck she will do? Message CDPR some random is wearing glasses the same way as her V? Good luck to her. The best she can do is make her "friends" bark louder than Barghest at you.
And if I can say she has no fucking power, you can too. Stop making her a big deal! She's not one. And everyone, EVERYONE I know of who had fallout with her, is doing way better than her.
Zwei, I know you're reading this. You told specific person I'm the manipulative bitch that only lies and shits on everyone. Were you describing yourself? Because it's you who is the biggest fraud in this community. Mod my fucking ass, I wonder if you even know how to open Wolvenkit.
You begged me not to do my "victim bullshit on Twitter", and back then I was a shell of a person that I left you alone. But you didn't left me. Sending DMs to people who did mod preview pictures for me to "warn" them about me, telling people not to talk to me, messaging server admins to ban me on their servers, accusing me of a crime... Who the fuck you think you are? I thought you were my real friend, but friends aren't that malicious after a fallout.
And don't even try to pull "I'm the victim" card and I'm your bully now. Oh no, my dear - I am what you made me. I am the consequences of your actions.
Nothing I will do or say will even be close to the pain you caused me. I have to pick up broken pieces of myself for years to come. You will never change, but at least I want people to stop being scared of you.
.
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shatcey · 7 months
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It feels like I'm not paying enough attention to Ikerev. And this is quite expected. I started playing it when the devs stopped creating new content and the game was stuck in stasis mode. So… I never played events and didn't get much attached to any character. But out of stubbornness I continue to play. Why? Don't have the slightest idea. Probably in order to find something at least a little interesting. I guess I'm a masochist.
Ok. Today I wanted to show the slightly strange logic of my beloved Sirius. He's a pretty jealous type, if you didn't know. I still wish I could read Lancelot's letter that fired him up so much in the romantic ending… Oh, well…
Through the looking glass route.
Then Levie undeniably declared that Alice belonged to him, Sirius was just make a joke.
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But if anyone he knows shows even the slightest interest, he instantly becomes angry.
Especially with Dum.
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I understood… he is undoubtedly handsome, but she is literally seeing him for the second time…
Even Mousse makes him jealous
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This guy has pretty eyes, but on Sirius's route, this is their first meeting… Okay, Dum cannot be trusted, but what did Mousse do to him? He's always asleep.
When he was so insistent on sending Alice home, she dumped him to stay in the Cradle. Don't ask me where the logic is. It's like saying... we're done and you don't feel anything for me anymore and you won't care about me anymore. Yes, little Alice, that's how it works. Back on topic... So she wanted to stay in the same world he was in just two weeks ago... and he asks this question.
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Now I understand why the two of you're together. Same strange logic…
I still really like Sirius, despite his habit of repeating certain phrases over and over again, despite his complete inability to share burdens and his tendency to have absolute control over loved ones. A dictator, but very cute one, with an incredibly beautiful voice.
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nicohischierz · 1 year
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can i request nico x devs!reader angst🙏
tani speaks: this is the angst that i had previously written but hadn’t published so i added it to this ask!
you stared at the door for what felt like hours before deciding it was time to leave. you hoped he would come before you left for coffee but alas, he wasn’t there.
this was day 15.
“i don’t get it barzy. we spoke about it and he said we can work on it and now he’s gone,” you complained. the two of you were out for coffee with tito before you played each other tomorrow.
mat just shrugged. he sucked at giving you advice which is partially why you had asked tito to join you. “i don’t know y/n. i think he’s being quite stupid for leaving you,”
unknown to the two friends, there was a lingering body by the door their eyes trained on the two of them. the person didn’t stay long enough to see anthony walking to the pair as they left immediately after seeing the pair.
"sorry, the lady there did not get it when I said extra caramel sauce," tito rolled his eyes before giving the two their drinks. you smiled and thanked him "how much do I owe you?" you asked.
tito shook his head "i used barzy's card so i don't care," he replied honestly, handing his friend's card to him. mat opened his mouth and grabbed his card back "how did you get it?"
you laughed which made the two boys smile. the two of them were in the loop of your whole situation with nico. you felt bad not telling jack and dawson but they were too close to nico.
you had run into mat and tito at a bar one night. the three of you spent the whole night together and ended up at a mcdonalds early the next morning. you then decided to meet up for coffee every month after that.
tito and mat listened as you explained what happened between you and nico on your roadie. the two of them listened and nodded when necessary. tito gave you a tissue to wipe some stray tears and mat just gave your hand a pat.
"you know you can stay with one of us right? i mean it's not like he's at your apartment anyway." mat told you.
you smiled at him and thanked both of them for the coffee and the offer to stay with them. mat gave you a ride back to your apartment and once again reminded you that you could stay with them.
when you opened the door you were met by your roommate.
nico scoffed when he saw you. you just slammed the front door and headed to your room. if he was going to ignore you then you weren't going to stay here.
"where were you?" nico asked. his tone was harsh and he wasn't even looking at you. "with a friend," you replied curtly.
"oh so he's just a friend?" you knew his question was rhetorical. but he was starting to get on your nerves. you didn't understand why he was mad seeing as he was the one who left first.
"are you stalking me?"
"you took him to our spot!"
"you don't own the shop!"
"people are going to say things about you y/n," he finished.
"oh don't go playing worried captain now. you didn't care a year ago when people thought I was hooking up with one of the jets players,"
nico opened his mouth to defend himself but you cut him off. "you know I waited up for you every night since we came back. i would stay by the door hoping you'd walk through,"
"i thought we fixed our issue that night at the hotel but I guess not," you whispered, walking past him.
nico watched as you walked out of the apartment your hockey bag and overnight bag in hand. he knew it would be useless to stop you so he didn’t.
he regretted it in an instant.
it took nico an hour to gain the confidence to look for you. he headed straight to jacks apartment but you weren’t there. nico had called dawson and all your friends but you weren’t with them.
it only hit him when he woke up.
you were at his house.
his suspicion was confirmed when he heard you tell jack that you stayed at matt’s house. so that game he had one target in mind. mat barzal.
for the most part mat and nico were civil in their fights but when nico watched you and mat skate to the face off dot, as you laughed he was jealous.
the next time nico and mat were pushing each other nico started a fight. you watched as nico was directed towards the bench, his hair dripping and blood oozing from his lip
mat threw you a look, one only you and tito understood. it basically said that nico was in fact crazy for you and that was all the proof you needed.
so once the game ended and everyone left. you and nico were stood in the locker room alone.
“that was stupid,” you mumbled.
nico just shrugged. he didn’t know what to say. he didn’t even know what he was thinking.
“can you talk to me? because you told me we could try make this work but you weren’t there. how do you make something work if you aren’t even trying in the first place?” you yelled.
you were mad at him and this was the first time you could really pour your anger out.
“do you want to know why i ran?” nico was standing in front you. your back pressed against a wall as he hovered over you.
“i ran because you make me crazy. ever since the first night together all i think about is you. everything about you makes me crazy y/n and i know i shouldn’t feel like this,” he replied.
you grabbed onto his tie bringing him down for a kiss. “you make me crazier,” you whispered in between kisses.
nico held you up against the wall as he continued kissing you fiercely. it was evident in that moment that the two of you wanted this badly and after this nothing would stop you.
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charlinecarter · 2 years
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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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raetoria · 1 year
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Let's talk about the Lightfall campaign shall we? As you might expect I'm gonna be talking about spoilers so be warned if you haven't finished yet!
Right now there are a lot of fans who are angry and upset about Lightfall, saying that it's a step down and that they're so disappointed this is what the penultimate expansion is. Their main complaints are around the writing (especially of the Veil), Strand's implementation, and Nimbus.
I really liked Lightfall. This is not gonna be me complaining about the game, sorry. Also I see the constant reminder is necessary, be nice to the devs!!!! They poured a lot of work into this so even if you don't like it, leave some constructive criticism if you really want to and hopefully the seasonal story will be more your speed! I wanted to just put my thoughts out there.
First off, it was a lot of fun and Neomuna as an environment really hits a sweet spot for me that I just love. The aesthetic design, the world lore, all of it is just great. I loved how there was basically no padding in the campaign, almost all of the missions were tight and progressed the story. Legendary difficulty was hard but not impossible and it was a fun challenge to take on. The Witness was terrifying, and the lore implications are huge. I think it's really great we were handed a "loss" right before Final Shape. Overall, the dialogue was clean and I loved seeing these characters interact.
So that brings us to the first point. The Veil and how the story treated it was a little odd. We never really saw it until the end and no one ever explained how it worked or what it did. But, I think that's the point? My feeling is that, from Osiris' point of view, the Witness wants this thing to do something bad to the Traveller and Savathun knew it was extremely powerful / had power to do something to the Witness. Osiris probably concluded, "I don't know what this is and it doesn't matter, we have to protect it because the Witness desperately wants it."
Similarly, the vibe I was getting from the Cloud Striders is that they don't know either! It really felt like that at one point very early in Neomuna's history, the Ishtar Collective found this big nut and went, "hmmmm wonder what this does" and created the first CloudArk prototype. However, I don't think it went further than that. There so far isn't much evidence they really had any understanding of what it could do, at least not how the Witness used it. So with how many generations it's been and how many Cloud Striders have been passing down this information (since it seems like normal people aren't allowed down to the Veil chamber) my guess is the knowledge has been lost. They know the CloudArk runs off it and that the city is powered by it, that's it. So to Nimbus and Rohan, the Witness trying to get the Veil = Neomuna losing a critical piece of infrastructure. They know it's powerful and that it runs the city, but that's it. They don't have any idea how it works because it does not matter to them. They just know losing it is bad and will probably end up causing everyone to die because that's what they've been told. That's why when Osiris asks about the Veil, they give the canned response, because that's what they know and that's their habitual response whenever someone asks!
So taken all together, that's why I think the way the Veil is presented is fine. The whole point is that we have no idea what this thing is and we're probably gonna spend some time post raid figuring it out. I would have loved to see some line from Osiris or the Striders like, "oh we don't know and we don't care what it does" but I think it's still fine. It's not the first time Destiny requires you to just buy into something.
Okay okay, so now let's talk about strand. This one is a bit annoying to me admittedly because Bungie absolutely hit that 80s action movie hero vibe like they talked about in the vidoc with strand during the campaign. They even had a training montage! However, without the rapid recharge in strand empowered areas it's a class that's a bit tough to use. Admittedly, I don't have a build or really any fragments unlocked so I'm sure it'll be fine once I get there, but the grapple is... tough to love. When im able to instantly refund it by connecting to grapple point it's great! And the refund from doing the melee combined with my discipline is also pretty good; I usually have it by the next time I want to swing. But just trying to swing around generally is rough. I'm going to keep playing with it but I really hope I can figure out a way to just zip around in locations without the grapple points.
In terms of it during the Lightfall campaign, I thought it was used well! I liked it frankly, the rapid ability charging and the slow evolution was fun, and a lot easier to manage than stasis for me. Generally speaking, I think the unlock for Strand is gonna be a lot better than Stasis. I also liked swinging around the arenas and punching stuff, as a warlock main it was fun to channel a titan for a bit! Overall, I liked the way it played such a big role in the campaign because of course it did, it's a huge addition to the game!
Okay, final topic, Nimbus. People I feel are hating on Nimbus in the same way they hate on Shaw Han which I just don't really get. Nimbus is a character who takes things in stride and with joy, because that's their personality and they play the role of the hero for the Neomuni. They need to seem unflappable and like nothing is a big deal because that's what the people expect. Also, they're excited and young! They have basically met a superhero (us) and seen the wild things we do! But they have also been thrust into a leadership role suddenly and without warning. They are trying to keep their spirits high even though they are feeling incredibly conflicted underneath. The way their grief is manifesting is that they are trying to throw themselves headlong into their work to take on Rohan's mantle to escape their feelings. Hint, this is also how Osiris acts and so seeing him caution Nimbus is hilariously ironic (he's getting better! Kind of!) As we see in some post campaign content, Nimbus is going through it (tm) and not dealing with their grief. The loss of their mentor / kind of father figure has really hit hard. I haven't finished all the quests yet so I'm excited to see how that develops! They're fun and jokey on the surface, but very thoughtful and driven underneath.
Which brings me to my final thought. For me, Nimbus and Cayde-6 feel incredibly similar. They're both characters who seem jokey and all about fun (and a bit shallow as a result) but are really thoughtful and deep in their quiet moments. They just want to protect the people they have been charged with the safety of, and they know how important seeming cheerful can be. But with Nimbus post campaign we see the mask slip. We see they're not handling the loss well. In the final mission in the Ace of Spades quest, we see the real Cayde-6, the person behind the jokes. That mission is what made me like cayde, frankly I found him a bit annoying otherwise but that one mission of cayde pouring his heart out long after he was gone really got to me. Anyways this is to say that I like Nimbus, I like the hidden depth and I love their bombastic nature. I especially love seeing what a folk hero is like, the good and the bad. And I don't think their voice is annoying. If you do... well that sucks I suppose since he has a lot of dialogue!
Wow that was a lot longer than I thought I guess I have opinions tm. Anyways, tl;dr I liked Lightfall and don't think it's nearly as bad as people are making it out to be. Be nice to the devs!!!
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getvalentined · 2 months
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Please go on about Angela’s facade. He’s the character I struggled with most in crisis core.
Oh, friend, I have a whole dedicated tag for talking about how Ange*l behaves, often discussing his canonical characterization as opposed to how he's portrayed in fandom.
He's got a beautiful, tragic story arc that is honestly extremely well-written—and he's a sanctimonious trash fire who is so incapable of understanding that the people who love him feel that way because of who he really is, not what he pretends to be, that he forces one of those people to kill him rather than continue to live in a world where he can't hide his flaws.
But if you ask 99% of the fandom, he's a moral, noble, honorable man who never did anything wrong in his life—because he said he is and honorable men don't lie.
Never mind that I don't think Genny lied once in the entire game, and yet these same people will scream from the rooftops that he's a vicious evil liar who should have been the one to die instead of the "good guy" of the group—and how we know he's evil because his wing is black instead of white and the devs said the color is based on their sense of honor or something. It's not like J-virus infection responds to the will of its carrier or anything, it's not like Ange*l genuinely believed that he was right and also canonically had full control over his presentation of the virus and therefore would have instinctively presented himself as opposite to Genny, who presented with his wing in the middle of a war, learned that his genetics were literally contagious, had a mental breakdown, and embraced his role as a monster in order to leverage it into an instrument of justice against the company that made them this way in the first place.
Nah. That's not a thing at all. Ange*l said he's good, so he is. That's how it works.
(For reference, this is how people talk to me when I say anything critical about this character, so be careful out there if you wanna get into the discussion yourself.)
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magpies4nights · 12 days
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GUYS DONT PRESS P ON THE TITLE SCREEN WORST MISTAKE OF MY LIFE (Dev log #15)
AT LAST, SUMMER IS HERE!!!!! I am so excited I can finally rest I- oh right. Summer classes. Sigh. Well, they don’t take up the whole day thank god and I don’t need to be there, but It’s still not exciting. Oh well. Maybe I’ll play the sims 4 again and check on how my poor little torture victims are doing/j Jk jk, I don’t torture my sims. Unless you consider naming them things probably EA wouldn't approve of, then yeah I guess I am a horrible person.
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But yeah, on the week I released the demo (which by the way, thanks for the 58 views!!!! thas crazy) I was putting up with finals. Some of my classes had to be pushed to the next week, and that was INFURIATING. It was kinda agony because I just wanted everything to be done and over with and I was practically exhausted. Like sleeping at 7 pm exhausted. Yeah......Well, should I even talk about how my life is going? I flunked the review for my major. Thank god, honestly. I mean, I didn't do it on purpose, and I am sad in a way that I flunked it, but I didn't want to continue on the route I was going on. I feel kinda stupid for even trying but I guess it's ok to make mistakes in your early 20's rather than your 30's... for some reason.
Ok, dev time. I decided to take a break from making sprites for a bit. So I worked on a part of the game that I would have left a secret, but I think it’s quite funky hehehe
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I like old computers. I would have replicated the windows XP thing because I have so many memories of it, but I'm scared Windows might snipe me or something. I once was lying on the couch my parents turned into a bed (I think I was sick at the time), and it was late at night, and the computer was shutting down (it played this sound: https://www.youtube.com/watch?v=Gb2jGy76v0Y) and for some reason the noise absolutely scared the absolute living shit out of me (I think I was like 4-5 years old and I was terrified of bassy sounds). I do not remember ever having any positive relationships with computers before I turned 6 lol. I’m pretty sure I used to think I could live without them. Oh you poor bastard. If you saw me now not only would you not understand a single word I’m saying, you would be incredibly disappointed with how dependent I am on computers. I think once I'm done with that I'll try to fix whatever is going on outside scene, because that's the only scene that causes the game to crash. I'm pretty sure it's because there's too many objects, because when I turned off the animations and the visibility it still took forever to load (like, nearly 2 seconds. The scene takes 4 seconds to load, and normally a scene would take me less than a second to load). soooo, uh yeah, I'm trying to find an occlusion culling equivalent to solve this because that's a 3d game thing, and this is a 2d game lol. I'm thinking of turning off visibility for when they're outside the viewing frustrum (player's line of sight, or more like rectangle) because it cuts down half the time for when the scene loads. If nothing works I guess it's just deleting and re-adding the child back into the scene every time the camera is on them... sigh. If it ticks me off too much I'll probably return to doing sprites because there's still a lot to do lol.
Well.... I so far got no other ideas for references in this game, so I guess I'll put in the inspiration of the outro (which is the Portal outro)
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(not my video)
I know, I know. Cheesy. BUT instead of it being in the antagonist's view, it's the protagonist's view instead. I tried singing for the song, but every time I do I make Jojo Siwa sound like a professional vocalist (I don't even know why she still sings. Didn't she bust one of her vocal chords already? Or is that a rumor? Either way that's already gotta be a sign that you probably shouldn't continue on the route you're on.) I literally had 5 attempts on my computer and they all sound horrible. I'm not going to put them on the internet for my sake and your sake too. So yeah, no vocals. But the lyrics will still be there. They won't have the typing effect though.
I once had a strange dream that I was looking through the itch.io comments and someone kept spamming about how they headcannoned Xandra to be a trans man and were like honestly I don't know how my brain combined those several factors together but I find that funny.
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yes its the caseoh meme. no i will not apologize
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