Tumgik
#plus we got some games released the year earlier that continue to be updated and made more and more amazing. namely splatoon 3
cherry-bomb-ships · 3 months
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Good morning lovely followers 💝💝 I'm watching a video abt the best video game animation last year and like. Holy fuck 2023 was an absolutely stellar year for video games wasnt it 😭💖😭💖😭💖
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cyaniiiide · 2 years
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[Pokemon Reborn] Replay Thoughts
I love this game so, so much. (Spoilers for Pokemon Reborn below so be warned!!)
I first started it back when I was in high school, and now, I've probably replayed it, like, 5 or 6 times by now? It's not a short game haha, but I love the story-based plot + the Pokemon gameplay formula itself is just so hard to beat. I've always wished the main series were more difficult and had a better story and characters, so this game is honestly perfect. <3
Plus, my shitty computers through the years have been able to run it perfectly. xD
Reborn recently released E19. I used an old save file which had finished E18 to play through the new content first a couple months ago. I had missed a couple of Anna points here and there, so I got the Lin ending. Which, I enjoyed a lot! Idk how the Anna ending stacks up since I haven't played through it in comparison. Anna is one of my least favorite characters... though I still like them all.
I started a new playthrough a couple of days ago out of boredom + to see what changes E19 brought.
Some thoughts so far in no particular order (just completed the Beryl Bridge scene):
A lot the main cast appears earlier in smaller one-off scenes in the game, so that's nice to see. I wonder what someone going into the game blind would think -- most of the time they say something cryptic and/or depressing and leave (except for Taka who is the best. And maybe some other characters I'm forgetting lol). I think it's nice to have more points of comparison with them at the start of the game to the end, though.
I liked the additional Corey scenes in particular. It really shows how he helps the community, as how torn he must've felt -- seeing the destruction Meteor causes, trying to help out where he can, and yet still loathing himself for continuing to work for the team. The extra dialogue between Corey and Lin, and Corey and Heather, as well as in Beryl Bridge scene also help to show how trapped he felt (and was), and why he chose to jump.
So far I'm not really sure what to think of Ace -- I think they have an interesting design, but I don't know a lot about them yet other that they like wordplay, and they don't like infighting. xD
Fern is significantly less of an asshole. I remember his dialogue in the old Beryl Bridge scene was way worse. It's still pretty bad, especially when "wow, what a moron" is what you hear right after Corey's heartbreaking monologue, but he at least acknowledges that he must seem rather callous, and from his point of view, yeah, I guess Corey was just "the enemy." His other scenes are also toned down a bit (granted, I didn't fall through the Nuzleaf pit so idk about that) but in the jungle, he at least tried to be reassuring lol.
Zel ordering Lin around like that... at this point in the story, is Lin still lower ranked?
Julia's fight was toned down a bit too. At least, there were fewer exploding Voltorbs than I remember. xD
Heather's characterization is also much better: in my first playthroughs I just remember her as "bratty and we spend half the game saving her" but here, she comes across as friendly, well-intentioned, stubborn, and very childish (which she is a child, so that's fine haha).
Corey's battle is also a lot easier than I remember.
I really, really like the new additions to the game with the Remote PC, early Itemfinder, and Magnetic Lure.
The updated areas of the game (Obsidia Slums, Rhinoceriousexpyaladocious Jungle, Obsidia Park, and some others I'm probably forgetting) all look great.
Victoria's dialogue in the slums in the little different (I think?) IIRC in the original she fights you because the slums are dangerous and she wants you to prove that you can make it through. Here it's more about training, though it might also be because she just wants to take her mind off things.
I got normal/flying from the type quiz which is kind of boring, but I'll take it. xD I like flying types anyways. I wonder if this quiz'll affect anything in the future.
The Underroot + Rhinendocrinesystem Jungle are also way more fun to explore than I last remember. I forget if we were forced into falling down the Nuzleaf trap to progress the story or not in the original.
Amaria's monologue to Corey is a lot more heartbreaking when I remember what she's going through, and how she probably tells herself the same thing every day...
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amaya-chwan · 3 years
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Takeaways from Therapy Game Restart 14 + Illustration Book Release Date
Hello again everyone! ❤️💛💜
It's finally here... chapter 14! In all its glory! 😍🥰✨
Before we get to our takeaways, just some news I missed in the last post!
🎉 SENSEI'S ILLUSTRATION BOOK WILL BE RELEASED AROUND THURSDAY, 23RD SEPTEMBER! 🎉
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Image taken from this Twitter post from Dear+!
It is titled "日ノ原巡イラスト集 DARLING" and boasts a collection of illustrations from Sensei's works so far: Secret XXX, Therapy Game, and Kamisama no Uroko.
The current price is ¥2970 with tax (¥2700 without tax). If you'd like to preorder it on your proxy shopping service, I've found it on the Comi Comi Studios website here! The bonus for purchasing it on this website is a B5 clear file~ I haven't seen it on Animate just yet, so fingers crossed it'll appear on their website soon with another (different) bonus! ❤️💛
Alright, with this amazing news done, let's move onto our takeaways, the long awaited takeaways! Thank you for being so patient with me! 💜
My short life update: currently in week 8 of lockdown and I haven't left my house in a long time other than for exercise or groceries. But I do have my vaccination appointment booked so YAY! 🎉
Here are our takeaways for this chapter:
Oh man, we pick right up from the last page of chapter 13. MINATO, BB, YOU LOOK SO PAINED! 😭
Sensei is the BIGGEST tease... that's all we got of that Minato and Shizuma scene...👀😭
The female staff at the veterinary hospital have really mellowed out! They're not bad, after all. ☺️
Oh dear, Nakajou-sensei, please get better ASAP!
Whoa... did Onodera just...?? I'm starting to think back to that Onodera discussion we had a couple of months ago... 🤔
Poor Shizuma, always roped into Onodera's workplace stuff! IT'S BECAUSE YOU HAVE GREAT PEOPLE SKILLS, SHIZUMA! PROUD OF YOU! 😍🙌
Man, Onodera has a really... blunt way of saying things to her human clients. Wow, brave. 😲
But I will say, Onodera really is good with animals. 🙌
Yet again, I think about that Onodera discussion we had... 🤔🤔
And that’s it for this chapter’s takeaways! For a more detailed breakdown/summary of this chapter, please continue after the cut! There may or may not be a surprise scene (or two) there. Please keep reading if you want to see~  😉✨
Our chapter begins where we left off in chapter 13--Minato pinning Shizuma down on the bed. Shizuma looks up at Minato and reflects on his actions that caused the pained look he is seeing.
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Image taken from this Dear+ Twitter post!
On the next page (title page), the dialogue reads: Shizuma wants to understand what it is about his director (Onodera) that is making Minato uneasy. // However, that beautiful liar hides it well...
(I believe we are taken back to the morning before Shizuma and Minato meet up for their date.)
The title page features Onodera walking back to the clinic, bread in hand, with a cat cozying up on her leg. We are then brought to the clinic's lunchroom, with the female staff and Shizuma on break. The roster in the room shows that Onodera is extremely busy, Nakajou-sensei has afternoon house call appointments, Tatsumi is Nakajou-sensei's support for these appointments, and Shizuma has a half day and finishes in the afternoon in lieu of working on his scheduled day off.
Shizuma asks his coworkers what presents they like from their partners and takes note of their answers. One of the female nurses asks if it's Minato's birthday. Shizuma confesses that their relationship has been affected by the various things happening lately, so he wants to get Minato a gift before seeing him later that day.
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The nurses quickly pick up that the gift is a "tribute" of sorts as this line of work means a lot of missed appointments and dates, and Shizuma confirms their suspicions. While the nurses realise male-male relationships and male-female relationships aren't that different in this aspect, everyone in the lunchroom is alerted to someone shouting Nakajou-sensei's name.
Shizuma and a nurse see Tatsumi with Nakajou-sensei, who has collapsed on the floor. While the staff are concerned about Nakajou's well-being, she brushes it off as a dizzy spell. Before they can help her up, Onodera sweeps her off her feet and carries Nakajou to her (Onodera's) office. While Nakajou asks Onodera to put her down out of sheer embarrassment, Shizuma and Tatsumi are in shock, with Tatsumi commenting on Onodera's manliness in that moment. One of the other nurses gently smacks Shizuma's shoulder and tells the two to grab a blanket and a drink for Nakajou.
In her office, Onodera asks Nakajou why she's been overworking herself to the point of collapsing. The nurse (who gave the gentle smack) very obviously hints to Onodera that it is her fault. As Nakajou calms the nurse by saying that's just how the director is, Tatsumi asks Nakajou about their afternoon appointments. She says she'll be fine to go after a little rest, but the nurse says she mustn't overexert herself.
After a few back and forths about who should go and the clients' needs/personality (picky about the vet, had a pet that doesn't like men, etc), Onodera says she will go. The nurses are shocked and reminisce about all the issues they've had when Onodera interacts with the owners. Tatsumi and Shizuma stand there, and can very clearly imagine those situations happening.
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While Onodera rearranges and informs the nurses of the shift changes to accommodate Nakajou-sensei, Shizuma has a terrible premonition that unfortunately comes true: he is appointed as Onodera's support for the afternoon house calls.
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Wearing a sulky expression, Shizuma packs the necessary equipment in Onodera's car and reminds her that he has a very important engagement that night that he cannot miss, and as such will leave immediately after the house call appointments are done. Onodera bursts his bubble, and tells him to give up on those plans while he can since this is the line of work he's chosen.
As Shizuma reads the client files, he questions Onodera on why he is her support when he's never attended to these clients before. While Onodera tells him that good coordination is important with a physician's support and that he's the only one she can rely on to give her an honest opinion and calm the clients, Shizuma realises that he's basically the mediator between her and the owners. She confirms that this is his strong point, has great expectations for him, and proceeds to drive. Shizuma then reads the patient files at lightning speed, realising there's a threatening 'something' that Minato has sensed, but that's just how the director is. He then vows to make it to their meeting tonight, no matter what.
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The first three house calls, as expected, involve Onodera insulting and angering the owners--Onodera tells the first client that his insistence on seeing Nakajou rather than a 'young' director is having a negative effect on his pet who needs immediate medical care; Onodera offends the second client, inferring from their conversation that her pet's appearance is more important than the need to shave their fur and get an ultrasound done; Onodera accuses the third client of being irresponsible in caring for his exotic animals and asks for more effort on his part. In all three scenarios, Shizuma awkwardly smiles while trying to ease the tension.
The scene skips to Onodera and Shizuma arriving at their fourth and final house call for the day. Just as Onodera explains to Shizuma that she must check a whole host of things at house calls (and indirectly be too blunt about it with the owners), Shizuma asks her to consider the owner's feelings and change when and how she says things. She glares ahead in silence, and Shizuma is just glad that she is now aware of it. He again reminds her to talk with the owner nicely and gently as he probably won't be able to help with the next client as their pet dislikes men. Onodera tells him to just sit in the corner and witness the client become furious while he doesn't help, making him feel slightly guilty for saying that. He is now adament on not helping her.
They reach the owner's home and we meet an elderly woman named Shiratori and her 9-year-old male cat, Tono. Shiratori apologises to Shizuma as her cat doesn't like men. Tono hisses at them as Onodera opens his cage, but is then coaxed into submission by Onodera who covers his vision with a towel and takes him into her lap to calm down. Shiratori and Shizuma are surprised at his sudden docile nature, with Shizuma witnessing how well she deals with animals.
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As Shizuma looks on at Onodera while she completes a check on Tono, he sees she is crumbling at the friendliness and talkative nature of Shiratori, who sings nothing but praise for Onodera and how her family must be proud to have such an amazing daughter. Aiming to ease her troubles and remembering the earlier guilt-trip she gave him, he redirects Shiratori's attention to her broken fly screen and offers to fix that plus everything else that needs repair in her home.
Onodera watches as the two leave the room for a bit before apologising to Tono for ignoring him. Tono looks on at Onodera happily while she asks him how he can live with such a lively human and to tell her his secret to this. She brings him into her arms once more to check his limbs, and as Tono looks up smiling at Onodera, Onodera sees her reflection in Tono's eyes, and both seem to realise something.
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BG Text: Stare...
Suddenly, Shizuma and Shiratori, who are busy fixing the window, hear a loud crash and rush into the room to find Tono atop the cabinet and Onodera on the floor, with her hair in disarray. In the next panel, Tono is shown to be hiding in the bookshelf, looking on irritatingly at the humans. Shiratori apologises to Onodera, who shakes it off and says it's nothing to worry about and no harm's been done.
Shiratori asks if Onodera will fix/tie her hair up again, but when Onodera says her hair tie was broken when Tono used her as a launchpad to get on the cabinet, Shiratori runs to get her a new one. As Shiratori gushes over the 3 piece dopey looking character hair tie set she received as a present from her grandchild (and lets Onodera pick one), a greatly displeased look is plastered on Onodera's face. Shizuma, in shock, notices her displeasure and hopes she just thanks Shiratori for it. And Onodera does, bringing a great big smile to Shiratori's face.
As Onodera and Shizuma leave, Shiratori says she's glad to have talked with Onodera and invites her to come over again. As she says this, we see Onodera looking back with a blank look in her eyes.
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And that’s it for this chapter! THANK YOU FOR READING THIS FAR! 💜 While I was surprised at the lack of Minato in this chapter (Sensei legit is such a tease, LOL 🤣), I'm happy we can learn more about Onodera. Ngl, I'm starting to really question if Onodera is male or female now, given what transpired in this chapter. I guess we shall see in the next one!
I also changed the formatting a bit and removed the bullet points. Please let me know which format is better/easier to read! Ahah!
EDIT: Spelling and grammar checks are done! Didn't change a lot, but hope it reads better! 💜
📢 As always, please support Hinohara-sensei by purchasing her books and CDs! 📢
And please also refrain from resharing these translations and images outside of this post! Thank you for understanding! ❤️💛
There won't be a chapter in next month's (September release) Dear+, so I shall see you in two months for the next chapter (Dear+ November Issue, to be released in October).
As always, stay safe during these turbulent times and look out for each other and for your loved ones! 💜❤️💛
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phoenotopia · 4 years
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2020 May Update
I hope you're all staying safe and healthy during this time of Coronavirus!
We continue towards the finish line, slowly, but surely. Coronavirus did throw a few wrenches in our plans. Our talks with a publisher about a possible sponsored appearance at an upcoming event stalled.
But that was always just a possibility. We have a backup plan. If we didn't win a sponsor, we were just going to pay our own way to a convention. That's what most indies do! Anyway, that's canceled too. It doesn't seem like there'll be any conventions to showcase in the near future...
Nevertheless, we did move forward in other areas. We've got the press materials ready as well as the game's official launch site up. You can view it in its prelaunch state at this link. NOTE, It is in a "prelaunch" state, so some media links are being withheld until reveal time. But there are a bunch of new pictures and artwork you can look at.
You might notice the link reads "phoenotopia.wordpress.com". The plan is to direct "phoenotopia.com" to it in the near future. That means if you wanted to reach this tumblr specifically, you'll have to visit it at its tumblr link, "phoenotopia.tumblr.com" (which, I just noticed doesn't work... huh). Anyway, since this is a dev blog, I'll talk a little bit about the journey of creating the website.
SQUARESPACE vs WIX vs WORDPRESS
I actually tried 3 different services (in the above order), before I settled on wordpress. I did a bunch of researching, and most reviews seemed to point at WIX >= SQUARESPACE >>> WORDPRESS.
I went with Squarespace first, since it was recommended a bunch on some youtube videos I saw (guess marketing works). Even though it didn't win outright in the reviews, my impression of it was "less quantity, but more quality." I tried it and found it serviceable. It was kinda sluggish, with some not so intuitive areas. I had to ask for help a few times for some things that would seem simple ("how do I change the BG and font color and of the music player?", etc).
That was last year, when I *thought* I was near launch and would need a press site soon. One year later (present day), it was time to create a press site again, and since my website with Squarespace expired (I had only signed up for a trial period), it was a good opportunity to try Wix, especially since Pirate had lots of praise for Wix.
My impression of Wix was that it was... too distracting. After I chose a theme, in the editor view I felt bombarded by menus. Everywhere you move the mouse, things kept lighting and popping up. And it was slow. So I guess it was sorta like Squarespace, but maybe even a little worse?
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(Easy ways to preview the website from phones and tablets was one of wordpress’s neat features)
What prompted me to try Wordpress was one of their slogans "35% of the web uses WordPress". If it's good enough for 35% of websites, it's good enough for me! I ended up liking it most of all. It's definitely less featured, which suited me, since I'm not trying to create something too fancy either. Unlike the other website builders which emphasize free-form, wordpress was more rigid. I couldn't drag and drop an element just anywhere - I found that comforting in a "I can't screw this up" sorta way. The most important thing was that it was fast. Loading the editor view to Wix took 11 seconds vs 4 seconds with Wordpress. And the speed advantage of wordpress extends across every action. Similarly, when Chrome launched 10+ years ago, it was also less featured vs Firefox, but it became my choice browser. I guess speed is something I value highly.
Anyway, my experience is from a drag/drop perspective with minimal coding. This is also NOT a paid advertisement. However, if wordpress would like to send some money my way, I would not be opposed... (call me!)
Achievements, Bugfixes, and Cleanup
Lots of small tasks and polish was done over the past 2 months. I finally fixed the time tracking bug - important because the Speed Run achievement depended on it. I also finally finished implementing all the technical stuff for the achievements. There was a bug where some enemies would stack up too many light sources, causing them to appear too bright and drain system resources. That's now also fixed. Lots of other small ones that don't bear mentioning.
A neat trivia about the game is that there's a final super hard achievement for those seeking to prove their mastery over the game. The player has to beat the game having never picked up a heart or energy upgrade. When playing under this constraint, some enemies can even kill the player in one hit! In the game's most current iteration, even I failed to achieve it, so I'm definitely going to have to go in and tweak things a little more.
Age Ratings
I went and got the game's age rating. I did a little research on this - it's quite fascinating. ESRB would be the age ratings board for the United States (where I'm based). But if you were in Europe, you'd get a PEGI rating. Then there's ACB for Australia and so forth. So if you wanted to launch a game globally, you'd have to deal with this process over and over, and each country rates things a little differently... that's a lot of work!
Enter IARC (International Age Rating Coalition), which aimed to simplify the process by being the one standard that you apply to, and from which you could then get the equivalent rating for all participating countries. IARC is an entirely automated process - probably necessary due to the boom of digital titles across all platforms, particularly mobile.
IARC is great for me, because they relaxed the standards for getting a rating. From my understanding, the process used to be more difficult. And you'd have to pay ESRB a hefty chunk to get a rating, but with IARC, it's totally free! So long as it's for digital and it's used only on licensed sites and store fronts. If I wanted to launch the game physically, I'd have to deal with ESRB on an individual basis again.
Without further ado, here's Phoenotopia's IARC ratings:
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Fascinating... Phoenotopia is rated "Mature" in Australia... but for "Horror". Which seems suspect. The horror elements are rare (remember Dreadlands?). But when I was answering their questionnaire, they provided a video example of what they considered "horror", and it was pretty mild. About as mild as my game, so I checked that box. It is what it is...
We also got a "Teen" rating for ESRB for reasons of Fantasy Violence and "Mild Blood". This one is kinda iffy. In the game, if you hit a giant bug, it spits out a few drops of green blood. Does that really count as blood? Ocarina of time skirted by with an E rating 2 decades ago, and it let a dude spit out green blood. However, since IIARC is an automated process, I didn't see any place to dispute. But also, I wouldn't have disputed it anyway. A "T" rating is cooler than an "E" rating!
I'd like to mention this is not a paid advertisement for IARC. However, if IARC would like to send some money my way, I would not be opposed... (call me!)
Submission
I expect to polish the game for about 2 (maybe 3) more weeks. After which, I'll be submitting the game to the console "authority". From my understanding, I'll then have to wait a month while they "inspect" the title. After which, I'm then cleared to have an official launch date - which I'll probably set to be 1 month after getting approval.
So the plan is to have a very short marketing campaign. The reveal trailer will basically drop 1 month before release. And we're going to sprint to the finish line. Some marketing campaigns are 6 months to a couple years. Ours will be one month... Let's hope it works.
Wrench
That's what the plan looks like right now, but there is a possible upcoming wrench in this whole thing. I recently learned that my version of Unity is too old. Games running on old Unity versions are not automatically accepted - so I'll have to apply for an exemption. If the exemption gets rejected, we can't launch without upgrading, which will require *significant* work...
This came as a surprise to me. When I started dabbling in games development a decade ago, the most common advice I found online was "Make Games, not Game Engines." I interpreted this to mean lock in your technologies. There's always going to be a new and shinier bell or whistle, but if you keep chasing it, you're not going to work on the actual content of the game. That's probably what kept me to releasing the original game on Flash. That was a game I was making as a hobby while working a full-time job. By the time I quit my job to go full-time indie dev, Flash had long been a dead technology. But I remembered "do you want to build game engines or games?" And so I pressed forward.
So that mindset could potentially backfire here. If PC was the lead SKU, we wouldn't have these issues since PC is more relaxed as a platform. Consoles, as I'm now learning, have an ever forward shifting window of technologies. If we get rejected for the exemption, there's a couple ways we can play it. One, we go through the pain of upgrading which will take months... Two, we pivot and make PC the lead SKU again, but have to handle porting that plus its specific features, which will also take months...
So why is updating such a big issue? Unity has changed drastically over the years. When I started, it was a lot less 2D friendly. They didn't have an official 2D tilemap solution, so you had to build your own or buy a 3rd party library from their asset store. I used 2DTK for tilemaps - 2DTK is now entirely deprecated. Similarly, I had to search for and purchase a good asset to display crisp text - since you couldn't even do that in Unity back then (heh). That's the story for a lot of old Unity stuff. Think of it as a first mover's "disadvantage".
Hopefully it won't come to that, since I'm pretty spent as a developer. I've been ready for this to be over, and I know many of you feel the same. Hopefully soon! As usual, I'll update in 2 months at the latest (end of June). An update might come earlier if we have some good news to share sooner. Until then!
Fanart and Cosplay
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This first picture comes from roccy_chair and shows Gail basked in light. I like how her pose and equipment together form an "X". That's a neat hidden symmetry. The way she floats also kinda reminds me of Crono's "Shining" spell. Perhaps Gail should have the ability to cast spells? Hmmm...
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Cody G returns with a new art depicting the 2 Moonstone enthusiasts. I like Fran's starry-eyed expression here. That's true love on display. I also like how the Moonstones are depicted as flat and coin-shaped. Very unique! Also note Gail makes an appearance in the back :D
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Thanks to M1shaaa for this cosplay of Gail! There's a lot to like here! The vibrant pink hair. The costume with 3 stitches across the vest. The pose with slingshot, accurate to Gail's depiction in the box art. Amazingly, this might also be the very *first* cosplay of Gail! Will and Pirate both alerted me about it excitedly since they were pretty stoked. We joked that we crossed the final milestone in terms of fandom.
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fantasyresident · 4 years
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Thoughts About Pokemon Sword and Shield DLC (Lengthy Discussion)
Prior to the Pokemon Direct, I’ve seen many people claiming that DLC for Pokemon games would be impossible, and others saying it would be a “disaster”. Many people thought that additional Pokemon wouldn’t ever become reality for the franchise after the National Dex hoopla. But here we are, with a set of 2 DLCs and over 200 returning Pokemon added on to the 400 already present. I’m very excited and very happy with the way Game Freak is handling Pokemon Sword and Shield. In the past, the only way Pokemon titles were updated with extra content was through a third (and sometimes fourth) version that costs the same amount as the original game. While this wasn’t something I complained about in the past, seeing the alternative route Game Freak is taking now, DLC for $30 rather than a game for full-price is far better. Some may argue that Pokemon are being held for money and some may be freaking out thinking that Game Freak is becoming hungry for money and will stop at nothing to get it even if it means selling us Pokedex expansions. This is a very over-dramatic viewpoint. In any given company, there are your typical greedy people. Do I think that Masuda and Ohmori are a part of this greed operation? Absolutely not. (Probably some of the higher ups in marketing.) Look, any company needs to find ways to capitalize off of their work, Sword and Shield is taking over a year now to produce, and the Pokemon Company needs to work day in and day out to deliver games within a set period of time. That kind of work and the cost of making games like these with active online servers requires a lot of funds to operate. It’s no evil scandal from Game Freak that they’re charging money for DLCs. The 200 Pokemon returning aren’t even behind the DLC paywall anyway, the only price you have to pay to get them is the cost of Nintendo Switch online membership, which is very  cheap especially compared to the pricey PlayStation plus membership that many PS4 games require to access their online content. (Not to mention, there’s even cheaper options that’s a fraction of the cost of the Family Plan.)
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In large, I think most people are just shocked that the Pokemon franchise is doing something new, and these people out of fear are labeling it as a possible issue. Fans need to remember that companies need ways to make money in order to keep making the games we love and demand, and the Pokemon Company found a way of doing it that costs us less money than it did in the past. Would you want to pay $40 for Ultra Sun and Moon, or would you want to pay $30 for 2 pieces of expansive DLC that includes 200+ Pokemon, new battling features, over 100 new customization options, 3 new legendaries, more characters, and more open explorable areas? Yeah, especially compared to other games’ DLC these days, $30 for Pokemon DLC is pretty damn good. There’s a particular reason I think that this is the best route for the Pokemon Company (and for the players.) If Game Freak continues this trend, it will allow them to spend 2 years on a single Pokemon game rather than pushing out a new title every year and then leaving those games behind without any new serious updates. Take Sun and Moon for example. The only update those games ever got after release was a minor update to fix some bugs. That’s it. No gameplay additions, NOTHING. But with the trend the Sword and Shield games are starting, we’ll get Pokemon games more fleshed out than ever with more time being spent on each title. Some of you are probably asking, “why is there a need for DLC?” As I mentioned earlier, the Pokemon Company has a time frame that Pokemon games must be released within. What DLC allows them to do is release a game when they need to, then continue evolving the game behind the scenes and in the meantime accepting fan feedback from the released content which allows them to make the DLC a proper addition based on what fans want and what is best for the game. I’m just as weary of game developers as the next guy, but I’m not seeing some kind of corporate conspiracy going on with the Isle of Armor and Crown Tundra DLC. What I AM seeing is the Pokemon Company finding its footing, finding a way to make Pokemon a properly funded franchise and making each Pokemon game’s play value much longer. Hard work deserves pay, and that’s what I’m going to do come June and November. I hope every future title gets the same opportunities as the Sword and Shield games. Perhaps even the Diamond and Pearl remakes? Just imagine the expansions that game could get with the Contest feature. God, I can’t wait.
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thesevenseraphs · 6 years
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Bungie Weekly Update - 7/26/18
This week at Bungie, we’re preparing for a celebration.
The Tower is getting ready for the kickoff of Solstice of Heroes, starting next Tuesday, July 31. To keep the party lively, you’ll find bounties to help you track your Triumphs and new challenges for upgrading a new armor set. All the details are laid out in the Solstice of Heroes article. The event will run from July 31 until the weekly reset on August 28.
Today, we showed off what some of the new weapons and armor can do in Forsaken. We love it when the game does the talking. Here is a glimpse of some of the tools of the trade that arrive with Forsaken on September 4.
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Full Stream Ahead
Ever since we started talking about the second year of Destiny 2, we’ve dropped a lot of hints about how the state of combat between Guardians will be changing. We know you have questions about how you’ll be using your weapons next season. How will you equip them? How will you customize them? How will you earn the ammunition you’ll need to use them?
Some of these things defy explanation, so we’ll demonstrate the performance of the new arsenal in real time. You are invited to watch us engage in combat—for science!
Year Two Combat Reveal Stream
Tuesday, August 7, 10 AM PDT
twitch.tv/bungie or youtube.com/Bungie
Joining us again in one of the hot seats will be full-time Senior Sandbox Designer (and part-time rockstar) Jon Weisnewski. He makes some promises that we’ll keep when we go live on stream.
Newsk: Hello friends! If you’re a sharp-eyed PvP enthusiast, you may have noticed from some Forsaken coverage that the weapons are doing a bit more damage than they do in the current version of Destiny 2. If you’re a seasoned Destiny 2 player, you may then extrapolate the possibility of a global lethality pass on weapons and abilities that may or may not be in the pipe to go live when Forsaken is released. I’m here to quickly confirm that, along with weapon slots and ammo availability, we have globally adjusted the “time to kill” in the Crucible. If you’d like more details, join us on stream and we’ll get into it! See you then!
And that’s just one question we’ll answer beyond the shadow of a doubt. Tune in for a full demonstration of perks, mods, loadouts, and everything else you’ll need to know to best your fellow players in battle. We can’t give you skill, but we can equip you with a pre-mission briefing.
Save the date, follow our channels, and prepare your favorite chat room snacks.
Back to the Lab Again
Crucible Labs has been on hiatus for a while. It’s time to start experimenting again. Senior Designer Andrew Weldon has the details about the new mode coming next and when you can expect to see it go live.
Andrew: 
Hello again!
Back in May, we launched the first Crucible Labs playlist with the game mode “Showdown.” As discussed in the following week’s TWAB, this was a good opportunity for us to test the playlist on a relatively safe baseline that we had mostly already shipped for Crimson Days and the standalone Doubles playlist. The first test served its purpose—we stood the system up and got great feedback on an in-development mode. We’ve also made one noteworthy change to Labs as a whole—with the 1.2.3 update, Labs matches will now also count toward your Valor ranking and will offer standard Crucible rewards at match complete!
Now that we’ve released that 1.2.3 update, we’re ready to deploy our next Crucible Labs experiment to you—“Lockdown.” Lockdown is a new 4v4 round-based Competitive mode that, like Control, is about capturing and holding zones. Unlike Control, your only score comes from playing the objective. Those of you from the Taken King/Rise of Iron era know this mode’s predecessor, the Control variant “Zone Control.” Here’s how it plays out:
Both teams start Lockdown with a “Progress” percentage of 0% displayed under the scoreboard. Once a team holds two zones, progress will begin ticking up for that team at a rate of 1% per second. There is no round timer—the first team to reach 100% will win the round, and the first to win three rounds will win the match.
That’s not all, though—if a team can successfully capture all three zones, they will instantly win the round, regardless of each team’s progress state. A well-coordinated push from your opponents will always be dangerous, which means you need to stay focused on your objective.
However, winning a round that way is not necessarily as simple as it might seem. To earn capture progress or win on the triple cap, you must hold uncontested zones. If a team holds two zones, you can fully halt their progress by contesting one or more zones (you’ll see “PROGRESS HALTED” display under the scoreboard to let you know this is happening). They won’t start earning score again until they clear you and your progress off the point(s). The same applies when going for the triple cap lockdown—the instant win only applies if all three zones are completely clear.
We’ve seen some really exciting matches play out from this ruleset internally, and we hope you have similar experiences out in the wild! As with any Labs playlist, this mode is not final, and you may come across some tuning issues or bugs. Your most direct avenue for feedback on this mode will be in a new Labs thread on the Feedback forum, and we’ll be monitoring the conversation we see around the mode to pluck out actionable items for future iteration and polish.
We hope you enjoy this first look at the new mode—and you can play it right now.
Shhhh
Many Guardians have heard whispers on Io and rushed to investigate. Some of you encountered a long streak of Cabal drills—far too many Cabal drills. We did some investigating to see if this was a bug. Turns out there’s no bug, but the current random generator doesn’t do a good job of preventing streaks of either event.
We’re currently investigating ways to prevent these bad luck runs in the future. We did some simulations to see if there might be any more long streaks of one type of event in the forecast. We expect a few more outliers, but balanced with long streaks of only Taken Blight events. This activity will be available every week, and once you do unlock the Heroic version, it will stay unlocked. We will continue to monitor the situation. Happy hunting.
From Now Until Forsaken
Earlier this week, we published a new Development Roadmap. Previous editions of this forecast were more focused on our plans for the future. With our immediate future looking brighter—even with a darker story to tell—we’re using the Roadmap to telegraph the updates you’ll need to download before your second year of Destiny 2 can begin.
We’ve been pretty true to the plans we laid out in the last roadmap, but there were some new entries. As we do, today we’d like to provide some commentary on Director Updates and Milestones and Challenges Updates.
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Two of the main functions of the Director have been to help players know what to do next and lead them to sources of more powerful gear. We have some new ideas for how we can better support these goals, so we’re changing the way those things work.
There will be three ways to acquire Powerful Engrams in Forsaken:
A whole new challenge system that will replace the way you have been tracking milestones.
Specific quests and bounties will provide better gear, indicated by their summaries.
New mysteries are rarer sources—but if we told you about them, they wouldn’t be mysterious.
Most of these sources of power will be refreshed weekly or daily. Some will be one-time sources.
Once these changes are deployed into the wild, the “Milestones Blade” will call attention to these activities:
Critical, required missions such as the main campaign or new subclass path pursuits
Next steps for quests or other aspects of the progression of your characters
Legacy milestones from Destiny 2 campaigns that aren’t becoming “challenges” or quests
Additionally, the layout of the Director will be updated to accommodate two new destinations: The Tangled Shore and the Dreaming City. You’ll obviously need to purchase Forsaken to visit them, but they’ll appear on the interface that we all see.
Today, we wanted to set some expectations for what’s changing, and why it was on the roadmap. You’ll understand the full experience for how these new (and improved?) features lead you on your journey to your maximum potential as a Guardian when you play. That’s always the best source of understanding. Plus, discovering the path is part of the fun.
Save the Dates
There are plenty more than just downloads that have to happen before Forsaken launches. With Gambit as our special cargo, we’re heading to gamescom, where we will make some important announcements. We’re going to PAX West, where we’ll mix it up with the community (and, yes, play some Gambit) one more time before launch. As always, there will be fun things happening in the game to keep you challenged and entertained as you count down the days until September 4.
Check out our August calendar of events in the game and in real life.
The Sacred Texts!
A popular request among Guardians is to see the Grimoire committed to print. Today, we are proud to announce an upcoming Destiny Grimoire Anthology.
Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds—enticing threads that hinted at a greater tapestry. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy. Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players’ thoughts and assumptions about what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.
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The first volume is titled Dark Mirror and available for preorder on the Bungie store. Look for it this fall wherever books are sold. It will also be published in additional languages and available in additional regions to be announced.
Service Guarantees Citizenship
There are many ways we collaborate with our players to make a better game. We pore over feedback loops from multiple sources on the internet. We contract notable experts among you to join us as testers for a limited run. Sometimes, we’ll even host a summit in our studio to dig into our future plans. Those measures, while effective, unfortunately don’t stand a chance of including everyone.
Bungie User Research casts a wider net. Willing test subjects complete online surveys. There are even occasional invitations to visit our studio and step into the lab to sample something in development. The registration questionnaire has been updated with new data points that we’d love to know about you. If you’re already in our database, hit it again. If you didn’t know about this opportunity to do your part, this is your chance to sign up for a future testing opportunity.
Would you like to know more?
Fill out our User Research Questionnaire, and we may call upon you to participate in a live-fire exercise sometime in the future.
For the Monarchy
New Monarchy claimed the third and final Faction Rallies victory of Season 3. They were dominant in previous seasons but were winless coming into this one. The faction managed to squeak out a victory despite Dead Orbit having more players pledged. It’s about action, not promises.
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Helping Hands
This is the Player Support Report.
Tuesday Morning Glory
This week, Destiny Player Support became aware of an issue impacting the Glory bonuses earned by players who were completing three or more Competitive Crucible matches a week.
With the launch of Crucible Ranks in Season 3, it was intended that players who were Fabled rank or below would receive a bonus allocation of Glory points following the weekly reset of any week during which they completed three or more Competitive matches. After investigating player reports regarding this feature, we have determined these Glory rank packages are not being granted as intended.
While we’re working with our Crucible team to investigate this issue, players should expect that this issue will persist for the remainder of Season 3. Players who are aiming to unlock Glory rank–based rewards for Season 3 should plan their Crucible play accordingly.
For more information, players should visit our Seasonal Crucible Ranking help article.
Destiny 2 Hotfix 1.2.3.1 Next week we’re deploying Destiny 2 Hotfix 1.2.3.1 to players. This hotfix is the final barrier between players and the launch of Solstice of Heroes, and all players will need to install this hotfix before they can join the celebration. Provided below is a brief timeline of this deployment. On Tuesday, July 31, 2018:
9 AM PDT: Destiny 2 Hotfix 1.2.3.1 will become available to all players.
9–10 AM PDT: Players will be prompted to accept Hotfix 1.2.3.1 as they return to orbit after completing activities.
10 AM PDT: All players who have not yet accepted Hotfix 1.2.3.1 will be removed from activities and returned to the title screen to take this hotfix.
For more information on this deployment, players should see our Destiny Server and Update Status page. For live updates on this hotfix as it becomes available, players should follow @BungieHelp on Twitter or monitor our support feed on help.Bungie.net.
Solstice of Heroes
Next Tuesday, July 31, 2018, Solstice of Heroes will kick off in Destiny 2. Before this event goes live, here are a few points of vital information:
Before attempting to complete a Triumph, players should make sure they have acquired it from the Statue of Heroes. Some Triumphs may need to be completed again if the Triumph is not in the player’s inventory at the time of completion.
For Moments of Triumph, adventures and Region Chests are tracked by the character that has completed the most of them, and they are not tracked account-wide. Players who encounter issues making progress toward these Triumphs should make sure they are playing on the character that has made the most progress toward these Triumphs.
Progress toward Triumphs and event rewards may be lost if players delete any characters on their account. For the best experience, it is recommended that players do not delete any characters until all desired rewards have been redeemed and Solstice of Heroes concludes on August 28, 2018.
Since the reveal of Destiny 2: Forsaken, players have asked whether or not Cayde’s Exotic Stash will be included with pre-orders directly from platform online marketplaces. We can confirm that this pre-order bonus will be available to all players who purchase through the PlayStation, Xbox, and Battle.net online stores before launch.
Additionally, shown below is what players can expect to become available to them in Year 2, based off of title ownership:
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For information on purchase eligibility from other retailers, players should visit the official destinythegame.com page.
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theonyxpath · 6 years
Link
Chicago! By Night! What an evocative title that was in ’91. We had seen nothing like it for any of our games. The web of vampire NPCs and their sheer variety could have been overwhelming, but instead it was fascinating. We wanted to keep reading and to learn as much as we could about them, and the vampire society they were enmeshed in.
The gorgeous Coterie Charts were, of course, that perfect bit of visual aid that we needed to refer to during reading – and even more importantly, during playing. Who is she? Do we know who she’s connected to? Does she hate that guy we’re sort of working for?
It added the context, the structure, that we had only been imagining based on the core book. Now we could see how the ideas fit together in one city.
My group was lucky as I had been given the text early in order to playtest and so I could do art and the logo for the book. We got to roam those streets on the lookout for Capone earlier than most, but we also didn’t get to see Josh Timbrook’s full collection of gorgeous and evocative character portraits, so it was interesting to see his depictions later on.
After over a decade of D&D, Chicago by Night was definitely the book that made me fall in love with Vampire: The Masquerade.
Which worked out OK.
Y’know?
      Scion Hero illustration by Chris Bivins
    Naturally, considering the above, when given the chance, we at Onyx Path pitched for a new version of Chicago By Night. Three times! We pitched it for V20, we “pitched” it during our plans for our new edition of VtM, and now, we pitched and are doing the Vampire: The Masquerade 5th Edition version!
Third time’s the charm, or, I guess, the discipline.
The V5 Chicago By Night Kickstarter goes live at 12 noon Eastern US time tomorrow, Tuesday the 30th (if all goes well, and the many weird-ass things that can screw this up don’t happen). This is a KS to create a beautiful traditionally printed version of the book that we will use as a springboard to get the books into stores.
Backers will get sections of the text of the book all through the Kickstarter, and I understand that our Kickstarter Concierge James Bell and Chicago developer Matthew Dawkins have cooked up a whole series of reveals for that info. Plus, they’ve been working on ways to incorporate backer input without slowing down the book’s progress. We really want to get it out to backers and then into stores as fast as we can.
Certainly, more along the model of Cavaliers of Mars which was delivered a year early to backers, or Monarchies of Mau, on track to be shipped in November, some four months earlier than estimated.
Plus, the text we are revealing to backers is finished text, approved by White Wolf, and set to take a copy edit but then go right into layout. We know folks are concerned about changes to the text that has been previewed, and we’re setting this up so that situation doesn’t happen.
      Fetch Quest illustration by Pat Loboyko
    As for what those sections will contain, well, they’ll present Chicago as it exists NOW in the World of Darkness, and we’ll be continuing to follow Matthew’s preference for writing that provides story-ideas and hooks in every paragraph. Locations that have explicit ideas for play attached to them, and we’ll have Lore Sheets that build out the secrets of the Kindred of Chicago.
In fact, I’m really looking forward to our Chicago Lore Sheets providing that same feeling of “proof of concept”, of a concrete structure, that the original CbyN did for VtM first edition.
And, then there’s the Lasombra.
Their V5 clan write-up will be in there, as well as the shadowy revelation of their current status and plans within plans.  We’re thrilled to be able to be the ones who reveal them to our community, and from what I’ve seen, you are going to be very pleased indeed.
So that’s a huge milestone for us this week, and something we’ve been working feverishly on, but we have a few other things to point out that came up in our meeting today that are happening this week of spooky weeks.
V5 is not the only vampire game in town, as the Guide to the Night for Vampire: The Requiem 2e in Advance PDF form goes undead on DriveThruRPG on Halloween, along with our regularly scheduled Exalted 3rd monthly PDFs.
If we can do it this week, we’ll also be delivering the Backer PDF for Matt Forbeck’s long awaited Exalted 3rd novel to backers!
      Trinity Continuum: Aeon illustration by Sam Denmark
    Before the month is done, you owe it to yourselves to check out the deadly discounts at the HalfoffWeen sale at IPR, and the Halloween sale at DTRPG. (See below in The Blurbs!)
Finally, if you missed last Friday’s interview with Jason Carl, V5 producer and current marketing chap at White Wolf, this is a great week to hear all about the man who’s an expert on both Vampire and wine. And a whoooole lot more as his interview with the Terrifying Trio on the Onyx Pathcast proves. Check that out here, or on your favorite podcast venue: https://onyxpathcast.podbean.com/e/episode-23-interview-with-another-vampire-jason-carl/ 
Coming up this week, our Dream Team goes into details on their Dream Games. You know, the projects they would most like to create if time, money, legalities, or common sense were not concerns!
Maybe they’ll make some games we can publish, and add to our existing collection of:
Many Worlds, One Path!
  BLURBS!
KICKSTARTER:
Lo the darkness that lies like a pall over Chicago. The V5 Chicago By Night Kickstarter arises in October!
We will be opening the casket on October the 30th at 12noon Eastern US time!
Because we know the 2nd Inquisition is out there, let’s establish a fallback plan so if anything happens to delay this, we’ll do it at noon on Halloween, Wednesday the 31st!
We’re also working on the Kickstarter for They Came From Beneath the Sea! (TCFBtS!), which has some very different additions to the Storypath mechanics we’ll be explaining during the KS.  They take an excellent 50’s action and investigation genre game and turn it to 11!
  ELECTRONIC GAMING:
      As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is now live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is both rolling and rocking!
Here are the links for the Apple and Android versions:
http://theappstore.site/app/1296692067/onyx-dice
https://play.google.com/store/apps/details?id=com.onyxpathpublishing.onyxdice&hl=en
Three different screenshots, above.
And our latest, the dice for Werewolf: The Forsaken 2e:
  ON AMAZON AND BARNES & NOBLE:
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue you bought it from. Reviews really, really help us with getting folks interested in our amazing fiction!
Our selection includes these fiction books:
Vampire: The Masquerade: The Endless Ages Anthology (Kindle, Nook)
Werewolf: The Apocalypse: Rites of Renown: When Will You Rage II (Kindle, Nook)
Mage: The Ascension: Truth Beyond Paradox (Kindle, Nook)
Chronicles of Darkness: The God-Machine Chronicle Anthology (Kindle, Nook)
Mummy: The Curse: Curse of the Blue Nile (Kindle, Nook)
Beast: The Primordial: The Primordial Feast Anthology (Kindle, Nook)
Vampire: The Masquerade: Of Predators and Prey: The Hunters Hunted II Anthology (Kindle, Nook)
Werewolf: The Apocalypse: The Poison Tree (Kindle, Nook)
Werewolf: The Apocalypse: Songs of the Sun and Moon: Tales of the Changing Breeds (Kindle, Nook)
Vampire: The Requiem: The Strix Chronicle Anthology (Kindle, Nook)
Werewolf: The Forsaken: The Idigam Chronicle Anthology (Kindle, Nook)
Mage: The Awakening: The Fallen World Chronicle Anthology (Kindle, Nook)
Vampire: The Masquerade: The Beast Within Anthology (Kindle, Nook)
Werewolf: The Apocalypse: W20 Cookbook (Kindle, Nook)
Exalted: Tales from the Age of Sorrows (Kindle, Nook)
Chronicles of Darkness: Tales of the Dark Eras (Kindle, Nook)
Promethean: The Created: The Firestorm Chronicle Anthology (Kindle, Nook)
Demon: The Descent: Demon: Interface (Kindle, Nook)
Scarred Lands: Death in the Walled Warren (Kindle, Nook)
V20 Dark Ages: Cainite Conspiracies (Kindle, Nook)
Chronicles of Darkness: Strangeness in the Proportion (Kindle, Nook)
Vampire: The Requiem: Silent Knife (Kindle, Nook)
Mummy: The Curse: Dawn of Heresies (Kindle, Nook)
  OUR SALES PARTNERS:
We’re working with Studio2 to get Pugmire out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the Screen, and the official Pugmire dice through our friends there!
https://studio2publishing.com/search?q=pugmire
And we’ve added Prince’s Gambit to our Studio2 catalog: https://studio2publishing.com/products/prince-s-gambit-card-game
  Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
Here’s the link to the press release we put out about how Onyx Path is now selling through Indie Press Revolution: http://theonyxpath.com/press-release-onyx-path-limited-editions-now-available-through-indie-press-revolution/
And you can now order Pugmire: the book, the screen, and the dice! http://www.indiepressrevolution.com/xcart/manufacturers.php?manufacturerid=296
    DRIVETHRURPG.COM:
  For the most horrific day of the year, this Wednesday, Halloween, we are releasing the Advance PDF for Vampire: The Requiem 2e Guide to the Night!
  And we haven’t forgotten our monthly Exalted PDF releases! They too will be coming out on DTRPG this Wednesday!
          CONVENTIONS!
Matt, Monica, Bill, Crystal, and other Onyx Path writers and developers will be at GameHoleCon in Madison, WI November 8th – 11th running demos of Pugmire, Scarred Lands, and more! https://www.gameholecon.com/
Rich, Lisa, Matt, Eddy, Dixie, Danielle, and other Onyx Path writers and developers will be at PAX Unplugged in Philly, November 30th – December 2nd running demos of Scion, Monarchies of Mau, Exalted, and more! http://unplugged.paxsite.com/
Start getting ready for our appearance at MidWinter this January in Milwaukee! So many demos, playtests, secret playtests, and Onyx Path Q&As you could plotz!
  And now, the new project status updates!
DEVELOPMENT STATUS FROM FAST EDDY WEBB (projects in bold have changed status since last week):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep)
C20 Novel (Jackie Cassada) (Changeling: the Dreaming 20th Anniversary Edition)
M20 The Technocracy Reloaded (Mage: the Ascension 20th Anniversary Edition)
M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition)
Tales of Excellent Cats (Monarchies of Mau)
City of the Towered Tombs (Cavaliers of Mars)
Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition)
Scion Ready Made Characters (Scion 2nd Edition)
Scion Jumpstart (Scion 2nd Edition)
Geist2e Fiction Anthology (Geist: The Sin-Eaters 2nd Edition)
Memento Mori: the GtSE 2e Companion (Geist: The Sin-Eaters 2nd Edition)
Pirates of Pugmire (Realms of Pugmire)
Distant Worlds (Trinity Continuum: Aeon)
  Redlines
Deviant: The Renegades (Deviant: The Renegades)
Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition)
Witch-Queen of the Shadowed Citadel (Cavaliers of Mars)
Heirs to the Shogunate (Exalted 3rd Edition)
Scion Companion: Mysteries of the World (Scion 2nd Edition)
  Second Draft
Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire)
  Development
Hunter: the Vigil 2e core (Hunter: the Vigil 2nd Edition)
CofD Contagion Chronicle (Chronicles of Darkness)
Night Horrors: Shunned by the Moon (Werewolf: The Forsaken 2nd Edition)
Lunars: Fangs at the Gate (Exalted 3rd Edition)
Spilled Blood (Vampire: The Requiem 2nd Edition)
WoD Ghost Hunters (World of Darkness)
Wr20 Book of Oblivion (Wraith: The Oblivion 20th Anniversary Edition)
Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant)
Oak, Ash, and Thorn: Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd)
CofD Dark Eras 2 (Chronicles of Darkness)
  Manuscript Approval:
V5 Chicago By Night (Vampire: The Masquerade)
  Editing:
Signs of Sorcery (Mage: the Awakening Second Edition)
Aeon Aexpansion (Trinity Continuum: Aeon)
C20 Players’ Guide (Changeling: the Dreaming 20th Anniversary Edition)
Dystopia Rising: Evolution (Dystopia Rising: Evolution)
M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition)
Adventures for Curious Cats (Monarchies of Mau)
In Media Res (Trinity Continuum: Core)
  Post-Editing Development:
Ex Novel 2 (Aaron Rosenberg) (Exalted 3rd Edition)
  Indexing:
    ART DIRECTION FROM MIRTHFUL MIKE:
  In Art Direction
Dystopia Rising: Evolution – Got the fulls contracted out and emails out to artists from the KS about doing some more.
Geist 2e
The Realm
Trinity Continuum (Aeon and Core) – Aeon sketches coming in.
Ex3 Monthly Stuff
Chicago By Night – Ready for KS.
Pugmire Roll of Good Dogs and Cats – Art contracted.
C20 Player’s Guide – Sending out the last contracts and art notes.
Aeon Aexpansion
They Came From Beneath the Sea! – Getting more KS art since we have a little time.
Lost 2e Jumpstart – Art contracted.
EX3 Lunars – Getting KS art.
Signs of Sorcery – Awaiting updated art notes.
  Marketing Stuff
  In Layout
Trinity Core – Working.
Trinity Aeon – Inputting 2nd proof notes.
M20: Gods and Monsters – With Josh.
  Proofing
Scion Hero – Backer PDF is out, errata coming in.
Scion Origin – Corrections are in.
Ex3 Dragon Blooded
CtL2 Jumpstart – Adding in corrections.
  At Press
Monarchies of Mau and Screen – At Studio2. Dice and buttons shipping to Studio2.
Wraith 20th – Printing the Deluxe interior, proofing cover this week(??).
Wraith 20 Screen – Printing.
Scion Dice – At Studio2.
Lost 2e Screen – Off to printer.
Scion Screen – Off to printer.
Changeling: The Lost 2e – Printer getting started.
Fetch Quest – Files sent to printer.
Exalted 3rd Novel – Getting ready for backers.
PTC: Night Horrors: The Tormented – Prepping PDF files.
VtR: Guide to the Night – Advance PDF going on sale on DTRPG on Weds!
  TODAY’S REASON TO CELEBRATE: Well, Halloween. Duh.
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sepiadice · 6 years
Text
Tales of Genius Ch. 2: Follow the Light
(9/16/18)
And so, for possibly the first time ever, I got a session two in a campaign! New high score! Woo-hoo!
Also, got to redo an adventure I ran for the old High School crew. Updated it slightly, added a puzzle, changed the final encounter, added a pair of magic items.
Don’t think I have any sort of RPG Life updates. Working on various other projects off and on. Started watching a new Netflix original series that redoubles a plot point later in this campaign.
Added a fourth party member. Which I think I’m going to lock down on. The games I’ve been involved with always had a problem of having a large number of players, so I think I want to try for the classic four-person ensemble.
Hope they’re having fun. Doubt plagues me, but they’re not whining to me, so it’s probably fine? It’s still clear I need to continue practicing GMing, and I’ve noticed I’ve been stuttering and having difficulty pronouncing words. That will all need to be improved before we move on to the podcast phase.
Now, for the second part of Tales of Genius![1]
CAST
Eli Roberts: (Played by Lyons) Child of Clio. Doctor, travelling to write a medical text akin to Gray’s Anatomy. He’s an Intellect! Olivia Grayson: (Played by Maddie) Child of Thalia. Apprentice to Eli. Believes her Squirrel-raccoon companion is her boyfriend reincarnated. Fromthe: (Played by Jose) Child of Calliope. Military veteran and current mercenary. Also has some mercantile ambitions.
Jean De Ferrero: (Played by Anthony) Child of Terpsichore. Travelling con artist.
Quick exposition:
So, that whole “Child of…” thing is part of my world’s lore. About nineteen hundred years ago, nine sisters travelled the world and founded nine schools of philosophy and nine separate cultures that populate the world. The only solid marker for the tribes is eye color. White/Light grey for Clio. Yellow for Thalia. Orange for Calliope. Green for Terpsichore. Others for the other tribes as they’re introduced.
The sisters are named after the Greek Muses.
And, so, onto our tale.
DATE: Late Winter 1911
PLACE: THE TINES (Mountain border of Astree and Hervar)
We open back up on North Fort. Food supplies are running even lower, especially since a good chunk of it has been poisoned. The mayor has decided to send those clever adventurers to try and find an alternate path out of town,[2] plus this nice Jean fellow who speaks highly of his own conquests.[3]
After some brainstorming while I was busy making curry,[4] the mayor mentioned the town crypts, which are a small network of caves some distance from town. There’s an iron door there which no one has explored past, because there’s a bunch of warning symbols on it, so better just stick the dead in there until claimed. But, well, it’s something?
The party heads to the crypt, as I couldn’t be bothered to force any scene work in the town. Would’ve been nice to establish the mixed critters of the setting, but I’m bad at following even my own notes, and I didn’t really have any cause to delay them.
In the crypts, they discovered a small band of Saber-toothed foxes.
Olivia tried to befriend the foxes using the cheese from the rations North Fort gave her, but the foxes weren’t satisfied, and unhappy with the intrusion. So combat despite Olivia’s protests!
I still am far from getting a handle of combat narrative, but after a few rounds, they’ve killed two foxes and scared off three.[5]
Then Olivia used a magic spell to cave in the entrance. Which… I should probably take a moment to taunt the party over.
And now I have. What nerds.
The party moved towards the iron door. It’s magic proof,[6] locked, and barred. So the group needs to figure out how to get in.
Unbarring it was easy enough, but it’s still locked.
But, hey, the party has a new Scoundrel Character! Maybe he can pick the lock!
The dice say no. This is dire, as the back up plan I had is sitting in North Fort,[7] and that’s not an available path anymore.
Okay, okay. Let’s reason this out. Is the door there to keep people out, or something in? Both, but which is important?
Which is to say: this door opens out, so the door hinges are on our players’ side! Which the fair doctor thinks up, then teases the con artist for not coming up with.
Said scoundrel (Jean) uses skullduggery to get the pins out. (Because it’s heavy iron, hasn’t been moved in a while, and would require finesse. Probably some heat to remove frost). I then have them do another check to get the door open since the lock is still engaged and needs to be worked out of the wall. Which they do.
Momentary inside baseball thing that might ruin the magic: I didn’t have a firm solution. I just placed the door down and waited until I heard a solution I liked. I recommend fellow GMs do this, but also try and prepare an alternate solution if the party can’t get past it for some reason. (See footnote 7 for my release valve).
On to the next room! A massive cavern, with many tunnels shooting off, and crystalline protrusions here and there. Then there’s a wooden lean-to slash shack near the door.
In side is a desk with a chess game mid-progress, and notebook tracking the game next to it, a glass jar of mythril dust, and a mummified corpse sitting in a chair[8] holding a bullseye lantern.
Eli Roberts examines the board, makes a move, notates it in the notebook(!), pockets the mythril dust, then investigates the mummy.
(A spent story point later also says he took the notebook.)
Eli fails to find anything notable on the corpse, so he turns to figure out what path to take.
Olivia, who we are learning this session has no regard for her fellow humans, uses her magic to puppeteer the mummy.
This jostles a rolled up scrap of paper out of its beard.
Time for the puzzle! Also pop quiz for my world building lore, because screw you, at least learn the muses you picked for your character’s heritage![9]
I wrote a poem (not a great poem, because I lack rhythm) that referenced the Muses in a certain order.
Now, this puzzle needs workshopping, because once the party figured out to use the mummy’s lantern[10] to shoot a beam of light into a large crystal to refract it into colored beams, and that they needed to follow the beam that corresponded with each Muse’s assigned eye colors in the order listed on the poem, there wasn’t much else to do until the final twist.
I probably could’ve done something with the crystals. Finding them, getting them in position,[11] just some complexity for the successive rooms.
Needs workshopping. But we also had a time limit, so maybe simple wasn’t bad for this rendition.
Now, this refracted light thing was an expansion on a moment that wowed the last time I did my North Fort session, which I mimicked halfway down the mine: the first obvious crystal sent the light bouncing all over the chamber, hitting other crystals, and illuminating the entire chamber, revealing a mural![12]
The mural told the mine’s story: they were mining it normally, then thought ‘hey, let’s try magic!’. Magic resonated with the mythril they were mining, heating the cave and waking up a giant snake that started gobbling people up. They got some adventurers in to deal with the snake and stopped using magic.
What I wish I added was the snake’s giant skull in this room. Instead, I had it in another room, looming over the exit tunnels. Oops.[13]
So that’s neat.
The party continued the prescribed solution and moved on, seeing the ribs of the snake were repurposed into support beams.
Another element I failed to convey is that the mining shafts were actually expanded from the snake’s tunnels throughout the mountain.
Anyways, the final room was the cool twist. Because the final mentioned Muse is Urania. Who I assigned black/dark grey eyes.
Black light’s not a thing. What could be the…
They killed their light. Eventually, mythril dust started to glow, a thick vein going down the final correct tunnel. (The poem also mentioned Urania using the stars in her line. This fit with the mythril dust but also her role as the Muse of Astronomy.)[14]
And they exit into another large chamber like the one at the top. Including wood office shack and an iron door. Inside the shack is another mummy, chessboard, and a notebook with matching move notations to the one earlier.
Including the move Eli noted and wrote down.[15] Huh.
Eli’s player spent a Genesys Story Point to say he nabbed the first notebook earlier so he wouldn’t have to hike back up.[16]
For those curious, there’s another poem on this end for going the other way. The colors don’t even have to be the same since they’d be approaching the crystals from a different angle, so the first step doesn’t have to be Urania![17]
Anyways, the spent story point ruined how I’d hoped to bring in the boss fight, so instead a Masked Snake slithers in.
Smaller than the one slain long ago, but still pretty big. Also way too young to listen to reason.
Again, three party members work to kill it as Olivia uses nonlethal magic. The snake iced the floor, making footing difficult.
I allowed the fight to drag on a while because, despite putting in my session plans to come back to make stats and having more than a month to, I never did.
Really should sit down and just make a series of notecards for easy, normal, and hard enemies. Get too distracted with narrative.
Anyways, combat rages, half the party gets upset with Olivia’s efforts not to kill the snake, when a mysterious figure in fancy robes and snake skull mask arrives and pulls a gun.
Olivia promptly magically murders this man without a word. Then steals his mask. And returns to nonlethal spells against the snake.
After realizing the snake can’t fit through the door, Eli and Jean attempt to flee, but Olivia refuses to leave, instead standing on the human corpse she created to avoid the disadvantage of the ice floors.
Eli goes in and finishes off the snake.
Grumpy after the encounter, they exit the caves, which leads out to a point on the path below the avalanche. There’s a way to connect North Fort and Soldier’s Rest.
They go to Soldier’s Rest (named such because it’s where the military men went to rest when not on duty at the mountain fort). Turn in a letter of introduction to Soldier’s Rest’s mayor, and step outside.
Where they encounter a Jackalope. They’re giant creatures ridden by the mail carriers of His Majesty’s Courier service![19]  The courier has a letter for Eli Roberts: The Queen and Heir Apparent are ill with a mysterious disease, and Dr. Roberts comes highly recommended by his peers to help.
Whether this is because his peers genuinely believe he can do it, or because not healing the royal family could have dire consequences and they’d rather gamble Eli’s career over their own is a question I intend to play with.
End session two.
Admittedly, it was a railroading session that hinged on two combats that I didn’t prepare properly and a puzzle that need a few more facets, but I set some Campaign Plot up and actually got players to the table, so I say sufficient success! Always a learning experience! And Anthony seemed to prefer the system vastly over GURPS, so I think it’s good.
Just need to cement running combat and the Advantage and Disadvantage system. It’s a new thing that takes getting used to. Plus the question of what to do when you get a nothing roll.
Also need to get firmer control over what magic can and cannot do. And also that GM trumps rulebook everytime.
I have an outline for the next session. Just need to add some meat and work in elements the players enjoy. Maybe try and have it be less of an Eli Roberts focused story.[20]
Until next time, may the dice make things interesting!
[1] Pompous sounding name? Perhaps! But it’s a grab from the Tales JRPG series, and a TED Talk I saw once. [2] Had the party asked, the Mayor was avoiding asking South Fort for help because that crosses a border and could cause a lot of diplomatic tensions. The party didn’t ask, so I’m noting it here for my own gratification. [3] Because we needed to fit a new party member in some how. [4] Which I forgot to put potatoes and apples in. I’m disappointed in myself. [5] Unless it was the other way around. There was confusion! [6] Iron is magic proof in the setting! Because I’m taking inspiration from my vague knowledge of fair folk mythology. [7] Her name is Debra. I didn’t have the exact details (improv!), but if needed, she’d have the key for the door for… reasons? [8] I keep trying a Douglas Addams thing where I save the most glaringly obvious and distressing fact for last. It’s never worked because I keep getting interrupted or the players overlook I mentioned a monster. Might be a sign to stop, but why would I? [9] I casually left a prose-y cheat sheet on the table before we started. So it’s open notes. [10] Always provide the required tools if you can’t be sure the party has the needed supplies. [11] My much coveted block puzzle! I’ll figure it out someday! [12] In the pathfinder version, it instead revealed a sleeping dragon. I should’ve worked in a similar element on top of what I put in the chamber. [13] Maybe if I ask nicely, my players will pretend this is what I did. [14] Why do the muses include two with dominion over Astronomy and History? Who knows! They just do! [15] I was hoping someone would mess with one of the notebooks for this exact reveal. They played right into my hands. [16] I’ll leave it to the players to retcon why they stole the first notebook. [17] Maybe Urania should’ve been the mural room. You light the crystal for the story, then have to darken it to move on.[18] [18] Take three on this dungeon’s going to be epic! [19] A pay off when, long, long ago, when I was very young looking through a borrowed copy of GURPS 3rd Edition, I saw a picture of cowboys riding giant rabbits with saddlebags reading ‘Bunny Express’. Finally did it. [20] He took the reigns on the session one mystery, and the letter plot hook only works with him. I’ll try to do hooks working off the other three before returning to him, if at all.
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aurimeanswind · 6 years
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Back to Business—Sunday Chats 8-19-18
Okay. So Sunday Chats. How do I do this again? Oh yeah. Writing and whatnot.
Let’s get Started.
The Business Update
So as I’m sure you can tell, if you tuned into Irrational Passions Podcast two nights ago, follow IP on Twitter, or just see the silly shit I do on social media, I’ve been really busy. Sunday Chats has taken that hit, and as I don’t write everyday anymore nor am I writing every Sunday, it’s likely there is no reality I can do these on a weekly basis like I used to. Still, I’d like to work in at least once a month, which is what I have been doing. I know that’s not the pace I was setting back in the heyday of writing everyday, but I’d say I’m generally less stressed and the writing I produce is generally better than it was towards the end of me writing every day. Meaning maybe I made the right choice by decided to put a nice end cap to that journey? Maybe not.
I’ve been far more in a managing role since then, and the thing I do the most now is the thing I love to do the most, host and guest host on podcasts! My podcast output has been up about 300% the last couple months I feel, and that makes me super happy. It’s what I love to do. And with a ton of new shows coming to IP, I’m happy to be a part of them.
So let’s get the update out there. Here are some things we are doing/launching with Irrational Passions that I’m excited about, and I think you should be too!
Irrational Passions Podcast is now on Spotify! So is Input: A Video Games News Show, so if you’re a podcast listener on Spotify, I’ve got great news for you! Get Acquainted should be up there soon too!
Input has officially changed its format to focus on one news story per episode on a more intimate basis. There is still room for more traditionally formatted episodes, but episodes may be coming out faster and more frequently per week, with more focus on single stories and topics. I’m really excited about this change. Give it a listen!
Irrational Passions Presents is a new audio feed coming to podcast services around the globe, that will be home to Article Reads, one off interviews, and maybe other cool little stuff. I’m excited for the possibility it brings, and am stoked to have that out there!
Irrational Passions Video Game Book Club is a new monthly show coming TOMORROW. It launches Monday August 20th with the first part of Batman Arkham Asylum. Each game we will be splitting into three checkpoints, and discussing with varying groups of Irrational Passions members. Scott White has been spearheading and editing this show, and he has done a phenomenal job with it. Shoutout to Scott!
Podcast Ultimate, our Super Smash Bros Ultimate Podcast hosted by Mike Burgess, CONTINUES next week, with episode two all about the recent Smash Direct. We talked for about two and a half hours and it was a blast. Give that a listen on YouTube, which is still currently the only space it is and will be available. Working on possible other options in the near future.
PAX West 2018 is coming up, and much like PAX East 2018, we are coming in FULL FORCE.
I’ll be there, alongside Scott White, Logan Wilkinson and Mike Burgess.
We’ll be rooming with the fine folks from OKBeast.com, and we’ll be doing a crossover podcast with them LIVE on Twitch and YouTube on Friday, August 31st, at 9pm Pacific Daylight Time.
I’ll also be representing Irrational Passions at the Kinda Funny Interwebsite Peer Schneider Cup Tournament or whatever its called in the Hydra Theatre on Saturday September 1st at 7pm PDT. Come see me! Support me! Or just say hi! I am absolutely going to lose, but I’m going to try my best!
So a lot of this is the culmination of things we’ve been working on for a while. The Book Club especially we’ve been working on since February. Everyone is hard at work and CRUSHING it, in addition to the reviews, podcasts, and opinion pieces we will continue to put out. Jurge called this the “IP Direct” on Twitter because this is our Nintendo-direct level of announcements. We’ve been working hard and will continue to do so going forward, and while that may mean we can’t sit and chat EVERY Sunday, I still plan on making time for all of you once a month at least.
A big part of that, as some folks may have seen, is I’ll be soliciting questions for Sunday Chats on Saturdays now. So it’s the same deal outside of that, look for my tweet that has the hashtag #SundayChats in it, just look for it on Saturdays now. It gives me time to get things done and organized a bit easier and faster, and cuts less into my day off now, which will hopefully streamline the process.
That all being said, I’m going to skip game talk this time and go right into...
Questions!
Let’s get to it.
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Whoa boy a lot to unpack here. I’ll go one at a time now.
Selfie Saturday has officially become Selfie Sundays. Sorry for the lack of warning all, but selfies aren’t going away anytime soon.
Am I concerned? No. Not after this last direct. You’ll hear me talk about it on this next Podcast Ultimate but for me the new Smash Bros would not be “ultimate” if there wasn’t a story mode in it. And there appears to be one, going off this recent teaser in the direct. I know it’s dumb, but as someone who predominantly plays Smash by himself, it’s honestly super important to me to have that. I think that’ll be new and I think that’ll be really exciting too!
I think as a game they will likely hope to update and support for a while to come, coming out two years into the Switch’s life and I think the Switch will be around for a while to come, that they are just teeing this up to have tons of stuff either in expansions and DLC later, and have as much in the base as it can. Smash fans I think want all the stuff from the previous games, and I think there are plenty of quality of life things that make this new as well. Like, the Wii U game was so good, but missed those QoL improvements that really stopped it from being great. Plus, it was on a platform that no one had. Now everyone has a Switch, and anyone can stop and say “let’s play Smash” and have folk break out the Switch to play Smash at any event or whatever. That’s a big deal. It’s kind of what they wanted the 3DS game to be, but even that version of the game was neutered compared to it’s same-release Wii U counterpart. Now it’s the best of both worlds, it’s a loving culmination of Smash itself and everything that’s made Smash great up until this point, and I’m crazy stoked for it.
So the Filip stuff is tricky. I haven’t really talked about it too much publicly, but the more comes out about it the more upset I get. To be perfectly honest? Yeah. I’m really pissed about it. But me getting angry helps literally no one. I took English and Journalism class super seriously, going through what little college I did. And I’m sure someone like Greg Miller would say the same being someone who went through actual journalistic training, for more than me, plagiarism is super fucked. And Filip built a career on it.
It makes me lose faith in the system of getting hired at a place like IGN. It helps reinforce those things you hear about folk that are hired out that they are just picking from a very specific pool that meet a specific vision for that place. And that hurts me. Because I would like to think and hope the quality of my work and my worth ETHIC above all and anything else, having done all I have done on a weekly basis for almost a decade would be enough. But clearly it isn’t.
But I’d rather not harp on too much about it. I do believe in good karma, and what goes around comes around, and so I will continue to push my positivity out into the world, and hope it does something good for me.
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No, I cannot ride a bike. I know it’s crazy, and I know Jacob Bryant has trouble believing it.
The day I decided was the last day I’d try and learn how to ride a bike was the summer when I was maybe six or seven. At the house I grew up in there was this hill near the opening of our drive way. I took the training wheels of my Bike and went to the top of the hill. I said “this is the day. Make or break,” and I got my legs up on the Bike. I was either going to ride down that hill and keep riding, or fail and fall over and give up on riding a Bike for the rest of my life.
I pulled my legs up and....
Well, I immediately fell to the right and scraped up my knee and leg. I didn't even make it down the hill a little bit. I started quietly crying to myself, because I was like, six, took my Bike, put it in the garage, and went inside to play video games.
That was the last time I ever rode a bike.
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Listen, so many folks have been coming to me saying how Video Game Book Club took inspiration from their show or whatever JON. One, it wasn’t even my idea. I did have the idea to split each game into three checkpoints.
But my MAIN INSPIRATION for the show was actually Rebel FM’s book club. The only one I heard them do was Dead Space 2, a phenomenal game. I know a lot of video game book clubs exist though, and for example Mike’s big inspiration for his ideas in the club was the GameInformer Book Club. Basically, no one is original.
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I have a ton of stuff on Audible that I need to finish listening to. I do not read at all, because I’m awful, so I just listen to books. A couple I really adored and finished earlier this year were the King Killer Chronicles books. The first two in the trilogy are out, and hopefully the third will come out sometime ever in my life. They’re by Patrick Rothfuss, The Name of the Wind and A Wise Man’s Fear. Super good. Amazing world building and a huge focus on currency, which I really liked.
I really want to finish Ready Player One, I got about two thirds into it and really liked it. I also grabbed Altered Carbon, the Dark Tower 1, and You’re Never Weird on the Internet, Felicia Day’s autobiography. Those are the ones on my shelf right now.
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I’ve been following some of the Tweets. I love it. I’m also going through them again with the Three Best Friends Podcast folks in a Limited Run series they’re doing, featuring: me! All about Kingdom Hearts. The first two episodes should be out now, and they’re crazy fun.
Of those three, I think Birth By Sleep is the clear winner, and it’s really because it is the only “complete game” out of the three. What I mean is there isn’t kind of, revisiting or rehashing in it. 358/2 and Chain of Memories both rely so heavily on the Kingdom Hearts 1 worlds, especially Chain of Memories, while introducing their own stories that are both very good I think, Chain of Memories being the far, far, far better one for me personally, but the repetition in both still hurts it so much.
Birth By Sleep has the issue of revisiting its OWN bullshit like seven times in that game as you play through all three stories, and that sucks, but at least it isn’t something you’ve seen in a Kingdom Hearts game before. While I think the systems in BBS are rough around the edges, later to be better realized in a KH3D or even Kingdom Hearts 3 itself, the character work in that game makes it special. Terra/Ven/Aqua is a story you are AS invested in, if not more so, than the original Sora/Riku/Kairi story. And so it is this very intimate story for fans of the series I think.
That and playing it is just the best. Especially on PS4 where I recently played it. It just feels better with twin stick controls. It’s crazy grind-y if you’re trying to do everything, sure, but all the games are in their own way in that regard.
It’s funny how mechanically KH3D is the best of the handheld attempts at side stories, but it muddles the story the most. It’s a double edged sword, where they kept going until they got it right, and in a way they did irreparable damage to the story along the way because of it.
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I really don’t know. I know it’s dumb and little but I’d really love to hit 1000 subscribers on YouTube. Super inspired by the work the OKBeast folks have done with their channel, and basically Mike Burgess has single-handedly turned our YouTube output up a notch. But not just him, he has got Jurge doing video reviews too, and with Scott White’s video talents finally being shown in Book Club, they’re got me inspired to get more work up there again too. It helps especially knowing it’s not just me.
But the big long team goal is outside fo 2018, which is to go to E3 as a team in 2019. That’s the big goal.
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Downloading it to my Xbox One now. Hit me up. We’ll play.
That’s the end. That’s it. That’s all she wrote. And by she I mean me, in this case. I’m excited about the future of IP, I’m excited about the stuff we are doing, that I am doing, and while it’s a ton of work and a lot of stress, it’s the stuff I live for. It’s very rewarding hugely in part to the team that is doing it and how we are working together. Stick with us, and I promise we won’t let you down. Please god hopefully, at least.
Do me a favor until then.
keep it real.
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parivalgames-blog · 6 years
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Dev Update #3: Text Update - Timeline, updates, and rewards!
​Hi all, it's Paradise! My move was very successful and I even got a cat! Now that all that stress is out of the way, there will be plenty of updates to come in the future! So, I'd like to take the chance to introduce just a few upcoming topics in the next update while I prepare all of the images and text to include! This is only a small information update but please read it if you're interested~
1) Plot
So one of the main issues I'm currently facing in-between drawings, is that I've decided to basically rewrite the entire plot from start to finish (the demo lines will stay about the same, just with a few changes here and there). What this means is that it will be written to feel more like a romantic relationship with the character that you have chosen to pursue (obviously). I was struggling with writing Rei's relationship with each of the characters until I literally said 'why am I writing it this way?' So, now I am trying to write the plot in a much more entertaining way for the player to not only enjoy the killing aspect of the game, but to obviously enjoy the romance aspect of it as well. The original plot felt like the romance was just a secondary aspect in the game, so I am trying to incorporate it much, MUCH more. Please look forward to the next update for more information about it!
2) Timeline
First and foremost, please remember that I am the solo artist for both sprites and CGs for 1st Degree, as well as the solo script writer. This means that there will obviously be some delays in the time frame that the game is released. Since I just moved to a new apartment, I have to pay rent and utilities which means I do commissions and I am trying to find a job. Plus, my new uni has a more intensive engineering program. SO! Please be respectful of that. I'd rather take a steady pace than burn myself out and lose motivation.
Speaking of time though, I am toying with the idea of releasing the game in 3 parts. The first part will include the majority of the beginning and middle of the story, the second being the later half, and the third being the endings. If I do so in this way, the first part could be released as early as November/December, maybe even early. The second part summer of 2019, and the third part by the end of 2019. So what does this time frame mean for the content of the game? More CGs and at least one more outfit for the sprites! Plus gameplay earlier than late next year~
TIMELINE TL;DR IF RELEASED IN PARTS: Part 1: November/December 2018 for $3 Part 2: May/June 2019 for $3 Part 3: September/October 2019 for $6 *these are approximations and could be released at an earlier time and for different prices
One issue with this is that coding wise, there isn't really a way to connect the decisions (that I or my coder know of in ren'py), so if you know about anyway around this, please feel free to send me an email with information about it: [email protected] The one way around this (that I can think of) is that once all three parts are released, we can also release the full game for the same price of all the parts combined, and those that can show proof of purchase for all three parts would receive a code for the full game so that their decisions can properly connect to the endings. Again, this is just an idea, so I would like to know any opinions on this type of set up!
3) Update/Rewards Timeline
UPDATES: I am hoping to have updates out every week to every two weeks, even if it is just a small update with a sprite drawing or plot update. I would love to hear feedback though about what you all want to see so it is not just something that I would want to see in an update. Please feel free to leave any suggestions for me!
REWARDS: Now I know it's been a long time coming for rewards, but please be patient! They'll be on their way in the next month or so. The next update will have the preview of the poster (only those who ordered it will received the fully colored version, the preview will just be the lineart). I will also be redoing each of the cosplay wallpapers to be more in-line with my current style. (The pro of doing commissions for rent money is that I get to experiment and improve my style). Both of these, as well as the KS wallpaper should be delivered by the end of June. Voiced thank yous may take a bit longer, all of the voice actors do work and have other jobs, so please be patient with these, we will release them to you when we can. Ringtones will be sent at the same time as the wallpapers. I will be sending an email to the $150 tiers to receive their audio scenario script around the same time as the wallpapers as well.
REWARDS DELIVERY TL;DR Poster: End of June/Early July Cosplay Wallpapers: End of June KS Wallpaper: End of June Voiced Thank Yous: End of July, maybe longer Ringtones: Same time as cosplay wallpapers Other rewards: To be delivered after the game is released.
Please do be patient with us! It's sad to say that real life does come first, so somethings with the game, like the rewards, will be delayed (as I have previously said).
-----
Thank you for reading! The next update will be released the first week of June!
Topics: 1 - Plot Continuations 2 - Timeline Continued 3 - Rei Outfit Preview 4 - Background Preview 5 - Poster Preview 6 - Surprise!
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thecrazydragonlady · 6 years
Text
Coffee Shops and Board Games- Chapter 7
Author’s Notes: *Cries* I managed to actually update a story. Enjoy an impromptu Puzzleshipping date!
AO3
Days Remaining Until Deadline: 8
Yugi sucked in a sharp breath before releasing it with a frustrated groan, quickly running a hand through his hair to alleviate some of his pain. It didn't help. He was still very much upset. It had been several days since their run-in with Pegasus; true to his word, Jou had kept an eye out for the recently turned baker but he hadn't made a reappearance. That, however was currently the least of his worries. His board game sat in front of him and tangle after frustrating tangle seemed to keep appearing.
Was Set going to betray the unnamed pharaoh?
Did he even want to?
What about the pharaoh's uncle? Where did he go in all of this?
Plus the rules for Zorc’s revival needed to be finalized.
Now the ideas of Ka and Ba were frustratingly mixed in and he still had to work out the rules on that.
Not to mention the character designs he had to approve.
A gentle hand touched his shoulder and he shot up a bit, surprised by the contact. Yami stood over him, the bags under his eyes not as noticeable as they had been for the last couple of days but his expression was twisted. He glanced him over before sitting a cup of coffee down in front of him, “Here aibou. You look like you need it.” Yugi smiled, accepting it. He hesitated though before raising it to his lips; earlier that week, he had attempted a sip of one of Yami’s “tar monsters” and nearly died at the pure, black death that resided inside. The artist noticed. He chuckled out, “Don’t worry. I made sure there was cream and sugar in it in ungodly amounts. No shots of espresso either. Just regular coffee.” His shoulders slumped.
“Thanks.” Yugi sipped. It was surprisingly made the way he enjoyed it when he ordered regular coffee. Yami returned to his seat across from him. Their booth was once more covered in materials.  He took a deep breath, “Alright, we’re making progress but we still have a ways to go. The advisors to the pharaoh need to be finalized in their designs and I’ve still got to come up with the rules for Zorc’s revival and we can’t forget about the betrayal of Set and his father and….”
“Yugi,” Yami soothed. “Stop.”
The game designer fell silent. He blinked at him a few times before leaning his head to the side, confused. Yami stared at him for a few seconds before standing and gathering his materials. Yugi blanched. “What are you doing?”
“I’m packing up,” he confirmed. Yugi smiled wryly.
“I noticed but… why? We have a lot of work that needs to be done.”
Yami waved a hand towards him, “You need a breather. I can practically see your brain about to implode.”
“But….”
“We’ve been working for a week straight Yugi, over twelve hours each day. We still have eight until the deadline. Half a day or even a full day won’t kill us. Trust me,” he continued, cutting him off from protesting, “if this keeps up, you’re going to burn out and then you’ll have to face Seto Kaiba without a board game. Not a prospect either of us wants to face right?” Yugi snapped his jaw shut. He ducked his head but nodded. Yami merely smiled and reached over, musing his hair which caused him to complain like a child. “So come on. We’re going out.” He didn’t leave much time for him to protest. Finishing gathering the materials, Yami grabbed him by the wrist and tugged him out of the booth and subsequently out the door of the coffee shop.
Meanwhile, Jou was grinning like an idiot and he snapped a photo of their retreating backs.
Looks like Yug’s finally going on a date with his crush, he texted to every single one of their friends.
*****
Going out apparently meant heading to the Domino City Museum. They caught the bus just in time. Yugi was very much aware that Yami never released his wrist from the moment they left the shop, paid their fare, and made their way across town. It was only after they had taken their seats that he released him.
He couldn't help but wonder if he had enjoyed holding his hand - wrist- as much as he had enjoyed having it held.
They rode mostly in silence. The bus hummed underneath them and the people around them mostly kept to themselves. He wanted to ask him where they were going but when he looked up, he found the artist staring out the bus window, his chin resting in his hand, elbow propped precariously against the tiniest of window seals. It gave him a perfect view of his profile. After many months of pining after him, Yugi swallowed hard. He would have never dreamed that he would have gotten this before; in fact, if anyone had told him over a month ago that he would be riding on the bus going to who-knows-where with the mysterious man he was crushing on, he probably would have laughed in their face. They passed through a tunnel. Yami’s eyes glowed a brilliant red in the orange lighting. He had to bite his lip and turn away, hiding his hands in his lap, as he squirmed a bit in his seat.
Finally, he cleared his throat, “Yami?” He looked over at him for the first time since sitting down but Yugi made sure to avoid eye contact with him, scratching his cheek, “I-I was wondering where we’re heading…?” He blinked.
“My bad,” he chuckled out, “Mahad is always telling me I can be a bit hasty. I'm taking you to one of my favorite spots in the city. It's where I can find inspiration when I think I don't have any.” Yugi blinked.
“Oh? And where exactly is that?” Yami winked.
“You'll just have to wait and see.” He returned to looking out the window, refusing to say anymore on the topic, which left Yugi to look around or at his hand until they finally came to the stop they were meant for. Yami stood, grabbing his wrist again. “Here's our stop!” Yugi nearly chuckled at the sense of deja vu he was having as the taller one worked his way past him and off the bus. As it roared away, he recognized where they were at. He snickered which caused Yami to scratch his own cheek this time, not looking at him.
“You get your inspiration from the museum?”
“They've got some good materials,” he countered, leading the way up the stairs. “And new exhibits are always coming through. For instance,” he motioned to a large banner declaring the newest one off to the side, “they have a special Egyptian exhibit this time around. I figured since your game is based in Egypt… maybe….” He blinked. A soft smile crept across his face and he couldn't help but chuckle. Yami pouted. “What?”
“Nothing. It’s a sweet gesture.” He gently placed a hand on his arm before walking up the stairs to the entrance. He only stopped closer to the top when he noticed Yami wasn't right behind him.
It turned out, as his turning revealed, that he was still at the bottom, eyes wide, face covered in a bit of red.
This made him become even more flustered.
Dear goodness. What in the world were the two of them?
*****
There weren't many people inside on a day like this. Yami graciously paid their way in and, without needing a guide, began leading the way around the building. There was a very distinct smell about the place. It smelled of old paper, the kind that had been sitting in a library for more years than any one could count. There were a few school groups and random visitors but the noise level was pretty low all over. They travelled around from exhibit to exhibit; Yami every now and then pulled out his sketchbook and made notes or quick doodles, sometimes turning it so Yugi could give his honest appraisal. He would nod or offer a suggestion. At one point, Yami drew a ridiculous picture of Seto Kaiba and some cabbages based off some story they read. Yugi had to cover his mouth to stifle the laughter but that didn't stop a couple of the other patrons from staring at him like he had lost his mind.
Closer to noon, they left, heading back on the bus to have burgers at Yugi’s favorite joint.
Sadly, no more wrist-hand holding occurred.
Yami stretched as they came out of the shop, content and full. Yugi readjusted his bag on his shoulder, “Guess we better head back to….”
“Oh no you don't. We are most certainly not done,” Yami cut in. He blinked at the wryly smile that crossed his lips. “The day is still young and you most certainly do not need to be frying your brains out over this game.”
“But….”
“Nope. Not happening.” This time, Yami really did grab his hand. Yugi thought he was about to shoot off into orbit. “We are still going to go out and have fun and not think about that board game of yours until we are done having fun.”
“And how long will that be?”
Yami put a finger from his free hand playfully on his chin, “Tomorrow?”
Yugi baulked, “Tomorrow? Yami! The deadline's in eight days!”
“True.”
“At least this afternoon.”
“I'll only let you have… after dinner.” Yugi blushed.
“D-D-Dinner?” Yami winked.
“Yes, dinner. For now,” he tugged him on across the sidewalk, “we are going to play some games.” He stopped, turning to face him. Yugi was forced to lean his head back to stare him in the face. There was a clear, mischievous chuckle on his lips that matched the teasing smirk there as well, “Yugi Mutou, I challenge you to arcade games.”
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okdr · 6 years
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It’s been ages since I did wishlists for upcoming years... 
http://okdr.tumblr.com/post/41860497912/pledis-keeps-granting-some-of-my-wishes
http://okdr.tumblr.com/post/26852227853/my-pledis-2012-wish-list-updated-july-9th-added
So long that Pledis has changed a lot since then. I stopped doing wishlists when I saw music promotions for After School weren’t being granted, Hello Venus joint project became Fantagio’s group without Ara & Yoonjo, and NU’EST wasn’t getting the LOVE they deserved translated into album sales... I was also tired of hoping for a SEVENTEEN debut date in vane. I mean, that I knew they would debut eventually, but just keeping high expectations for a certain period, was frustrating, so I decided it was better to just chill meanwhile. This 2017 started with a blow and sad decision that ended up being for the best: NU’EST JR, Minhyun, Baekho and Ren taking part in survival music show contest, Produce 101. I wasn’t fearing at all for SEVENTEEN or PRISTIN, not even for After School, a group I had the theory Pledis is just waiting for the right to to declare it dissolved or to blow us with a revamp (both possibilites are there, but I believed more the first one). The year has been satisfactory enough for me. I am not going to complain as a Playgirlz, the only thing that bugged me was Pledis complete omission of After School’s 8th Year Anniversary. They are still keeping the brand and the remaining members, even if they don’t use the name when they introduce themselves (or some rather use Orange Caramel’s), it was an ugly move towards the fans whom are still supporting them. However, this year Pledis did the right thing to follow up to Han Dong Geun’s success and to properly reward BUMZU -whom might had sign under them with a promise of seeing his singing career re-launched if he worked as a producer for their acts first- with single releases and a final mini-album. Yes, we quite didn’t have official notices until recently on his releases, but in the end, Pledis stood up and did what was expected if they want BUMZU to have a succesful singing career. Even Raina got promotions! Which is more than I previously expected earlier this year. Oh, and NANA kept taking big steps into her acting career and RENEWED her contract with Pledis. That certaintly made my year. I was debating whether I’d do a 2018 Wishlist or not, because it’s been ages since I used to do that, but This year has settled such high standards for Pledis that I need to do it. MY 2018 WISHLIST: 1.The remaining Orange Caramel members to also renew their contracts.
I won’t say I have high hopes. I always kept my hopes for Raina, but this year Lizzy has been posting on SNS like she felt leaving Pledis was something bound to happen when her contract expires. It doesn’t necessarily mean she will or that she trully meant what she said whenever hinting at Pledis not caring much to give her work to do. NANA surprised me because, after Uee’s decision, I thought that maybe none of the AS girls whom had solo careers launched (acting, modeling or singing) saw the perks of staying at Pledis. 2.For Pledis to keep giving NANA reasons to renew after 2 years. I read that’s the longest she’s signed up for. It looks like she’s giving them a chance to step up their game as agents for her acting career. People whom love to follow dramas and actors often point out that Pledis isn’t a strong company in that department, however, they have always managed to launch their idols into performing for dramas and even movies. The key point is getting them into bigger roles for bigger succesful dramas and movies to become more influential in that world. 3.For all acts to be healthy, on leave members to come back.
And no more drama on SNS regarding anything or anyone. Certaintly, no more FAT-shaming. See what Bekah experienced from K-netizens repeat once again with Kyla trully made me sick. Especially after K-netizens played such a huge role into Oh My Girls’ JinE’s relapse to anorexy.  Minghao also hope his back injury heals and he takes proper care from now on, because injuries can always come back. 4.For Pledis to keep doing what they did right during this 2017.
Seriously, they don’t even need to step up their game. Just to follow the path they’re walking right now. And, yes, to not screw up (again) this time. Keep that expensive new website up-to-date for once. 5.For fans to unite even more and to support with whatever means are at each one’s reach BUMZU. I do believe he deserves it. He works so hard for everyone at Pledis, he sings beautifully, he deserves some of that love he gives back. I also believe that Han Dong Geun doesn’t need any special extra support, he’s just adorkable and he does have a huge fan-base in South Korea (or so it seems), plus he’s in a niche-market and still manages to sell decently. 6.Give us more Happy Pledis interaction. Heaven deserves an MV. But I guess we should give the Dance Practice more views first, don’t you think? I don’t believe Pledis will invest their money into releasing that song if the DP video doesn’t go trully viral. This post’s photo is my personal suggestion LOL, but other convos are welcomed. 7.If AS are going to come back (Kpopalypse predicts it, and he’s a good predictor), not to be a random and badly planned one. Otherwise, I rather have them not promoting with music.
Quoting Playboyz Adam, 
This fandom doesn't want an After School comeback, this fandom just wants a comeback with After School members.
Which I do find to have a certain truth. People are desperate to see the remaining members back with some music, but it really doesn’t equal that people want what the group, AS, was created for and stands for to come back with music. Which could imply new additions or even some graduations. I also don’t want just whatever song and concept to be chosen for a come back. If AS are bound to come back, I want the whole company and the involved members to profoundly think about what are they going to bring into the table and to do it in order for the group concept to continue in this new era. Not a come back to keep us content for a short while that would probably don’t get the results we all need for AS to keep existing in this new K-Pop. I don’t want a Rainbow 2.0 happen. 8.Is Yoonjo trully there? Think wisely what are you going to do with her then. I think she’s out of The Unit, isn’t she? (Couldn’t find her name anymore nor her face in the performances). I wouldn’t mind her joining AS if needed. Just don’t waste the girl a second time around if it’s true she’s under you again. 9.Open new subscriptions for your FC! Selfishly, I missed ㄴ.ㅇ.ㅅ.ㅌ. ‘s second recruitment this year (hadn’t the money either), and I waited for ages to be able to join that FC, along to Playgirlz... I am not sure if recruitment has happened for HIGH’s yet (and don’t know if DONNI’s works the same).CARATs, we sort of assumed (?) this year that we shall renew that yearly (?). 10.For the fandoms to be respectful with each other. Acknowledge that each act has worked its own path and no-one trully owes the other nothing for the hard work they’ve put into their training and debut.  Investments and funds trully don’t work on just milking a single act, not ever since Son Dambi. She was the one whom spent a certain time being the only idol under Pledis’ roof, helping the company to take shape thanks to her success (that obviosuly attracted investments to develop future projects). While your favs were making money, AS members were also working their arses with solo stuff or even group promotions overseas, some even bringing in huge amounts of money thanks to their CM deals (Uee, Juyeon, NANA...) and NU’EST were being overworked in Japan. They owe you nothing. Of course without SEVENTEEN’s success, probably Pledis wouldn’t had never planned to debut a large group like PRISTIN afterwards, but the girls also paved their own path competing in Produce 101 and training for even longer that some of SEVENTEEN members, so hating on them is like hating on NU’EST because some people  believed Uee was sustainting the whole company back when NU’EST debuted. You don’t have to like all the acts under Pledis, but disrespecting them and throwing your ignorance on them at the Net (usually hateful comments show a complete ignorance on the hated subject), only brings your hate right back at you and your whole fandom, plus helps shaping a certain image of unwanted fandom among others. Besides it is rude to the fans that support more than one act or the whole lot. That also applies to non-Pledis’ acts’ fandoms. Fanwars between company factions are always trully ugly to see.
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reverseskydives · 6 years
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15 Ways to Use Snapchat for Your Business
The days of Snapchat being used solely for sending pictures between friends are over.
This social media platform has evolved. Your company can’t afford to ignore the impact this marketing channel can have on your business.
It’s an absolute necessity if you’re focusing on Generation Z as your target market. That’s because 71% of Gen Z use Snapchat as part of their daily routines. Plus, 51% of this group use Snapchat roughly 11 times each day.
While Snapchat is known for its popularity with teens, its market penetration is starting to hit young adults and older generations as well.
Snapchat is a viable marketing channel if your current target market falls anywhere between the ages of 12 and 34. But keep an eye on these trends as older generations may continue adapting to this platform.
In Q4 of 2017, Snapchat hit 187 million active daily users. The platform has seen more than an 18% growth rate in terms of daily users in the last year.
There is no sign of a slow down, and I expect these marketing trends to continue in the future.
What exactly does this mean for your business?
It’s great news. You now have another viable marketing channel to engage with your customers.
But this may be intimidating or confusing if you’ve never used Snapchat before and don’t know how to apply it to your business.
Fortunately, you’re in luck. I’ll show you the top 15 ways to use Snapchat for your business.
1. Post to your story often
Once you’ve created a Snapchat account, you need to make sure it’s active. The best way to approach this is by adding content to your story on a daily basis.
Anything you post on Snapchat will disappear after 24 hours. Posting content often will keep your brand fresh in the minds of your followers.
Just don’t go overboard. Posting 20 times in one day isn’t effective.
That’s because people will skip over your posts. Depending on how many people a user follows on Snapchat, they’ll have lots of stories to view each day.
But that doesn’t mean they are going to watch every single post in its entirety.
According to a study conducted by Snaplytics, engagement drops by 36% once users reach the fourth snap of a story. They also discovered that roughly 80% of your followers will see your post about 4 or 5 hours after it’s been added to your story.
What does this mean for you?
Based on these numbers, I’d recommend updating your Snapchat story about three times per day, every four or five hours.
This will help keep your engagement high and prevent your followers from skipping over your content.
2. Promote your Snapchat account on other marketing channels
For your Snapchat strategy to be successful, you need followers.
Rather than trying to conjure up followers out of thin air, try to target users following your business accounts on other platforms.
Look at how People Magazine uses this strategy in their Instagram bio:
This is really important for you, especially if you just created a Snapchat account for your company. Nobody’ll know you have an account unless you tell them.
In addition to Instagram, you can promote it on your Facebook and Twitter accounts. You can even work this promotion into your YouTube videos.
Tell your email subscribers to follow you on Snapchat and pitch it on your website too.
The more channels you promote it on, the greater the chance of getting more followers you’ll have.
3. Create a sponsored lens
People love to use Snapchat filters and lenses.
It’s estimated that sponsored filters are seen by 16 million users each day. These filters are a way for people to take creative photos.
Snapchat has plenty of them built directly into their platform. Instead of posting a basic selfie, users can make the image black and white, apply a filter to make their eyes abnormally large, or make their nose disappear.
Some filters for video snaps can even change the pitch of your voice.
All of these were created to make users have more fun. They’ll send a snap to their friends with one of these filters because it’s entertaining and often humorous.
But now businesses can create a sponsored filter as well. Gatorade used this strategy during Super Bowl 50, and it turned into one of the most successful Snapchat campaigns on record.
If you’ve ever watched the Super Bowl, you know it’s tradition for the winning coach to get Gatorade dumped on his head by the players. So Gatorade created a sponsored filter during the game that would simulate Gatorade getting dumped on the user’s head.
The filter had more than 165 million views and increased their purchase intent by 8%.
Here’s another example from Taco Bell to show you what these filters look like:
As you can see, the filters themselves are silly, but they create brand awareness and help you create engagement.
The only problem with this strategy is that it’s expensive. If you want to create a filter during a holiday or special event, such as the Super Bowl, you have to be ready to dish out between $100,000 and $750,000.
That cost will keep your filter active for 24 hours. But if you can afford it, the return on your investment can be huge.
The Taco Bell filter above was viewed 224 million times. The average user spent 24 seconds playing with the lens before sharing it with friends.
4. Let social influencers take over your account
Another great way to get more followers and increase engagement is through social proof.
Celebrities and other influencers already have a steady following on social media. Take advantage of that.
If you allow someone else to take over your Snapchat account, you can expose your brand to a much wider audience. Some of these people may not even know your company existed until they saw an influencer talking about it.
You may need to pay the influencer to do this unless you have some kind of other mutual agreement or common interest in whatever you’re promoting.
Here’s a great example of what I’m talking about from iHeartRadio:
They allowed singer Hailee Steinfeld to take over their account. As a result, she promoted the takeover to her fans on social media.
Hailee has over 933k followers on Twitter and more than 8 million Instagram followers. This is great brand exposure for iHeartRadio, especially because she is directly related to their industry.
That’s important for you to keep in mind as well. You may find a professional basketball player with 10 million Instagram followers, but if sports aren’t related to your industry, their followers may not be relevant to your company.
5. Feature user-generated content
Ask your followers to send you pictures and videos of them interacting with your brand or using your products.
You can repost this content on your Snapchat story.
A great way to encourage user-generated content is by running contests and similar promotions.
GrubHub used this strategy on Snapchat a few years back. Their campaign was a huge success.
They ran a contest called “SnapHunt,” which lasted for a week. Every day they posted a new challenge. A winner was selected for each challenge and won a $50 gift card.
During this contest, GrubHub’s followers grew by 20%. Furthermore, 30% of their followers participated in this contest.
It’s safe to say engagement was high.
6. Offer discounts and promo codes
Not sure what to post on your story?
When in doubt, give your followers something they can actually use. Send out discounts and other promotional offers via Snapchat.
This strategy will also help you drive sales and increase conversions. KIND used this strategy to offer their Snapchat followers 15% off a purchase.
When you’re posting on Snapchat, keep the overall goal of your company in mind. Don’t get distracted with all the other bells and whistles.
You want sales.
Offering discounts is a great way to accomplish this.
7. Take over another account
Earlier we talked about letting someone else take over your Snapchat account. But another effective strategy is taking over another account yourself.
When someone else takes over your account, you’re relying on that person’s followers to add you on Snapchat to view your content.
But when you take over an account, the audience won’t have to do anything. It will be your job to convince them they should be following your brand.
Make sure your content is engaging.
Even if they don’t add your Snapchat account, you’ll still be able to create brand awareness with a new audience.
8. Promote a new product
Keep your followers up to date with any exciting news from your brand. A new product launch is definitely worth mentioning.
Even if your product hasn’t launched yet, you can build hype and anticipation—consumers will be ready for it when your product finally gets released.
Here’s something to take into consideration. How often do people visit your website? I’m willing to bet that the average consumer isn’t checking your website on a daily basis for any updates.
But they are checking Snapchat every day.
Just because you’re promoting a new product launch on your website doesn’t mean that people will see it. That’s why you’ve got to take advantage of other marketing channels.
Here’s an example of a new product promotion via Snapchat from McDonald’s:
Try to follow their lead the next time you want to tell your followers about a new product or service.
9. Provide exclusive access
It’s obviously unreasonable to let your social media followers to walk right into your office and check things out.
But with Snapchat, you can give them that same exclusive feeling by providing them with behind-the-scenes content. Show your followers what it’s like in your office or production facility.
If you’re at an event, take snaps of some of the action backstage.
This type of content will keep your followers engaged because it makes them feel as if they are getting VIP treatment.
10. Reply to your followers
The majority of your Snapchat strategy should be focused on uploading content to your story. However, that’s not the only way to engage with your audience.
Followers may reply to your story and send you direct messages as well.
On other social media platforms, like Facebook, Instagram, or Twitter, everyone can see whether you’re responding to followers or not.
But on Snapchat, only you and the person sending the message know whether you’re responding. So it’s easy for companies to ignore comments on Snapchat.
But you should still make an effort to reply to your followers.
Getting a personal response from a brand will make the user feel special. Ignoring their message shows them you don’t care about what they have to say.
68% of customers say the reason why they stop using a particular brand is if they don’t think the company cares about them.
You can easily avoid this by simply responding to those private messages.
11. Post relevant content
Your snaps shouldn’t be mindless images of your products. You can use this platform to show your audience your brand is aware of various topics.
You could talk about charities or any other type of social involvement of your business.
Here’s an example from Dove. They used their platform to discuss self-esteem issues:
Their Snapchat story featured interviews with 30 women and various psychologists. They wanted to have an open discussion about self-esteem issues to help women enhance their self-images.
As a result, the campaign had more than 130,000 views.
Just make sure you tread carefully when you’re approaching something like this. It’s best for businesses to stay away from issues involving race, religion, politics, and other controversial topics.
12. Promote an upcoming event
If your company is hosting or attending some kind of meeting or event, tell your audience about it.
Depending on what kind of event it is, you could even try to get your followers to come and show their support.
67% of people are more likely to purchase tickets to an event after watching a similar event on a live video stream.
While Snapchat technically isn’t live video, it’s pretty close. You can assume the percentage of people interested in the event will be similar.
13. Drive traffic to your website
Snapchat recently introduced a new feature that allows you to add links to your story. To do this, simply take a photo or video using their camera as you normally would.
Then click the paperclip icon before adding it to your story.
Now you can add a link to your post. Users will have access to the link if they follow the prompt at the bottom of your story to “swipe up.”
This is a great way to increase your website traffic.
14. Inform your followers about an important milestone
Keep your Snapchat audience informed about important dates for your company.
Is it your 10th anniversary? Is it your CEO’s birthday?
You can even talk about other milestones, like getting your 10,000th follower on a certain social media platform.
All of these are great excuses to post on Snapchat. It’s a nice break from the same boring posts that get shared on a daily basis.
15. Mix it up
This piggybacks on my last point. You don’t want your content to be boring.
Lots of the tips we’ve discussed so far are definitely useful and should be applied to your Snapchat marketing strategy. But with that said, don’t just pick one or two and use the same ones every day.
You’ve got to keep things interesting.
If your followers aren’t entertained, they’ll stop following you. Once that happens, it won’t be easy for you to market to those people again.
You can avoid this by keeping your content fresh.
Conclusion
Snapchat is growing in popularity. If your company doesn’t have a Snapchat account, you need to create one ASAP.
But once your account is active, you need to get followers and keep them engaged.
Overall, you want to make sure your Snapchat marketing strategy makes your business better. In addition to creating brand awareness, you want to drive sales as well.
Whether Snapchat is new for you or you’re looking for a fresh insight to spice up your existing Snapchat marketing campaign, the tips I’ve outlined above are a great place to start.
Use this guide as a reference for increasing engagement on Snapchat.
What tactics are you using to connect with your followers on Snapchat?
from Social Media Marketing http://ift.tt/2EXUdYu via Social Media Marketing
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homestuckhiveswap · 7 years
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END OF YEAR 5 - Since the Hiveswap kickstarter was funded: A hopefully final development chronicle
via /r/homestuck
Some of you might be too young to remember the heady days of mid-2012. A time where Homestuck still updated pretty much every day. The fandom had rode strong and true through the EOA5 hiatus and crashed through to the unexplored pastures of Act 6 with nary a whinny of hesitation. And after the coolness that was [S] Caliborn: Enter, Hussie returned from a hiatus with a troll ancestor walkaround to open A6I3... and an extra project: the 'Homestuck Adventure Game', and its corresponding Kickstarter.
The plan is this. I'll finish Homestuck some time in 2013 . . . When Homestuck is done, that's when our full attention will be on actual development. The game will be scheduled for release in 2014.
-Homestuck Adventure Game Kickstarter campaign (Sep. 4 2012)
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As we now know, the Kickstarter was a big hit, and reached its funding goal 32 hours after its launch, on September 5, 2012, at roughly 10:30 pm. Five years ago, to this day. The campaign went on to end with $2.5 mil on October 4, however no one expected to see much more on the game until Homestuck ended. Eventually, Hussie paused for two months before A6A6 started (on 4/13/13) to work on the game, and intended to finish Homestuck in the upcoming months after the pause.
This is Homestuck's final push . . . To alleviate some of the suspense and wild speculation, I will give you a very loose estimate of my schedule, from now until the end of HS. Please observe these facts, as organized by this really awesome "html table" I have designed for this purpose.
-MSPA news update (Apr. 13 2013)
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Then a bunch of A6A6 happened. The dreaded, terrible, Gigapause began. Hussie planned to continue making Homestuck, but handling the final section of the story in one big chunk, instead of regularly updating. And also work on the game. He didn't even give a time estimate on the Gigapause's length, probably to avoid tying himself to any expectations.
I also have to allocate some time to work on the Kickstarter game . . . I'll probably have a more substantive update on that before the end of the year. There hasn't been much to report yet since it's mostly been in a high level planning and writing phase. And firming up tons of legal minutiae.
-MSPA news update (Oct. 17 2013)
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It took until New Year's Eve for us to get our first news on the game itself. It wasn't much to see, but one fact that is important to us is that it seems that Hussie had already agreed to create the game with The Odd Gentlemen, as he said that he didn't want to announce the developers of the game at that time. It took another six months of Gigapause to get another update on the game, which was when the partnership with The Odd Gentlemen was formally announced. The game seemed already to clearly be on schedule for late 2014 at the very earliest.
Note there was no target month given, because I really didn't know what the timeframe was down to that level of specificity . . . When the Kickstarter ended, that is not really when development began in earnest. That's when we began getting a lot of boring legal stuff in order, which took a while. Probably around six months I'd say . . . So if we are behind schedule (which may not even be technically true), I guess it could be by that amount of time. But I'm anticipating a major surge in development in the latter half of 2014.
-Kickstarter backer update (Jun. 20 2014)
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The Gigapause finally ended a year after it began. And soon after it ended, Hussie outlined an entirely new plan for the Homestuck Adventure Game, now finally revealed to be titled Hiveswap. There's a lot that was said in that update (available here). But to condense it to one point: Hussie decided to pull development of the game in-house and over the last 'couple months' set up a What Pumpkin game studio for that purpose. Remember that it had been only four months since The Odd Gentlemen were revealed as the developers, which means that the decision to take back developing duties happened very promptly after the developer was announced!
The original plan had us testing the game by this point. Looks like testing within first half of next year is more likely. One major change to the plan I've settled on is to release the game episodically, to shorten the gap between now and when something is ready to be released.
-Kickstarter non-backer update (Oct. 30, 2014)
It took until after A6A6I4 had concluded for our next update, which was promising: Hiveswap had a website (since redesigned) and actual screenshots. Hussie stressed how development had amped up, especially considering that "Back in October of last year we hadn't even bought, like... computers.", and was overall very optimistic about the development progress, both in terms of speed and quality.
This point and click adventure has 3D graphics, puzzle solving gameplay, and an original story spanning four content packed Acts that will release throughout 2015.
-What Pumpkin Studios press release (Feb. 17 2015)
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The future seemed bright. There was an asset reel, a playable demo at conventions, and a trailer ("Have you noticed that we're posting more updates lately? That's because things are really moving on the game right now, and there's a lot of exciting progress to report."). A second press release mentioned a mid-2015 release date (the press release was later still available - with the date edited out!). However, time came and went... and nothing happened. Just as A6A6I5 was ramping down with the Omegapause about to begin, we received more news on the progress of the game. It said that the WP Studios operation at NYC was expanding, and necessitated a bump in the development of the game.
So we'll be taking the little adjustment period this month to revise the schedule and come up with a new date to reflect the amount of polishing and testing we think the game could still use. We'll announce a new release date once we're sure the estimate will be final.
-Kickstarter non-backer update (Jul. 20 2015)
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We kept waiting for EOA6 and A7, waiting for Hiveswap, and then suddenly finding ourselves in utter radio silence again. But something extremely worrying started to happen: in late October, a large amount of WP Studios NYC employees were laid off at the same time - surely a sign that the game was being abandoned. With no official word on the matter, people started trying to glean the truth by following said former employee's social media presences. The hysteria rose to such a point that on this very subreddit, someone took it upon themselves to dig up everything they could on these employees in a dangerously insensitive way. (And then Makin fucking stickied it without even fully reading the post. He says "I'm sorry".) The resulting backlash ended with Hussie saying that news on the game was coming before 2015 ended just to calm everyone down. And news did come:
We've been taking the last several months to pause production on Hiveswap and revise the overall approach to the game, as well as the visual direction, to make things a little more cost-efficient, and more rapidly producible over the full span of the series.
-Kickstarter non-backer update (Dec. 25 2015)
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Hiveswap had transitioned to 2D, and in the process WP Studios NYC had been shut down (the expansion earlier that year seemingly for naught) and development was moved to a decentralized operation with less physical presence. Even though the previous update claimed to have a release date coming soon, no hint of any such thing was made now. Fans were relatively pacified after months of thinking that the project had been cancelled, and turned their attention to the upcoming end of Homestuck. It was generally assumed that Hussie was working on getting Homestuck done by 4/13, and that after that he would be free to turn his full attentions on the game. Our last crumb of official news came six months after the last, in the newspost for the release of Volume 10.
Since 4/13 I have been preoccupied with a wide variety of projects. Some are related to Homestuck, some are not . . . I have kept busy, and do not feel there is much to report yet. But there probably will be over the next couple of months.
-MSPA news update (Jun. 12 2016)
Four months came and went in deadly silence. Hiveswap was still under active development, but from the outside, nothing appeared to be happening. All official forms of communication were silent. The official website hadn't been updated in a year and a half, and still contained screenshots of the 3D version of the game. It seemed like the project had died (yet another) silent death behind the curtains. But suddenly, unexpectedly, one little update showed up on the game's website:
Hiveswap: Act 1 will be released January 2017.
-Hiveswap.com news update (Oct. 1 2016)
(quickly deleted, then undeleted on Oct. 6 2016)
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A launch date??!? A new trailer! The 2D style makes it pretty now! THE GAME IS COMING OUT! After such a long time with a seemingly dead project, things were suddenly moving at breakneck speeds. Hiveswap was submitted to Steam Greenlight (in December) and overwhelming support got it approved almost instantly! Plus, we got the Homestuck credits flash and the snapchat stuff that's happening! Could this be a revival? Wait... isn't January almost done already, how come we haven't heard anything el-
Status of Hiveswap: the game is just about done. It could still use some more testing to be absolutely certain we are not releasing a buggy piece of shit! To that end it will be worth waiting another several weeks or so.
-MSPA news update (Jan. 26 2017)
Oh. Well, alright. It did seem a little odd though, since we never got an exact release date, and the game is getting delayed for 'bug-fixing'. But that means it's essentially finished anyways, so we just have to hang on a little longer. Say, 4/13 is coming up - and three months' time should be enough to quash any pesky problems. Of course, we'd gone back to not hearing anything about Hiveswap, but it seemed like a reasonable expectation given the timeline of things...
So, the game is nearly done . . . Some things take longer to implement or polish than we anticipate, but our intent is not to mislead you. I promise. We want to keep you in the loop as much as we can . . . The next time you hear a release date from us, it’ll be because the game is about to launch. In the meantime, we thank you, one last time, for your continued patience and understanding.
-What Pumpkin tumblr post (Apr. 13 2017)
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Well, we'd gotten another trailer. And an apology. And by the time those two started to wear off, we got what we should have had all along: semi-regular communication from WP in the form of a series of developer interviews, art, and track releases. It was, at least, something to look forward to while waiting. But the lack of real MSPA content of any kind combined with the passing months meant dissatisfaction continued to mount. It was supposed to be just bug fixing, after all! Until finally:
We’re excited to let you guys know that HIVESWAP: ACT 1 has a release date, and it is September 14th!
-What Pumpkin tumblr post (Aug. 29 2017)
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Here we are, everyone. Act 1 might actually be released. It's been a long and hard wait as the years went by, but the light at the end of the tunnel draws near. I hope you're all as happy and excited as I am about it! And I fervently, desperately hope not to have to repost this next year. But at the same time, there's one vital, inscrutable, heart-tightening question that we will have to find an answer for soon...
When's Act 2 coming out?
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Back When YouTube Superstardom Simply Required A Giant Earthbound Cartridge Costume
So yeah, Christmas is here, which also means that New Year is just around the corner… thank God.
Considering how have happy memories from the year 2017 is so few and far between, how about one from 2007? Back when being a viral sensation on YouTube simply involved rapping in the middle of a parking lot, while dressed upon as an Earthbound cart.
Ah, such innocent times. How they are sorely missed.
Back to the here and now; this particular holiday is all about coming together, even if it means putting aside our differences, with the hope that some form of common ground can be found. Which in turn may become a basis of a long-lasting relationship.
That’s basically the message I get from this old Rez ad, circa 2001; the PS2 version was their first third party release (via shmups)…
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Speaking of the Dreamcast; that recently posted concept video for a third Jet Set Radio that never materialized has gotten me to revisit the original (via kazucrash)…
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Here’s a JSR illustration that’s totally new to me (and I’d like that I’ve seen every last bit of officially imagery, though I will admit that I haven’t dug as a deep a hole as I have for Gradius; via sixteen-bit), so perhaps it’s new to you as well?
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Another game that deep dives into Japanese urban youth culture is The World Ends With You, and syncopatedid tried doing a side-by-side comparison of the in-game locales with their IRL counterparts not long after the release. There was a two year difference, so not that much had changed…
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Meanwhile, in Russia, fgsshinyhoard explains: “Samus Aran amiibos can open the ticket barriers of Moscow Vyacheslav train station, without needing a ticket. This is due to an oddly specific RFID in the amiibo that just syncs up correctly enough to the train station’s own reader…”
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Though back to the streets of Japan… well, more like the rooftops… and back to the Dreamcast; here we have my fave part of Project Justice (via kazucrash once again)…
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Meanwhile, in another high school, a whole other battle is about to take place (via lunaticobscurity)…
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Seriously, there is no better mix than Japanese video games and Japanese high school girls, both circa the 80s (via charliecoffin)…
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Last time we saw the now iconic Super Famicom box art reemerge as a sweatshirt from King of Games, though you can apparently purchase a few Ronnie Araya’s designs, which applies the same approach toward a variety of other hardware, on shirts as well…
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On a related note, here’s what the Super Famicom looks like, x-rayed (via tvgame)…
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And here’s an inside look at the instruction for T&C Surf Designs: Wood & Water Rage (via thevideogameartarchive)...
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Sticking with sports, I wonder what the rejected shots of these two English football players, getting chummy with a Game Gear, looks like (via sonicthehedgeblog)…
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I too would like to say congratulations to Dr. Robotnik (that’s actually a pic of “Britain’s most notorious prisoner”, Charles Bronson, who just got married; via saintdane05)…
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And here’s Dr. Eggman trying to slim down before his wedding day, btw (via muffin-expert)…
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Back to the Dreamcast once more; I for one could not have been more disappointed with its version of KOF 99, due to its polygonal backgrounds. Cuz but as kazucrash demonstrates (oddly enough, given his super positive portrayal of the DC), the sprite work was positively insane…
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Before King of Fighters, there was Fatal Fury Special, and this bit of nuttiness (via rhade-zapan)…
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Sticking with fighting games, thewaragainstgiygas presents a #OnePerfectShot of Ready Player One…
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Apparently Godzilla has hit boxes, at least according to hitboxesonstockimages…
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In response to this picture that was hung sideways in McDoanlads...
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... we have the following response from hinaofficial…
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The following is a perfect example of why gamingtranscribed is my new fave tumblr…
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I will never grow tired of this sight gag (via bluephobos)…
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Courtesy of videogamesdensetsu comes a curious example of a fake game preceding a very real thing. Which in this case, is the concept of super deformed Street Fighters going at it…
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Meanwhile, oldgamemags recently posted a letter that appeared in the pages of Electronic Gaming Monthly that I can clearly recollect…
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Speaking of Pikachu (via haebane)…
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Another fave blog of mine is dedicated to the town of Scarfolk, in North West England, and I could not have been happier to see video games make an appearance earlier this year…
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At the end of the day, when all is said and done, no matter how cute the denizens of Animal Crossing might be, they are still filthy animals (via hellomathieu)…
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Whereas Kat from Gravity Rush manages to make her dwelling, which is down in the filthy sewer, not only clean & tidy, but also cosy & appealing (as evayoblog also notes)…
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If the following gif from prostheticknowledge doesn’t convince you to contribute to their Patreon, then I don’t know what else to say…
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You know, it just dawned on me that the Super Fami driven cover of Last Christmas that I posted… well, last Christmas… was published the day before George Michaels’s death…
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Which ride do you prefer? This super deluxe Ridge Racer set-up (via peazy86)…
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Or this truck with the Legend of Zelda inspired paint job plus mud flaps (via retrogamerblog)…
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So yeah, I never really gave Final Fantasy 7 much of fair shake. Was never all that interested to be honest. That was, until I saw these gifs (via ethernalium)…
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I will never pass the opportunity to post video game related Archie image (via arcadezen)…
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2017 will always be the year that finally gave us a Goemon & Ebisumaru X Beavis & Butt-Head (via midnitesurprise)…
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Time for yet another friendly reminder to jump on that Fire Pro train if you haven’t done so already (via shadgandel)…
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And time for yet another friendly reminder of bat-sh*t bonkers professional wrestling was during the late 90s (via n64thstreet)…
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It may not play nearly as well as the games it helped to pave the way for, yet the importance of Pro Wrestling for the Famicom cannot be overstated. At least its commercial has aged like fine wine (via charliecoffin yet again)…
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And back to shmups; this holiday season I made a bunch of RetroPies for a client, so he could give them away as Christmas presents (since SNES Classics are still in short supply). And the one game I try out first is MUSHA…
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Though I will also play some other game at random, which is how I recently came across Majyūō: King of Demons. It’s definitely recommended (via bizarrobrain)…
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titleknown asks: “So, FromSoftware Muppet game when?”
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As part of my continued effort to play something Christmas related this time of year, something other than Christmas NiGHTS, I finally have something new! And yes, am late to the Boogie Wings party, but I guess that’s what I get for not following games-are-art closely…
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For those of you reading this who are still in the midst of holiday travel, I have to ask: see anything comparable this (via geekybasket)?
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If you happened to get a Wacom tablet this year, and you also have a copy of Okami HD, a FYI (via goldenserker)…
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Now, if you didn’t get what you wanted, you can always hunt whatever down on eBay, Though I recommend Japanese sellers only; aside from the fact that their used games are on par with factory fresh here in the US, they’e also super friendly and will often include handwritten notes plus other goodies (via tangobunny)…
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But if you do get something, and I’m talking about a game that’s on a cartridge, I would recommend not blowing on it. Unless you live in a post nuclear wasteland, where there’s sand everywhere, like in the world of Hokuto no Ken/Fist of the North Star (via charliecoffin one last time)…
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And if you happened to have gotten every game you wanted, great! Just don’t over do it (via relatablepicturesoflisasimpson)…
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I began this post with an Earthbound/Mother related vid, and I may as well end with one as well. Take it away SilvaGunner…
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[UPDATE: 12/25/17] Alright, it’s 11:15PM EST, which means less than an hour to go before Xmas ‘17 is finally done & over with. But this other SiIvaGunner Christmas medley is simply too damn good to sit on till Xmas ‘18…
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Don’t forget: Attract Mode is now on Medium! There you can subscribe to keep up to date, as well as enjoy some “best of” content you might have missed the first time around, plus be spared of the technical issues that’s starting to overtake Tumblr.
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daleisgreat · 4 years
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PSP 15th Anniversary & Neo-Geo 30th Anniversary - Flashback Specials!
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A couple months ago in March, the PSP hit its milestone 15th anniversary of its North American launch, just a few months after its end of 2004 debut launch in Japan. It came and went without much hubbub in the gaming media however due to that hitting around the same time the COVID-19 outbreak started to make waves in America and that pandemic rightfully getting the bulk of the press attention. Writing about game platform anniversaries over the past several weeks has been helping me get through these wild times we are now in by reflecting on my memories of these platforms, so with that said, please join me in looking back at Sony’s debut handheld….and later on in this very same flashback special I will have a bonus addendum with my memories of the Neo-Geo since it recently celebrated its 30th anniversary.
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I remember when the PSP was surprisingly announced at Sony’s 2003 E3 press conference. I was there in Los Angeles covering my first E3 that year! The website I wrote for at the time, the long defunct vgpub.com, was a smaller gaming press outlet and only had one invite to the Sony press conference so our website founder, John attended the Sony conference while I and another staff writer slept in! I will never forget when John got back shortly after it ended and my colleague and I asked him if there were any big surprises (still a year or two away at this point with conferences being live streamed and with MySpace being the only major social media in 2003, there was a lack of live minute-by-minute news reporting and you would have to wait at least a couple hours until after the conferences ended to check gaming websites for news updates). John replied with an ‘oh yeah’ and proceed to hand us a little PR packet with a press release announcing the Playstation Portable (PSP) and how it would have near identical tech to the PS2 and be able to play movies with its UMD-discs. By mid-2003 the PS2 was a juggernaut around the globe and took up a little over half the market share in the home console gaming market against the Xbox and GameCube. With the PSP offering a big upgrade to the then-current GameBoy Advance out on the market and having near PS2 quality graphic capabilities, and with DVD movies being a huge factor into PS2 sales, it only seemed logical the PSP would be a sure-winner in the handheld gaming market. All three of us were buzzing about the news and how the PSP would be huge for handheld gaming and how Sony likely would take over. That did not quite happen however due to the surprise success of the Nintendo DS, but that did not stop the PSP to go on and be a viable gaming handheld alternative and have a fair amount of global success. I recall being incredibly stoked for the PSP launch, with a lot of hype going into its 20-plus launch game lineup.
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I particularly remember being excited for Lumines, a new puzzler from Bandai that put a new twist on Tetris-style dropbox puzzle gameplay. It achieved this by making combo-clearing squares, instead of lines, and having a mesmerizing evolving soundtrack and graphic scheme whenever certain score targets were hit. Amazingly, the gameplay ranked right up there as top-in-class puzzler gameplay with Tetris. Combine that with its dazzling visuals and phenomenal soundtrack and it resulted in Lumines being the surprise killer-app of the PSP launch. Earlier this week I popped in Lumines Remastered on the PS4, and the gameplay is still as addicting as ever, and my anticipated quick five minute round for a refresher resulted in nearly playing an hour nonstop! From the other launch games I remember getting Untold Legends, Twisted Metal: Head-On and Tony Hawk’s Underground 2: Remix. Head-On was an all-new Twisted Metal game that was a good handheld version that also offered up online play, which was among one of the first of all handheld games to do so. I was a big fan of the hack ‘n slash action-RPGs on consoles during that era like Dark Alliance and Champions, and Untold Legends was a fun portable take on that which also offered up local wireless multiplayer. My friend, podcast co-host and also fellow VGpub staff writer Chris, along with my brother Joe, met up for a few memorable multiplayer sessions of Untold Legends.
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All three of us played a whole heck of a lot of PSP in its initial weeks. At this time in early 2005, downloadable audio shows were kind of catching on but it was still a few months before Apple officially dubbed them as ‘podcasts’ on iTunes. I brought up the idea to Joe and Chris to get together to record an audio show for VGpub all about the PSP launch and our initial thoughts on the games available. We had no idea how to set it up on the technical side, so we winged it and Chris brought over one of those old-school stationary, coffee table tape recorders that are kind of stereotypical in psychiatrist or detective interview scenes in movies. We hooked an auxiliary cable from it to my PC and somehow produced a digital tin-can-and-string version of what would be the pilot of VGpub’s podcast. We sent the pilot to the VGpub editors to see what they thought, but we were dismayed when hearing back they thought it was too long at around 50 minutes in length. Bummed with that reception, we wound up not posting the PSP pilot show, but eventually gave podcasting another go when that scene took off several months later after it caught on with iTunes. We had a fun seven year run on the podcast, and when VGpub sunsetted a couple years after we started, we continued with the podcast on its own site for a few more years and as part of the launch posted the long lost pilot episode. And now in honor of the PSP’s 15th anniversary, I dug out that amazingly awful audio quality pilot from my hard drive archives and uploaded it to YouTube so now you all could relive our initial highs over the PSP’s launch. You can check it out by click or pressing here, or by checking out the embed below!
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Behold our low-tech, amateur endeavor of the very first podcast I participated in that focused on the launch of the PSP. THUG 2: Remix was a nice port of the console version of that Tony Hawk game I played a lot of. It was shortly after playing this is when I realized I did not want to play PS2 ports on the PSP. While a lot of them packed in a lot of the same content as their PS2 counterparts, they suffered noticeably due to the PSP having one analog ‘nub,’ only one pair of shoulder buttons and having to dial back the graphics and/or features in order to get it running on the comparably lower-powered PSP. I realized this moreso over the next year picking up and trying out PSP versions of BurnOut, Virtua Tennis and Gun. Once again, nothing against the PSP versions since a lot of them played and looked fine on the PSP, and if I primarily was on the road or travelling I would have been thrilled with these versions. It was over this next year I realized I would rather play these PSP ports on the PS2 instead of dealing with those compromises.
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Unfortunately in the early years of the PSP, it was dominated by PS2 ports and five star original titles like Lumines were few and far between. This culminated with barely getting any play out of the system and selling off my PSP a little over a year later in mid-2006. Things were looking dire for a little while for the PSP, but Sony and strong third party support from companies like Square-Enix, EA and Capcom continued to pump out games and eventually the PSP established a strong portfolio of original releases. Some of the original efforts from Sony were so strong that games like Twisted Metal: Head On, Syphon Filter and Motorstorm: Arctic Edge got remastered ports on the PS2 to keep up first party releases for the PS2 in its twilight years. I want to make sure to give a shoutout to other strong original PSP titles such as the Patapon series, WTF: Work Time Fun, both Phantasy Star Portable entries, all four SOCOM titles, Resistance: Retribution, both Pursuit Force games, Killzone: Liberation, Kingdom Hearts: Birth by Sleep, Final Fantasy: Crisis Core, both God of War titles, Mega Man: Powered Up and Metal Gear Solid: Peace Walker. In 2012, I acquire PSP’s successor from Sony, the Vita. It featured digital backwards compatibility with a fair amount of the PSP’s library. I wound up acquiring about a dozen of the PSP games I always wanted to try this way that I missed out on after selling it. The Vita was also compatible with most of the PSone classics that were available on the PS3. This lead to me playing a lot of Final Fantasy VII a couple years ago in anticipation for the recently released and long coming FFVII Remake. This past week a fired up a few of them for a refresher on some of the PSP titles in preparation for this article. I had a lot of fun with the original Pursuit Force….at least the first couple missions anyways since that game had compatibility issues and frequently froze on the Vita.
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I dusted off my Castlevania skills in my attempts at playing the remake of Rondo of Blood that is part of Castlevania: The Dracula X Chronicles. It has a challenging but fair degree of difficulty in the few levels I progressed through. Metal Gear Solid: Portable Ops I dug a lot for its first couple bite sized missions that focused on the origins of Snake meeting Campbell. Metal Gear Solid: Peace Walker I consider to be the true, fully featured fifth installment of the series since it essentially has a full length story and slate of missions available. I did not play it on the PSP, but instead on the HD remaster collection that released a year later on the PS3 and loved grinding through its wide variety of missions that set the stage for The Phantom Pain. While it is not compatible with the PSP’s physical discs, the Vita is a good alternative to experience most of the PSP’s library through digital download for those still curious about the PSP’s games. On the UMD movie side of things, launch PSPs came bundled with a copy of Spider-Man 2 which I eventually watched on a plane trip. The quality of the UMD movies were undeniably good. Later on, I got sent a UMD to review of the fun underdog sports film, Dodgeball and those wound up being the only two UMDs I owned. For the first year or two of the PSP lifespan I remember game stores being flooded with physical UMDs, but a lot of them cost nearly as much as their DVD versions at the time and I am speculating that people anticipated they would only cost half or a third as much as DVDs kind of relative to how the portable-to-console game pricing goes, and when that proved not to be the case it lead to a quick exit for UMD movies on the PSP. I look back at the PSP and will fondly remember those awesome early months I had with it, and how it later redeemed itself by having a fleshed out lineup of original games. I want to also give the PSP props for becoming the only platform that easily surpassed portable efforts from other companies that tried to compete against Nintendo in the handheld gaming market like Atari, Tiger, Sega and SNK. I adhere caution when tracking down used PSPs due to reports of some PSPs being susceptible of having bulging battery packs over time. Sony released a few different revisions of the PSP, so I do not know if that is related to only the launch version, or for all versions of the PSP. This is why I recommend tracking down a Vita instead to get your PSP fix for those interested.
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In the bonus addendum to this PSP anniversary flashback, I will touch on my brief memories with SNK’s Neo-Geo to commemorate its recent 30th anniversary of the original launch of the Japan arcade hardware. The arcade side of the Neo-Geo was dubbed the Multi-Video System (MVS) and it debuted in Japan in April of 1990, and following in American arcades a few months later in August. For those not in the know, the 24-bit arcade hardware had a home console version called the Neo-Geo Advanced Entertainment System (AES) that launched in Japan later on in 1990 and in 1991 in America. The unique thing about the Neo-Geo is both the MVS and AES used the exact same technology so it was possible to have 100% faithful home ports. SNK wanted the home experience to as close as possible to the arcade that it bundled the system with two mammoth arcade sticks. I first remember seeing Neo-Geo games in MVS format at various arcades in the early to mid-90s. The MVS cabinet was unmistakable with it having the eye-grabbing Target-red color and the two-to-four mini-game marquees listed at the top of it. The big draw to arcade operators at time of the Neo-Geo MVS was that the games came on friendlier priced cartridges that could easily be swapped out like games in a console instead of ordering whole new arcade machines to replace them. I have seen the four-slot MVS plenty of times, but I mostly remember seeing the two-slot version more frequently in arcades over the years, and for the most part it was the same two games featured on them: Puzzle Bobble (AKA Bust-a-Move) and Metal Slug. These were the two game I primarily encountered on the MVS in my childhood arcade experiences. I was not all that great at Puzzle Bubble with its unique spin on puzzle games by shooting bubbles onto the playfield from the bottom of the screen. I did however love Metal Slug and its sequel that I also recall seeing originally on the MVS. Metal Slug was arcade bliss at the time, with charming cartoony soldiers oozing with detail and twee animations as they run ‘n gunned with an arsenal of over-the-top weaponry, villains and larger than life boss battles. Metal Slug is one of the few games where slowdown is a good thing in my opinion because it primarily happened when encountering daunting bosses and explosions that filled up the screen and it felt like the machine was doing all it could to keep the action moving.
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Jason and John from the MetalJesus crew do a fine job here giving a 101 lesson on the Neo Geo hardware and have lots of footage here of some of the best games to hit Neo-Geo.
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A few weeks ago I did a quick playthrough of Metal Slug X on Xbox One since it was on Game Pass, and everything that I fondly associated with those run ‘n gunners was still there, even the slowdown! Thankfully the AES and MVS games did not remain trapped on their original expensive hardware. By the mid-2000s, SNK regularly started to output various collections of games both digitally and physically. I highly recommend Metal Slug Anthology that hit PS2 and Wii, and later got digitally ported onto the PS4. A majority of the individual Neo-Geo games got ported over individually in recent years on PS4, Xbox One and Switch. Since all these marketplaces frequently run sales on their back catalog, you can now find a lot of these games well under their default price of $7.99 each. Over the last few years I checked out plenty of original Neo-Geo games this way. I tried out too many fighting games to count by doing this, but also finally got a chance to play SNK’s arcade sports offerings that got overlooked by their many fighting games. Three Count Bout is a graphically impressive wrestling title, but its button-mashing leniency takes a toll on thumbs. I loved Dunk Dream/Street Hoop, which is SNK’s take on NBA Jam, but with a hip-hop makeover and catchy rap-filled soundtrack. Neo-Geo Turf Masters is a fast-paced, fun golf title and until recently I had no idea that the Super Volleyball game I loved so much on Genesis had a beefed up version and a sequel featuring amped up robots and robotic attacks on the Neo-Geo. The Neo-Geo is renowned for its acclaimed catalog of fighting games with several entries each in hit series like Samurai Shodown, Fatal Fury, World Heroes, Art of Fighting and its flagship fighter, The King of Fighters which saw annual entries on the platform for 10 years from 1994-2003. Of all these, the ones I frequented the most of were various re-releases were King of Fighters ‘97 and ’98. Its team based fighting style made it standout from the other fighting games, and it was only in recent years with some longer sessions with KoF ’98 that I finally started to come around on it. One of these days I want to give an honest effort at getting into Samurai Shodown. I remember the gaming mags were hyping up its debut entry at the time as a major breakthrough to fighting games with its gruesome swordplay it brought to the table. I eventually picked up its anthology disc on PS2 and dabbled with a couple entries, but never too seriously and need to correct that sooner than later. A random memory is attempting to play Samurai Shodown II at Arcade Infinity in Koreatown one evening in the afterhours of covering E3 in 2003. Shortly after starting it up, someone sat down and challenged me and proceeded to properly dominate me. Looking back, that may have something to do with why I never gave it that much of a shot.
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I never had a chance to play the AES home system until well after its lifespan in the early 2010s at regional retro game conventions. That was because I did not see one in the wild until then. Unfortunately in 1990, the home console market was dominated by the NES while the Genesis was only a year old and just starting to break in, so while the MVS was a bargain for arcade operators, the AES arcade perfect tech was way ahead of the times and cost exponentially more compared to the NES and Genesis at the time. Reading copies of Game Players and Electronic Gaming Monthly back then I associated Neo-Geo AES games as being the games that literally cost $200-300 individually in the back of the magazine ads for mail service game catalogs. Occasionally there would be SNES/Genesis ports of the popular games like the original Fatal Fury and Samurai Shodown, but obviously there quality was dialed back to run on the weaker machines and that was realistically all of what was available to a majority of the home console market until those anthology collections started to get released in the mid-2000s. I never owned an AES, but I was stunned by its lasting power with official games being released for it all the way until 2004. I only a saw a Neo-Geo AES for sale once at my local retro game shop all these years back around 2008 and I want to say it was going for about $200, and part of me wanted to get it for the standout collector’s item it would be, but another side of me knew the games went for insane amounts by that point and the games were already by then starting to get re-released on other consoles in more wallet-friendly anthology discs. If you have yet to dip into the Neo-Geo catalog, I would highly recommend either grabbing the digital copy of Metal Slug Anthology on PS4 for some awesome two player run ‘n gun couch co-op with a friend as the perfect way to start off. Otherwise, type in ‘ACA’ in the Xbox One/PS4/Switch digital marketplaces to see most of the Neo-Geo games released digitally under the ACA banner. While it was damn near impossible to afford to play the AES games at home during their initial release, I will close by giving major props to SNK for keeping their back catalog of Neo-Geo titles alive for current generations to discover on current platforms at consumer friendly prices! Thanks again for sticking with me in reliving my memories of the PSP and Neo-Geo with this two-for-one flashback anniversary special! Want more retro-game goodness? Then take a peek at my other flashback specials below!
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My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary PSone 25th Anniversary Saturn and Virtual Boy 25th Anniversaries TurboGrafX-16 30th Anniversary and 32-X 25th Anniversary
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