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#regular ass gameplay
i-hear-a-sound · 1 year
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the only way I would take a drakengard 1 remake:
They DONT pretty it up like they did nier replicant just to be more marketable to the automata people, keep the atmosphere and rawness of it all
they keep that banging disturbing soundtrack and hell MAKE IT SOUND SCARIER IF YOU WANT TO
FULL VERSION OF INUARTS SONG. PLEASE. just for me
fishing minigame
thank you everybody I’ll come back to this post when Apollo strikes me over the head
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tragicmoth · 1 year
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loooove to see nintendo back on their bullshit
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acerikus · 2 years
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... If I wanna get myself playing kh again while my brain is still locked in stanley parable brainrot, why the FUCK am I trying to start with kh1 instead of recoded oh my god
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sonicprim3d · 7 months
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wintershub replied:
Tbf I don't think you can lift Elise up that high-
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" Watch me. "
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cominy-kiwami · 2 years
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thinking of becoming a guy who knows the entire resident evil timeline. my friend made me play re8 and im taken aback. its a great game
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thankskenpenders · 6 months
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Sonic Superstars!
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Superstars is out! And guess what? It's good! It's a worthy new entry in the series, and I mostly like it. Mostly. Except for the handful of parts I don't. As usual, allow me to share my thoughts.
(For the record, I got the PS5 version of Superstars. I can't speak for how it plays on older hardware like the Switch, or how the weird Steam version that seems to make you log in with Epic runs. But I encountered zero performance issues, personally.)
General thoughts
The thing is, aside from two notable flaws I'll discuss in greater detail below, I can sum up my feelings on most of Superstars quickly. You see, it's... a Sonic game. This will either be a blessing or a curse depending on who you ask. It's not a bold new take on the series that'll blow you away, but they also didn't fuck it up. There's no catch this time! There's something refreshing about that straightforwardness, given how rare it is to get a regular-ass New Sonic Game from Sega. It's just a new classic-style game where you can play as Amy, set on a new island with all new zones, and Fang is in it! This might be damning with faint praise, but that's what it says on the tin, and they did a good job overall.
(It also has co-op. That's nice. I didn't play it in co-op.)
It plays exactly how it should. At no point did anything feel Wrong. The graphics might not have the absolute highest fidelity, but I think the character models look really nice, and the levels look appropriately good with vibrant color palettes. A couple zones like Sky Temple gave me Klonoa vibes, which I like. One zone is an absolutely incredible homage that I won't spoil. The story here is minimal (as expected), but there are a few good moments of telling the story through the gameplay, particularly one very cute sequence with Trip. I did find a couple stage gimmicks moderately annoying (Speed Jungle 2 and Press Factory 2, looking at you), but like... I could say the same thing about Mania, and also damn near every other Sonic game ever made. There's always That One Level. Superstars may not raise the series to new heights, but it generally executes well on the standard beats of the series. It's an easy recommendation for all fans of 2D Sonic.
Really, aside from the two big flaws (we'll get to them), this game's greatest crimes are simply not being quite as good as Mania, and also coming out the same week as the more creative and polished Super Mario Bros. Wonder. If we hadn't gotten Mania, I would easily be calling this my favorite 2D Sonic game since... what, the Advance trilogy 20 years ago? I like the Rush games, but if you asked me to replay one or the other, I might have a better time with Superstars. And, yes, it beats the hell out of Sonic 4. It's not even close. Anyone who says this game is exactly like Sonic 4 is just being a hater.
...I guess I would say that $60 is a bit steep for this, but you know it'll be on sale for a more appropriate $30-$40 in a few months. This isn't a Nintendo game we're talking about here.
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Nice little tweaks
Superstars also features a number of welcome quality-of-life updates over Mania, bringing it more in line with the design ethos of modern platformers.
You have infinite lives! No more getting a game over on the final boss and having to redo the whole final zone - or, god forbid, the entire game
Time overs are gone! It'll warn you before you go over ten minutes, but I have no idea why because it doesn't kill you anymore
The game features a hub from which you can easily replay previous levels, rather than needing to beat the game or put in a cheat code to unlock the level select
This means you can easily go back and hunt for any special stage rings you missed. However, as a tradeoff, it seems like you can only get one Emerald per zone now, rather than being able to get Super Sonic by the end of the first or second zone
You can swap characters between levels! No more having to start a whole 'nother save file to play as Tails
And those characters even have optional little movement tutorial rooms available from the hub, which is great for new players who may not know about things like the Drop Dash
And, finally, checkpoints now feature arrows pointing in the direction you were supposed to be going, in case you forget upon respawning
Of course, while you might not be getting game overs, Superstars certainly compensated with some bosses that kicked my ass.
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Bosses
Here's what I would consider notable flaw #1.
I have mixed feelings on the bosses in Superstars. I don't think many of them are poorly designed - in fact, a lot of them are good, and offer fun moments of spectacle. But for a 2D Sonic game, they're REALLY long and drawn out, and by the late game this was starting to get draining.
Bosses tend to be the type where you have to dodge their attack patterns for a while until you get the chance to hit them exactly once, MAYBE twice. A few bosses seem to have quicker options if you abuse your post-hit invulnerability or play as a character with a double jump, but many will either be completely invincible or run away to the background for long periods of time, making it impossible to damage them outside of the allotted windows. And even if it seems like you'll be able to get in a second hit, many bosses turn invincible and skip ahead to the next attack pattern as soon as they take the first hit. Again, most of these fights aren't BAD, but because of this behavior they sometimes take almost as long to beat as the entire levels preceding them. This didn't bother me much early in the game, but against the more challenging bosses towards the end that kept killing me several minutes into a long fight, it got tiring. The final boss of Story Mode probably took me like an hour.
While this certainly isn't an uncommon style of boss design, part of me suspects they did this for the sake of co-op players. For one, playing in co-op means that you don't necessarily have to start the entire fight over if one person dies, so I assume the length is less of an issue. But in particular, true classic-style Sonic bosses that you can just hit repeatedly with good timing would go down in a few seconds against a team of four players. Likewise, the swarm of clones from the "Avatar" Emerald power would probably obliterate every Genesis era boss with one button press. So I get why every boss needs all these invulnerability periods, but still. I at least wish they'd made some of those attack patterns shorter and given you more frequent opportunities to deal damage.
Emeralds and their powers
Speaking of the new Chaos Emerald powers: they're neat, I guess? They're fine. I didn't use them much. Actually, I kept forgetting I even had them - although the game will play a noise and show an icon in the corner of the screen to remind you any time you reach a spot where a specific power is useful. Avatar, the first power you get, is at least good for getting a couple free hits in on the trickier bosses. Yellow's ability to slow time is obviously good, but, again, I always forgot I even had it and made it through just fine without it. I was also pleased to realize that the swimming power is useful for the water levels and not just for climbing up waterfalls.
Oh, and the new grappling-based special stages kind of suck, but they're not the worst, and I'll at least give them credit for trying something new. (Motion Sickness Zone from Sonic 1 does return as a bonus minigame, but I only did it once lmao.)
Battle Mode
I haven't played Battle Mode. Couldn't tell you if it's good or not. It did, however, give us official designs for Metal Tails and Metal Amy after all these years, and also it let me make this:
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...Okay, enough beating around the bush. Let's talk about the thing that REALLY drags down the experience.
The soundtrack...
(This lengthy section on the music will feature some light spoilers for things like zone names and themes.)
Now, don't get me wrong. There are some bangers in here that I've been listening to on loop. But this is one of the most inconsistent soundtracks I've ever heard, and I'm not sure I've ever played another game where the music has such a sharp dip in quality in the back half.
As anyone following this blog knows, prior to release I was a little obsessed with trying to gauge what the soundtrack would be like. "Jun Senoue" and "new Classic Sonic game" naturally evokes the memory of Sonic 4, but from the start we knew Tee Lopes was involved as well, and almost all of the music previewed before released leans more towards the sound of Sonic Mania than anything else. I was hopeful! I was excited! Jun deserved another chance at doing another classic Sonic OST, and Tee is one of my favorite game composers of all time between his Sonic material and other works like the TMNT: Shredder's Revenge OST. I frequently thought back to this Sonic 4 remix medley by Jun and Tee as a reminder that these two could really be the dream team, bringing out the best in each other's work.
Sure enough, the front half of the game is largely dominated by the Mania sound, whether it's a track by Tee himself or one by an in-house Sega artist that's compatible with his style. Pinball Carnival Act 1 by Rintaro Soma (an up-and-coming composer who wrote a bunch of the Cyber Space themes in Frontiers) takes obvious inspiration from Mania's Studiopolis Act 1, to the point that I was shocked when Sega posted the track and revealed it wasn't written by Tee. Act 2, however, forges more of its own sound by leaning into the act's spooky haunted carnival theme. And despite being the music lead, the only level theme that I know for sure was written by Senoue in the front half of the game (Bridge Island Act 1) was actually arranged by Tee Lopes to give it more of that Mania sound. Hell, the level clear jingle is literally just the one from Mania. A few level themes by other composers don't quite match that style, but they fit in well enough.
But there are early signs that this sound won't be consistent throughout the game. Our first warning of things to come is the boss music:
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When early copies started floating around and the soundtrack leaked, many, many people hoped that this was merely a placeholder, like the literal Sonic 4 Episode II music used in the earliest previews of Speed Jungle, and that it'd get replaced with a day one patch. Oh, those poor, innocent fools...
Even if you don't mind the poor production with the returning Sonic 4 faux-Genesis sound, this is a very simplistic thirteen second snippet of music that then plays a second time in a higher key before it loops. This wouldn't be the end of the world if the bosses were as short as the ones in the Genesis games, of course, but they're not! This theme is used for a ton of lengthy fights throughout the game, including an EXTREMELY long and tedious autoscroller boss at the end of Golden Capital Act 2. Maybe I would've enjoyed the bosses in this game more if they were paired with some earworms that'd get me hyped up and sell how cool and exciting the fights are supposed to be, but grating songs like this just made the minutes spent fighting those bosses feel like an eternity.
Still, boss music (and menu music) aside, all of the level themes in the front half of the game ranged from decent to great, with the peak easily being the phenomenal Lagoon City Act 2 by Tee Lopes. And then... I got to the back half of the game. And the Mania style completely disappeared, replaced largely with the dreaded Sonic 4 sound. That isn't the style for EVERY song in the back half, but even the ones that try something different tend to be weaker than the material from the first six zones, with less engaging melodies and less intricate arrangement. Many sound straight up unfinished, leaning on extremely basic synth patches with no personality. And there isn't a single track from Tee in the back half. He just disappears from the project altogether.
What this means is that we go from this absolute banger by Tee Lopes in zone 6, which elevates what's otherwise a bog standard desert level to a thrilling adventure:
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To... this, in zone 7:
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It's EXTREMELY jarring!
The thing is, this is actually one of the better tracks in this style. I have to assume this is by Senoue, because you can totally hear a good Adventure or Heroes era Senoue track in there once you get past the crude synth replication of the Genesis era Sonic sound. Senoue is still a great composer, as you can hear clear as day with Bridge Island, but he's working with a restrictive sound palette that doesn't play to his strengths at all. If only he'd bust out that damn guitar, or at least pick some better synths.
(And no matter what people will tell you, no, this is not an accurate recreation of what the Genesis's YM2612 chip really sounded like, nor is it representative of what it CAN sound like at its best. Go back to the Streets of Rage 2 or Ristar soundtracks if you need a reminder.)
While I can at least see what the Press Factory tracks were aiming for, some other faux-FM synth tracks are just really bland. They don't have anything interesting going on, and they also don't seem particularly tailor made for the levels they accompany. They're just attempts to mimic what Sonic 1-3 sounded like on a very literal level. Take, for instance, the Golden Capital Act 1 theme, AKA "we've got Sky Sanctuary at home." While the better level themes in this game enhance the mood or even completely carry the vibes of a level, the weaker tracks can really suck all the air out of the room and make a level feel like more of a slog.
What kills me is that there are, in fact, a couple examples of how to do throwbacks to classic Sega FM synth music well on this very soundtrack! They're just not the Sonic 4 type tracks. I love the Frozen Base Act 2 theme, presumably composed by legendary Sega composer Hiroshi "HIRO" Kawaguchi, who's responsible for all-time classic arcade soundtracks like Fantasy Zone, Out Run, Hang-On, After Burner, and more, as well as the hacking and pinball themes from Frontiers. Maybe to an untrained ear this doesn't sound all that different, but it has a catchier tune, better instruments, and stronger production overall. I'm also a fan of the track for Sky Temple, which isn't perfect, but it blends a few Genesis-esque instruments like the Sonic 1+2 snare with other instruments for a richer sound. If the whole soundtrack sounded more like these examples, I'd definitely be complaining less.
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I really just have to wonder... how did this happen? How did this end up being so inconsistent? Many fans on social media are jumping to the conclusion that Senoue is just extremely stubborn and refuses to ditch the style from Sonic 4. I can't deny this possibility, but some things just don't add up. The almost complete lack of "retro" style music in the promotional material. The fact that the style just suddenly shifts halfway through the game, then disappears for the final zone, as if that's not the note they want to end on. The complete lack of any tracks by Tee Lopes in the back half. The focus on the Mania-style tracks in the bonus "mini soundtrack." And most perplexing of all, the fact that three of the first tracks you hear in the game were Senoue compositions that were given extra attention with arrangements from Tee Lopes.
This is pure speculation on my part, but it almost seems like they straight up ran out of time.
Perhaps Jun wanted more of his tracks to get full arrangements from Tee, or for Tee to contribute more songs, but things were down to the wire and they chose to leave in some of the raw Sonic 4 style demos. The soundtrack being crunched out in a matter of months at the end of development would certainly explain why Speed Jungle had to be demoed without its music a mere four months ago. It'd also explain why a game that's only a few hours long needs NINETEEN composers listed in the credits. And also the fact that multiple zones just have completely different, unrelated music by different artists across their acts. Did they need multiple artists working on different acts simultaneously, completely independent from each other with no time to cross reference each others' work, due to extreme time constraints? I'd buy it.
Ah well. It's not the end of the world. I've heard worse Sonic music. But I'll always think of what could have been...
At least the final battle with Eggman at the end of Story Mode has a pretty kickass boss theme, which ALMOST makes up for how bad most of the preceding boss music is (and the fact that that very difficult fight doesn't have a checkpoint between phases and took me like an hour to beat lmao). It even seems like it might be written by longtime Phantasy Star Online composer and recurring Sonic contributor Hideaki Kobayashi. That's the guy who wrote NONAGRESSION!!!!!!!
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The postgame
Speaking of beating Eggman! It turns out Superstars has a good deal of postgame content, as merely beating the last zone with all the Chaos Emeralds doesn't take you to the true final boss. In order to do that, you'll need to do something else.
Before we hit the big spoiler warning, I'm going to give any future players who are still reading a warning. If you value your sanity... don't force yourself to do all the postgame stuff. Don't make the mistakes I did. It's not worth it, and it may very well knock your personal score for the game down a couple points.
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SPOILERS FOR THE STORY, UNLOCKABLES, AND THE POSTGAME BELOW THIS POINT
YOU'VE BEEN WARNED
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The bonus scenario
Sonic Superstars has a big surprise in store for anyone who beats the main story. For the first time since... what, Silver? In 2006? We finally have a brand new playable character in a new Sonic platformer! (I wouldn't count the player avatar in Forces as a full-fledged New Character.) Yes, after the credits roll, you unlock Trip as the super-secret fifth playable character. I was really excited to see this. Trip is cute, even if her masked appearance from early in the game is perhaps a more unique design than a Sonic-ified lizard girl who can only vaguely look like a real sungazer lizard. She IS the first new Sonic character Ohshima has designed since the '90s, though, so she gets points for that - and she gets even more points for literally turning into a dragon when she goes Super. We love a girl who can turn into a dragon, don't we folks? And her playstyle is fun, too, with a double jump and the ability to roll along walls and ceilings.
But Trip isn't just playable. Like Knuckles before her, she gets an entire alternate story mode of her own, which somewhat remixes the level layouts, generally makes things more challenging, and swaps out Eggman for Egg Robo. I was so excited to see this! It really felt like the game had so much more in store for me than I'd anticipated.
...Then I spent probably around three hours attempting to beat the new final battle with Fang at the end of Trip's Story. And it made me regret doing Trip's Story at all.
Once you learn the patterns, a lot of them are actually piss easy. But the difficulty comes down to a few misguided factors:
The fight is LOOOONG. On a successful attempt the whole thing will probably take the average player about, like... seven or eight minutes? Maybe longer? This is where I really started to get pissed at the game for making me wait through these stupid attack patterns before I could attempt to hit the boss once.
The fight is divided between two phases, one with Fang in a vehicle and another with him in a giant robot, with no checkpoint between them. Dying to one of Fang's bullshit attacks on the second phase means having to redo the ~5 minute first phase all over again. And, worst of all...
Fang has multiple projectile attacks that are guaranteed instant kills, even if you have rings.
Also there's a stupid desperation headbutt attack that can really easily catch you off guard and kill you, but I only got that far in the fight once.
It's the instant kills that got me. If those fucking immobilizing net attacks just made you drop your rings, or you could at least wiggle out of them by mashing buttons (EDIT: apparently you CAN do this but you literally have to button mash so rapidly that it's a crapshoot whether or not you'll physically be able to do it), it would have been totally doable! Kinda fun, even! Slow, but pretty cool in terms of spectacle. But nope! Three hours! Three hours on this! This is, without a doubt, the hardest boss I have ever faced in any Sonic game, period, and one of the hardest bosses I've ever seen in ANY game. All because of one attack pattern where making a tiny mistake means starting over.
The glitches didn't help, either. Something about the way the circular boss arena was set up in both stories' final battles seems to make the floor intangible sometimes for non-player objects. Occasionally my dropped rings, enemies I was supposed to knock towards Fang, or one of Fang's insta-kill projectiles would just fall through the floor randomly. This definitely wasn't my main problem, but it helped drive home the idea that this fight just wasn't worth my time.
After three hours of attempts, I gave up. I just went and looked up the ending of Trip's story, as well as the contents of the Final Story, on YouTube. Turns out I made the right call, because boy, that true final boss looks like dogshit. It's just a very dull fight against a big generic cartoon dragon. Apparently this is the thing Eggman was looking for. It appears and is defeated with little fanfare. I think I liked it better when I assumed the scary dragon being foreshadowed was just Super Trip.
...Also, hey, what's up with The End being very conspicuously visible in the background of the last zone?? I know it's just a cheeky cameo, but, like... isn't it supposed to be sealed away in Cyber Space right now? Should I be taking this literally? Does this have lore implications? This is one hell of a way to remind people that the timeline's been reunified, I guess
Closing thoughts
I really hate to part ways with Superstars on a sour note like this, because like I said up top, I mostly enjoyed my time with it! It's really just a small handful of particularly frustrating bosses and the inconsistent soundtrack that drag it down. Other than that, it's solid as a rock. Maybe wait for sales if you're not dying to play it, but it's definitely worth playing for any Sonic fan. Just... skip the true ending. I would have stepped away MUCH happier with this game if I'd done that.
I wanna try to end this on a more positive note but I'm tired, so, uhhhh... look, you can unlock a Metal Nights skin for your Battle Mode bot!!
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Anyway back to jamming to about half the soundtrack on loop while pretending the other half doesn't exist, and looking forward to the continued Fang Renaissance with his upcoming IDW miniseries
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faceeeeee · 4 months
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Geometry dash lore interpretation post
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I think it's about time that I spread the lore and concepts that I modified for geometry dash because I'm really invested in the game (gameplay wise and lore wise) so here is the summary (warning: it is LONG):
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The geometry dash app or game or whatever you'd like to call it is an actual facility in the middle of nowhere. If you go outside you will literally see thousands of miles of absolute darkness and the only light comes from the facility itself. Now if you enter you will find yourself in the menu where you can go to the official levels made by rubrub himself or head to the custom level section.
The darker areas signify how deep below ground the rooms are. There are also some hidden passageways that connect some places like the passageway that connects the shopkeepers shop with scratch's shop.
And I'd like to clarify that I interpret the levels as portals that the players can jump into (as well as the other characters but they aren't exactly supposed to do that...)
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This is the same map but I put the in game screenshots to better understand what I mean.
Anyways now onto the characters:
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(I don't have any high quality pictures of this guy, so sorry bout that.) He's the player (based off the default cube that you start off when you first boot the game). He's mostly silent and is the source of this conundrum. He represents the regular player's action: going into the levels, buying stuff from the shop and freeing those who shouldn't be freed. There are other cubes/players of course but they are usually doing what they are supposed to do and they stay out of trouble (unlike this miscreant).
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We've also got the shopkeepers. The original three are the shopkeeper, Scratch and Potbor: The shopkeeper is just your regular guy just trying to make a living wage; Potbor is a special security droid that acts as surveillance but is disguised as a shopkeeper (he hasn't got a clue of what he's doing) and is rubrubs dear and precious child robot; Scratch is another robot that was thrown away and forgotten about due to his design being flawed (he is a draft design, so to speak), so he found an old abandoned shop left by another shopkeeper and is currently in hiding whilst selling whatever he can find in the trash bins.
Then there are the other new shop owners. The mechanic is the same species as the shopkeeper but due to an incident he has built and installed implants for himself and has now become a cyborg. He is also responsible for creating scratch, Potbor and the diamond shopkeeper. The diamond shopkeeper is just another regular robot shopkeeper that relies on the diamond plastered in his chest to be up and running. Without it, he is good as dead.
And as for their dynamics....
The shopkeeper and scratch are good buddies and they help each other out. And by help each other out I mean the shopkeeper is constantly panicking and saving scratch's ass from being caught.
Potbor is not aware of scratch's existence but if the two were to meet Potbor would neutralise him on the spot.
The mechanic is aware of scratch's existence (obviously) and constantly regrets not killing him when he had the chance so now he has to deal with him trying to get past his security.
And the diamond shopkeeper is...strange. He isn't the brightest tool in the shed but he makes up for it by being the mechanics bodyguard.
Enough shopkeeper stuff, let's move onto the guardians:
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Glubfub or the "Key master" is the giant hulk-like beast that is in charge keeping the "demon guarding" locked up (I will bring him up later) and is the guarding of the vault of secrets.
Spooky or "the Guard" is the Tumblr sexyman and is in charge of... something. Rubrub makes him believe that he has the most important job of all and he takes it to heart. Unlike the other guardians he takes his position as a guardian very seriously (that's why he wears the suit but he doesn't really need it) and is rubrub's #1 fan.
The Gatekeeper is the oldest of the guardians and is the closest one to rubrub. Whilst everyone sees lord rubrub as this omnipotent god (which he kinda is) the Gatekeeper (or the old man as I like to call him) sees him as a coworker and is not afraid to tell things straight to his face. He also guards something (not sure what) as well as the key which unlocks one of the demon guardians locks.
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And last but not least you've got rubrub himself and the demon guardian. If you know the Og geometry dash lore there's no need for an introduction. Lord Robtop or Rubrub is the boss of the facility and rarely appears within it's walls, opting to rest in his own private chambers. His mortal form is literally just a cube so he had the mechanic build him a robot body (I know he looks like Steve jobs I tell myself that every day).
The demon guardian was originally just a guardian like the others but decided that he was done with idolising and worshipping rubrub and went rogue. Obviously rubrub wasn't having any of that so he attempted to delete him. That failed and now he is this unstoppable beast that can shape shift into anyone (with some limitations) and wants to destroy the facility and escape the void. Robtop stopped him, however, and locked him away in the basement for god knows how long...till the player arrived.
And ONE LAST THING! If you're as obsessed as me you might notice a certain pattern appearing in some of the designs
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Well this symbol is a sign of one's devotion for rubrub and almost every single character that is not being hunted down has it. For example: the Gatekeeper has it tattooed in his tongue, Spooky has it in his chest, and the demon guardian has it tattooed in the back of his head but scratched it of with his claws so now he has a scar.
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therichantsim · 2 months
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If I Ain't Got You Wedding Edition S16.Ep:33 part 2/2
Most likely there will not be a reception even though I had some great dialog planned. (But who knows) The honeymoon will be more gameplay and vibes than posed storytelling. LIB the story will resume after a short break carpel tunnel is kickin my ass and I need to paint more than I need to play this game. There will be a time jump when the regular story resumes.
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bigcatbulges · 8 months
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I must thank the FFXVI for all those hrothgar boys. Idea catboi design. Especially when players use all those mods to make them buffier.
I fucking love Hrothgar!!!!! Mods are literally the only way ff14 online is even playable!!!! I bounced off the gameplay and story so fucking hard. But speaking of hard those mods I installed to make my hroth beefy and big dicked???? Speaking of bouncing off the ass mods???? I just wish the most popular hroth modder didn't get outted for being transphobic and racist :( but I love my Hrothgar a lot! His Name Is Gucci Longboarding and I have decided he is no longer the Warrior of Light but gets dicked down by on the regular the actual WoL's (after he goes fishing) Here is the last screenshot I ever took in the game
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What is Twisted Wonderland and how would you sell someone on it?
Ohoho. Ohohohoho. Anon. You have activated my trap card >:D
(I'm about to be soooo annoying/unhinged and I'm sorry. I'm not.)
Alright, so:
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Twisted Wonderland is a Disney mobile game made in Japan and co-produced by Aniplex. (Yes, that Aniplex.) I'm not here to sell you on the game, so much as the story, but it is a sort of story-book rpg with turned based fights and rhythm games, where you build character units from a gacha pull. As far as gameplay goes, it's very simple, and most of the emphasis lies on the characters and the story. And it's wonderful.
The on-the-box description of this game doesn't do it justice, per se, but that might be because Disney has a little bit of influence on it and they suck at knowing who their target audience is. It is about a high school based on classic Disney villains—but no, not in the way you're thinking, because I once made that mistake too. It is not a villain school. Rather, the world of Twisted Wonderland is its own entity, with characters built as sort of nods or foils to classic Disney characters. The world itself is somewhat built with these films as its past, and history has become so twisted (ha) that modern society views some of these classic villains as the heroes or supporting characters of their stories, and respect them as The Great Seven. (The seven in question being the Queen of Hearts, Scar, Ursula, Jafar, the Evil/Raven Queen, Hades, and Maleficent. None of them are remembered by name, though.)
The game takes place in the modern era, a society with both technology and magic. Specifically, it takes place in a magic high school called Night Raven College, an all-boys dormitory prep school where the only requirement to get in is a magic mirror that peers into your soul and determines whether or not you can a) do magic and b) kin the Great Seven. And, of course, the player character is a regular-ass human who gets isekai'd in and gets stuck with a talking magic cat direbeast named Grim.
Now. That is the general synopsis. I, on the other hand, affectionately call this the Mental Breakdown game.
See, here's the kicker. The magic system is pretty nifty; while it's functions as a standard magic-is-magic sort of soft system, it has ✨consequences✨
Magic has this byproduct called blot. It's this icky stuff that builds up when you a) use too much magic and/or b) are emotionally distressed. But less so in a "I'm panicked right now" sort of way and more so in a "I have chronic depression and/or anxiety" sort of way. And, when a mage is powerful enough, and sad boi enough, and then goes and uses way too much magic and sad boi juice in one sitting, this amazing phenomenon occurs called "overblot"—which is pretty much a super-powered evil form that turns the mage into the darkest form of themselves and then uses magic until they die.
Naturally, this happens in the game. A lot. The formula is pretty much that each "book" of the story, there is an overblot. One for each of the seven dorms, which are based off of the seven villains/the movies they come from. (And "based on" is pretty loose. Yes you can see the similarities, but these are dumb teenage boys with their own hopes and aspirations, and, sometimes, the game completely lies to you about what character they emulate the most. The guy who's Jafar? Well yes but he's actually just a really stressed out Genie stand in. The Hades guy? Whoops that's Meg. Is that a card soldier or the White Rabbit? Doesn't matter, he's got problems.)
The characters are so well written. I could gush about them forever, and they are the driving points of this plot and it means everything to me. They are some of the most traumatized and messed up individuals, but also, they are dumb teenage boys who do dumb teenage boys things. It is all incredibly well balanced and startlingly realistic for a game that amounts to beating the emotional constipation around people. Mostly because it cannot be beat out of them. The blot can, but they have to deal with their emotions with their own two hands, with varying levels of success.
And the shenanigans!!!! Oh, the shenanigans. I call this the Emotional Trauma game but I have once laughed so hard someone heard me through the floor. It's not all doom and gloom for sure. Sometimes you're watching your friend fall apart because his toxic mother instilled debilitating perfectionism and slowly start making enemies of everyone and sometimes you're sending three of the most gremlin students plus one cinnamon roll to infiltrate a gala that a bunch of weather fairies are throwing in the greenhouse because they stole your temperature regulating magestone to be shiny jewelry and you want it to stop snowing inside your dorm room. And sometimes you can have the exact same character who experienced losing his little brother right in front of him gush about a magical girl sledding anime and all of his gacha games. It is the best of both worlds.
And, that's not all! No, no. We get amazing character interactions. Not just pre-determined friend group interactions, but also random interactions. Yana Toboso (the writer/artist) really likes to stick names in a jar sometimes and make them interact and it is the best thing ever. Every single one of these characters I hold in my hands. Every single one of them gets to have their moment to shine. You can emotionally invest in all of them and be rewarded for it.
The game itself is free and pretty easy to get into. There's not really a bad power creep so you can get through it with what you got. Of course the fun part of collecting cards is that there are stories attached to them that you can watch, and those are also sources of joy. (And it's well documented, so you can find things online pretty easily to catch up and see more.)
I just think it's neat. (Read: I accidentally became wholly obsessed with this game and its characters and they are all blorbos to me.)
You should definitely fall into this rabbit hole with me :))) It's so worth it :)))
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simmancy · 7 months
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Happy Spooky Season, pumpkaboos! 
Here’s what’s happening this month / going forward on simmancy-dot-tumblr-dot-com.
𝙷𝚎𝚕𝚕𝚘 𝚗𝚎𝚠 𝚏𝚘𝚕𝚕𝚘𝚠𝚎𝚛𝚜! 👋
Hi there if you’re new! My name is Kit, I am 32 now, this is my simblr, I am active on and off. If any of that bothers you, unfollow, it's okay! If you're here because I posted a mod list or a random piece of CC you like, then I have good news - I do those things occasionally! When I am actively posting, I usually dabble in gameplay. I don't do much storytelling anymore because... well, I don't have the time!
𝚂𝚒𝚖𝚋𝚕𝚛𝚎𝚎𝚗 𝚂𝚌𝚑𝚎𝚍𝚞𝚕𝚎 🍬
I have SOME stuff I've been poking at in my ~spare time~. I love Simblreen, it's the best time of the year imo and it's just... a tradition. It's a tradition. So I'm going to try 🤞
I have been writing out a mod list centered around occults/spooky gameplay at least. So that's seasonally appropriate????? If you have a mod list request hit my inbox because I still fucking LOVE WCIFs and that's a sort of WCIF.
𝙾𝚌𝚝𝚘𝚋𝚎𝚛 𝙲𝚘𝚗𝚝𝚎𝚗𝚝 🎃
This year (and likely going forward), I'm going to try to use my blog to showcase the community. There's SO many cool things in the ts4 tag!! So I've been scouring it at the dead of night to refill my queue 👻 That's what you can mainly expect this month. No CAS challenges, no CC challenges, just some creepies and kookies from others around simblr.
𝚁𝚎𝚐𝚞𝚕𝚊𝚛 𝙲𝚘𝚗𝚝𝚎𝚗𝚝 🌕
Hi regular followers!! I’m so sorry if you've been here a long time, because I don't have much updates on my ~classic~ gameplays and saves and they just...... won't be. For a while.
Not So Perry... I have a bit of Gen 4 but I haven't played in a whiiiiile so. I might revisit that/redo/we'll see.
Star x Crossed is indefinitely on hold - I will probably revise how that was posting because the full episodes just aren't possible right now. I might do it more as like... an edit type thing, where the edits tell the stories or whatever. It SUCKS because I had really big hopes and dreams for that save and instead I... had a child.
The Nobel ABCs will return because I have 10 generations done in game. I just need to queue.
Maggie's Wonderful Life WILL eventually be done LMAO. I'm hoping to get back into that save soonish. I LOVE farming gameplay! So I want to play/finish it. I had about half of the introductions shot before I got distracted with other things and then... well. yeah.
New saves? When I manage to play, I play a lot of newer saves LMAO. Mostly because when I have time right now I need... something easy.
𝙻𝚒𝚏𝚎 𝚄𝚙𝚍𝚊𝚝𝚎 🔮
I decided I like doing this once a year Simmancy Newsletter during my favorite time of the year. Halloween remains the BEST season, and there's also no guarantee I won't drop off the face of the planet again.
Obv the main thing is that, as previously stated, I had a baby. A whole ass baby. She's now 3 months old, and she is so much in the best way. We're currently teething and if you're like "Kit that seems a bit early," you're absolutely right but this is the lot I've drawn in life. She likes to be sat up, and stood up, and to talk to the Baby in the Mirror. She also is obsessed with trees and the cat. I know new moms are annoying and I'm absolutely that annoying new mom, I literally cannot shut up about her and therefore make my sims blog also about her.
I go back to work next month and I'm absolutely dreading it. Can I just be a sim and have someone press motherlode for me? Please?
Otherwise, there's very little in Kit World. The past 6 simblr years remain wonderful, and I've met some of my best friends on here. I go between BG3 and Sims when I have game time (which isn't a lot because Baby Simmancy is increasingly awake and mobile). I WISH I had more time to hang around here but maybe in a year or so.
Anyway, that’s my update of the year. Happy spooky season everybody! I hope it’s a good one!
Stay safe & spooky out there!
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cenri-monpi · 1 month
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so uhhhhhhhh since i’m getting pretty close to having the main gameplay finished ima let y’all fuckin uhhh h
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alexxncl · 7 hours
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‼️NIGHTBRINGER DEVILGRAM SPOILERS‼️
masterlist | devilgram
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WHY IS HE NAKED ??? i swear on my life we've never seen their thighs before. at least not in my recent memory like ??? either he's wearing a thong or he's freeballing
...my bets are on the 2nd option
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cute little callback to the og game
the boost/bonus points from single-color/rainbow glow sticks being literal support in the in-game world is adorable actually
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this is definitely the place that the battles in the og game took place in, right ???
right ????
i mean the stage itself, the weird ass background/backdrop, the fact that they're dancing in front of an audience full of glow sticks
does this mean they did this shit on the regular outside of the story or smth 😭 bc everyone has technically been in a dance battle, sometimes against themselves, in the old gameplay
idk i just find it funny
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4ragon · 1 year
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Can I convince you to play Octopath Traveler 2?
Hello my lovely followers! I have recently run into a problem where I have fallen in love with another video game and do not have enough people to talk about it with. I have therefore decided I’m going to do what I do best and talk WAY too much about the subject for an unreasonable amount of time. 
So! Why should you, dear followers of mine, play this hip new rpg called Octopath Traveler 2?
Well, to put it simply, this game was the most genuine fun I’ve had playing a video game in a very long time!
What is Octopath Traveler 2?
Octopath Traveler 2 is a new turn based action rpg by Square Enix, combining the charm of old school pixel art with modern graphical capabilities to create one of the most beautiful-looking 2D games out there. Like. It’s so pretty! Look at this shit!
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It’s so good! Look at that presentation! Great graphics, full voice acting, orchestrated music, just. The presentation, guys!
The Gameplay
Now. Here’s the deal. I am not the most crazy about turn-based rpgs. I like them fine, but they can get very repetitive! Pokemon is a prime example. Rival sends out a Charizard? Well, better go get my Vaporeon and wreck his shit! And yes, I know there’s more strategy behind it, but like. I have never once bothered. At a certain point, the game is just “water beats fire, grind levels until you win” and that’s kind of as much as you need to bother with.
BUT
BUT BUT BUT
Here’s the deal. Octopath (both 1 and 2) is SO much fun. It is the greatest turn based rpg I have ever played. Because it’s no longer about elemental damage and sending out the right Pokemon that a lot of other turn based games use.
In each fight, the enemy has an unknown list of weaknesses, which you can discover as you fight. Each successful attack chips away at their “shield points,” until you can knock the enemy out for one round, weakening their defenses and stopping them from mercilessly beating your ass. (At least until they wake up in the next round and get to attack first.)
There are also boost points which build up each turn, just as long as you don’t use them up. Those either boost the damage on your single attack OR, and here’s the kicker, allows you do use a regular melee attack up to four times.
These two things in tandem open up a HUGE amount of strategizing! Suddenly, it’s not “will my Vaporeon be able to use hydro pump before Charizard uses fly,” it’s “do I use my turn to heal, or do I boost my attacks so I can knock this boss out before he kills me? Do I knock him out now, or do I save my boost points to do one massive attack once he’s weaker? Do I knock all of the enemies out at the same time, or should I stagger it so they don’t all Kick My Teeth In next round?”
It’s about timing! It’s about strategy! It’s like one huge puzzle combined with all of the terror of a normal action rpg! And it’s!!! So fucking fun!!!!
Just. I know most of the people following me are following me for my love of murder mystery visual novels like Ace Attorney, so this may be a bit of a harder sell than if I was trying to convince you all to play Murder By Numbers or Return of the Obra Dinn, but still! It’s not too terribly difficult to get into the game, and hey, it’s turn based! Reaction speed not required.
(Important note: Octopath Traveler OG is also just as fun to play. They added some cool mechanics in 2, and tweaked certain characters’ movesets, but overall, both are just as much fun. Try 8path 1 too! I highly recommend it.)
The Music
I have a running list of games with the greatest soundtracks of all time. We got Zelda of course, we got Kingdom Hearts, Ace Attorney, but Octopath is quickly clobbering its way into my favorites. Every single track in both games slaps so hard. Boss fights? Town music? CHARACTER MUSIC? I mean. Come on.
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Come on.
Every song is gorgeous. Fully orchestrated, incredibly well done. I don't know shit about music theory, but 8-Bit Music Theory did a cool video on game one that I think holds up pretty well.
AND, because this game added a Day/Night cycle, most of the songs have multiple arrangements. Even the character themes have multiple arrangements. And I won’t spoil any of them here, but I swear, when Agnea’s final battle track started playing, I had the biggest, goofiest grin on my face. It’s just. It’s so good you guys.
The Story and Characters
Okay. Alright. Here’s where Octopath Traveler 2 goes from good to great. And here’s also where Octopath 2 edges out the first Octopath game. Now, this is not a dig at the original game. Play the original game! I love it so much! The characters are so much fun! The story is wonderful! But Octopath Traveler 2 does everything I wanted the original Octopath to do and more! More character interactions! More story! An endgame that isn’t deeply anticlimactic and actually involves the characters I care about! It’s so good.
Octopath Traveler 2, of course, stars 8 wildly different characters, each with completely different motivations and completely different skillsets, both in and out of battles. Different weapons, different spells, and different ways to interact with the NPCs around you.
And man, I love every single one of these characters so much. I feel like there’s a character for everybody, I’ve seen so much art of basically all of the main cast because every one of them is so different and interesting.
There's a favorite for everyone! We’ve got the dark, broody character, the pure-of-heart character, the character struggling with a dark curse. We’ve got revenge, chosen ones, amnesia, cowboys, one asshole detective who I am a little bit in love with. (Murder mysteries, guys! Come on! That’s my jam!) Often times, there’s usually one character that falls a little flat to me, but I just find all of them so much fun, even the ones with less going on in their backstories. They're fun! They're charming! I love it!
None of these stories are particularly complicated, of course. It’s no Tales game, where the stories twist and turn and build on each other constantly. In fact, by the very nature of this conceit, where no player character is the true main character, they can’t really build the sort of story other RPGs would usually have. Each character’s story is simple, even if they branch into different routes and do slowly start to tie into each other in subtle ways. Sure, there were surprises (and like holy shit to a few of these surprises) but overall, the stories are simple and straightforward.
And yet, even with 8 relatively simple stories, the characters absolutely shine. Sure, I took one look at the character who secretly did that murder in chapter one and went, “Ah. It was absolutely you.” And sure, we had an evil king who was so cartoonishly evil to the point of becoming farcical. But still, these stories didn’t have to be these huge, sprawling, mindblowing paths. They’re about the leads growing and meeting new people and bettering themselves. Each route has its own eclectic bunch of NPCs that bring so much life and color to the world, from the put-upon knight being dragged around by the world’s shittiest cleric to the happy-go-lucky scrivener looking for her big scoop to whatever the FUCK is happening with the Blacksnakes holy shit jesus christ what the actual fu
These stories made me laugh. They’ve made me cheer. They made me sob like a baby. They made me rage so fucking hard that I had to put down the computer for several hours and lay on the ground, which to be fair was absolutely the intended effect but I’m also still so fucking mad about it I swear to god.
PLUS
PLUS PLUS PLUS
Okay, I always say a jrpg with a huge cast rides or dies on their character interaction. Love is found in the found family y’all. And, again, it’s certainly no Tales game, in part because the game isn’t quite as scripted, but there’s still so much. Each chapter has a set number of side conversations between whoever is in your party (which if you miss them you can go back to that chapter in your menu and watch them anyway thank god). Several pairs of characters get to go on fun little side quests together throughout the story. Characters talk to each other during battles, which doesn’t feel like a ton but it really does add so much charm. They feel like friends, and even if they don’t tend to interact during story cutscenes, it feels like their relationships grow and develop over the course of oh holy shit I played 90 hours? Oops. Well. Whatever. That’s fine.
Anyway. That’s my pitch. Play this game. Join me in hell. Come on. You know you want to.
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aokozaki · 1 month
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Seeing people respond to the Dragons Dogma 2 microtransactions with "this is unacceptable, this stuff should just be part of the base game" is so frustrating, because the fucked up part about Capcom's pricing structure is that it is just part of the base game.
For example, if we take a look at Devil May Cry 5's DLC...
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This makes it look like the game is totally pay to win, right? You use Red Orbs to buy upgrades for your characters in-game, and you can spend real money for it.
It looks a lot like those free to play gacha games where they drip feed you and then starve you of some important resource and ask you to either spend hours grinding for it, or spend some real cash...
But here's the thing, DMC5 is not balanced like that, at all.
It's a character action game that grades your performance on each level on a letter grade scale from D up to S Rank. The game has a large number of difficulty levels (from Human to Devil Hunter up several steps to Hell and Hell), with each unlocking as you clear the previous.
The game has lots of small techniques and minutiae of gameplay that you'll slowly figure out as you replay the game several times on gradually harder settings, and as you replay each level chasing those high scores and perfect ranks.
The game is built around replaying levels, with Red Orbs dropping from every defeated enemy in abundance. This is not a free to play game balanced around starving you of a resource and dangling the tempting option to pay for it, it's a regular-ass game that Capcom stapled microtransactions to.
Imagine playing Final Fantasy 10, except Squeenix for some fucking reason decided to let you buy Gil for real money. You don't need to - the game is already balanced around giving you in-game money for just playing the game.
But in this scenario, Squeenix got such cartoon dollar sign eyes that they wanted to squeeze as much money out of players as possible.
This monetization fucking sucks! But don't blame the developers here for what the publisher decided to do. Don't say this should've been in the base game as though they're taking out content to be resold. This DLC shouldn't have been included full stop.
Capcom's DLC practices aren't just player hostile, they make their games look like they're free-to-play, pay-to-win pieces of shit, when in fact their developers are churning out games that are good, actually.
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fooloftheunknownworld · 5 months
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Well beaten Pokemon Tectonic and holy shit that was the most fun I had in a Pokemon game in years, even more fun then Clover, Radical Red, Insurgence and even Unbound. Now here are my pros and cons of the game:
Pros:
-You have a key item that generates leftover EXP candy from battles
-No HM's :D
-A much needed overhaul to the type chart, such as Bug now being supereffective against Fairy and Ice having more resistances then itself
-Frostbite replaces Frozen and unlike romhacks that has the former statues, you actually have a statues move just to put it on your target
-It has custom regionals and they're fun to use and have interesting designs
-Some retypings like Charizard being part Dragon and Dunsparce being part Ground
-New weather :D
-No more broken gameplay gimmicks, now all the megas are ether regular evos or part of an ability a Pokemon has
-Uses the Gen 4 and 5 soundtrack :D
-Various mons in general have been buffed with new moves and abilities, the Blaziken line now has an ability that makes it immune to Flying moves
-Natures, IV's and EV'S are removed and replaced with a customizable (in the Pokecenter) stat mechanic called Stylish Points, which as you can guess, is basically you deciding the stats of the Pokemon with limited points
-Breeding is gone completely :D
-Move relearner in Pokcenter for free :D
-Eggmoves are replaced with mentoring, which is basically a Pokemon learning another Pokemon's move as long as they can learn it
-Ability capsules and rare candies (now just called candies) are at the Pokemart at the very beginning
-And the best of all; Various luck based bullshit like Confusion and accuracy and evasion boosting hax has been removed. Confusion has even been replaced with a full time statues element called Dizzy, which suppresses the target's ability and lowers their defenses
Cons:
-The only way to make sure a random trainer is out of the route and not forcibly refightable anymore is to perfect them, as in, not having a Pokemon of yours faint in the battle, this really can get annoying
-The music for facing this game's grunts is just the regular trainer battle music for this game, which is very unfitting
-Hazards are still broken as shit, seriously, why is no one fixing this broken ass mechanic?
So yeah, this fangame is underrated and I wish more people knew about it.
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