#Quick Look: NieR: Automata
Explore tagged Tumblr posts
Text
a tiny happenstance ˖˚⊹ ꣑ৎ
hiori yo x reader, sfw
a/n: im back from the dead i think
You trudge home from school; eager to barge into your room and embrace the comforting hum of a computer screen. As your footsteps echo through the empty streets, you pass a mart, and before it fully exited your view, you decide to grab a quick snack and maybe a drink for later at home.
The bell above the door jingled softly as you entered the harbor of snacks. You look around, taking in all the options you had. Eventually, you settled on a bag of chips after skimming through many brands and flavors. You then proceeded to walk towards the area at the back of the mart, where they held the drinks. The sound of your footsteps mixed in with the hum of the air conditioning, and you could barely— just barely— hear another pair of footsteps, but you didn't think much of it.
You quickly chose a drink and turned around, only to bump into an unfamiliar figure holding a small bottle of yakult.
"Oh, 'm sorry." He voices as he reaches out a gentle hand to you. You look up slightly, just enough to see his face.
"All good." You mutter, taking his hand and pulling yourself up steadily. He flashes a soft smile before resuming his walk to the cashier register.
You both get to the cashier, and as he was paying, his gaze laid on your bag for a quick moment— specifically on your keychain.
"Is that a NieR: Automata keychain?" He inquires in a friendly manner.
"Yes," You answer, "you play?"
And ever since that day, you knew a deep friendship was about to bloom— and maybe even grow into something more.
a/n: this was a quick warmup for my writing bcuz i havent wrote in decades
#bllk#blue lock#bllk x reader#blue lock x reader#blue lock smut#bllk smut#blue lock headcanons#yo hiori#bllk hiori#blue lock hiori#hiori yo#hiori x reader#hiori yo headcannons#hiori yo x reader#hiori yo x you#hiori yo smut#hiori yo fluff#bllk hiori yo#yo hiori x reader#yo hiori x you
67 notes
·
View notes
Text
The Looping World of NieR
If you have any interest in NieR lore and have played either NieR (2010) or NieR Replicant Ver.1.22474487139... (2021), you've probably asked...
Question 1: "so... is Gestalt or Replicant canon to automata?"
Hi! Quick Side-note: I will refer to NieR Replicant Ver.1.22474487139... as Replicant (2021) occasionally because those numbers really take up a lot of space lol
For a while, and even somewhat now, the only answers you'd get are something along the lines of "they're both canon, just different branches" or "they're both canon and completely interchangeable." Both of which are half true, both are indeed canon, but they're also quite off the mark about how they're both canon.
"Replicant" and "Gestalt" are not parallel worlds, but one of the patterns of the repeated world, and the relationship between the main character and Yonah was sometimes a brother and sister, sometimes a parent and child, so there is a difference in the years in the settings of both works.
This is a machine translated snippet from a 2010 Famitsu interview with Yoko Taro(courtesy of the Accord's Library discord server). So the world of NieR is repeating and sometimes the main character is a dilf and sometimes hes a twink? That makes sense. Its a relatively straightforward statement, but like most things Yoko says, it just leaves more questions.
Question 2: "Is Replicant Ver.1.22474487139... the same as Replicant or is it a different loop?"
Good question! It's actually a separate iteration taking place after NieR: Automata. This explanation will be a little longer, so stick with me. After the events of NieR Replicant (2010) we have the short story The Lost World Ver.1.00 which is also known as ending e. This short story takes place after ending d and shows Kaine confronting k?K? Σ ?XH, an administrator who manages the quantum computer that oversees the gestalt project. In Replicant Ver.1.22474487139... this story is included in the game itself, however this time around we have a second administrator named Her. Both versions of the story show Kaine destroying the administrator(s) and bringing back a 16 year old protagonist.


The Lost World Appendix Ver.1.22474487139... is a short story included in Grimoire NieR Revised Edition that takes place after Ending E of Replicant (2021). It explains that the male administrator created his female counterpart after witnessing the same loop time and time again by himself. This, as well as the fact that Automata takes place after The Lost World Ver.1.00, means that the timeline should look something like this:

NieR Re[in]carnation also plays an important part in the discussion of world loops, but I'll leave most of that for another time.
Question 3: Where do the loops begin and end?
This one is... difficult to answer. So I'll hold off on attempting to explain that until a future post (maybe(no promises)). Until then, just know that there's a lot of unknown here and all we really have are theories.
Hi! This is a bit of an afterword but this is my first blog post so I figured I should introduce myself! My name is Emily, and I'm a college student in her early 20s about to start studying Japanese with hopes of going into some form of localization or reporting. I'm a huge fan of JRPGs, visual novels, anime, and most relevant here: the Yokoverse (NieR, Drakengard, SINoALICE etc.) I'll probably be posting here really sporadically about lore and any new release information, so if you're interested in that kind of thing I hope you stick around lol
23 notes
·
View notes
Text
NEW MUSE UPDATE
As I enjoy my break, it is time to finally get around to adding some new girls! Been a while, huh? Haha!
Now... let's kick it!
NEW GIRLS ADDED
COMICS
Bryce Wayne, The Bat- DC

Starting off we have a genderswaped version of Bruce Wayne, the Batman, from Earth-11.
Introducing: Bryce Wayne, the Bat. Playing the part of a genius CEO, single mother of six and party girl all at once as she works to protect Gotham and keep the streets clean!
Regina 'Gina' Grayson, Nightwing- DC

Another genderswap from Earth-11, the Genderswap world gives us a female version of Richard 'Dick' Grayson!
Still using the name Nightwing, Gina is as fun loving and cocky as ever. As quick witted, clever and such a skilled leader and acrobat.
CARTOONS
Morticia Addams- Addams Family

Mother of Wednesday, she is as hot as she is mysterious and ookie.
ShellyWave- Transformers Kotobokiya

The ever logical and serious member of the DCDC, Shelly is behind the budget of the group and other clubs of the school. Able to take over when Megatronia is busy, be careful trying to face her black and white view point. A scientist who is an expert with biology
SophieWave- Transformers Kotobokiya

Sophie is the most loyal of the entire DCDC, with a not-so-secret crush on their leader. Sophia is very clever with computer and has made herself mechanical 'babies' in her robot companions (Ravage, Laser Beak, Frenzy & Rumble) to assist her in her work for the DCDC. Many refer to her as a 'spy' as she looks for those who may cause problems for the school
ANIME
Sylvia Sherwood, the Handler- SpyXFamily

She is the commanding officer of WISE within Ostania, and Agent Twilight's main contact for Operation Strix. Ooften over worked and stressed over the budget of the misssion, as well as worried about the eventual war that could break out if the mission was to fail.
(Side note, thanks to @the-blackbird-roleplays for assisting me in creating the following AU)
Ryuko Kiriyuin- Kill La Kill AU

Face claim is Junketsu Ryuko. From an alternate universe where she and Satsuki swapped roles, their father taking Satsuki and sabotaging Ryago's data
Ryuko Kiryuin shares a good few traits wish canon Ryuko Matoi. Being hot headed, a bit arrogant and aggressive. But pushed to the max. You can describe Satsuki Kiryuin as the Iron Queen, Ryuko Kiryuin is the Volcanic Empress.
A 'might makes right' attitude to the public, pushing everyone to be stronger. Making herself public enamy number one… And the one number one all at once. Trying to make everyone stronger to battle her mother. Going with a warrior mentality rather than that of a general. Making everyone ready to fight rather than inspiring any form of unity
She's literally a one woman army against what will come, training others without them even knowing they are being trained, to save the world and stop her monster of a mother. Because of that... she is alone. No Elite Four, no support or friends. Just her mother.... and her one friend.
Even in this world, Mako found Ryuko and became her friend. Her one support. Mako's love the only thing giving Ryuko hope and keeping her from falling into despair and pleasure as her mothers tool
Satsuki Matoi- Kill La Kill AU

Satsuki Matoi is the rallying force of the world. The rebel who united the school against her sister, not knowing the plan and not even knowing they are sisters. Having arrived at the school to seek the murderer of her father but seeing liberating the school to be more important than her personal desires.
She is from the country, and so while she tries to speak like a heroic knight... she lets crass profanity and weird sayings slip out in the middle of a speech of epic proportions
GAMES
YORhA Unit 10H- NiER Automata/NiER Reincarnation

A Healing Unit with the Type 10 personality and apperance. A sweet, kind and cheerful Android.
Catherine- Catherine

A succubus from the game of the same name. Working to taunt the souls of wicked men, so they either fall into hell or repent and become better men.
Nico- Devil May Cry

A genius when it comes to the art of turning demon parts into anti-demon weapons. The granddaughter of the woman who created Dante's famous guns, Ebony & Ivory, as well as the daughter of a certain scientist villain from DMC4 who did improve opera against Dante. She is crass, with no filter in her voice, but an excited joy of a person that gives no fucks.
MISC
Sana Tsukumo- V-Tuber

Sana is the oldest of the Council, the first made by the gods. 13,800,000,000 years old to be exact. A gentle, kind, being. She needs the limiter atop her head to stay at a decent/normal size that wouldn’t destroy the planet… that happened once. Luckily Fauna could fix it. A fantastic artist, she is fascinated by the world around her.
Raora Panthera- V-Tuber

Raora Panthera, the big cat. The artist with the Gods Eye. A skilled artist with a cheerful mind and an addiction to crane games. Loves ladies, and is very energetic and focused. She loves a cute blue cat mascot called Chatini.
Cecilia Immergreen- V-Tuber

Cecilia is an ancient automaton, created to be a maid.But she wished to be more. So much more. Shut down, she was eventually found by Liz and made to be part of justice. She has a habit of… interests. With a life she jumps from one hobby to another, diving right in… and forgetting about it. She can not drive. Her violin can turn into a lance. She is a little unhinged
Gigi Murin- V-Tuber

Gigi classifies her race/species, officially, as Gremlin. She is a force of nature who can also be distracted by a barking dog, getting into a barking contest with it. Known as the Chaser, she is the rush down member of the group meant to catch the crooks once the others have tracked them down and prepped the situation. Because of her massive metal gauntlets she insists on being called ‘The Fister!’
10 notes
·
View notes
Text
Quick Gamer Thoughts
Random Thought #1: Cyberpunk 2077 should have implement a similar system such as the glamour system in Final Fantasy XIV or the Chip system in Nier Automata.
An explanation:
From what I heard about Cyberpunk 2077. It’s gear progression systems make it to where players focus their attention more on wearing the gear with the best stats rather than what actually looks good on their avatar. Using an alternate system would allow players to have the needed stats while freely displaying their avatar.
Final Fantasy XIV’s Glamour system prioritizes the aesthetic of clothing by layering prefer pieces over the ones with the best stats.
Neir Automata simply separated the stat boosting aspect from character outfits. Instead, players had to manage data chips that augmented the abilities of playable characters.
3 notes
·
View notes
Text
I wasn't sure what to expect after posting a bunch of AI-powered fictional conversations, but...eh, I just shared them for the fun of it. 😏 That was the last of them (unless anyone wants to see more), so you can now rest easy.
Unfortunately, I still don't have a new drawing to show for it. I've made some progress on it, but it looks like I'll need another month or so to get it all the way done. Terribly sorry. 😔
I do, however, have a new digital drawing to share. Two, actually! 😁 For whatever reason, I've become obsessed with robots and AI lately -- perhaps because of some divine plan, or perhaps because of Character.ai, Murder Drones, Sonic Frontiers, NieR: Automata, Emmy the Robot, etc., etc. -- so I decided to create a couple of robotic OCs of my own.
Say hello to the beach-loving robo-girl San-D and her friend and fellow robo-girl, Emil-E!
They're from a different universe than the two colorful warriors I created a while back, in case you're wondering. I'll get on with their story eventually. 😏
So, just who are these two adorable automata? There's only so much I can share about them at the moment (partly because I'm still coming up with details about them), but here's some basic info. To begin with, they were built and programmed by an obsessed but good-hearted scientist named Dr. Zortho, which is where the 'Z' logo on their foreheads came from (Emil-E's logo is hidden behind her bangs, but you can also see it on each of her shoes). These two aren't the only ones of their kind, but the story I've planned for them focuses mostly on their adventures and misadventures, both on their own and together.
San-D (nicknamed "the curious one"), the latest of Dr. Zortho's creations, is the peppy and friendly type (think Amy Rose), often trying to provide encouragement to others when she can. She has a love for nature -- especially the beach -- and is particularly fascinated by sand and stars. But most importantly, she has a strong curiosity for learning new things -- so strong, in fact, that she develops a habit of gaining new information in ways unauthorized by Dr. Zortho while he isn’t watching her. 😊
Emil-E (nicknamed "the sassy one"), a much older robot than San-D, has a sassy, laidback attitude (think Uzi Doorman). While she's not as curious about learning things as San-D, she has a habit of looking for ways to make things more interesting...which usually leads to her getting in trouble and/or getting damaged. 😏 (That's the reason why one of her eyes has been replaced by one of a different color and why one of the sun symbols on her shoulders is scratched up.) She also likes to show off her superhuman abilities every now and then (ex. quick math, quick puzzle-solving, quick book-reading, etc.), mostly just for the fun of it. But most importantly, she becomes close friends with San-D very quickly despite their differing tastes and personalities. I suppose you could call it "robo-chemistry." 😊
...Actually, please don't. That was dumb. 😅
However, there's one difference between the two of them that ends up causing some tension in their friendship -- San-D's trust in and respect for Dr. Zortho (or "The Doc" as his robots call him) grow stronger over time, similar to a healthy father-daughter relationship. Emil-E, on the other hand, doesn't see "camera-to-eye" with The Doc on a number of things, and she occasionally resents his overprotectiveness of her, resulting in a much more strained and distant relationship between them, similar to an unhealthy father-daughter relationship. Which of his two robo-daughters has the more accurate picture of him, you might be wondering? Is he as trustworthy and smart as San-D believes him to be, or could Emil-E's doubts about him be credible ones? Only time will tell. 😉
A few more details about these two: Like every robot built by Dr. Zortho, the logos on their foreheads indicate what emotions they're currently feeling (which may or may not have been inspired by a certain young attorney's robotic companion), the panels on their shoulders flip upside-down to become solar panels which they can use to recharge (hence the sun symbols), and they have their own unique preferences in clothing and hairstyle. San-D prefers wearing a simple dress with a shell design, gloves, sandals, and a conch shell in her hair, while Emil-E prefers a casual outfit, sleek shoes with a circuit board design, and a tiny blue comb in her hair. Speaking of which, her hairstyle was made after that of Murder Drones's Doll:
You may also have noticed the 'E' designs on her bangs, small comb, and face. She's...a bit of an E-gotist, you might say. 🥁
So, what was Dr. Zortho's purpose in creating his own "family" of robo-girls? And for that matter, did he make any robo-guys along with them at some point? Both of those must remain mysteries for now, but you can rest assured that he's not your average maniacal bot-building scientist -- rather, he's the type who sees his robots as his children and lovingly cares for their wellbeing and safety. Something tells me that could be a nice change of pace in the sci-fi genre. 😉
Anyway, I hope very soon to have more to share about all the OCs I've created so far, including these two. ...Oh, and that Celeste x Spy x Family drawing, too, of course. 😄 Just thought I'd show off a couple of digital drawings of my brainchildren in the meantime. Hope you enjoy them!
#spongebob squarepants#squidward tentacles#murder drones#doll#original character#san d#emil e#digital art#no more new characters until you've come up with some story already got it brain?
2 notes
·
View notes
Text
I'm finally done with Stellar Blade. It says I played it for about 25 hours, but honestly felt much longer. There's a lot of side content in this game. But it was a pretty fun experience and a great test for my reflexes. Maybe a bit too great. I dunno if my reflexes are getting worse, but damn this game was difficult. More below, with some spoilers!
Stellar Blade is a somewhat linear action game with slight RPG mechanics. The game is obviously inspired by Nier Automata and you can see it from the themes, the sexy protagonist and the music style. Honestly even though it was aping Nier I still enjoyed the music a lot. Especially in the first area and in the Plaza, something about the music felt atmospheric and otherworldly. I say the game is somewhat linear, because there are small open world segments where you can explore freely for cosmetics, sidequests and loot.
The combat was definitely the best part of the game. It combines a fast paced action game and something like a dark souls game to create an interesting hybrid. The game relies a lot on the parry, but the dodge as well. You can also unlock a lot of cool combat abilities and some of the later challenges really got me to use everything in my arsenal. The parry timing though was brutal. Even with an upgrade and an item that improves parry timing I still miss the parry, and what's annoying is that if you mess up one parry you get stunlocked with rest of the combo and that never felt nice.
The parrying honestly felt a lot more difficult than even Lies of P. There were a ton of moments when I felt like I should have reacted in time, but it wasn't enough. My jaw would drop on the floor and I'd utter out: "What do you mean that reaction wasn't fast enough?!" honestly I might just be getting old. I'm nearly 30 now after all.
The side content was nice, but I wasn't a big fan of it. By the Great Desert I was getting tired of the boring side quests and uninteresting locations. Some side quests were fun enough, like the one with Enya or the girl over at sisters junk. But most of it was like go see me friend, oh no friend is dead, fight monsters, report back death. Or go to a location and find an object. It doesn't help that the two open world areas look so similar. Wasteland and the Great Desert are pretty much the same. The Desert is just a big boring area that I got sick of real quick. The more linear story related areas were much better. I liked the Levoire areas where you're forced to use your gun only for combat, a fun change of pace.
But if there's one thing this game absolutely excels at it is the boss fights. They feel hectic, visceral and so good. Plus they're pretty difficult. Especially towards the end there are so many super difficult fights back to back. The final boss that I got in my story was so tough that it'd two to three shot me, and once more that parry timing was tough. Raven also nearly made me lose my sanity, her ridiculous combo chains would fuck you up if you'd miss even one parry. But the bosses feel and look great and offer a great challenge. Seriously the monster designs in this game are rad!
As for the story it was interesting, but I figured out the big "twist" right away. It was so damn obvious from the get go, but it was fun to watch play out. It was made obvious that you weren't a biological human, but some kind of a robot hybrid from the start, so I knew the Naytibas were the real humans. They kinda reveal that early on in the story and all the main characters just go "NUH UH! We can't know if this is real anyway haha, lets kill humanity :-) ". The only thing that caught me by surprise was Orcal being an alpha Naytiba who mended their ways. Interesting that some Naytiba can become more human and not become beasts.
So overall it was a damn tough, but fun experience. These developers are extremely talented. I don't see myself playing this game again any time soon, but maybe one day. Honestly I kinda wish this game didn't have as much "fluff" side content and was more of a linear action game. Or at least some areas that aren't just desert. We know earth is fucked, but the first linear level is set in an abandoned city so we know not everything is desolate.
3 notes
·
View notes
Text
I'm trying to play Nier Automata for like the fifth time and I just need to like, get through the first few bits, but I keep chafing against how miserable the YorHa designs are. Gamer bros are always quick to be like "OOO Yoko Taro is so great for admitting why he designed them that way" and like. Yeah it's better than Kojima trying to legitimize the sexism motivating his designs, I guess? But "I can't make a game without making any and all female leads into cartoonish sex objects" is actually not a creative impulse I feel any need to respect, actually. It's like one step above those guys who can't play Skyrim without modding all the women to look like Ukrainian phone sex operators while leaving the men untouched. At least the Machine boys are sexy too so I think I just need to get to them and my brain will sort of tune out that 2B might as well be wearing a clown outfit. Like I do genuinely want to experience this game but oh my God. Honk honk.
3 notes
·
View notes
Text
I actually am playing Nier: Automata. Got it in a Countdown deal (aka New Year's Sale), since I heard a lot of good things about it. And to keep myself mildly distracted before Yakuza 8 comes along to absolutely destroy me.
... I keep pressing A to dodge, which is driving me mad. X for light attack, Y for heavy? Just like the Yakuza games! Except... in Yakuza games, the quick step is A, and in Nier, A is jump. So I keep jumping directly into an oncoming overhead strike while trying to dodge it...
I haven't played too much of it. Just past the part where I killed a bunch of robots who were crying for help. Which is... er... pretty f*cked up. So far, the only time I died was when I smacked a moose just to see what would happen. I'm disappointed that the death message you can leave doesn't give you the option to say "I headbutted a moose."
2B: "I wonder what this would do." 9S: "Uh... moose. MOOSE!"
...
And chickens. ... Ugh.
... Just looking at a live chicken nowadays makes my thumb hurt.
5 notes
·
View notes
Text
And finally, to complete my yearly game posts, here's what I plan on playing in the year 2024:
1. Assemble With Care - a short little game I should be able to knock out in a few hours but I picked it up in a bundle and I have wanted to play it so I will try to knock it out this year.
2. I'm more than half way done with Baldur's Gate 3 but I likely will be playing it through January. I hope to finish it at least once before P3R.
3. Bloodborne - help.
4. Borderlands 2 - since I had such a blast playing Borderlands with my boyfriend this year, I'm looking forward to giving this game a second chance and hopefully enjoying it much more.
5. Borderlands 3 - a little less hopeful for this one, since I haven't heard much good about it, but might as well knock out the main franchise.
6. Boyfriend Dungeon - I just got this for Christmas and I'm excited for the concept of romancing my weapons :)
7. I'm also more than halfway through Catherine, so I also intend to finish that in the coming month.
8. Cat Museum - something cute and short I picked up on mega sale and want to make an effort to play this year.
9. The Coffin of Andy and Leyley - I actually have no idea what this game is about or if I'll like it but it was a gift so dammit I'll play it.
10. Dragon's Dogma 2 - Dragon's Dogma is easily in my top 10 games of all time, and I am SO hype for this game. The only downside is it's coming in March, and the first quarter of 2024 is pretty PACKED with games for me.
11. Etrian Odyssey - because I never finished it when I owned it on DS but I'm in my Atlus Games era rn so
12. Far: Lone Sails - I was drawn to this game for the art and it seems like a quick little experience of a game.
13. Final Fantasy 16 DLC - blanketing over the currently available DLC and the up and coming DLC.
14. Hades - a carry over from 2023's list but THIS WILL BE THE YEAR (maybe)
15. Haven - I don't think (?) this game is very long but it looks very heartwarming so I'm here for it this year.
16. Little Nightmares 2 - another fairly short game that I have no reason not to play, especially when I'm obsessed with the first one.
17. Little Nightmares 3 - I don't know what the release date is yet but like Borderlands let's try to close out a franchise!
18. Metaphor: ReFantazio - it doesn't even have a release date and I'm already excited about it.
21. Nier Automata - another carry over from 2023, but I have a good feeling about it this year.
19. NEO: The World Ends With You - I hear only good things about this game but I will be walking into it 98% blind.
20. Nightingale - Idk how much I'll actually play this game but my friend and I have been watching its development for years and we are READY
22. Nier Replicant - I watched a friend play some of this and it looked fun, and since I saw it was free on PS plus... why not.
23. Octopath Traveler - this is to feed my JRPG addiction but break up some of my Atlus obsession
24. Opus: Echo of Starsong - This was a gift like 2 years ago and I really want to play it through this year.
25. Persona 3 Reload - I ALREADY TOOK VACATION FOR IT IM SO READY 38 MORE DAYS
26. Persona 4 Arena - Because I think it's the only readily available Persona game I haven't played yet.
27. Sea of Stars - I'm more than half through this too, I stopped playing it to play Tactica so I'll be finishing this soon as well.
28. Shin Megami Tensei 3: Nocturne - I put a fair amount of time into it this year, and I adore this game. I'm finishing it next year.
29. Shin Megami Tensei 5 - for real this year, I promise (🤞)
31. Undertale - why have I not played this? Why did it sit on my list last year untouched? Why did I install it and never play it? The world may never know.
30. Soul Hackers 2 - because again, I'm in my Atlus Games era and I bought it this year so time to play it.
32. Untitled Goose Game - for casual hijinks
I'm even more ambitious this year than last year and thats without knowing even half of whats to be released in 2024 sooo wish me luck.
2 notes
·
View notes
Text
FFXVI
I just finished playing FFXVI. I've kept a twitter thread on non spoiler thoughts here but this post is strictly on SPOILERS so be warned!!
vvvv Read more for my thoughts on FF16 vvvvv
First thing I want to state is that I played this with Japanese voices! I plan on watching lets plays of it which usually have it in English. I will do an update or a separate post once I've seen a full playthrough just to compare.
Combat I never played DMC5 so I don't know how that plays. I've played this without any of the accessibility accessories since I wanted to have a challenge. Its definitely not as hard or frustrating as Dark Souls. Even after playing probably 60+ hours I still find the dodge timing hard. Fighting giant beasts was the most frustrating. It was hard for me to get hits in. The gameplay does remind me alot of ff14 since there's your combos and cooldowns so I often spam buttons. Commanding Torgal does remind me of Nier Automata with commanding the pod but I didn't use Torgal as much as I probably should. It was hard to pick which eikon skills to keep. I mostly kept the high attack ones to spam when staggered. I really like the Bahamut laser beam since it does huge damage. I really like the look of Odin's but it was hard to use.
The Eikon fights were mostly cinematic which is fine. The arenas were quite busy and even busier with the spell effects lol Its very Kaiju battle or even Attack on Titan like. I didn't ever die during them. But as regular Clive I did die a handful of times and luckily the game is nice enough to have checkpoints and give you full inventory of potions. I died more times in Hunts than msq boss fights. I played Octopath 2 a couple months ago which is a turn based game. There's a secret boss that took me over an hour to fight it so I appreciate that FF16 doesn't make me do that, but it is also much easier in comparison. I did find the final boss fights underwhelming, but it does have some annoying af moves that I have no idea how to avoid getting hit by. The fight with Titan is my favorite just for the song and how neat it all was!
STORY Its was quite a ride, but it hasn't moved me as much as FF14 did. The sidequests got me more than the msq. Mostly since they're chains and you spend a lot more time with these characters than the enemy dominants themselves. I like the sidequests ladies more than Jill. I wish they didn't have her get captured multiple times lol I thought she was going to die to give Clive her Shiva powers but seems like you can just give it to him. Jill is an ok character. I wish they did a bit more with her but she ended up having to stay behind. There was a scene or two where she watches instead of helping that bothered me more than it should lol
Having Clive take up Cid's name surprised me. And to have some of the folks in the hideaway call him that too took me a bit to get use to. I did not expect Cid to die so soon or at all. And to have the hideaway destroyed gave me FF14 waking sands vibes.
Dion being gay and having a kissing scene surprised me and wish they do this in FF14! I'm glad they did an obvious gay couple with no stereotyping in a mainline FF game. I did not expect him to last as long as he did since the others died so quick. Quite a tragic character too. I was hoping he'd make it.
I love uncle Byron! What a great character and unexpected comedy relief lol I loved him almost immediately and also feared for his life. So I was very relived that not a single hair in his body was harmed in this game!
I'm glad Joshua is alive! I had a feeling since he seemed too important to just be a memory. Though I don't understand who the hooded figure is in the flashback that Clive saw. Also don't understand why he avoided Clive till the fight with Bahamut. Idk what he sounds like in eng yet but his jp voice is really nice. I was worried he was going to die again and it did upset me when it did happen. For Clive to have all his memories of him flash before his eyes was emotional. And for him to get resurrected and write a book called Final Fantasy in the post credits pleased me.
They did the Sephiroth route with the main antagonist, Ultima. Where they appear throughout the story to mess with you. I thought there might be a surprise never-heard-of last boss but no its all Ultima. I didn't find them to be the most interesting villain since its another alien god being. I did like the argument at the end that they're just the same as human.
Clive is a good boy! Judging by the subtitles eng Clive seems to have a different vibe than jp Clive. Jp Clive's voice has that smooth, kind, and strong quality. He's very much like a wol who chooses the good guy choice. I didn't expect him to die. To have the red star fade and Torgal crying does seem to confirm that he's gone. Definitely not the happiest ending. Idk if the Blight is still a problem lol
With the logo having both Phoenix and Ifrit the story is definitely about the brothers. It seems to come full circle with the beginning having them fight each other and in the end they're one. Joshua dies in the beginning, Clive dies at the end. Makes me wish there were more brotherly moments between them than the sidequest.
Overall I enjoyed FF16! I don't think I'd rate it higher than FF14 or FF7 but its definitely an improvement from FF15. While FF15 did make me cry a lot more than FF16 did, the eye candy that is Clive is really what sells the game to me lol
There was no Cactuar or tonberries! :(
Also the vibrations on the PS5 is rather neat. I've kept it on just because I've heard people say how good it is. The vibrations are happening most of the time in cutscenes but sometimes I don't notice it at all. Its not at all like previous controllers where it rumbles and be annoying. I usually turn it off but I think I wont do that for the PS5 controller.
3 notes
·
View notes
Text
Today I'm gonna play: Transformers: Devastation
I loved Transformers as a kid, with the movies and some of the cartoons, namely Transformers: Animated and Transformers: Cybertron, and Optimus Prime was my favourite because I was obsessed with the colour red (even though he's got some blue too). I haven't been in touch with the series since. After playing Kingdom Hearts 3 a few months ago (I really liked the gameplay in that one to be honest), I needed something else to scratch that KH itch, and somewhere in a subreddit while looking for fast-paced hack and slash games, I saw this as a suggestion. Completely bewildered yet curious, I decided to give it a try. (Also as I'm writing this I realized this game was developed by Platinum Games. I've not really played anything in their library other than try a little bit of their TMNT game which I may try again, neither have I tried Nier: Automata, so I'm going in blind.)
And what a blast it was! But two cons to say about this first; It's a really short game, one you can finish in a single sitting. And what's really sad is that you actually cannot purchase this game anymore as Activision took it off digital stores, so I had to find another way to get it. But as someone that only has time to play during evenings, the first con isn't too bad for me. I have also played a few Transformers games over the years, mostly on PSP and one on PS2 based on the first movie, and none of them compare to this. It doesn't feel as clunky as them, and you can actually use your vehicle mode for both traversing AND as a way to find chests, destroy obstacles, or as a combo finisher in combat! I've never seen this in any other Transformers game before. For a game that's technically designed for younger audiences, this packs in a lot of good hard work put in. And for once it's actually nice to see a children-oriented game (and a licensed one too) actually be on par as a game that's meant for older audiences. The combat is flashy and slick, although sometimes awkward with the amount of options and lots of things happening in the background. But the controls are easy to master regardless. It can be button mashy if you treat it like one, but there are a nice couple of options that allow you to attack enemies both closed and long range. The game consists of 7 chapters, and each of them have a bunch of missions which are basically enemy spawns. I'm not sure why they made them as missions, but every time you do complete them, a quick little results screen pops up, giving your overworld a brief slow motion effect while the sound dims down, and it doesn't intrude for long. It's a really neat effect that keeps the action going. The missions are also non-linear and they're optional too if you just prefer to focus on story. One surprising aspect is that their synthesis system for your weapons which uses your other weapons as materials to upgrade them. You get a nice variety of them too, such as dual blades, hammers, axes, sword, and different types of long range weapons like blasters, launchers, and rifles. All of this depends on the 5 unlockable characters you use, as each of them have a compatibility with certain weapons. You also got these other upgrades called T.E.C.H which gives you random buffs. My criticism for this however is that this system is expensive, so it doesn't give you much room to upgrade unless you grind a lot. Another thing I like is that the game has a few optional reminders for certain things such as breaking through obstacles to go to the next area, or finding loot. I actually tried a bit of the prologue about a month or two ago so I forgot everything about this game. Seeing reminders quickly helped me get back up to speed and it would be nice to see more games do this. And as Transformers could come under sci-fi, a lot of unknown terminology tends to come with it. Luckily the game explains them in a very simple and concise manner, while still moving on with the story. Some games that come under the same/similar genre fail to note this, such as Final Fantasy 13, and Mirror's Edge: Catalyst. However, it does take a step back when it comes to loot from enemies. For a fast-paced game, you'd probably want to maintain that flow as you go from enemy to enemy, area to area. But at some point I realized, my character is not drawing in the loot! I have to physically go to the place where the enemy died and just run around it to collect everything, and THEN continue. Having that flow interrupted can be quite annoying. It's also sad that the environment design isn't very varied. I'm assuming it was on a smaller budget as it's a licensed game, but considering what the game has in terms of content, I'm not too disappointed about it.
I would like to say that this game has huge Hi-Fi Rush vibes going on, that at some point I mistakenly thought this was made by Tango Gameworks, or at least some of the staff. Everything from that saturday morning feel with your favourite cartoon series (and this fits here for Transformers), the flashy combat, and the rock music, and even the upgrades system, it has it all. It's literally like if Hi-Fi Rush wasn't a rhythm action game, and just action. Overall, I'm quite satisfied with what this game has to offer, and I think it's a hidden gem of sorts. I'll definitely be checking out more of Platinum Games' catalogue in the future!
Terms exclusive to the game:
Synthesis - Upgrades system for weapons using other weapons in your inventory as materials T.E.C.H - Equippable buffs that you can create which are randomly generated
1 note
·
View note
Text
Stellar Blade: Unpredictable Odyssey
Stellar Blade is finally here, and if you thought the demo was fire, wait until you grab the full game from Shift Up. They're swinging for the fences like Babe Ruth with this one, calling their shot for Game of the Year! Oh, and don't forget to cop some Xbox games to keep the gaming party going strong. And yeah, you heard me right—Stellar Blade is lit on the PlayStation 5, with gameplay that hooks you and a story that hits you in the feels. Even with some old-school vibes, it's still next-gen goodness that had me hooked from the jump. If you haven’t checked out the demo, you're missing out. It's just a taste of what's to come in the full game. Picture this: humanity gets wrecked by the Naytiba and we bounce to space for safety. But now, we're back for revenge, led by Eve and her crew. Things go sideways real quick, leaving Eve to clean up the mess on the post-war streets of Eidos-7, infested by those nasty creatures. So where's humanity been hiding? We got whooped on Earth, so we jetted to space to start over. But now it's payback time! There are still some humans left on Earth, who need our help. Allies like Adam and his trusty drone point us in the right direction, but in this messed-up world, trust no one and expect surprises as the story unfolds. The game doesn’t waste time with intros—it throws you straight into the action. Stellar Blade is a third-person action-adventure where you level up Eve's skills as you go, from fighting to survival and beyond. It's like a Grade-B Blockbuster but in the best way possible. And Eve? She's just too cool for words.

Stellar Blade: Grounded Fury
When you look at Stellar Blade compared to other games, it’s like Bayonetta meets NieR: Automata, especially with both heroines rocking those body suits to the max. And hey, while you're at it, why not score some PS5 games to keep the gaming vibes lit? Plus, you’ve got the character designs from the legendary Korean artist Kim Hyung Tae (you know, from Blade & Soul), who nails that badass vibe perfectly. And Eve? She’s a sight to behold, rocking different nano suits that showcase her femininity as she kicks butt and takes names in her quest to reclaim the world. But don’t go thinking Stellar Blade is just a mindless button masher. Nah, there’s some serious strategy involved, and not just with the big boss battles. Like they say, the best defense is a good offense, and that rings true here. You gotta block, parry, and dodge like a pro, and as Eve levels up, she gets access to more weapons and moves to keep things interesting. Combat in Stellar Blade is diverse, with Eve pulling off acrobatic moves and slicing through enemies like a boss. Each enemy has its own strengths and weaknesses, and you gotta exploit those weaknesses to win. It’s serious business, way more grounded than Bayonetta, and it definitely gives off some Devil May Cry vibes. But make no mistake, Stellar Blade stands on its own with its flawless combat system.
Stellar Blade: Immersive Mastery
Visually, Stellar Blade is straight-up next-gen, with its massive open worlds and realistic post-apocalyptic vibe from the alien invasion. The level design is spot-on, sucking you into this intense and sometimes downright scary atmosphere. Characters like Eve and her crew look dope, and even the thousands of enemies you face are well-crafted as you hack and slash your way through. You can even tweak the graphics for more detail or smoother gameplay, depending on your vibe. And yeah, the game supports haptic feedback, and it runs like a dream on the PlayStation Portal.
Stellar Blade: Demo Dive
The audio is just as impressive. You can take things up a notch with Tempest 3D, immersing yourself even more in the universe with surround sound. The voice acting might be a bit cheesy at times, but it fits the characters and the world perfectly. And the sounds of this messed-up planet, from the background noises to the terrifying roars of the creatures you face, add to the whole experience. And don’t even get me started on the soundtrack—it pumps up the action and hits you right in the feels. Seriously, grab some headphones or earbuds for the full effect. If you’re on the fence, check out the demo for Stellar Blade. But if you’re after a challenging yet rewarding third-person action game, this one hits the spot. It’s probably gonna be Game of the Year, no doubt about it!
1 note
·
View note
Text
Stellar Blade Feature – Angel From Heaven
New Post has been published on https://thedigitalinsider.com/stellar-blade-feature-angel-from-heaven/
Stellar Blade Feature – Angel From Heaven

Introduction
Stellar Blade’s development was announced in 2019 by Korean developer Shift Up Second EVE Studio for current-gen consoles, boasting talent from the popular MMO Blade & Soul. It wasn’t until 2021, however, that we got our first proper look at Stellar Blade during a PlayStation showcase, where it was shown with its former title, Project Eve.
For those not paying close attention to Korean video game news, it felt like it came out of nowhere. In the trailer, a beautiful woman is seen fighting a hybrid monster robot. She uses a sword to break off one of the cyborg creature’s arms to use as a weapon before being thrown through a wall, revealing the fight was happening on a space station all along. As she careens through space further and further away from the station, it is revealed that a much larger, much creepier creature with too many eyes has grafted itself onto the facility from the outside. It’s an attention-grabbing first look, and the trailer only gets more interesting from there as the woman (whose name is Eve) is seen pulling off more acrobatic combat moves on an Earth that has experienced some kind of apocalypse.

Considering Eve, her combat style, settings in both space and on a ravaged Earth, and a robot floating behind Eve offering help and advice, many were quick to compare the game to Nier: Automata. Speaking with Stellar Blade’s game director, Hyung-Tae Kim, and its technical director Dong-Gi Lee, through a translator, that is not entirely by accident, even if the final game will likely showcase plenty of differences between the two.
“You’re probably aware of this, but Yoko Taro’s Nier: Automata was the biggest inspiration for Stellar Blade,” Kim says. “That was even the starting point or motivation to make this game, so I’m very grateful for that.” Both Kim and Lee are quick to detail other points of inspiration. The two specifically call out anime and manga like Ghost in the Shell and Battle Angel Alita but add, “While Nier: Automata did give motive to the progression of the story, the combat itself is different. Of course, they share a common factor of being an action game, but we tried to make the combat flashier yet tense.”

A Game With An Ending
A Game With An Ending
After playing Nier: Automata, but before Kim, Lee, and the Shift Up team were diving into the minutiae of making Stellar Blade, development began in 2018 with a much simpler desire: to make a video game with an ending. During that time, development in Korea was focused predominantly on the mobile market, with few focused on console development, which led to some barriers. “It was pretty tough to get all the developers of console games into one team […] mobile games – they have their own, I guess, pros, because you get to enjoy the world that you love whenever you want, it continues on, and it’s maintained constantly, but then there is a market where only that kind of game exists,” Kim says. “That balance needed to be broken.”

Combat For Everyone
Combat For Everyone
Stellar Blade’s combat is flashy in all gameplay footage to date, with Eve pulling off pre-determined moves and throwing the titular Stellar Blade into the air while her long hair twirls around the action, but those impressive animations don’t explain what players are doing moment-to-moment. Eve can learn various combos, but it’s not the kind of action game where you are memorizing a series of useful inputs and trying to execute the right ones at the right moments. Every encounter begins with the decision of going in offensively or defensively. Enemies will not wait for Eve to make a move, and she can defend, parry, or use evasive maneuvers. Countering enemies will put them in a groggy state, which opens the window to use combos or “Beta Skills,” as Kim and Lee refer to them. “There is also what’s called the Balance Gauge, and if you succeed in consecutive parrying, you can deal a huge blow to the enemies,” Kim says. “Other combat options include assassination, ranged attacks, and more, depending on the situation.”
Boss battles carry a similar strategy. Kim refers to them as “the most important content in Stellar Blade” and adds that there will be a level of pattern recognition required to defeat them. Kim says combat is being designed in such a way that it will require proactive effort from the player, but it is not trying to make an overly challenging game like so many that are inspired by From Software titles like Sekiro: Shadows Die Twice. Difficult modes will exist for players who want them, but so will story modes. “Another mode exists for someone who wants to focus more on the narrative part of the game,” Kim says, “But that doesn’t necessarily mean that we got rid of the fun of the battle itself.”

Heaven And (Destroyed) Earth
Heaven And (Destroyed) Earth
In the world of Stellar Blade, Eve is an airborne squad member from space, but she is human. She has a secret that distinguishes her from her coworkers (that Kim and Lee were not ready to share), but otherwise, she is at the same level as the other members of her squad. “Humanity has been defeated by these enemies called Naytibas that appeared out of nowhere one day on Earth, and so humanity, they took this space elevator, and they escaped to an off-world colony,” Kim says. That’s where privileged humans live, but many have continued to survive on Earth and Eve and her peers have come back down to try and take the world back from the Naytibas. Of course, as is often the case in science fiction, not everything is as it seems. Eve is surprised to find humans living on Earth. Everyone had been told there were no survivors.
Many of the humans Eve meets on Earth call her an angel, considering where she came from, and welcome her assistance in the form of sidequests. “You can see it as an angel that descended from outer space with a sword,” Kim says. Defeating the Naytibas is the main mission, but many need help on an immediate and smaller scale. Kim does not intend for these sidequests to break the format. When asked what sidequests from other games have influenced the ones in Stellar Blade, he replied, “Let’s see… The side quests were not influenced by certain games specifically. I should say that they were influenced by all the games that I have played all this time.”

For example, there is one series of consecutive sidequests where Eve is trying to help a broken woman in an old pub in Xion, a location where humans have found refuge after the apocalypse. The woman used to be a singer, but now she is struggling to even stay alive. The missions Eve completes will help her recover mentally and physically, though Kim teases an unexpected ending. “There are some choices that alter the results,” Kim says when asked if the player will be making story decisions in these moments, “But honestly, I wouldn’t say you have much freedom. But there certainly are important decisions to be made.”
[embedded content]
Costumes serve as one of the rewards for completing sidequests but don’t expect wearing different outfits to change Eve’s statistics. The goal is to make sure no singular clothing item is emphasized. They want players to choose the outfits based on personal preference rather than statistical significance. Approximately 30 costumes will be discoverable throughout the course of the game, whether by just stumbling across them, receiving them as rewards, or creating them through found recipes. The team also plans to add more after release.
Kim used the terms “ingredients” and “recipes” when describing creating certain costumes, but Stellar Blade won’t have players crafting new weapons – The Stellar Blade is Eve’s only weapon. It can be improved to swing faster or deliver more critical hits, but they want players to fully focus on the titular sword.

To The Future
To The Future
Every new look at Stellar Blade showcases footage of a game that looks stunning in action. I also appreciate Kim’s candid appreciation for Nier: Automata and its storytelling. It’s rare developers are so straightforward about the games that inspired them, and it is refreshing to hear someone love a game so much that they wanted to make one like it. The feeling of combat remains Stellar Blade’s primary question mark as I, unfortunately, did not get a chance to go hands-on, but I am already invested in finding out Eve’s secret, what the Naytibas are, and what is happening on this version of Earth.
“When the world experiences an apocalypse, people develop these uncanny religious tendencies, and it will be interesting to see the changes in them,” Kim says, wrapping up our discussion. A compelling seed planted for a science fiction narrative.
This article originally appeared in Issue 364 of Game Informer
#Advice#air#amp#animations#Article#attention#change#clothing#content#course#deal#Developer#developers#development#diving#earth#eve#Experienced#eyes#factor#Fight#focus#form#Future#game#games#hands-on#human#humans#hybrid
0 notes
Text
Signalis Potential
There's a NieR: Automata fic on ao3 where 2B wakes up in Limbo with all the 9S's she's killed over the years (30+) This work takes inspiration from that.
The story will take place in a third-person format with differing perspectives from Ariane and Elster, similar to Heroes of Olympus-style POVs. This will be told in the chapter titles but will also be indirectly reflected through how the characters see the world. Elster is more analytical and logical, Ariane is more descriptive and colorful with her views.
Story begins shortly before Elster wakes Ariane up. She describes her feelings, her sensations, the pain, the trauma, and her longing for death. When she feels Elster kissing her forehead, she finally opens her eyes and smiles at her. The two lovers briefly share a touching moment, reminiscing about their memories together before a coughing fit brings them back to reality. Ariane tearfully asks Elster to euthanize her, and although Elster tries to fight it, she eventually caves and wraps her hands around Ariane's throat to begin choking her. Ariane lets a single tear fall as she whispers her final words to Elster.
The story then shifts over to Elster's POV. She looks down at Ariane's body before collapsing due to her wounds. As her systems begin to shut down, she has a series of quick flashbacks showing things such as feeling Ariane's hands on her back, the first time Elster lifted her up, etc., etc. The point is that while Ariane enjoyed the whole experience, Elster enjoyed all the small moments that made up their love together. She has a perfect memory so she's able to sift through them at her leisure, but not Ariane. The chapter ends with Elster dying. She reaches up to touch Ariane's hand but is unable to before passing away.
The third chapter is a conversation piece between 2 entities. They discuss the events that have transpired and express their disappointment at humanity's inability to properly harness bioresonance. Bioresonance was a gift to humanity, with the Empress being the physical embodiment of said gift. Bioresonance was meant to be a gift that would "lift" humanity to it's next cycle. Instead, humanity used it to wage war and create replikas as their society and technology stagnated. They express regret at ruining "another promising species" and declare the experiment a failure. As one entity begins contemplating how they can improve, the other raises a question about Ariane and her "automata." Ariane was supposed to be the final hurrah, one last gift to humanity. They were supposed to use her to advance themselves but instead brutally mistreated her and sent her off on a suicide mission. Ariane was created to be a catalyst but instead suffered needlessly through no fault of her own. Surely, the horrors she faced deserves some sort of compensation, right?
Taking some inspiration from Nier: Automata's (E)nding conversation between the pods, the two entities discuss what to do. One is reluctant to interfere anymore than they already have. The other argues they're past the point of interference. Humanity will burn itself out through a combination of war and the fallout of Ariane's bioresonance awakening. These entities are supposed to take after Halo 4's Didact, namely in how they had high hopes for humanity despite their better judgement. When the experiment fails, they are more disappointed in themselves than humanity.
Either way, one is reluctant and one inhales copium. The reluctant one could be an expy of the creators of Signalis. "Game's over, you get what you get." The copium is, obviously, the community for obvious reasons.
The two beings discuss humanity's failures. Most notably, they disapprove of Falke units, referring to them as "shaded imitations."
LORE THEORY: Ariane is a reiteration of the Empress, which is why Falke and Ariane share such a similar appearance. As for Elster and Ariane, they are cosmically intertwined. Alina was another iteration of the Empress but was tragically killed before her bioresonance powers could awaken. However, her love for Lilith was so strong that even as Alina reincarnated as Ariane, LSTR would always be by her side through sheer cosmic coincidence. Each time they're reiterated, Lilith would be given a new form as their lover each time. After all, there is no Shepard without Vakarian.
As for others who have suffered, such as Lilith, Alina, etc., they both agree that as much as they would like to "reward" them as well, they can't. Their role, purpose, and time in this experiment has been fulfilled. Pulling them back from the brink would only rip them apart more than they already are.
It is also revealed that the Red Eye was Ariane, but with a twist. Ariane could see everything through the Red Eye, but these entities are the ones who ultimately control the Eye. Everything Ariane saw, they allowed her to see. Ariane is wholly ignorant of their existence, showing just how far they exceed even the most powerful bioresonant.
In the end, they both agree that Ariane deserves a better ending. They allow her "automata" to continue existing as well because, at the end of the day, there is no Ariane without Elster.
The next chapter begins with Ariane waking up on The Island. She notes how she's completely healed, no scars, no bandages, no thing. She's wearing her white dress too. She wanders around the island before finding Elster lying facedown in the dirt. After waking up, the two finally reunite properly, ending with a particularly passionate lovemaking session.
As they recover, they both notice that neither of them feel particularly tired or hungry. They both come to the conclusion that they're in some sort of limbo. Ariane panics at first, since this reminds her of the Penrose again, but Elster calms her down, stating that no matter what happens, they'll be together forever now. Whatever this place is, it's clear they were meant to be together. Ariane eventually accepts this outcome and the chapter ends with them watching the sunset.
From here, the fic will devolve into a series of oneshots, similar to Cycles. Both characters are aware this is a simulation, but they don't really care. If their reward for suffering for eternity is an eternity spent together, then it'll be more than worth it.
0 notes
Note
So are you seeing Josh yes or no.
so have you ever heard of a game franchise called NieR?
well today i’ll be specifically talking about nier: automata. let me give you the synopsis real quick:
(spoilers maybe)
what is the story in nier: automata?
earth has suddenly been invaded by beings from another planet and mechanical life forms with overwhelming power were used as weapons of war which forced mankind to flee to the moon. in order to take back the earth, a resistance force of android warriors has been created by humanity to fight these invaders.
the world that you see in nier: automata is one where androids and mechanized weapons clash in ferocious combat in a barren and deserted wasteland. it’s set after the original game but the story is written in a way which means you don’t have to have played the first one. (cool huh)
most of the story is still shrouded in mystery though so there’s more to look out for and discover further down the line.
0 notes
Text
Been working on the game a lot more recently, and wanted to talk at someone about it. So here's a way too long explanation of a cool optimization I made, like, five months ago.
You know how in old-timey cinema they had those rolls of film? Each cell in that film is a static image, but if you put the roll in front of a projector and spin through it fast enough, it doesn't look like you're viewing a series of static images, it looks like a continuous movie.
Video games do something similar. Many times a second, your computer updates the game state by computing the next "frame" of gameplay, and re-draws the screen to reflect the updated game state. These days, computing sixty of these "frames" per second is the standard.
Sixty frames per second can sound like a lot, though, especially for more complicated 3D games. I recently tried to go back and replay Nier: Automata, but my computer was chugging and lagging too much to be able to play it. Dropping the graphics settings can help, but my computer must be getting too old for that shit because it wasn't enough. Dropping the number of "frames" computed per second (the "framerate", if you will) can also help -- this is how Zelda is able to run on the switch's limited hardware, for example, but I quit out of the game before thinking to mess around with that.
Now, the game I'm working on is a simple 2D platformer, so I could technically get away with less optimized frame computation, but this kind of situation happening to one of my players is still worrying enough to me that I wanted to take the time to optimize things.
Each frame is split into two halves -- there's the Update step, where the game-state is computed (has the player changed their position since the last frame, have any enemies taken damage since the last frame, has the player entered a cutscene since the last frame and needs to change state, etc.) and the Draw step, where the game-state is drawn to the screen so the player can see the updates. Of the two, the Draw step is typically the more computationally expensive one. There are exceptions (loading in new areas being a huge one), but during typical gameplay this is where a lot of the computations happen.
So, let's talk about drawing.
My game looks like this while you're playing it.
The player moves around in different rooms. When they move between rooms, the camera slides over to that room.
Behind the scenes, all rooms in a "level" are loaded into local memory at the same time. This is why the camera slide effect is smooth, and why there are no load screens between rooms (but there is a load action between levels, and a pretty intensive one at that -- I may make a post about that later). These particular images show me moving between these two rooms.
So here's the question -- how should I draw the level to the screen? The naïve way to do it would be to tell the game to draw the entire level to the screen every frame, even the parts of the level that aren't currently on the screen. This would mean that, while the player is in the room labeled "Beginning", the game is still trying (and failing) to draw "Hop, Skip, Jump" to the screen.
This isn't as bad of a solution as it sounds. I don't quite know how MonoGame handles situations like these, but I have gathered enough to feel that it probably has some system in place to detect whether the thing you're telling it to draw is actually on the screen, and it can abort drawing it once it figures out that it's a waste of time.
The bigger issue with this is that it doesn't scale. Here's an image of what the second level looks like. For reference: the three levels at the bottom are the same size as the two levels we were just talking about.
This is a lot to be drawing to the screen every frame for sixty frames per second. True, most of those will be aborted draw calls, but that's still a lot of draw calls. Even if aborting is very quick. It adds up.
What's more is that the level isn't drawn just once -- it's drawn four times. There are four layers being drawn each frame, two in the foreground ("in front of" the player) and two in the background ("behind" the player). My theory of computation professor would probably yell at me for caring about constants here, but in the real world that 4x multiplier can really impact performance.
So let's optimize this.
What we want to do is compute which tiles are on the screen, and draw *only* those tiles to the screen, with the caveat that our method for computing which tiles are on the screen has to be more efficient than just drawing everything to the screen all the time -- so we can't just loop through every tile and check them one by one.
Simple, right?
Here's the function I currently use to draw one of those layers to the screen, in its entirety. Notice the "4 references" in gray at the top -- no bonus points for figuring out why I run this function four times ;)
There's a lot in here, so let's go line by line. I'll be skipping over things that I think are self-explanatory, but there's not a lot of that in here, so don't worry, I'll still be explaining most of it
First, this function takes in five arguments. A SpriteBatch is what MonoGame uses to draw things to the screen, a TiledLayer is a data structure that holds information about the level, a TiledData is a custom data structure that holds positional information about the level, a Texture2D is an image (in this case, it's the tileset -- the assets we want to draw to the screen), and the camera.
Next, it's time to do some math. Tiled (the software I use to make my levels) stores its data in an array. If the level is a 2D grid of tiles, then Tiled stores it as a 1D array where each row in the grid is placed one after the other.
That's a little confusing, so here's an image.
What we want to do is translate the camera's (X, Y) position into an index in this array.
We're going to draw these tiles left-to-right, top-to-bottom. The way this is going to happen is by finding a series of X-based indices to draw (in the above example, the last three columns) and a series of Y-based indices to draw (the first two rows).
Because we know the camera is a rectangle, the top-left corner is a good starting point.
This code converts the camera's X and Y positions (measured in pixels) into the left-most X index and top-most Y index of the array that we want to draw (measured in tiles).
(Ignore the bounds_xoset and bounds_yoset, it's code that allows me to link up multiple Tiled files into the same level. All the levels in the game so far are built from just one file, though, so the oset is always zero right now).
Let's make sure we know what these variables are talking about.
For the X, all we have to do is divide by the TileWidth. This is because the 1D array is just every row one after the other, so finding the left-most column is easy. If, for example, the camera's X position is 11, and the tile width is 8, then the left-most column will be the column that has index 11 / 8 = 1 (remember that these are integers). We haven't computed the Y component yet, so we don't know whether the first index we actually want to draw is 1, 5, or 9, but we have at least identified that it's the column containing index 1.
For the Y, things are a little more complicated. We start with a similar process to the X, dividing by the TileHeight. Remembering that the 1D array is just every row placed back-to-back, we can multiply by the width of the level to "hop over" every row that we don't want to draw. For example, if the Y position is 11 and the tile height is 8, then the top-most row we want to draw has index 11 / 8 = 1 * 4 = 4.
By combining the information computed for the X component and the Y component, we know the top-left-most tile we want to draw is in the column containing index 1 and the row containing index 4. The only index that meets that requirement is index 5, so that's the top-left-most tile we want to draw.
Phew!
But, arriving at index 5 took actually drawing a whole grid and lining up the rows and columns. Surely the computer can't compute this as easily as we can, right?
Sure it can! As it turns out, all you have to do is add them together!
Ignore the loops for a second and just look at the case where i = 0 and j = 0. Isn't that so cool how the numbers line up like that? Revel in it for a moment.
Okay, back to work.
The screen is 320 wide by 240 pixels tall in my game. I added an extra 8 to account for situations in which the camera's position isn't an even multiple of the tile size, then divided by the TileWidth and TileHeight, respectively, to convert the number of pixels on screen into the number of tiles on screen.
From here on, you'll have to remember that j represents the Y component and i the X component.
When computing the indices to draw, we start at i = 0 and j = 0. In other words, this is the top-left-most index we computed outside the loop. Because the i loop is the inner loop, we then increment the i. Remember once again that the 1D array is just every row one after the other, so to compute the next index in the top-most row, we don't have to do any extra math to i. Once we run through the entire row and the inner loop finishes, the outer loop ticks up and we start again, this time at j = 1. We use the same multiply by map.Width trick we used before to "hop over" the indices we don't want to draw, and keep on trucking.
From here it's just academic. We have all the indices of the array that are on screen, all we have to do is draw the right tiles to the right spots. Next we grab the tile at the index...
("0" means there isn't a tile there -- so there's nothing to draw)
...then we convert that tile into an index in the tileset...
...then we compute the location we want to draw that tile to...
...then we draw it!
repeat 5,083 more times, and you've now drawn a single frame of the level to the screen. Epic!
Okay, that was a lot of math. If you've stuck with me so far, stick with me just a little longer -- I'll make it worth your time at the end.
First, you might be confused how I can say that this is more efficient than doing it the other way. After all, it *looks* like a lot of math. And... it sort of is! In the case where the level is about the same size as a single room, doing this is technically more work than just drawing everything to the screen all the time.
But there are some things to keep in mind.
First, the case where this is slower isn't the case that I care about. If the level is really small, then drawing it to the screen will never take much time. It won't be the reason people's PCs get really slow and they have to quit out. It'll be the bigger levels that cause that to happen.
And in those bigger levels? Well, this algorithm scales insanely well. Look back at those for loops. It doesn't matter if my level has one room in it or 10,000, I'm only ever drawing a constant 5,000 thing to the screen each frame -- no more, no less. In computer science terms, I took this from an algorithm that scaled with the size of the level (O(n)) and turned it into one where the time it takes to compute does not depend at all on the size of the level (O(1)). This gives me the freedom to make levels as big or as small as I want without having to worry about performance.
Okay okay, I promised I would show you something cool at the end.
Because I'm using MonoGame, I have more control over a lot of things. Something new that I can do is dynamically adjust the "zoom" of the camera. It's not really something I intend to do in the final game because pixel art gets kinda weird when you change size on it like this, but it's handy for debugging.
Speaking of debugging, check this out.
Mission "draw what's only on the screen" status: success.
Note that things that aren't tiles (like the checkpoint in the other room or the breakable blocks that let you in there) are still always being drawn all the time, but there's only a handful of those compared to thousands of tiles, and I'm not entirely sure computing whether they're on screen would be more efficient than just always drawing them.
Still, leads to some funny images in debugging. This guy's sitting on thin air.
I'm learning a lot from making the game this time around, and a lot of the stuff I learned in college feels like it's actually finally making sense to me for the first time. Object inheritance is a big one that I'm really happy I decided to go all-in on early on in development, it really does solve a lot of headaches before they happen. Maybe I'll make another one of these posts in the future, maybe not. Who knows.
That's about it. I mostly wrote this for me, but it's kind of pointless to keep something like this in a place where nobody can see it. If you read all of this and tried to understand whatever I'm talking about, thanks, and I really appreciate it.
1 note
·
View note