#Skip T Tutorial dlc when?
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lordofthesoups · 2 months ago
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akkshrnr hes so cute
i got distracted by your profile photo as i was a scrolling
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Please accept this very silly doodle of Skip that my distraction created
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i love he
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sazorak · 4 years ago
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Every Game I Played in 2020, Ranked
2020. Boy, what a garbo year huh? Didn't actually play that many games this year all-in-all. Happens! My backlog is getting pretty big, but I just find it hard to focus on games when I could be working on something. Or put off working on something, as it may happen to be at times.
My arbitrary decision from years ago to only attach a numbered ranking to same-year releases is getting increasingly silly, especially given my propensity to wait on playing games until I’m in the right mood, but whatever. That order matters than the dumb numerical numbering anyway.
2015 | 2016 | 2017 | 2018 | 2019
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Later Alligator – 2019 – Steam – ★★
The style of this game is very cute, and the jokes are funny enough. But… ok, look, I’m not one to be precious about what is or isn’t a game. But this really isn’t a game. It’s a series of disconnected, unrelated challenges clipped from Atari Free Mini Game Collection 100, wrapped in a very non-interactive adventure-game. It’s cute, it’s kind of sweet, but it’s dull. Dull dull dull. There’s a pointless, mandatory sliding block puzzle early on that infuriated me by its mere existence. Them giving the ability to skip it because “wow you’re bad at this huh”, which, while accurate, also just sold the whole point meaningless of the “““interactive experience”””.
Also: when a huge part of your game is WOW WE ANIMATED EVERYONE REALLY GOOD, text boxes that reveal word-by-word, far away from the animations that occur when said characters talk? Kind of stinks!
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8. Carrion – 2020 – Steam – ★★
What Carrion does well— the whole “You’re controlling The Thing and just rippin’ people apart!” shtick— is really neat. They made that bootleg The Thing animate real-ass good.
The actual game as a whole though? Kind of garbage. Imagine a Metroidvania with zero actual exploration, where every opportunity you have to venture off the path instead results in immediate railroading with constant, utterly inexplicable one-way pipes. It’s not that it’s linear, it’s that it actively slaps you when you attempt to explore. It’s very frustrating! Add the fact that the tentacle-monster-shtick makes challenging to actually, y’know, move around and control all your bits…  the only reason I finished the game was due to foreknowledge of its extreme brevity.
I think if the game were more open and less obsessed with constantly handing out upgrades, as well as having less of a focus on pure combat, I think I’d have enjoyed it more.
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SD Gundam G Generation Cross Rays – 2019 – Steam – ★★
It is well documented at this point that I am both an active Gundam fan, and as well as an on-again-off-again tactical RPG aficionado. A SD Gundam game appearing on Steam with a good English translation and localization is… exciting, to say the least. That said, I have never had much context for this game series beyond the basic facts that the combat tended to be pretty well animated CG, and that it’s vaguely similar to Super Robot Wars. Turns out… it’s really different from SRW? I dunno how the rest of the series fairs, but Cross Rays is weird as hell.
For one, there’s zero tutorialization at all. None. Almost all of what I’m going to explain here is me figuring stuff out by trial and error, or by reading junk online. Gundam is insanely popular, you’d think they’d be interested in explaining how it all works, but… nope. Even Super Robot Wars has multi-level introductory bits for new folks to show them the rope these days.
So: Cross Rays is a tactical RPG where you can playthrough the storyline of various Gundam AUs. You can play through them in any order. These playthroughs are fairly literal translations of the stories. You take control of the lead mecha from those series, fight enemy mobile suits that show up in SRW-like tactical RPG combat, until all reinforcements cease. Pretty straight forward. There are occasionally mission variants like “prevent enemies from reaching X” or “prevent enemies from destroying Y”, but even those can be just reduced to “kill everything very quickly please.”
But here’s the thing: while there is a story progression, the characters in the story itself actually have no character progression. These characters and mecha are actually considered guests, despite it being ostensibly their story. Instead, you are able to field “permanent” mecha and pilots of your own choosing, which do have progressions. There is no plot justification for this or anything like it. The game does not recognize that it’s weird that during Iron-Blooded Orphans intro where nobody knows what a Gundam even is, you can have 25 Gundams show up at once and just fire lasers at everything. That’s because this game is actually about repeatedly grinding the same set of missions over and over.
Pilots are recruited by completing certain in-mission requirements. Mecha are acquired by either by getting enough kills with the progression-less “guest” mecha, combining mecha you already have gashopon-style, completing certain quests, or by leveling up mecha and then “evolving them”. This is the actual core of the game.
SD Gundam G Generation Cross Rays is basically Disgaea, it turns out? You’re grinding story missions at various difficulty levels in order to complete missions, try to recruit specific pilots, equip them with stats and levels to make them stronger, and then hitting mecha together in a sort of quasi-SMT fusion system until you get all the powerful mobile suits you desire.
The combat itself is kind of… bland? There’s a lot of systems, but they mostly seem in service of making an already easy game easier, or burning through tedium. There are four different difficulty modes, because there’s not actually that many different missions you can play through. The expectation is you’ll just work your way through every story beat while ramping the difficulty up over time to where the “guest” mecha would not be able to handle on their own. In fact, letting the story mecha act out the story beats is actually bad after a point, unless you’re still trying to get those lead mobile suits, or if you’re trying to complete some mission requirement in order to recruit Named Wing Grunt Pilot #246.
There is something to the notion of “I want to get N and N and N and N on a team, piloting weird but powerful mobile suits, and just solo every Gundam AU in a row,” but the whole premise seems kind of against purpose. Why bother recreating story beats at all, then? It’s not like the game even acknowledges any of that going on.
If the point is that I’m supposed to be, like in other grind-heavy tactical RPGs, breaking the systems to my own end in order to proceed… why not make the missions you play challenges focused towards that? The story progression literally only exists to facilitate the mission-based unlock conditions, which makes all the energy put into making them JUST LIKE THE ANIME really damn pointless.  
I like tactical RPGs, I like breaking RPG systems so as to beat hard challenges (I beat all the insanely hard extra bosses in FFXII for crying out loud), I looooove Gundam. I should like this. But I don’t really have the “god, I NEED TO FILL THIS LIST” gene that some folks have… except as an excuse to continue to engage in gameplay I enjoy. The gameplay here seems in service of the collection, rather than the way around.
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7. Pokemon Sword: The Isle of Armor – 2020 – ★★★
Pokemon’s first foray into actually doing DLC is… a mixed bag. As a positive, they’ve improved the Wild Area concept I liked from the main game, and even brought back buddy Pokemon walking behind you. That’s neat. On the other hand: the actual progression in it is completable in like an hour, it doesn’t scale with you, so you’re bound to be over leveled for it, and all the raid stuff, while still conceptually neat, is just as flawed as in the base game. And so, you’re just left with even more new Pokemon to RNG grind on to continue to catch-them-all. Nah, I’m good.
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Astral Chain – 2019 – Switch – ★★★
Platinum knows how to make good character action games. They’ve made a bunch of them. Bayonetta, Nier: Automata, Metal Gear Rising: Revengeance. They also know how to make some kind of mediocre character action games. Transformers: Devastation, Wonderful 101, their various shovelware character action games like Korra. Astral Chain falls somewhere in the middle, I guess?
Astral Chain has all the production of their good games. It has some stylish, cool action. It has a neat core mechanical idea, in that it’s essentially a two-character action game where you control both characters at once. It has a lot of the old mechanics from some of their best games brought in; witch-time last second dodging from Bayonetta, Nier’s shooting-and-slashing combination, the Zandatsu mechanic from Metal Gear Rising, even Wonderful 101’s multi-unit shenanigans. The setting is different, and there’s some neat world flavor all in all.
But, of all games I’ve played over the past few years, Astral Chain made me more vividly angry than any other. It’s not that it’s too hard— far from it, really, I found its combat incredibly mashy. No, the problem is that it has so many shitty mechanics slathered on that it become a chore to get to the “good bits”.
Why would you put forced stealth sequences in your character action game, especially when your movement controls are not suited for it?
Why the HELL would you put platforming sections in your character action game, constantly, especially when your stupid ghost buddy can accidentally yank you off the edge, your auto-combos can just throw you off the edge, or literally anything can knock you off the edge and make you lose life?
Why would you put so many constant excuses into the world to force me use the digital sensor in the game, that also makes it miserable to walk around while using it?
WHO THE LIVING FUCK THINKS THESE SHITTY BOX BALANCING MINI-GAMES ARE FUN???
These games are supposed to encourage me to perfect everything, right? Why keep putting fucking fights you need to complete in order to get an S rank behind backtracking, or Legions I don’t have yet? That isn’t adding replayability, that’s just wasting my time. There are even in-level missions that have fail conditions that you never even know about. Surprise!!! A lot of them involve chasing after guys and catching them with your chain, which is really obnoxious to do!!!! SURPRISE!!!!!!!!!!!!!!
The story is just Bad Evangelion, straight up. Every story beat from Evangelion is here, executed worse. They also make your character have a twin just so they can have a character who can talk and feel emotions, because your boring-ass protagonist is stuck being an emotionless audience cipher. Cool!!!
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Tetris Effect – 2018 – Origin – ★★★
It’s drugs Tetris. I personally don’t use, or have synesthesia for that matter. I imagine this game is better if you do. It’s an enjoyable enough experience but it feels incredibly slight for what I was expecting from it, or even compared to something like Lumines, which has tons of replayability by way of its difficulty. Tetris just isn’t that hard, unless you’re forcing yourself to do weird shit to get points. I WILL NEVER LEARN HOW TO T-SPIN. Never.
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Castlevania Anniversary Collection – 2019 – Steam – ★★★
Kind of an unremarkable Castlevania collection. Neat that it has an official translation of Kid Dracula in there, but also… look, I prefer Metroidvania Castlevanias, OK?
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6. Spelunky 2 – 2020 – Steam – ★★★
I’m not entirely sure why this doesn’t click for me where Spelunky 1 did. More annoying intro levels? Too many fiddly requirements for different ending-progression? Gameplay additions that just make things more annoying? Spelunky 1 was hard, but there was a kind straight-forwardness to it, even with its weird secrets, that made it much easier to grok and continue banging your head against. I’m just not having as much fun with this. Difficulty should be challenging, not a hassle.
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5. Stellaris: Federations – 2020 – Steam – ★★★
This is the year that Stellaris just broke for me.
Federations itself is a good DLC; it adds some really interesting mechanics tied to various types of multi-national unions (the titular federations, as well as the Space UN), as well as the addition of unique “origins” that allow you to further specialize your gameplay. The origins in particular are a great addition that allows more specialization and roleplay.
I’m just tired of the sheer amount of busywork Stellaris forces you to do. Every DLC adds more junk you need to keep an eye on, and the fact that the AI doesn’t even bother with it (compensating with copious economy boosts in order to keep up) makes the whole thing frustrating. It’s like playing fetch with yourself; you just get tired of chasing after your own ball after a point.
I have to wonder if they’re pivoting towards a notional Stellaris 2 at this point? Might not be a bad idea for them, though it is weird with all they talked up adding more origins when Federations came out.  
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4. GranBlue Fantasy Versus – 2020 – Steam – ★★★★
This is probably the fighting game I got most into over the past few years. There’s just this nice, almost Street Fighter-esque ease of execution to the controls, and that Arc Systems Works 3D-as-2D style continues to just do work. I don’t give a single shit about GranBlue Fantasy (frankly, I think I’d enjoy this game more if it wasn’t attached to a property) but the characters are fun enough to play and look at.
The big problem here is two things: no crossplay, and no rollback netcode. In the span of a month, this game became a total ghost town on PC, and it doesn’t sound like PS4 faired that much better. 
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Ring Fit Adventure – 2019 – Switch – ★★★★
I’ve fallen on-and-off this game all year. At its heart: it works, it’s a fun exercise game. I don’t think it really feels like a “game” (in the sense that I’m not really coming to it for riveting gameplay or anything) as much as just a guided exercise experience, but… that’s fine? The in-game story is kind of flat, but funny in the fact of it existing at all. Buff Nicol Bolas and all.
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XCOM 2: War of the Chosen – 2017 – Steam – ★★★★
XCOM2: War of the Chosen is a great answer to what XCOM2 struggled with. As I discussed back in 2016 (Jesus Christ), XCOM2 tried to push against player’s worst instincts by incentivizing them to keep being aggressive through a whole bunch of timers— which, kind of just weren’t fun given how much accidentally walking into an ambush could “ruin” dozens of hours of play. War of the Chosen dials that back in some intelligent ways, by instead making the encounter designs themselves, as well as much more grab-and-bail mission types, encourage players to push ahead instead. Smart!
The addition of the Chosen makes the game feel more alive, and they really do make missions harder— particularly early on. But they’ve somehow accidentally fell into the hole, where XCOM just… isn’t that hard? Early on it’s challenging, particularly with the resource restrictions and all. But they keep giving you more and more options (that aren’t especially meaningful choices) that make your team more and more powerful, without increasing the strength of the enemy as time goes on. By the five-hour mark, you basically know if you’re going to steam roll the game or not.
The amount of additional character and variety in the gameplay is great, I just wish it had a more challenging difficulty curve. Maybe make the meta-layer of when enemies show up more targeted to where players are at. If a player is doing well, ramp up the difficulty, if they’re struggling, pull it back a bit. I should always feel like I’m just barely keeping ahead with XCOM, not like I’m bored. And by the end of War of the Chosen, I was kind of getting bored, really. Oh well.
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3. Animal Crossing: New Horizons – 2020 – Switch – ★★★★
This is probably the video game that I spent the most time with hours-wise this year. I’m not entirely sure why? It’s a nice evolution of New Leaf, in that the crafting, environment shaping, and general quality-of-life improvements made are quite nice. There’s clearly been some thought on how people play these games, and ways to make the experience less frustrating.
… and yet, they kept so much tedium in the game. Like yes, the schedule stretching is the point, I get it. As someone who for some reason decided not to play with the clock, I only just recently finished the fish, fossils, and insects for the museum. But there’s just so many weird, little things that just make it hard to keep coming back to it. It’s like… to what end? When I’ve unlocked everything, and basically seen the entirety of the item list at this point, and the holiday events all being the game meaningless collectathons…. Why? I’m not going to try completing the collection; the museum stuff is about my limit, really (and even the paintings I can probably pass on).
I guess even an idealized, digital representation of a quasi-domestic life has the spiritual emptiness of consumerism-for-consumerism sake. Thanks???
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Hypnospace Outlaw – 2019 – Steam – ★★★★
I grew up on the internet of the early 00s. I had an AngelFire website, mostly consisting of shitty sprite webcomics and hosted Gundam pics. I remember when Google wasn’t really a thing and you would heavily rely on website compilation sites like the Anime Web Turnpike in order to find anything of value online. It was weird, it was wild. It was exciting!
The internet seemed so different back then. There was a ton of garbage online, but also, like… there was a sense of optimism to it. Folks were shitty, there was plenty of bad stuff online, but it felt so disconnected from the fabric of the physicality of real-life that it was at the same time a perfect escape.
I was young when I first got “online”, something like 12. I remember having this notion that the internet was going to be this great equalizer, that it had infinite potential to change how people behave and interact. Boy, huh.
Hypnospace Outlaw is essentially a splendid alternate universe GeoCities recreation, where you’re a volunteer moderator of a grouping of websites on HypnOS, an internet-analog you access while you are sleep. At the surface level, it’s mostly about poking around the weird alternate-historical version of the internet they created, full of kids feuding, bizarre historical divergences, and plenty of amazing bespoke weirdness. All of this is great; there’s an incredible amount of content that’s just great to poke at, listen to, and explore.
Below the surface, there’s also a rolling plotline about the ethics of this industry-owned platform, those who run it, and the way corporations handle new technology, new platforms, and emerging digital societies. There’s a late game turn that’s pretty damn affecting. And as someone who has moderator his share of internet forums in his time, trying to balance ‘do it for the community’ and what your ostensible ‘bosses’ require of you, it was kind of a weird throwback in more ways than one.
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Minecraft – 2011 – PC – ★★★★★
Turns out, Minecraft is really as good still who knew??? Started playing a bunch more of it this year due to Giant Bomb deciding to do so, and yeah: still good!
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2. Hades – 2020 – Steam – ★★★★★
I’ve said it before, and I’ll say it again— Supergiant makes damn good games. I’d been holding off on checking out Hades until its full release due to my tendency to burn out on games easily, and I’m glad I waited. Hades is a fantastic rogue-lite experience. The way it makes narrative progression part of the reiterative, randomized rogue-lite structure is just perfect.
It’s got all the usual Supergiant bullet points. Great characters, voice acting, narration, and music. In terms of gameplay, it’s probably their least ambitious game— playing something like a cousin to their original game, Bastion— but it’s also been polished to a mirror sheen. It just feels really damn good to play, over and over and over.
That being said, the second (final?) ending feels kind of…. Tacked on? It’s fine as a goal to go for while continuing to do the game’s relationship mechanics for additional story bits, but it ends up feeling kind of unfulfilling compared to the payoff of the first one.
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1. Crusader Kings III – 2020 – Steam – ★★★★★
I never could get into Crusader Kings II. Despite my interest, the sheer mechanical heft and unintuitive interface made the game a wall that I just couldn’t get over. I’m sure if I’d dedicated myself I probably could have learned it, but… ehhhhhh.
Crusader Kings III, on the other hand, has a good tutorial, a cleaned-up UI, and a very helpful highlight and tooltip system that make it much easier to understand how to actually play the game through resources inside the game itself. And, as it turns out: I rather love this game.
I mean, conceptually it’s an easy sell, isn’t it? Historical politics is something I enjoy broadly. I liked Stellaris but wish it had more narrative, roleplaying elements. They outright say that “winning” isn’t really the point of the game. Instead, it’s more about emergent storytelling and playing with the different systems and seeing what you can do with it.
My current game has had me taking the Haesteinn dynasty from its Viking origins into England, forming a London-seated Northern Sea Empire that encompasses all of Britannia, Iceland, Holland, Norway, and Denmark. I am currently working on hegemonizing Norse religious control over enough Asatru holy sites to finally reform the religion, such that more unified feudalization can occur. To that end, my current ruler’s predecessor invaded West Francia and conquered the whole of its territory, substantially reducing the foothold of Catholicism in mainland Europe… which seems to have kicked the hornet’s nest, given the Crusade I’m going to need to contend with next time I boot up the game.
Of course, a complicating matter is that my current ruler— the Emperor of the North Sea, King of Ireland and the Danelaw, liege of the King of Denmark, was elected from the extended Haesteinn family via Thing, the Scandinavian council of his erstwhile vassals. Where the previous emperor, the one who manufactured the invasion of Francia, was quite religious and beloved for his adherence to the old ways, I discovered as I took over as his successor that he really, really is into just boning down across Europe. We’re talking constantly attempting to seduce neighboring Queens and Princesses. His vassals are not thrilled with this. They also don’t care for his propensity for torturing people to death, constantly.
I had no real say in this; attempting to stay on top of a dynasty is kind of like riding a bucking-bronco, so many things are only tenuously under your control that some weird shit can happen. This is especially true when you use the systems that make it easier to maintain the coherency of your domain. The Norse religion encouraging concubinage results in you having a lot of kids, which means there’s a lot of domain partition going on (someday, primogeniture, someday). Naturally, using Thing election reduces that, but also makes you sometimes end up having to play Emperor Stabbo-Fucko because they thought he was the best candidate at the time. Hell, I thought he was the best candidate at the time until I discovered just how many people he’d be laying with on the low. But you just have to roll with it.
The way the game forces you to play ball with character traits is great. Doing things that match with the character’s traits makes them lose stress. Doing things against their character increases stress. Too much stress can force you to make the character take up vices (which can make them suffer health or opinion maluses, as well as altering their aptitudes), or even die outright. And sometimes those vices and attitudes can be boons, given they open up opportunities for different character interactions.
Emperor Stab-and-Fuck-Kingdom is perhaps the most relaxed person alive, it turns out, because his sadism makes him really enjoy sacrificing infidels, which makes the gods happy. It also freaks the fuck out of all of his vassals, so they’re a good supplicant mix of both appreciative of my religious sentiments and also utterly terrified of my skull piles. Some especially brave vassals occasionally try to assassinate me, but my lovers keep jumping in front of the knife and saving my life mid-coitus. Iiiiiit happens! :D  
The game can be incredibly fun to just watch, as it becomes emergently weird. Georgia right now is incredibly Jewish in game. I’m not sure how that happened; I guess someone made a random Jewish guy into a vassal, who somehow moved up enough in the world to make it a movement? The Byzantine princes elected a Coptic as Emperor, which over the course of the decade resulted in very accelerated balkanization as Byzantium just lost its shit. The Middle East and notional HRE haven’t really unified in a meaningful way, so I’m curious how things are going to go if/when the Mongols unify and roll-on in.
It’s one of those “Just one more thing” games that can completely devour time. I have more than a few times checked the clock mid-game to see that it’s 4AM and that I’ve totally ruined my sleep schedule in the process of play. Oooooops.
I highly recommend checking it out if you’re curious; the introductory, pre-release video series Paradox put out showing off the game does a pretty good job of showing the core gameplay loop and also how weird it can get.
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anti-anti-a-la-bi-bi · 5 years ago
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Can you rant about pkmn sword? Rants are enjoyable to read
Alright, so it took me a bit to get my thoughts in line. Lets start with how I feel about the pricing: I am all for having 30 euro DLC over a third version for the full price, however, I do think that if they do that, as well as with the dex cut, they should quit with having there be two versions. Nowadays, with internet communication, it doesn't really do much for social interaction, it's just another hurdle for those of us who wish to complete the pokedex(and especially when they remove the GTS and make you pay for it later). It's still a scummy tactic, and no one will complain if there's just one version+DLC. It makes a big difference in the pricetag, since being forced to buy nintendo online, or two switches and two games to trade, are both mandatory payments to make in order to achieve one of the encouraged goals within the game. Furthermore, people within one family will likely be using the same cartridge, so if there is only one version, all in all, it'll make a huge difference for people who use a whole switch as a family as well. Also, I do not think that sword and shield are worth 60 euros. I think they're worth 30 at most, since the base game is worse than x and y/sun and moon. They also locked following pokemon behind a paywall, which is bullshit and yeah, fuck that. I think swsh are enjoyable, but not when they sell at the same price as games with way more content, games that look much better, and usually both combined. For what the switch can do, swsh look really bad, actually. There are a few pretty spots, but that's the exception, not the rule. To add on to things that I think are horrible; the raid battles, especially the more difficult ones, in single player. I don't have switch online, and as such, I need to do all raids alone. But, the raids are near-impossible in a lot of cases unless you get really lucky with the npcs and ai. I got two gmax Toxtricity by using wide guard with Zamazenta for over four hours until I finally got lucky for each. This is both to blame on the ai, and the horrible selection of pokemon. Pokemon that should have evolved at level 60, well, they are still in their first form, so you have magikarp and mudbray at a 5 star raid. At least have them evolved. They have good moves, yes, but their base stats are so low that it doesn't matter. Also, the shield mechanic. It is predetermined how much damage you can do, and if you land a supereffective hit, it's not unlikely for it to only do a sliver of damage and then the shield goes up. It's annoying, makes battles extremely difficult because a lot of npcs just won't attack while the shields are up, and it just becomes a waiting game if your pokemon is just there to act as support(such as my Zamazenta with wide guard to prevent Toxtricity from 2-hit ko-ing all my teammates). Also, the fact that even if you beat a gmax pokemon, there is still a chance not to catch them. It often takes ages to even defeat them, and then, 'Congratulations! You just wasted over half an hour of your life! Get fucked!'. I had this happen with Applin t w i c e. Also, the wild area is... It's okay, really. Nothing exceptional, my immersion is ruined by the sheer amount of pop-in, something that happens even when there aren't a lot of models on-screen, the Onyx in Motostoke being a rather infamous example. The trees look like shit, the berry trees look like they don't belong, to put it bluntly, it looks like something a student would make in unity. You'd expect something better from the highest grossing franchise in the world. The ai of the pokemon is often pretty bad, with them just moving in circles, I have seen so many synchronized pokemon at this point that it's just... Egh. Also, the customization options are still so limited? Can't choose eyeshape, can't choose clothes that actually make your character stand out, and you can't even choose your challenger uniform after you become the champion. Why does Leon get a special uniform? I have never seen a pokemon game so set on making you feel like a celebrity after you win, yet you don't get to have much of an identity in the game even after you win. It didn't have to be difficult, just a customization screen inside the dressing room of the Wyndon stadium, perhaps some extra clothing options? As for things I like: I like the atmosphere. The music, though sometimes repetitive, does help my immersion. The gym leader theme is dynamic, shifting with what happens in the battle, making me feel like I'm actually standing there, and the ambient themes work well as well, though those were rarely encountered at all. I love the characters, the trainer cards giving you some backstory on them, they are, together with the Unova leaders, the most present gym leaders today, with a history of their own. It felt amazing to just read the trainer cards(and I enjoyed making my own as well). The towns have their own themes, and while I can't remember the names, I do remember each location well. But. There was so much wasted potential. The castle in Hammerlocke? The large building in the east? Hammerlocke's castle: the vault, 1 room and a roof. The large building? Nothing. You don't even get to see the attraction inspired by the London Eye. Wyndon is so small??? It has a small shopping street, the stadium and the inn and that's about it. Castelia City was bigger than that. Overall, the game feels rushed. The gym challenges at the start were cool, but by the end it's more of "battle these trainers in a row haha". Also, the animations. Gamefreak claimed to need to remake all models(they did not, the 3ds models were used with better textures), and to make better animations(only for newer pokemon, most pokemon used their pokemon amie animations and further animations from the 3ds titles). The animations are still bad, especially for something as powerful as the switch. I enjoyed the lore behind the region, but I really, really dislike Dynamax. I like gigantamax because the pokemon usually changes in a way that is distinguishable, but regular dynamax... Nah. Give me mega evolution back, perhaps update its mechanics so it changes the gameplay more and requires more strategy, but Dynamax just feels like something that is so low-effort. Pokemon but beeg. The curry making, on the other hand, I love. Pokemon should not be a cooking game, but it made me feel like I was actually bonding with my pokemon, that they were present in the mc's daily life. I would love to see more additions like that, the possibility to become the kind of trainer you want. Enjoy swimming? Perhaps go for a swim with your pokemon? It doesn't need to be complex, but I'd just love to see my pokemon interact with each other and with my actual character more. The routes are too linear. The last route is literally a straight line with some trainers, with next to no effort in it. I also think that the handholding needs to be talked about. When you get to Motostoke and have signed up for the gym challenge, a staff member will lead you to the in, which is literally one screen to the left. Such examples are found all over the game, and I hate it. They do let you skip some tutorials, which is a welcome change, but characters are so willing to force you to stop with whatever you're doing and make you listen to their speeches that it still often feels like a slog, especially because you don't get to do shit besides gyms until the very, very end, in which the fucking champion tries to catch a legendary in a regular pokeball, not even a great or ultra ball. The lore is great, but the actual story is so nonsensical that I just didn't bother to pay attention. Hop literally recycles Hau's animations. I would love for him to have his own, so he'd feel more separate, because they ARE different characters, with different goals. But Hop is even more annoying than Hau because he just won't shut up. You walk 5 steps and he shows up somewhere, for no reason at all. Meanwhile, there's this big event going down, a crowd has gathered, you get there and... Leon has already resolved it. You just get a picture, that was what you wanted, right? That sums up most of the game 'the adults will deal with this!' . The picture doesn't even look good. Swsh is fond of just showing you pictures, for example, right before the climax when Rose and Leon are talking. There's no background music or anything, just pictures and the sound of the textbox. It feels so low-effort. Also, if you have a character that is a singer, and he uh, he sings, it MAY be a good idea to include VOICE ACTING. They had someone sing in Black and White 2! Surely they can do it on the fucking switch, several years later? The mouths flapping about just feels incredibly awkward. I would recommend the game if you can find it somewhere for cheap, not for the full price. There is enjoyment to be had, but it's subpar in comparison to other games for the same price. I may rant further depending on how much time I have.
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retphienix · 5 years ago
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Alright! I’m in the mood to revisit Fallout 3, but a little differently than my old experiences.
Already posted a bit talking about what’s happened but here’s a “first post” sorta thing where I make things clear.
So! Fallout 3 is a very important game to me. Admittedly moreso than it deserves, but important all the same. I still vividly remember drooling over the MegaMart trailer footage before release and checking on it every day until release as if they'd drop a new trailer or release it early without saying anything- I was HYPED. In the real sense- in the "This is the last game I'll play for years" kind of way.
And the game lived up to that hype. Scoff all you like, I played nothing but Fallout 3 for two to three years. Straight. (With some multiplayer games in there but by and large FO3).
When I say I did everything conceivable to do in the 360 version of the game, I mean it. Perfect characters (10/10 100/100 stats). Gimmick characters. Every quest in every way. Attained every item in the game including abusing glitches to get as many as possible at once (sense there are multiple "one or the other" moments in the game). Maneuvered out of bounds glitches to grab items in Operation Anchorage that were not intended to be attainable- hell- glitch pickpocketing items you shouldn't be able to attain COUNTLESS times through both main game and dlcs. Experienced every single random encounter in the game- rerolling for hours to get them all. Hell, using save editing practices on console to use the unobtainable weapons and armor? Did that on a separate save too since my main save was so important to me.
Fallout 3. Been there. Done that.
But I want to do it again, warts and all. But a little differently.
So here we are! PC version! Like 35 or so mods runnin' (mostly adding new content, some obviously optimising stuff or fixing bugs)! Some optional mods in the wings I might toggle on for a separate save to mess with! Since so many of my runs have been post-me-learning-how-to-max/min and had me playing VERY PARTICULARLY so that I get everything for a perfect character- this time we're just kinda throwing things in there. I tossed on a "not perfectly implemented but it works(tm)" two perks per level mod, along with a metric ton of new perks to play with- so we're gonna get OP pretty quickly I imagine and that's okay. Maybe I'll activate some difficulty mods or spend some time editing my save to remove all buffs from these mods before activating FWE (I'm VERY tempted to play FWE from the outset).
We're modding the heck out of things and going for a romp through FO3. One of my favorite games of all times both because of and in spite of the Bethesda touch it carries. I'm happy already :)
I rampaged through the 101 tutorial before really adding any mods, nothing to show, just did it and got the obligatory save right before exiting which has been a great starting point for testing mods that aren't built around skipping that altogether (like I believe FWE has a fast start alternative which might be fun to play with later).
Getting out of the Vault I see a million pop-ups and find out how the 2perksPerLevel mod works (when you level up you level, allocate points, pick a perk, then it says you leveled again [say to level 3 now] but gives you no points and one perk to allocate, then it delevels you- good enough).
Walking out I see that one of the mods adds a starter rifle... I do not know which one added this, but I'm taking it. I denied a lot of optional starter loot (one mod gave me like 30 robot companions to start the game with if I wanted but I declined).
Here we have Vaksten's beginnings. Didn't both spending a year trying to make him look good in the god awful FO3 system, so randomized and then tossed on my signature blast back hair. Also deactivated the sprint mod I had by this point since it didn't REALLY feel like a life improvement to me, as neat as it was. It's blurred edge effect on some of my screenshots was a bother.
Entering Megaton reminded me that I added a couple mods to expand Megaton- exciting! But before I touch ANY of that- I have to do my old "new character" song and dance.
Run to the bomb
Disarm
Store all my stuff in my house
Run to Walter for the leaky pipe quest
Finish in record time
Now I can drop off insane amounts of scrap metal for money and xp
And now the game can begin with a storage location to drop back on.
Think I'll delay doing the Wasteland Survival Guide for a bit. I like getting specific rolls on the perk even if I am already gonna be OP from double perks and the like- it's my fun and I'm doing it my way :)
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fantabulosogamedev · 7 years ago
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Status Update: The Plan
Hey guys!  I’ve been writing this post for around a week now, originally as a video script, and it’s ballooned way out of control, so I’ve decided to give y’all the summary of it as best I can here in text.  Come by the Discord if you have any questions!
So here we are, t-minus 26 days before the demo releases, with no majorly new information since the last Progress Update.  What’s the situation?  Am I still on schedule?  The answer is...yes!!  However...
Part One: The Game Itself
Some major changes have come about in terms of my plan for the game as a whole.  Essentially, my original plan (16ish levels total) was just infeasible at this point, and would result in a development time bordering on at least 3 more years at max development speed -- while some people might be cool with waiting that long, I’m not!  I gotta eat, and the amount of money I’d need to fund 3 years of development would be really high to ask for a fresh dev like me.
So, here’s the new plan: The Fantabulous Game will now consist of 6 primary levels, along with a tutorial zone (Cragwell Woods) and a hub accessed after The Fightyplace.  Based on my estimates, this should reduce the development time to approximately 1-1.5 years if all goes as planned, thereby reducing kickstarter costs and wait times.  The levels will consist of a reimagining of the Shamrock path of LFG, featuring the Shamrock City, the prison Ballcatraz, the Shamrock Palace, and more!
To compensate for this drastic reduction in content, some positive changes will be made as well: the game will now cost $15 instead of $20, a Boycap miniboss will be present in each level, brief linear connecting zones between levels will exist to add cohesion and content to the world, and most interestingly the Fantabula sublevels will be expanded!
Previously, the sublevels were going to just be brief platforming challenges, with a gold sausage for a normal clear and a bludsausage for a speedclear.  However, the sublevels are now going to be expanded into proper linear levels, featuring collectibles of several kinds scattered throughout...as well as their own full-blown bossfight!  Why am I bringing this up now?
With only 6 proper levels in the game, I no longer feel comfortable offering the Fightyplace for free in the demo, as it now takes up a much larger amount of the game’s content proportionally.  So instead, I’ll be releasing The Fightyplace’s Fantabula Sublevel, with some tweaks and modifications to give the player as full of an experience as I can!  Unfortunately I can’t say for sure how long the demo will be, as much of it will come down to player skill level -- time permitting, however, I’d like to add a NG+ to it, where players can push themselves against much more powerful enemies.
Finally, in regards to the 8 cut levels: if The Fantabulous Game is successful, I plan on working them into two separate expansion packs to be released after TFG is completed, for around $10 each.  The first of these expansion packs would focus on the antics of a non-Shamrock race from Le Fantabulous Game, and (assuming expac1 was successful) the second would turn its sights to exploring exactly how the world of LFG turned into the one found in TFG.
Part Two: The Crowdfunding
So with that out of the way, I’d also like to talk about my plan for the game’s crowdfunding campaign!  I’ve decided to use a blend of the top options from the poll I posted several months ago: on, or shortly after, the release of the demo, I’ll be launching a Kickstarter campaign to fund the game, with a goal of $40k.  I’ll be putting the currently planned rewards and stretch goals at the bottom of this post, and would love to hear you guys’ feedback on what should be added/removed/adjusted.
However, those looking for Early Access, I hear you as well -- it was the first option on the poll, after all!  Here’s the plan when it comes to EA: the Kickstarter, like many others, will have a backer tier for beta access throughout the game’s development.  This backer tier will function the same as Early Access would, but would not be discounted.  However!
If the game is successful, and I decide to create the two expansion packs I mentioned above, both of the DLCs will be sold on steam via early access with a sizeable discount pre-release.  Considering the expansion packs would make up approximately 50% of the original content of the game, I think this is a great compromise between the crowdfunding options!  This will also apply to any future expansion packs I make beyond those two, such as the hypothetical Boycap xpac.
Part Three: The Specifics
As I mentioned above, I have a rough draft of my plans for the Kickstarter, and would love to have feedback on them.  Here they are:
Reward Tiers:
Get the game (EARLY EGG) - $10, 750 available
Get the game - $15
Deluxe Edition: Get the game, digital manual, & soundtrack (EARLY EGG) - $15, 750 available
Deluxe Edition: Get the game, digital manual, & soundtrack - $20
Beta access: Pay more to get access to the game throughout development, in the form of episodically released levels! (good for those who wished for Early Access!) - $35
Deluxe Beta Access - Beta Access with the Deluxe additions! - $40
Design a Spherefolk NPC: design a friendly Spherefriend or Shamrock to show up in various levels throughout the game!  Design includes clothing, skin patterns, and dialogue (all subject to developer approval).  NPCs would randomly appear chosen from a pool of all backer NPCs. Also, appear in the credits as a “Backerfriend” and receive the Deluxe Beta edition of the game! $80
Design a Spheredog Collectible: Design a Spheredog to show up as a collectible in one of the levels of the game!  Design can be anything subject to developer approval, but must maintain the basic structure of a Spheredog. Also, appear in the credits as a “Supreme Backerfriend” and receive the Deluxe Beta edition of the game!  - $150, 50 Available
Design an NPC: Design a unique NPC that Capboy will encounter several times throughout his adventure!  Design is up to you nearly entirely, but should remain reasonable within the boundaries of TFG’s universe and remains subject to developer approval. Also, appear in the credits as a “Legendariful Backerfriend” and "Character Designer,” and receive the Deluxe Beta edition of the game! - $300
Design one of Boycap’s mechs: Design a mechanical boss based on anything!  You get to decide how it fights and harasses Capboy throughout the level, but specifics and general design are subject to developer approval. Also, appear in the credits as an “Fantabulous Backerfriend” and “Boss Designer,” and receive the Deluxe Beta edition of the game!  - $450, 2 available
Design a Fantabula Boss: Design a boss encountered within The Fantabula!  The boss must somewhat match the level theme and is subject to developer approval.   Also, appear in the credits as a “Fantabulous Backerfriend” and “Boss Designer,” and receive the Deluxe Beta edition of the game! - $600, 2 available
Ultimate Designer’s Pack: Every reward listed above, including every single “Design an X” reward!  Also, get to be brought onto the developer team as a creative contributor, joining private discussion about plans for bosses, enemies, levels and more!  Appear in the credits as a “Creative Contributor” and every corresponding Backerfriend section, and receive the Deluxe Beta edition of the game! - $900, 1 available
Stretch/Funding Goals:
40k - Funding Goal
45k - Mutators -- upon finishing the game, the player can use achievement-unlocked mutators to affect future runs of the game!  Mutator ideas include having every weapon unlocked right away, randomly shuffled stats on weapons, randomly shuffled enemies, and more!  Mutators would be included with the game upon release.
50k - Boss Rush -- The player would be able to rematch any bosses they’ve beaten, including a time trial mode where they’re given a specific build that they must fight each boss with.  Good scores would unlock further achievements, unlocking costumes and mutators.  Boss Rush would be included with the game upon release.
60k - Second Quest -- The Second Quest would essentially be a hardmode, beyond the simple changes offered by NG+.  Unlocked after beating the game, the Second Quest would feature a brand new story set in modified versions of the main game levels, with brand new harder versions of every boss -- which would be included in the Boss Rush!  The Second Quest would be released as a free update after the game’s release.
70k - Local Competitive Multiplayer --Local up-to-4 player PvP multiplayer gamemodes.  Gamemodes would include 1v1 and 2v2 deathmatch, king of the hill, and a flag-football styled gamemode.  Platforming races, “gungame” styled fights, and more would all be further options.  The Multiplayer would be released as a free update after the game’s release.
If you’re still with me after reading that massive post, thank you!!  I greatly appreciate your devotion to the game if you read all of that, and if you just skipped down here I don’t blame ya at all.  Unfortunately though, I can’t really tl;dr this, so you’ve gotta bear with it.
With less than 4 weeks to the demo, it’s exciting to finally see these two and a half years of work start to come to fruition!  Thank you to everyone who’s been supporting the game throughout its development -- here’s to a successful campaign, thanks to you guys’ help!  If you have feedback and/or questions about this plan, swing by the discord to talk about it there, but if not...I’ll catch you guys on the 26th!
-Fantabuloso
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