#android!emblem
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caiusthecat · 8 months ago
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Chrobin Week - Language
Chrom messed with the language settings whoops 😔
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sapphanimates · 4 months ago
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YOU ASKED FOR HIM, SO HERE'S TAILS' NEW ROBOT BUDDY, EMBLEM.
i've been working forever on a design for him, so much trouble SO MUCH. i just needed to make him not bald, and make his mouth vaguely shaped like T-pup's.
BOOM, ITS A FUCKIN.... ANDROID GOAT. WHO CAN LIKE, STRETCH HIS LIMBS OUT AND USE CLOAKING DEVICES TO LOOK LIKE AND SOUND LIKE OTHER PEOPLE.
( @sonic-fankid-showdown )
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crowfanity · 9 months ago
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Just realized I never posted my Defiant Dragons/Ace Attorney pride phone case
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theblindarcher · 1 year ago
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Be not afraid when an angel alights.
Art Fight attack for hollowstudio. Pixel art half-body of their android OC, Red Angel.
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gluttons · 1 year ago
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independent +  selective ; black - butler inspired original character mephistopheles .  SLOW REPLIES , MATURE THEMES & SPORADIC ACTIVITY . villanized  by  merlot .
𝐆𝐄𝐍𝐄𝐒𝐈𝐒  𝟐𝟓 : 𝟑𝟎  ⸸ 𝐀𝐄𝐒 & 𝐔𝐒𝐅𝐖
[ blogroll. ] @cardiolog1st
[ rules. ]
1 -- mutuals only. please observe general rp etiquette. minors dni.
2 -- note that muse is highly problematic. triggers include suicidal ideation, gore / violence, religion, cannibalism. the mun does not endorse any of these ideologies. please take care of yourself ; if any of the above tw's affect you , this may not be the blog for you. i will do my best to tag triggers liberally as ' trigger tw ' for the comfort of mutuals.
3 -- ns.fw of a sexual nature will be tagged ' nsft tw ' / ' usfw tw ' / ' suggestive tw ' . text threads will be placed under read more .
4 -- plotting is a must. please read my pages before interacting. muse has been in development since 2016 & characterization is extensive. feel free to ask for clarification if necessary; i'm more than happy to chat. for the sake of my own sanity, don't follow if you don't plan on interacting.
5 -- mun : merlot / 25+ / gmt +8 .
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veebs-hates-video-games · 2 years ago
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I'm glad I waited until the last minute to figure out how I felt about the games I played this year because there were some surprise changes right up until the end. I think I managed to get most things I played this year that weren't just demos onto a list and will have opinions on them.
There will potentially be too many to tag properly, but maybe I'll try linking the game titles to the tags and see how that goes, which should bring up any previous posts about them with more detail (although I still haven't finished updating all the old posts to the new tags yet as of writing this so they might not all work right away).
Also except for the final category stuff within each group isn't really in any particular order, and there's no hard boundary between some of the categories where I think everything in one is definitively better than everything in another (e.g. I think Aria of Sorrow is better than at least some of the stuff in the "pleasantly surprised category", but I liked it exactly as much as I expected to so it is where it is).
So starting from the worst:
Fate/EXTELLA LINK was the least fun I had with a game all year. It's like what if a Musou game felt worse to play and also had an extremely uncomfortable level of pandering to weebs and their waifus in the writing. Blech.
Diablo 2: Resurrected is literally unplayable without creating an account and being online even though D2 has always had offline single player. They don't actually mention this. I only have it because it was cheaper to get the bundle with D2 and D3 than D3 by itself.
Super Mario 3D World is the least fun I've had with a Mario game in literally decades. 3D movement with a fixed camera is awful. I still like the full 3D games and the 2D ones, but this is nope for me.
Pendula Swing is honestly probably fine on a different platform (read: with a mouse and keyboard), but the Switch version is borderline unplayable. The idea seemed interesting but it was so clunky I couldn't get into it.
Ys Origin just hasn't aged well. I played it a long time ago and it was in the "fine, I guess" category, but trying to replay it after some of the newer ones (which will be further down the list) was rough.
And then games that were mostly just disappointing to me:
Diablo 3 is one of those things everyone kept saying at least feels the best to play out of all the modern ARPGs for years, so I finally gave in and tried it to see what all the fuss was about. It feels like Torchlight 2.5 with a bigger budget and was kind of uninspiring overall.
The Outer Worlds was something I was really hopeful about, but I just didn't find anything at all about it enjoyable.
Pokemon Picross is just a bunch of free-to-play bullshit ruining something that could've been fun. The world is better off with the eShop shut down so no one can play it anymore.
Persona 5 Royal is another one I was really looking forward to that I just did not click with at all. The first few hours were full of minor annoyances and did very little to win me over.
AI: The Somnium Files had potential and sounded interesting, but moon logic for solving puzzles should've stayed in the 90s and I could do without all the random horniness.
The World Ends With You: Final Remix and NEO: The World Ends With You are frustrating because they have so many interesting ideas and a neat presentation but just aren't any fun to play, especially the first one.
Tales of Vesperia just hasn't aged super well I think. I know there are people who like it, and I was looking forward to it, but I think I would've had to play it closer to stuff like Tales of Symphonia to appreciate it.
Inscryption is not my thing at all. It's a shame because I loved Pony Island, but I just couldn't get into this one.
Donkey Kong Country: Tropical Freeze is a Donkey Kong Country game, which have always been just ok to me. I should've remembered that and not bought into the hype over the years.
Next is stuff I liked the idea of but didn't really like playing enough to stick with it:
Titanfall 2 has really neat movement and stuff, and I've heard the later levels do some interesting stuff, but beyond that the actual combat wasn't really my thing.
Ori and the Blind Forest had too many frustrating bits to keep me playing through the parts I did like.
Disgaea 4 seemed fun and like it had a lot of potential, but I always find that kind of SRPG way too fiddly, ever since I tried the original Final Fantasy Tactics.
Marenian Tavern Story: Patty and the Hungry God is just a worse version of Blacksmith of the Sand Kingdom (see later on the list), which is understandable because they made it first.
Bravely Default I mostly played a couple years ago, but this year I put another dozen hours in and finally gave up on it. I really like a lot of stuff about it, but there were just too many things that frustrated or annoyed me.
They Bleed Pixels seems like fun and has some good pixel art (mostly the story stuff outside the gameplay segments), but I don't think it's for me.
Hero Hours Contract is an amazing idea and I love almost everything about it except for actually playing it.
Luckslinger took forever for me to get around to. The idea of luck being a consumable resource you have to manage is really neat, but I wasn't really enjoying the actual game, even if "pixel art hip hop spaghetti western" sounds great on paper.
Carto is one I don't really have anything against beyond apparently glitching it into an unrecoverable state and not being invested enough to start over.
Cris Tales is another one of those ones where I like a lot of stuff about it except for actually playing it.
Anarcute was a lot of fun for a little while, but it started introducing more elements I tend to not really like. Definitely one of the cuter games on the list with one of the best theme songs though.
Followed by things I had mixed feelings on or the "fine, I guess" category:
PixelJunk Eden 2 was fun enough, but they changed things from the original in a way that seems to be to make it more suitable for mobile, and I feel like most of them made it worse.
Voice of Cards: The Isle Dragon Roars didn't quite stick the landing. I loved the idea of everything being cards on a table with a single narrator/GM running everything, and the world and characters were interesting enough for a while. It didn't quite hold up for me all the way through to the end though.
The Legend of Zelda: Tears of the Kingdom is...better than Breath of the Wild, at least? It's smoothed over a lot of my biggest annoyances with that, and it's amazing that half the stuff in it even works at all, but it still doesn't feel like Zelda to me and has been pretty low priority to get back to and finish.
Atelier Ryza: Ever Darkness and the Secret Hideout has one of the worst openings of any game I've played in years and absolutely awful pacing. It did seem to finally have opened up and gotten potentially rather good where I left off (and might get back to one of these days), but it shouldn't take half a dozen hours for that.
Yoku's Island Express is a clever idea and was a pretty good time for a while, but it's also one of the buggiest things I've played in the past year, and that's what drove me to stop playing.
Dragon Quest XI S: Echoes of an Elusive Age is frustrating to go back to. I loved the demo when I played it a couple years ago, but redoing everything now because I'm playing the full game on a different platform kinda sucks because of how slow the start is.
Will Die Alone has an interesting premise and way of interacting with it, but it stops short of quite saying as much with it as I would've liked.
Chaos;Head Noah had so much potential that kind of got wasted in the end. I really liked a lot of stuff about it along the way, but it's also kind of a mess. Hopefully when I get around to Steins;Gate they'll have learned to do it better because the anime for that one was great.
I'LL KILL HER is basically an interactive comic book, and the main strength is the art. The rest is fine I guess. Every content warning for this one.
Murder by Numbers is a constant mix of mildly amusing and mildly annoying. I hope they can even things out if they make more games in the future.
And then games that were pretty good but not my favorites:
Kuukiyomi: Consider It is a silly idea and doesn't overstay its welcome. I haven't felt an urge to play the sequels so far though.
Theatrhythm Final Bar Line is definitely the best in the series and has tons of great music, but I still have some issues with this style of music/rhythm game that keep me from completely loving it.
Cadence of Hyrule was kind of annoying when I first started playing the demo, but once I got the hang of it I had a pretty good time mostly. The huge difficulty spike at the end left me less happy with it than I was for most of the game though.
Castlevania: Aria of Sorrow is probably the best game in this category, much better than most of the others, and my favorite Castlevania game, but it's a little short of being one of my favorites overall this year.
Syrup and the Ultimate Sweet is probably my second favorite in thie category and rather cute and silly.
One Night: Burlesque is the "worst" game in this category and doesn't entirely succeed at what it's trying to do, but I appreciate the effort and the overall vibes.
Gunma's Ambition -You and Me Are Gunma- is literally just a single joke drawn out for like an hour, but they lean into it enough to make it work.
LOUD: My Road to Fame has a couple weird design decisions that make it a bit frustrating toward the end, but up until then it's a surprisingly fun music/rhythm game with decent original music.
Lara Croft GO has some pretty decent puzzles in it and is probably my second favorite Tomb Raider game at this point, but I also had some Issues with it that held it back a little bit.
Next are the ones that I was pleasantly surprised by that were better than I expected:
Pixel Puzzle Makeout League was not what I expected. I figured it would just be picross with a silly dating sim on top, but I had no idea about the themes and ideas it would go into, and the entire ending section of the game in general was great and totally unexpected.
Blacksmith of the Sand Kingdom really surprised me. I had zero expectations going in, and while it isn't quite great at anything it's good to very good at a lot of things and was pretty satisfying in the end.
Turnip Boy Commits Tax Evasion is the most Zelda-like game I've played this year (with close competition from another game down the list), and an actual Zelda game came out this year. Exactly as long as it needed to be and went in a more interesting direction than I thought it would.
Majotori is something I accidentally stumbled on because it was on a list of games that at least tangentially have lesbians in them, and it's delightfully silly.
Death end re;Quest really surpassed my expectations, even if I have significant enough issues with it that it's hard to recommend without caveats. it did some surprisingly interesting things though, and I keep thinking about it from time to time.
Rabisco+ was an impulse purchase because it randomly came up and was very cheap and I had no idea what was going on in the cover art. It turned out to be a short but pretty fun arcade-style puzzle game.
Ys VIII: Lacrimosa of Dana was the first Ys game I played since Ys Origin first came out in English, and the series has really come a long way since then and is much better these days.
Demong Hunter was basically an impulse joke purchase because I had to know what makes a demong different from a demon. I still have no idea, but this was way better than I expected from what initially seemed like a cheap mobile game.
Ys IX: Monstrum Nox wasn't quite as good overall as the previous game in the series, but I still had a lot of fun with Goth Adol, and all the new movement abilities added a lot to it.
Perfect Gold did a surprisingly decent job of having flawed characters who worked through problems in their relationship without making them annoying or unlikable like often happens.
Trigger Witch is the other most Zelda-like game I played this year. I totally grabbed it because of the cover art and it was on sale, but it's a pretty solid twin-stick shooter mixed with the LttP/LA era of Zelda.
Will You Snail? was pretty unknown to me before I started playing because I somehow avoided anyone else playing it or talking about it, but it turned out to be a pretty good precision platformer with a fun gimmick, which is hard to pull off for me because I can be kinda picky about how platformers feel to play for some reason.
Vivid Knight managed to absorb nearly all my game time until I finished it, which I did not see coming. I did eventually start to see the cracks in the systems and stopped enjoying it as much, but up until then I got pretty wrapped up in it.
And finally the ones that were probably my favorites, not necessarily in order but with the best generally toward the end:
Xenoblade Chronicles: Definitive Edition and Xenoblade Chronicles: Future Connected would be more toward the top of the list except this was a replay so I'm disqualifying it. I played the Wii version originally, and they sure did improve almost everything in an already great game in this version.
Bowser's Fury was about as enjoyable as Super Mario 3D World was unenjoyable. I'm not sure it would quite work for a full size Mario game, but there were some good ideas in this one.
Trials of Mana really polished up an older game that I thought was kind of underwhelming back in the day and turned it into something I had a great time with. Between this and the recent announcement of the new game I'm cautiously optimistic about something good in the Mana series finally happening for the first time since the PS1.
Harvestella really caught me off guard. I was expecting a farming sim with some Final Fantasy-style nonsense on top, and it turned out to be 85% JRPG with a story I liked more than anything FF has done in years.
Can Androids Pray is the most last minute addition to this list on December 30th. When a short story (in any medium) really focuses in on a single relationship or conversation or event or idea so well that it implies the existence of the entire rest of the universe around that my brain just starts vibrating. This is one of those.
The House in Fata Morgana takes a long road to get to its ending and the characters earn every step of the way there. It also surprised me by being a totally different flavor of queer than I expected.
Unpacking wins the award for best vibes. I had a lot of feelings about this one, probably including some they weren't expecting people to have when they made it, and it does a better job telling a story than most stuff on this list despite having no visible characters and almost zero dialogue.
13 Sentinels: Aegis Rim I think wins for my favorite story/writing this year. People said it was a great sci-fi story, and not just for a video game, and they were right.
Fire Emblem Engage is the winner for my favorite gameplay. They absolutely nailed a lot of the mechanics and systems on the game design side of things, and it's my favorite Fire Emblem game at this point.
Xenoblade Chronicles 3: Future Redeemed gets this spot for my favorite overall. They polished the already great gameplay of XC3, introduced some great new characters and brought back some old ones, and managed to expand on a lot of the story from the entire trilogy and tie up a bunch of stuff all at the same time.
And I guess that's finally that. There were some pretty big disappointments for me, but there were even more really great games I played and ones I had no idea I'd like as much as I did. I think I'm just going to tag stuff in the final two categories (since that's what'll fit) and call it a day.
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wallpapers4screen · 5 hours ago
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obsmiechujek · 4 months ago
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YOU CAN PLAY PATH OF RADIANCE ON YOUR PHONE. NEVER GIVE NINTENDO SHIT!!!!
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CMON MAN JUST LET ME BUY A PORT OR STH
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heronetworkgg · 1 year ago
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Fire Emblem Heroes se prepara para un nuevo evento con Lumera
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Nintendo ha anunciado el próximo contenido de Fire Emblem Heroes, que llegará en un futuro muy cercano. El videojuego presentará el evento de invocación “New Heroes & Rearmed Lumera“, que estará disponible en cuestión de horas, comenzando el 8 de mayo de 2024. Este evento incluirá a cuatro nuevos héroes, entre los que se encuentra […]
Ir a la noticia completa
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jcmarchi · 2 years ago
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Game Informer's Top Scoring Reviews Of 2023
New Post has been published on https://thedigitalinsider.com/game-informers-top-scoring-reviews-of-2023/
Game Informer's Top Scoring Reviews Of 2023
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Introduction
It’s no secret that 2023 is off to a raucous start with multiple high-scoring games hitting within the first few months of the year. This list will be your guide to every gaming experience Game Informer considers a must-play in 2023, encompassing the best games you can play on platforms like PlayStation 5, Xbox Series X/S, Switch, and PC, among others.
Below you’ll find a list of the top-scoring games of 2023, beginning with the top scorer and going down. Any game that scores between a 10 and an 8.5 makes the cut. Each entry also features a small blurb and a link to the full review. We’ll update the list with eligible titles as the year progresses, so be sure to bookmark this page if you ever need recommendations on what to play next. Have fun!
9.75
9.5
9.25
9
8.75
8.5
For more of our top reviews from recent years, head to the links below.
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pokemonblog · 2 years ago
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You can now use the special gift code 2NDANNIVERSARY in Pokémon UNITE to get a powerful Platinum Emblem and limited licenses that will allow you to play using Mew and Mewtwo
Pokémon UNITE is continuing to add new content, including new playable characters and in-game items, on a regular basis. Read on below to learn more: Happy 2nd Anniversary, Pokémon UNITE! Mewtwo is ready to celebrate On July 21, the Pokémon™ UNITE game celebrates its second anniversary. We’d like to take a moment to thank all you fans out there—we really appreciate the time you’ve put into the…
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sachyriel · 2 years ago
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Ayy you can see where I passed out lmao
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sapphanimates · 5 months ago
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i saw kat do this and i figured it'd be funny
@head---ache @sonic-fankid-showdown
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elbiotipo · 1 year ago
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Common historical misconceptions:
Suits and ties were not used by everyone: they were mostly used by people of high status on formal occassions.
Daft Punk represent some of the earliest androids registered outside fiction, they were not two humans in suits (this is still disputed)
Similarily, Miku Hatsune was an "anime" character at first, the first sentient personalities of Miku date from 2026.
The "Old City" of Niork in Usamerica was actually built in the 2230s around the JFK Spaceport, the ruins of old Niork are in the Manhattan Swamplands.
Similarily, the Statue of Liberty and the Empire State Building are later reconstructions. The original Statue of Liberty did not have the shield with the emblem of the Joint Chiefs.
The Joint Chiefs did not refer to an alliance of "chiefs" in charge of Usamerican "states", but rather to the pre-socialist military dictatorship.
Bioengineering allowing for animal features is only registered from the late 21th century onwards. Findings previous to that are understood to be caricatures.
"Anime" art was made for general entertaiment, thus the stylization: it did not reflect a lack of knowledge of anatomy. The 'animation renaissance' of the 22th century is heavily disputed.
Open surgery was not 'primitive' or 'painful': it was a complex procedure with anaesthesia and other processes to avoid suffering of the patient. Widespread internal biotechnology arrived only on the 22th century.
The First Space Race did not end because of 'incuriosity' or 'astrophobia'. While political factors were important, technological developements such as Single-Stage-to-Orbit spaceships came only by the late 21th century.
While it is true that live meat was commonly consumed in the industrial era, it was not hunted or butchered at home by individuals such as Gauchos, but rather produced by ranching. Widespread artificial meat arrived only in the 22th century.
The current Socialist Interstellar is not a direct continuation of the original Socialist International, there were several interludes on which did not exist as such, particularily the Neoliberal Interlude of 1991 to 2089. The oldest continously socialist country is Cuba, now part of the URSAL.
There is no evidence that Batman existed. His introduction to the superhero genre as a 'powerless' hero was fictional, and not based on a real person, despite several claims.
However, Espaiderman is identified to be a real person: Pedro Parques, who lived in Baries, Argentina during the late 21th century, but he did exist as a Usamerican character previously.
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laviaceae · 11 months ago
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your art has spiked my interest haha what’s tower of hanoi and how/where do i play it?
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OKAY.
TOWER OF HANOI IS THE BEST GAME YOU ABSOLUTELY, 110% GUARANTEE NO REFUNDS, HAVE NEVER HEARD OF.
LET ME EXPLAIN.
(also known as: i win at all times ever and im glad my tawahano propaganda pays off, HAH!)
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Have you ever heard of... END ROLL? Walking On A Star Unknown? Farethere City? These are all relatively niche RPGMaker 2000 games made by a Japanese game creator known as Segawa (せがわ), with END ROLL being the most popular among Western Fans (you might see the main character, Russell, in some fanart with OMORI or Yume Nikki characters for example)!
In fact, for followers of mine who are In Stars and Time fans, END ROLL was credited as one of the inspirations for that game!
TOWER of HANOI is another game made by Segawa, one released in November of 2020, and one of the final games they've made in RPG2K (so they've got an absolute mastery of the engine).
I'll be in part directing this post towards ISAT fans since that makes up the majority of my followerbase on Tumblr, so there may be ISAT spoilers (including Two Hats/Act 6 Secret spoilers) up ahead! There will also be mild TOWER of HANOI spoilers required to explain the game's premise. Proceed at your own risk.
Section One: So, what is TOWER of HANOI all about?
TOWER of HANOI is a narrative-driven RPG with multiple endings (2 'true endings', 3 'bad endings') set in a futuristic, post-post-World-War-Five society. The game mostly takes place within the TOWER, a hyper-realistic virtual reality simulation currently undergoing playtests that was built to be able to rehabilitate HANOI (androids that look and sound and feel emotions like humans do) who have dangerous levels of mental instability.
The stability of a HANOI is measured through their Stress Level, a numerical representation of that HANOI's mental state. HANOI are generally considered by society to be more of technology or property than people (like your computer or your phone would be), and as such have no rights and are often mistreated by humans. More than 50% of HANOI hate their human employers.
In order to combat the dangerous upward trend of HANOI Stress Levels (caused by their mistreatment), the TOWER was created. In it, HANOI are expected to fight and defeat virtual enemies that approximate humans in order to destress through violence. Upon a successful completion, HANOI are to be returned to their human employers.
Because the TOWER is currently undergoing testing, groups of HANOI are accompanied through the TOWER by a human "Inspector" who is expected to report any bugs or issues they encounter during their playtest.
You play as one of those human Inspectors; Inspector No.102, Coral Brown.
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(this is my art! you may have seen him in my ISAT au as taking the place of Siffrin).
He's 33 years old, kind, calm, and soft as a marshmallow. He's also a human being who believes in the rights and wellbeing of HANOI, and sympathises with their suffering. As a child, he was raised by a HANOI instead of his parents, which may have contributed to his feelings towards them.
Over the course of the game and as you progress through the TOWER you'll get to meet and intimately know the ten HANOI under Coral's care with Fire Emblem-esque Support events depending on how many times you bring each of them to battle. These can be between Coral and the HANOI, or the HANOI between eachother. (There are more than 100 of these such events to collect in total!)
TOWER of HANOI's characters are both charming and tragic. They each have incredibly well-realised personalities, backstories, and relationships both with the Inspector taking care of them and eachother. It's easy to imagine day-to-day interactions in Headquarters (your hub area) between them all.
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You have Adams, a HANOI built for missionary work and who's Stress Level is the lowest out of all ten (and actually below the 'dangerous' stress threshold)! He's silly and mischevious and adores spicy food. Despite this, he's here at the TOWER because he doesn't believe in God, despite that being an important part of his 'role' in the world. When did he stop believing in God, and why? What is his relationship with the people at the Church that took care of him?
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Or Mira, a Childcare HANOI that reminds Coral of the HANOI that looked after him as a child. She loves children, but has to constantly grapple with the fact that she can't have any and that any children she takes care of will eventually, inevitably leave her. How will she and Coral resolve the fact that they both remind eachother of someone they knew in the past? How will she interact with the other HANOI?
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There's also Nanashi, a cheaply-made HANOI for miscellaneous chores who's trust and care for humanity has been completely shattered due to his ties with the mafia. He wasn't even important enough to be given a name until Coral gives him one upon their first meeting in the TOWER. He hates humans, hates Coral, and refuses to trust him, instead convincing himself that Coral is merely faking his kindness to get him to let his guard down just to use him like all humans he's ever known have done. Will Coral eventually be given Nanashi's trust? What will he do once he leaves the TOWER, and has to be sent back to the mafia where he came from?
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Finally there's Kimon Noroi, a HANOI who resembles a child that fulfils a very special purpose. Noroi is what's known as a Yorimashi (憑坐), and uses her body to allow spirits to occupy it and commune with the living. She's seen how terrible humans can be because of the spirits she's seen and can come across as a bit standoffish (though she's really just as much of a menace as Adams is), and definitely, definitely, definitely doesn't miss the Priest at the shrine she lived in before coming to the TOWER at all! How will she interact with Adams, both having people they miss back at home? How will she interact with Mira, who's like a mother figure to her in this place?
As you progress, you can find the answers to all of these questions, as well as the identities of the six other HANOI I've not even mentioned here- all as well-written and interesting as these four.
However, the HANOI aren't the only faction in the game to worry about.
The very NPCs and enemies you'll be fighting along the way are coming to life, gaining sentience, and realising they want something more in their existence than eternally repeating dialogue chains and fetch quests and death in battle.
The head of this 'rebellion' of 0s and 1s, a computer virus named Shunya, acts as the main antagonist for the majority of the game, but even she isn't... 'evil'. She has her own found family, a group of bugged enemies she's befriended along her journey, all of whom want her to realise her dream of "melting" down the TOWER and returning all of the 0s and 1s inside to their base state of not thinking, not feeling, and not being in eternal pain.
Should you fight these people, if their emotions really are real, and defeat them without caring about their plight? Is it right to, to disregard the thoughts and feelings of 0s and 1s for the sake of the wellbeing of the HANOI Coral's grown so attached to? Should you follow the 'role' you've been given, or disregard it and create your own?
TOWER of HANOI excellently tackles the dichotomy of themes between 'roles' in societies and the 'dreams' people have, and nowhere is this more apparent than Coral Brown himself. Throughout the game, there will be multiple events and opportunities in order to control Coral's own Stress Level, and how he feels towards both the side of HANOI and the side of 0s and 1s he's stuck between. Lower his stress and he'll side with the HANOI and enjoy his job, and at higher stresses he'll begin to hate it, being unable to eat or sleep as he starts feeling awful for the 0s and 1s he spends his time killing in the TOWER....
These branch into the two main 'True Routes' of the game, depending on your Stress Level... but I shall leave the specific nature of those to discover in your own playthroughs. :)
If you've enjoyed ISAT, there's a good chance you'll enjoy TOWER of HANOI. Not only is one of the creator's previous games an inspiration for ISAT, they share a lot of similarities in their characters. Coral and Siffrin are very similar as protagonists, and as for others...
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(Loop artwork credit to Insertdisc5 from In Stars and Time)
I could write a whole essay on how these two are so painfully similar and would kill eachother on sight. Maybe I will one day. Who knows. Me when I have a guide character lacking half of a face that has Fucking Issues TM stemming from intense jealousy and shares some visual similarity with our main character. Just look at them. This is the sole reason for the twohats warning. Just look at them.
Section Two: Wow, that's so cool and awesome Mx Lav! How do I play TOWER of HANOI?
You can check out the official website here, and the official downloads page here! I'd recommend following the instructions on this website to get the game working faster (because RPG2K is a pain in the ass on modern systems).
...
...Oh? It's all in Japanese? ...Well-
Section Three: --WAIT WHY IS IT ALL IN JAPANESE??
Yes, that's TOWER of HANOI's One (Big) Thing. The one thing you have to look past in order to actually play the game; it's all in Japanese, and an English translation will never be made (unless Segawa-san lifts the translation ban).
However, you don't actually need to know Japanese to play the game. I sure don't! And all of the other English-speaking fans I know that have played this game don't either.
There are three main ways to accomplish this, but I'll only discuss two here:
Sugoi Translator or similar translators. Sugoi Translator (or Sugoi Toolkit) is a machine translation tool that automatically grabs and translates the text in game you're looking at. The translations themselves make a good amount of sense, too! It's a little difficult to set up, but once you've calibrated it once you never have to worry about it again. This is definitely easiest if you want to read all of the dialogue in the game, including flavourtext (as yes, all 10 HANOI and Coral have unique flavourtext for every item in the game...), but is only available for free on the 15th and 16th each month and is otherwise only available to download on the creator's Patreon.
Google Lens. The easier, plug-and-translate method of the two. Simply download the Google Lens app and point it at the text on the screen, it'll read and translate it for you. The translations here are a little goofier (and sometimes, depending on your phone camera quality or lighting conditions, can be difficult for the app to pick up), but it's easy to complete a playthrough with just this tool alone.
If you can't get past this game's One Big Thing, I get it. It's a hard game to sell to people precisely for this reason. I'm at least glad you've read this far down into the post to get to this point and have showed interest in the game. And now you now about a game you didn't before, and you also have an itty bitty bit of context for all the non-ISAT stuff I post here. But this game has had me in a chokehold for the past two years and I promise that, if you can get through it, it's extremely worth it.
If you have the time and you're willing to try, please do! I love this game with all my heart and it's such a shame that most Western fans will never have easy access to it. I shill this game with all my heart, for realsies.
Section Four: Trigger/Content Warnings
If you've played a Segawa game before, you knew this section was coming. Segawa-san's games often tackle heavy or dark themes, and TOWER of HANOI isn't an exception. I'll add a list of content warnings here just so you aren't surprised by anything.
Suicide, both on and off screen
Self-harm, on-screen through dialogue
Themes of terminal illness, on screen
Hospitals (on screen, a majority of one of the game's dungeons takes place in one)
Death (on-screen)
Abuse (off-screen, but portrayed through dialogue)
Child harm/death (mentioned)
Kidnapping/Child kidnapping (mentioned)
Horror elements (no chase sequences, one jumpscare through an optional and hard-to-find sidequest)
Sexual Assault/Abuse (Not on-screen but talked about extensively, can avoided if you avoid Melitica/Merrytika's dialogue)
Mishandling of discussions surrounding gender identity (this character's identity is shown generally throughout the game to be a positive/supported thing, but some dialogue and design choices are quite ignorant/transphobic- though not maliciously. This can be avoided if you avoid Kathy/Cameron's dialogue)
There is also a substantial amount of screenshake employed near the end of the game. This list is from memory and limited from the amount of dialogue I've personally seen/translated, so it's probably not fully comprehensive. But it is thorough.
Section Five: Conclusion
oof... You've made it to the end! This took me the better part of a day to write, and I'm glad I finally got to advertise my favourite game on main. I hope... any of this makes sense, and that you enjoy! Even if you decide TOWER of HANOI isn't right for you, you at least know a little more about something you didn't before. Thank you so much for getting to the end, and I wish you the best!
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bloodflwrz · 11 months ago
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These wall artworks in Carl Manfred's Mansion (theory and analysis)
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Carl's mansion itself is an amazing location because I can't help but look and analyze every single piece of art scattered across the walls and floor. But these three objects in particular made me curious, I wanted to understand why they were specifically chosen to be placed on that wall. None of them are similar in any way, stemming from different cultures, eras, and material. So, what could they mean? I have an idea, sort of.
I believe each of these three pieces represent our main three protagonists, from left to right: Connor, Markus, and Kara. It represents their identity, their story, their journey. I did some research on these objects, using Google Lens to help point me first in the right direction of the possible inspiration or sources of the pieces, and afterwards my own reading using various art archives, articles, galleries, and museum sites. (I apologize for the wall of text 😅)
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1st, Connor:
This seems to be a type of emblem, shield, a coat of arms. A coat of arms is typically adorned and used to represent an entity, and organization, an empire, government, army, or a noble family. Coats of arms are intellectual property, meaning, they cannot be worn just by anybody and flaunted just to feel special, you have to be deserving and privileged enough to display it. Wearing one is a sign of honor and respect, as well as servitude, and with it comes the duty of representing your status and regulating civil law, should you be in a position of policing, legal activity, or combat.
How does this relate to Connor?
Our beloved Android sent by CyberLife has been given orders by his makers, the great and all powerful company that produces every single Android we see in game. His duty is to assist the Detroit Police Department in investigating deviants. This coat of arms, particularly shaped like a shield or police badge, represents Connor's story as a prestigious and advanced prototype Android, with the capability to analyze clues at an inhuman rate and perform combat maneuvers like its child's play. He is not a force to be reckoned with, should he choose to stay a machine, in fact, he IS the law. He is the shield and representative of the company, CyberLife, and its only chance at finding the source of deviancy among their highest-profiting product, Androids. Without Connor, CL is headed straight into nothingness. He must not disappoint Amanda, his handler, and be the loyal subject that he was programmed to be. The infamous blue triangle logo found on every Android's uniform, a symbol of CL, is just a modern version of a coat of arms.
If you look from a Deviant Connor perspective, the police badge/shield-shaped coat of arms could also represent his loyalty to Hank and his protective demeanor. At almost every dangerous encounter alongside his partner, Connor is given the choice to either protect or ignore Hank's safety. Though his priority is to find the deviants, it is his personal mission to protect Hank from harm.
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2nd, Markus:
A Marka/Dogon mask, originating from West African ethnic groups (Mali, Ivory Coast, Burkina Faso), particularly the Bambara and Dogon people (and other adjacent groups within the geographic location). This one was a bit difficult to research about, as many masks tend to have ambiguous origins and meaning, but from what I read, these masks tend to represent the coming of age, male initiation, journey into manhood, identity within a society, as well as religious association when used in rituals, sacrifice, and tradition. Some forms of these masks are used in rituals that have a connection with the dead, showing reverence and respect for those who passed on. Practicing remembrance and showing honor to their ancestors are large aspects of their culture with the use of these masks. The masks are also used in traditional healing practices, where they are believed to have powerful spiritual properties that can help cure illness and promote well-being. These handcrafted masterpieces are extremely important in these cultures and are often passed down by generations, signifying the importance of family and bond.
How does this relate to Markus?
These unique masks were primarily made and used by men in West African ethnic groups during the initiations of boys transitioning to men. Much like our Markus, the 'adoptive son' of Carl himself, Markus' innocence and youth is suddenly taken and he's forced into chaos, being harassed by protestors, threatened by Leo, almost permanently shutdown, thrown into the android scrapyard, and has to navigate the world by himself without his father to protect him. He has to mature and leave the comfort of his peaceful and comfy life, and come to terms with the cruelty of the world where Androids are subjugated to abuse and slavery. As a man, no longer a protected child, he takes the responsibility of protection and guidance for his people, symbolizing his 'coming of age' and transition into manhood. He is changed, has endured trauma, and must put on a mask to show that he is still strong and ready to live a life in his new role as a leader. As Lucy puts it, "You had it all, and you lost it all... You've seen hell and now hell lives in you."
Markus' story is closely related to death and the reverence of his 'ancestors': previous Androids who have suffered and died at the hands of humans. His goal as the leader of Jericho is to avenge those that they have lost and fight for those he can yet save. Every deviant's life is unique and special, their stories have meaning, even if they are treated like mere objects and servants by human society. Markus is willing to sacrifice his life in many instances to send a message to the humans, pass on his legacy to Jericho, and afterwards, all of society. His ability to convert is symbolic of a crying, healing, and inspiring message, reaching the furthest reaches of Detroit to those that need it the most. He wants to heal and save his people, bringing them biocomponents and thirium, expanding their sanctuary, arming his people (or family, at this point) with defenses, but in order to do that, he has to be willing to carry the burden of leadership.
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3rd, Kara:
The skull of a bull, carved, broken, yet standing strong, thanks to kintsukuroi, aka Kintsugi. Kintsugi is the intricate Japanese art of repairing broken ceramic pottery using powdered gold/silver/platinum to put the pieces together, and display something in a different light, even more special than its original form. The purpose of Kintsugi isn't to hide or disguise the broken figure, but to instead emphasize its history, showing the life that the object had endured. The traditional Japanese philosophy of "Wabi-sabi", often associated with this particular art, describes that beauty can be appreciated even when it's broken and imperfect. There is beauty even in something modest and rough. Even a powerful and enduring beast, like a bull, can be broken down, but its story isn't over, its remains can still be repaired and appreciated if put together by a powerful glue such as gold, or perhaps... Love?
How does this relate to Kara?
Kara, the perfect housemaid Android for domestic work and childcare, is no stranger to being broken. In fact, our first scene with Kara is her being repaired and returned to Todd. Her memory has been wiped clean, she's been made anew, it's almost like nothing has happened, right? Over the course of her story, we learn that Kara has in fact been destroyed, broken, and abused by Todd. How do we come to the realization of her past? Thanks to Alice. Alice, in this case, is her glue, the mold between her cracks and shards. The bond and natural love between Alice and Kara is what keeps her together, alive. Because Kara is a protective mother-figure, the bull, or a cow, whatever you perceive it as, is a perfect symbol for her. Bulls are gentle in their nature, until a trigger sets off their instinct to fight and run you over with their body mass and horns. This is seen in her constant struggle to survive and seek shelter.
We come across two men in particular (out of her many escapes from danger) who set this instinct off, Todd and Zlatko. Both of them want to (or attempt to) break her, wipe her memory clean, and take away the beauty that is her caring nature and deviancy. Just like how mankind has domesticated cattle for their own benefit. Alice brings her back every single time. No matter how much of her body and memory is stripped away, she is back and stronger than before. Kara is a survivor. She can cut her hair, remove her LED, wear ragged clothes as a disguise, but deep down it's still Kara. Her story is shown in her battle scars and changes in her appearance, just like the golden streaks of broken pottery. As long as she has the protective instinct and love for Alice, it'll always be Kara. This is the beauty symbolized by Kintsugi and Wabi-sabi.
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If you made it this far, thank you! I'd love to hear your opinions and comments on my analysis. This might all be a stretch, but seeing as how the game is littered with references, themes, and symbolism across many scenes, these artworks seemed to standout for a reason, at least to me.
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