#just shapes and beats playable character
Explore tagged Tumblr posts
isthisahearmeout · 9 months ago
Text
Tumblr media
[This poll was submitted, if you’d like to submit a character, please send it over here to the askbox]
7 notes · View notes
fishing-lesbian-catgirl · 2 months ago
Text
I finished watching Guilty Gear Dual Rulers, and I think my main thoughts are that the way Bridget was treated at the end of the show is kind of baffling. Like she’s helping out with the effort to building the machine to send magic energy to the satellite, and she gets ambushed by the senator clones who beat her half to death (Roger didnt try to help her, but maybe he’s offscreen or something idk). Then she gets carried away on a magic gurney where Unika sees her and is extremely distraught. The point of this is to serve as Unika’s ultimate motivation, that the woman who saved her and nursed her to health, and showed her kindness she felt she didn’t deserve, was hurt by her father. This is what pushes her over the edge to take action in the fight against Nerville. It feels a little shitty for Bridget to be used this way, especially with how sudden the whole sequence is, but the fact that Bridget even got to be a part of the plot at all is nothing short of a miracle. Then during the whole spirit bomb sequence a bandaged Bridget shows up for a few frames to send Sin her energy.
After the fight is over they have the wedding scene, and what really baffles me is that Bridget doesn’t show up in the wedding scene at the end. Every major plot character is there except for Bridget, and then 3 characters who were not plot relevant are also there. One of those is Daryl, who is the 3rd king of Illyria, it makes sense that he would show up to one of the other king’s weddings, so I can’t really judge that one. But the other two, May and April, are bizarre choices to have considering Bridget is absent.
Tumblr media
May had no part in the plot and only shows up for cameos, but considering she is a playable character and that Johnny is there, it’s not hard to imagine why they would put her there. April is the one who really really baffles me, she’s very close with May and is relevant to her backstory, but May isn’t even involved in the plot of this show, so her being here just seems bizarre to me. We got April but no Bridget…
I initially wanted to complain that Delilah, the young girl who Baiken is the guardian of, wasn’t there, but Bridget not being there when she’s one of the major parts of Unika’s character development and an important plot character being absent is bizarre.
So after seeing the wedding party I assumed that Bridget might not be there because she’s in the hospital or something, and thought maybe Unika would get a cute scene with her at the very end, maybe post credits or something, but no the only thing Bridget gets is to show up in a brief flashback while Unika is talking about needing to find her shape. And then the show is over. The girl who was so important to Unika that seeing her injured pushed her to decide to risk sacrificing herself to fight back, is somehow not important enough to appear at all in the end. That’s just so strange to me. Not that I need a scene of the two of them to imagine it, but like, cmon. You can’t just have the only trans woman character get beaten nearly to death as a plot device and then not even give her cameo appearance in the ending? Really?
64 notes · View notes
falling-star-cygnus · 10 months ago
Note
If you're still doing character analysis could you do Dan Feng? You can see his character design in art or in the HSR animated short Ichor of Two Dragon's
yes yes yes yes yes yes yes yes yes yes YES -> literally will drop whatever i'm doing whenever i'm doing it to do these, i LOVE character analysis. for literally any character i will do this
things i've noticed about HSR characters bc the lovely messenger-of-stars fueled my frenzy
part five: Mr. Force Fed his Boyfriend Immortality ✨Dan Feng✨
who's next? :D i'm assuming you didn't mean the playable Imbibitor Lunae based on your wording, but if i'm wrong just let me know and i'll redo it
Tumblr media Tumblr media Tumblr media
first of all, lighting really does wonders for this man bc how is this the same character- second, he's semi-bioluminescent. In the darker parts of Ichor of Two Dragons: -> the tips of his ears, his eyes, his horns [which you can see take on that glassy quality in the first two pictures, probably bc he feels at ease or in control as opposed to the final picture- where he's losing] and the ends of his limbs take on a glowy, transparent quality that disappears when the lighting shifts
Tumblr media Tumblr media
In his first attack, Dan Feng summons 10 swords. In Chinese culture, these 10 swords are symbols of righteousness and ideals to follow- which explains why he uses them to execute Dan Heng [or- tries to] -> his blasts are also lotus shaped, which are symbols of purity and rebirth.
Tumblr media Tumblr media
Lotus are called symbols of purity in Chinese cultures because they bloom from mud. If we look at the water that Dan Feng summons, we can it starts off a murky, swampy green and turns into a nice clean blue when Dan Heng finally claims his life as his own
Tumblr media Tumblr media Tumblr media
Dan Heng's Imbibitor Lunae form bares a closer resemblance to the dragon than Dan Feng does [i.e.: the red eyeliner, the golden liquid- or ichor- that formed his horns, the eyes] -> this could mean nothing, but it could also mean that Dan Heng has truly taken control now [also look how cute those little gold rings are, Dan Feng doesn't have those]
Tumblr media
motherfucker's flabbers are GASTED. this is why Jingliu beat your ass
Tumblr media Tumblr media
the entire time he fights Dan Heng, the birds on his sleeves are gone. You could probably chalk this up to the animators not wanting to draw them, which is completely fair, but i'm pretty sure they're depictions of water fowl -> my best guess would be Dalmatian Pelicans, which are symbols of self-sacrifice or introspection. Considering this was battle about Dan Heng freeing himself from Dan Feng, it's pretty fitting.
Tumblr media
Also at the very end of the video, it's only after Dan Feng has faded into golden light that pelicans start to appear in the sky -> there's a story about these birds actually; the parent flew into fit of rage and killed her young, but three days later she drove her beak into her side and spilled her blood to bring it back to life
HC for the Road: Dan Heng is incapable of asking or seeking out physical affection. He still wants it though -> [Welt and March are sitting on one of the couches, with the girl on his left side leaning on his shoulder as he reads a story. Dan Heng sits about a half foot away as he listens] Dan Heng: *unconsciously shifting just slightly closer to hear better* Welt: *intentionally lowering his voice until the Vidyadharan is in more or less the same position as March*
-> [Stelle and Caelus stare Dan Heng down as they trade whispers] Dan Heng, pausing in putting away a book: I can hear you two scheming... Caelus: Scheming!? How dare thee- Dan Heng: Thou. Caelus: How dare thou question my good morals! I was- [He aggressively elbows his sister] Caelus: -comforting Stelle! [Stelle bursts into tears on cue] Dan Heng, immediately startled: Uh- Stelle!? What's wrong..? [The girl blubbers incomprehensively as she bullies her way into his outstretched arms] Dan Heng, awkwardly patting her back: Who do I- [Caelus hugs Dan Heng from behind to derail that thought- creating a Vidyadharan sandwich] Dan Heng: Caelus- Caelus: Sh sh sh, it's group hug time. I felt left out! Dan Heng: ....sure, you did..
35 notes · View notes
cerastes · 2 years ago
Note
Was thinking about the hypothetical Arknights action game stuff from awhile back again, what enemies/story characters do you think would make for some sick boss fights?
Oh, I like this one. Just to name a few:
Patriot: The first that comes to mind is Patriot, as an enemy that would push the game systems of an action game to its limit. In concept, I like to imagine it in the way the true final boss of Bloodstained: Curse of the Moon goes: You have your playable character, which I would like to say is Amiya for this case, and your big damage opportunities come from interference ran by Rosmontis clashing with Patriot and Rhodes Island Snipers and Casters barraging him by Elysium's instruction. Patriot is also perfect to load a ton of mix-ups onto by virtue of him being able to do both gigantic, slower attacks and barrages of quick lunges. He could be a setpiece boss and a straight up skill check boss in equal measures.
Bishop Quintus: Yeah, man's Yamcha as far as bosses go, BUT in the context of a character action game with tight movesets and mechanics, a gigantic tentacled boss that can spawn more and more tentacles from everywhere in the arena, has laser attacks, and was explicitly Devil May Cried for a while by Specter when she was literally air comboing it by leaping from falling rock to falling rock as she unleashed a Sexy Smokin' Style kinda beatdown on him? Yeah I would very much love to control an Abyssal Hunter in a fight against this thing.
Faust: Hear me out. In the context of a full on high impact high speed action game, Faust would be heaven to fight. Between the ability to shoot a hugely powerful bolt, the ability to turn invisible, the turrets, and imagining him hoping around for a stylish mix of melee and ranged combat, yeah, I'm a believer. I like to imagine a scripted part of the fight where he hides and starts charging a truly massive shot, with the Arts humming from the sheer power. In the arena, there's also a lot of his snipers to run diversion and make it harder to find him. Normal people will find him and hit him out of the charge. COOL people will find him, taunt to trigger a MUCH faster charge, and then use a counter to catch the supercharged shot and return it to him a la Nero Buster counters in DMC4.
Full Power Big Ugly Thing & Eunectes: Remember Full Power Big Ugly Thing? No, not the one running on emergency fumes and jury rigged power sources, the actual fully geared version, powered by the airplane engine? The one that sent Gavial flying into the sky Team Rocket style? That one, that one should be some sort of secret fight. An actual brickhouse of immense, unfair power, only for the gamerest of gamers to cut their teeth with, punctuated with a final, high impact duel with Eunectes herself as the burning wreck and the originium fires make for a makeshift ring.
FrostNova: Legitimately, I think FrostNova would make That Moment in an action game. That Moment, That Boss, the one everyone remembers. Her skill set and aesthetic is supreme, the way ice can be used for both style and gameplay, alongside the actual emotional beat of throwing down with FrostNova as her life literally evaporates. Creating ice weapons that break with each attack just to have another one ready for the next swing, diverse moveset, dangerous at all ranges, highly mobile due to sliding on ice, giving the player high mobility as well (I love when boss gimmicks also can be used by the player in some way), there's just SO much one could do with a FrostNova fight, it'd probably my dream fight if done with love.
Endspeaker/Amaia: The concept of an ever-evolving boss with multiple forms has so much potential, TOO much potential, it's hard to fill those shoes, but if you do, imagine. In my dream of dreams, each phase/form of Endspeaker would grow resilient and even develop specific counters to your habits, in the shape of better dodge maneuvering against specific, high usage moves, and even counterattacks if you use some too much. The best way to go about this boss is to actually use your whole moveset, and even then, you want to ration specific parts of it depending on the phase. Plus, the latter forms of Endspeaker/Amaia are legitimately wicked looking and I think would look eerie and breathtaking in motion, with all those flowing parts constrasting with its sharp, long claws.
107 notes · View notes
review-anon · 7 months ago
Note
Talk about Wada?
Tumblr media Tumblr media
//When I got these asks, Chapter 3 was still going on, and I wanted to wait until I watched all of Chapter 3 before doing them.
//So the very last of the Tetro Pink characters I can share my thoughts on and its the one who suffered the most not only in life and Tetro Pink, but also Chapter 3.
//Thoughts are below the cut:
//Wada, Wada, Wada, if there was a prize for "Danganronpa Character who has had the most shit hand in life" Wada would be a prime contender for that prize, as dear god has this guy suffered.
//There's a playable EXE game if you go through a bit of a ARG in Tetro Pink, which shows what Wada's life was like as his donors often left him in a room to rot and barely gave him any food to eat, which means even when he was taken into social services, he has developed bulimia; an eating disorder where you don't eat much for a long time but horde food and then you binge eat and get very sick after a while. He's also serevely malnorished and has a very timid personality.
//He has managed to find work as a voice actor but by his own account he can only do impressions more then anything and he was a regularly viewer of Osono's streams. As such he was already in a bad shape and then of course the Killing Game made things worse.
//The sadistic motives of Tetro Pink have harmed Wada the most as his ill body cannot cope with the strainious physically demanding motives, Chapter 1's motive he ended up falling asleep and everyone got their rewards swapped around as a result which resulted in a few characters getting mad at him, he almost died in Chapter 2 due to the adereline gas making it hard for him to breathe, forcing Monomoko to go behind the backs of the scientists to make sure Wada didn't die and then since he was so thin, Chapter 3's reduction of temperature meant he really suffered the most. It almost makes you want him to survive in spite of all these motives.
//And that's not even getting into the emotional side as in Chapter 1, he forms a friendship with Osono and Tsuno as both are very concerned about his wellbeing and want him to be alright, this led to Osono's death as she was cooking food for Wada when Sasaki snapped. In addition, we know Osono won Immunity but she gave it to Wada instead which wasn't revealed until Chapter 3 when Hiroaki in one of his self-destructive rants, screamed it at Wada. He doesn't take Osono's death well, but he eventually develops a coping system when he talks to Osono in her room about how things are going; a system that as other students lose their friends in the Killing Game, adopt as well.
//Tsuno naturally is very protective of him as she picks up right away nobody has been treating Wada right and vows to become his new big sister and look after him, which looked like a death flag to me that could only go one way, and I hate being proven right.
//That leads me to Chapter 3 and dear god is this the Wada misery chapter. First Okazaki decides to bully Wada for no apparent reason as she triggers his claustrophobia for the lulz and when he tells Tsuno about it and everyone screams at Okazaki for it, she then ups the antic by beating him to near death, and threatening more violence if he squeals to anyone. Then he has to deal with Hiroaki telling him Osono's death was indirectly caused by him, and finally as the coup de grace, when Wada and Tsuno were investigating the Woodshop, Tsuno opens the door, triggering the spiked plate trap and killing her instantly and in front of him.
//Naturally Wada has hit his limit here as after completely shutting down for obvious reasons, he actually decides to fight back against Okazaki as he actually stabs her during the investigation and then when he told Mai about it who then revealed it to everyone in the Class Trail, everyone was appealed and when Okazaki's true nature was revealed, Wada just completely loses it and its the most angry we have seen him in a long time as he says some very unpleasent things to the wannabe supervillian.
//As the chapter ends though, it seems Wada is gonna be a stronger person since come Chapter 4, he's gonna have a new design made by Hiroaki and his hair is gonna be cut so he will have a new look going into Chapter 4, as he really has gone the Himiko treatment. Now Himiko is a survivor so in theory, Wada too would be a survivor.
//But this is Danganronpa and never assume everything especially with the philosophy of the developers that they like to kill characters mid-character development. But the point is, Wada has had a lot of suffering and I hope he manages to survive this, he has to for not only Osono but also Tsuno as well.
//And with that we have finished all the Tetro Pink characters I want to talk about since I'm not touching Staffside with a ten-foot pole at least pubically given how the fandom has reacted to me doing so.
8 notes · View notes
gear-project · 2 months ago
Note
Annon-Guy: How was Guilty Gear Duel Rulers overall?
What did you think of Unika and both Nerville's?
Let’s just say I’m eating spicy nacho sauce at this point, ha!
But in all seriousness, short though it was, it gives me hope that future stories won’t be one-shot wonders with the blandness of a Street Fighter II Arcade Ending.
There was a lot of cliche’ stuff going on in the plot, which might be typical of a Super Hero or Super Robot Anime, but at least some of it was somewhat more convincing on a Science fiction level than I’m used to (i.e. the power of emotions in this series = the power of courage in something like GaoGaoGar or the Force in Star Wars).
I actually had low expectations for the show, so I was pleasantly surprised at what we ultimately got.
Of course listening to Asuka R. Kreutz be an action-packed bombastic anime narrator (outside his character) is comedy in and of itself! (He also voiced Ragna in BlazBlue if you all recall).
I’m certain there will be plenty of fans and non fans who won’t take this show seriously at the outset from beginning to end, but if you’ve spent time reading my GGDR tag in earnest these past few weeks, then you KNOW there’s a lot of hidden beats to this show that are easy to miss if you haven’t followed Guilty Gear up to this point!
The jury’s still out on Unika, since her story isn’t over yet! We’ve got more to cover on her as playable DLC besides! Though, based on the show alone, I’d say she takes after her Grandfather in a lot of ways, ah-hem! But that’s a good thing!
It is very tragic what happened with Nerville, as well as ironic, but there’s a lot of people just like him out there, so Sin and Unika will have their hands full for the rest of their lives reaching out to such people and touching their hurt lives in the fallout of the Crusades.
Sin said it best: they NEED to get stronger for what lies ahead!
But that doesn’t just apply to Sin and Unika, it applies to us as people too!
The world is still full of people getting hurt, and people fighting, and it won’t be easy to face every day.
But those of us who understand peace and sympathy, should make the effort and share our wisdom with others who need it. If only so that we can share our “shapes” with the world like Bridget has, and make it a better place for doing so.
3 notes · View notes
experimentalbuild · 2 years ago
Text
Wait, where were the survival horror elements in Alan Wake 2?
I kept my distance from Alan Wake 2 the moment it was revealed as a survival horror game by Remedy in a reveal post about the game in May 2023. “Alan Wake 2 is our first survival horror game,” they said explicitly. I was instantly out. Survival horror games are just not for me.
I am an absolute coward when it comes to scary games. My problem is that I can't separate myself from the character. The creatures attacking the protagonist feel like they're attacking me. It's not just the playable character walking through a decrepit, spooky building, it's me walking through the decrepit, spooky building. With my limited time to play games, why would spend that time playing something that is going to SCARE ME?
What may surprise you, though, is that I LOVE watching other people play scary games on YouTube. Five Nights at Freddie's, the Amnesia series, P.T., I can't get enough of watching people play scary games. So despite me having not played basically any survival horror game, I feel like I have a pretty good grasp on what they are, why people like them, and what makes some good and others bad.
Unfortunately, after people got around to playing Alan Wake 2, they couldn't shut up about how amazing it was. I played through and loved Control, and I was itching to see what direction Remedy would take their new connected universe in. More than anything, I wanted to experience what everyone else was experiencing.
So I swallowed my fears and played through Alan Wake 2.
And you know what? It was a FANTASTIC video game! I genuinely loved it. The narrative, the world, the mechanics, the gunplay, on and on and on. Remedy created a superb video game and I am so, so happy I got to experience it. 
But…it was in no way, shape, or form a survival horror game. Was it a horror game? Absolutely. But there weren't any mechanics that I attribute to being a survival horror game.
In fact, I have a conspiracy theory that the game originally had more survival horror elements, but they were cut at some point in development.
First, let me discuss some elements that make a game fit into the survival horror genre that Alan Wake 2 didn't have.
There needs to be, well, survival. There should be something chasing the player. The player may need to hide or evade the chaser. The player needs to feel overwhelmed, like they are on the verge of dying.
In comparison to other video games that generally give the player a sense of power over the environment and enemies, survival horror games excel at making the player feel like they are being hunted, like they have no power to stop what wants to hurt them.
Not once in Alan Wake 2 did I feel hunted. Not once did I feel like I was struggling to survive. Was I scared while playing? Absolutely! I screamed multiple times. I had to give myself a pep talk to walk into scary areas. But those were because of horror elements, not survival horror elements.
At first, I thought that maybe it was because I was playing on the easiest difficulty. I wasn't playing Alan Wake 2 for the challenge, I was playing for the narrative. And thankfully, the easiest difficulty removed almost all challenge from the game.
For most enemies in the game, I would shine my flashlight at them to weaken them, then pop them with a headshot or a couple of body shots and they'd go down. There were sturdier enemies that required more ammo to take down and I almost completely exhausted my ammo against a couple of bosses, but I almost never felt like I was struggling to survive. I was overflowing with ammo and batteries.
Not once did I ever have to hide from an enemy. There were two instances in the game where you are required to run from an enemy, more a force of nature than a singular enemy, but it's more of a bombastic scene where your attention is drawn to the destruction in front of you instead of the force chasing you from behind.
So after I beat the game, I went and found an Alan Wake 2 playlist from one of my favorite YouTubers. He played the game on a difficulty that certainly wasn't the easiest. I wanted to see if he faced more survival horror elements.
Unsurprisingly, the enemies took almost three times as much ammo to take down. But again, I wouldn't describe anything in his gameplay as survival horror. He was never hiding and never running from something. There were times where he would go behind cover to heal or reload, but he was always the one in power over the enemies.
Which leads me to my conspiracy theory: I theorize that Alan Wake 2 had more survival horror elements, but they were removed.
There are multiple area layouts that would be conducive to running and hiding, but there just…isn't any running or hiding in the game.
The best example of this is in a basement under a retirement home where you are sent in order to restart a generator. It is a super spooky location!
It's flooded almost up to your waist, and there's constant sounds and groans that could be something, anything, waiting for the perfect moment to strike. The first thing you see after walking down the stairs is a corpse with an axe in it!
As I slowly explored the basement, looking for the fastest way to get to the generator and get the heck out of there, I memorized the layout so I could run away from whatever would chase me. There was a crawl space between rooms that I was confident something would chase me through or I would need to use to escape a fiend of some kind. The generator was, of course, in the back of the basement. After starting it, and creating a bunch of noise, I had to make my way all the way back to the beginning.
The sounds and groans were getting louder and more extreme. My fear was escalating. As if she could sense my distress, Saga says “keep it together, Saga” to herself. And then…I made it to the stairs and exited. I was fairly confident I had somehow accidentally dodged whatever was going to chase me, so I did a quick Google search to see what was in the basement.
Nothing. There are zero enemies in that basement. Zero threats. Nothing can hurt you in that basement. Again, yes, the horror was absolutely there and prevalent. But survival horror? No sir-e.
Much later on, Alan is stuck in a looping room of decent size. The rooms have doors that are sometimes locked and sometimes unlocked. A large cabinet of films sits near the middle of the room, perfectly placed to have a runaround with an enemy. My mind raced with the idea of trying to find the unlocked door while being chased by something. Alan even says “I'm not alone in here” when he first hears a sound.
Once again, there is no danger in this room. No threats. Just the foreboding feeling of an imminent attack.
There were so many of these instances in the game! The layouts of these locations seem like they could have been custom built with the purpose of running from and/or dodging enemies chasing you. There are multiple instances of dialogue or manuscript pages proclaiming that the Dark Presence is hunting Alan. 
But this never happens! It's bizarre.
Personally, I think the game is better for NOT being a survival horror game, but it's weird that Remedy was so insistent that it was going to be their first survival horror game. I would not be shocked to learn that between that announcement in May and the release in October, survival horror elements were stripped from the game.
Fortunately, if that's truly the case, it was the right move to make. Alan Wake 2 is an achievement in video game narrative that everyone should experience. If you were pushed away from Alan Wake 2 due to it being described as survival horror, I ask you to push through your fears! If I can do it, you can too! It's well worth your time.
5 notes · View notes
sneakyscarab · 2 years ago
Text
another day, another touhou post! i almost missed the deadline on this one (not that it really matters, the pace is gonna slow down a lot in a couple posts anyways once i catch up). today's game is a bit of a weird one!
nina's thoughts on Touhou 9 - Phantasmagoria of Flower View
PoFV is a pretty strange game. instead of being a single-player experience like most mainline touhou games, PoFV is a competitive 2-player danmaku vs game. there is still a 1-player story mode, but instead of 6 stages and boss fights each character has 8 versus matches against other characters tied loosely together into a storyline.
the gameplay is neat, its honestly impressive how well the concept of a competitive danmaku battle actually works and it feels pretty natural. as usual the screen fills up with enemies and bullets, but stages dont have defined patterns or moments, instead both players keep surviving through an increasing onslaught of bullets and spell cards until one slips up and takes too many hits. destroying enemies creates a small explosion around them that deals damage to nearby enemies and sends weak bullets in the range to the other player's screen. if you line it up right you can get some nasty chain reaction explosions that can clear up your screen and really put the pressure on your opponent. in addition you can put more direct pressure on the other guy by building up your spell meter, expending it to summon powerful bullet patterns or even your own character as a boss fight onto your enemys side. while at times it can get a bit ridiculous (the two 'villain' characters have completely broken spell cards and insanely good ai piloting) in general the gameplay is fair and pretty fun!
as a fighting game of sorts, PoFV naturally has a rather large character roster, a total of 14 playable characters! we have the returners in Reimu, Marisa, Sakuya, Youmu, Reisen, Cirno, Lyrica, Mystia, Tewi, and Aya. Then we have 4 characters new to this game: Medicine, Yuuka, and the 'villains' of the story Komachi and Eiki Shiki. each character has different stats, shot types, zone shapes, and spell attacks, which makes for a lot of variety in the roster.
to try and unlock everything i beat the story mode for all 12 choices (Komachi and Eiki Shiki don't have a story mode). i didn't aim for 1cc's since the game doesn't differentiate whether you used a continue or not, but a couple of the runs happened to be done without continues: Marisa, Mystia, Aya, Medicine, and Yuuka. i dont remember enough about all the different characters bullets and stats to say that i really prefer any over the others, tbh if i were to play more i would probably just pick a character based on vibes alone. Marisa is my go-to generally, but im also partial to Cirno, Mystia, and Aya.
for the four new characters, theyre cool. Yuuka is probably my favourite solely because she gets a lot of cute art with Wriggle lol. for some reason the fandom is very split on whether Yuuka is an angry masochist or a lonely but wholesome flower lady. i think shes realistically somewhere in the middle. Medicine is also a neat concept, being an abandoned doll in a field of poisonous flowers who came to life through raw poisonous energy. Komachi is goofy, shes basically the grim reaper of Gensokyo but shes also really lazy and always slacking off, pretty much every singleplayer storyline involves her getting caught snoozing by her boss Eiki Shiki. Eiki Shiki herself is probably the weakest new character imo, its funny watching her judge all the characters supposed sins, but its really all she talks about, and her annoying fight isnt winning her any points for me.
PoFV is certainly a weird outlier in the series, but i think the gameplay does genuinely work pretty well! the idea of making a competitive bullet hell is so out there and they really put in the work to make it happen.
as always, thanks for reading! and if, somehow, someone is reading this who is remotely decent at touhou and wants to try playing the 2-player mode of this game with me, Please get in contact with me through whatever means works for you. i would love to give this a shot against an actual human.
2 notes · View notes
linuxgamenews · 2 months ago
Text
Ra Ra BOOM Demo: Fight Rogue AI with Style
Tumblr media
Ra Ra BOOM demo has landed — a high-octane, 2D sidescrolling brawler game where ninja cheerleaders take on rogue AI, now playable on Linux and Windows PC. Brought to life by the creative minds at Gylee Games, the title packs serious style and nonstop action. You can play for free now on Steam.
Ra Ra BOOM isn’t just another 2D sidescrolling brawler demo. It’s a full-throttle, neon-drenched, ninja-cheerleader beatdown set in a world where AI was supposed to save us. However, it went full Skynet instead. Now, four fearless space cheerleaders — Aris, Saida, Ren, and Vee — are Earth’s last shot at survival. They’ve been training since birth to bring the planet back from the brink.
And you don’t have to wait until August to play. The Ra Ra BOOM demo just released for Steam Next Fest. It’s playable right now on both Linux via Windows PC using Proton. This isn’t a teaser trailer with empty promises. It’s the full prologue level, giving you a taste of the story, the squad, and the absolute chaos these ladies are ready to unleash.
Watch the new trailer that hit during IGN Live to see just how slick and stylish this fight for humanity really is.
Ra Ra BOOM Get Skippy Demo Trailer
youtube
In the Ra Ra BOOM demo, you’ll jump right into the action and see what these girls are fighting to save. Each of the four playable characters has her own distinct loadout and abilities. These range from brutal melee attacks to ranged skills that let you pick enemies off without breaking a sweat. Think classic beat ‘em up vibes, but cranked to eleven with tight lane-based combat and next-level animation. And yes, the boss fight at the end of the level? A massive, AI-powered meathead named Super Arnold. He’s not going down easy.
Need to see it in action before you dive in? Check out the first six minutes of gameplay. You’ll get a feel for how this title mixes fast, up-close brawling with smart, strategic ranged combat.
And we haven’t even talked about the soundtrack yet — Ra Ra BOOM’s music is solid. The high-energy, rock-fueled score from DJ duo Toy District keeps the adrenaline pumping and your head nodding with every enemy takedown. You’re not just fighting for the planet — you’re fighting to the beat.
So if you’re looking for a sidescrolling brawler with actual style, real soul, and heart-pounding co-op action (up to four players!), the Ra Ra BOOM demo is one you don’t want to sleep on. Try it today and see why this game’s shaping up to be one of the hottest indie titles of the year — especially for us Linux players via Proton. Since we are always on the hunt for that next big adrenaline fix on Steam.
Earth needs saving. You in?
0 notes
rushdownradio · 4 months ago
Text
Marvel's Cosmic Invasion Hits PC and Console Holiday 2025
Tumblr media Tumblr media
After decades without a proper side-scrolling beat-'em-up from the House of Ideas, MARVEL Cosmic Invasion is stepping in to fill that cosmic-sized void—and it looks fantastic. Announced for PC and consoles with a release later this year, Cosmic Invasion throws players into a high-octane brawler where Earth’s mightiest heroes—and a few intergalactic ones—unite to stop Annihilus and the Annihilation Wave. From the streets of New York City to the alien chaos of the Negative Zone, players will punch, kick, and power-blast their way through beautifully animated stages inspired by Marvel’s sprawling universe. The playable roster includes fan favorites like Nova, Spider-Man, Wolverine, Phyla-Vell, and Captain America, with even more teased in the trailer. Each character brings their own flair and fighting style, promising a varied and fast-paced experience that recalls the golden age of arcade beat-’em-ups. If this feels like a spiritual successor to TMNT: Shredder’s Revenge, you’re not alone. It fits right in with the DotEmu-style revival of classic 2D brawlers—modernized just enough to feel fresh without losing that retro charm. For Marvel fans and arcade lovers alike, Cosmic Invasion looks like it’s shaping up to be a cosmic hit. Check out the announcement trailer below: https://youtu.be/19_uUhZsjsg Read the full article
0 notes
azspam · 6 months ago
Note
sorry for the ask but I saw the Neco Mar vs Rodfellows Ren on my dash and I have propaganda
Funny enough, Neco (M)Arc has been a playable character in this one fighting game series, Melty Blood, and just so happens that I used to play this thing so I can say with full confidence that Neco Mar would win 100% just based on the base moveset (youtu.be/aq7RRA8VNZc is a fun example of this fluffy streamer) but even in a normal fist fight he's likely to win
that mixed with the fact that Neco Arc players are scary (they either troll or make you rethink your life decisions)... that tiny cat-shaped spirit can solo in this fight no matter the conditions.
Red Nyanyer is comeow ∩(^ΦωΦ^)∩
Fun fact, a suspiciously green-tinted Arcueid is also a playable character in hit fighting game Moe Moe No Limit Off-Beat Action Shooting. So yes, in pure experience, things are of course in Neco Mar’s favour.
The sheer unfiltered unmoderated power held by the cast of The Rodfellows Movie, though? Can’t underestimate it. They’ll write anything and everything into that movie. For all we know, a Barney Error could be deadly
1 note · View note
tomsriverroofworks5 · 6 months ago
Text
Gaming Revolution: Shaping the Future of Interactive Entertainment
The gaming revolution is transforming the landscape of interactive entertainment, driven by groundbreaking innovations, diverse platforms, and evolving player experiences. In this era of digital evolution, gaming has transcended its recreational roots to become a cultural, technological, and economic powerhouse.
The Evolution of Gaming: From Pixels to Immersion
The journey of gaming has been nothing short of revolutionary. From the rudimentary pixels of arcade classics like Pong to the hyper-realistic graphics of contemporary titles, gaming has consistently pushed technological boundaries. This evolution is not just about visual fidelity but also about creating deeply engaging narratives and lifelike worlds that immerse players in ways once deemed impossible.
The Rise of Multiplayer and Online Communities
One of the hallmarks of the gaming revolution is the rise of multiplayer experiences. Online gaming has enabled players worldwide to connect, compete, and collaborate in real time. Titles like Fortnite and Call of Duty: Warzone demonstrate how online multiplayer games have fostered global communities, breaking geographical and cultural barriers.
The integration of voice chat, live streaming, and interactive platforms like Discord has enhanced the social aspect of gaming, making it a shared experience rather than a solitary activity.
Technological Advances Fueling the Gaming Revolution
The relentless pace of technological innovation underpins the gaming revolution. Key advancements include:
Graphics and Processing Power: The introduction of high-performance GPUs and ray tracing technology has brought unparalleled realism to gaming environments.
Cloud Gaming: Services like Xbox Cloud Gaming and NVIDIA GeForce Now allow gamers to stream high-quality titles without the need for expensive hardware.
Artificial Intelligence: AI-driven NPCs (non-playable characters) now exhibit adaptive behaviors, enhancing gameplay unpredictability and realism.
The Role of Esports in Redefining Gaming
Esports has emerged as a cornerstone of the gaming revolution. Competitive gaming, once a niche hobby, is now a billion-dollar industry drawing millions of spectators. Events like The International (Dota 2) and the League of Legends World Championship exemplify the immense popularity of professional gaming. Visit: https://www.uinbanten.com/
Streaming platforms such as Twitch and YouTube Gaming have provided esports a global stage, further solidifying its place in mainstream culture.
The Impact of Virtual and Augmented Reality
Virtual reality (VR) and augmented reality (AR) technologies have redefined player immersion. Games like Beat Saber and Pokémon GO demonstrate how these technologies blur the lines between the virtual and physical worlds. As VR and AR hardware becomes more affordable, their adoption will likely accelerate, opening new avenues for interactive experiences.
Mobile Gaming: Expanding Accessibility
The gaming revolution owes much to the ubiquity of smartphones. Mobile gaming has democratized access to interactive entertainment, allowing users to enjoy games on the go. Titles like Genshin Impact and Candy Crush Saga illustrate the diverse appeal of mobile games, which cater to both casual players and hardcore enthusiasts.
Monetization Models Transforming the Industry
Innovative monetization strategies have reshaped the gaming business model:
Free-to-Play: Games like Apex Legends generate revenue through in-game purchases and cosmetic items.
Subscription Services: Platforms like Xbox Game Pass provide access to vast libraries for a fixed monthly fee.
NFTs and Blockchain Gaming: Emerging technologies are enabling decentralized ownership of in-game assets, heralding a new era of player-driven economies.
Diversity and Inclusion in Gaming
The gaming revolution has also sparked conversations about representation and inclusivity. Developers now strive to create diverse characters and narratives, ensuring players from all backgrounds see themselves reflected in games. Initiatives like accessibility options for differently-abled players have further expanded the industry's reach.
The Future of Gaming: Endless Possibilities
Looking ahead, the gaming revolution shows no signs of slowing down. The integration of AI, metaverse concepts, and advanced hardware will continue to reshape how games are developed and consumed. The boundaries of gaming are expanding beyond entertainment, influencing education, training, and even healthcare.
The gaming revolution is not merely a trend but a seismic shift redefining interactive entertainment. As technology and creativity converge, the industry continues to captivate audiences, foster global communities, and push the limits of what’s possible. The future promises an even more immersive and inclusive gaming landscape, making this revolution an enduring force in modern culture.
0 notes
extraplugins02 · 7 months ago
Text
Download e-instruments – Grand Y
Tumblr media
Are you searching for a premium virtual piano instrument that delivers unmatched authenticity and expressiveness? Look no further than e-instruments – Grand Y. This meticulously crafted software instrument brings the elegance and power of the iconic Yamaha C7 Grand Piano to your studio, delivering the nuanced and dynamic tones you need for professional music production.
Why Choose e-instruments – Grand Y?
The Grand Y is not just another virtual piano; it’s a masterpiece. Built on cutting-edge sampling techniques, it ensures that every note resonates with the richness and depth you expect from a world-class concert piano. Whether you’re composing classical pieces, scoring films, or producing modern tracks, the Grand Y adapts seamlessly to your creative needs.
Here’s why this virtual instrument stands out:
1. Impeccable Sampling Technology
The Grand Y uses multi-layered sampling to capture the finest nuances of the Yamaha C7. With precise velocity layers, sustain pedal resonance, and subtle overtones, every keystroke feels as though you’re sitting at the piano bench of a grand concert hall.
2. Versatile Sound Customization
Tailor the piano’s tone to fit any genre or mood. From warm, intimate tones for ballads to bright, punchy sounds for upbeat tracks, the Grand Y provides intuitive controls to shape your sound effortlessly.
3. Seamless Integration
The Grand Y is compatible with major DAWs, ensuring a smooth workflow. Its lightweight design and optimized performance mean you can enjoy ultra-low latency without compromising sound quality.
4. Realistic Pedal and Key Noises
For the ultimate realism, the Grand Y includes advanced pedal noise emulation and authentic key release sounds. These details create an immersive playing experience, making your compositions sound truly lifelike.
Applications of e-instruments – Grand Y
This versatile instrument can elevate any musical genre, including:
Classical Music: Achieve the pristine tones needed for timeless compositions.
Jazz: Add character and warmth to your improvised solos and chord progressions.
Pop and EDM: Layer stunning piano textures to complement electronic beats.
Film Scoring: Create emotive soundscapes that resonate with your audience.
Unleash Creativity with e-instruments – Grand Y
Whether you’re an experienced pianist or a music producer experimenting with virtual instruments, the Grand Y caters to every skill level. Its intuitive interface ensures that even beginners can achieve professional-quality results. With its realistic dynamics and responsive playability, your creativity will know no bounds.
Why Invest in e-instruments – Grand Y?
Unparalleled Realism: Enjoy the rich tones of the Yamaha C7 Grand Piano.
Studio-Grade Sound Quality: Achieve professional mixes with minimal effort.
Incredible Value: Access a high-end piano experience without breaking the bank.
This product is a must-have for composers, sound designers, and producers who demand only the best.
Technical Specifications
File Size: Compact yet powerful.
Compatibility: Works seamlessly with both Windows and Mac systems.
Plug-in Formats: VST, AU, and AAX supported.
Where to Buy?
The e-instruments – Grand Y is available now at ExtraPlugins.com. Purchase today and unlock a world of sonic possibilities for your projects.
Get Started Today
Elevate your music with the unmatched sound of the e-instruments – Grand Y. Whether in the studio or on stage, this virtual instrument delivers the performance and quality you deserve.
Explore the incredible potential of e-instruments – Grand Y and bring your musical visions to life. Click here to learn more and start creating today!
0 notes
micalpixel · 8 months ago
Text
May Flowers Game - November 2024 Progress Report
Hello hello! Another month has passed, so it's time for another gamedev update!
The last few months were sadly not very productive due to stress. But this month I found my groove again. ^^
I mentioned before my intent to finish a simpler game, and LATER make something bigger. A lot of progress has been made, and things are coming together.
Tumblr media
Expression Parser
First, I finished an expression parser. It's a streamlined way of performing calculations based on things the player has or hasn't done yet. If some character wants a box, well they need to say something different based on whether you have a box, and whether you've already given it to them. An expression parser makes this easier, basically by making equations using your save data and checking results.
If we want to check if the player has less than 500 money, the expression parser can do that like so. It fetches the player's money amount, then compares if it's less-than ("LT") 500. This expression will either be true or false.
Tumblr media
The expression can then be used in a cutscene, in combination with a cutscene scripting language that I wrote earlier. This is kinda technical but also hopefully kinda readable. There are four "things" that happen during the scene below. Three of them display text. And one "jumps" to a different text depending on the money amount.
Tumblr media
I'm sure there are tools out there that already can do this sort of thing. But I like being able to tweak things myself. There's a certain satisfaction to knowing you are using code that does exactly what you need it, and the way you want to do it, no more, no less.
Playable Game
I added some features to make debugging and testing easier. I can now jump from one room to the next, instantly, in the direction I'm facing, by pressing a button. The game also saves where you are when exiting, so I can quit and reload the same spot without having to go all the way back to where I was.
The expression parser was the last thing I needed to open up a lot of customization with cutscenes. I spent a lot of time the last few days populating the game world with characters, events, and dialogue, and they've been functioning perfectly. And as of December 1, the game is playable from beginning to end!*
That means:
All maps are in place. You can explore every room in the game.
All the NPC characters are where they should be.
You can play through the game, talking to characters and collecting everything needed to "win" the game.
All sidequests are also fully complete-able too.
...But it's not fun. Technically, you can "beat" the game. But it's not finished....
All NPCs use placeholder graphics.
All maps use placeholder graphics.
Cutscene text is very brief and lacks charm.
No enemies. (lots of empty rooms you can just walk through)
No puzzles. (lots of empty rooms you can just walk through)
No music.
No menus, intro, outtro, or credits.
Here's a comparison between the concept art (left) and actual "playable" game for the same location, with debugging info included (right):
Tumblr media
It's getting there!! :D
In short, I feel that the technical part of the game is in very good shape. Which is great! The game's skeleton is there. Most of the work from here on will be adding some nice paint. ^^
Thank you for reading. Have a great day!
1 note · View note
exxonlowly · 11 months ago
Text
How to play Geometry Dash Lite Level: From Start to Finish
Geometry Dash Lite immediately drew me in with its vivid colors and enticing soundtrack. The game's style is visually appealing, with bright colors and geometric forms dancing across the screen. I could tell it was going to be a wonderful experience. The simple but interesting graphics avoid the possibility of visual overload, establishing an ideal balance that focuses my attention on the gameplay.
Tumblr media
Gameplay mechanics
The fundamental physics of geometry dash lite are deceptively simple. As a player, I control a small cube that jumps through a series of stages filled with hazards. At first, I thought, "How hard can it be?" However, I quickly realized that the game demanded a degree of precision and timing that tested my reflexes. Each jump, each press of the finger, had to be precisely timed, providing a sense of urgency that kept me interested.
Designing levels
Every level I encountered had its own set of themes and obstacles, which kept things interesting. I was soaring through a neon-lit paradise with pounding beats one moment and then traversing hazardous spikes in a cavernous setting the next. The sheer range of levels is remarkable. I was actually intrigued to see what fresh hurdles each level would throw at me.
The Music
Geometry Dash Lite reviews are incomplete without noting the soundtrack. The music in the game is not just an addition; it is a vital part of the gameplay. The songs are so energetic and catchy that I frequently caught myself tapping along, which improved my focus. When a track synchronized with my jumps, it generated an exciting experience that made each level feel like a mini-adventure. The synergy between the music's rhythm and the timing of the jumps added to the pleasure of overcoming hurdles.
The challenge factor
Tumblr media
Geometry Dash Lite's challenge is one of its most appealing features. I breezed through the first few levels, but the challenge increased considerably as I progressed. Levels necessitate both patience and quick reflexes. I regularly found myself repeating levels, learning from my mistakes and increasing my skills. The sensation of accomplishment that flowed over me when I eventually finished a particularly difficult portion was quite pleasant.
Custom levels and the community
Another notable feature is the ability to create and share customized levels. I was impressed by the community's creativity. While browsing through player-created levels, I came across some pretty amazing designs. Some levels even had unique mechanisms and components that added layers of difficulty. It felt like I was a part of a continuous creative conversation that developed the game's universe. Trying out these custom stages extended my gameplay time.
Customized Characters
Tumblr media
Another part of geometry dash lite that I enjoyed was customizing my character. I enjoyed being able to customize the appearance of my cube by selecting different colors and shapes. Each minor design decision felt personal, allowing me to express my distinct style while immersing myself further in the game's setting. It may seem insignificant, but this small detail made my game experience much better.
User Interface and Controls
I appreciated the user interface's clean and basic design. Navigating through the menus was natural, and I quickly became acquainted with the controls. The simple touch-and-jump concepts translated well on my tablet, making gaming fluid and responsive. This emphasis on playability allows players to concentrate on the challenges rather than fiddling about with controls.
0 notes
vincentspork · 1 year ago
Text
oh god when was the last time I went on a rhythm game deep dive. uauauaugughg
Hideboh Tap Dance Hero (Vita, 2014)
Developed by Dorasu, which Segaretro describes as a studio primarily focusing on pachislot games, this is...well, it's technically a licensed game, I guess. The titular Hideboh refers to real-life tapdancer Higuchi Hideyuki, who seems like a cool dude, and I'm not just saying that because his birthday is two days before mine.
Tumblr media
Hideboh Tap Dance Hero is 100% untranslated (and maybe even untranslatable, in terms of its subject matter. Not like, objectionably so, I mean that it's a cyberpunk story where two children are selected to bring a passion for tapdancing back to the masses, which may not have a lot of selling power behind it) but it's still playable with minimal knowledge of Japanese.
Gameplay-wise, it's super intuitive and has a good variety of gameplay mechanics. The music also rocks, but unfortunately the game does feel a little hand-holdy as it makes you rehearse each song before actually letting you play it in full. Still, a decent little game. 1+ for not one, but two funny robots.
Ener-G Dance Squad (Nintendo DS, 2008)
Part of the long-running and dizzyingly-depthed Imagine and/or Sophies Freunde series, Ener-G Dance Squad feels like it's a tie-in for something, as many DS games seemed to be, but as far as I can tell it was its own standalone title. This game's got frutiger metro out the ass. This looks like one of those old ipod commercials. This looks like every girl's magazine cover from the mid-2000s. I realize it's probably mostly nostalgia talking, but the color palette and ugly, blocky, maximalist flourishes really do tick something in my brain.
Tumblr media
The character designs were done by one Gaëlle "Galou" Autin, arguably most known for shaping the visual style of the French cartoon Lolirock, and these character designs are almost certainly one of the biggest gets this game has.
The gameplay, yeah, it's a more ambitious Elite Beat Agents, and it works, there's a lot that clicks kinetically, but I mostly stuck around to see the next character pop up in the campaign.
Oh, and the music is kind of okay, too - could have used a few more songs, as much of the soundtrack is centered around rearranging the same tune - but as strange as it is, I ended up sinking more time into this than Hideboh. I mean, Hideboh doesn't have a part where one of the enemy characters makes the screen go black and forces you to play the chart entirely by sight instead of sound, does it? Didn't think so.
1 note · View note