#retro Hunting Adventures
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Getting a PS2 repaired!
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doodles while I regain strength
#joseph joestar#Kira yoshikage#jjba#jojos bizarre adventure#I know the retro illustration Twitter hates to see my ass coming to hunt for refs ‼️
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✨ It’s a thrilling time in the world of Monster Hunter! 💥 As we celebrate 20 years of epic monster-slaying adventures, we reflect on how this beloved series has evolved over the years—from its humble beginnings on the PS2 to the highly anticipated Monster Hunter Wilds releasing on February 28, 2025!
Ready to join the hunt? Read more about the journey of Monster Hunter in our latest blog post!
#Monster Hunter#Monster Hunter 20th Anniversary#Epic Hunts#Monster Hunter Evolution#Gaming History#Video Game Anniversary#Monster Hunting#Monster Hunter Wilds#MH Wilds#PlayStation#PS2 Games#PS4 Games#PSP#Gaming Community#Coop Gaming#Multiplayer Games#Game Development#Open World Games#Adventure Games#Monster Hunter World#Monster Hunter Rise#MH Rise#Retro Gaming#Adventure Gaming#Console Gaming#Gamer Life#Video Game Culture#Fantasy Games#Action Role Playing#Hunters Unite
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#warner bros#looney tunes#tiny toon adventures#animaniacs#toys#kids toys#toycore#toy collector#toy collection#toy photography#vintage toys#vintage#retro#90s#90s aesthetic#90s toys#toy community#toy hunt#toy haul#toy aesthetic
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I figured out the perfect first film- join me to put it to script!!
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#Xiaolin Showdown#Kids WB#2000s Cartoons#Shen Gong Wu#Xiaolin Retrospective#Retro Cartoons#Nostalgia#Hidden Gems#Animated Series#Saturday Morning Cartoons#Xiaolin Showdown Movie#Mala Mala Jong#In The Flesh Episode#Days Past Episode#Citadel of Doom Episode#Three Act Structure#Xiaolin Showdown Analysis#Action Cartoons#Classic Cartoons#Adventure Cartoons#Showdowns#Animation Breakdown#Xiaolin Characters#Early 2000s TV#Cartoon Network#Wu Hunt#Shen Gong Wu Powers#Jack Spicer#Omi#Raimundo
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My Video Games Recommendations Masterpost
The same criteria as before -> has to have a female lead and little to no misogyny



This Bed We Made Genre: Thriller, Puzzles, Narrative Game, Multiple Choices Story: A hotel housekeeper uncovers the secrets of some of her strange guests. Topics: Homophobia, Women's rights in the 50s, Mental Health, Classism Bonus: Lesbians!



Lost In Random Genre: Whimsy, Adventure Story: In a magical world where the population is divided by social class decided on the roll of a dice, a girl embarks on a journey to reunite with her sister who was sent to live in the upper class. Topics: Sisterhood, Fairy Tales, Classism, Humour Bonus: It's like playing a Tim Burton movie



Little Goody Two Shoes Genre: Horror, Romance, Narrative Game, Multiple Choices Story: To get out of poverty, Elise makes a deal with the devil (literally) Topics: Religion, Witch Hunting, Fairy Tales, European Folklore, Paganism Bonus: The main character is a lesbian. Sometimes, the characters break into songs like a musical.


Hellblade: Senua's Sacrifice Genre: Psychological Horror Story: Senua, a young Nordic woman who suffers from schizophrenia, is seeking an audience with the Goddess Hela. Topics: Schizophrenia, Anxiety, Paranoia, Celtic Mythology, Witch Hunting, Marginalisation, Grief Bonus: Best acting you'll ever find in a game


Haven Genre: Exploration, Resource Collecting, Romance Story: Yu and Kay are on the run and have taken refuge on a supposed deserted planet so they can be together. Topics: Forbidden love, Science, Intimacy, Humour Bonus: Can be played as a lesbian, straight or gay couple (the lesbian couple has the best voice acting)



Strange Horticulture Genre: Thriller, Puzzles Story: As the owner of a flower shop, you must find the right magical plants for your customers and discover who is the murderer (yes, there's also a murderer) Topics: Witchcraft, Cults, Mystery Bonus: You can pet the cat. It's point and click so you can play it on your laptop while chilling in bed (that's what I did, it's super cosy)



Gylt Genre: Adventure, Light Horror Story: A little girl is looking for her cousin who disappeared after being bullied and she discovers a dimension filled with monsters. Topics: Bullying Bonus: Makes you feel like you're in an animated movie


Sayonara Wild Heart Genre: Fast paced rhythmic action Story: A broken hearted woman faces the women in her life in a colourful and retro looking world Topics: Music, Mental Health, Romance, Self Discovery, Psychedelic Bonus: Gorgeous soundtrack


A Plague Tale Innocence & A Plague Tale Requiem Genre: Drama, Adventure Story: A girl must survive and protect her little brother while being hunted down by the inquisition, a cult and facing a plague of rats. Topics: Trauma, Childhood, Alchemy, Medieval, France, Death, Sacrifice Bonus: Excellent voice acting in french!



Shadow of The Tomb Raider Genre: Action, Adventure, Puzzles Story: Lara Croft explores Peruvian mythology in search of a magical artefact. Topics: Mythology, Remorse, Friendship Bonus: The Amazon forest! You can pick your outfits. And you can kill lots of men.
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Pixel Hearts (K. Gaeul X M! Reader))
when college gamer Y/N is pulled into the mysterious RPG Aetherion, he teams up with IVE’s Gaeul, trapped as Princess Seraphine, to escape the game. through perilous quests and heartfelt moments, their bond grows, forging a real-world connection that promises new adventures beyond.
genre: fluff
w.c 6.7k a/n: slowly finishing up the remaining pendings i've stockpiled heh. also for those who don't know, i'm starting a new njz book on my wattpad page, so if ya'll are interested u can check it out! anyways, hope you all enjoyed this one.
The thrift shop smelled of old books and forgotten summers, its shelves crammed with relics of yesteryear—faded board games, chipped teacups, a rotary phone that probably hadn’t rung since the ’80s. Y/N’s sneakers squeaked against the worn wooden floor as he wandered the aisles, his eyes scanning for something to spice up his Saturday night. A college sophomore with a penchant for gaming, he was always on the hunt for retro consoles or obscure titles to fuel his late-night sessions. Today, though, nothing had caught his eye. Until he saw it.
Tucked in a corner, half-hidden behind a pile of dusty VHS tapes, was a sleek, unmarked gaming console. Its design was a paradox—retro curves like an old Nintendo, but its surface gleamed with a futuristic sheen, catching the dim shop light in a way that felt… alive. A small screen on the front glowed faintly, gold letters spelling out Aetherion. No brand logo, no manual, just a single controller with buttons that shimmered like opals. Y/N’s pulse quickened. This wasn’t just a console. This was a mystery.
“Yo, how much for this?” he called to the shopkeeper, a grizzled man who barely looked up from his crossword.
“Twenty bucks,” the man grunted. “No returns. Thing’s probably busted.”
Y/N didn’t care. His gamer instincts screamed treasure, and twenty bucks was pocket change for a potential gem. He handed over the cash, cradled the console like a newborn, and hustled back to his dorm, the autumn air crisp against his cheeks. His room was a chaotic shrine to gaming—posters of Zelda and Final Fantasy plastered on the walls, a tangle of controller cords spilling from his desk, and a mini fridge humming softly in the corner. He set the console on his desk beside his digital clock that displayed 5:55 P.M, plugged it into his ancient TV, and held his breath as he pressed the power button.
The screen flared to life, not with the usual static flicker of old tech, but with a burst of color and sound that made Y/N’s heart skip. A cinematic unfolded: a sweeping vista of a fantasy world—lush forests, jagged mountains, a castle gleaming under a sky with two moons. A deep, resonant voice narrated, “In the realm of Aetherion, the tyrannical Sorcerer Valthor has imprisoned Princess Seraphine, plunging the land into shadow. Only a true-hearted warrior can restore light to the realm.” The words Start Game pulsed on the screen, and Y/N’s fingers itched to dive in. But something felt off. The console hummed, a low vibration that seemed to pulse through his bones, and the air in the room grew heavy, like a storm was brewing.
He gripped the controller, its buttons warm under his thumbs, and selected Start. The screen flashed blinding white, and a jolt—like static electricity, but sharper—shot through him. His vision blurred, the dorm spinning away, and then… nothing.
-
Y/N blinked, his head throbbing like he’d just face-planted off his bed. But he wasn’t in his bed. He wasn’t even in his dorm. He was sprawled on a carpet of moss, surrounded by towering trees that swayed in a gentle breeze. The air smelled of pine and earth, so vivid it made his nose tingle. Above, a sky stretched endlessly, twin moons casting a silvery glow over a landscape that looked like a painting—except it was real. Too real. His hands brushed against his clothes, no longer his hoodie and jeans but a rough-spun tunic and leather boots. A rusty sword hung at his hip, its weight unfamiliar but grounding.
“What the hell?” he muttered, scrambling to his feet. His voice echoed slightly, swallowed by the rustle of leaves and the distant chirp of birds. This wasn’t a dream. Dreams didn’t feel this… tangible. He pinched his arm—ow—and then noticed a faint shimmer in the air. A holographic panel materialized, like something out of a sci-fi movie, displaying:
ꜱᴛᴀᴛꜱ: ʏ/ɴ, ʟᴇᴠᴇʟ 1 ᴡᴀʀʀɪᴏʀ. ʜᴘ: 100/100.
Qᴜᴇꜱᴛ: ʀᴇꜱᴄᴜᴇ ᴘʀɪ��ᴄᴇꜱꜱ ꜱᴇʀᴀᴘʜɪɴᴇ ꜰʀᴏᴍ ᴠᴀʟᴛʜᴏʀ’ꜱ ᴛᴏᴡᴇʀ.
The words blinked insistently, and Y/N’s stomach did a flip. He wasn’t just playing Aetherion. He was in it.
His gamer brain kicked into gear, pushing past the panic. Okay, RPG rules: explore, level up, follow the quest. He took a tentative step, the forest floor crunching under his boots, and marveled at the details—the way sunlight dappled through the canopy, the faint buzz of insects, the glint of a treasure chest half-hidden behind a tree. He pried it open, finding a measly
Health Potion (Restores 20 HP), but the thrill of discovery made him grin. This was next-level immersion, like VR on steroids. But the question gnawed at him: How am I here?
He didn’t have time to dwell. A rustle in the bushes made him freeze, his hand fumbling for the sword. A slime—classic RPG fodder—oozed into view, its gelatinous body pulsing with faint green light. Y/N’s first swing was pathetic, the blade bouncing off like he’d hit a rubber ball, but he dodged its sluggish lunge and hacked again, adrenaline pumping. The slime burst into pixels, dropping a single Aether Shard that glittered like a tiny star. “Nice,” he panted, pocketing the shard. If this was the game, he could handle it.
The quest marker on his HUD pointed north, toward a clearing where stone pillars jutted from the earth like broken teeth. As he approached, the air grew heavy again, charged with something ancient and electric. At the center of the clearing stood a ruined shrine, its altar overgrown with vines that pulsed with faint runes. And there, chained to the altar by shimmering magical bonds, was a girl.
Y/N’s breath caught. She was stunning, her short, dark hair framing a face that was both fierce and delicate, her eyes sparkling with defiance despite her predicament. Her gown was regal, all flowing silk and embroidered stars, but it was her presence that hit him like a critical hit. He knew that face. He’d seen it on posters, on his phone screen during IVE’s latest comeback. Gaeul.
-
She noticed him, her head snapping up, and for a moment, they just stared—him frozen, her assessing. Then she spoke, her voice clear and sharp, cutting through the silence. “You’re not one of Valthor’s goons. Are you… a player?”
Y/N’s mouth went dry. He nodded, then cleared his throat, trying to sound less like a starstruck fanboy. “Uh, yeah. I’m Y/N. I… got sucked into this game, I think. You’re—wait, you’re Gaeul?”
Her lips twitched, a mix of amusement and exasperation. “Bingo. Though here, I’m Princess Seraphine, or whatever this stupid game calls me.” She tugged at the magical chains, which sparked but didn’t budge. “Long story short, I was messing around with some sketchy game file on my laptop, and next thing I know, I’m trapped in this pixelated nightmare. You gonna help me out, or just stand there gawking?”
Y/N flushed, his inner IVE fan screaming, but he forced himself to focus. She was real—well, as real as he was in this bizarre world—and she needed him. He stepped closer, inspecting the runes. They glowed brighter, almost mocking him, and his sword did nothing but clang uselessly against them. “These are magical,” he said, more to himself than her. “I don’t have any spells or—”
“Great, a noob,” Gaeul teased, but her tone was playful, not cruel. She leaned forward as much as the chains allowed, her eyes scanning him. “Check your inventory. Games like this always give you something to start with. Hurry up, hero, my arms are killing me.”
Y/N fumbled with the HUD, his fingers clumsy in the air, and found the Aether Shard from the slime. On a hunch, he held it near the runes. The shard pulsed, and the chains flickered, then dissolved in a burst of light. Gaeul stumbled forward, rubbing her wrists, and flashed him a grin that made his heart do a backflip. “Not bad for a level one warrior,” she said, brushing dirt off her gown. “Stick with me, Y/N. We’re getting out of this game, and I’m not leaving without a fight.”
The shrine’s vines seemed to shiver, as if the game itself was watching. Y/N gripped his sword, his nerves buzzing with a mix of fear and excitement. Gaeul stood beside him, her presence electric, her smile a spark in the dim clearing. He was just a guy, a gamer with no clue how he’d ended up here. But with Gaeul—Princess Seraphine, or whatever she was—by his side, he felt like he could take on anything. Even a sorcerer. Even a world that felt too real to be just a game.
“Lead the way, Your Highness,” he said, half-joking, and her laugh—bright, genuine—echoed through the forest, a sound that promised adventure, danger, and maybe something more.
-
The forest of Aetherion stretched endlessly before Y/N and Gaeul, its canopy a mosaic of emerald leaves that filtered the twin moons’ silvery light. The air was cool, laced with the scent of damp earth and wildflowers, and every step crunched against twigs or rustled through grass that felt too real for a game. Y/N’s rusty sword bounced against his hip, its weight a constant reminder of his new reality. Beside him, Gaeul moved with a grace that belied her princess gown, the hem catching on roots but never slowing her down. Her eyes, sharp and curious, darted to every shadow, as if she expected the game to throw a curveball at any moment.
“So, level one warrior,” she said, her voice teasing as she glanced at him, “got a plan, or are we just wandering until Valthor sends his welcome committee?”
Y/N grinned, his nerves easing at her playful tone. “Plan’s simple: follow the quest marker, bash some monsters, save the princess. Classic RPG stuff.” He tapped the air, summoning the holographic HUD. The quest log glowed:
ʀᴇꜱᴄᴜᴇ ᴘʀɪɴᴄᴇꜱꜱ ꜱᴇʀᴀᴘʜɪɴᴇ.
ɴᴇxᴛ ᴏʙᴊᴇᴄᴛɪᴠᴇ: ꜱᴇᴇᴋ ᴛʜᴇ ᴄʀʏꜱᴛᴀʟ ᴄᴀᴠᴇʀɴꜱ.
A golden arrow pointed west, through a misty ravine up ahead.
Gaeul snorted, brushing a stray lock of hair from her face. “Save the princess, huh? Newsflash, Y/N, this princess can handle herself. You’re just here for moral support.” But her smile was warm, and the way she bumped his shoulder—light, almost accidental—sent a flutter through his chest. He was still wrapping his head around the fact that Gaeul, IVE’s Gaeul, was here, bantering with him like they were old friends. Or maybe more, his traitor brain whispered, before he shoved the thought away.
The ravine loomed closer, its walls jagged and shrouded in fog that swirled like liquid silver. The path narrowed, forcing them to walk single file, Y/N taking the lead with his sword drawn. The HUD pinged a warning—Enemy Detected—and his grip tightened. “Heads up,” he whispered, just as a low growl echoed from the mist.
Three shadow wolves emerged, their fur black as ink, eyes glowing like embers. They were bigger than the slime, faster, and definitely not beginner-friendly. Y/N’s gamer instincts kicked in, but his first swing was a disaster, the sword glancing off a wolf’s flank as it lunged. He stumbled back, heart pounding, and barely dodged its snapping jaws. “Okay, not cool!” he yelped.
“Focus, noob!” Gaeul called, her voice steady but urgent. She raised her hands, the runes on her gown flaring with light, and a burst of blue energy—a Frost Bolt, Y/N’s brain supplied—slammed into the wolf, slowing it. “Hit it now!”
Y/N swung again, this time connecting, and the wolf dissolved into pixels with a satisfying ding. Gaeul’s magic danced around them, freezing one wolf while Y/N tackled another, their movements chaotic but syncing up. He tanked a claw swipe—his HP dropped to 80/100, the HUD flashing red—and gritted his teeth, slashing until the last wolf burst into loot: three Aether Shards and a Wolf Pelt.
They collapsed against a boulder, panting, their laughter bubbling up like a shared secret.
“Holy crap, we’re not half bad,” Y/N said, wiping sweat from his brow. The ravine’s mist clung to his tunic, damp and chilly, but the adrenaline high made it worth it.
Gaeul nudged him, her grin mischievous. “You’re welcome for the assist, hero. Next time, maybe don’t swing like you’re chopping firewood.” She picked up a shard, its glow reflecting in her eyes. “These are the key. Valthor’s curse runs on Aether energy. Enough shards, and we can break his hold on me—and maybe get out of here.”
Y/N nodded, pocketing the loot. The ravine’s walls were etched with faded carvings—knights, dragons, a crowned figure that looked eerily like Gaeul. The game’s lore was everywhere, woven into the world like a story begging to be unraveled. But as they pressed on, Y/N couldn’t shake the feeling that Aetherion was watching them, its rules bending just enough to keep them on edge.
-
The village of Elderglow appeared like a mirage, its thatched roofs and cobblestone streets glowing under lanterns that bobbed like fireflies. The ravine had spit them out into a bustling hub, alive with NPCs bartering at market stalls, bards strumming lutes, and children chasing a pixelated cat through the square. Y/N’s HUD updated—Objective: Gather Information—and he marveled at the details: the smell of fresh bread from a bakery, the clink of coins, the way Gaeul’s gown caught the light as she spun to take it all in.
“This place is unreal,” she said, her voice soft with wonder. “If I wasn’t trapped, I’d almost enjoy it.” She caught Y/N staring and raised an eyebrow. “What? Got something on my face?”
“N-no, just… you look like you belong here,” he stammered, then cringed at how cheesy it sounded. “I mean, like, you’re rocking the princess vibe.”
Gaeul laughed, a bright, musical sound that made his cheeks burn. “Smooth, Y/N. Come on, let’s upgrade that trash sword of yours.” She grabbed his wrist, pulling him toward a blacksmith’s forge where a burly NPC hammered glowing metal. Her touch was warm, fleeting, but it left his heart racing.
At the forge, Gaeul worked her charm, her smile disarming the blacksmith as she bartered for a Steel Longsword (+10 Attack). Y/N traded the Wolf Pelt and a few shards, and the new blade felt solid, balanced, like an extension of himself. They hit the market next, stocking up on Health Potions and a Mana Crystal for Gaeul’s spells. Every interaction felt like a mini-quest, the village pulsing with life—vendors haggling, a leaderboard in the square showing “player” names (all NPCs, Y/N noted with a shiver), and a fountain where water sparkled like liquid starlight.
They ended up at a tavern, its wooden beams creaking under the weight of raucous laughter. Y/N ordered virtual cider—sweet, fizzy, and surprisingly refreshing—and they claimed a corner table, the glow of a hearth warming their faces. Gaeul sipped her drink, her expression softening. “This is the first time I’ve felt… normal since I got stuck here,” she said, her voice barely above a whisper. “Back in the real world, I’m always ‘Gaeul from IVE,’ you know? Schedules, stages, smiling for cameras. But here…” She trailed off, tracing the rim of her glass.
Y/N leaned forward, his curiosity outweighing his shyness. “Here, you’re a badass princess who shoots ice bolts and saves my butt from wolves.”
She chuckled, but her eyes were distant. “Maybe. But I’m scared, Y/N. What if we can’t get out? What if I’m just… code now?” Her fingers tightened around the glass, and the vulnerability in her voice hit him like a critical hit.
“You’re not code,” he said firmly, surprising himself with his conviction. “You’re Gaeul. And I’m not leaving you here. We’re beating this game together, okay?” He held her gaze, hoping she saw the promise in his eyes.
Her smile returned, small but genuine. “You’re not as noob as you look, Y/N.” She clinked her glass against his, the sound a quiet vow in the noisy tavern.
-
The seer’s hut sat at the village’s edge, a ramshackle structure draped in vines and glowing with an eerie light. The NPC inside was ancient, her eyes milky but piercing, her voice like wind through dry leaves. “The prophecy speaks of a true-hearted warrior and the princess,” she intoned, her gnarled hands tracing a star chart that shimmered in the air. “Together, you may defeat Valthor, but only by combining your strengths. Seek the Heart of Aether in the Crystal Caverns. The path is perilous, but the stars guide you.”
Y/N’s stomach twisted. True-hearted warrior? He was just a guy who liked Pokémon and instant ramen. But Gaeul’s expression was fierce, her jaw set. “Prophecy or not, we’re doing this our way,” she said, her voice cutting through the hut’s heavy air. “No offense, lady, but I’m not some damsel waiting for a hero. We’re a team.”
The seer’s lips curled, almost amused. She handed them a Map of the Caverns, its parchment pulsing with golden lines. “Then prove the stars wrong, child. Your hearts will light the way.”
Outside, the village hummed with evening life, lanterns casting long shadows. Y/N clutched the map, its weight grounding him. Gaeul stood close, her shoulder brushing his as they studied the path ahead. “Crystal Caverns, huh?” she said, her tone light but her eyes serious. “Sounds like a dungeon crawl. You ready, warrior?”
He met her gaze, his nerves buzzing but his resolve solid. “Born ready. Let’s kick Valthor’s butt and get you home.” He held out his fist, and she bumped it with hers, her grin infectious. The twin moons hung above, their light a silent cheer for the journey ahead.
But as they left Elderglow, the map glowing in Y/N’s hands, he couldn’t shake the seer’s words. Your hearts will light the way. His heart was racing, sure, but not just from the quest. Gaeul’s laugh, her trust, the way she made this crazy world feel like an adventure worth fighting for—it was all starting to feel like more than a game. And that, he realized, was the most dangerous quest of all.
-
The Crystal Caverns shimmered like a galaxy trapped in stone, their walls a dazzling array of prismatic shards that refracted the twin moons’ light into a cascade of colors. Y/N’s boots crunched against the translucent floor, each step sending faint ripples of light outward, as if the cave itself were alive. The air was sharp, laced with a metallic tang that prickled his lungs, and the faint hum of the caverns pulsed like a distant heartbeat. His Steel Longsword caught the glow, its edge a silver promise, but it was Gaeul’s steady presence—her gown trailing like starlight, her eyes scanning every shadow—that kept his heart from racing out of his chest.
The Map of the Caverns, tucked in his inventory, glowed faintly, its golden lines urging them deeper into the maze. “Feels like we’re walking into a trap montage,” Gaeul said, her voice low but laced with her usual spark. She brushed a crystal stalactite, its chime echoing softly. “Bet you’re regretting that ‘born ready’ line from the village, huh, warrior?”
Y/N grinned, his nerves easing at her teasing. “Nah, I’m good. Just don’t cry when I outscore you in loot.” He tapped the air, the HUD flickering to life with their quest: Claim the Heart of Aether. The golden arrow pointed down a narrow path, where mist swirled like ghosts. Their banter was a shield against the caverns’ eerie weight, but Y/N couldn’t ignore the runes etched into the walls—faint, glowing symbols of knights and dragons, hinting at a history older than Aetherion’s code.
Trouble found them fast. A pressure plate clicked under Y/N’s boot, and he barely registered the whir of gears before spikes shot from the floor, their tips glinting like daggers. Instinct took over—he dove, grabbing Gaeul’s waist and pulling her down with him. They hit the ground in a tangle, her breath warm against his cheek, her eyes wide but glinting with adrenaline. “Okay, hero,” she gasped, shoving him off with a playful scowl, “watch where you step, or I’m billing you for this gown.”
“S-sorry!” Y/N stammered, his face hotter than a Fire Spell. He scrambled up, offering her a hand, and her fingers lingered in his, soft but firm, sending a jolt through him. The caverns didn’t let them linger—a crystal golem lumbered from an alcove, its faceless head glowing with inner light. Y/N swung, his sword sparking against its hide, while Gaeul’s Frost Bolt froze its arm, giving him an opening. His HP dipped to 80/100 from a glancing blow, but her Healing Touch—a warm pulse of light—mended the ache, her hand brushing his arm. “Stay alive, noob,” she muttered, but her smile was softer than her words.
The path twisted deeper, bridges of crystal arching over chasms that swallowed light. Every trap, every golem, drew them closer—Gaeul’s magic lighting the way, Y/N’s blade clearing the path. The caverns’ pulse grew louder, the runes brighter, as if Aetherion was testing their resolve, daring them to reach its heart.
-
The cavern’s heart was a cathedral of light, a vast chamber where crystals soared like spires, their reflections dancing in a haze of color. At its center, a pedestal held the Heart of Aether, a glowing orb that pulsed with a rhythm that matched the cave’s hum, its light both inviting and ominous. Coiled around it was a crystal dragon, its scales like molten glass, its eyes twin flames that seemed to see through them. Y/N’s HUD flashed—Boss: Crystal Guardian—and his throat tightened. This wasn’t just a fight. This was judgment.
The dragon didn’t strike. Its voice echoed in their minds, deep and resonant, like a storm trapped in stone. Only those bound by trust may claim the Heart. Answer, or perish. Its first riddle hit Y/N like a blade. What do you fear most, warrior? The air grew heavy, the chamber’s light dimming as if the game itself demanded truth.
Y/N’s grip on his sword faltered, his heart pounding. He glanced at Gaeul, her eyes steady but searching, and the words spilled out, raw and unguarded. “Failing you,” he said, his voice barely above a whisper. “Not being enough to get you out of here.” The confession hung between them, heavy and real, and the dragon’s form flickered, its scales losing their sheen, as if his honesty had chipped away at its power.
Gaeul’s turn came next. And you, princess? The question seemed to pierce her, her confidence wavering as she twisted the hem of her gown. She looked at Y/N, her eyes glistening, and her voice trembled. “Losing myself,” she said. “Becoming just… Seraphine. Not Gaeul anymore.” The vulnerability in her words made Y/N’s chest ache, and he stepped closer, his hand brushing hers, a silent promise that she was still her. The dragon flickered again, its eyes dimming, but it wasn’t done.
What binds you? The final riddle demanded they speak as one. Their eyes locked, and without hesitation, they answered together: “Trust.” The word was a spark, igniting the chamber’s light, and the dragon roared, its form solidifying as it lunged. The fight was brutal—Y/N darted in, his sword sparking against crystal scales, his HP dropping to 60/100 from a tail swipe that sent him sprawling. Gaeul’s Frost Bolts slowed the beast, her voice fierce as she shouted, “Get up, Y/N! We’re not done!” Her magic wove through the crystals, amplifying into a dazzling Aether Surge that stunned the dragon, giving Y/N the chance to climb its back and strike a glowing weak point. The beast shattered, its fragments dissolving into light, and the Heart of Aether floated toward them, warm and alive in Y/N’s hands.
-
The victory was fleeting. The Heart pulsed in Y/N’s grip, its light flooding the chamber, but the caverns trembled, a low groan echoing as cracks splintered the crystal walls. The HUD glitched—text flickering into gibberish, colors bleeding like a corrupted file. Gaeul’s eyes widened, her breath hitching. “Y/N, it’s breaking!” she cried, her voice sharp with panic as the ground bucked beneath them. Pixels sparked in the air, and for a horrifying moment, her form flickered—her gown dissolving into static, her hand in his turning translucent before snapping back.
“No!” Y/N grabbed her, pulling her close, his arms wrapping around her as the chamber shook. “You’re not disappearing, Gaeul. I’ve got you.” His voice was fierce, cutting through the chaos, and she clung to him, her fingers digging into his tunic, her breath shaky against his chest. The Heart’s warmth steadied the glitches, its pulse a lifeline, but the caverns were collapsing, shards raining like glass.
The HUD flickered, barely legible:
ᴏʙᴊᴇᴄᴛɪᴠᴇ: ᴄᴏɴꜰʀᴏɴᴛ ᴠᴀʟᴛʜᴏʀ.
The Heart was their key—Valthor’s weakness, and maybe their way out. But the glitches revealed something darker. Runes on the walls flared, showing glimpses of Aetherion’s truth: a sentient program, designed to trap players, feeding on their will. The dragon’s defeat had destabilized it, but at a cost. Gaeul’s eyes met Y/N’s, her fear tempered by the same fire that had carried them this far. “We’re ending this,” she said, her voice steady despite the trembling ground. “Together.”
Y/N nodded, his hand still in hers, the Heart’s glow a beacon in the chaos. “Together,” he echoed, his grin shaky but real. The chamber’s light flared, the caverns’ pulse fading as debris fell around them. Whatever lay ahead—Valthor, the game’s final trap—he knew one thing: Gaeul’s trust, her warmth, was worth fighting for. And he wasn’t letting go.
The wasteland stretched before Valthor’s Tower like a scar on Aetherion’s vibrant heart, its cracked earth dusted with ash and lit by a sky roiling with storm clouds. The tower itself loomed, a gothic spire of black stone that clawed at the heavens, its spires wreathed in lightning that crackled with menace. Y/N’s boots sank into the grit, the Heart of Aether pulsing warmly in his inventory, its glow a faint counterpoint to the storm’s fury. His Steel Longsword felt heavier now, as if it sensed the battle ahead, but Gaeul’s presence beside him—her gown tattered but her stride fierce—made the impossible feel within reach.
The HUD’s quest log burned bright:
ᴏʙᴊᴇᴄᴛɪᴠᴇ: ᴅᴇꜰᴇ��ᴛ ᴠᴀʟᴛʜᴏʀ ᴀɴᴅ ʙʀᴇᴀᴋ ᴛʜᴇ ᴄᴜʀꜱᴇ.
“Last chance to back out, warrior,” Gaeul said, her voice light but her eyes sharp, scanning the tower’s arched entrance. A gust tugged at her hair, and she tucked a strand behind her ear, the gesture so ordinary it grounded Y/N in the chaos. “This place looks like it eats noobs for breakfast.”
Y/N smirked, his nerves buzzing but his resolve ironclad. “Good thing I’ve got the best co-op partner in the game.” He bumped her shoulder, a playful echo of their village days, and her laugh—bright, defiant—cut through the storm’s howl. The warmth of that sound lingered as they stepped into the tower, the air shifting to a damp chill, heavy with the scent of old stone and magic.
The ascent was a gauntlet. Spiral stairs wound upward, their edges worn smooth by unseen centuries, lit by torches that flickered with unnatural blue flame. Minions—shadowy wraiths with glowing eyes—swarmed from alcoves, and Y/N’s sword sang as he slashed through them, his HP holding steady at 80/100 thanks to Gaeul’s Frost Bolts and quick Healing Touches. A magical barrier blocked a landing, its runes pulsing red, and they pressed against it, their shoulders brushing in the cramped space. Gaeul’s fingers traced the runes, her brow furrowed, and Y/N shielded her from a wraith’s claw, his grunt of effort drowned by her triumphant shout as the barrier shattered.
“Nice one, princess,” he panted, wiping sweat from his brow. Her grin was all mischief, but the way her hand lingered on his arm—steadying, grateful—sent a flutter through him. The tower’s stained-glass windows cast eerie patterns, depicting a crowned figure falling to darkness, and Y/N’s HUD pinged with lore: Valthor, once a hero, succumbed to greed, binding Aetherion to his will. The game was telling its story, but the real one was unfolding between them—every shared glance, every brush of hands, a thread tying their fates tighter.
-
The throne room was a void, its walls swallowed by shadows that pulsed like a living thing. At its heart stood Valthor, a towering figure cloaked in darkness, his eyes twin voids that seemed to drink the light. The Heart of Aether flared in Y/N’s inventory, its pulse syncing with his racing heart, and Gaeul’s hand brushed his, a silent signal to stay sharp. The HUD flashed—Boss: Sorcerer Valthor—and the air grew thick, charged with power that made Y/N’s skin prickle.
“You dare challenge me?” Valthor’s voice was a hiss, slithering through the void. “A boy and a puppet princess, bound by fleeting trust. You are nothing.” His words targeted their doubts, and Y/N felt them—fear that he wasn’t enough, that Gaeul would be trapped forever. But her eyes met his, fierce and unwavering, and the doubts crumbled.
“Shut up, creepy,” Gaeul snapped, her Aether Surge flaring, a dazzling arc of light that lit the room. “We’re taking you down.” She squeezed Y/N’s hand, her warmth grounding him, and they charged.
The battle was chaos. Valthor’s spells—shadow bolts, chains of dark energy—tore through the air, and Y/N dove to shield Gaeul, his HP dropping to 50/100 as a bolt grazed him. Pain flared, but her Healing Touch soothed it, her voice fierce: “Stay with me, Y/N!” He struck back, his sword sparking against Valthor’s barriers, while Gaeul wove magic, her Frost Bolts slowing the sorcerer’s movements. Valthor’s taunts grew desperate, targeting their bond—“She’ll forget you, boy, in the real world”—but Y/N roared, “She’s not your puppet!” and Gaeul’s laugh, sharp and defiant, echoed his resolve.
The Heart of Aether was their edge. Y/N tossed it to Gaeul, who caught it mid-air, its light amplifying her magic into a blinding Aether Nova. The room shook, Valthor’s form flickering, and Y/N saw his chance—a weak point in the sorcerer’s chest, pulsing with stolen light. He sprinted, dodging chains, and drove his sword deep, the Heart’s energy surging through the blade. Valthor screamed, his body dissolving into pixels, and the throne room pulsed, the shadows retreating to reveal a broken man—Valthor’s true form, frail and defeated, before he vanished entirely.
Y/N collapsed to his knees, panting, his HP at a shaky 30/100. Gaeul dropped beside him, her breath ragged but her grin triumphant. “We did it,” she whispered, and before he could think, she pulled him into a hug, her arms tight around him, her warmth chasing away the void’s chill. He hugged her back, his heart pounding not from the fight but from her—her laugh, her strength, her trust. For a moment, the world was just them, and it was enough.
-
The tower trembled, its stones cracking as the Heart of Aether pulsed wildly in Gaeul’s hands. The HUD glitched, text dissolving into static, and the throne room warped—walls bending, floor rippling like water. Valthor’s defeat had broken Aetherion’s core, and the game was unraveling. Gaeul’s eyes widened, her grip on the Heart tightening. “Y/N, it’s now or never,” she said, her voice steady despite the chaos.
A portal tore open at the room’s center, a vortex of light that hummed with promise and peril. Beyond it, Y/N glimpsed his dorm—messy desk, flickering PC, the real world—but the portal flickered, unstable, as debris fell around them. Gaeul’s hand found his, her fingers lacing through his, and he felt her tremble, her fear mirroring his own. “What if it doesn’t work?” she whispered, her eyes searching his. “What if we’re stuck?”
Y/N squeezed her hand, his voice firm. “We’re not. You’re Gaeul, I’m Y/N, and we’re going home.” He pulled her close, their foreheads nearly touching, and her nod was small but fierce. The Heart flared, its light stabilizing the portal, and they ran, hand in hand, as the tower crumbled behind them. The vortex’s pull was dizzying, light blinding, and Gaeul’s grip tightened, her voice a soft, “Don’t let go.”
They leaped, the world dissolving into white. Y/N’s senses spun—weightless, then heavy, the air shifting from Aetherion’s storm to the stale warmth of his dorm/ He landed hard on his carpet, Gaeul beside him, her gown gone, replaced by jeans and a hoodie, her short hair framing a face that was unmistakably her. The console sat on his desk, dark and silent, its screen blank. The Heart was gone, Aetherion with it. He looked at the clock at his desk:
6:02 P.M
What was eternity for them, was merely a minute in the real word. Gaeul’s laugh broke the silence, shaky but real, and she punched his arm lightly. “We made it, you dork.” Her eyes sparkled, relief and something softer—something that made Y/N’s heart skip. He grinned, rubbing his arm, and for a moment, the dorm felt as vibrant as Aetherion—because she was here, real, and they’d won.
-
The dorm smelled of instant ramen and faintly of burnt popcorn, a stark contrast to Aetherion’s pine-scented forests and metallic caverns. Y/N’s desk was a mess—empty soda cans, a tangled mess of controller cords, and the now-silent console, its screen dark as if it had never pulled them into a world of magic and danger. The late afternoon sun slanted through the window, casting golden stripes across the carpet where Y/N and Gaeul sat cross-legged, a steaming pot of ramen between them. Gaeul, no longer in her princess gown but in a borrowed hoodie and jeans, twirled chopsticks with the same grace she’d wielded Frost Bolts. Her short hair framed her face, and her smile—bright, unguarded—made the dorm feel like the coziest place in the world.
“Never thought I’d miss instant noodles,” she said, slurping a mouthful with a contented hum. Her eyes sparkled as she leaned closer, nudging Y/N’s knee with hers. “You’re a terrible cook, you know. This is, like, 80% water.”
Y/N laughed, his cheeks flushing as he poked at his own bowl. “Hey, I’m a warrior, not a chef. Besides, you’re eating it, so I’m calling it a win.” Her nudge lingered, her knee still pressed against his, and the warmth of it sent his heart into a familiar flutter—one he’d felt in Aetherion, dodging spikes or hugging her after Valthor’s fall. But here, in the real world, it felt bigger, realer, like a spark that refused to fade.
They traded stories over the ramen, their voices overlapping in a giddy recount of their adventure. Y/N mimicked his clumsy first swing at the slime, earning a giggle that made Gaeul’s nose crinkle. She reenacted the dragon’s riddles, her voice dropping dramatically, and Y/N couldn’t help but stare, captivated by how her hands danced as she talked, how her laughter filled the room like music. “You were so serious back there,” she teased, leaning closer, her shoulder brushing his. “All, ‘I’m not leaving you, Gaeul.’ Total hero vibes.”
He rubbed the back of his neck, his blush deepening. “I meant it, you know. Couldn’t let my favorite princess stay trapped.” The words slipped out, bolder than he’d planned, and Gaeul’s eyes softened, her teasing grin shifting to something warmer, something that made his breath catch.
“You’re sweet, Y/N,” she said, her voice quiet but sincere. She reached out, her fingers brushing his, and didn’t pull away, letting their hands rest together on the carpet. The touch was simple but electric, and Y/N’s heart raced as he laced his fingers with hers, tentative but sure. Her smile widened, and she squeezed his hand, a silent acknowledgment that this—whatever it was—was real. The dorm, with its cluttered chaos, felt like their own little world, a new adventure just beginning.
-
The sun dipped lower, painting the room in hues of orange and pink, and Gaeul’s phone buzzed on the desk, a reminder of the real world waiting outside. She sighed, checking the screen—messages from her IVE members, a schedule packed with rehearsals and interviews. “Duty calls,” she said, but her tone was reluctant, her hand still in Y/N’s as she leaned against him, her head resting lightly on his shoulder. The weight of her was warm, grounding, and Y/N’s heart thudded, torn between the thrill of her closeness and the ache of knowing she’d leave soon.
“You’re gonna be okay, right?” he asked, his voice soft, almost afraid to break the moment. “Back to being Gaeul from IVE, dazzling the world?”
She tilted her head to look at him, her eyes glinting with mischief but softened by something deeper. “Only if you’re there to cheer me on, warrior.” She poked his chest, her finger lingering, and Y/N caught her hand, holding it against his heart. Her teasing faded, replaced by a quiet intensity, and for a moment, the dorm was silent, the world narrowing to just them.
“Let’s make a deal,” she said, sitting up but keeping her hand in his. “We game together again—something less… life-threatening. Co-op, you and me, maybe some Mario Kart to see if you’re as good with a kart as you are with a sword.” Her grin was playful, but her eyes held a promise, a future beyond this moment.
Y/N’s smile mirrored hers, his nerves replaced by a quiet confidence. “Deal. But only if you let me take you out for real food first. No more watery ramen.” His boldness surprised him, but her laugh—bright, delighted—made it worth it. She leaned in, her forehead brushing his, and the closeness stole his breath, her warmth a reminder of every moment they’d shared in Aetherion.
“You’re on, Y/N,” she whispered, her voice a mix of challenge and affection. She pulled back, grabbing her phone and typing quickly, then handed it to him. “Put your number in. No escaping me now.” He did, his fingers shaky but sure, and when she saved it with a heart emoji next to his name, his grin was unstoppable. The dorm’s glow felt like Aetherion’s twin moons, a light that promised new quests—together.
-
Night had fallen, the dorm now lit by the soft blue glow of Y/N’s PC. Gaeul had left an hour ago, her IVE van whisking her back to her world of stages and spotlights, but her presence lingered—in the hoodie she’d “borrowed” from his closet, in the warmth of her hand still tingling in his. Y/N sat at his desk, the console still silent, a relic of their adventure. He powered on his PC, half-expecting it to be as ordinary as ever, but a new notification popped up—a game invite from “SeraGaeul.” The screen flashed, and a pixelated heart appeared, its glow a nod to the Heart of Aether, to everything they’d fought for.
Y/N’s heart skipped, a laugh bubbling up as he grabbed his headset. He accepted the invite, and Gaeul’s voice crackled through, bright and teasing. “Took you long enough, noob. Ready to lose at Among Us?” Her giggle was infectious, and Y/N leaned back, his dorm transforming into a portal of its own—a bridge between their worlds.
“Only if you’re ready to admit I’m the better gamer,” he shot back, his grin wide as he joined her lobby. The game loaded, but it was her voice, her laugh, that filled the room, making the ordinary extraordinary. The pixel heart lingered on his screen, a reminder of Aetherion—of wolves and dragons, of trust forged in chaos, of a bond that had crossed worlds.
As they played, bantering and scheming, Y/N’s eyes drifted to his phone, where a new message from Gaeul glowed:
See you soon, hero. Don’t forget our deal ❤
His heart soared, the promise of coffee dates, game nights, and maybe more stretching before him like a new quest. Aetherion was gone, but this—this spark, this connection—was their true victory. “Here’s to new adventures, Gaeul,” he murmured, his voice soft but sure, and her laugh through the headset felt like a vow, a pixel heart beating forever.
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Bloodborne PSX One of the best fanworks on the web
Though the PS4 boasted and still boasts an impressive library of releases, for many (myself included) the system served to be bought for initially one purpose, to be the Bloodborne Machine. Most of the people in my life who had a PS4 during its generation either bought one exclusively to play Fromsoftware’s Nightmare Hunting Adventure or had initially got one solely to play the game and ended up getting more games afterward. It’s a phenomenon the game industry sees time and time again, with previous generations having swathes of fans buying entire consoles for one or two games. As far as games go though, Bloodborne is at the very least worth the price of entry. At the time, it was heralded as Fromsoftware’s most cutting-edge and impressive game to date. A gorgeous gothic world filled with creatures ripped straight out of H.P Lovecraft’s nightmares, a haunting soundtrack showcasing beautifully composed choral scores and a combat system that incentivized aggression and speed to achieve brutal and bloody efficiency. It’s no wonder then why Bloodborne still has such a large following behind it. Fans of Fromsoftware have hoped for a sequel or PC port year after year to largely disappointing results. But where the community shines is in its fanworks.
From fanart, comics, music, animations, and even fan-made video game spinoffs, the game has been shown a monumental amount of love since its debut in 2015. One of these fanworks was released back in 2022 and has since become one of the most famous pieces of fan-made content surrounding the game, this of course, being BloodbornePSX by LWMedia. An incredibly impressive feat of coding and art direction, the game serves as a “Demake” of Bloodborne’s first Yharnam segment, made to look like and play as if it were made on the very first PlayStation console. With some custom-made areas and an entirely unique boss to boot the perfectly paced experience is both a treat to fans who have been orbiting the game since its earliest days and new fans looking for the best and brightest fanworks to interact with.
The game has since gone on to be covered by a variety of news outlets all over the web, along with its creator receiving much-deserved attention for her efforts. One Lilith Walther (AKA b0tster on social media) holds the title of developer for the project. A long-time video game enthusiast and FromSoftware fan herself, she’s had quite an impact on the community I’m sure she’s very proud to be a part of. Later in the article, we’ve got an interview with Lilith herself about both Bloodborne PSX and her current project, “Bloodborne Kart”, but first, let’s talk a bit more in-depth about BBPSX.
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(Official launch trailer for Bloodborne PSX, uploaded January 31, 2022 by LWMedia on Youtube)
Bloodborne PSX:
So, what exactly is Bloodborne PSX? To start, let’s answer what precisely a “Demake” is first. Demakes often have the goal of remaking the likeness of a game either stylistically, mechanically, or both, as if it was developed on retro/outdated hardware. Famous examples of Demakes include “The Mummy Demastered” developed by Wayforward as a sort of tie-in to the 2017 film “The Mummy” in the stylings of a 16-bit run and gun adventure against armies of the undead, and “Pixel Force Halo” by Eric Ruth games which take the prolific XBOX franchise and shrinks it down to a Mega Man-esque platformer reminiscent of the NES’ 8-bit days. Demakes are intensely attractive looking, not only into the past of video games and their developments but just how creative developers can be with games that they love and appreciate. Bloodborne PSX hits as hard as a Demake can in my opinion, blending masterfully recreated graphics with perfectly clunky early PSX gameplay quirks that go above and beyond to make the game not only LOOK like it belongs on the nearly 30-year-old console but feel right at home on it as well.
(A screenshot depicting the player character “The Hunter” facing off against two fearsome Werewolf enemies. Screenshot sourced from the Bloodborne PSX Official itch.io page)
Gameplay:
Starting off with the masterfully recreated clunk in the gameplay, Bloodborne PSX “shows its age” by hearkening back to a time when being seamless just wasn’t an option. Much like adventure action games of the past (and much UNLIKE its modern inspiration), you’ll be cycling through your inventory delightfully more than you’d expect. Equipping keys, checking items, and even the trademark weapon transformations are all done through the wonderfully nostalgic menu and inventory screens. Taking one of the foundational parts of Bloodborne’s combat system and making it such a more encumbering mechanic is nothing short of sheer genius when it comes to ways to really make you feel like it’s 1994 again. On top of this, the Hunter’s movement itself has been made reminiscent of classic action titles. Somehow, both stiff enough to feel dated and fluid enough to make combat that same rush of bestial fun found in the original, it goes a long way towards the total immersion into that retro vibe the game sets out to give the player. Anyone who grew up with Fromsoftware’s earlier titles like Armored Core and the King’s Field series will be very familiar with this unique brand of “well-tuned clunk”.
(A delightfully dated looking diagram showing off the controller layout for Bloodborne PSX’s controls. Image sourced from the Bloodborne PSX Official itch.io page)
Graphics:
Speaking of old Fromsoftware games, though, let’s talk about the absolutely bit-crushingly beautiful graphical work on display. As I’m sure you’ve seen from the videos and screenshots included in the article, BBPSX’s art style and direction are nothing short of perfect for what it aims to be. While playing, I couldn’t help but notice every little detail (or lack thereof) in the environments meant to emulate the experience of a game made on 30-year-old hardware. Low render distances, chunky textures, blocky polygonal models, just the right amount of texture warp, it all blends together to create an atmosphere that I can 100% picture being shown off on the back of a jewel CD case with a T for Teen rating slapped into the lower corner. While playing, something rather specific that called out to me was the new way enemy names and health bars were displayed in the bottom right corner of the screen while fighting. As a big fan of the King’s Field games, this small detail went (probably too much of) a long way toward my love of how everything’s meant to feel older. Other games trying to match the more specific feel of King’s Field, like “Lunacid” created by KIRA LLC, also include this delightful little detail, a personal favorite for sure.
(A screenshot depicting the second phase of Father Gascoigne’s boss fight, showing off the game’s perfectly retro art style. Image sourced from the Bloodborne PSX Official itch.io page)
Sound design/Soundtrack:
But where would a game be without its sound and score? No need to fear, however, because Bloodborne PSX comes complete with a chunky soundscape that will make you want to check and see if your TV is set to channel 3. A haunting set of tracks played by fittingly digital-sounding MIDIs ran through filters to sound just as crackly as you remember backs up crunchy sounds of spilling blood with low-poly weaponry. Original sounds from Bloodborne have been used for an authentic sounding experience, but have also been given the CRT speaker treatment and sound like something you remember playing on Halloween 20 years ago. If you watched the launch trailer featured above then you know exactly what I’m talking about. The Cleric Beast’s trademark screech and Gascoine’s signature howl after his beastly transformation have never sounded so beautifully dated, and I’m here for every bit of it. Even the horrific boss themes we know and love from the original Bloodborne have been brought through this portal to the past. One of my favourite tracks, the Cleric Beast boss theme, might just sound even better when played on a 16-bit sound chip. It really cannot be understated just how much weight the sound design of the game is pulling. In my opinion, the only thing missing is that sweet sweet PSX startup sound before the game starts crackling through the speakers of a TV in the computer room.
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(The Bloodborne PSX rendition of the Cleric Beast’s boss theme. Created by and uploaded to Youtube by The Noble Demon on March 20, 2021)
Interview with the developer:
Before writing this article, I had the absolute pleasure and privilege of talking with Lilith Walther about some developmental notes and personal feelings about inspirations and challenges that can come with the daunting task of being a developer. Below are the nine (initially ten, but unfortunately, a bit of the interview was lost due to my recording software bugging out) questions I posed to Miss Lilith, along with her answers transcribed directly from the interview.
I’d like to start this section of the article by saying Lilith was an absolute joy to talk to. During the interview, I really felt like she and I shared some common ground on some topics regarding how media can have an impact on you and what sorts of things come with video games as an art form. After some minor technical difficulties (and by that, I mean my video drivers crashed), I started off with something simple. The first question posited was: “What got you into video games initially?” Lilith’s response was as follows: “When I was a kid, the family member of a friend had a SNES lying around. I turned it on and didn’t really understand. I was a guy on top of a pyramid, I walked down the pyramid, and some big ogre killed me. Later I learned that was A Link to the past.” and after a brief laugh continued, “A couple years later my parents got a Nintendo 64 with Mario64 and Ocarina of Time and that was it. Never put the controller down since then.”
She then went on to describe what precisely about Nintendo’s first foray into 3D Zelda had hooked her. “I’ve heard this story so many times. It’s like you’re not even playing the game. You’re just in the world hanging out in Kokiri forest collecting rupees to get the Deku shield, and the game expects you to! It was just, ‘run around this world and explore,’ and that really hooked me.” I couldn’t agree more with her statement about her experience. Not just with a game as prolific as Ocarina of Time but many experiences from older console generations that could be considered “the first of their kind”, or at the very least some of the earliest. Lilith also described her first experience with a PlayStation console, stating: “Later on I got a PS2 which played PS1 games. I didn’t end up getting a PS1 until around the PS3 era, so I guess I’m a poser. I remember my sister bringing home Final Fantasy 9 when it was a relatively new game. If it wasn’t my first PS1 game it was definitely my first Final Fantasy game. Of course I went back and played 8 and 7 afterwards.” A solid answer to a simple question.
The second question I asked was one starting to move toward the topic of Bloodborne PSX and its namesake/inspiration. Or at least the family of systems it was released on: “What PlayStation console was your favorite and why?” Lilith’s answer surprised me a bit. Not because I disagreed, quite the opposite, actually. But with such a big inspiration for her work being games from the PSX-PS2 generations, what followed was a pleasant bit of insight into one of her favourite eras of gaming, to quote: “I can give you two answers here.” To which I assured her she was more than welcome to, but she was set on having something definitive. “No no I’m only going to give you one answer. I can give you the correct answer that I don’t want to admit, but it was the PlayStation 3. It’s so embarrassing but I genuinely was hooked into the marketing of the whole ‘The cell processor is the smartest thing in the world’ and all that. It really seemed like the future of gaming and I was all about it. I think I owned an XBOX360 before but I did eventually get it and really enjoyed it. It took a couple years for some of the best games to come out but I really did.” A few examples she cited as being some of her most memorable experiences on the console were Uncharted 2, Journey, Call of Duty 4: Modern Warfare, and Warhawk. All games I’ve seen on several top 5 and top 10 lists throughout my life within the gaming space. A delightful show of affection for a generation personally very dear to me as well, in which she ended the segment by declaring “Hell yeag”, a bit of a catchphrase she’s coined online.
Getting into the topic proper, my third question was one about her personal relationship with Bloodborne: “How did Bloodborne impact/appeal to your interests?” A question that received perhaps my favourite answer of the whole interview. From her response: ”Oh that’s a big one. Going to the opposite end of the poser spectrum, I was a Fromsoftware fan before it was cool. One of the games I played religiously on my PS2 was Armored Core.” A statement which made more sense than perhaps anything else said during my time with her. “Then later in the PS3 era everyone was talking about Dark Souls, this was when I was in college. I finally caved and got it and saw the Fromsoftware logo and thought ‘Oh it’s the Armored Core people!’ I played and beat it, really enjoyed my time with it. I skipped Dark Souls 2 because everyone told me to hate it, I still need to go back to that one.”
It’s something I would recommend anyone who hasn’t played Dark Souls 2 to go and do. “Then Bloodborne came out and I thought ‘Alright this is the new one, gotta play this one’ and I was a huge fan of all the gothic stuff in the aesthetic. And how do I explain this, I do really like Bloodborne. I like the design, and the mechanical suite of gameplay, as a video-gamey video game it’s very good.” The tone shifted here to something a bit more personal. “But as well, I was playing it at a specific time in my life. I came out in 2019, I know Bloodborne came out in 2015 but I was obviously just playing it non-stop. It was just one of my ‘coming out games’, you know?” For those who maybe don’t understand the statement there, “coming out” is a very common term used within the Queer community to describe the experience of revealing your identity to those around you. Whether it be to family, friends, or co-workers, almost every queer person has some sort of coming out story to tell. Lilith is speaking in reference to her coming out as a trans woman. She elaborated: “Obviously I can only speak for myself, but I just feel like when you make a decision like that, that part of my life just ended up seared into my brain, you know? Bloodborne was there, so now it’s just a part of me. And it definitely influenced some things about me. It was there because I was working on Bloodborne PSX at the time, but it had an impact on something I’ve heard a lot of other Trans people describe.” She went on to describe the concept of “Coming out a second time” as sort of “finding yourself more within your identity” and becoming more affirmed in it. She described both Bloodborne and her development on Bloodborne PSX influencing large parts of her life, a good example being how she dresses and presents. As a trans woman myself, this answer delighted me to no end. I, for one, can absolutely 100% relate to the notion of media you experience during such a radical turning point in your life sticking with you. There are plenty of games, shows, music, and books that I still hold very near and dear to me because, as Lilith stated, they were there. All the right things at the right time.
Halfway through our questions, we’ve finally arrived at one pertaining specifically to the development of Bloodborne PSX: “What are some unique challenges you’ve faced developing a game meant to look/play like something made on retro hardware?”
Lilith answers: “So there’s two things, two big things. One is rolling back all of the quality of life improvements we’ve gotten over the years in gaming. Not automatically using keys is always my go-to example.” Something as well I mentioned in my short talk about the game’s gloriously dated feeling gameplay above. “That was definitely very very intentional. Because it’s not just the graphics, right? It was the design sensibilities of the 90s. Bringing that to the surface was very challenging but very fun. Another big part was, since it was one of the first 3D consoles, I wanted to recreate the hype around the fact that ‘ITS IN 3D NOW!’ So if you go into your inventory you’ll see all the objects rendered in beautiful 3D while they slowly spin as you scroll through them.” This is a feature I very much miss seeing in modern video games.
She continued, “I think the biggest one was the weapon changes. Bloodborne’s whole thing was the weapon transformations. Like, you could seamlessly change your weapons and work them into your combo and do a bunch of crazy stuff, and I kind of said ‘that needs to go immediately.’ So now you have to pause and go to your weapon and press L1 to transform it, that was extremely intentional. So once I had those three big things down it all just sort of fell into place. Like the clunky UI and the janky controls. You need jank and clunk, and I think that’s why Fromsoft games scale down so nicely, because they are jank and clunk.”
A point I couldn’t agree with more. Despite all the modern streamlining and improvements to gameplay, Fromsoft’s ever-growing catalog of impressive experiences still contains some of that old-school video game stiffness we’ve (hopefully) come to appreciate. She went on to make a point I was very excited to share here in the article, “It was just a lot of trying to nail the feel of the games and not just the look, right? Like I’m not trying to recreate a screenshot; I’m trying to recreate the feeling of playing this weird game that’s barely holding together because the devs didn’t know what they were doing.” In my humble opinion, something she did an excellent job with.
Fifth on the list was a question relating to her current project, Bloodborne Kart, a concept initially drawn from a popular meme shared around social media sites like Tumblr when the buzz of a Bloodborne sequel was keeping the talking spaces around Fromsoft alight: “Anything to say about the development of Bloodborne Kart or its inspiration?”
Lilith answers: “So first off Bloodborne Kart is less trying to be a simulation of a PS1 game and more just an indie game. It’s not trying to be a PS1 game, I just want it to be a fun kart racer first. Starting off of course is Mario Kart 64, that’s the one I played back in the day. But I looked at other games like Crash Team Racing and Diddy Kong Racing, but also stuff like Twisted Metal of course. I always used those as a template to sort of look at for design stuff like ‘how did they handle what happens to racers after player 1 crosses the finish line.” The next portion of her answer was initially a bit confusing but comes across better when you consider certain elements present in BBK’s battle mode. “And also Halo, like for the battle mode. I had to do a battle mode and it kind of just bubbled to the surface. Split Screen with my sister was such a big part of my childhood. Thinking about Halo multiplayer while I was making the battle mode stuff.”
Her answer to the previous question began to dip into the topic of our sixth question: “Are there any unique challenges or enjoyable creative points that go into making something like Bloodborne Kart?”
As she continued from her previous answer: “One of the biggest quirks of the battle mode I had to figure out was how to tell what team you were on at a glance, and that came back to Halo again. I started thinking about how you could tell in that game and it hit me that the arms of your suit change to the color of whatever team you’re on. It was just something I never even thought of because it’s so seamless. So that gave me the idea to change the kart colours, and that’s the most recent example of me pulling directly from Halo. It’s wild how a small change like that can turn your game from something unplayable to something fun.” I would agree. Tons of small details and things you don’t think about go into making seamless multiplayer experiences. Some of which we take for granted nowadays. She then made a point about one of the most challenging aspects of BBK’s development, “The most challenging thing was definitely the Kart AI. AI is just my worst skill when it comes to game development among the massive array of skills you need to make a game. It’s really hard to find examples of people coding kart driving AI, You know? You need to make a biped walk around you can find a million tutorials online but if you need to make something drive a kart, not really. I was really on my own there. A lot of the examples out there are very simulation oriented. Like cars using suspension and whatnot, but I’m making a kart racer. So I started simple, I put a navpoint down and if it needs to turn left, turn left, if it needs to turn right, turn right. And I just kept adding features from there.”
Moving onto our last three questions, we started to get a little more personal. Question seven being: “What’s your favorite part of Bloodborne Kart so far?”
Her answer was concise in what she was excited about most, quote: “The boss fights.” Short and sweet but she did elaborate. “Translating a big part of Bloodborne is the boss fights. So I made a short linear campaign which is basically AI battles and races strung together. Some of those stages are just boss fights which are unique to the rest of the game. When you make a video game you sit down and you make all your different modes of interactions, and then you make a multi-hour experience mixing and matching all those different modes in more complicated ways. I think the most interesting part is when that style tends to fall away and it ends up building something entirely unique to that experience.” An example she gave was the infamous “Eventide Island” in Breath of the wild, it being a unique experience where the game’s usual modes of interaction are stripped or limited, forcing you into a more structured experience that ends up being a majorly positive one. “That’s what the boss fights are in Bloodborne Kart. They do multiple game mechanics like a chase that ends in a battle mode. Like Father Gascoine’s fight where he chases you, and after you blow up his kart he turns into a beast and picks up a minigun.” That sounds absolutely incredible. It’s very easy to see why she’d pick the boss fights as her favorite element when they’re clearly intended to be such unique and memorable experiences.
Our last two questions veer away from the topics of development proper and focus more on our dear dev’s personal thoughts on the matter. Question eight posits: “What’s your personal favorite part of being a game developer?”
After some thought, she gave a very impassioned talk about something she considers to be the best part of the experience: “When people who aren’t game developers think about game development they think of things like ‘oh well you just get to play video games all day and have fun’ but it’s not! Except for the 2% that is, and it’s near the end of development. When all the pieces fall into place and you start actually ‘making the game.’ Game development, especially solo, you’re so zoomed in on specific parts. Because you’re not making a game you’re programming software that’s what making a game is. You spend months working on different systems and then you actually sit down and make a level, and you hit play and it you go ‘Oh my god, I just made a game’. That part is what sustains me. It’s magical. That’s the best part when it comes to true appreciation of the craft aside from the reception.” An answer that I don’t think I could’ve put better if I tried.
My last question is one that I consider to be the question when it comes to interviewing anyone who works on video games. Perhaps a bit basic, but heartfelt nonetheless: “Anything to say to anyone aspiring to be a game developer?”
Lilith’s answer: “Yes. Just do it. For real. This is what I did and it always felt wrong until I looked at more established devs echoing the sentiment. You cannot plan a game before you’ve started making one. The example I always bring up is the team behind Deus Ex wrote a 500 page design document for the game and almost immediately threw it out when they started development. Just start! You’re going to have unanswered questions and I think that trips people up. Don’t start with your magnum opus idea, start with something simple and achievable. I feel like a lot of people set out with the goal of making a triple-A game, and that’s good! But it can’t be your first game. Game development is creating art, just like any other form of art, and it’s like saying ‘my first drawing is going to be the Mona Lisa’ and it just doesn’t work like that. You need practice and development, and it’s difficult to see that because games take so long and so much, so it’s definitely seen as a bigger undertaking. But it’s still art. You’re still making mistakes and learning from them for your first project. Your next game will be better. View your career as a game developer as a series of games you want to make, and not just one big game.” A perfect response to an otherwise unassuming question.
Lilith’s passion and love for video games were reflected very clearly in every response she gave during my time with her. Her dedication and appreciation for the art form can be seen in every pixel of Bloodborne PSX, as well as the development logs and test builds of Bloodborne Kart. I really do think that the way she answered my final question speaks volumes to the type of attitude someone should take up when endeavoring to make art as intensive as a video game. Whether it’s fanwork of a game that’s important to you or an entirely new concept, do it.
(developer of Bloodborne PSX Lilith Walther, image provided by Lilith Walther via Twitter)
Closing:
If you’d like to check out the positively phenomenal experience that is Bloodborne PSX I’ve included a link to the official itch.io page below the article, as well as a link to the official LWMedia Youtube page where you can check out Lilith’s dev logs, test videos, and animations about her work and other art. Thank you so much for reading, and another very special thank you to Lilith for setting aside some of her time to talk to me about this article. Now get out there and cleanse those foul streets!
Links:
Bloodborne PSX official itch.io page: https://b0tster.itch.io/bbpsx
LWMedia Official Youtube page: https://www.youtube.com/@b0tster
Lilith Walther Twitter page: https://twitter.com/b0tster
#my writing#my stuff#writing#video games#bloodborne#bloodborne psx#demake#article#b0tster#bbpsx#Youtube
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Game Spotlight #17: Telenet Music Box (1989)
Acquired Stardust is back with another spotlight! Need something to read to get your mind of recent world events? Been hunting for some new music to listen to? Do you just like learning about cool obscure stuff? Join Ash for a look at one of the most obscure things as of yet featured on the blog in 1989's Telenet Music Box for the PC88!
When thinking about the history of video games, many people of a certain age conjure to mind a beginning marked by the boom that Nintendo's NES (known in Japan as the Famicom) brought to the world. Fewer people will be overly familiar with Atari's platforms or their competitors, and fewer still will likely have heard about the infamous crash of the American video game industry in 1983 beyond being able to regurgitate myths of Howard Scott Warshaw's adaptation of E.T. the Extraterrestrial (1983) bearing supposed direct responsibility.
This pop history approach becoming so normalized to people is frustrating but understandable because it's all around us. Being inundated with countless YouTubers and streamers professing a love for retro games has inadvertently created a narrative that video game history is a straight line through mainstream smash hit consoles and this couldn't be further from the truth - there is a whole world before and around the NES that has gone largely unexplored, particularly in the west, and odds are if you've spent much time on Tumblr you're probably passingly familiar with the subject of this spotlight.
Japan has finally begun to more widely adopt PC gaming (in part due to the phenomenon that is vtubing), with an absolute explosion in market share in the past decade. What you might not know is that Japan actually has a pretty rich history of PC gaming that really blossomed in the 80s and 90s with several hardware manufacturers such as NEC and ASCII offering options that would give the world some early looks at teams and individuals that would come to define the medium going forward.
One such game changer (no pun intended) is Hideo Kojima's Metal Gear debuting in 1987 with its definitive version on MSX PCs and getting an incredible sequel that puts the NES-exclusive Snake's Revenge to shame, and another Kojima title would go on to define the NEC PC98 in popular consciousness with classic sexy adventure Policenauts easily being the most memorable title which would subsequently be ported and updated several times for home consoles such as the Sega Saturn and Sony Playstation.
You may be familiar with the PC98 as screenshots from its many games are popular around Tumblr, most often featuring gloriously mid-late 90s anime girls rendered in stunning pixel art that feels like it exists somewhere out of time as things isolated from their origin as video game screenshots. Having been on Tumblr for over a decade (and the internet at large for even longer), it's my observation that the rediscovery of and appreciation for this retro anime aesthetic (and its later PC98 permutation) was really born here on Tumblr before spreading to other platforms to the point that you've probably seen at least one shot cross your dashboard before. But for this spotlight we're going even further back to the predecessor of the PC98, the PC88.
NEC's PC88 was released in the early 80s and most models featured a whopping 62 KB of RAM (in comparison to the NES's 2 KB) and many later models featured Yamaha sound chips which resulted in games often being visually and aurally significantly more impressive than you would see in home consoles at the time, in some cases lightyears ahead of the NES particularly in regards to music which is a pretty great thing for the sake of this spotlight. The games themselves were also quite varied in content from everything to the kawaii and comedic to erotic and even plenty of horror, with many standout games more accurately reflecting wider Japanese pop culture of the era than what you'd see on the comparatively sterile NES.
This wild west, edgy punk rock software library that goes part and parcel with Japan's nascent PC gaming scene is one of the coolest elements of going back to explore it. You never really know what you're in for, and you might be surprised (or even disgusted) with some of the unique experiences the platform has to offer. Many of these games (and those on the successor PC98) are completely untranslated and Japanese comprehension helps their enjoyment greatly and while often simple enough to enjoy without it that aspect has certainly contributed to their enigma in the west.
There are a lot of factors that have made PC88 and PC98 fandom and emulation not as glamorous as that of home consoles and some of that is due to limitations of the hardware in how it handles scrolling screens, with a noticeable chug as games scroll. Another factor is the compounding nature of its flaws and obscurity meaning emulators themselves are in Japanese and a bit tricky to figure out how to handle, old PCs infamously lacking a lot of user friendly features we take for granted today.
One such surprise is Telenet Music Box, a collection of then-prominent publisher Telenet Japan's biggest games' music. It's barely even a game and more a piece of software fit for a museum, with minimal activity limited to browsing game albums (a total of 13), choosing songs to listen to and creating custom playlists. Each of the 13 game albums is showcased with beautiful splash art and accompanied by a tracker for the keyboard as well as titles for each song and a timer for the length of songs.
Included in the mix is an impressive slate of Telenet Japan's games that showcase the depth and variety of the PC88's library such as Mugen Senshi Valis and even an early alternate manifestation of Shin Megami Tensei as a top-down dungeon crawler reminiscent of Gauntlet. Each of Telenet Music Box's 13 albums have their standout tracks, with some from Luxor and Final Zone being among our favorites.
Telenet Music Box is not a wholly unique concept and several other similar games were released for the platform (as well as the PC98), but it is an exceptionally clever one who's usefulness is perhaps all the more apparent now almost 40 years removed from its release, serving as a fantastic introductory course to a little understood part of video game history. It's a fantastic time capsule and with plenty to offer listeners of its roughly 3 hour runtime well beyond its value as virtual archaeology worth excavating.
Perhaps its most valuable asset is its ability to highlight the true nature of history. History is not a static thing with a start and an end but rather a living breathing thing that touches our everyday lives. Rare is it that anything begins or ends from nothing, with things instead in a constant state of evolution even when rising from the ashes of something else. One particular example of this is in Wolf Team's Final Zone (which features hilarious commentary in its opening scene that I'm not sure how made it past management - do look it up if you can) and Mugen Senshi Valis, the latter of which having been extremely popular in its time, spawning tons of ports and several sequels, with the team behind it eventually morphing into Namco's Tales Studio, responsible for some of the most beloved JRPGs of all time such as Tales of Symphonia and Tales of Vesperia.
While PC88 emulation can be frustrating to work out or find files for, an unforeseen strength of Telenet Music Box's concept of 'game as an album' is how much easier its discoverability is in recent years compared to the more traditional video games it shares a platform with, being far more easy to interface with and experience than the games it itself chronicles, and it can be found on YouTube in its entirety for your listening pleasure alongside plenty of other PC88 soundtracks. I invite you to dip your toes into this little-known scene and hope you come out of it with appreciation for the wide world of games outside what may be familiar to you, and maybe even some new favorite tracks.
A gem hidden among the stones, Telenet Music Box is undoubtedly stardust.
- Ash
#gaming#retro gaming#video games#games writing#written posts#game spotlights#games blogging#long reads#video games writing#essay#writing about games#games journalism#game review#game recommendations#obscure games#telenet#telenet japan#telenet music box#80s#pc88#game music#vgm#chiptune#1980s#heisei era#showa era#showa retro#heisei retro#pixel art
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The Roadhouse
Download Link: Sim File Share |
Description:
Welcome to The Roadhouse – where the drinks are cold, the food is hot and the fun never stops! Whether you're a seasoned local or just passing through town, everyone is welcome at The Roadhouse – yes, even vampires! Despite the Winchesters owning the bar, we don't discriminate against creatures of the night anymore, as the brothers have retired from hunting. Let your competitive spirit soar as you challenge anyone to a variety of games and as the night heats up, let loose with your best moves on the dance floor! For a price, you can also indulge in a little late-night R&R or maybe even play hooky for the day in our upstairs rooms – we won't tell! So come on down and join us for a night of fun, laughter and maybe even a little mischief!
Details:
Price: 88,128 Lot Size: 20x30 Lot Type: Local Watering Hole Version: 1.42 Store Content: None CC Used: None Packs Needed: The Sims 3, Late Night (Wallpaper, Counter, Door, Bar Dive, Lot type), World Adventures, Ambitions , Generations (Window)
Hello! This is one of my earlier builds - a beloved bar that has become a mainstay in my gameplay. It's been a hotspot for countless bachelor and bachelorette parties, witnessing its fair share of wild antics and unforgettable moments.
Click on the ’Keep Reading’ below for more information and pictures on this lot.









Named after one of my favorite shows, Supernatural, this bar draws inspiration from the iconic Roadhouse. However it does not mirror the original blueprint of the bar and I've given it a different look to better suit the worlds I typically play in.
Featuring four bedrooms upstairs, perfect for tired Sims or those seeking a bit of privacy (wink, wink), each room offers something different: two singles, one standard and even a vampire exclusive room.
It has decent parking at the back, a variety of games for added fun, a professional bar, lively music and plenty of seating.
📣Please note that the Late Night expansion pack is required for the Local Watering Hole lot to show up and work in your game, along with a selection of bar-related decors.
This lot has been play-tested and I’ve used it in a few of my saved games. Let me know if you experience any problems on your end.
1st Floor:
Professional bar, tables and chairs, Public Sounds Stereo
Foosball table
Classic Master Darter
Bull’s-Eye ElectroPro 900 Dartboard
Bathroom
Shuffleboard
2nd Floor:
Two single rooms - bed, dresser and own bathroom
One standard room - double bed, Retro-tastic TV, dresser, small dining area and own bathroom
Vampire room - Vampiric Sanctum, small living area with Retro-tastic TV, dresser, own bathroom
#petalruesimblr#the sims 3#community lot#lots#the sims 3 bar#local watering hole#ts3#ts3 bar#sims 3#ts3 simblr#sims 3 download#sims 3 lots#ts3 download#ts3 screenshots#ts3 simmer#ts3 community#sims 3 screenshots
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Time for more reviews nobody asked for, this time the gen 1 protagonists and rivals.
A little caveat: I'm only reviewing them as they appear in the games they are playable in, otherwise I'd have to make a few posts just to get through Red and Blue. We're also counting Let's Go for this.
We'll start with the GRBY era for this
Let's start from the beginning. Red himself. According to the game, he's 11, but most would assign whatever age they want to him since he's just pixels on a Gameboy at this point. That would also include gender, since there's no girl character to select in gen 1- unless you're the type that really gets bothered by that kind of thing, it probably didn't affect you and you just imagined yourself as a tomboy or something.
Ken Sugimori's early styling is iconi- a beautiful water color palette masterfully done, with an art style he himself claimed to be Akira Toriyama inspired. We don't have the corporate styling just yet, so it's a really charming, retro look with blocky styling and pretty simplistic clothing. The hat, t-shirt, and jeans are a pretty simplistic attire for any kid about to good off- the vest really adds about 80% to Red's individuality with fans probably recognizing it as being similar to gen 1 Ash- fitting since Ash is based on Red. The shoes are also kinda retro and cool, but that's not quite as important imo. Small thing, I do prefer when Red is depicted with black hair rather than his brown haired counterparts. I can't really fault the design much because it is pretty early on,except maybe I'd have made the shoes black instead of white and added gloves. Still, it's an outfit I'd probably wear as a kid. 9/10
Now I'm not going to give a full review on this, but I figure it's fair to bring up Green's prototype artwork before she would eventually become the playable girl character in frlg. Gen 1 games were held together by bubblegum and a dream, so adding a girl character was probably too hard for them in the 90s- it's a shame, Green isn't dressed for adventure, but she is cute, the white gloves and white belt are a nice touch on the black dress. I think Manga Green really pulls it together with white boots instead of black flats. Still, really cute for the time, although I feel that people probably would have been over critical of her design in this day and age had she been canon. 8/10
Ah Blue, the original asshole we all know and love. Always 5 steps ahead of you, somehow catching a lot of pokemon before able to, and 1 really inconvenient battle in Sylph Co marked him as an opportunistic rival hunting you outside of caves for some reason. A smug narcissistic bastard, perfectly fitting for an 11 year old grandson of THE pokemon authority. Weirdly obsessed with smelling you later.
Design wise, you gotta love the spiky hair. It's such a cool look that screams 90s, and really adds to his "cooler than you" attitude he has, which his cocktail expression further adds to. The clothes are pretty simple, a purple long sleeve, darker pants, and really cool brown boots- and also a necklace. It's not much, but the design is pretty reminiscent of cool kids you'd see on tv shows and such. As opposed to Red's bright and varied colors, Blue has darker colors, which is another nice contrast.
As a rival, he does a pretty good job setting the foundation for what fans should come to expect. Stronger pokemon to yours- as a proper petty rival should- with the exception of his Eevee in Yellow that evolves depending on your first two battles with him, if I remember correctly, with Vaporeon being the cocky evolution he chooses if he's beaten you- aka, he doesn't see you as a threat. Weird how he ditches it in gen 2 forward, but I guess he did ditch his Raticate. Anyway, his teams are touted to be geared to handle any type- at the time, this is certainly true, although certain teams will have certain glaring weaknesses, such as a triple electric weakness if you picked Bulbasaur. His Alakazam for sure was the stuff of nightmares, especially in gen 1 when Psychics were op as hell and had no weakness you could reasonably exploit. It's no wonder he became a champion and then gym leader- fun fact, in Japan he's called Green (for some reason, blue and green get swapped in translation between Japanese and English often), and the Earth Badge is called the Green badge in Japan- isn't that hilarious? He's so full of himself even after losing the champion title that he could've gotten a new badge or renamed it, but he kept it named after himself. Anyway, a solid rival. 9/10
Onto frlg
Frlg Red became the new standard Red going forward after being introduced in the gen 3 edition of the gen 1 games. Sugimori's artstyle has evolved by leaps and bounds at this point, and we now sort of have a more modern artstyle that a lot of people consider the True tm pokemon artstyle. It is a small shame we lost the pretty water colors, but at the same time, I feel like this does look a bit more agreeable.
I think the design is solid, and unlike og Red, frlg Red is a bit more age ambiguous, which makes him an even better blank slate for any player of any age. The outfit is a bit more modernized, now untucking his pants from his shoes, and zipping up his simpler vest over a black tshirt. The hat, too, is also a bit more characterized, being more unique to him. Rather than gloves, he opts for black wristbands, which is nice for helping fill empty space and give some oomph to his look. The yellow backpack kinda clashes imo, but also kind of works- I'd want it, anyway, and even comes with the Vs Seeker pinned to it. Lastly, we have a change to his hair color- brown. I have brown hair, but honestly I'd have preferred they keep it black. All in all, this is a nice outfit and I'd probably wear a variation of it if I could. The main thing I'd change is unzipping the vest and making his hair black again. I do also need to express my appreciation for having full length pants- this is a rarity for guy protagonists as we get to the more modern era gen 7 onwards. The outfit just looks comfortable overall, nice and roomy, breathable, and something that'd fit right in in the world of Pokemon. A 9/10.
We finally have an official gen 1 girl character- 8 years later after gen 1, and also being mostly forgotten outside of Masters. "Leaf," as most people call her, would be the third girl mc added as of gen 3, and she's a nice addition imo. Like FRLG Red, her age is also left up to the player, and her design also somewhat reflects another blank slate to attach to.
The outfit is a pretty and simple one- although I will say, I probably wouldn't adventure through oceans and mountains in a mini skirt if I were a girl. Regardless of that, the red skirt and blue and black top are a cute combo and a flip of Red's colors, which is pretty creative imo. The loose socks are also a neat addition, and the white and red shoes match with her white and red pork pie hat. The black wrist bands- like Red's- help add just a little more to the design. The messenger bag is fine, again not really my favorite color, and personally speaking after using a few myself, probably not the most comfortable to lug around. The pink VS Seeker is an okay touch, but the pink does sort of clash and probably would have been better if it was either premiere ball colors, or red like her skirt. Lastly, her hair is a long and kinda frizzy brown- it's cute, I'll say that, although I think I'd have either covered it with a cap, make the hair shorter, or shortened some of the hair frizz. I wouldn't say the outfit is practical for adventuring- just a smidgen better than her gen 1 prototype- but who cares in a work of fiction as long as you look cute? I know plenty of girls that like the design- grown and young- and it is a satisfactory extension of the player. Although, some might still prefer Red for pants. Still, 9/10 on a personal note.
And now gaming's most famous douchebag returns in an updated look. Peak 2000s asshole fashion with the half popped collared shirt, choker, and smug expression. The colors for his pants and shirt flip and go darker for the top and lighter for the pants- which I like, this is an outfit I've probably worn similar to when I was a kid. The purple wristbands match with the pants and also fill empty space, the shoes are a simple black that also just work very well with the rest of the design, and- although probably not something I'd get caught dead wead wearing in public- I do like the silver and black hip bag. The outfit is trendy for the time, I appreciate the guy having pants with pockets that are also breathable and not skin tight, and it's just right amount of smug asshole. The one thing I dislike is how the art portrays Jim with orange hair rather than brown- in game, it's not so much an issue, but it does repeat over time. It'd be one thing if it was a similar hue to the brown in the og work, but this is NEON orange, not even ginger orange. Well, it at least made it accurate when I named him for my best friend and life long pokemon rival at the time.
Blue FRLG doesn't really change much personality wise other than a few lines of dialog, but his tactics do get smarter when using his revamped team and even smarter with his Johto'd up rematch team. How did he get back to the champion room? Well, when you're as strong as him, who can stop you other than the only guy to beat you before? 8/10, fix the hair and you're gold- wait, sorry, different guy.
Now, onto Let's Go, or essentially the "diet" versions of above
Let's start with the art style. The art style is completely different from any main series game while also having some gen 1 faux water colors. It's a charming art style that I think is fine for a game aimed towards younger kids instead of the traditional audience, but I'd just prefer gens 3-8 style. Art style aside, the mcs and rival for Let's Go are essentially just "diet" versions of the other MCs and rival, and tbh are inferior for the most part.
"Chase" is the replacement for Red, as Red is a standalone trainer now. He's a fine enough design with lots of great colors going for him, and his outfit definitely feels like a spring fit you'd wear. The color choices are mostly moot because you can change them, but the outfit is non changing. It's fine, gen 7 just kinda decided boys don't get full length pants anymore and we're still dealing with that 9 years later. I like the jacket, bag, and hat, and I do appreciate then giving him black hair again. But god, they made him so baby. That looks less "11" and more "7" imo, and makes me think of my nephew. It doesn't do the job previous gen mcs did by giving a blank slate to do or project how you want, instead pretty much forcing the role of baby on you. It's a 7 for me, not the worst, not the best, and again I do like the colors.
Elaine gives me vibes of my 8 year old niece by looks alone, which is spunky, energetic, and ready for whatever. Elaine sort of abandons most of what Green/Leaf had going in previous gens in favor of a more summery attire, while keeping and sort of remixing colors between Leaf and Let's Go Green. It's a cute look I could see kids wear, and I definitely dig the ponytail in the baseball cap more than Leaf's pork pie hat and messy hair. Again, a similar issue of not being able to project yourself onto the character, and appearing much younger than intended, but I think it's a nice design. Probably still prefer Leaf or Green though. 7/10
Ah Trace. The inferior Blue. I think this is the most "who?" rival of all time. I think he's a nice enough kid, but I really do not understand why we needed to replace Blue. Blue is the type of rival- RIVAL being the keyword here- that challenges you to actually do better. He irritates you just enough to give the satisfaction of beating him into the ground and taking his lunch money after he shit talks you. Trace? He's a ~~fRiEnD~~ a friendly friend that just congratulates you over the littlest thing and is more than happy to let you steam roll him. I think the best parts about him is that he took in the Cubone that Marowak left behind, abd that he has a mega Pidgeot on his champion team- otherwise he just feels like a overly sanitized Blue in an effort to appeal to WAY too sensitive audiences.
Design wise, he certainly is an all around downgrade. He does actually look 11, but those clothes are just way too sporty for a kid his age. Also, track pants in socks? Really? Come on man. The hair also just doesn't form as interesting of a silhouette as other rivals. He's just boring imo. 5/10.
Now if I were to have room to dissect later versions of the gen 1 gang- ranging from Gen 4, 7, the Let's Go variants, Masters, and any others I might be forgetting, I'd have to say that Gen 7 Red, Gen 4 Blue, and Let's Go Green are my favorite iterations of the characters. But as those aren't rivals or mcs, I will not count them towards the reviews.
Okay so the final roundup: these guys aren't quite as story heavy as some modern day counterparts, but they still for the most part lay the foundation for future gens- or as far as Trace goes, rides the coattails of his betters. Red and Blue becoming recurring trainers is still neat, and as much as I tire of the Kanto dick riding, I do love getting more chances to go toe to toe with them. Red practically trained me as a kid when I kept fighting him over and over to try and beat him. Blue has mellowed out a bit in his later years, I still love the opportunity to knock him down a few pegs. Maybe we'll see them again in their 30s in the 30th anniversary. I'd love to meet Green as her own entity again though. I didn't like lgpe, but I liked whatever tf was wrong with her there.
But as far as the designs, mcs are a decent 8/10. The two rivals... 7/10. Blue is cool, Trace is not.
Gen 2 next
#pokemon#dd reviews pokemon#pokemon trainer#trainer red#trainer blue#trainer leaf#pokemon gen 1#pokemon grby#pokemon rby#pokemon red#pokemon blue#pokemon yellow#pokemon frlg#pokemon leafgreen#pokemon firered#pokemon lgpe
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Author Interview: William Brown

Author interview: William Brown. Author of Hunter: The Reckoning- The Beast of Glenkildove
Hunter: The Reckoning — The Beast of Glenkildove” is releasing Thursday, January 16th!
You can wishlist it on Steam before its release – it really helps!
Hunter: The Reckoning was actually your first World of Darkness game as a player, and it was a given that you’d pitch us a Hunter game when we asked you. Tell me what drew you/draws you to that world.
Yes, Hunter: The Reckoning was my first experience of the World of Darkness. What I liked best about it was its emphasis on ordinary people – admittedly, ordinary people in extraordinary circumstances, ordinary people with extraordinary drives and obsessions, but still ordinary people.
The other World of Darkness games sometimes had a bit of tendency to treat ordinary people as basically uninteresting. If you weren’t a supernatural of some description, you didn’t really matter. You were an extra, there to be fed on or be collateral damage or just to be completely ignored. The idea of the Reckoning turned that on its head: suddenly, your vampire’s take-away Happy Meal, your mage’s meaningless set-dressing, had a shotgun, an armful of Molotov cocktails, and a bunch of equally angry friends.
Along with that came the idea that Hunters, because they were after all just human, were fragile and flawed. They’re loners, relying on home-made gear and second-hand weapons, keeping themselves awake on all-night stake-outs with black coffee and cigarettes (assuming, probably correctly, that they’ll die violently long before lung cancer gets to takes its shot). They’re also people with mortgages and marriages and jobs and kids, all of which they’re endangering by pursuing the Hunt.
I like the idea that Hunters aren’t part of big, world-spanning organizations and that they don’t have infinite resources to draw on. A Hunter is going up against enemies that are far, far more powerful than them, enemies that can draw on untold supernatural and mundane resources. They have to plan and research and train and prepare obsessively, they have to use every scrap of ingenuity they have to give themselves any chance of survival. And as things get darker, they have to decide just how far they’re prepared to go to achieve their aims.
You’ve written some fantastic, unique stories for COG: The Mysteries of Baroque and Cliffhanger, one a bit of a 19th century Gothic literature homage, the other bringing 1930s retro-futurism/pulp adventure to interactive fiction. Despite the supernatural underpinnings of Hunter: The Reckoning, Beast of Glenkildove is in some sense the most slice-of-life or true to life game you’ve written for us. Tell me about what it’s like writing characters in the present day with present day (a well as werewolf-based) problems.
I tried to ground Beast as much as possible in reality, particularly in the early chapters. I think that WoD supernatural horror works best when it has a strong foundation in something real. So I drew a lot on real life – most of the main characters are at least partly based on people I grew up with or knew in college. I tried to find their voice when I was writing their dialogue – sounding it out in my head, trying to decide if it was something that I could hear them saying.
I also drew on the stories that I heard growing up in Wicklow: folklore, crimes, disappearances, strange and colourful characters. I go back there every summer: while I was writing Beast, I’d eavesdrop and people-watch in the local pubs, pump my family for stories and gossip, and just wander through the woods trying to get at what makes this part of the world unique.
What will WOD fans find surprising about your approach to the world of Hunter in Beast of Glenkildove?
I hope that one of the things that will come across is a renewed sense of how rich and strange the World of Darkness is. Vampires, werewolves and other scary things can lose their sense of menace and mystery when they’re thoroughly explored and catalogued. One of the things that I was trying to do in Beast is to reset that. You’re playing a character who’s an outsider to the supernatural world: they don’t know any of the things that WoD players would take for granted, like tribes and clans, and so they can’t classify things in those terms. Everything out there in the darkness is, at least at the start, just one terrifying, undifferentiated mass of Horrible Things – with only hints as to the factions and alliances and intrigues and secret wars which define the other game lines.
Some of these take the form of stories and weird tales that the PC will hear throughout the game; brief microfictions that hint at the bigger World of Darkness beyond the scope of Beast. I like the idea that in a world as riddled with supernatural corruption as the World of Darkness, these kinds of stories are everywhere, Masquerade or no; it’s just that Hunters are the only people who lack the self-preservation instincts to simply resolutely ignore them.
Finally, I’ve included a number of Easter Eggs referring to other Choice of Games World of Darkness titles; Jim Dattilo and Jeffrey Dean were very gracious about letting me use characters from Out for Blood and Parliament of Knives respectively and Kyle Marquis and I were working on Beast and The Book of Hungry Names at the same time, so we agreed on a few shared setting elements and even arranged a crossover of sorts.
One of my favorite Pavement lyrics is “Beware, the head of state says that she believes in leprechauns/ Irish folktales scare the $%*! out of me.” And they do! What is it about Irish storytelling and myths that make it such a fertile ground for your imagination?
I think one of the key things to understand about Irish folklore is its playfulness and its ambiguity. A typical Irish person’s attitude to a story is not to consider whether it’s true but whether it’s entertaining. So the older generation in particular will tell stories about Fionn mac Cumhaill, the Other Crowd, the Good People, the púca and ghosts in the same way they might tell stories about historical Irish figures of the past like Michael Dwyer or Charles Stewart Parnell or Éamon de Valera. If they’re telling a story about a child being stolen by the sidhe, they don’t insist on being believed the way that an alien abductee insists on being believed. They know what they think is true but as long as the story holds their audience’s attention, they’re satisfied.
I think there’s a political dimension to this attitude. The rational, evidence-based approach was, after all, an English import. Surveyors coming with chains, measuring staves, and compasses, measuring and mapping land that had previously been described and controlled through folk tradition and memory, was usually a prelude to that land changing hands, from Irish to British owners. Under these circumstances, the Irish propensity to mythology, superstition, and exaggeration (noted with considerable irritation in British sources) was a form of self-defence, a way of making sure that there were some things kept beyond the imperial reach.
Ireland was nicknamed “Wolfland” by the English and Scottish settlers who came there from the 16th century onwards. For them, there was a connection between the native Irish and the wolves, living out in the darkness beyond the Pale (the zone of British control around Dublin). For the British, part of the process of “civilising” Ireland meant cutting down woods, draining bogs, and killing wolves; Cromwell put a bounty on wolf heads.
In The Beast of Glenkildove, the werewolves represent a kind of violent eruption of this forgotten, primeval Ireland into the urban civilisation that displaced it. I think we’re all a little bit simultaneously fascinated and terrified by the idea of the wild. We worry that our technology is alienating us from the natural cycle of the seasons but at the same time we’re horrified by the violence and ruthlessness of the reality of nature. I think that’s where folk horror lives.
Was there an NPC you enjoyed writing most?
I love all of my children equally.
In all seriousness, I’d find it hard to choose. I tried to make every character, even relatively minor ones, as memorable and engaging as possible. They were all lots of fun to write: Sister Judith, Tottenham, Ray and Dekko, the Mulcahy, Arthur Snow… maybe among my favourite scenes, though, were the ones where the core cast just kind of bounced off one another and argued or teased each other or joked around. Those scenes kind of wrote themselves; it really was like hanging out in the pub with friends.
Has your feeling for the game world changed as you’ve been immersed in writing a Hunter story?
I’ve certainly learned quite a lot about topics like how to make homemade explosives. My Google search history over the past year or so would make worrying reading for law enforcement.
I’ve tried to imagine the World of Darkness from the perspective of those who are mostly kind of on the penumbra of the supernatural world: people who’ve seen some shit and have (sometimes wildly misguided) ideas or theories about what’s really going on, but who are very much not insiders.
If you were the PC in Glenkildove, what would your character sheet/customization look like?
Predictably, I’d be an Inquisitive creed Hunter with an Academics specialisation and the Folklore Library edge. Assuming a werewolf didn’t eat my face, I’d try to hook up with the Arcanum.
#choiceofgames#choice of games#interactive fiction#booknerdlife#interactivefiction#books#worldofdarkness#hunter the reckoning
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Atlas H376 - cold moon and underwater shock

A little more with shooter games. Well, shooter games are also because of they are very spectacular genre, as idea. And, I for hundred years have never seen modern games. I like retro shooters. Today, it is a genre. And, also, it is nice to try something unusual. And we are, already, getting closer to end 2024 year as result of the year. To the prize of tv watchers sympathy. So, I played these games. But not so a lot.

Amid Evil. Ancient evil. Game is very cool and so artistic design kind. Everything is with style. With spirit of how they can look modern way games from first PlayStation. If these kind of games ever exist. And PlayStation will be upgraded. And better say - retro shooter. With view from the eyes. Or how today everyone says it - boomer shooter. By the way, I do not know what means word boomer here.
Game is visually pixelated and beautiful. Beautiful lighting. And artistic work. About surreal world. Something like fantasy. Dark fantasy. It is has happened with world something. Game is like Doom or Quake or Turok. But its own way.

Its own game mechanics. Battles are here like one on one. With using of abilities. Enemies are not about, are they clever or not, but they are rather strong. And, they are doing something their own way. It is hard to say, that they are stupid zombies. No, they have their own behavior. Someone is big and strong. Someone is small and fast.
But, most cool thing, it is style and graphics and pixels. And atmosphere of this strange world. I am not about storyline here yet. But, there is a storyline here. And all the game we are shown some strange world. World of abandoned moon. Some evil or aliens like demons something like intrude here a long time ago. So, a surreal world with visual picture form. Some moon. Strange. And something is wrong here.

Everything is so strange. Strange and unusual world. Of lost moon. levels. True kind of art. Beautiful. Architecture is different. With different colors. Something like Greek or medieval style. Its own architecture. So big buildings. Passages. Small and big. Game is not set limits. And there are open space locations. Big labyrinths. And there are narrow passages. There are place you run with water. Everything is so spectacular. Different material and surface. Different colors for locations. Blue color is so cold. Or red is so hot. This is the way, I remember this game. Some adventure to some fantasy. Id like to say it is so colorful. And, sometimes, it is cold fantasy. Of a lost world.

Second game I want to tell about it is Death in Water. It is idea - shooters are spectacular. So here we are underwater. As diver. And before our eyes it is beautiful world. Which is underwater. And there is emptiness here. It is like arena. But it looks atmosphere and beautiful.
We have a harpoon in hands. And everything is so underwater here. Special effects. You can go deeper, and reach sand and hide after stone. But, well, it does not help here. Or get higher. Such maneuver. And at the top it is sun and light. And to the lower - it is darker. I want to mark this game for style. There is style here.

And it plays rather scary. Something like realistic. So, sharks are swimming here. One, two, three. It depends. So, idea is - waves with enemies here. And all the map - it is small piece of water. Underwater. And you are as a diver. With harpoon. You are hunting with sharks. This is idea. But thing is, sharks are rather real, should to be. And player has few chances. And, it is written in the web about this point. That yes. Graphics is cool. Style. Even more - elements with realistic things. Everything is cool. But, you cannot play it long. Sharks are, easy to see, much stronger. So about certain gameplay it is so so scary thing. But as a graphics and atmosphere and realistic points - everything is cool. So, I do not played it a lot. But I like this game! Interesting game. Good implementation, not bad. More about style such a theme. And this point is done very good here.

Sharks are making circles. They are getting closer. You are trying to shake in water. Try go deeper. Or try get closer to surface. But, you are, of course, not a fish. You cannot move fast. And it is, sometimes, dark in water. And, so, as a result - mouth from the dark and underwater you see. And thats all. Game over. As a horror movie. For idea and realization it is five score.
So, these are two atmosphere kind games, unusual shooters. So, I mark them. They have interesting visual. And they are good about atmosphere.

Playing little games. From time to time i like to play videogames. And write about it. Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
WEBSITE: http://www.dimalink.tv-games.ru/home_eng.html ITCHIO: https://dimalink.itch.io/
#boomer shooter#fps#first person shooter#pc games#steam#surreal#fallen moon#abandoned moon#fantasy#amid evil#psx#retro shooter#death in water#shark#dive#diving#swim#harpoon#areana#scary#horror#style#atmosphere#videogames#deep#sea#moon madness#beautiful moon#colorful#pixelated graphics
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Under The Spotlight #1 | Barbuta (UFO 50, PC) (SPOILER FREE)
Last week I was finally able to get my grubby mitts on UFO 50, an expansive compilation of fifty fleshed out retro-styled games with a pretty funky premise. The lore behind UFO 50 goes that, in the 1980s, a group of misfits with boring day jobs and dreams of making games for a living got together and formed a game studio called Ufosoft and made thrilling home computer games through the decade. All these decades later, these games are being dusted off and released to the public once again in one giant collection!
Barbuta, canonically solo-developed by one of these would-be game designers on a company computer in 1982, is the title that kicks off the collection. It is a very slow-paced platformer affair and can be completed within 5-10 minutes if you know what you're doing, although it is still pretty fleshed-out and isn't intended as a silly minigame. In fact, none on the compilation are.
There is no direction on where to go or what to do, your appropriately barbute-clad character moves slowly, attacks with a sword with strange hit detection that can make enemy encounters a bit frustrating, jumping can also be frustrating as some jumps require pixel-perfect positioning and timing... BUT! It still manages to be fun and rather addicting as I've logged over 30 sessions of it and counting as of writing. It captures that endearing clunkiness games of that era had, which is the whole point of the perceived shortcomings.
Also, there is much more to this little gem than you might think too. It is teeming with secrets and other fun little easter eggs that you can discover the more you explore the game screen-by-screen. It is an adventure platformer where you feel like you're on two adventures, one being the main objective of the game and the other being the hunt for the secrets that the game holds within. It really helps the game feel more 'full' and gives you more reason to play through it again and again.
I've only completed the game once to date and am currently pursuing a cherry run (a cherry is UFO 50's reward for beating a game without losing a single life) and have been having issues with the quest so far, but once I obtain it I will move on to another game in the collection. When I've got more direct insight and experience with it, I will write a more detailed review and even a walkthrough or guide kind of deal because it can be a doozy, and I don't think all of its secrets have been fully uncovered yet a few months on from UFO 50's release.
And when that's all said and done, I may do the same for other titles in the compilation that catch my interest as much as Barbuta has. It really is a charming experience that has managed to eat into my ventures with Red Dead Redemption and Vampire Survivors... more on those to follow too.
This has been the first instalment of Under The Spotlight, I am Éirinn and you are the best. Thanks for reading.
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so what's the story with your vampires? what are their powers and weaknesses? how old are they?
Ah, I'm more than happy to give you a quick run down of the story for They Bite! As much as it may seem, and a disappointment to many I'm sure- the story is not about the Vamp boys I have been posting about this week LOL. They are only the main antagonists, sadly. 💔
They Bite! A Ballad of Vampiric Disease follows the story of two siblings, Charlotte and Mateo Salamanca. Two Slayers on their way to make a name of themselves, stranded in a beat down slum-city called Disturbia. A haven for the world's creatures of the night... Vampires.
After a run-in with the head of the nastiest coven in the city, the two reunite with their long-lost younger sibling Dominique, who'd disappeared one night after turning into the very thing that the siblings now hunted. Teo delights in the reunion, but Charlie and Dawn have different feelings.
Unfortunately, old family drama will have to wait, as the three are brought together when they try to save a girl going by the alias Angel, from a fate worse than death... Becoming a bride to the pure blood Dimitri.
Follow this band of misfits and their adventures in this digital graphic novel full of gritty, bloody, retro, sexy 80s Vampire fun!
-Edit: whoops forgor ages
There really isn't a set age for any character quite yet, besides Dawn, Charlie and Teo.
D: 24.
Ch: 20.
T:18.
#original characters#80s#80s vampire#tbbovd#they bite!#they bite! the ballad of vampiric disease#vampires#retro#vampire
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Mecha side-scrolling shoot ’em up VISEGUNNE announced for PC - Gematsu
Stardust Vanguards developer Zanrai Interactive has announced VISEGUNNE, a side-scrolling shoot ’em up game where players pilot a soul-powered combat mecha to fight against a conspiracy that threatens the peace of space. It will be available for PC via Steam. A release date was not announced.
Here is an overview of the game, via Zanrai Interactive:
About
VISEGUNNE is a non-bullet-hell shoot ’em up where explosive action unfolds around you: cities are leveled, space colonies collapse, and orbital structures crumble catastrophically. Between missions, interact with your squad to uncover secrets about a post-apocalyptic Earth, visit shops to upgrade your arsenal, or customize your machine’s look in the garage. Each mission offers intuitive controls and scalable difficulty settings, welcoming both newcomers and seasoned veterans alike. Set in an era where the human soul is harnessed as a power source, join the DIVINITY SPACE DEFENSE CORPORATION’s elite mercenaries to confront pro-Earth terrorists threatening the fragile peace of space. With a charismatic cast of characters, a killer soundtrack, and screen-melting effects, VISEGUNNE is a thrilling modern homage to retro action games.
Story
When scientists discover evidence of the human soul, long dormant divides among the nations of Earth erupt into global war. Colonists residing off-world avoid the bloodshed, but live in fear that the planet’s conflicts might soon spill into space. With no formal military of their own, each colony resorts to employing mercenaries and privateers for their protection. The most influential of these firms is the DIVINITY SPACE DEFENSE CORPORATION, utilizing top-secret war machines capable of harnessing a user’s spirit as an endless source of energy. These SOUL-CAPABLE combat vehicles are unmatched in battle and after a century of this order, DIVINITY has grown to dominate colonial affairs, effectively quarantining Earth’s wars and its toxic politics to the planet’s surface. Earth sympathizers are routinely hunted down. But now, a new wave of pro-Earth fanatics threaten the peace of space, demanding an end to DIVINITY’s policy of segregation. Spurred on by the illegal broadcasts of an enigmatic android holy-man known as Kourosh, these dissidents have seized control of a colony and are demanding an end to DIVINITY’s blockade of the planet. As SOUL-CAPABLE pilot End Visegunne, your squad’s mission is to eliminate these terrorists, dismantle their network of co-conspirators, and return peace to the colonies.
Key Features
Traditional Non-Bullet-Hell Action – Gameplay inspired by classic horizontal shoot ’em ups.
Gorgeous Retro Visual Style – Lovingly crafted pixel art and massive set-piece explosions, with a visual style influenced by late ’80s giant robot anime.
Narrative-Driven Adventure – A unique cast of characters and story-oriented mission design tell a tale about war, power, and disinformation.
Diverse Arsenal – Over 20 different weapons to discover and upgrade, each offering game-changing strategies and attack styles. Equip Gatling cannons, grenade launchers, flamethrowers, carpet bombing units, rail-guns, shotguns, missile launchers, melee weapons, and more.
Flexible Scoring System – The DUAL MULTIPLIER chaining system incentivizes balanced weapon use and improvisation. Make a few kills then match your multipliers for a bonus.
Varied Environments – Missions range from collapsing urban orbital colonies to lush sunset forests and hostile desert wastelands.
Meticulous Detail – The game’s world has been painstakingly designed to feel alive—thrusters flare, powerless foot soldiers scurry around, aircraft dramatically swoop in from the environment, and gravity and oxygen levels can noticeably affect certain weapons.
Pumping Soundtrack – Over two hours of original music with an unapologetic old-school flair inspired by CD-ROM era action game soundtracks of the late ’80s and early ’90s.
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
youtube
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