Solarpunk Game Ideas: CRPGs
Here I go on with my ideas for Indie Solarpunk games, that are not some sort of building sim or farming sim - and of course I cannot do this without mentioning CRPGs.
Mind you, despite what you might think given that over the course of the last year I have barely played anything but a certain CRPG (BG3), CRPGs are actually not really a genre of game I am super into, even though some of my favorite games are CRPGs. But as a genre in general I usually like faster paced games a lot more. It is just that when I hyperfocus on something that usually is a result of me getting obsessed with a character from it - and that is more likely to happen with a CRPG than with a metroidvania.
But how to do a Solarpunk CRPG?
The Issue:
Look, there really are not any CRPGs right now that are in any way Solarpunk. And I would argue this goes again back to the issue that people struggle with telling stories within a Solarpunk setting, as they are too set in the idea that a) Solarpunk needs to be an utopian setting (or a setting that pretends to be utopian) and b) that utopian settings will not allow for any conflict whatsoever. Additionally there is of course also the issue that most CRPGs do involve violence in form of fighting, which is what a lot of people struggle with - even though some amazing indie games like Disco Elysium have shown very well, that you can do a CRPG without a combat system.
So, let's go over some ideas for Solarpunk CRPGs.
Idea #1: Off-Brand Princess Mononoke
If you follow me for any time, you might know that to me there is no movie or piece of media that is more Solarpunk than Princess Mononoke. And thankfully we can easily build a sort of CRPG around it, either with a similar historical setting or just a fullon fantasy setting. Because remember: Solarpunk does not need to be Science Fiction!
No matter whether you go with a historical setting or just a full-on fantasy setting, the idea is fairly easy: The player character has a magical problem and they need the help of some sort of spirits. As they travel to the place of the spirit, they find out that the spirits are in a war with some group of humans, that are encroaching of the home of the spirits, because they try to access some sort of ressources, driving the spirits nearly to extinction. The player would have the choice in the end which side to join - or whether they will try to broker peace between spirits and humans.
Bonus: You'd have several choices how to play the game - but it is not a clear cut "good" and "evil", especially when the humans might have good reasons to need the ressource.
Idea #2: A SciFi Conspiracy
This idea is very much for a somewhat shorter game. Think a bit more like "Shadowrun Returns". Something that has more like 15 to 20 minutes of a runtime.
We go with the idea I brought up in one of the other ideas before: We have a Solarpunk world, that runs on mainly anarchist principles, and there are some arguments going about over some of the security mechanisms. (Anarchy can after all not properly work, if some people have weapons and others don't have - but you cannot undo the existence of weapons.) Our main character is part of some security force, that mostly are just trained to deescalate situations, but are in some cases allowed to use force.
And when a group of pro-capitalists or maybe even actual fascists start a conspiracy to take over the government, and they already have some co-conspirators in all positions. And the main characters need to navigate this with a mixture of diplomacy and violence, with the player getting a fairly good influence on how this plays out.
Idea #3: A Natural Disaster
Let me take one approach, that is inspired by one of the most Solarpunk movies, that is not by Ghibli: Misaki no Mayogai. That movie takes place after the Tohoku earthquake and is very much about mutual aid in the community.
And here is the thing: No, CRPGs do not need to have combat. So this is an idea for a CRPG without combat. We have a natural disaster of some sort. Honestly it does not matter. An earthquake, a flood, a vulcano... Can be anything. It just did destroy a lot of stuff in a big area. And the game is very much about rebuilding after this disaster, about people helping each other through mutual aid, and then building something better from it. It could feature a society going full Solarpunk if you want to (like a positive post-apocalypse) or just something getting a bit better. Build back better and such.
And if you are interested in creative Solarpunk endeavors, I would love to invite you into the Solarpunk Creatives community! :)
40 notes
·
View notes
Okay so I have made a really bad post trying to descredit Eden taking the tape as something super important so I'm just gonna drop the actual post I was preparing instead of trying to catch Eden!Culprit theories with a half baked post.
The main issue I'm having with Eden!Culprit theories right now is mostly because of stubborness that since Eden took the tape then she HAS to have done it even though if she was the culprit it would make 0 sense as to why she wouldn't just take the tape after Teruko and Ace left the room ? Like someone could've easily told her to take the tape, it's not that hard and it just makes more sense with the other evidence layed out for us.
The main reason I accepted Eden as the culprit before is because there were no possible culprits since Levi was pretty much confirmed innocent and there was still a likelyhood of Eden working for someone. However, this pretty much now rendered null and void.
I swear all of this makes it sound like I have some grudge against this theory but I really need to put this subject to rest before the answer is probably revealed to us on friday. I want to make sure this theory is dead in the ground even if it's just for me personally, because it just has too many holes for me.
Also sorry if this seems mainly just a repeat of stuff I've already said, I'm not really good at structuring my posts :')
I've seen the argument that Arei actually wasn't knocked out with the turpentine because why would they bind her wrist then. However, we know she had to have been knocked because there is no struggle shown, either on her body or the floor of the playground. Weither she was suffocated or knocked out, the tape was still used on her wrist so this can't be something to be used against the idea of turpentine knocking her out. This means there is high likelyhood that it was used because it would make no sense for the culprit to just suffocate Arei before killing her (and again suffocating would show more signs of struggle than what we see on the crime scene).
There's also no other items that Arei could've been suffocated with other than the rope which would've left marks, the ball of starch clearly is stuck together most likely by turpentine which means it would've been used to knock out someone.
This would mean the culprit had to have used the turpentine to knock out Arei as well, meaning the culprit had to have gotten their hands on the turpentine.
I also refuse the idea of Eden trying to kill Ace, not only because I just find it ridiculous from a character standpoint but mainly because we know it was Hu's murder weapon that was used against Ace (the wire) considering there is no evidence of any other wire existing in this killing game that would be sharp enough to slice someone's throat. Hu's wire is part of the weapons which is evidence alone that it would be sharp enough to harm Ace bc otherwise what purpose does a wire serve. I don't believe for a second that Hu would just have her weapon lying around for anyone to yoink, unlike the turpentine which we know had to have been used by Nico and Rose when they were painting together.
In fact the story has made it clear how complicated taking someone weapon's is by having Arei's weapon only being available after she discarded it. The same can be said of the turpentine which was used out in the open and would make it easy to take with Rose's absent mindedness. If taking someone's weapon was just as easy as that, they wouldn't have given us the scene of Arei throwing out her rope like that in the first place.
Eden also has no reason to want to replicate Ace's murder onto Arei, there's basically no logical motivation behind that. In fact the progression between Ace's attempted and Arei's succesful murder proves alone that it's the same culprit (if the turpentine's existence wasn't enough). We can see the progression of the culprit trying to avoid the same mistakes they committed with Ace's failed murder (trying to snap Arei's neck to avoid the possibility of her getting saved last minute like Ace, bounding her hands potentially to make her more stable to lift upwards).
We don't even know if she figured out how the murder even worked considering it was completely undone when Teruko and Eden saw it.
Even the timing of when Eden knew about the clothing is off. We know the ball of clothing is probably sticky due to the turpentine because there is no other leads to explain why this ball of clothing is even a thing in this murder case. Turpentine is both clear and sticky, which would explain how the ball of clothing is both clear of stains and sticking together like that. Considering also that we know for a fact Ace was knocked out, and I don't think the culprit straight just shoved a jar of turpentine on his face, they most likely used some sort of tissue to smother them with (meaning it couldn't have been used to asphexiate Arei). This means the ball of clothes was used in Ace's attempted murder.
Eden only knew about the clothing change from Hu, we can only assume the same day that Ace's was murdered and probably not long before the attempt. This both clears Eden going to the changing room as the ""ball of starch"" was most likely already created before that, the only arguemnt it could be used for is that she was trying to retrieve it but it barely makes sense.
In terms of the timing of when Eden knew about the clothes and Ace's murder, if Hu only told her the same night that Ace was almost murdered it makes the timing insanely more difficult to justify. Unlike Hu who would have the pieces ready way more in advance.
All of these contradictions cannot be debunked by saying "well Eden took the tape", as it could easily be explained by the culprit asking her to take the tape from the gym or her just taking it without purpose and then the culprit getting their hands on it later.
The Eden!Culprit theory is barely hanging onto one piece of shakey evidence that can easily be broken by one justification.
If Nico can't be the culprit despite having the turpentine (well I don't think they do but 99 pourcent of Eden!culprit theories rely on Eden not really committing the attempted murder of Ace) then Eden doesn't have to be the culprit taking the tape.
The only way you can argue Eden is the culprit is if she tried to kill Ace, however this is impossible because of Hu's weapon. This is basically the summary of my main issue with the whole Eden!Culprit theory.
34 notes
·
View notes
i'm really enjoying pathologic 2, actually. i mean, i didn't think i wouldn't enjoy it as much as i was worried it would just, i don't know, muddy the water. and maybe it will, but i'm not really bothered by that anymore. that said, i do think patho 2 took a fairly unsubtle game and increased its unsubtlety by about tenfold.
well. calling og pathologic 'unsubtle' doesn't feel quite right, but i'm not sure what word would feel right. maybe it's 'distinct in its sensibilities'. I think og patho felt more obtuse, whereas patho 2 is like. here. take it. do you get it. here is the information. do you see the themes. i am announcing them to you in such a way that you know that i am saying something thematic. i'm not far enough into the main story of 2 to be able to say that there's less reading between the lines, but it feels very much so far like there's less reading between the lines. whereas the original had a somewhat different... i don't know, affect? it felt like a hostile workplace where everyone recited shakespeare about even the mundane. in patho 2 nothing feels mundane in the first place, everything feels loaded in a way that og patho was but didn't feel, if that makes sense.
but i think that's okay. at the very least, it feels very much like leaning into the 'theater' aspect of it, which is enjoyable. pathologic 2 feels to me more like... bonus content? not to be Stuck Up For Pathologic HD but i enjoyed the feeling of grinding my face against a cinderblock, having to tease out information and conclusions. it felt like a game that you had to figure out, but you actually weren't really doing any ground-level figuring out of much; you're not a doctor, your character is, so the puzzle of Solving the Plague belongs to The Story, whereas the question of What the FUCK is This Town's Deal is your job. it's a very linear game in most respects, but all three playthroughs come through as a thematic package deal.
i so far get the impression that pathologic 2 can be played on its own and be enjoyed in its own right! however it exists to me as like. director's commentary. i'm really liking the playing with different character relationships and alternate things, the expanding of steppe language and the kin, love my worm guys, but i like it because of how it enriches my eternal mind rotation of og pathologic. sorry guys i played the original pathologic and it broke me and remade me in its image. sorry.
13 notes
·
View notes