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#Boss Fight 3D Challenge
cm8x-arts · 7 months
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I made characters based on my various 3D challenges, with Katy and Nephew next in line when the next monthly challenge kicks on in August. Check out the breakdowns for:
Boss Fight
Eternal Ascent
Endless Engines
These are one off guys that I made on the spot for challenges (besides Scraps and Katy/Nephew) and aren't really part of anything otherwise
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iyenss · 1 year
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Here is my submission for the Boss Fight 3D challenge organised by pwnisher over on YT.
I spend the last month trying to learn Blender and Davinici from scratch. Had an amazing time making it, hope you like!
Breakdown video:
youtube
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toastsnaffler · 8 months
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told my coworker I just started elden ring and he was like fuck me playing souls games is more stressful than a full time job I had to quit ER when I started this job so I could just chill out when I got home instead.... 💀
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thankskenpenders · 1 year
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So I wrote a whole long thing about Amy's tarot cards, but what about, you know... the rest of the Sonic Frontiers DLC? The new alternate story route, the hours of new gameplay, all that?
Having now played it, I'm not sure Sonic has ever had this specific combination of good ideas that make the future of the series look bright, and execution that I fucking hate.
(Full spoilers ahead.)
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The good
There's a lot to like here, conceptually.
First and foremost, Tails, Knuckles, and Amy are finally playable in a new mainline 3D Sonic game for the first time since 2006! Seventeen years! We've been begging for this for so very, very long. Nature is finally truly healing from the fallout of Sonic '06. Early on I hedged my bets and expected them to be locked to Cyber Space or something like that, assuming that there was no way they'd be fully playable in the Open Zone. But sure enough, while they're a bit limited compared to Sonic, they're still all full-blown characters with skill trees to unlock and lots of exploration to do.
We also got a more bombastic alternate final boss fight, after the first take on The End kind of underwhelmed. And it's obvious that Sonic Team has listened to our pleas to focus on the 3D platforming over the forced 2D sections, and to reduce the amount of automation in the level design. This update is chock full of Actual Platforming. Wow! I can only pray this means we never get an area as agonizing to explore as Chaos Island again.
Sure, there's still some jank - especially with Knuckles' movement, which is kinda rough. But if this is the stuff they're trying out so that they can refine it further for the next game, then I'm really excited.
On the other hand, good fucking lord is The Final Horizon tedious. And that tedium sapped most of the fun out of it for me.
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The frustrating
The new scenario massively increases the difficulty over the base game, seemingly out of a desire to give the hardcore players who were posting speedrun videos and whatnot more of a challenge. It's the Super Mario Bros.: The Lost Levels of Sonic. This difficulty comes in many forms throughout your playtime, some worse than others, and continues to ramp up over time.
Rather than giving you a tutorial level, the new scenario dumps you directly into a remixed version of the final island and makes you do some fairly precise platforming with Amy, Knuckles, and Tails - new characters with new movesets that you won't have any experience with. You'll also need to find character-specific Koco that give you free levels, because Sonic's friends all start at level one and certain locked moves in their skill trees will be mandatory to progress. They don't even have Cyloop unlocked at the start. And because they're all low level, that means you'd better steer clear of the beefed-up bosses scattered around the map, which will absolutely annihilate Sonic's friends. (I honestly just avoided them and never bothered beating any of them, not even with my high-level Sonic. I have no idea if they're beatable with the others.)
None of this is explained to you particularly well. I spent my first few minutes with Amy wondering why the attack button did nothing, only to eventually think to check her skill tree and realize that I had to unlock her basic attack. If you don't bother to take the time to read through the skill trees, you'll very quickly find obstacles you have no way of getting past with no clues as to what exactly you're supposed to do.
Adding to this confusion is the fact that objective markers often tell you to go half a kilometer into the sky, and you'll have no idea how to get up there because all of the relevant platforms are out of your draw distance. Many objects seem to only pop in for me when I'm within about 60 meters of them, which isn't a long distance for a high-speed open world platformer like this. I was having this problem running the game with high graphics on PC, so I can only imagine how obnoxious it is on Switch. I'd frequently find myself poking around nearby clusters of platforming objects and praying that they'd lead me to a spring, rail, or cannon that would eventually point me in the direction of the floating objective marker.
There were always complaints about the art direction in Frontiers and the way it relies on floating rails and prefab platforms that are visually disconnected from the natural scenery of the islands, but it's even more dire here. The new platforming sections are dense and complex, but they seemingly didn't have the budget to change the topography of Ouranos Island at all, so it all takes the form of these prefabs. It very strongly gives the vibe of a Forge creation in Halo 3, back when there were no blank canvas maps and people just had to make "new maps" by jamming a bunch of shipping containers and barricades together in the sky above one of the default arenas.
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I was still more or less having fun, though, despite the jank. It's a big creative swing, I told myself! They're trying stuff out! They're experimenting!
And then I hit the towers.
The towers are agonizing because they're SO close to being great. The logical part of my brain understands why some people love them, but god, I just fucking hate them. The platforming there IS cool! These layouts are cool! The individual challenges along the way are a bit tough, but totally doable. You know what's not cool? Making one mistake and slowly falling 800 meters all the way back down to the ground, forcing you to start over. Because none of these towers have checkpoints. For me, this one decision transforms what should have been a fun set of platforming challenges into a massive, unfun difficulty spike.
I enjoy some masocore platformers, but those are typically games with quick deaths and restarts like Celeste, Super Meat Boy, or VVVVVV. Hell, the Mario games tend to get way more difficult than the average Sonic game, and those are obviously all great. Quite frankly, unlike those games, Sonic Frontiers is nowhere near tight or polished enough to make this difficulty feel fair. Bits of jank that I could ignore in the base game due to its lower difficulty are now matters of life or death. Missing a jump because I boosted off an incline in a way the game didn't like for reasons I don't understand is not fun. Falling off a tower because the camera was pointing in the wrong direction while I was in midair and I couldn't see the next thing I was expected to homing attack is not fun.
And it's such a jarring spike when moving from the base game to the DLC that it feels like the game is suddenly quizzing me on skills it never bothered to instill in me. Maybe if you've spent the last year labbing out the movement tech in this game this is all a no brainer, but for the average returning player it's a kick in the dick.
I'm sure I could've beaten these towers normally if I gave them enough tries. They aren't the hardest thing in the world. But I very quickly decided I had better things to do with my life and turned on easy mode, which adds tons of extra springs and homing attack balloons to make all of the platforming piss easy. I wish there was a middle option between Only Up: Sonic Edition and this extreme hand holding, but when given the choice between the two I gladly picked baby mode. I just wanted to see the story.
(The new Cyber Space levels are also long, challenging, and devoid of checkpoints, not unlike the towers. But I only ever found the entrances to two of them. So I only did two. They're theoretically required, because they give you "Lookout Koco" that you need for... some reason? But in a rare act of mercy, Sonic Team put Cyloop treasure spots that give you free Lookout Koco all over the map.)
As I continued, so many little things started adding up to piss me off. Why do you only reveal like five tiny squares of the map at a time? I would've loved to find all the new 1-on-1 dialogue scenes, but not if I had to do dozens of hard mode versions of the stupid little puzzles and challenges to reveal the whole map. Why does every character need their own unique collectibles? What is this, Donkey Kong 64? Why can't I just grab this EXP for Amy when I find it as Tails? Why can I only manually swap characters by talking to an out-of-the-way NPC unlocked right before the final boss? Why is fast travel disabled? Why are the new vocal themes you hear when playing as Amy, Knuckles, and Tails so monotonous, with a single verse repeating over lo-fi beats ad nauseum? Why is the jukebox feature completely disabled throughout the DLC, even after rolling the credits? Why can't Tails homing attack? Why do I have to wrestle with the camera so much while also holding the jump button to fly as Knuckles and Tails? How many right thumbs do they think I have? Why is this animation for picking up animals in the Cyber Space levels so incredibly slow, and why can I still take damage while it's playing? Why does the stupid starfall event have to make it so hard to see what I'm doing when climbing these towers? Why does this shitty combat trial have a popup that makes it seem like I should be using the Cyloop when the actual strategy revolves around repeated parries? And on and on and on...
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The story
What about the new story? Well, there sadly isn't much to chew on here. Most of the DLC has the cast running around and finding different macguffins for arbitrary reasons, as part of some sort of plan to divide up the work on the last island so that Sonic can go train with the spirits of the Ancients and harness the power of his cyber corruption. What the fuck is an Impact Form? I don't know, but Knuckles needs something to do, so go find one.
It's a thin excuse plot meant to make you do platforming challenges around Ouranos Island, with little room for Ian to add any real flavor of his own, even though he certainly tries. Having Sonic meet the spirits of the Ancients who controlled the Titans, who are revealed to directly parallel the personalities of him and his friends, is kinda neat, I guess? It's something. The optional conversations seem to have some fun bits, including both conversations between the supporting cast and additional lore. But again, I only found a few of those because of how tedious filling out the map was.
The writing is also let down by the voice acting - or I guess the voice direction, because I know this cast can do better. Roger's voice continues to be weirdly, distractingly deep as Sonic, which was clearly something that was requested of him just for this game. (For a recent example of him going back to his regular Sonic voice, see this LEGO trailer.) The performances of Sonic's friends are also WILDLY mismatched. This is most clear when they start feeling the effects of the cyber corruption. Knuckles seems to be barely affected at all, Tails sounds like he's moderately hurt and low on energy, and Amy starts completely overselling her pain out of nowhere. The extremely strained performance makes it sound like Cindy's literally being tortured in the fucking booth. I have no idea what's going on over there.
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The final challenges
People have debated whether or not things like the towers and the new Cyber Space levels are fair challenges. What's not up for debate is the fact that Master King Koco's Trial is complete and utter bullshit, and I can't believe they shipped this.
Before you can fight the new final boss, the game forces you to do a boss rush of the first three Titans - INCLUDING the pre-Super Sonic climbing sections - with a hard limit of 400 rings. For all three lengthy, heavily scripted fights. Back to back. You can't even cheese it with the leveling system, because you're forced to do this at level 1. This all but forces you to look up speedrun strats for the Super Sonic fights so that you don't run out of rings and fail the trial.
And the real kicker? They changed the parry just for this trial! Originally, you could just hold down the bumpers endlessly and Sonic would ready himself to parry the next attack, whenever that may hit. Now it requires you to do a "Perfect Parry" with specific timing. And you HAVE to hit those parries if you wanna clear this trial and get to the new ending. Miss a few and you're probably fucked. You just have to reset. Time to go through all those fights, all those climbing sequences, all those QTEs, and all those unskippable mid-fight cutscenes all over again. This is by far the most egregious example of the DLC deciding to quiz you on new skills that the base game never required of you, and it's one of the most absurdly unfair things I have ever seen in a Sonic game.
Easy mode does make this trial easier by making the timing window for Perfect Parries much more generous, but that's all the help you get. It's still easy to lose time failing to parry Wyvern's hard-to-read animations, or to lose rings by getting hit on the climb sections, or for things to just fuck up because these fights were always kinda jank. I gave it a few shots. I looked up guide videos. I tried the Quick Cyloop and stomp combo strat that seems all but mandatory. But I quickly decided that, again, this wasn't a worthwhile use of my time. It just sucks. And I really, REALLY didn't want to overwrite all my fond memories of these Titan fights, some of my favorite setpiece moments in any Sonic game, with memories of this shit ass boss rush.
So I cheated! And if you're on PC, you should too.
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With the worst hurdle out of the way, I turned cheats back off and moved on to the new final boss. It was pretty cool. It's much flashier than the original fight against The End, that's for sure. It's still kinda annoying, and it requires you to do very specific shit without properly telegraphing it, but it's nowhere near as bad as the preceding challenges. I was hoping for one last new metalcore song to go with the new fight, which we sadly didn't get, but at least the new version of I'm Here is good.
The ending is... mostly the same, with a couple altered scenes that don't really change anything in the long run. But overall the new finale was pretty good. I just wish it hadn't been such a slog to get there.
Closing thoughts
Sonic Frontiers: The Final Horizon wants to be three things:
A patch that adds a new alternate ending that was probably supposed to be in the base game in the first place.
An experimental take on making Tails, Knuckles, and Amy playable again, presumably testing things for the next game. And...
An official Kaizo Sonic Frontiers mod for the sickos.
The thing is, the people showing up for #1 and #2, the main things that Sega hyped up about the update, are not necessarily going to be down for #3. If they had announced some uber-hard new Cyber Space levels for the arcade mode or whatever, I'd be like, neat! And then not play them. I would never touch Master King Koco's Trial if it was an optional challenge. I would leave that for the sickos. But instead, they made the hardest content mandatory for anyone who wants to see the new Good Ending where the final boss gets an actual budget.
I'm mostly left in a state of shock that it shipped like this. I cannot believe they playtested this and decided this was the state The Final Horizon should be released in. That this should be the note Frontiers ends on. That this should be how we remember those Titan fights. That this should be the lingering taste in our mouths as we wait however many years for the next 3D game.
Armchair devs always love to say that things would be "easy to fix," but like... there really would be easy fixes for the insane difficulty and general tedium here! Add a few more tutorial popups explaining what the game expects of you with Sonic's friends. Give the Cyber Space stages and the towers a couple checkpoints. Give the combat trials more generous time limits, especially on the lower difficulties. Remove half of the map puzzles, and make the ones that remain uncover twice as many squares. Skip the startup animation for Knuckles' glide. Let me turn on the goddamn jukebox. Since so much of this update was designed around fan feedback, I can only pray that Sonic Team is still listening, and that they tweak at least a few of these things with a balance patch.
But still, after those many, many paragraphs of complaining... this still somehow makes the future of 3D Sonic seem pretty promising?
Sonic's friends are FINALLY playable again, and the focus is back to proper 3D platforming, rather than railroading players into awkward forced 2D sections in what's otherwise an open world. These are the things that they hopefully want to carry over to the next game. The difficulty? Well, that's just because it's the postgame DLC that's supposed to be the toughest challenge in the game. It's just an unreasonably cruel one of those - an example of how designing and balancing for a vocal minority of your fanbase can really hurt your game. But Sonic Team is onto something here, and I hope that they can learn the right lessons from this expansion and not throw the baby out with the bathwater.
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its-a-hatty-family · 12 days
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Hats
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For the sake of this blog I'm going to assume that people know about gameplay mechanics, such as hats and weapons, from A Hat in Time. But in case they don't, I will restate them as they function the same in this au.
Hats are a gameplay mechanic that allows Hat Kid to interact with her environments in unique and fashionable ways. In AHF specificly, Hats are made by collecting yarn and finding blueprints. Once a blueprint for a new Hat is acquired, Hat Kid can use yarn she is able to find around the different chapter locations to make said hat.
Hats are activated by pressing a button or key on the player's choice of controller. Some hats may have a cooldown effect after being used, which can vary in length. This was present in A Hat in Time.
Types of hats
Kid's Hat: This hat is the only hat not earned from a blueprint, but is instead acquired during the tutorial phase. This hat is able to locate goal-related objects, such as timepieces, plot related items, or boss locations.
Sprint Hat: This hat allows the player to run faster, which is useful in boss fights or time-based challenges like those in Death Wish missions. When paired with some badges, the Hat will gain a cosmetic change where instead of running, Hat Kid will instead ride on a scooter.
Brewing Hat: This hat allows Hat Kid to throw an explosive ranged attack. This is good for bossfights or enemies you don't want to get close to.
Ice Hat: This hat turns Hat Kid into an ice sculpture, how cool! If activated over a spring or launch pad, hat Kid will be able to bounce incredibly high. If activated near enemies, an icy shockwave will slip them up and make them tumble to the floor.
Dweller Mask: This mask allows Hat Kid to manipulate solid blue and transparent green platforms so that she may cross them.
Timestop Hat: This hat allows Hat Kid to freeze time for a few seconds. This can give her a leg up in speed-centered platforming areas, races, or can help her bypass fast moving objects.
Hover Hat(New to AHF): Based on the cut concept from A Hat in Time, this hat allows Hat Kid to glide for a few seconds after activation. Once the hat activates, Hat Kid will slowly drift downwards, and can move in any direction. The length of this glide can help her reach far-away platforms. This hat functions like a tanuki leaf power up in the Mario 3D land/world games.
Gravity Hat(New to AHF): This hat allows Hat Kid to reach high vertical platforms when activated. In this brief state, Hat Kid's movement is slowed, and she will be unable to attack.
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Yarn and Blueprints
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Unlike in the original Hat in Time game, Hats are not obtained by collecting certain types if yarn and having a certain amount of yarn required to stitch the hat.
In the au, Hat Kid can obtain blueprints, which are instructions on how to make new hats. These can be obtained in treasure chests, secret rooms, or are given to hat Kid as a means of plot progression.
Hat Kid can't just make a new hat by collecting a blueprints though, as the instructions on the blueprints require yarn. Yarn is a collectable item and consumable resource placed around the different chapters of the game. Once Hat Kid collects enough yarn, she can use said yarn to make the hats blueprints allow her to make.
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otakween · 6 months
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Digimon Park - Final Thoughts
Omg this game was adoooorable! It's the first Digimon game I've played that's aimed at preschoolers. It was released for the KidsStation which is a Playstation peripheral that only came out in Japan. It had a giant controller with the triangle, square, circle and x buttons and nothing else.
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To my relief, it works just fine with a regular Playstation emulator (I use epsxe).
The whole game takes around an hour to beat and is full of little mini games that are kid friendly. I can't really think of another game to compare it to (WarioWare maybe?) but the presentation is very visual novel-like which I appreciated. They put a lot of love into this game for such a niche title!
Notes:
Not only do we have the OG voice actors of the 3 main protags and their mons, but we've got the narrator dude from the show as well (he reads the cards out to you). It was pretty obvious that they didn't get anyone else because sometimes you would "talk" to other characters, but they'd always be silent. No biggie.
I feel like there was so much original art and sprites made for this! Great fanservice.
My one critique of this game is that the background music was way too loud! Sometimes it would drown out the voice acting. I didn't see anywhere to adjust that so I just dealt with it.
Love the use of the 2D art for the majority of the game. Holds up way better than 3D, although we did get a little bit of that with the cards.
You know you're playing a preschool game when one of the questions is "which animal is a bird?" and they show you a picture of a hawk, a zebra and a tiger lol. Every single "challenge" in this game was dumb baby proof.
Instead of loading screens there were eye catches with a sting from the anime. I thought that was a fun touch, although they got a little annoying after awhile.
In addition to the main game the "raising Guilmon" game was really cute. The mini games reminded me of flash games I played as a kid and talking to Guilmon was so wholesome. Guilmon's Japanese voice is really adorable.
There were a couple "boss battles" in the game, but my fave was the Etemon battle where Taichi "fights" Etemon by challenging him to a music battle. That caught me off guard and made me laugh.
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If you want to 100% a Digimon game, this is definitely one of the easiest out there. I give Digimon Park an 8 out of 10!
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journalsouppe · 6 months
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I started and beat this within like 4 days in July 2023, and I just completely forgot to take photos of this spread T-T.
BUT I loved Tunic so much, one of my all time favorite games I've ever played. If this was a Zelda game, it might've been my favorite Zelda game. This was only beat out by Ace Attorney: Apollo Justice bc my aa brainrot is that bad hfjdkal.
All of the stickers come with ordering the physical version of the game on fangamer!! There's also a freebie fox sticker I got from TheLittleBirdeeCo thats below keep reading.
My writing is typed below as well as my game notes. I will not type out my game notes and I also don't recommend looking at them unless you have played the game.
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Game notes^ Plus a little blurb after rewatching a playthrough that I won't type out either since these are more just for fun.
Rating: 9.5 Played: Su 2023 Port: Nintendo Switch Favorite? Y Replayable? Y Recommend? Y
Comments
similar opening to links awakening
the start screen is gorgeous
THE POT SHARDS ARE MOVEABLE - i love the clay feel
tons of hidden paths and secrets
oooo you find the instruction booklet in the game
I KILLED MYSELF?
GIANT SKELETON SHOPKEEPER SCARED ME T-T he's chill tho
oooo you can hear the wind chimes
LOVE the mechanics of the draw bridge
what are the small tuner/bells for
i am apparently really good at finding hidden chests
i love that the fairies are stone versions of the oot/mm fairies
ENEMIES CAN FOLLOW YOU INTO NEW ROOMS?
it's hard to get acclimated since I'm so used to 2d zelda strategies and patterns
the statues of the hero perfectly encapsulate my view of oot link, i really love the design
the garden boss is hard T-T
the bell towers are so pretty
THE POTIONS REGENERATE? WISH I KNEW THAT
the west garden is so pretty omg
I FINALLY DID IT T-T-T-T-T-T-T-T-T-
IM SO TINY T^T
idrk what to do at the heros grave
the librarian fight reminds me of the links awakening nightmare fight
frogs domain music reminds me of the forest temple
A GUN?
who am i?
why is the cathedral filled with ... me?
the boss rush was fun but hard
I DONT LIKE THAT ELEVATOR WHERE DID THE CRUCIFIED THING GO
i don't think there's a set order to do "dungeons" so i'm not locked to doing only the siege engine
i thought cat man was pissing
why do i have the power to activate the boxes?
librarian's ghost?
COLOR CHANGE?
was the heir me?
Game Notes:
beautiful 3D animation and modeling - very pleasing
wide attacking range - don't just attack straight forward
incredible environmental design and path making
two endings - exploration and collection for good end
diverse attack patterns and learning curve + boss rush
Summary
What a phenomenal game. I loved playing this game so much. It was challenging and I wasn't used to the souls mechanics, but I learned fast and had so much fun fighting the bosses. I love the two endings. The Bad where you replace your former self as the heir, continuing the cruel cycle. The Good where you free the Heir and find out it's you, older, someone who is no longer stuck in the cycle, and you get to be friends together. The music is absolutely gorgeous. I listened to it while falling asleep and was just sobbing from it. I love how mysterious the lore is and how everything still hasn't been answered. I love the designs of the environments and enemies and how the game can go from nice and serene to dark and creepy. I loved how this game was a perfect blend of 2D zelda plus monument valley plus a souls game, it forced me to think outside of the box and use my journal to takes notes on all the little secrets and surprises. I can def see myself play this game again, it's such a charming game that has a lot of nostalgia despite being a fairly new game. I am so happy I bought the deluxe edition, I truly cherish this game so much and love the stickers and artbooks I received. I highly recommend this game to anyone, it is such an incredible journey to go through. I'm gonna be spending a lot of time watching and reading about the lore and digging deeper into this game. Truly what a phenomenal game with such a cute yet tragic main character, ough i love tunic.
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jupiterswasphouse · 5 months
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BUGSNAX - A REVIEW
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A few days ago, I fully finished and 100% completed this game, and I'm very happy to have finally done so! Here are my thoughts, under the cut! (Skip to the end if you just want a quick overview of each point)
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As evidenced by the fact I completed the game, I enjoyed Bugsnax a lot! Which I'm happy to be able to say upon playing it myself after having watched other people (Namely Snapcube, all the way back in 2021) play it in the past. It's a nice change of pace from the other kinds of games I've played in recent times, and a type of game I can't say off the top of my head that I've really experienced before. I've played my share of creature collectors but those were mostly RPGs, like the Pokémon games, whereas Bugsnax takes the concept into a full 3D space where you don't exactly battle the Bugsnax but, rather, you trap them!
Forgive the comparison I'm about to make but it's almost like you're pranking the wildlife of this island, tricking them in various ways to get them into your backpack. It starts off as simple as just waiting for Bugsnax to wander into your trap, and for a handful of species it stays that way, but with the wide variety of them available to you and which you're expected to catch, it becomes more complicated very quickly! The game can become slightly repetitive at points, especially having to refight bosses for 100% completion, but they vary things up enough with tools and specific catching conditions that it never became boring for me. I'd say that Bugsnax is almost a puzzle game in that way, trying to figure out what combination of things catches what Bugsnax. Although some of said 'capturing puzzles' are easy to cheese, or come up with multiple solutions for.
Despite that, though, Bugsnax can be a challenge for the brain! Like any good puzzle, the solution can be difficult to piece together right away at times, making for engaging gameplay that keeps you thinking. That's a great thing, as it's really the only challenge there is in the game. Bugsnax does not have a fail state nor any lives to lose, no matter how much the aggressive Bugsnax try and no matter how many times you light yourself on fire in the middle of Snaxburg. Bugsnax simply isn't a very difficult meal to swallow! Which isn't a bad thing.
As a side note on the gameplay too, the game does keep you busy with a multitude of main quests, side quests, and letter quests, giving you many reasons to want to catch all of these Bugsnax!
Speaking of the titular Bugsnax, though, they're a very interesting bunch! With 112 of them to find (after the release of the free DLC), the variety of designs on display is wonderfully creative and charming. Yes, some of the designs are reused and retextured, but that's perfectly acceptable and to be expected when you're capable of transforming almost every NPC using said Bugsnax!
They're certainly interesting to observe and speculate on how they came to be! They're not anything that could exist in our world, but that's kind of the point! They do, however, interact with each other in some ways you might expect from wild beasts, fighting with each other and accidentally running into each other on occasion. Bunger, Spuddy (Beetle-like Bugsnax), Preying Picantis (A mantis-like Bugsnak), and Scoopy Banoopy (A giant water bug-like Bugsnak) being as aggressive as they are, while played up for gameplay purposes, does mirror how strong and combative these insects are in the real world! Although, you never see these Bugsnax eat each other, nor at all apart from when you specifically toss sauce at them, making it unclear how they survive apart from eating said sauce, even though the ending goes some way into explaining that, to an extent. Even still, not much that truly needs to be explained goes unexplained when it comes to them
Of course, the creativity and good design of the Bugsnax would mean nothing without an equally charming world and set of colorful characters to go along with them! The game does not disappoint there either, making for quite the feast for the eyes. The biomes are lovely, and environmentally tell you quite a bit about the history of the island, from the crashed ship on the beach of Boiling Bay to the cave scrawlings of Garden Grove and the clear existence of a long gone civilization in Scorched Gorge and the isle of Broken Tooth! Meanwhile, the NPCs, the Grumpuses, have wonderfully charming designs, resembling muppets to an extent, all distinct and fun designs but still simple enough to fit in with the impressive mechanic of 'Snakification' without being too disturbing... Most of the time
Heads up! The next section goes into SPOILER TERRITORY, if you want to save the story for when you play it yourself, skip to the next chunk of bold text
When it comes to the story that surrounds all of the Grumpuses, it continues to be quite the charming game, with its comedic flair, colorful personalities, and sweet personal moments. However, it's not a conflictless experience (Nor should it have been!), with many characters fighting and having problems that range from Wiggle being afraid of being a one-hit-wonder and struggling to create her next masterpiece, to Snorpy struggling to communicate his feelings to Chandlo while Chandlo worries about the unhealthy amount of stress that Snorpy is going through, to Beffica being unable to hold a friendship because of her own actions and being afraid that she won't be able to ever have anyone close to her. It doesn't pull its punches, especially once you get around to helping them with some of these issues in the sidequests!
The biggest issue that requires being solved however is the driving force of the game, getting everyone back to Snaxburg, and especially the adventurer who invited you to the island in the first place, Elizabert. The search for Elizabert takes essentially the whole game, searching for clues and interviewing Grumpuses, watching tapes that display the relationship of Elizabert and her girlfriend/wife (unclear whether or not they're married), doctor Eggabell.
This search concludes in quite possibly the most unsettling muppet body horror way it could have, with Bugsnax being revealed to be parasites, composing essentially the entire underground of the island, with Elizabert herself being turned into a giant but somehow still sentient and sapient beast made of multiple different legendary Bugsnax, among other species! and the final sequence of the game is spent essentially killing Bugsnax in a brutal saucy massacre across Snaxburg before making your escape.
Now, does this make Bugsnax one of those "Oops, it's a horror game actually!" games? Not in the slightest. This is not as overtly horrifying and gorey as something like Doki Doki Literature Club, although it is possible to lose Grumpuses to the influence of the island in the final sequence if you play your cards wrong, this is more like an Undertale situation in the sense that the game is mostly perfectly fine but has some disturbing undertones and moments! It is a super unexpected moment but I like it, and the ending provides a very satisfying resolution to everyone's problems while still leaving enough questions about the island for a Bugsnax 2
[END SPOILERS]
The game is also very well scored with a mostly electronic sound track that fits the charming and mostly relaxing atmosphere of the game! Seth Parker's smooth synths filling the space perfectly between Grumpus dialogue and Bugsnax yelling out their names Pokémon style, with an adorable credits theme done by Kero Kero Bonito, which fits in perfectly with the rest of the music.
Now, in terms of game stability, having played after patches, I'd say this game is stable enough for the average player, some things being a bit easy to break for people who are looking to do so, with very few glitches being detrimental to the experience. I did have some Bugsnax get stuck or disappear, but it wasn't enough to really effect things much given there are a couple ways to respawn them (sleeping, leaving the area and coming back).
One funny thing did happen to me though, and it was my fault entirely! I saw the broken bridge in Scorched Gorge and was like "Hmmm, I bet I could get across that when they don't want me too" and I did! Then the game autosaved and I had accidentally set several flags in the game skipping Snorpy and Chandlo's quests. I had to find the save file and manually edit it so that I could fix my hubris and unskip the quests! Which was thankfully not very hard to do, and I got to experience those quests without issue.
Now, finally, what would I add to a Bugsnax 2? Well the obvious answer for me would be some form of wasp Bugsnak, I just want more representation of my favorite guys!! But for a bigger suggestion, I'd say that there are tons of different real world bug features and behaviors that could make for interesting gameplay elements and designs! With mimicry, pollination structure building, symbiotic relationships, resource gathering, pheromone communication, multiple stages of life, etc etc. I'd just really like to see what the Bugsnax team can do with things like these! Even down to more species or family specific things!
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All in all,
Gameplay: Fairly unique! Can be repetitive at times but stays varied and interesting enough to be engaging for most players.
Difficulty: Catching Bugsnax can be challenging but it's still fairly easy, with very little punishment for failure outside of the very end.
Graphics/Design: Extremely charming with varied Bugsnax and cute NPCs that fit with the biome they're in very well, providing a lovely atmosphere to the game, even if Snakification can make things clash at times.
Story/Lore: Very good, keeping you interested in the world and characters of the game, and at times delving into more serious, personal topics and problems, as well as setting up a world that shows plenty of its history, while leaving some questions to be answered
Soundtrack: Rather smooth, synths filling the space in nicely and not leaving much awkward silence, with a very good guest track
Stability: Rarely detrimental, not giving the player any major issues, while still being breakable if one were to try to do so
Completion Time: 29 hours
Overall: Recommended
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satoshi-mochida · 3 months
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Dragon Quest III HD-2D Remake launches November 14 - Gematsu
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Dragon Quest III HD-2D Remake will launch for PlayStation 5, Xbox Series, Switch, and PC via Steam and Microsoft Store on November 14, Square Enix announced.
Here is an overview of the game, via Square Enix:
About
Dragon Quest III HD-2D Remake is a stunning reimagining of the beloved masterpiece and narrative beginning to The Erdrick Trilogy— the first three games of the mainline Dragon Quest series. Featuring vibrant HD-2D graphics, new and modernized features, and a refined narrative, players are invited to set out on an epic fantasy adventure to save the world from a dark evil. Years ago, the great hero Ortega bid farewell to his wife and child as he set off on a quest to defeat the villainous Archfiend, Baramos. Ortega failed his quest, and Baramos still threatens the world. Now, on their sixteenth birthday, Ortega’s only child is summoned by the king of Aliahan and entrusted with a mission of the highest import: to take on Ortega’s quest, vanquish Baramos, and save the world. Accompanied by a band of travelling companions chosen in the beginning of the game, players are immersed in a vast HD-2D world full of towns, dungeons, and caves, meet fascinating characters, and fight ferocious monsters in enhanced turn-based battles. Rebuilt for modern audiences, Dragon Quest III HD-2D Remake gives existing fans the chance to re-experience a beloved RPG experience and its expanded offerings like never before, while also being a perfect starting point for newcomers to discover one of the most influential RPG franchises in gaming history.
Key Features
A Fully Modernized Remake of the Original – Stunning HD-2D visuals fuse pixel art with 3D graphics, bringing players into the world of Dragon Quest III like never before, along with an improved and modernized UI, and other quality of life improvements.
Traditional Dragon Quest Style Battles – A refined take on the classic turn-based battle system, featuring new animations, additional improvements such as an adjustable battle speed, an auto-battle setting, and more.
Immersive World – Deep exploration of a vast world map with an abundance of rich and captivating locations to discover, challenging players to overcome many unexpected encounters during the journey.
Experience a Timeless Musical Score – An immersive, authentic, and diverse musical composition that captures the timeless essence and magic of the Dragon Quest universe.
Pre-Order Bonuses
Pre-orders for the standard physical or digital edition of DRAGON QUEST III HD-2D Remake will include a free Trouble-Free Travel Kit in the game. The Trouble-Free Travel Kit contains the following items:
Elevating Shoes x1
Seed of Strength x3
Seed of Defence x3
Seed of Agility x3
Seed of Life x3
Seed of Magic x3
Collector’s Edition
Dragon Quest III HD-2D Remake Standard Edition physical game
Collectible game storage box for both Dragon Quest III HD-2D Remake and Dragon Quest I & II HD-2D Remake
Dragon Quest III character, monster and logo acrylic blocks complete set
Including 20 vocations, 2 boss monsters, and logo
The Adventurer Accessory Kit (Dragon Quest III HD-2D Remake in-game items)
Ring of Strength x1
Dragon Scale x1
Words of Wisdom x1
Cat Suit x1
Exclusive digital wallpapers x2
The Trouble-Free Travel Kit (as detailed)
Watch a new trailer below. View a new set of screenshots at the gallery.
Release Date Trailer
English
youtube
Japanese
youtube
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local-hyena · 2 months
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Kid Icarus Uprising is definitly one of oy favorite 3DS games ! I just finished it and loved every second of it. In this game, you play as Pit, an angel. Helped by Lady Palutena, goddess of light, you will fight the armies of the underworld in order to save the world from Hades. I especially enjoyed the characters in this game. But I'll come back to that later.
Each level is composed of two phases : air battle and land battle. Air battle is a rail shotyer while land battle allows you free movement. Similarly to Star Fox 64's levels. Your objectives is to shoot as many ennemies as possible to obtain hearts (some sort of currency) and a high score. At the beginning of each level you will bet hearts : the more hearts you bet, the harder the level will be, but you'll get better rewards.
You also have a variety of weapons to choose from. I personally like the long-range weapon better, as well as fast ones. I especially enjoy playing with the bow, but staffs and blades are good too. I do not like claws, clubs and arms. I haven't played with palms, orbitars and cannons too much.
You can fuse your weapons to get better ones : weapons in this game don't have stats, but they all have effects, and by fusion weapons, you can get a mix of effects that corresponds better to your playstyle.
The story is 25 chapters long. The dialogues and fighting happen at the same time. Thourought the chapters, you will meet a varued cast of chatacters. Mostly gods.
Speaking of characters ! As much as I love Pit, my favorite character is Magnus. He appears in chapter two as an ally, and you fight with hil for most of the level. He's badass as hell and very strong ! He's also mysterious. We don't know much about him or his past. At some point you even play as Magnus ! Which is insanely cool !! Of course, I like Pit too, as well as Dark Pit (I'm sorry but Pittoo is fuckin ridiculous). Pit's cute. Dark Pit is... kinda there ? But cool. And, well, Hades. The big bad guy. He radiates fun. I always like it when villains are joking around while destroying the world like it's nothing.
However, as enjoyable as this game is, it also has a lot of cons :
This game is essentially a twin stick shooter. On a 3DS. See what's wrong ? The console only has one circle pad. In order to control your camera/aiming, you have to use the touch screen. The controls, overall, are a pain in the ass.
The difficulty is something you can easily manipulate in this game. However, the difference between how difficult the level is and how difficult the bosses are is... astounding. The bosses are way too easy compared to the levels. It takes like, about a minut to finish one, whereas the the regular air and land battles are quite difficult. It's a good challenge, but it's unbalanced.
As I said, the dialogues and fighting happen at the same time, and it's really difficult to follow both. While tou can change where the subtitles (if you want them) are displayed, I took way too much damage when trying to follow the story.
I feel like the characters are under-developped. I'm taking back Magnus as an example. We have very little informations about his motivations, and why he is almost as powerful as an angel is never explained. Dark Pit suffers the wame fate : his whole existence is... pointless. He was kinda accidentally created, and by how he was portrayed at first, we would expect him to become an antagonist, or at least a secondary one. But no. Oh, but then, does he become a good guy ? Not exactly either. He is... kinda neutral. The thing I'm the most annoyed by is that his role is... well, he doesn't really have one. His action don't affe t the story too much. I wish he had been more important.
I also wish there was more bonuses when you finish the game. You do get a boss rush challenge, but I wish we'd at least get the option to change the menu's theme : either Palutena's or Viridi's. I would've LOVED a Hades theme. Oh, one small detail I like about the menu is that you can move the buttons around. It's very fun to play with.
One last thing that disappointed me : the vehicles. Don't get me wrong, I love the vehicles. Cherubot is my favorite one. But the game does not use them to their full potential. They are sometimes found in levels. You can do à section with them. But that's all. I wish there were levels dedicated entirely to these vehicles. For example : I don't remember when this happens, but there's a part in which you have to use the motorcycle on a trail, and this was a good use of the motorcycle.
In conclusion, Kid Icarus : Uprising is an excellent game for all people looking for fun ! It does have cons, but hey all games do, and they don't ruin the gameplay or anything, so it's fine. I enjoyed playing this game, and I think you would too !
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alln64games · 3 months
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Goemon’s Great Adventure
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JP release: 23rd December 1998
PAL release: 18th June 1999
NA release: 15th September 1999
Developer: Konami
Publisher: Konami
N64 Magazine Score: 69%
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While this was called “Mystical Ninja 2 Starring Goemon”, I’ll be sticking with the US name of “Goemon’s Great Adventure” as it’s very different from the first game, being a level-based 2D platformer rather than a 3D platformer/RPG taking place across a vast connected world.
While the story is still a bit silly, it also comes across as a bit more generic, trying to stop a demon from escaping from the underworld, nothing truly as bizarre as the first game.
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At first, I hated Goemon’s Great Adventure. The jumps felt needlessly difficult and I found some hidden collectibles only to find I couldn’t make it back to the main path. Eventually, I figured out the double jump (you need to press A again immediately after jumping, not at the apex of the jump) and had a ton more fun.
It’s a decent platformer that can be played in 2-player coop (or a strange 4-player coop if you fully complete everything). Some of the jump do feel a little bit off, and I occasionally found jumps not happening and falling into a put instead. The “UFO-shaped platform” that lets you change character was very common for causing this to happen.
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You can swap between four characters, which have different abilities. Goemon’s jump, however, is just too vital for most of the game, so while it’s nice to see enemies get sliced apart from a sword, I only used another character for the underwater sections (as Goemon can’t swim underwater).
To progress to the next level, you just need to reach the end of the level, but you also need to keep an eye out for entry passes, as gates will block your progress without them. Some are hidden in levels, while others are done by completing missions found in the village levels (which are little explorable hubs). There’s also a day/night cycle which causes ghosts to spawn at night, making the game even more challenging.
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The bosses are imaginative, but tend to just have one trick that you have to do a few too many times, so they go on a little bit too long. After these bosses, which take place at the end of long, challenging castle levels, is a fight with giant robots.
These are very similar to the ones in the first game, and I’m still not overly fond of them. Your opponent has far too much health and some attacks can’t be dodged unless you charge up your super weapon at the right moment, which requires memorising movements and activating it before they start charging up their special attack.
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For me, this was a big let down after how much I loved the first N64 Goemon game. The first truly felt like a grand adventure, while this comes across as more muted. The platforming is well done and part of my issues are just that I don’t like it as much as 3D platforming, however even outside of this, everything, including the story, just doesn’t seem as grand.
Goemon 2 is not a brave attempt to ‘focus gameplay’, or a return to old-school values, it’s simply misguided, annoying and, at heart, too simplistic and too ordinary. Which is something Goemon and his friends have never been. Here’s hoping for a return to form next time around.
- Jes Bickham, N64 Magazine #29
Remake or Remaster?
A Goemon collection would still be great.
Official Ways to get the game
There’s no official way to play Goemon’s Great Adventure.
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cm8x-arts · 1 year
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Check it out! I entered into the Boss Fight 3D Challenge floating around youtube. This is my third time doing one of the challenges this lad's hosted and every time I upgrade my skill in 3D!
Granted, the character animations were from Mixamo...but everything else? (besides the Barrel), all me baby!!
Check out the concept drawing of these two
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nintendowife · 2 months
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I finished Etrian Odyssey Nexus on Nintendo 3DS a week ago. Excellent game, though at some point I felt like it was a bit too lengthy. It took me 107 hours to clear the 13 labyrinths and defeat the final boss.
I named my guild "Aelfendir" and this was my final team.
Fleurelis Class: Sovereign/Ninja Atk + Def buffs to party and elemental endows. Ninja as a subclass with clone skill allowed for 2 buffers at the same time!
Aevintyr Class: Hero/Highlander When Sovereign's clone was not needed, Hero could spawn an Afterimage to deal additional damage. Regiment Rave (melee cut/fire attack to 1 enemy at end of turn, grows stronger as allies do more damage to that target) was pretty good for high dmg. Subclass Highlander's passive skills were for extra atk and def.
Panda Class: Protector/Shogun Interestingly my tank was possibly my best damage dealer. I made them a Vampire which gave +100 HP and 10% boost to all base stats. Vampire regens HP each turn at night but during the day takes damage each turn and also when walking in labyrinths. Vampire paired nicely with subclass Shogun's passive skill Avidya Sight (all ATK increases at night). Shield Flare (until end of next turn, taking damage will trigger a ranged fire counterattack) was the secret sauce of this character. When the Protector was hit with multi-hit skills, Shield Flare hit back for each hit! It also did 4000+ dmg as the last hit to kill the final boss, even with atk reduction debuff.
Plyyshi Class: Arcanist/Medic The swiss knife for debuffs, status ailments, binds and healing. The circle skills healed party each turn and Medic as a subclass gave access to more powerful healing skills and bind/status removal.
Azrael Class: Zodiac/Shogun Multi-Strike Ether allowed Meteor to hit up to 15 times. Shogun's Avidya Sight was great for atk boost at night.
At some point in the game I also used a Highlander/Gunner which was a high risk, high reward type of character. High atk and skills that drain HP from party to boost damage. I felt the subclass Gunner's Multi-Shot (may use attack skills a second time) made the character extra risky for the final boss as the HP draining skills can trigger twice too, leaving the party at very low HP, so I went with Hero instead.
I managed to defeat the final boss on my first try, which I didn't expect. I was struggling a bit as its skills squished 2-3 of my characters with one hit a couple of times during the fight and due to this I missed the opportunity to use Zodiac's powerful Force Boost skill as well.
Etrian Odyssey Nexus has a fantastic art style and the soundtrack is really good. Especially the boss fights had great music. The character customization here is true peak level - so many options my head was spinning! You can pick the base class for the character (and later a subclass), freely pick a portrait from any class's portrait selections, hair and eye color can be freely selected with RGB slider, skin color can be picked from a palette, and there's a large selection of character voices to choose from. I spent several hours creating my characters as I had even purchased an extra portraits DLC. Skills can be selected from a skill tree and each character has 4 slots for equipment too.
The dungeon crawling gameplay had a good challenge level (I played on Basic difficulty which is the default) and mapping the labyrinths was satisfying. Sometimes when I started playing it was hard to put the game down.
I recommend Etrian Odyssey Nexus for people who love to build a party from scratch and come up with good strategies to take on challenging bosses.
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miloscat · 4 months
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[Review] The Legend of Korra: A New Era Begins (3DS)
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A cromulent companion game.
Platinum's console/PC Korra game was accompanied by a 3DS release. Well I say accompanied; unlike that game, Activision only bothered to release this one in North America. Now I finally have a chance to play it thanks to custom firmware! I know developer Webfoot Technologies best for their Legacy of Goku GBA games, and now here they are with another handheld game based on an animated licence. But how does this tactics RPG stack up against its action sibling?
Despite the new subtitle, this game is built on the same story as the console game. Creepy old guy blocks Korra's bending, the alliance of Triads/Equalists/dark spirits, returning to the Spirit World via the South Pole. But this version has some additional details, like the inclusion of Amon's lieutenant as a miniboss, Korra seeking the advice of spirits in Republic City's spirit wilds only for them to turn dark and attack, or visiting Wan Shi Tong's library for help relearning spiritbending (complete with a boss fight against the big owl himself!) I also enjoyed entering the cosmic universal energy dimension for little puzzle challenges when Korra was regaining her bending powers. In addition to these additions, a big change in how things play out is the extended cast joining her on the adventure, an upside to the shift in genre.
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From the start, Bolin and Mako are with Korra, then Tenzin and Kya join in, and finally Lin making for a team of six bending powerhouses. Bumi and, sadly, Asami are still conspicuously absent. But the extra tag-alongs make for actual conversation and more convincing bridging exposition in cutscenes, more appropriate elemental tutelage as Korra relearns her bending styles, and some choice quips. For example, we learn that Bolin named his fists Juji and Roh-tan after Nuktuk's animal sidekicks, and that he has become genre-savvy as a result of his mover career: "when there is fog, something bad happens."
There are understandable presentational drawbacks that offset this. Gone are the full animated sequences, replaced by brief motion comic-style cutscenes. There’s no voice acting either, which is fair enough. And gameplay just cannot look as flashy when you’re just moving sprites around a grid.
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To be fair, the sprites look very good. And you get an adorable graphic of Korra riding Oogi on the menu screen. When it comes time to make an attack, the game cuts to a short (and skippable) 3D sequence showing the results, complete with decent little models doing mocapped martial arts moves. The spirits and the main antagonist Hundun can look a bit goofy in these but the mecha tanks are pretty cool if low-detail. The latter in particular have hilariously tiny sprites on the battle map, a stark contrast to their humongous chungus depiction in Platinum’s game.
The tactical gameplay is competent for the most part with decent map designs. The controls and interface can be a bit clunky but they get the job done. There’s a shield mechanic that’s a neat twist, as well as an elemental weakness system that lets you bypass the shields. I liked how each character had their own niche: Mako has many ranged attacks, Lin and Bolin get area effects, Kya can heal, and Tenzin can replenish mana energy points which I had him doing almost every turn once he learned it.
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Any attack or even healing and support moves get you experience points which is nice, and every other level-up you get to choose between two skills. These can be new moves or passive bonuses but choose carefully because you can’t change them later! I found myself with a Korra who only knew waterbending for the vast majority of proceedings, and you only get one shot at each other element. Everybody was max level (15) a few stages before the end, but if you’re having trouble with a battle there’s a training stage you can do freely for some extra XP and money (used for buying healing items). You can’t replay completed levels though, even though you get graded on side objectives.
I was pleased by this little tie-in. I’m not a huge expert on tactics RPGs but this one seems good for intermediate gamers like me, not too punishing. There’s some amount of crunchy depth to the elemental system and using each character effectively. And as a Korra fan it’s nice seeing the characters and world rendered in a different style, especially those cute sprites. Not to mention the slight expansions to the storyline. If you’ve got a 3DS, there’s no reason not to head to your local flea market hShop to pick this up!
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demifiendrsa · 3 months
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DRAGON QUEST III HD-2D Remake – Release Date trailer
Dragon Quest III HD-2D Remake will launch for Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC (Steam, Microsoft Store) on November 14, 2024.
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Screenshots
Overview
About
Dragon Quest III HD-2D Remake is a stunning reimagining of the beloved masterpiece and narrative beginning to The Erdrick Trilogy— the first three games of the mainline Dragon Quest series. Featuring vibrant HD-2D graphics, new and modernized features, and a refined narrative, players are invited to set out on an epic fantasy adventure to save the world from a dark evil.
Years ago, the great hero Ortega bid farewell to his wife and child as he set off on a quest to defeat the villainous Archfiend, Baramos. Ortega failed his quest, and Baramos still threatens the world. Now, on their sixteenth birthday, Ortega’s only child is summoned by the king of Aliahan and entrusted with a mission of the highest import: to take on Ortega’s quest, vanquish Baramos, and save the world. Accompanied by a band of travelling companions chosen in the beginning of the game, players are immersed in a vast HD-2D world full of towns, dungeons, and caves, meet fascinating characters, and fight ferocious monsters in enhanced turn-based battles.
Rebuilt for modern audiences, Dragon Quest III HD-2D Remake gives existing fans the chance to re-experience a beloved RPG experience and its expanded offerings like never before, while also being a perfect starting point for newcomers to discover one of the most in
Key Features
A Fully Modernized Remake of the Original – Stunning HD-2D visuals fuse pixel art with 3D graphics, bringing players into the world of Dragon Quest III like never before, along with an improved and modernized UI, and other quality of life improvements.
Traditional Dragon Quest Style Battles – A refined take on the classic turn-based battle system, featuring new animations, additional improvements such as an adjustable battle speed, an auto-battle setting, and more.
Immersive World – Deep exploration of a vast world map with an abundance of rich and captivating locations to discover, challenging players to overcome many unexpected encounters during the journey.
Experience a Timeless Musical Score – An immersive, authentic, and diverse musical composition that captures the timeless essence and magic of the Dragon Quest universe.
Pre-Order Bonuses
Pre-orders for the standard physical or digital edition of DRAGON QUEST III HD-2D Remake will include a free Trouble-Free Travel Kit in the game. The Trouble-Free Travel Kit contains the following items:
Elevating Shoes x1
Seed of Strength x3
Seed of Defence x3
Seed of Agility x3
Seed of Life x3
Seed of Magic x3
Collector’s Edition
Dragon Quest III HD-2D Remake Standard Edition physical game
Dragon Quest III HD-2D Remake Standard Edition physical game
Collectible game storage box for both Dragon Quest III HD-2D Remake and Dragon Quest I & II HD-2D Remake
Dragon Quest III character, monster and logo acrylic blocks complete set
**Including 20 vocations, 2 boss monsters, and logo
The Adventurer Accessory Kit (Dragon Quest III HD-2D Remake in-game items)
**Ring of Strength x1
**Dragon Scale x1
**Words of Wisdom x1
**Cat Suit x1
Exclusive digital wallpapers x2
The Trouble-Free Travel Kit (as detailed)
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crusherthedoctor · 5 months
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Top 5 Sonic Final bosses? :)
This is counting "regular" final bosses as well, in the case of those that have a true final boss. Spoiler though: they're all Eggman. :P I swear this wasn't on purpose, it's just that the other villains who make up a final boss often tend to be underwhelming for one reason or another.
5. Nega-Wisp Armor - It may be a bit on the easy side, but since Colours marked the first 3D title where Eggman was the uncontested final boss from all angles, it holds a lot of significance to me as a result. That aside, it's also cool that Eggman gets to use the Wisps against you... even takes the announcer with him. >:|
4. Egg Diablo - I think I've become this boss fight's biggest stan at this point lol. I get why some parts might piss players off, but for the most part, I genuinely enjoy how challenging this one is. Its design provides a neat shogun spin on the Death Egg Robot template, it has a lot in common with the Great Eggman Robo (see below), and I love how Eggman segues into phase 2 by cockblocking your victory.
3. Egg Viper - One of the most famous examples here. Killer design, legendary meme, and an ending that always gets me hyped. I'm not a Michael Bay, but I love that explosion so much.
2. Egg Wizard - A very unique and underrated one. Thanks to the Jeweled Scepter, Eggman (and Nega, but fuck him) shows off a selection of unconventional magic-based attacks. The fight itself is quite fun too.
1. The Death Egg/Doomsday finale - I consider the endgame of S3&K to be one of the best in the series, largely because of how well it incorporates Eggman's absolute refusal to give up. There are gods who get Big Oof'd after one fight, meanwhile this man keeps going again and again. And all this after the rest of S3&K, which of course had many other moments where the doctor gave his 110%.
Honorable mentions: The original Death Egg Robot cause of how iconic it is, SA1 Egg Walker cause of the significance it has for Tails and Eggman's own demeanour in the cutscene leading up to it, Perfect Chaos for being probably the least shit Super Sonic boss in a 3D installment, the Egg Shrimp in Advance 2 for what it says about Eggman and Sonic's characters with how quick they are to kidnap and save a random woman respectively, Emerl in Battle cause of the emotions surrounding it, Egg Salamander in Rush cause ~wrapped in black, wrapped in black~, Alf-Layla-wa-Layla cause Sonic gets to beat the shit out of Erazor "Domestic Abuser" Djinn, the Mega Death Egg Robot in Forces cause of the genius of Eggman storing a second mech inside the first one, and finally - despite its, er, complications - the Black Dragon in Superstars, cause seeing Sonic's friends help him out during it is extremely appreciated by me after years of them standing around like cheerleaders whenever it's final boss time.
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