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#I just played Super Mario RPG for the first time and don’t get me wrong; it’s an amazing game and I like it
citricacidprince · 10 months
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No one understands the agony of playing a good game right after playing a game that was so amazing that it is going to stick with you forever because no matter how good Game B was it’s always going to feel underwhelming when compared to the literal life changing experience you just went through with Game A
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jessecrust · 3 years
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Elden Ring is a video game. So, what is that?
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Video games are a wildly misunderstood artform. The confusion over what is artistic about them and what they are supposed to accomplish has somehow only gotten worse over time. We’ve seen games that are basically just movies that you interact with and we’ve seen games that are essentially just creation engines for you to do whatever you want with. And yet I feel that we’re really no closer to an answer. Even if you feel like you personally know what video games are, ask yourself this: are video games supposed to be fun?
Of course they are, you say. They are games and games are fun. But that’s not true, is it? There are lots of games that are not that fun. There are even games that are not fun on purpose. So, here we are, again at an impasse. Saying games are supposed to be fun is as shallow as insisting music should always be played on a guitar.
The “Souls” series of video games that began in 2009 with Demon’s Souls has long been thought of as games that are brutally difficult for the sake of being difficult. The latest release in the series, Elden Ring, is explosively popular for a (sorta) single player action RPG in the year 2022. It’s enjoyed the most concurrent players on Steam of any Souls games by a factor of six and universal acclaim with perfect review scores from almost every outlet. So it’s naturally led to a bit more fear of missing out than usual for a Souls game.
The discourse around the game has been, frankly, a circus. There’s countless videos of people dying to a stronger enemy and calling it bad game design. There’s tweets about how it takes six buttons to summon your horse companion which is bad game design. And there’s the general complaints you’d expect like why would I want to play a game where I die all the time, that isn’t fun. The logic, far as I can tell, is that dying means you’ve done something wrong. Yet it is my contention that one of the things that distinguish video games as a medium and potentially an artform is exactly that this repetition of death and rebirth is possible.
The first time you played a Super Mario Bros game, you probably didn’t know that Goombas would kill you if you touched them. It’s something you picked up pretty quickly and if you didn’t know already, no one had to tell you. You’d figure it out on your own. I’d like to pretend like there’s some sort of hidden meaning or secret to games like Dark Souls and Elden Ring, but that’s really all there is to it. Believe me, I’d love to write paragraph after paragraph of how brilliant it was for Bloodborne to punish players for rolling backwards all the time by giving bosses attacks that hit really far in front of them because they were used to using that strategy in Dark Souls, but I don’t really need to. The games simply embrace the idea that experience is the best teacher and that death is inevitable and can be overcome. The thing that really decides if the Souls games are for you is your willingness to engage with the game, not how hard it is. I personally think Super Mario 64 is way harder than any Souls game. There were moments where I didn’t think it was all that fun, but I’ve found that’s more my ego getting in the way rather than Super Mario 64′s design decisions. Similarly, Elden Ring and the other Souls games are wildly fun when things are going well. I can’t think of another game that lets me, in the middle of a tense combat scenario, leap 15 feet in the air and slam down on my ass, causing a giant shockwave that stuns the hostile knight in front of me. 
Case in point: one of Elden Ring’s first bosses you can encounter is the Tree Sentinel. I don’t think you’re intended to fight him early, but you can. He’s just sorta roaming around on horseback and you can just walk around him. But if you do choose to engage, your only option is fighting him on foot. Since he’s mounted on horseback with huge weapons, you’ll likely get shredded trying to fight him in his own element. Later on, you can come back with your own mount and easily destroy him since his attacks are very slow and you’re not longer at a speed disadvantage. I lost at least six times before giving up. Once I was on horseback, I beat him in one try. 
Failure is the best teacher, as the inspirational quote generator says. The ability to die and then come back and try again armed with knowledge is only possible in games. I think the best games embrace this and maybe are worthy of being called art. Games like Elden Ring and, another favorite of mine, Hades work death into their core design, pushing you ever onward. Death isn’t always failure, it’s also a wellspring of knowledge and experience that can carry forward. It’s part of what makes video games unique. An idea that’s been around as long as Mario: don’t worry, friend, you’ve got four more lives to go. You’ll get it right this time! It’s something that novels, movies, and music can’t really do. 
There are people who aren’t willing to give Elden Ring the level of engagement that is required to enjoy the game. There is nothing wrong with that and it’s perfectly okay, but please do not mistake deliberate design choices for bad game design. If you’re not having a good time, you shouldn’t force yourself to play it. I didn’t like Skyrim, so I stopped playing it. I don’t think it’s a bad game, it’s just not for me. If you are willing to give Elden Ring the engagement it demands, then you’ll find that it’s not just a good game, but could be the best game ever made. 
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itsbenedict · 4 years
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I didn’t post about everything I played this year, so here’s my opinions on the stuff I played that I didn’t make a rec post for:
Raging Loop 
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Raging Loop is one of them twisty meta Zero Escape-y branching-path visual novels where an ensemble cast is trapped in a mysterious circumstance where people are dying gruesomely, and you have to find out what’s happening and stop it by looping a bunch. 
I can’t wholeheartedly recommend it, because... it tries to have its cake and eat it too with the supernatural elements. Clearly magic is real and has important impacts on the scenario, but then other parts are trickery you’re supposed to see through, and it’s entirely uninterested in cluing you in to how that trickery was accomplished. Not exactly a fair play mystery, in that regard- you have to kind of just be along for the ride, rather than try to figure it out.
That said, it’s a good ride- pretty strong character writing, and the central conceit of the Werewolf/Mafia-style murder scenario creates really interesting drama. It’s more concerned with making itself feel clever than letting the player feel clever, but it’s still well-paced and gripping and has a pretty decent resolution.
Detective Grimoire
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I recommended Tangle Tower, the sequel, pretty strongly- and this one, while obviously a little rougher around the edges with the art and mechanics (the suspicion tracker system is a total dud; I didn’t even realize it existed until I realized I was missing an achievement for using it), it’s still pretty darn good. Really fun character designs and animations, fully-voiced, and a solid whodunit backing it all. Plus- while the two are more or less self-contained, the continuity threads with Tangle Tower raised some really interesting questions.
Contradiction - the all-video murder mystery
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This one was pretty fun, largely on the strength of the actors. The main mechanic of interrogating people on evidence and using their own statements against each other was some good stuff, too. Definitely had that Phoenix Wright quality to the deductions, and Jenks is a really fun character. (Had a few points where progression was just linked to standing in a certain previously-abandoned area of the map where a clue was suddenly there for no reason, there- good thing it had a hint system.)
As a mystery, it could use a little work- most of what you end up finding out is sequel bait (for a sequel that never actually came together, unfortunately), and the actual whodunit is just sort of hiding in the cracks of all that. And... cornering the culprit just sort of happens out of nowhere once you’ve got your hands on the right piece of evidence, without much fanfare. You’re following up on leads like usual, you find a little lie in someone’s testimony, and then- oh, shit, they’re just confessing everything! Unlike all the previous times you questioned them and they were super evasive like everyone else! And then the game is over. 
All in all, it’s pretty meaty and entertaining and I’d recommend it, but unfortunately the creators have moved on to other things, so there’s not going to be any follow-up on the stuff it left unresolved.
Ikenfell
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Ikenfell is a tightly-designed RPG about kids at a magic school, with Paper Mario-style action command mechanics and a battle system that makes a big deal out of careful positioning and movement, which was really enjoyable. The difficulty’s a little high (I recommend always always always speccing into max damage because killing things before they kill you is worth more than any amount of defense, speed doesn’t work, and healing is cheap), but I found it really satisfying.
There’s... something... off? About... I don’t know how to put it, it’s... doing that “yes, everyone is queer and mentally ill, deal with it” thing, which, sure, okay. But for a lot of them it’s such a background thing, like... half the playable cast is unambiguously nonbinary, but like... I don’t know if it’s trying to make some statement on how there are no rules to being NB and you can 100% perform a particular binary gender presentation but still count, or if they wrote the whole story and then changed the pronouns of some of the characters for Representation Points, or what. Probably the former? I dunno, it just feels weird. Maybe I’m just not woke enough to Get It.
(unrelatedly: why the heck is the official art they use everywhere so... off-model? none of them look like they do in-game- they look like the creator commissioned someone to draw a group shot with one reference image each and didn’t tell them anything about the characters. how much you wanna bet they commissioned a friend and it came out wrong but they were too polite to say “sorry, no, this is wrong, can you do it over?”)
Trails of Cold Steel IV
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Hoo boy. It’s... not great, and it’s not great in a pretty predictable way for an even-numbered entry in the Trails series. It happens every time- first there’s a game in a new engine with new characters and a new world to explore, and it’s really nice and does interesting things... and then it ends on a cliffhanger, and then there’s a sequel game in the same engine with the same characters and the same world, reusing as many assets as possible. Also the League Of Generically Evil Anime Supervillains is there causing trouble for reasons they refuse to explain, and the plot is a storm of magicbabble and macguffin-chasing that makes little to no sense. 
Cold Steel IV is that for Cold Steel III, full stop. Welcome back to all the same places you visited last game, except this time there’s some stupid magic apocalypse happening (not that it stops you from taking the time to do random sidequests constantly, of course). The whole “oh, the evil curse mind controls people and that’s why they do stupid bullshit that’s in no one’s interest” plot point is leaned on super hard, and it’s just a big yawn the whole way through.
It’s still really fun, though, because the battle system remains really well-designed. (The same battle system that was just as fun in Cold Steel III, mind you, but it hasn’t gotten old.) And- though they’re struggling to square it with the dumb mind control apocalypse plot, the NPC dialogue continues to make the world feel believable and lived-in. They don’t slack on the parts that make Trails good- it’s just the parts that make Trails bad are making themselves more evident than ever.
did finally get to date Towa though so that’s a win
One Step From Eden
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OSFE is... uh. It’s fucking hard is what it is. It’s sort of a deckbuilding roguelike, and there’s this combat that takes place on a grid, and- wait, it’s like Mega Man Battle Network, it’s exactly like Mega Man Battle Network. Man, I forgot about that, but the mechanical influence is extremely obvious. It’s MMBN meets Slay the Spire.
Except it’s super duper hard as hell, because unlike MMBN you can’t pause and swap out chips or anything- everything is just always happening so much, all at once, everywhere, and you have no recourse but to git gud and learn all the enemy patterns and the behavior of your own spells and develop the twitch reflexes necessary to not fucking die from all the shit that’s on the screen always.
(What’s the story? Uhhhh, there was some kind of magic apocalypse, and some anime girls are trying to reach a city for some reason that doesn’t really get explained ever. The game doesn’t really care to build its world at all- it’s all mechanics plus a little token character dialogue that doesn’t say much.)
The point is it’s really frickin’ hard but I am an epic pro gamer and I got ALL THE ACHIEVEMENTS, MOTHERFUCKER. If you’ve played it, I expect you to be really god damn impressed with me, okay???
A Short Hike
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This one was really relaxing! It’s a platformer where you explore an Animal Crossing-y island of cartoon animal people, collecting mobility upgrades- but like, mainly it’s about straight chillin’. The flight controls are fun and there’s lots of little secrets to find and it’s just a nice time that doesn’t drag on too long. Not too much to say about this one.
Pokémon Sword
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Ehhhhh.
I’m not here for the hot takes about how Dexit is good actually. Development hell happened, they had to make cuts for time, I get it. It’s disappointing and makes the game a little bit worse, but it’s not the end of the world.
Apart from that... perfectly serviceable? The Wild Area could’ve used a little more technical polish (as could most things in the game, really) but was a step in the right direction, giving the player a wider array of early-game team-building options than ever before. No HMs is good. Story and characters were kind of nothing, but that’s par for the course. “At least this time they’re not shoehorning in some kind of stupid evil-team-wants-legendary-pokemon-to-destroy-the-world apocalypse plot”, I thought to myself before they managed to shoehorn one in at the last minute with zero buildup- but, hey, beats wasting half the game on it.
It’s nothing special and it’s missing a lot of polish, but its problems are mainly due to being rushed, and presumably next gen they’ll be able to reuse a lot of the models and animations (maybe even improve the animations so they’re not so boring??? a man can dream) and make something interesting. SwSh seem like they were testing the waters for something else, and not taking too many chances in the meantime. 
(yo why would you sell all these cosmetic items and then turn them all off during gym battles, though) 
Hades
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Hades is- oh, who am I kidding? Everyone knows Hades, it’s the game of the year, greatest thing since sliced bread, Supergiant are heroes, yada yada yada. I’ve played almost 300 hours of it and I’ve completed everything except all the Resources Director levels (currently a Sigma Wraith), it’s extremely fun and you don’t need me to tell you that.
Petal Crash
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It was that thing the Paranatural creator helped on? It’s, uh. It’s a block-sliding puzzle game thing, sort of in a Puyo Puyo vein. It has fun character designs and some good dialogue, like you’d expect from Zack’s involvement, but it didn’t really leave an impression otherwise (besides how got dang infuriating some of its Turn Trial puzzles can be.) The story is... kinda heartwarming, kinda didactic, kinda childish, not especially deep or interesting. Hard for it to be, when it’s told through little bits of fluffy character dialogue that exist to set up a puzzle battle as quickly as possible. Not super recommended unless you really really like block-sliding puzzles.
Hollow Knight
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Man, why’d I sleep on this for so long? It’s a metroidvania platformer with heavy Dark Souls inspiration, in terms of tone and difficulty and death mechanics and environmental storytelling. And it’s... apart from all that, just really good as a game, with tight controls and juicy movement and great animation. Progression is linked as much to mastery as it is to upgrades collected- I found myself in lategame areas facing down things that would’ve killed me ten times over at the start- not because I had the best gear, but because I’d learned the game’s language and understood how to move in ways that wouldn’t get me killed.
(Usually. Sometimes I’d walk into a room and sit on a bench and suddenly there’d be a boss fight and I’d get slaughtered. Ain’t that just the way it goes?)
Anyway, on top of all that it’s just charming as hell, with a really unique and well-realized world full of little bug people. I love how, like, your character is clearly some kind of eldritch abomination, but it’s small and cute and so everyone (besides enemies that attack you on sight because they’re possessed by some kinda evil mold) is like “awww, who’s this little guy? want some help, little guy?”
(except Zote, who is just an ass hole. i love him.)
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repentantsky · 3 years
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The difference Between JRPG’s and WRPG’s, and why we should stop comparing them
If you’re like me, you love RPG’s of many different genre’s. Whether they cover fantastical realms like Skyrim and Final Fantasy, or more technologically advanced ones like Borderlands or Star Ocean. 
Like all genre’s most RPG’s of different genre’s also suffer from different problems because of tropes and reused settings that people can grow tired of, but talking about RPG’s from two different parts of the world, is a whole other problem. Japan for example, is mostly marketing itself to Western players, while Western RPG’s, are mostly marketing themselves to Western players...uh wait, why does that make them different? 
It’s all because of style choices. See, Japan like most countries, has a lot of traditions that make a lot of it’s products fairly same-y. As I said that happens with everyone, but Japan has to try harder with smaller series to get western appeal, which is required to have a successful selling game, unless it’s a mobile title, since those all do really well in Japan, because people can just game on their way to and from work. I digress, but Japan is so rooted in tradition, that you can watch an episode of Gigantor, the anime that is considered by many to be the first anime ever created, and Demon Slayer, and notice a lot of similarities in the way the characters are speaking, because Japan has always made their shows where actors talk like they would in real life, which isn’t always true in other acting platforms around the world, which of course means, this translates to video games. 
Specifically what it means, is that Japan has to hop a cultural barrier that Western games don’t, and they have to rely on a lot more tropes, because there are only so many ways to translate the same basic plot of a JRPG, for Western audiences, before things become too cliché. A lot of RPG’s are successful in doing this, like the aforementioned Final Fantasy, and other JRPG’s are coming through with successful games to, like Fire Emblem. Persona and Shin Megami Tensei, Atelier, and several others. All of the games coming through lately, lead people to believe that JRPG’s are a thriving genre in the west, but that’s not really true. 
If you were to ask any random person what the most successful JRPG of all time was, a lot of people would probably think of a Final Fantasy game, but not even Final Fantasy 7, has come close. In fact the only JRPG that even made it to the top 10 best selling games ever, is Pokemon Red/Blue/Green/Yellow as a collective, with four different versions. The next best selling one is Pokemon Gold/Silver/Crystal, and in fact, only 11 of the top 49 best selling games of all time, are RPG’s, and all of the JRPG’s are Pokemon titles. Final Fantasy 7 has still been wildly successful, as the original has sold over 11.8 million units, and the remake over 5 million, but the fact of the matter is, that even though RPG’s as a whole are the biggest genre of the top 49, the few that made it are exceptions to the rules. In fact, of the top 10 best selling games of all time, 6 of them are by Nintendo. The other 5 excluding Pokemon, are Wii Sports, Super Mario Bros. Mario Kart 8/Deluxe, Wii Fit/Plus and the original Gameboy version of Tetris, which itself is on there twice because EA’s version is number 3. so you’re actually better off in Japan, not making a JRPG. 
There’s a lot more that can be gleamed from looking at the list, so you can check it out here if you want: https://en.wikipedia.org/wiki/List_of_best-selling_video_games 
The point is that JRPG’s, aren’t always as successful as people think they are. I mean sure, you don’t have to be on the top best selling games list to be successful, but Persona 4 Golden on PC is considered a massive success for selling only just over a million units since it’s release, and the Tales of Series, which is one of the longest running in gaming, as recently as April of this year, had it’s sales numbers made public, and Tales of Symphonia, the undeniable Final Fantasy 7 of the series, sold a total of 940,000 units in the United States, and the game, easily the most successful title from Tales of, only managed 2.4 million in total. None of this is to say, that JRPG’s are struggling, because most of the ones I brought up are shining examples that they aren’t, but going back to that top 10 list, Minecraft and Grand Theft Auto V,  just the top two of that list, have sold 345,000,000 total units. That not only beats the entire mainline series of Pokemon, it’s only about 2.5 million short extra, of beating the original 151′s total sales, with how many spare units the two games over Pokemon’s  300,000,000 million total sales mainline games, which means likely, the two of them will beat the series out at some point in the future. 
Western RPG’s, don’t often suffer from as many problems, because they don’t have a border to hop, and it shows with Elder Scrolls, which has sold 58 million total copies with only five mainline games, and 30 million of those came from Skyrim alone. It took Pokemon, the undisputed champion of JRPG sales, 20 mainline games to reach 300 million, which means arguably, by the time Elder Scrolls reaches it’s 10th installment, it will have caught up to Pokemon’s first 20 games total sales. Borderlands, which is arguably the Tales of to Western RPG’s in most people’s eyes, has actually outsold Elder Scrolls with only 4 mainline entries, one of which is considered bad by many, with a total of 60 million total units sold. The better comparison, surprising for many I’m sure, for a Tales of comparison, is actually Fallout, which has sold 13.51 million units, to Tales of 23.5 million units. 
Enough about numbers for a few minutes, 3 paragraphs about it is a bit much, but the fact of the matter is, Japan struggles more overall to make successful RPG’s in the West, than the West does in the West, and it’s all due to how much of a challenge it is to hop that border. 
Outside of sales numbers, the other major difference between JRPG’s vs Western RPG’s is how they are classified. Generally, when someone thinks of a JRPG, they think of a fantasy world, with leveling, where rare items can be won off bosses, but your main way of improving stats is to level up, and have enough money to buy the best equipment at each new town you enter with a shop. However, a lot of games have been getting that label slapped on them by their marketing teams or fans, and some of it is just wrong. The Legend of Zelda: Breath of the Wild is one such game, despite the drops from enemies being the only correlation between BoTW and JRPG’s. The correlation was made by fans, which might seem like an innocent mistakes, and in fact could be nothing but that, but then there’s Monster Hunter, which actually does have two JRPG’s attached to it, in the Stories 1 and 2 games, but who took the reigns of JRPG to market, calling Monster Hunter World, a JRPG. despite it having few differences from other Monster Hunter action games, outside of having a story, and having nothing more to do with JRPG’s than Zelda. A lot of fans of Japanese games will classify simply playing as a fake character an RPG, which normally would be fine, but in games, that’s not how genres are defined. If that were the case, all of Yakuza’s games would be JRPG’s, instead of just Like a Dragon, and in fact most games would be RPG’s, and they obviously aren’t. Bubsy 3D RPG anyone? No? Ya sure? Yeah I didn’t think so.   
The west has the exact opposite problem of under classifying it’s games as RPGs. While sure, you wouldn’t call Halo an RPG, unless you know, Master Chief was shooting an RPG, you absolutely should call Ratchet and Clank one. Think about it, your main playable characters all have HP, most of them have weapons that can level up, and the action setting of these games, basically should make Ratchet, a response to Level 5′s Dark Cloud series, which did all the same things for combat. However, it’s just seen as series of action games, despite it also being a lot like Borderlands. 
The point is, there are a lot of things that differ JRPG’s and WRPG’s from sales, to marketing, to style and so many other factors, I would run out of characters available to me, before I get through them all. There’s nothing wrong with these genre’s being different, but people classifying them as similar, could harm either since they don’t often jell that well together. So please, think before you compare, and for those rare RPG’s, where you can’t tell the difference, makes sure you find out where they were developed, because a lot of games you might think are JRPG’s, could in fact be Korean or Chinese. 
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paragonrobits · 3 years
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a friend asked me to give a shot at doing an entry in this tier list they linked me to, of the video games inducted into the World Video Game Hall of Fame since 2015, and I opted to give it a shot!
My rankings are generally biased towards games I personally enjoy playing, though I will give some commentary on their historic relevance:
S-Rank
Super Mario Bros: The game that repopularized video games in the US, that arguably began the entire platforming video game genre and all its imitators and spin-offs, that spawned a new generation of video games after the Atari Crash in the US, and still a DAMN FUN game in its own right! I simply had to put this at the top ranking. After the disillusionment caused by Atari’s failures, this game brought home consoles back in a big way to the US. 
World of Warcraft: Now, I’m not much for MMORPGs. Nevertheless, I’ve followed the lore and general information in the Warcraft setting for years now, and a couple years back, my brother asked me to play it with him. I had a ton of fun, honestly! Playing a goblin mage, I believe. WoW is notable for being THE MMORPG, and still going strong. Admittedly, nowadays many games do what it does better, and the time when it was dominant as THE single game to play is past, but it was still an enjoyable experience and I really have to like how sincere the game is about its aesthetics and campy vibe. Given that the entire setting is reputedly a reskin of a Warhammer Fantasy Battle video game that went south, it’s cheery and colorful, morally gray tone is... an interesting complication in its history. (Also, HORDE. I STAN THE HORDE VERY HARD.)
The Sims: A bit of history; I did not play this game as enthusiastically as a kid as my sister and mom did. We ALL spammed the hell out of the Rosebud cheat, though; not until recent times did I actually wind up playing the game properly, when the most recent iteration of the series was free for a while. My mom didn’t care to play the game, she just liked building houses. In any case, while my attention drifted from the game now and then, I always am fascinated by the actual gameplay of caring for your simulated humans, and the way you don’t actually control them directly. This sort of hands off experience is actually a bit similar to the ‘dungeon simulator’ genre, and while the game is notorious for enabling cruelty (something I never saw the appeal of!), it’s a surprisingly wholesome experience, and it can’t be understated how unique this gameplay was at the time.
Legend of Zelda: It’s actually rather interesting how different OG Zelda is from modern games. Not just the top down perspective (which DOES pop up, now and then); the game is non-linear and allows you to go to any dungeon at any point, completing the game at your leisure, and the story is extremely barebones compared to what we may be used to. It’s quite a far cry from the linear gameplay of gradually collecting tools and working through plots that the games are known for. Breath of the Wild is, in fact, a return to form rather than an upheaval of the formula. I’ll also admit that I have a lot of affection for the gameplay of this one, as well as Link To The Past.
Donkey Kong: When you’re talking old school, as far as what you might call the modern generation of games goes (which is to say, the games that resurged after the Atari Crash), it’s hard to go wrong with Donkey Kong. It’s certainly notable for being a weird stage in Mario’s character and something that is generally ignored; it’s just strange thinking that at one point he was supposed to be abusive towards a pet ape that went in an innocent, well-meaning rampage! Personally this one kind of breaks a mold for my S-class rankings because while I like this one fine, I don’t like it THAT much; i mostly played it in the DK 64 game, and found it very difficult and that’s stuck with me. Still, I place it here for its momentous position in placing Nintendo on the map, with the influence and revolutionary technologies and gaming mechanics they would introduce, to this very day.
Pokemon Red/Blue: Hoo boy. HOO BOY it is honestly something of an oversight that I didn't immediately shove this beauty straight to the front of the S-line because good god I love this game. It's been years and years, long since I was but a whee Johnny playing a strange new game for the first time just because there was a cool turtle creature on the cover (because I was super into turtles back then), and I still love this game. Even with the improvements made to the formula since then (getting rid of HMs, the fixes and new types introduced since) there's still something lovable about this game, even as something as basic as the official artwork that just tugs my heartstrings. This game is highly notable for being an RPG that popularized the monster collecting/befriending gameplay (so far as I know), and as an autistic person, i really appreciate knowing the whole thing grew out of an autistic man's bug collection hobby from when he was a child. Pokemon is an absolute juggernaut of a media influence, and THIS is where it all began. It's first stage evolution, you might say. And not like a Magikarp or anything. This one's more like one of the starters... appropriately enough. Final Fantasy 7: This is probably a bit of a controversial take, but FF7 was not actually one of my favorite Final Fantasy entries back in the day. I never played much more of it than the beginning missions, as my cousin owned the machine in question, and I moved out before i could play it much. Final Fantasy 3 (in the US; it's more generally referred to as 6 now) was my favorite for a long, long time, and that game pioneered many of the traits that would be associated with 7: the epic story, the complex ensemble cast, though 7 really expanded on that basic idea, and previous games were hardly shabby in that regard. 9 is my favorite of the pre-10 era, with its extreme shake ups to the mechanics of the game. No; what makes 7 stand out is that it was a shift towards making Final Fantasy a constantly shifting, unique franchise where every entry was its own thing; it introduced 3D graphics with a fun and cartoony style mixed with a story that wouldn't be out of place in a cyberpunk story, and heralds Squaresoft (as it was called at the time) splitting off from Nintendo, with its censorship policies, and doing its own thing with Sony, with a great deal more freedom to write as they pleased. The party design also stands out, which each character having their own unique function in the party while the Materia concept allows a degree of modular skills to be installed, customizing them in ways that, in my opinion, the best entries in the franchise (on a gameplay level) would revisit. Colossal Cave Adventure: I'll be honest; I never played this game, and I don't believe it's particularly familiar to me at all. However, I chose it for this vaunted spot in S-rank because games of this nature, of text-based prompt and responses, are some of the most interesting things imaginable! Games like AI Dungeon are similar in some respects, and its impressive to think just how dang old this game is, and yet it managed to pull off basically being it's own DM. It has an interesting history; created by a man who worked on the precursor to the Internet, the game was made to connect with his daughter and was inspired by recent entries into Dungeons And Dragons, and later expanded upon by other programmers. It's notable that while Zork is the sort of game that would probably involve more immediate recognition (I actually mistook it for Zork at first, from the screenshot), this game was the first of its kind, and that always deserve some recognition. Minecraft: I absolutely LOVE Minecraft, and it's rightfully one of the most popular games, if not THE most popular game, of the last couple of decades, and it's interesting to think just how unconventional it is; the game is, effectively, a LEGO simulator, and as someone who honestly always wanted tons of LEGO sets as a kid but could never afford them consistently, there's something genuinely very appealing about Minecraft's basic set up. It's open approach and lack of a goal, just gameplay mechanics that encourage you to build and do as you please, makes for a very relaxing and unusual mentality not often seen in games until this point; it doesn't even have a storyline, it simply gives you a world to play around in. Of note, Minecraft's entry seems to have relevance towards video games becoming a cultural touchstone; Minecraft's visual aesthetic leans towards both blocky LEGOs and retro graphics, and certainly proves that games don't need to strive for hyper realistic graphics to be appealing. ----- A RANK Doom: I genuinely like Doom, a lot! I still have memories of replaying this game frequently, long before Doom 2016 and Eternal were glimmers; it's just genuinely very fun to play. That said, I feel that there's other games that are a bit more historically notable and while i like this game, not quite as much as other entries. But it cant be understated that this was THE first person shooter, and more to the point, was fundamental towards game design as we know it. Of note, it pioneered the idea of a game engine, which has had tremendous impact down the road in terms of making a flexible baseline system that latergames were programmed around. Additionally, the first three episodes being free, with the additional ones being purchased as part of the full game, this was, I think, the first demonstration of a demo. Back then, we called this shareware; a game which was free but had full features locked off, but otherwise you could play it however much you wanted. There's a REASON Doom winds up on more systems than Skyrim! Ultimately, while it's not one of my favorite games, it's impact on the business of gaming and the functions of game design cannot be overstated. Pac-Man: This game, is THE game that made video games a phenomenon and its worth thinking about that and how video games as a modern institituion can be drawn, however broadly, from Pac-Man's commercial success. I should note that while I've played this game extensively, it's not something I'm particularly good at; there's a LOT going on here and its a bit much for me to handle. That's probably a strength; there's a reason people had to fake their accomplishments and falsified high scores. It's worth noting that Pac-Man is a unique thing in that it has been rereleased many times over, and every generation has found it enjoyable and fun, unlike other games that set trends only to be lost out in the end. (Goldeneye, for instance!) The Oregon Trail: Like many other people I assume, I first played this game as something available on school computers. Purportedly made as an educational game to teach students about history, this game may be notable for, among other things, being an entry point towards the idea of resource management in video games (as well as being hellishly difficult, by the standards then, but that DOES illustrate a point, does it not?). It's also the oldest, most continuously available game ever made, even now being ported to smartphones, or so I hear! It seems to be a very early example of edutainment games, and a genuinely great one at that. It probably helps that a selling point is that it doesn't really mince around with its subject matter; anyone who's played this game knows that total party kill is the default assumption, as it was in life. Street Fighter and Mortal Kombat: I place these two together as I feel that they form a duo of sorts, and defined fighting games of my childhood and modern gaming experience; name a fighting game, from Injustice to something as deliberately different as Smash Bros, and it has SOME relation to these games, even if its in terms of doing something completely different. These games set a mold for fighting games! Among other things, both games feature iconic characters as a selling point, and to this day fighting games make their mark based on how signature their characters are. Mortal Kombat is of course an incredibly violent game (though very tame, by modern standards), and its fatalities and depicitons of violence sparked thought and arguments on what video games ought to be allowed to depict, for better or for worse. It's not implausible to suggest that the overly strict restrictions on what video games could depict go back to Mortal Kombat's fatalities, specifically (since there's far worse games predating it, though too graphically primitive to be obvious). Street Fighter, conversely, strikes me as having more characterization and depth, especially as far as fighting systems go; I find it hard to be interested in many fighting games now, if they don't offer as much depth as the likes of Street Fighter 2. Street Fighter stands out for innovating multiplayer play, initially in the arcade, and its not implausible to say that the likes of Smash Bros is a descendant of sorts of the specific mentality Street Fighter brought to the table. Consider also that it is STILL a mainstay in the remaining arcades and cabinets in service today! Tomb Raider: This is a game i legit liked back in the day, and there's some part of me that's sad that the platforming, puzzle solving and focus on exploration has not really made it back into the modern Tomb Raider series, last I checked. There's probably something interesting in that Lara Croft represents a bit of an intermediate period between platforming mascots and modern Edgy Protagonists; you know the ones. Balding white dudes with vague dad vibes, but this is not a slight on Lara; she definitely has a ton of personality, even just at a cover glance. This game had a strong focus on exploration, and that's honestly something I really like. Super Mario Kart: I'm going to be controversial here; complaints about the Blue Shell are kinda overrated. It's not that different from, say, a red shell hitting you from behind when you're close to the finish line. But, jokes and old 90s memes aside, this game has some interesting status in that it started the idea of making spin-off games in dramatically different contexts; Crash Team Racing and Sonic Drift, for example, are listened as similar games. On a franchise level, this began the trend of Mario becoming a truly flexible character who could do pretty much whatever was required of him, not just the original platforming games, and its possible his imitators never quite learned the same lesson. Though one wonders what Miyamoto might have thought if he'd known how many thinkpieces he would spawn with 'why does mario go-karting with Bowser when they're enemies?'. For my part, I favor the idea that the other games are in-universe fictions they're actors on and this is their actual dynamic, or that Mario is a relaxed dude who doesn't mind playing kart games with his foe. (I mean, he's not Ridley. Bowser's easy enough to get along with.) Animal Crossing: Again, I have to emphasize that I've never actually played this game, at least on a consistent basis (and by that, I mean I MIGHT have played it on the Gamecube, once, in the early 2000s), and have to speak from what I've seen of what it sparked. And I really do like the way it really codified the sub-genre of relaxed, open-ended games where the player is free to do as they like, without much stress or fear, which is something I think more games could stand to do. On my personal list of features that my ideal video game would have, Animal Crossing would definitely offer a few ideas. I am reminded of farming simulators, such as Harvest Moon or Stardew Valley; while they are different beasts entirely, there's a familiar sense of non-combat relaxation that's pleasant to see. Spacewar!: This machine is GODDAMN old, and like an old fogey predating modern humans, it deserves our respect. It's so old, it predates Pong. Supposedly created as part of predictative Cold War models, with an emphasis on emulating sci fi dogfights, producing a game that soon proved popular, for over a decade remainign the most popular game on computer systems, and a clumsy foray into arcade gaming (that didn't pan out, unfortunately) led to the creation of Pong by its creator, which is another story all its own! And Pong is directly responsible for the idea of the video game itself; this game launched the entire video game industry as we understand it! No small feat, indeed. ----
B RANKED Sonic The Hedgehog: I must state that I DO like this game, though not as much as later entires like Sonic 3 and Knuckles, or the Sonic Adventure series; the fast paced action seems a bit hobbled by the traps and need to be careful of surroundings, which would seem to run counter towards the whole idea of GOTTA GO FAST, y'know? But the game presents an interesting viewpoint on the nature of mascot gaming; created specifically, so it is said, as a rival to Mario, Sonic was designed as a mascot with attitude, and inspired a host of imitators; he's probably the only one to escape the 90s more or less intact, and this may have something to say about his flexibility, star power, and also the fact that he's a pretty mild character, all things considered. This game certainly has its place in gaming history, giving an important place in the console wars of yesteryear. Believe me, I was a kid in the 90s, Sonic was a HUGE deal. Space Invaders: This game is noted to have catapulted games into prominence by making them household, something outside of arcades, and it shows! An interesting detail of note is that supposedly, the Space Invaders were meant to all move at high speed, but this was either too hard to play against, or too costly on the processor; it was found that by making them speed up as they were defeated, it created an interesting set of challenge. You have to appreciate game history like that. In general, its success prompted Japanese companies to join the market, which would eventually produce what I imagine was a thriving, competitive market that would eventually get us Nintendo and it's own gamechangers down the road. Grant Theft Auto 3: I'm going to be honest with you. I don't much care for this sort of game. The Saints Row series, with its fundamental wackiness, is the kind of game I really DO like if I'm going for something like this, and GTA sort of leaning towards the 'cruel for fun and profit' gameplay is really unappealing for me. However, I'd be remiss if I didn't address this game, and what seems to come up is two things: the game's sheer freedom in its open world (which certainly pushed the bar for games of that nature, and has made it a byword for gamers screwing around in a game just to see what ridiculous things they could or couldn't do) and the infamous reputation from the mature aspects of the game. Personally, I'm not much for this game's take on maturity (if I wanted to discuss a game of that nature, I'd suggest, say, Spec Ops: The Line) but I really do appreciate what this game and its series did for the open world genre, and the sheer possibilities presented for letting you do what you wanted. King's Quest: I've never played this game, but I am a HUGE fan of the point and click genre (also known generally as the adventure game genre) that it spawned; without this game, there's no Monkey Island, no Sam and Max, no The Dig or Full Throttle, or Gabriel Knight. This game was similar to previous text-based games, with a text parser to input commands, but with the distinction of a graphical interface to move their character around, which would be the seed of later games such as the SCUMM engine of Monkey Island and other Lucasarts games (which, to me, ARE Adventure Gaming). The puzzles, comedic sensibilities, and interface innovations originated with this game, and codified those later adventure games i love so much. Starcraft: This is another one those list of 'games I should have already played by now'. I'm not much of an RTS person, barring forays with games such as Impossible Creatures, Warhammer 40k: Dawn of War, and more strange entries such as Brutal Legend, and I contend that the combat aspects of 4X games like Civilization DO count on some level; the specifics of troop movement and unit strengths/weaknesses are a bit beyond me, when you get to more complex stuff. Starcraft, reading between the lines, really introduced the idea of multiplayer culture especially for RTS, pioneered the Battle(dot)net system (which I mostly recall from Diablo, if I'm being honest!) as well as the idea of relative strengths and powers for individual factions so that they became characters in their own right. It's still a very popular online game, and that says SOMETHING. Also, I tend to use zerg rushes, so I would probably play Zerg. Probably. (There is much speculation on whether or not, like Warcraft being a failed Warhammer Fantasy game, if the same holds true for Starcraft and Warhammer 40k. I lean on the side of 'probably not'; the differences are too notable. The Zerg and Tyranids have some similarties, but that's probably because they're based on the same broad hive mind evil insect aggressor trope, and they have enough differences from there to be very distinct from one another. It's not like how OG Warcraft's orcs were very obviously warhammer orcs with less football hooliganism.) Bejeweled: This is a firm case of a game that I don't play, but I really have to respect its influence on gaming as a whole. Apparently it started as a match three-type game with a simplistic formula that proved wildly popular (perhaps making a point that simpler can be more effective, in game mechanics), with a truly explosive record of downloads; over 500 million, it seems. Thus its fair to say that this game set the precedent for casual games, which have become THE market. Regardless of your feelings on that genre, this one was a real game changer. (Pun intended, absolutely.) ----
C RANK Pong: "By most measures of popular impact, Pong launched the video game industry." This line alone saws it all, I think. It wasn't the first video game, but it was one of the more early ones, and its the one that really made video games and consoles successful, gaining widespread attention from the mainstream audience, as well as getting Atari recognition (for better or for worse, but perhaps that was just a development of being on top, so to speak; maye the console wars at least kept the big three honest). It also started the arcade revolution of games, and this humble game is essentially responsible for the entire state of video games as a concept, as we know it today. Halo: No disrespect to Halo, but it's just a game series I've never quite been able to get into. Those games are very hit and miss for me; games like Call of Duty, Battlefield, Gears of War and everything like that are just... hard for me to get into. It takes something specific like Borderlands or the Besthesda Fallout series, or something else, for me to get hooked, and Halo just doesn't do it for me! Nevertheless, I would be QUITE remiss if I simply dismissed it, and there's reasons for it to be inducted into the hall of fame barely three years into the hall of fame making inductees. Firstly, it was Microsoft's big entry into the console wars, and it must be said this was a MASSIVE upset and a completely unprecedented shift in the assumptions of the console wars back then; NO ONE expected microsoft to actually do this, let alone redefine gaming out of Sony and Nintendo's favor like that. At the time, PCs dominated FPS games, and Halo showed that consoles could do it just fine. It must also be said that it has a very intricate and complex system of lore, backstory and material that was quite distinctive for a new setting back in the day, and while I've seen people object to it's gameplay, I suspect that its with the benefit of hindsight; Halo offered an extremely unusual degree of freedom in achieving the goals set out for you. (Cortana also didn't deserve getting her name slapped onto that search assistant that eats up all your RAM.) Where In The World Is Carmen San Diego: Surprisignly enough, based on the article, this game was NOT an adaptation, but the source material of this character. This is where the fancy, mystery lady in the red coat started! Evidently this game was originally an edutainment game with a cops and robbers theme, and inspired by Colossal Cave Adventure from higher up on the list, and one must appreciate the effort that went into it. This one is ranked low, mostly because it didn't seem TOO notable to me. Honestly I'm surprised this is where Carmen Sandiego started. (And that she doesn't get enough credit as an iconic theatrical villain who won't go a step too far, but that's another rant.) -
D LIST
Here we are. The D LIST. The bottom of the sorting pile; the lowest of them all, the... well, the ones that I honestly don't necessarily dislike, but couldn't place higher for reasons of notability, personal interest, or perceived impact on the history of gaming. John Madden Football: Sports games, as a whole, really do NOT do it for me. I don't like real like sports at ALL (with, as a kid, a brief interest in boxing and that was just because they had gloves like Knuckles from Sonic the Hedgehog) so its hard for me to say that I find the history of this one all that compelling. Even so, there's some interesting elements in how this game was a sequel to a previous failed attempt, with a bold new attempt at a more arcade-style action game with a more dramatic take on the players, who would in turn be rated in different skill sets. The Madden series is STILL going so... it worked out pretty well, I'd say. (FUCKIN EA WAS BEHIND THIS ONE??? wow, EA is older than I thought.) Microsoft Flight Simulator: It's honestly a bit painful sorting this one so low, since I had many happy times as a wee Johnny playing this game back in the old days. I mean the OLD, old days. This was like, the days when Usenet was the preferred way for people to talk online. (Not me, though. I didn't talk to people, then. I was even less social than I am now, which is saying something!) All the same, I suppose that it was important to not crowd too many entries in a specific folder, and statistically, something had to keep getting knocked down, and in the end, I couldn't honestly say I still enjoyed this one enough to place it higher. Still, credit must be given where it is due; this game stands out for being an early foray into simulator gaming, showing a realistic depiction of actual flight. It has apparently been updated and rereleased many times since, which is impressive! Tetris: I like puzzles. So it might be surprising to hear this seminal game ranked so low; firstly, I like different KINDS of puzzles (like weird ones where you have to fling your sense of logic to the moon and back, or make use of gaming mechanics) and honestly this game is kind of stressful for me. You gotta keep an eye on a lot of different things flying around all at once, and constantly move things around, and that kind of attention and quick thinking does NOT come easily to me. All the same, I really have to admire how it was born from it's creator's pleasure in solving mathematical puzzles about sorting shapes into boxes, in a manner strangely remniscient of Satoshi's bug collecting that became Pokemon. Certainly the game's simplicity has proven a universally appealing thing, and may say something about the value of keeping it simple. Microsoft Solitaire: This game apparently became pay-to-get some time ago in recent computer generations, and let me tell, you, it was genuinely depressing to find that out. I remember younger decades, from the 90s and on, when this game was a regular and free feature in Windows computers fir MANY years. You got a computer, this game was on here. I was a kid, and i remember watching my mom play this game and makign the cards go WHOOP WHOPP all over the place and marveling, because I couldn't ever do the same thing. (A related note: I am terrible at this game. Go figure!) Of note, this game was massively widespread, and just EVERYWHERE, and I think everyone who ever played a computer back in those days instantly remembers it in some way. It was just... ubiquitous. Centipede: Oh, ol' Centipede. I don't mean to be mean to you. But between the likes of Pokemon and Super Mario Bros, even the arcade Donkey Kong, someone had to keep dropping down the leaderboard that is this tierlist, and unfortunately, there were other games that felt higher up than you. All the same, you're a very good game, and honestly, I like you more than some other games ranked higher for reasons of relevance to gaming history. Certainly more than anything else in D-listing. The colorful and appealing palette is noteworthy. That trackball controller! Amazing! (More games should use trackballs. They're fun and easy to use.) At the very least, Order of the Stick did a joke with you once, and that's better than anything I can do for you. All the same, you're a cool game.
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game-boy-pocket · 3 years
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Well, now that they're all finally out... my feelings on each of the new Smash Bros characters is this.
Inkling was inevitable. But that doesn't mean I wasn't thrilled to see them. Splatoon is a great new IP, though I personally worry about how similar the games seem to be 3 main entries in, but that's nothing to do with Smash. Fun to play but hard to learn. A- ( the minus is for no Octo alt ).
Ridley felt like he should have been inevitable, but was fighting against some pretty strong biases. But he finally made it and i'm very happy. I do think he could have been a tad bit bigger though. Even if they had to slow him down a bit. A
Simon very happy with this character, and honestly surprised he didn't get in sooner. Castlevania may not be as strongly associated with Nintendo as it used to be, but it's one of the first games that come to mind when you think of the NES as well as the SNES. He was in a TV show with Megaman and Pit for goodness sake. And I enjoy using him. A- ( minus is only for no chronicles alt )
Richter was a cool addition, if there was one other Belmnot to be added, i'm glad it's him... but I am more of a Simon guy. Side note, I wish they took the echo fighter character a little further. It seemed like branding clones as echo fighters is all it took to make people more accepting of the idea, only for them to just stop short of three or four new ones, and not even include super obvious ones like Shadow the Hedgehog or Blood Falcon. Anyway A- ( minus is for no symphony of the night alt )
King K. Rool being revealed was one of my top five Smash moments. Donkey Kong is not a neglected Nintendo franchise. But it has undergone some changes that long time fans don't care for, including the removal of the main antagonist, this guy, who has a gigantic personality. He's a very fun character and it's so good to see him come back ( pls appear in the next DK game pls pls pls ) He also happens to be very fun to play as. A++
Isabelle is where Smash reveals kind of started to lose me a bit. Animal crossing is a big series and all but I really felt like the one villager is all the game really needed to properly represent the entire series. You don't need a lot for Animal crossing. And the fact that Isabelle was a relatively new character, who seemingly snatched the role of series mascot from Tom Nook, well it kind of rubbed me a little wrong. She seemed unnecesary... but she is actually more fun to play as than villager, and she's cute. So I don't totally hate her. B
Incineroar was a poor way to end the base game lineup for me. Pokemon just isn't a very respectible series anymore in my eyes and Sun/Moon was the first game in the series that I found too boring to finish. Pokemon just doesn't excite me, and with each new announcement, I'm becoming actively disgusted by it. I would have loved a wrestler character in the game, but the fact that it had to be a pokemon kind sullied it for me. Yeah, I just can't pretend to like this inclusion even if it is a huge Nintendo IP. C-
Dark Samus is a character I am kind of indifferent too. I didn't think we needed her, but I think she's a cool addition to the game. A bit of a waste to make her an echo though, her abilities are very different from Samus in the games if I remember right, I honestly don't remember much of Metroid Prime besides the first one. Still, she's cool. B+
Daisy is an oddball for me. I know she is in Super Mario Land, but her main identity comes from the Mario Spinoff games, and I just don't play those games. They don't appeal to me. I like Mario platformers. And to me, if a character is in spinoffs almost exclusively, they don't count as core Mario cast members. And frankly it's a little odd to me that she's plucking turnips and summoning Toads. The citizens of Sarasaland are not Toads. And she wasn't in Mario 2... but she's not hurting anything I guess so B+, needed "Hi i'm Daisy" taunt.
Chrom is a Fire Emblem Lord alright. He's also an echo. So I don't care. C
Piranha Plant honestly felt like a little bit of an insult to me. I've always hated when Mario games start featuring low level mooks without names as playable characters in the Mario spinoffs while ignoring the likes of Wart, Tatanga, E. Gadd, or th extended DK/Wario cast or RPG characters. It's part of why I don't care about Mario spinoffs. That being said... it is, at the very least, extremely fun to play as. B-
Joker may very well be the most out of place character in this series. He's certainly one of them. Maybe I would feel different if I played Persona, but I don't. So to me he's like the worst thing they added to this game. D-
Hero felt like he should have been in Smash Bros before cloud did. Dragon Quest may not be as popular in the west as it should be. But it's definitely the most important and influential JRPG to the history of video games... that being said, I wish the DQ3 hero was the default costume. I really enjoy playing as him. A+
Banjo and Kazooie finally getting in is without a doubt my favorite moment in Smash History. Not even Sonic got me as hyped as they did. I wish there was a way to make younger fans see this character the way us old timers do without seeming like we're trying to force them to like him, but it is what it is. I love these guys and they're my most played character. A+++
Terry is a character i'm not familiar with. He just kind of looks like a bootleg Ken to me. I think they could have picked a better SNK rep. Metal Slug would have been nice, shooters are sorely under represented in Smash. Do we have anybody besides Samus representing shooters? And she barely qualifies. C
Byleth is a Fire Emblem Lord alright. But you know what, they're honestly the only FE character that feels like they're representing the gameplay of Fire Emblem particularly well while the others were just kind of generic sword slingers... that being said... was this the best way to end fighter pass 1? B-
Minmin was not a character on my Radar. I thought it would have been Springman or no Arms character at all... I am just happy ARMS made it in at all... but really, it should have been base game content. If only to support the new IP. A-
Steve was a character I was opposed to at first. I saw him as a rival to Banjo. And I also saw Minecraft as a dumb zoomer game. A joke. But people made compelling arguments for the importance of minecraft, how successful it is, I actually downloaded Minecraft on my Switch, played it, had a relaxing time, I still play it, and I was actually able to play with my friends who don't own Nintendo consoles. It has cross play. The cross play is really what won me over as it being really cool to have in Smash, as it really brought me together with friends. Steve is tough to use, but great fun, as long as it's against a computer. I can't fight humans for shit, hah. A- ( the minus is for that cursed short enderman alt )
Sephiroth rubbed me the wrong way. Another Final Fantasy character wouldn't have been so bad, but did it have to be another FFVI character??? Couldn't it have been something from before FF made the jump to total steampunk/sci-fi to better represent the series roots? He's fun to use but idk, I just take no joy in him... at least we got more FF music I guess. C-
Pyra/Mythra is a character I have zero opinion on. B ( for booba )
Kazuya is not a character i'm familiar with, and if there had to be another fighting game character, one from Namco, I feel like Soul Calibur should have been it. Bring the Link crossover back around. It seems Tekken has no presence on Nintendo as well... but whatever. I have no strong feelings. He's fun to combo with but I suck as him. B-
Sora makes me sad. I don't dislike Sora. He has a fun design. I like the idea of Kingdom Hearts... I just think the story of those games is very weird and dumb and confusing, so the games themselves are kind of overrated. I really think people only like it for the pretty character models and intricate costumes. I thought people liked it for the Disney stuff but I'm suprised to hear most KH fans seem to want more FF stuff and less Disney stuff??? The only thing that makes the game unique??? Should be dialed back??? That being said... I don't like Disney. It is an evil company. And Disney getting in bed with Nintendo makes me very anxious. D
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incompletionism · 3 years
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Hands On with... The Outbound Ghost
“Back after so many years?” booms a mysterious voice as we’re transported to an otherworldly realm, filled with glowing orbs that speed towards the titular spook of The Outbound Ghost, “I wonder how you’ve changed.”. Whoever they are, they could just as easily be talking about the Paper Mario series that inspired the game.
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Originally an RPG spinoff of the core Mario games, the Paper Mario games soon became a strong series in their own right, characterised by witty dialogue and 2D sprites in a papery 3D world. As the series went on, the games began to move away from their stat-based RPG roots and closer and closer to puzzle/action/exploration hybrids.
This, plus the introduction of new and often intrusive gimmicks in each subsequent entry from Super Paper Mario’s flip mechanic on-wards, alienated a lot of the series’ original fans.
Fans of the first two (Paper Mario on the N64 and The Thousand Year Door on the Gamecube), have since taken matters in their own hands, most notably 2020’s Bug Fables, but with The Outbound Ghost’s Kickstarter coming to an end tomorrow, I thought it was time I took at this promising successor to TTYD’s throne.
The demo (Currently available on Steam!) begins with a car careening down a quiet country road at night. Suddenly, the screen cuts to black and we hear the shriek of tires before a ghost steps out of the flaming wreck.
A cute, blue-glowing 2D sprite that wouldn’t look out of place in a Paper Mario Ghost Mansion, the nameless ghost wears a simple, often neutral, expression and a little tuft of hair. This baby-faced apparition reminds me of Casper the Friendly Ghost just a tad, and the thick white borders around this and every other character sprite calls to mind the borders of stickers, which fits the paper theme well.
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Although the first impression of it is consumed by fire, I have to say now that the world in this game is gorgeous. Each individual blade of grass wafts in the breeze and makes the world feel like our own, rather than a series of dioramas. Whether that’s going to be a bridge too far for fans of Paper Mario’s handcrafted world, I’m not sure, but it certainly means this would not run on the N64, and I have to confess that my laptop struggled at times, which makes me question how well it’ll run on the Switch.
That’s a shame, as The Outbound Ghost’s controls feel like they’re better suited for a console than a PC. Even though it uses the classic WASD/arrow keys and you have some kind of crystal that allows you to dash with the space bar, one glaring example of this was when equipping a shovel. Each of the four slots were at 45-degree angles, which was not the most intuitive thing to navigate with four directions, but would be a breeze with an analogue stick.
Also easier with more than four directions to move in are what I call the “faint and have an out-of-(non)body experience in a weird purple dimension where orbs and a mysterious voice just won’t leave you alone” sections. Two of these appear in the demo, and both of them award you with a Brave or Timid soul (represented by a yellow or blue puddle in your inventory) based on how many orbs you let hit you. This feels rather counterintuitive considering the bullet hell sections, which involve dodging projectiles heading your way as usual.
Fans of Danganronpa and Undertale will recognise the bullet hell mechanics well - you control an icon representing you (a mini silhouette of our spirit here) and do your best to dodge a series of obstacles coming your way. These take the place of turn-based combat in The Outbound Ghost and come between dialogue options that slowly fill the meter at the top of the screen.
The only example of this in the demo is a scene involving helping an Outbound resident through the stages of grief over her death. On each turn, you have the choice of three verbs along the lines of Insult, Console, and Explain to best respond to their current stage.
Common sense usually serves you well here - don’t insult an angry person to reason with them, for example - but the choices being coloured Red, Purple and Green does muddy the waters a little. None of the dialogue exchanged in this segment is actually seen, which does detach you from the impact of your choice, even if there’s only one right answer to progress.
I’ve been keeping things light on plot so far, but I’ll divulge a bit now. After you leave the aforementioned car wreck and head into the town of Outbound, you encounter the local (deceased) teen detective, Michael McFly, who suspects you of murdering the entire town some time ago.
You play as the accused ghost, who conveniently has forgotten everything about themself except their name, which is where you come in. As far as immersion goes, a lot of RPGs go the “amnesiac protagonist that you can name” route, but most offer a canon default name (think Chrono in Chrono Trigger) or easter eggs for certain names, neither of which I could find here. However, the ghost is referred to exclusively with they/them pronouns, so absolutely anyone can put themselves in the spectre’s proverbial shoes.
Outside of regular world traversal and picking up everything not nailed down, there are a couple of other mechanics revealed in the demo that I haven’t mentioned yet.
A couple of times, you’re faced with a locked door or gate and have to collect enough lockpicks to complete a slide puzzle, which involves getting cylinders of metal out of the way of a key so you can push it to the lock. Later puzzles involved tilting a 3D box (officially dubbed the girabox) to fit a square peg into its respective hole, so I imagine the full game will push puzzles even further.
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Beyond that, star-shaped pads appear on the ground towards the end of the demo, allowing you to traverse the way back to the town with a spot of platforming. A Cards section can be found on the game’s menu, which will be part of the Spades n Souls minigame in the full game.
Over the course of 30 minutes, the demo introduced me to the majority of characters and possibly locations, but I have the feeling that a lot of the game will be spent fleshing out each of their backstories.
Utterly charming and a sight to behold, The Outbound Ghost is certain to make waves next year, but I do wonder which platform it’ll be at home on. Initially aiming for the Switch and PC, the lower technical capacity of the former and the unsuited control scheme of the latter do suggest that its stretch goals of PS and XBox will be the superior versions. But then, it is being ported to phones too, so hopefully I’ll be proven wrong when it releases.
The Kickstarter has a hair under a day of funding left to go, so jump in now if you want to support the project. Do you think this game will be the answer to the question “Where’s my Paper Mario?” or will the lack of traditional RPG elements alienate fans of the series?
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rpgmgames · 5 years
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July’s Featured Game: Melon Journey 2
DEVELOPER(S): Froach Club ENGINE: RPG Maker 2003 GENRE: Story-exploration SUMMARY: Melon Journey 2 is a story-exploration game about revisiting a town full of adorable animals with eccentric personalities. Yet under its cute and nostalgic surface lies a dark tale of crime and corruption... Play as Honeydew, an employee of a huge melon factory, and travel to Hog Town where melons are illegal. While searching for a missing friend, you'll have to explore the town and its surrounding areas, and speak with suspicious characters in dangerous situations to uncover the truth.
Download the demo from the discord server here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! We're Froach Club! (Mario - @markeryjane, Karolina - @minipete, & Simon - @carpetbones) Our CEO is rude little roach who goes by the name of Froach. We've all been making games together and separately for a quite a while now and we're currently working on our magnum opus... To see our other games check out froachclub.itch.io & carpetbones.itch.io
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What is your project about? What inspired you to create this game initially? *Froach Club: Melon Journey 2 is a story of crime and political corruption in a town where melons are outlawed. It's a sequel to our (Mario & Karolina) very first game we ever made back in 2012. Back then we had no idea what we were doing and were pretty awful at using RPG Maker 2003, so we had the idea to do kind of a remaster of the game. We accidentally expanded it so much though that it became a huge, fully-formed sequel.
How long have you been working on your project? *FC: Almost 2 years now.
Did any other games or media influence aspects of your project? *FC: Columbo, The Big Sleep, Chulip, Hamtaro Ham Ham Heartbreak, Kino's Journey, Twin Peaks, and Shenmue!
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Have you come across any challenges during development? How have you overcome or worked around them? *FC: This is our first real large-scale project, spanning multiple years of development, so staying organized was a huge challenge. At first we would just work on whatever we felt like, jumping from one part of the game to another. But once Simon became more involved in the project, he taught us his amazing organization skills and we learned how to use to-do lists efficiently and and keep our files straight. And now that we have, things go much more smoothly.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *FC: We started with a really bare-bones story, and as we built up the world by adding more characters, side-quests, and subplots to the main storyline, the game’s scope began to grow. The world of Melon Journey 2 is now much more detailed and immersive than we originally imagined.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *FC: Back in 2012, when Melon Journey 1 came out, we were just a two person team (Mario and Karolina). We continued making games together for a few years until we started calling ourselves Froach Club and added our 3rd member, Simon. We worked together on u1f439 (https://carpetbones.itch.io/u1f439) and Fish Fly Fever (https://froachclub.itch.io/fish-fly-fever) and now Melon Journey 2!
What is the best part of developing a game? *Mario: Making the music, when a scene comes together and the music fits the tone perfectly it's really satisfying. Karolina: Coming up with crazy ideas in the beginning and thinking of all the possibilities! Simon: Creating any form of a dense or rich world for people to interact with or experience.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *FC: Back when we started out, we played a lot of RPG Maker games on rpgmaker.net and it was a big source of inspiration because it helped us feel like our ideas were doable without any previous knowledge of programming or game making. Yume Nikki in particular gave us a lot of ideas on how to make the most out of RPG Maker 2003, like hacking together menus out of pictures, and creating complex animations using multiple charsets.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Mario: Bailey is my self-insert character kinda. Karolina: Lily. She has really strict Russian parents (who are actually based on mine) and she has a hard time finding a place where she feels like she truly belongs. She goes through a lot but never truly stops caring about what she believes in. Simon: I actually am Ham Ghost Jr.
Looking back now, is there anything that regret/wish you had done differently? *FC: At some point the project kind of outgrew RPGMaker 2003 and we really regretted using it, but we've come to appreciate the limitations and they've helped to shape the game in some ways so we regret it less now, especially since discovering easyRPG which we're using to port the game!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *FC: We like to joke about making Melon Journey 3D, but who knows, it might actually happen one day! We are leaving the ending of MJ2 a little bit open ended~
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What do you most look forward to upon/after the release of a project? *Mario: Being able to start a new project. Usually by the end of one project the only thing motivating me is getting it out of the way so we can start on the next thing. Karolina: Seeing if people enjoy our game! I dream about people making fanart and silly deep lore videos. That would seriously make everything 100% worth it. Simon: I cannot wait to get started on a new (maybe even bigger) project!
Is there something you’re afraid of concerning the development or the release of your game? *FC: All three of us have an intense fear of something going horribly wrong on the day of the release. That's honestly the scariest part of making a game - saying that you're officially finished with it.
Do you have any advice for upcoming devs? *FC: Try your best to get your game done and limit the scope! Even if it's not perfect or exactly like how you imagined it, the experience and growth you get from releasing a game is the most important thing.
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Question from last month's featured dev @midnighttrain-project: What do you value most in a game? (story, gameplay, art,...) Is that an important aspect of your game? *Mario: I think the interplay of the elements of a game is more important than what the individual parts are like on their own. Like, a simple animation can be transformed by adding a really good sound effect to it, so it's hard to separate elements or say that I value one more than the other. Karolina: I value the story most in games. Even when the art or gameplay is great, if there are glaring plot holes I always spend too much time focusing on them and get pulled out of the experience. That's why we spent so much time making a super well thought-out world and characters for MJ2! Simon: I really enjoy gameplay over most parts of any game, especially if the gameplay is well designed and interesting.
We mods would like to thank Froach Club for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Melon Journey 2 if you haven’t already! See you next month! 
- Mods Gold & Platinum
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sternenteile · 4 years
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THE POSITIVE & NEGATIVE; Mun & Muse - Meme.
fill out & repost ♥ This meme definitely favors canons more, but I hope OC’s still can make it somehow work with their own lore, and lil’ fandom of friends & mutuals. Multi-Muses pick the muse you are the most invested in atm.
tagged by:  @battleshell​  ;  we all care blue, u do, i do, we all do tagging:  holy shit my whole dash because exorbitantly long memes are the BEST. i aint even sarcastic when i say that, i love this kind of shit. u GOTTA do it.
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my muse is:  canon / oc / au / canon-divergent / fandomless / complicated
Is your character popular in the fandom? YES / NO. [ he is in two fandoms, in fact. he is both a fan-favorite from super mario rpg, the very first in the line of mario rpgs we’ve gotten over the years, and a pretty popular smash bros. request. he even got a mii costume in 4 and a spirit in ultimate as a result of the love. he’s very beloved, to the point that i’d, even as a geno fan myself, deem him a bit overrated. why? b/c where is all the love for all the other smrpg characters!!! they are all good. i love them all. ]
Is your character considered hot™ in the fandom?  YES / NO / IDK. [ i mean ?? i’ve met and seen many people who have/had crushes on geno so ??????? but i don’t think it’s like. that. ghfskjhgsg??? ]
Is your character considered strong in the fandom?  YES / NO / IDK. [ oh yes, he is undeniably very strong, both in personality and in battle. he is often seen as the level-headed straight man of the party in smrpg (which, in the case of my geno, is... semi-applicable LMAO), a star spirit with unwavering bravery and confidence. his in-battle stats are also pretty crazy, favoring geno as a glass cannon and enemy sweeper. he is also the only character in the game to have a move that will insta-kill any enemy besides bosses. well, and exor. idk why exor, but there ya go. needless to say, pretty much everyone in the fandom agrees that geno is a powerful mfer. why wouldn’t a literal, living star be? ]
Are they underrated?  YES / NO / IDK. [ as i mentioned before, there is no shortage of him being underrated in the fanbase. i’d even say he’s a little overrated. some people treat smrpg as ‘that game with geno in it’ rather than everything else it has going for it. i love star boye as much as the next gal, but pls appreciate smrpg as a whole. it’s such a vibrant game with a colorful world of characters to love. ]
Were they relevant for the main story?  YES / NO. [ he is actually, completely central to the plot. the subtitle of smrpg is legend of the seven stars, which directly relates to geno’s core mission: to find the seven star pieces and restore star road. the rest of the gang had different ambitions, but they all ended up banding together over geno’s objective. one could argue he mostly is the exposition-granter and could be replaced with anyone else, but i feel he’s irreplaceable. smrpg would be so different without him, like it or not. ]
Were they relevant for the main character? YES / NO / THEY’RE THE PROTAG. [ i wouldn’t say he is the protagonist, obviously, as that is very much mario’s spot. that being said, he is a pretty obvious deuteragonist for smrpg, given how much the plot revolves around him. he’s relevant to mario, for sure, as well as peach, mallow, and bowser. he’s relevant to many characters beyond them. he represents the fight for everyone’s wishes to be able to come true. he’s, uh... very relevant rofl. ]
Are they widely known in their world? YES / NO. [ the star spirits are somewhat known in the mario universe as entities capable of granting wishes, kinda like fabled gods with a tinge more evidence and reality to them. geno himself isn’t a known name, not like the seven star spirits of star haven, but his people are decently known. he, however, is not. ]
How’s their reputation?  GOOD / BAD / NEUTRAL. [ he is basically the epitome of ‘good’ until you overthink star society like i do lol. not all wishes can be granted, what constitutes as a ‘good wish’ is subjective, why some good wishes still can’t be granted anyway, etc. it puts him more towards neutral good with a dash of lawful and an undercurrent of chaotic, given his rebellion against his superiors. ]
How strictly do you follow canon?  —  i mean, it isn’t hard to be strict to mario canon when there isn’t that much of a foundation to work with anyway lol. it’s all rather simplistic until you get into the nitty gritty of it ??? that said, geno is built on a lot of headcanon. like, a lot a lot. star society and its rules for star spirits of his kind, his relationship with rosalina (a matronly figure), his relationship with the seven star spirits, the fleshing-out of his basic personality traits shown in smrpg, etc.? headcanon upon headcanon.
SELL YOUR MUSE! Aka try to list everything, which makes your muse interesting in your opinion to make them spicy for your mutuals.  —  a star possessing the form of a children’s toy, like toy story but with more cosmic pew-pew. a chill and sassy guy still learning the ways of how earth (and other planets) work on a more intimate level, meaning there will be lots of adorkable moments as this curious one makes discoveries. sometimes attempts to innovate with what he learns to be ‘ahead of the curve’, leading to interesting results. (he likes to sip bubble tea, but replace the tapioca pearls with star bits. good result. mopping a counter-top because it would be ‘more efficient’? not-so-good result, got him lots of stares.) straight outta the 90′s, so be ready some of that rad 90′s slang and know-how from back in the day. (what do u mean they’re bringing back dunkaroos? that’d mean they stOPPED MAKING THEM?!?) very intrigued with new technology, became stuck to his smartphone upon discovering them, fell into the time-sink that is animal videos on youtube. he’s humble and likes to relax, have a good time, and relax w/ the squad. video games, netflix binges, the whole nine yards, he’s gotchu. he is a hell of a fighter and loves to fight, as well. help him push his abilities, and he’ll help you with yours.  likes being a little shit for fun, only to an extent (harmless moments of impishness, not serious, hurtful pranks). has a sense of humor that is easy to tickle, even with stupid dad jokes and classic puns. the brother-friend that will fire lasers at ur enemies for u. likes to play violin. cute. super cutie. v. tiny in his star form. almost five whole feet of sparkly, twinkly fun. likes super soakers.
Now the OPPOSITE, list everything why your muse could not be so interesting (even if you may not agree, what does the fandom perhaps think?).  —  despite intrigue to learn more about the world around him, there is only so much that he does know. societal norms are often beyond him, and there are just so, so many earth hobbies he is not aware of. without handing him a bone, it makes him a little more limited than someone who’s more savvy. he is prime slice-of-life material, but that may also make things rather dull in an rp without an extra twist to spice things up. (thankfully, his being a total SNOT sometimes helps with that.) in canon and strictly in canon, geno doesn’t really have much personality, something that this geno has plenty more fleshed out. a good chunk of fandom finds him to be incredibly boring and droll, to which i personally disagree, as there are little things in smrpg that hint towards him having more to explore.
What inspired you to rp your muse?  —  funnily enough, seeing smash bros. fandom railing on geno fans + hyping him up all at the same time made me revisit smrpg after having only played it as a teenager. i expected geno to be a boring slate of nothing like fandom often portrays him, but i found that i was terribly wrong. with a newfound perspective on him, noting little details that defied my expectations for this li’l guy, i decided to give him a geno whirl and see what kind of expansion i could do with his character. the amount of lore i came up with him and started wondering about piled on and on and on, and i realized that he had so much more potential than what nintendo and square properly tapped into. (some of it is also a matter of being timely, though, meaning later mario materials such as rosalina, star haven, etc.) i wanted to flex out that potential and see how much i could fill this little doll up with, and lo and behold, i rp him today with extensive amounts of development poured into him with love. to put it simply, there was so much untapped potential that i wanted to share with the world, to show geno the love and in-depth exploration that he deserved, to show that he was more than what he was given.
What keeps your inspiration going?  —  chattering about mario lore with pals, whether it relates to geno or not, reading, watching shows or videos that remind me of him, learning more about cosmology and the universe we live in (and boy, i’ve learned a lot of neat stuff!), revisiting my childhood (the 90′s) since it’s very geno-appropriate, drawing The Boye, literally anything to do with playing, watching, or doing ANYTHING with smrpg/paper mario 64/smg1&2, and probs a lot more. i’ve got a lot of fuel in me for this guy lol.
Some more personal questions for the mun.
Give your mutuals some insight about the way you are in some matters, which could lead them to get more comfortable with you or perhaps not.
Do you think you give your character justice?  YES / NO / I SINCERELY HOPE I DO? [ on one hand, of course i hope that i do! on the other hand, i mean... nintendo and square don’t do jack for him, so i think almost anyone can do him more justice than they have, lbr. it’s... not hard... :’) ]
Do you frequently write headcanons?  YES / NO / SORT OF? [ ok i gotta just copy-paste what blue said in her response because my god, she nailed it: “you know when you have a concept and in your own mind you can see it clearly, without fuzziness or confusion, but you can’t seem to put it clearly into words without it turning into an essay because you need to connect all the other points that’s in the single concept you envisioned? yea.” basically, this but in spades, because i have a huge amount of headcanon and lore that i’ve either not gotten around to writing about yet or am purposefully staving off (wink wink). i have written a lot for him, though! it’s just... comparatively so little to what all i’ve thought up over-time. ]
Do you sometimes write drabbles?  YES / NO [ not! often! enough!!! ]
Do you think a lot about your Muse during the day? YES / NO [ all i know is fine dining, breathing, and adorkable starman. ]
Are you confident in your portrayal? YES / NO / SORT OF? [ funny enough, i’m pretty damn confident in my portrayal, albeit still very modest. i mean, i am at least confident that i give depth to a character that had so little, and i feel like geno is just... real. (not literally ofc i mean like, he FEELS realistic.) he’s got character perks, character flaws, strengths, weaknesses, personal issues, ongoing obstacles, relatable themes where appropriate, interests, knowledge (or lack thereof), daily routines... i could go on. if nothing else, i at least feel good about trying to make geno feel less like some exposition character and more like a person. considering he wants to achieve personhood that most of his kind never gets to find, it’s oddly poetic lmao. ]
Are you confident in your writing?  YES / NO. [ eehhhhh. i mean, i guess it’s fiiiIIINE, but i often feel like i lack a certain pizzazz, something that’ll keep people interested and intrigued with what i write, giving enough material for them to adequately bounce back. on the same token, i like to babble with my prose, so i often worry about going on and on and on way too much. stale, quantity over quality, substance-less writing is what i fuss over the most. ;; ]
Are you a sensitive person?  YES / NO. / SORTA. [ sensitive to empathy and other peoples’ emotions, yes. i’m an insanely empathetic person, and i have a lot of love to give. that said, with only few exceptions, i have a pretty iron-clad skin. sometimes, i daresay it’s to the point that i often misjudge what other people can take, and i feel i can end up being too harsh and forward. that being said, it is also a good thing at times. harsh or not, if i feel a certain way about something, i make that shit known and i make it known as loud as it necessarily should be. i don’t beat around the bush; rather, if i have a beef, i will make that beef known. consequently, if i have love to give, you damn well better be ready to swim in a pool of hearts and your favorite kind of cookie (if applicable). ]
Do you accept criticism well about your portrayal?  —  as long as it isn’t complaints with lack of substance/reasoning, yes! even if i may not always agree and may take things with a grain of salt, i am insanely receptive to criticism, even over the pickiest things. it’s something i’ve grown used to due to prior rp venues being particularly harsh. i will never throw a fit or act like a child if there is something i could do better with geno. in fact, there always will be! i’m not perfect, and i love to hear about ways i can improve and do better. it’s paramount in a hobby like this.
Do you like questions, which help you explore your character?  —  LET’S-A FUCKING GOOOOOOOOOOOOOOOOOOOO
If someone disagrees to a headcanon of yours, do you want to know why?  —  sure, i’d love to know! it can make for some neat conversation!! c:
If someone disagrees with your portrayal, how would you take it?  —  that’s a’ight. i’m sure there are things about my geno that won’t resonate with everyone, especially given he’s a very sentimental character for old fogies like me lol. as long as there is no disrespect thrown this way, it’s all good. this stuff is subjective, after all.
If someone really hates your character, how do you take it?  —  oh, a lot of people really hate geno lol, but i’m guessing this means personal portrayal only. in such a case, i would be curious as to why, admittedly, but i acknowledge that i am not owed anyone’s reasoning. if they really, absolutely hate my geno, then it’s their prerogative, whether they want to give a reason why or not. again, it’s all good unless immaturity and disrespect rears its head. i won’t tolerate that and will ignore any such behavior.
Are you okay with people pointing out your grammatical errors?  —  sure, it happens to the best of us!
Do you think you are easy going as a mun?   —  i’d like to think that i am! i’ve often had people tell me that i’m very nice and mature, but of course, i have no right to say how i come off to other people. that is not in my territory to judge, only theirs. that being said, it’s not easy to upset me or anger me, and i’m more often willing to listen and pal around than not. i’m the living embodiment of (shrug). i am just (shrug).
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thisyearingaming · 4 years
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1997 - This Year in Gaming
Muggins here was born in ‘97, and can’t really remember much of it, natch. But there were some good things released this year - I’ve played every one of these, and have missed so many more.
Diablo - Windows, January 3rd
We start with dungeon-crawl-em-up and well-loved out of season April Fool’s Joke, Diablo. I’ll be totally honest - I don’t like Diablo that much. It’s absolutely fine, I just can’t get into it. The writing, setting and characters are all very good especially since this year only marks the beginning of games being seen as a bit more adult and intelligent. Check out this gameplay from Hour of Oblivion on YouTube, and marvel at the faux-Scottish accent on Griswold the blacksmith.
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Mario Kart 64 - Nintendo 64, February 10th
Compared to its more recent versions, Mario Kart 64 is a veritable bloody relic of the past - solid controls and a quirky style mean it’s still a crowd pleaser to this day, but you’d be hard pressed to find anyone right now that would die on the hill of it being their favourite single-player racing experience. It’s also got some of the deepest, impenetrable lore in any medium known to the human race - why exactly is Marty the Thwomp locked up here?
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Blast Corps - Nintendo 64, February 28th
February’s position as most boring month of the year is shaken up a bit by having a uniquely designed Rare game slammed into its 28-day long face. Blast Corps is the puzzle-action game where you take control of several vehicles to destroy homes and buildings in order to prevent a nuclear warhead exploding in the coolest incarnation of Cold War politicking ever seen in a video game. Calling Blast Corps a “hidden gem” these days is like calling Celeste a hidden gem - it impresses nobody and makes you look like a dick. 
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Turok: Dinosaur Hunter - Nintendo 64, March 4th 
The N64 was home to a surprisingly large number of above-average shooters despite its muddy graphics and small cartridge space - Turok is one of these, a great FPS game where you shoot the SHIT out of dinosaurs. Brett Atwood of Billboard said it was like Doom and Tomb Raider mixed - Doom Raider, if you will. I say it isn’t - there’s no demons, and there’s no polygonal breasts to poke dinosaurs’ eyes out with! 
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Castlevania: Symphony of the Night - Sony PlayStation, March 20th
What is a retrospective? A miserable little pile of opinions. I’ve only recently played through SotN for the very first time on a TOTALLY LEGITIMATE copy with a CRT filter. Bloody good (geddit?) game, that takes the repetition of its predecessors, improves on it in basically every conceivable way, and combines it with special effects and graphics that even 23 years later had me going “ooh, that looks quite good!” Symphony’s music and audio design are wonderfully paired with a deeply enjoyable experience that’ll have you saying “mm, maybe just one more room?”
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Tekken 3 - Sony PlayStation, March 20th
Also releasing from the Land of the Rising Sun that day was Tekken 3, which many believe is still one of the best fighters ever made. Tekken 3′s combat is so fast and responsive that it’s better than some games made today. T3 is also the best and easiest way to knock seven shades of absolute shite out of your friends without risking a massive head injury or a trip to the headmaster’s office... where you could also challenge him, but only if he plays as my favourite Not-Guile-or-Ken character in gaming, Paul. 
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Sonic Jam - Sega Saturn, June 20th
The moment Sega realised that re-packaging old Mega Drive games would net them serious cash - although unlike later collections, this is a strictly Sonic affair, and has a neat little 3D world to run around in as a sort of hub world. Sonic X-Treme proved that Sonic Team would have to work hard at getting the fastest thing alive into 3D space properly: Jam is the sort of test ground for it too. It features some genuinely good emulation work for 1997, although it’s basically the gaming equivalent of going round to your grandparents at Christmas only for them to give you the exact same gifts you got in 1991, 1992 and 1994 but wrapped in a bow to make you think it’s different. What are you lookin’ at, you little blue devil?
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Star Fox 64 - Nintendo 64, June 30th
So there’s this German company, right, called StarVox. Nintendo look at Europe and say “shit, we don’t want another lawsuit... after all, we’ve done three this year!”. So they give us in the PAL region the exciting title of Lylat Wars which as far as I know means absolutely fucking nothing in the context of the game. They’re still called Star Fox in-game too so what was the point? Anyway, fun 3D shooter with graphics that’ll make you do a barrel roll off the sofa and onto the power button to make the brown and green blurs a little easier on the eyes. Hello 2007, I’ve come back to make old references with you!
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Carmageddon - Windows, July 30th
The game so scary it was BANNED in the UK! More like the game so fucking shit it was banned. Carmageddon is so deeply boring to play on PC that I can only imagine that Stainless Games made it tasteless by 90s standards simply to ramp up demand - much like another game we’ll be covering soon. 
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Herc’s Adventures - Sony PlayStation, July 31st
“And they said Kratos was the best hero? Shish... they got it wrong, sister! Hercules is clearly better... he even has a coconut weapon.” A surprisingly fun overhead action game that most people only know for... well, I’ll just embed it.
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Mega Man X4 - Sony Playstation, August 1st
A few years ago I tried playing every Mega Man game there is - I gave up at X3 because I was getting bored. Even still, Mega Man bores me - but at least the level design is good. Stay away from the Windows port. Pictured: me in the background yawning.
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GoldenEye 007 - Nintendo 64, August 25th 
The name’s Intro. Overused intro which I also managed to fuck up twice through the deeply editable medium of text. GoldenEye is like the Seinfeld of console shooters - playing it nowadays you’re unlikely to be amazed but holy shit there’s some absolute greatness in this game. Every sound and every piece of music in GoldenEye is permanently seared into my brain - sometimes I’ll just hear Facility or Frigate in my head alongside the door opening sound and the gentle PEW of the PP7. I mean come on, fucking listen to this and tell me Grant Kirkhope isn’t cool as all hell.
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LEGO Island - Windows, September 26th
The first open world experience I ever had was LEGO Island. It’s still quite good today, utterly deranged animation from the likes of the Infomaniac and Brickster - a cautionary tale for children that giving pizza to high-profile criminals is disastrous for the human LEGO race. 
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Fallout - Windows, October 10th
War never changes, but franchises do. Fallout’s legendary status in the industry is exemplified in how different it feels. Yes, we had the game Wasteland nine years prior, but until September 97 there was nothing quite like Fallout. From the chilling introduction sequence showing the ruins of the United States to the tragic ending, Fallout is an exercise in pure human misery with the brightest spots of hope it can possibly muster thrown in for good measure. What begins as a tedious isometric point-and-click RPG ends as a minigun-wielding power fantasy, before your entire worth is stripped from you at the finish line. You have 500 days to find a water chip before it’s too late, but you’re constantly being fought by terrifying Super Mutants, irradiated animals, and the biggest monster of all - humanity. See what I did there? If anything, humanity in Fallout’s setting would be the greatest unifying force possible against the horror of the outside world. But how is it? It’s dull, it’s sluggish, and it’s really hard to get into even if you’re already a fan - but push through that and it’s worthwhile to see exactly how far the series got before Todd Howard said “eh fuck it” and had the whole thing dipped into an FEV vat.
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Grand Theft Auto - Sony PlayStation, October 21st
To put it simply, the first in the GTA series is now nothing but a novelty. It has an irritating camera, wonky controls, poor graphics and deeply repetitive gameplay. But thank fuck it exists, because without it the Rockstar story may have been very different indeed. It’s quintessential cops and robbers gameplay, spanning across Liberty City, Vice City and San Andreas in one game, but with maps so far removed from their modern incarnations they may as well be named “Not New York, Possibly Bristol and Orange Town”. People really fucking hated Hare Krishnas in the 20th Century, didn’t they?
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Crash Bandicoot 2: Cortex Strikes Back - Sony PlayStation, October 31
A hard one to talk about, honestly - it’s more Crash and better than the first one. It looks great, and Crash controls so well compared to his first outing. It’ll also keep you playing for 100%, fiendishly addictive and unashamedly difficult. Had a weird cover that moved with your head. 
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PaRappa the Rapper - Sony PlayStation, November 17th
Type type type the words into the box! (Type, type, type - uh oh - the box?)
PaRappa is a gorgeously stylised rhythm game about rapping to steal the heart of the girl of your dreams - which involves learning karate, getting your driver’s license, selling bottle caps and frogs, making a cake, desperately trying not to shit yourself, and finally performing live on stage. Every one of its segments is so well-produced that they’d genuinely sell like ghost cookies in this era of shite rap. Notable for producing the greatest Jay-Z backing track ever made.
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Sonic R - Sega Saturn, November 18th
Sonic R is absolutely FINE with vibrant textures, interesting levels, neat gimmicks and decent controls. But I’m gonna talk about its fucking AWESOME soundtrack by Richard Jacques and T.J. Davis, an eclectic mix of Europop and New Jack Swing - even thinking about it is bringing tears of absolute joy to my eyes hearing Super Sonic Racing in my head. You’ve got the main theme, Living in the City, Can You Feel the Sunshine, Back in Time, Diamond in the Sky, Work It Out and Number One - all of these are absolute club bangers and genuinely wouldn’t be out of place in a 90s disco. 
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Tomb Raider II - Sony PlayStation, November 18th
Lara Croft returns to single-handedly endanger every species on Earth. TR2 is really good, the exploration and puzzle-solving aspects of the first game expanded upon here and the gunplay remaining just as punchy. Lara’s got a fully-functioning ponytail which absolutely boggles the fucking mind - a lot of work went into Lara’s hair for the 2013 reboot, so I can’t imagine the amount of man hours it took to get fluid(ish, come on, it’s the PS1 we’re talking about) hair movements in 1997. 
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And really, that’s all I played from 1997. I’ve left out big hitters like Quake II, Gran Turismo and Diddy Kong Racing, but I simply haven’t formed an opinion on them yet. Maybe in a future post. 
Thanks for reading.
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morshtalon · 4 years
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Dragon Quest II
Well, it's been a while since I wrote a review on something. I've played a number of games in the meantime, but none of them really gave me anything I felt was worth talking about or that hasn't been talked about before, so I just keep them in the backburner of my mind for possible future reference.
However, I feel like current circumstances make for a good time to dig up one of the games I wanted to share my thoughts on for a long time, and that I had beaten before even writing the first review I've ever "published". That game is Dragon Quest II.
Part of the reason why I held off on it for so long is that I don't think my review of the first game is all that great, and another part is that, again, I don't feel like I've bunched up enough good stuff to say, even though I really wanted to talk about it ever since I played it.
But hey, by far and wide my post popular post is technically related to Dragon Quest II, so why not cut to the chase and do it, right?
Anyway, to say that the first game took off in popularity is an understatement, it being the seminal harbinger of an entire genre of gaming that would soon take the world by storm. You would think that means this would be the time-old tale of "runaway success game making company executives pressure developers into slaving away at a sequel with suffocating deadlines". However, planning for DQII apparently began before DQI was released. 1986 was a different time, I guess. A time when the industry was fledgling enough that it wasn't that much more than a group of dudes banding together to bring an idea to life, and then - not a moment of hesitation after that idea comes to fruition - immediately start brainstorming ways in which they can build on it to give birth to new, more complex explorations of the concepts they had just tackled.
I believe this is why it's good to go back and play these games in their original versions, in chronological release order. Nowadays, it's virtually impossible to innovate. Back then, almost every big-time franchise was always finding ways to breathe fresh air into the structure of their games. Though Dragon Quest isn't the most innovative when compared to the likes of Final Fantasy, they were still making great strides into the codification of the type of game they had pioneered. With that knowledge in mind, one can really appreciate the evolution by going back and exploring these things as they grew with the times. And hey, Final Fantasy still wasn't around by the time DQII came out, so once again, they had to rely on ideas from western RPGs they liked.
In my opinion, II is the first jRPG that actually feels good to play, if you can put yourself into the mindset of an 80's gamer. The designers felt the 1v1 battles of the first title were boring - a sentiment which I share - and put in different groups of enemies as well as extra party members for you to find. One thing that some of these old RPGs that only let you target a group of enemies does is drawing only one enemy sprite on-screen to represent the entire group. Surprisingly, this game does not do that, even though it predates all the ones that do. It draws every enemy on-screen, which doesn't seem like much nowadays, but it's very appreciated nonetheless. Sure, it came at the cost of battle backgrounds (all fights in this game are set against pure blackness), but they did the right thing. The party itself follows what would become a typical archetype of 3-person groups: One character who is a jack-of-all-stats, balanced between physical prowess and magic, one who is focused on physical combat (in this game, this character actually has no magic capabilities whatsoever), and one who is a pure mage. Perhaps surprisingly, because these structures hadn't become tropes yet, the main character is the physical one, and he's also pretty much the most reliable party member by a reasonable margin, even though all he can do is attack normally. Balance issues aside (we'll talk about that later), I honestly sort of dig this arrangement. It's a little bit of a breath of fresh air to see the main character in an RPG rely completely on his weapons, and in the future, in any DQ title that has a reasonable degree of character customization, I always try to make the protagonist a physical powerhouse, to match the one from this game. It hardly ever works, but hey, it just goes for show that I enjoyed it while playing. Given that the other party members join you as you progress through the game at specific points, that also means the complexity of magic spells is added to your arsenal slowly, getting you used to it without feeling overwhelming. Sure, the game is simple enough that it wouldn't be overwhelming regardless of how they had set up the pacing, but I never felt like any of the times I struggled were because of insufficient knowledge of the game mechanics. So, the battles are fun enough, and they feel just right in terms of complexity vs. focus. The strategies to win are simple - really, the whole game is very simple - but it does its job well, and it allowed the developers to have near-perfect control of the game's difficulty curve. As a result, it is also - almost up to the end of the game - pretty nice, even if the whole thing is on the challenging end of things. At the end, it gets... A little special. We'll get to that later.
Let's take a step back and look at the gameplay outside battles. First of all, the story is... sparse, to say the least. Not as much as the one in the first game, and supplemented in the international version by a frankly kick-ass introduction that gives the experience a certain tone and atmosphere I appreciate a lot, but still, it's 1987. jRPGs were... not so much about the story back then, if you can believe that. In fact, they were more like an extension of a point-and-click adventure game. DQII is, essentially, a big fetch quest. In a different story, one that has enough plot points that you can sense a type of underlying narrative progression, I would not enjoy having the game interrupted by a blatant collectathon. However, the fetch quest aspect is basically the soul of this entire game. The extremely loose story paves the way for an experience that boils down to pure exploration and combat, with light elements of puzzle-solving woven in, using the fetch quest premise simply as a background to leave the developers with fertile soil to plant their little tricks and enigmas without worrying too much about how it would all connect rationally. And here, we witness an aspect of old games that could only spring about as a byproduct of limited graphics, ill-defined representations of the setting's reality, and a healthy disregard for common sense, things that were the style at the time. The puzzles, and sometimes just the exploration, violate logic quite heavily. Traversing through a monster-infested castle to get to a point that is technically outside the castle, but you can't just walk around it because most of the outside grass tiles are exit tiles that warp you back to the world map? Sure, why not? Having dedicated "teleport-room" maps that only serve the explicit purpose of housing a teleporter to another part of the world, except for one which also houses a chest with an essential item if you walk along the right border of the map, but not the identical-looking left one? Mario 2 hid a goal post inside a secret too, so yeah! Throw that in! Stairs down in a brick islet surrounded by water which brings you to a room that's... Also at water level? We hardly have enough tiles to go around, let alone a set to represent underwater or underground rooms, so whatever! Nobody cares! And, honestly, I truly don't care, either. If a game is up to, let's say, willfully forgo a bit of logic in order to formulate a creative puzzle to play around with your expectations, then all the more power to it. I honestly feel like puzzles nowadays are too sectioned-off, contained within a single room in a single dungeon, ready for the player to walk in, solve it, move on to the next point in the flowchart and never think about it twice. When puzzles are woven in so closely with the world, requiring the player to think outside the box at all times, as they're out there exploring, it makes the whole game feel like it's working together to make a point, and helps reduce that feeling one gets when playing RPGs where there are very separate elements of gameplay that... Don't really connect to each other very well. Sure, you're blatantly aware you're playing a videogame at all times, and it's not super great for immersion, but this was a time when there just... wasn't enough memory for immersion. It was a constraint that naturally gave way to challenges that capitalized on its own limitations, and therefore, created a type of immersion of its own, where the player is completely sucked into their own thoughts, holding a notebook with a rough sketch of the world map in their hand (yeah, I might have done that), taking notes and thinking where in the world could that last crest possibly be?! I think DQII hit that sweet spot of looseness vs. clarity in the narrative that helped these wild, nonsensical elements flourish. I really don't know how other people react to this sort of thing, but I don't care. I had a good time with it, and soon after this game, everything RPG started to become more focused on story. That's definitely not a bad thing, but I felt a kind of clear, developer-to-player kind of communication from these small bits of wrongness that made me more aware of the time, effort and creativity put into it by the people who were making it. I realized that, were I in the shoes of the dude who was making all this crazy stuff, I'd be stoked to see my friends trying to solve them. I'm not trying to be sentimental, that's how I honestly felt while playing that part with the teleporter and the chest. In any case, I appreciated it.
Then you get to the road to Rhone.
Though, apparently, the game was not pressured into deadlines by higher-ups, I did read something about one of the guys in the team offhandedly setting a deadline that turned out to be just that little bit too tight, requiring it to be delayed from November 1986 to January 1987. This, along with the fact that, at the time, the second title in a franchise had the habit of being designed for people who were hardcore fans of the first game in that series, might go a little ways into explaining why everything starting from the road to Rhone is absolutely fucking brutal. Every element of the game that, previously, was a tad questionable, leaving that little itch of worry in the back of your head, returns here with the express intent to make your life miserable. I have a high tolerance for difficulty, one that is even higher for RPGs where, for the most part, there are always ways to slightly circumvent it and make your life easier. The simplicity of design in DQII means that this is not the case here, and from this point on you're expected to not only have the skill and familiarity you've accrued while playing, but also a very healthy amount of luck to go with you, otherwise you will die. And rest assured, you WILL die. In fact, due to the specific way in which the player's mortality rate skyrockets in Rhone, it's almost not even a matter of the game being "hard" in the traditional sense, because it doesn't exactly require you to be strong enough or smart enough anymore, it just requires you to be patient enough to slowly trudge through the mountain of corpses of your former attempts until you figure out how to minimize your risks to the lowest degree they possibly can be minimized, then hitting that sweet spot of luck and control that finally allows you to reach the end of the game. This particular way of handling things means that, after you hit about level 30 with the main character, further leveling will only render you negligibly less likely to die, and the effects are not strong enough from level to level to even be clearly noticed. But what exactly makes it so hard? The answer is primarily RNG. When you reach the end, you will begin to notice just how much RNG there is through the whole game. Starting off, the turn order is entirely random. There is an agility stat, but I never found any evidence of it actually factoring into who goes first in battle (instead, it's a carryover from DQI that calculates your base defense). If there are more than three enemies, you're at a disadvantage, but even if there aren't, a stray run of bad luck - which is guaranteed to happen given the density of random encounters - means you're gonna have to scramble with enemy attacks, and they are perfectly capable of leaving you in such a state that it would take a miracle to put yourself back in shape, if they don't just wipe you out instantly. Now, remember, two of your three characters have magic. However, at this point in the game, enemies have a large amount of magic resistance to all kinds of different spells, and magic resistance in this game means that there is a chance the spell simply won't work. If it does, it deals full damage. If it doesn't, it deals none at all. I don't know about you, but I almost never take my chances with low-accuracy, gimmicky stuff in other games. This one renders all spells like that given enough time. If you decide to rely on physical strength, the main character is the only one who will bring you any significant results. The pure mage at this point in the game is far more efficient at support casting than direct damage, and the balanced character is - memetically, at this point - incompetent at both, and also sucks as a physical fighter, so once again, you're boned on that front. All of a sudden, running away becomes an alluring strategy. However, once again, there is an ever-prevalent random factor to it, so the pressure is on in all fronts. The game becomes a challenge of carefully planning out how to simply survive each encounter. Do you take the chance and run? If you fail, you'll be wailed on by the full force of the enemy party, and will likely be too weak to attempt mounting a resistance. Do you take the bait and unleash the full force of your attacks? What if they all target different enemies in the group? You won't deal enough damage to kill one of them, so you'll suffer heavy retaliation and waste precious MP that could be spent on healing spells. Did you win or escape successfully? You've only lost about 20% of your health, but some encounters can relieve you of the remaining 80% before you can even act, so do you spend MP healing or do you trudge on because you already don't have that many to go around? If you make the wrong decision at any of these break points - and rest assured, there won't be a shortage of them - you'll either die or get so close to death it will be almost irrelevant to keep going. And then, it's back to the last save point. Rinse and repeat many times until you clear the road and get to Rhone proper, for one final save point and one last, grueling stretch of game before the final boss. Here, the game introduces enemies that have, no joke, a move that kills your entire party and has 100% accuracy. Typing it out, it sounds like hyperbole, like i'm salty that I died so much and am exaggerating the things the game does in order to trick myself into believing that it was super impossible times infinity, but no, it's true. To be fair, there isn't a high chance the enemy will perform this move, but when they do, there's absolutely nothing you can do to save yourself. Just reset the game when the screen turns red. Other than that, the rest of the lovely cast of enemies rounding up the final waves are more than capable of just killing you the regular way, so keep your wits about you like you did back in the cave and grind yourself up until the stat bonuses start getting negligible, because now, you need to face five bosses in a row. Right, okay, technically you can go back and heal yourself right before the last one, but I didn't know that, so if you're an idiot like me, try to get ahold of a Wizard Ring, as well. It's the only way to heal MP, and can be used multiple times until - you guessed it - it randomly decides to break. After that, you just have to contend with two bosses that use a move that heals all their HP when it gets low, so you also have to roughly keep track of their state in your mind so you can unleash a full round of attack before they can get in that heal. Unless your spell doesn't hit them, of course. Or they happen to go first. Or you just barely miss the threshold of HP that will actually kill them. Oh, and be careful! One of the other bosses also knows the instant death move. He won't use it often, but 30 or so attempts in, you're likely to see it once or twice.
Then, the final boss can randomly spawn with a number of hit points between 75% and 100% of his assigned value (every enemy does that), and you're gonna deal an average of about 15% damage per turn to it. Sounds easy at first, but he will take you out in either one or two moves, and...
...Here's the motherload...
...He has a 1 in 16 chance of casting the full heal move at any point in the battle. And he WILL do that the first 2 or 3 times you get to him, sucking you dry of resources and smashing your face all the way back to the save point to try the 5 bosses again, so it's back to grinding attempts until you have another mostly hopeless shot at him.
But when you get him, man...
When you do it...
*sigh*
Anyway, this was a long, rambling, focus-shifting tangent just to correctly capture the degree of luck and randomness that constitutes the final stretch of Dragon Quest II. How does it impact the rest of the game? Well, I still appreciate it for what it did right, and there's a small, strange part of me that actually thinks the insane difficulty perfectly fits the stakes that the game set up, but it is, nevertheless, very hard. And once again, it's the kind of hard that is virtually impossible to circumvent. For any average, non-god-tier player, there is no alternate way of tackling the simple-looking, but highly controlled challenges in this game that trivializes it. You can't change your party, you can't buy extra spells, you can't really use stat-up items to change stat configurations in any significant way. You just have to keep trying and hope it works, and for the first few dozen times, it won't, so you'll just have to deal with it.
Still, it shows, even up to the end, that the DQ team has a certain grasp of consistency in design that will slowly grow and adapt as the series embraces new complexities through the years. DQII stands as somewhat of a black sheep in the series (as the second titles of old franchises often do), but I think it has its place, and it's surely a wild ride. Also, if you can get yourself into the mindset of late 80's design, I can assure you it won't ever be boring. Maddening, sure, but not boring. It's more fun in the midgame, in my opinion, as for someone who is very used to RPGs, it can be exceesingly simplistic at the start and too hopelessly uncontrollable at the end, but I feel it deserves a score of 7 out of 10. It's pure gameplay, and, for what it's worth, you WILL get an intense experience. Just be ready to shake, a lot. And pad your walls.
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woodys · 5 years
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So for some random reason back in 2010 I started keeping track of my own personal “Song of the Year”. They were just songs that I a) abused on repeat, b) could listen to at anytime. Laugh or Cry or whatever and just feel in my element in. and c) were just ideally comfort songs—No matter how many years passed these songs just transcended and stapled and defined my entire year and that point of time of my life. It was just a fun thing to do then, but now that everyone’s like ‘omg end of the decade’ and all that it’s hit me how important it actually was for me to keep up with that and how in recent years how music has become so important to me. I don’t think i’ve ever published them all everywhere ( i’ve wanted to, but i can’t recall a post of me doing it ) so i’m going to now. Even if 2019 is breaking my rules and norm of (1) song for the year. So even though no one asked, these are the top songs that defined my decade.
2010 —  Toy Story: "You've Got a Friend In Remix" ( Toy Story 3 was also released this year. Stayed as my most played song for maybe 4 years. )
 ╚ ♥ Honorable mentions: Tonight,  Much Better ( this the year my jonas phase went full throttle after seeing them in concert rip )
2011  — Take You To Rio ( It’s been a minute since i’ve seen it but Rio still is one of my top 10 animated movies of all time. I will NEVER not dance to this song. I also recall seeing this movie the same day I met my first pet, Izzy. )
╚ ♥ Honorable mention: Lighthouse  ( every joe jonas fc i had at the time somehow had to reflect this song and i always made it work no matter what ALWAYS LIKE NEVER FAIL )
2012  —  When Can I See You Again  ( Unfortunately this is still one of the songs I can’t get back to listening to properly because I heavily associate it with my mom, but Wreck It Ralph was one of our movies and it’s also one of my top favorite UNDERRATED animated movies of all time. ) 
╚ ♥ Honorable Mention: Super Mario 3D Land | Special World 8 (Crown) 
2013 — First Time  ( The Jonas Brothers were calling themselves doing something and I met one of my very best friends through this song which started the beginning of a flurry of OCs i’ll never forget. I also remember crying hearing this song live, next to my mom, the day before my birthday as they’d come in concert. Also linking the video because it’s always the best one they’ve done in my opinion. So glad for the Jonas Brothers carrying me through the decade, honestly. ) 
╚ ♥ Honorable Mentions:  MitchiriNeko March , Found
2014 — Tonight  ( One of my favorite OCs of all time, Spike, was thriving and alive in a RPG that handed me another pair of forever friends. He was a brony, and also a DJ. The first time I heard it was in a MLP music compilation. This song became his “theme song” and eventually my entire muse that defined him. I contribute Spike and this song to being the turning point of me tripping into a huge vibe for EDM / dance music. It really breathed life into his character and in turn, me offline as well. )
╚ ♥ Honorable Mention:  Jadakiss - Who's Real ( aka the only rap song you’ll ever catch me listening to and even then its the clean version)
2015 - PORTA VISTA  ( If you know me you know this song. )  
 ╚ ♥ Honorable Mentions: Bunny Day, Cephaloparade
2016 — Snowy ( Or also affectionately known as my beloved Snowy.mp3, my best friend talked me into playing Undertale. I really spots games for me, so if he says i’ll enjoy something I believe in him that i’ll enjoy it. He was right on this one. It was MLK Day, I streamed it, and I played for like 8 hours straight to finish it. However, Snowy, one of the first tracks of the game has my heart and forever will. I’ve made beautiful memories with this song, including my most favorite one that includes my mom. It took me nearly a year to be able to listen to it again without breaking down, but it fills me with so much love and joy. Only the in game/pitch corrected version though. The soundtrack version is less peaceful and too fast! </3 ) 
╚ ♥ Honorable Mentions: Wait For It, I’m Still Standing 
2017 - NOCTIS  ( FFXV ruined my life. Got a PS4 and honestly, it was a great, smooth, year for the last year for my mom and I to be together. Also now that i’m thinking about it, to pick this song is really grim to think about as a foreshadow of what’d happen a year later. yikes. )
╚ ♥ Honorable Mentions: Pokemon Sun & Moon - Royal Avenue , Fighting Onward, Ski ( Ski for the sole reason it dropped on an ACTUAL RARE SNOW DAY in my city and made everything that much magical )
2018 -  Snow Day  ( i have a very vivid memory i’d rather not go into detail about with this song. but i do remember it being along big changes that were happening in my life. moving, death, and everything else. )
╚ ♥ Honorable Mentions: Night Changes ( still can’t listen to this one either tho haha ) ,  L��cio - Bem-vindos à Society 2.0 (Viemos para ficar)
2019 - CATCHY SONG /  Back & Forth / From Here  ( I’m breaking my tradition of just one song in favor for three. Music was a HUGE part of my year and I couldn’t choose JUST ONE to blanket define this year, a big year of growth and love. The Catchy Song is because Spotify told me so and it wasn’t wrong i love that song , Back and Forth is the song I had on repeat when I first met my cat, Richard, and From Here is ... man. From Here came from Rocket League, something that really became a big love of my life this year. It hits me in a way I can never describe. I can lay around, close my eyes, and transcend to that song.
╚ ♥ Honorable Mentions: BONE DRY, Chasing Shadows, Used To Be, Playing With The Boys ( Cover ) 
I love seeing how much my taste varies and all the memories these songs bring up for me. Here’s to another decade full of songs! ♥
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bearpillowmonster · 5 years
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Mario + Rabbids: Kingdom Battle Review
This game has been out for years now so if you haven't played it, you either don't have a Switch or don't have enough interest in it. So I will try and give you reasons why to play this game and spoil some gameplay details along the way but will save what the bosses are.
This game doesn't appeal to me, "Mario and Rabbids: Battle Kingdom", I mean Rabbids are basically the original Minions. I've heard it called a "Baby's first XCOM" and I, for one, am not about strategy or turn based combat. So, then why is it that when I got my Switch, this was the first thing that came to mind that I wanted to get? 
I haven't played many games on the Switch yet but I can tell that there are games that are best played on the TV, best played on tablet, and best played with the Joycons loose, some fall under all of the above such as Super Mario Odyssey. This falls under the best kind of tablet game, it's like it was meant to be played port-ably and is something you can play a level here and there, casually, or seriously and play a whole chapter's worth.
This is pretty much as clever as it gets, it's no wonder they got Grant Kirkhope to compose it, it has the humor of Banjo Kazooie, it's not even Minions-like humor, it's charming to the max.
There are times where you'll play a stage and just go guns blazing but you need to be careful because sometimes there will be a gauntlet of levels and you will either have to find a mushroom or just go straight to another level before it heals you again. Of course later in the game you can switch up the characters (that have more health) but you shouldn't always assume it as a fail-safe, especially for a boss, so if you're low on health and haven't found a mushroom, change BEFORE you get to the level, that is if you keep your other character's stats and weapons, good and balanced.
Ok, I hear this and that about how everybody loves Rabbid Peach and while her gameplay has a lot of perks, Rabbid Luigi was instantly my favorite and I tried to use him for every battle, I mean he has a Yo-Yo and his hat is on sideways, how can you not love him? I made him a beast with his 'Vampire' ability which allows you to slide into enemies and take some of their health to add it to yours. There is a Fridge boss that it's strongly recommended not to use him but I sure as heck tried. So you will more than likely get attached to a certain character but it's up to you who it will be towards and remember that you might not be able to use them EVERY time. You can choose to have 3 different characters at a time but one of them has to be Mario, he's a default and you can't exchange him. There have been multiple times where all my other characters have died and all I have left is Rabbid Luigi and I pull a clutch with that Vampire ability, making a clean sweep and finishing the level alone, I wasn't really able to do that with any other characters (though I valued Rabbid Luigi more so maybe I didn't try hard enough). And don't worry, even if you don't have a character in your current party, they still obtain skill points for the skill tree so you won't have to grind for a character once you unlock them or anything.
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So, how do you make your character stronger if every level is right in front of you and not really an RPG style of sidequests? Well, there are little puzzles you can go around, collect coins, hidden chests, some cannons that you can shoot out of that take you to a Red Coin type level (except blue coins) and you get a new weapon out of it. Also you can go back to worlds you've completed and complete challenges, I usually hate doing stuff like that but it's all good in this game. And it's not required, this game is pretty balanced, it's not too hard but not too easy either, there's no difficulty setting so that's good to hear. Sometimes I would play a boss just to kind of test them out and see what they did and then adjust for my second playthrough for them when I inevitably failed. There are definitely some levels I would spend a few days on, usually those bosses and I would lay in bed thinking of different strategies to beat them, some of those were the most satisfying after beating. Now that may sound like a lot of thinking and seem repetitive but it doesn't force you to come up with a strategy, do you think I actually did stuff intentionally? Not really, I used trial and error and it never even got tired, I usually fail the same level of a game just a few times before putting it down and say "I can't do this." because yeah, I am kind of a baby when it comes to some of these games but I feel accomplished when I beat stuff like this. This is where the 'Baby's first XCOM' comes into play, if you're not into that genre, this is the right game for you but if you are into the genre, you're experienced and it may seem a bit more tame but it's still a good play, Win-Win.
Given that topic, if you feel "too challenged" then it will offer you extra health for a level so it will heal your party up and add some extra, but I like to think of it as the chicken hat in MGS5, only use it if you need it, and even if you do need it, it's not ridiculously easy once you have it. I HAVE failed using the extra health before, sometimes you're just not using the right characters or weapons or need something from the skill tree, it's not a bail out free card, it's just a boost. I've played the ending gauntlet many times and each time it was different, some times I would do great until the third wave, sometimes it's just left up to chance whether your shot hits or not because if they're hiding behind a wall, it may not hit and are you hitting the enemy with the right character? Maybe you need a different order for maximum damage. It's a lot to process but you're not forced to think about it too hard, you have time, that's why it's turn based, I am describing it in a lot of detail but don't think that it's overly complicated or anything, if it was, as I mentioned, I wouldn't play it, it wouldn't seem so darn good of a game to me if it was.
And before you think that enemies get too easy or anything because you just upgraded everyone, they're constantly introducing new ones so it's always even with where you are in the game. Some of these enemies need to be handled differently because of how they attack such as the big ones without guns, they usually have a big stone or log or something and if they get close to you then they'll do a hefty amount of damage so it's always entertaining, keeps you on your toes, and brings me to my next topic.
I suppose it's easy to think that they all just have similar blasters but that's wrong. Most weapons come with a status effect such as honey which prevents them from moving on the next turn, ink which does the opposite and prevents weapons from being used, flame which catches them on fire and and makes them run around until they are extinguished, this ability is especially cool because if they hit another enemy, he will also be on fire, that doubles for you though so be careful with placement. There are also some other abilities but I'll get back to this topic in a minute. Not only are there different variations, which really just fit your preference, but there are also shotgun types which only have a short range but a higher amount of damage, rubber-duck grenades, yes you heard me right, and they're even decorated, there's even a Sam (King)Fisher one from Splinter Cell, not even joking. There are hammers which can get multiple enemies at once if you're within range, and these things that are called sentries but don't shoot anything, they're more like rolling bombs, they can be used to divert an enemy's attention away or can be used similar to a grenade but with more power, and then there are rocket launchers which can fire farther and machine guns which are a bit of an odd ball because you shoot a bunch of weaker bullets vs one big blast but you have more of a chance of hitting due to it's ability to instantly break a wall that an enemy may be hiding behind, leaving them open for the next person. I also wanted to mention that before you attack, aiming at an enemy shows you how much damage you'll do, I guess that's easy to look past or expect but given I haven't played a tactical game of this nature, I want to be thorough.
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It tosses it up with a few different types of missions, rather than just walking from area to area to fight the next battle, you actually get some landscape to look at, some puzzles which are actually quite fun, I like a good puzzle and it makes me want to try Captain Toad, but there are also escort missions. Most players dread escort missions in games because they take forever to follow you, this is in a different genre though. It will give you a goal and all you have to do is get that character (most of the time it's Toad) to the goal, sure they can't attack or anything and you have to rely on your other characters to defend but you don't have to defeat all the enemies like most stages, just get to the goal and you control the escort just like you would any other character so they don't drag behind. My only slight complaint with this is that Toad or whoever, isn't be able to use a teammate to bounce like everyone else but it's still fine. Same with the bosses, the only requirement is to just beat the boss, there will be other enemies too though. Before you think you can cheese it that way, most bosses have multiple health bars so you may take out their first form tanking hits with guns blazing but will you have enough to last the second and third form? Probably not so you need to take out those side enemies first because for one, they make it harder, and two, once the second form comes, the boss will bring a second wave of enemies and if you don't have the first wave beat yet then it will stack.
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Ok, so easily the best thing about this game is the atmosphere, every little detail feels so good to just walk around in, they didn't have to make the world so good but they did, this accompanied with Grant Kirkhope's music is splendid even the different versions of classic Mario tracks. My favorite one would have to be "Exploring the Mine". With that, the designs for characters, enemies, and such will be added as collectible models throughout the worlds, it's a fun little thing to look for if you're into that sort of thing, I made sure to get a few for the bosses I liked the most. This goes double for the music tracks, you can collect them and go back and play them in the museum. But back to the way it looks, it looks so good that there will be points where Beep-O (who is kind of the guide and serves as a reason this tactical map exists) will have a magnifying glass option and if you press it, he will bring attention to certain landscapes and sights such as a Rabbid in a hot tub burning himself or a Bullet Bill with Underpants on his head, it's all in good fun and really makes you see the vibe they're going for with this fusion between worlds. The landscape for battles includes these pipes that you can travel between to slide kick enemies easier and get a better piece of ground to defend, it's really cool when you get a chain of attacks for example: With Mario, you can stomp on top of enemies, so you slide kick an enemy, bounce off of a teammate to get farther, land by stomping on another enemy then finally make your destination where you want to shoot, so much damage can come from just one turn if you really know what you're doing. And about those effects like flame, there will be different boxes around the stage where if an enemy is stationed behind them and you can't see them good enough to get a hit in, you can fire anyway and hit the box, making the effect hit the enemy so it wasn't a wasted shot and may even make them vulnerable enough for another character to shoot.
Some characters have something like "Hero-Sight" or "Steely-Stare", this is amazing, it's up there with the Vampire ability for me. This comes in handy for those bulkier enemies with the stones and if you have a weapon that has "bounce" it's so freaking satisfying because you can use the ability, fire at the enemy and if they make an attempt to get closer then your character will shoot a few more times.
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There is a bit of a problem when you don't properly close the game however because sometimes I would just leave it open on the home screen then shut the console off and come back to it later. Yeah only do that once or twice, don't leave it on standby every time because what will start happening is that the models for some of the items and characters will glitch and turn into blocks, it's not a performance based issue, just visual but it was my fault in the first place for not closing the game for so long so I can't really complain.
There is a bit of DLC that I'm actually considering getting (if it wasn't as much as the base game, crimeny!)because it expands off the story and revolves around Donkey Kong, so that's cool. Speaking of after the game, there is end game content. Throughout you unlock puzzle abilities such as moving crates, picking up totems to put them on pedestals so you can unlock new areas, break blocks, and drill a hole. You can go back to each of the worlds and finish some puzzles you weren't able to before because you didn't have one of those unlocked, if you're going for 100% that is or even if you're just trying to make some extra moolah during the game.
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At the beginning of 2019, I mentioned I would keep track of every game I finished, and sum up my thoughts on all of them at the end of the year. And now I’m half regretting it because I’m gonna have to write out a short summary for each of these games. Oh well. You’ll be able to find all of them under the Read More, if you’re interested. Will be including an arbitrary score next to each game based on how much I enjoyed them.
Just some fun numbers before we jump in to the meat of the post- In 2019, I beat a total of 41 games. That’s an average of 3.41 games per month, which actually isn’t too bad of a rate!
Super Smash Bros. Ultimate (5/5) 100% complete! Beaten twice! Without doubt, the best Smash game yet. You didn’t need me to tell you this- if you’ve got a Switch, then you’ve probably got Smash.
Bayonetta (4/5) A classic character action game, and an immense source of nostalgia for me. Play this game or I’ll break your knees.
Bayonetta 2 (4/5) I actually went into this game with low expectations, I didn’t expect to enjoy it as much as the first game. Fortunately I was stupid and wrong and ended up loving it just as much as Bayo1.
Splatoon 2 (3/5) The story wasn’t particularly the most enjoyable thing ever, although I did sink a pretty decent amount of time into the multiplayer. Still not my go-to game if I’m looking for a quick match.
The Legend of Zelda: Breath of the Wild (4/5) It was enjoyable, although kinda started dragging on towards the end. The side content started feeling very repetitive, especially the shrines- but it was still a genuinely great time.
DOOM (2016) (3/5) I raged a wee bit, gonna admit. Although it was fun, I had a lot of frustrations with the late game.
Cthon (3/5) Doom, but a Lovecraftian roguelike. I’d recommend picking it up on Steam, it’s only USD$4.99 regularly, and USD$1.69 during the Steam sale currently going on.
Fire Emblem: Awakening (4/5) I suck at strategy games because I’m a smoothbrain, but FE:A is totally one of the best 3DS games ever released. Lucina is my daughter and the story made me cry.
Hyrule Warriors: Definitive Edition (2/5) I already played the 3DS version, and went into the DE expecting it to be a bit more enjoyable- and while it was, I did find myself getting bored rather quickly.
The Elder Scrolls III: Morrowind (5/5) The best TES game ever released according to many fans. While I do still prefer Skyrim more, I can see exactly why so many love it. Planning on returning to do the DLCs soon.
Night in the Woods (4/5) I hate story-centric games, but I liked NITW a lot. The exploration was nice, seeing the town change day-to-day was nice, and the ending was freaky in a good way
Warhammer: Vermintide 2 (4/5) An incredibly fun game, very similar to Left 4 Dead but fantasy themed and with rat monsters. Launched my obsession with the Skaven.
Fallout 3 (2/5) Yeah just play New Vegas instead mate.
Assassin’s Creed IV: Black Flag (3/5) If you separate it from the rest of the relatively mediocre AC series, Black Flag is pretty gud. I like being a pirate. I don’t like tailing missions. I really don’t like ship tailing missions.
Ib (3/5) I played this game a few times through during my obsession with RPGMaker horror games. Still holds up pretty strong, although it’s a wee bit short.
Amorous (3/5) 100% complete! Yeah it’s just a lewd furry dating sim. Does have a decent character maker that I use as a reference for my fursona now though!
Way of the Samurai 3 (4/5) I don’t know why this game slipped under everyone’s radar back on release. Just overall a very Nice samurai simulator, albeit with some combat that takes some getting used to.
Monster Hunter Generations Ultimate (5/5) The best MonHun released yet. World is great, but for some reason it just doesn’t hold me like GU does. Maybe I’m just a boomer.
Super Mario Odyssey (3/5) It’s definitely what you’d expect out of Mario. Not a bad game by any means, but I just didn’t really keep attached to it like most others seemed to.
Phoenix Wright: Ace Attorney (4/5) I like being a lawyer, and I love the serotonin rush that I get when cornering a criminal on their logic.
Resident Evil 7 biohazard (4/5) The first RE game I’ve played to completion. I don’t regret it at all, because it was super good. Got some great DLC as well.
SoulCalibur VI (Libra of Soul + Soul Chronicle) (4/5) Loved the character creation, loved gitting gud- did not love some of the side missions in LoS because holy Hell a lot of them are bullshit.
Borderlands 2 (4/5) I hated the first Borderlands, and went into 2 expecting more of the same. Ended up leaving surprisingly satisfied. Great loot n’ shoot all around.
Deus Ex: Game of the Year Edition (4/5) It took me a few tries to really get into this one, but once I did I was totally hooked. The ending battle could’ve used a little more love, but it was still by all means a great game.
Vampire: The Masquerade - Bloodlines (4/5) Despite being a clearly rushed game with a drop in quality towards the last few hours, VtmB is still one of the most solid action RPGs I’ve ever played. Still not exactly gonna excuse the last couple of boss battles though.
Danganronpa: Trigger Happy Havoc (5/5) This went from “tumblr meme game that I had no interest in” to “one of the best fucking games I have ever played, and it hurt me deeply.” I don’t think I’ve ever been so invested in a story before, and the trial system was very refreshing.
Danganronpa 2: Goodbye Despair (5/5) How did they make a story with twists even more mindblowing than the first game? While THH invested me into the series, GD solidified my newfound love for it.
Which (3/5) 100% complete! A very short experimental horror game by indie animator and developer Mike Inel. Not bad at all, and completely worth the free download.
Skullgirls: 2nd Encore (3/5) I never really got good at this game, although the story mode was still very enjoyable. Not particularly something I’m probably gonna be coming back to.
Hollow Knight (5/5) Absolutely spectacular Metroidvania that gives quite a unique challenge. Fell in love with this game so bad that I was constantly thinking about it at work. Please stop comparing it to Dark Souls, it’s such an amazing game on its own merit without needing that comparison.
Undertale (5/5) It’s Undertale, do you really need me to tell you how amazing it is?
Devil May Cry 3 (Dante story) (4/5) Extremely fun and challenging. If you haven’t played this game yet then you are wrong. Beating the first Vergil battle without being hit filled me with very unneeded confidence- the spectacular final battle against Vergil stripped that confidence away.
Ion Fury (3/5) Very challenging, but still super enjoyable. The heroine is a genuine badass, loved hearing her quips. The final boss was garbo though.
Sekiro: Shadows Die Twice (5/5) Sekiro absolutely deserved the GOTY award. Loved the combat, loved the challenge, loved everything about this beautiful game.
Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition (5/5) DQXI singlehandedly changed my opinion on JRPGs. A story that’s equal parts awesome and tearjerking, combat that feels truly satisfying, and a quirky world that had me hooked for all 98+ hours.
Danganronpa Another Story: Ultra Despair Girls (4/5) While it absolutely was a good game, something about it didn’t really hold the charm that the other Danganronpa games had. The story was still superb, and the twist at the end was hooh.
Spyro the Dragon (3/5) 120% complete! The nostalgia factor drew me in, the level design kept me. Except for Tree Tops, fuck you Tree Tops.
WarioWare Gold (3/5) Packed with the best microgames from WarioWare’s history, but not enough content to keep me there past the main story mode.
Metal Gear Solid: Snake Eater 3D (3/5) MGS3 is one of my favorite games ever, but the 3DS port’s framerate issues really killed the fun for me.
Halo: Reach (4/5) The story mode was good, but the multiplayer was absolutely sublime. I raged, I cheered, I had the fun I missed out on growing up without an Xbox.
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anime-grimmy · 5 years
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Favourite Gaming Soundtracks of the 2010s
It’s the end of another decade and what a decade it’s been. So much has changed in “just” 10 years, so many cool things have happened, so many amazing games have been released. Since it’s the end of the year I thought I could talk about some things that are dear to my heart. I love music and with so many dope games came just as amazing soundtracks. So, I just wanna let out my thoughts for my favourites. This is not really ranked, but I’ll tell you which my favs are from my favs.
But first, some “honorable mentions” for soundtracks I really enjoy, even though I’ve never played these games.
-        Dark Souls / Bloodborne Mystic and gritty, but strangely calming from time to time
-        Hollow Knight It came coming on with YT Autoplay and to be honest, I can’t complain. All in all a great soundtrack
-        Persona 5 Dude, talk about style. It’s not quite my type of game, but holy fuck, the music is my JAM
-        God of War (2018) I DID play this game and I loved it, but the soundtrack didn’t really stick out to me THAT much. Some tracks are downright bone-chilling and epic, but it didn’t have such a big impact on me all in all.
 Anyways, on with my list.
Pokemon Sword and Shield
I’m gonna start with a recent one since it’s still fresh in my mind.
I always liked the Pokemon Soundtracks. Though most of the time simplistic, some tracks just have such iconic melodies. However, from Sinnoh onwards, I started liking single tracks more than the soundtrack as a whole. For example. even though most people say Cynthia has the best Champion theme, I can agree an the melody being amazing, but for me, the theme is so loaded, I don’t like it (best Champion theme is still Lance). Alola, for me, started having an upcurve on the soundtrack. I liked it as a whole, though I can’t really remember what exactly stood out to me.
Now Sword and Shield. Dudes, keep going on that route, your OST is amazing. I’ll be honest, the BEST thing of this game is the soundtrack. All have this kinda sporty/cheery sound and even though, let’s say, the normal battle theme isn’t that of a banger, the number of amazing single themes is just so high. Bede’s theme is basically the only thing I like about him, Marnie’s has such a cool tune (and all the metal covers on YT, BRO) and even if many people don’t like Hop’s theme, I really dig it. Some parts remind me of Mirror B.s theme, I dunno why.
And then you have my fav tracks, Rose’s Final Fantasy theme, Toby’s amazing Battle Tower theme AND THE GYM BATTLE MUSIC. I really didn’t like the gym leader theme at first but while playing the game, after each gym leader, it got me more and more stoked when the battle began.
All in all, Pokemon Sword and Shield has an overall enjoyable soundtrack. Filled with bangers, for me it made the game itself so much better.
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Animal Crossing
Though I haven’t played the game in a long time, I still listen to the music.
Animal Crossing is just laid out to be this chill and calming ensemble of melodies. And it works. When I’m stressed or have to work on stuff I don’t want to, I usually just put on Animal Crossing music. It calms me and just gives me this warm and fuzzy feeling. It also helps when I have problems sleeping.
A soundtrack to just lie back, close your eyes and just enjoy life.
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Legend of Zelda – Breath of the Wild
Continuing with calm music, let’s talk about my favourite Switch title.
This game often gets flag for “having no music” or too little of it. I know where you’re coming from, but I just think the limited use of the soundtrack makes you appreciate it even more. The moments when the music is used is carefully chosen and that makes it special. Be it the few piano notes that play while the day goes on, the little notification that you’ve entered a new area, the unexpected high energy when you’re fighting (most of all bosses) or the indescribable fear you feel when a Guardian spots you.
There are a few favourite moments I have of the game.
First is the start, when you first leave the cave, run out and this vast landscape opens before you. Just those few piano notes made me all excited for this new adventure. Like dawn is breaking.
The first time I rode on a horse over this wide field and suddenly, the music starts swelling. It was almost magical, the music rising just like my excitement.
The last thing I love is the difference between being in villages and outside. When I noticed that you always have some kind of melody playing when you’re in a settlement it dawned on me how quiet it was outside of them. I love this contrast between being alone in the wilderness with all the quiet and the sudden swell in music when you’re with other people.
This OST amazes me with how much emotion it can convey with often just the smallest amount of notes. An amazing soundtrack for just as an amazing game.
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Super Mario Odyssey
So, last Nintendo game on this list, I swear.
This one is a small surprise, but at the same time, it really isn’t. I’ve never really been a fan of the main Mario games, they just aren’t really my thing. (the spin-offs are my jam). However, I’ve always enjoyed Mario’s music. The upbeat tunes really get stuck in your head and the melodies are always so recognizable. Heck, my favourite OST was from Super Mario Sunshine back in the day!
With Odyssey, I really enjoyed both the game and the soundtrack aspect. The worlds are colourful and the gameplay is super fun. Combine that with the stellar soundtrack and the game was such a fun experience, it’s definitely in my top 10. But what I really enjoyed is the diversity of the track. When you listen to the soundtrack on Youtube and you just click on two different parts of the video, I can guarantee that they’ll probably sound completely different but at the same time somehow coherent. The best tracks, in my opinion, are the upbeat ones for sure. The feeling of excitement and adventure just swells so much it’s amazing.
Then you’ve got “Jump up Superstar”. I fucking love this song. It’s so much fun, has such a great tune which gets stuck in your head and the lyrics are so easy to sing along. All things I love in a song. I actually listened to the song on repeat before I even got the game and I couldn’t wait to get to New Donk City to LIVE the song. And I wasn’t disappointed, it was one if not the best moments in the game.
Great game, great soundtrack, 100% fun.
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Bravely Default / Bravely Second
(technically on a Nintendo Console, but whatev) I’m just gonna lump this two together, since BS’s the sequel.
Now, JRPGs aren’t really my thing. They often take too long for my tastes, I can’t for the life of me concentrate on the story and characters and after some time they just get stale for me. But now and then, I pick up a series I actually finish and that was Bravely Default and Second. I think I just have such a huge soft spot for the series cause of the art style/atmosphere and the fact that I played 8 hours straight of BD on a flight from Canada home.
I haven’t played the games in forever but when I think about what I like about them, there are 3 things I always think about: characters, art style and soundtrack. The songs might sound generic to most, but to me, with my little knowledge of JRPGs, find them quiet unique. It does at some points remind me of Final Fantasy but I think something just makes the tracks just sound like Bravely, though I can’t put my finger on it.
I don’t know the names of the themes, but even now there are just certain tracks which I link to a certain reaction. Like “oh no, not them again” or “Now shit is getting down”. Or every time the main theme plays, I get absolutely pumped.
Haven’t played the games in forever, but the soundtrack’s still in my mind.
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Kingdom Hearts
From one RPG to the next, here’s a very special soundtrack. Kingdom Hearts is a franchise near and dear to my heart. It’s one of the first, if not THE first, RPG I ever played. I just get so nostalgic with this game. I can just remember watching my brother playing KH2, seeing two characters from my favourite franchise run around with this spiky haired boy with this stupidly big key. So much stuff happened I didn’t even understand back then, but just seeing these animated characters laugh and cry and go on this grand adventure, little me was mesmerized.
I’ll be honest, I wasn’t too happy with KH3. I’ve waited so long for it, just like hundreds of other people, but the end product just, I dunno, lacked the heart it used to. One thing however didn’t, the soundtrack. As sad I was to not enjoy the game as a whole as much as I wanted to, the soundtrack became one of my instant favourites. It sounds grandiose and has so much emotion. Each track sounds amazing but the OST really shines in its more calm and beautiful themes and its epic ones.
My favourite songs are the serene ones, however. “Sincerely Beloved” and the other Utada songs are some of my favourite songs ever and I can’t tell you how close I came to crying with the Sea Salt Icecream Trios themes. Heck, I played Xion’s theme back in the day on the piano and I still can play it now.
As much as KH has gone down in heart, the soundtrack stands up there as one of the best, much thanks to Utada Hikaru as well. It will always be important to me and just reminds me of my childhood. Some very fond memories.
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Undertale
Well, let’s get outta the nostalgia feel and turn it up a bit!
Ah, Toby Fox, you madlad. Creating such a great game and subverting so many expectations. Undertale really had a big impact on the gaming scene but for me, the soundtrack really lasted. Don’t get me wrong, I still love the characters and story very much, but I still listen to the soundtrack regularly.
Undertale’s OST is comprised of sad, melancholic, upbeat and downright hype tunes. It has a wide spectrum but Toby Fox really does know how to push Leitmotif. All themes kind of flow great into each other but still manage to stand out and are recognizable. Each character theme fits the character perfectly and I love how their themes usually have some melodies/instruments from the area they’re in. And speaking of areas, as much as I love the character themes I just might prefer the atmosphere tracks even more. I mean, “Snowdin” just sounds like this super laid back, cute little town, “Home” is such a calming song and “It’s raining somewhere else” has such mystique. And, of course, the fact that the tracks have character/plot relevance is just amazing.
Not to mention, Toby Fox created one of the best Meme songs in existence.
Love the game, love the soundtrack even more and I’ll listen to “Death by Glamour” til I die.
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Horizon Zero Dawn
I’m so happy I picked up this game. I never bought it cos A, I feel overwhelmed by open world games, and B, it COSTS SO MUCH. But I found it for half the prise and I bought it right before exam week. I know, smart move.
But anyways, the soundtrack. There aren’t any tracks that really stand out to me but I just like it as a whole. It’s such an atmospheric OST and when listening to it as BG music you just HEAR where you are, which tribe you’re in, what you probably did in the game when it played.
And that’s actually a big factor. All in all, I don’t think it’s such a special OST. It sounds great, most tracks are solid, but what really makes it shine is how much it enhances the experience of the game. The gameplay and story are great, but the OST just makes everything so much better, with setting the tone and atmosphere and all that.
I could go on and on about this game, but the soundtrack can be shaved down to a few words. Solid, great and atmospheric.
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Monster Hunter World / Iceborne
So, I’ll drop this to second to last because I already made a super long analysis of the soundtrack. I’ll link it here.
https://anime-grimmy.tumblr.com/post/188601659768/some-monster-hunter-ramblings-possible-spoilers
But to put it simply, this is probably my favourite soundtrack at the moment. I just haven’t experienced so many emotions while listening to an OST since a certain game that’s next on the list. I still can’t listen to “Succession of Light” without almost crying (who am I kidding, I cry every time). I dunno why, but so many tracks make me feel such a barrage of emotions, be it excitement for adventure, hype for the hunt or just simply a childlike wonder.
Simply a great soundtrack that will be on top for a long time.
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Okami
Technically a game from 2006, but the PS4 version came out like 2017 and I REALLY WANNA TALK ABOUT THIS GAME.
This is my absolute favourite game of all time. Since I played it first when I was about 9 years old, I just really loved this game. I replayed it more times than I can count and dude, I speedrun this game in record time.
For people who don’t know this game, you play as the Sun God Amaterasu, who has been summoned in the body of a white wolf. You job is to banish the evil from Nippon. To say this game awakened my fondness of Japanese culture is, well, spot on. I’ve played this game before I even knew what anime was. The atmosphere, style, themes and mostly the music mesmerized me. It was all so, well, foreign. Even nowadays it stands out from anything else I’ve played.
But on to the OST. Next to it being just amazing in general, it just is so Japanese and that’s what has always stuck out to me. I grew up with very traditional and classical music, back then I didn’t even listen to English/American music. So to hear these melodies and instruments that just sound so unfamiliar was very intriguing. And that just topped of the already amazing tracks. Okami does a great job of having super epic, exciting but also sombre and atmospheric music. It’s also very animated and comedic with it’s use of music. So, the mix of foreign sounds and great timing of amazing tracks just makes the experience all so much more memorable.
Even after 10+ years, Okami never gets boring and no matter how much I play it, the moment I face a boss and the epic music swells, or the moment a calm scene passes and the melody slows, my heart fills with emotion and I’m so glad I played it again.
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Well, that’s that! I know it probably often sounds kind of sappy, but music is very special and important to me. If music doesn’t evoke emotions in me, I don’t care about it, even if it sounds great. For me it’s important that, when I listen to a soundtrack, I can remember the game or the scene it played in and the emotions I felt in that moment.
Soundtracks are supposed to make a emotional connection between you and the game and that’s why they are essential. At least that’s how I see it.
Anyways, if you made it this far, I bow my head to you. Thanks for reading and I hope you could somehow share my perspective of these games’ soundtrack. Feel free to tell me about your fav tracks!
 It’s been a nice decade, enjoy the rest of 2019!
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eggoreviews · 6 years
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Nintendo Direct Feb 2019 BREAKDOWN
So, that direct was pretty okay right? If you missed it or even if you didn’t, I’m gonna be taking a look at everything announced and giving it a vague excitement rating! Enjoy!
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Super Mario Maker 2
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This was a pretty great way to kick off this direct. With the promise of a host of new features coming in this entry to build upon the first, including the introduction of slopes (finally) and a new texture pack based on Mario 3D World, I reckon this is definitely one to mark in the calendar. Mario Maker 2 is slated for a, gratefully soon, June 2019 release.
Excitement Rating: YEEHAW
Marvel Ultimate Alliance 3: The Black Order
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The long awaited third entry in the MUA series, to the surprise of many, is in fact a Switch exclusive. For those who don’t know, this is a hack-and-slash fighting game, of course tied heavily to Marvel comics. This entry seems to be riding in off the back of Infinity War, with Thanos and the Black Order showcased as central villains. Honestly, this game looks like it could be fun, especially with friends, though I don’t think it’ll turn out to be anything special.
ER: Sure, why not!
BOX BOY! + BOX GIRL!
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This adorable little puzzle platformer is making its debut on Switch this spring, with the promise of local multiplayer and more levels than ever before. Looks to be a goodun for fans of cute, minimalist art design and box-based puzzles and the like.
ER: Cool! Those boxes can move!
Super Smash Bros. Ultimate - Ver. 3.0
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Nintendo sort of slapped us in the face with a lovely, welcome announcement of a new Smash update! Oh boy! New features! And then they turn around and say they aren’t gonna tell us what they are.
Oh.
Kind of makes me question the point of putting this in the direct a little, but I’m sure whatever they’ll add will be cool! On top of that, a tentative release window for Joker was given (before the end of April this year) and we got a cheeky look at some of the new spicy amiibos, being Snake, Simon and the Pokemon Trainer lot.
ER: Yay?
Captain Toad Treasure Tracker Updates
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Here’s one that definitely caught me offguard, but I’m more than happy with it considering I just picked up the game. Part of the new Captain Toad content is free, adding in proper 2 player co-op where you can both play as Toad. The paid ‘special episode’ stuff struck me as a little odd, considering this game was already a Wii U port that’s now getting even more paid DLC. Regardless, it’s not too pricey and you can even pick up the first DLC course now, with the rest coming March 14.
ER: That’s cool! 
Bloodstained: Ritual of the Night
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This not-quite-Castlevania game could easily be mistaken for a knock off of that franchise, but seems to have some defining elements of its own. The art style is bold enough to make it unique and the game seems to have an interesting variety of puzzles and side quests to make this more than just a run of the mill 2D platformer. An obvious choice for those with a Castlevania shaped hole in their hearts.
ER: You go bouncy vampire lady
Dragon Quest Builders 2
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What is basically just Dragon Quest Minecraft with a story mode apparently, this oddly charming sandbox game was seemingly popular enough to warrant a sequel. And I won’t lie to you, it got me a little excited. As a fan of Dragon Quest its art style and general building-ness, I think I might have to pick this one up. And it’s got a cool retro map!
ER: I’m not excited, you are
Dragon Quest XI S: Echoes of an Elusive Age: Definitive Edition
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In case you hadn’t guessed, I literally adore Dragon Quest. The bright colours, the developed characters, the expansive world, awesome monster designs, great soundtrack and lame sense of humour, it all just gets me. It just sort of sucks I already own this on the PS4, where I can’t access all this new content. Oof. But yeah, pick this up if you can. You won’t regret it if you’re a JRPG fan.
ER: More like echoes of an exclusive age amirite
Disney Tsum Tsum Festival
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Oh.
I won’t lie to you right now, nothing screams ‘soulless’ to me more than small Disney plushes with all the personality taken from them being stuck into totally random minigames. Don’t get me wrong, I love Disney (mostly through Kingdom Hearts but that’s besides the point) but I don’t think this elicited much excitement in anyone.
ER: I guess this exists, huh?
Starlink: Battle for Atlas - Spring Update
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This was another one that surprised me. Considering how mind meltingly badly Starlink bombed, partly down to its odd reliance on the whole ‘toys to life’ craze that died out in 2013, I really didn’t think there’d be any further support for the game and they’d just sort of slip it under the rug. But nope, we’ve got some more Switch exclusive missions involving some more Star Fox characters, as well as the introduction of Wolf’s buddies. Honestly, I think Nintendo needs to do themselves a favour and just release a new Star Fox game.
ER: Great, if for some reason you bought this!
Rune Factory 4 Special & Rune Factory 5
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Here’s a series I’d literally never heard of until last Wednesday, but the only way I can describe it from what I’ve seen is it looks to be a cross between Animal Crossing and kind of also Dragon Quest. You cook stuff, you farm stuff, you fight things and you can get married if you want, so definitely cool if you’re a fan of the series. But also cool if you’re someone who wished Animal Crossing was a bit more JRPG. Alongside the announcement of a remastered Rune Factory 4 later this year, as well as confirmation of Rune Factory 5 sometime in the future.
ER: Cool! Plants and stuff!
Oninaki
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An action RPG with an intriguing premise and a rich, dark colour scheme, Oninaki seems very eager to set itself apart from other JRPGs on the market and still manages to stand out just a bit, even in a direct that’s basically been packed with JRPGs. Oninaki explores themes of reincarnation and grief, following the story of one grey-haired dude saving lost souls from a place called the Upside Down the Beyond to stop them from turning into monsters. Another one to add to the list if you like edgy RPGs!
ER: Edgy and cool
Yoshi’s Crafted World
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Another update for this adorably cardboard entry into the long running Yoshi series, we’re finally getting close to actually being able to play it. Nintendo showcased some of the more interesting variants of gameplay, with the use of rafts, cars and planes definitely making this seem that there’s some substance here to go with the style. Alongside this, a demo released on the eshop so go play that if you haven’t already and decide if it’s for you!
ER: Wow, this game has a Labo costume! I’ll definitely grind for that!
Fire Emblem: Three Houses
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Finally some more info about Nintendo’s latest instalment in their anime Game of Thrones series Fire Emblem, we got a big ol infodump about some of the stuff to do with the game. While the video itself will explain everything better than I can, this time players will be able to interact with three kingdoms and three main protagonists, all of this centralising around one academy the game is set within. Overall, this game certainly looks interesting to play, but one I’m not quite sure I’ll be picking up just yet. Basically, if you’re unfamiliar with the games but love a tactical RPG, this one is a no brainer.
ER: Edelgard’s design is pretty cool. If one of them has to get into Smash, I hope it’s her.
Tetris 99
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The game many have been calling Tetris Battle Royale, this is the very first Nintendo Switch Online exclusive offering and it’s totally free if you’re a member. It’s Tetris and you have to win against 98 other people, also playing Tetris. Nice!
ER: Tetris block for Smash
Dead by Daylight
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As a game I got for free through Playstation Plus, it should be fairly obvious that this port isn’t one that excites me greatly, especially after seeing the quality of the graphics in the trailer the direct showed us. While the concept of an online match with several survivors and one killer sounds good on paper, it seems as if the quality of this port may leave a lot to be desired. But still, this could still only be early development footage and we really have no idea how it’ll look by the end.
ER: Tentative
Deltarune
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Undertale is one of my favourite games of all time, so of course it excited me to find out I’d finally be able to play the sort of sequel, Deltarune, which Toby Fox has taken in the interesting direction of splitting the game into chapters. The first of these chapters will be free (yay I like free) and it certainly seems like the same abstract sense of humour and charm present in Undertale has been carried over to this sequel. Definitely one to watch.
ER: Always excited about cartoon doggo
Daemon X Machina
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This mech-fighter has been floating around in various Nintendo directs for a fair while now and it’s encouraging to see the game come close to release. In a commendable move, the producer of the game has offered a free demo of the game allowing you to pilot your own custom mech and experience a boss battle in the demo known as ‘Prototype Missions’. The aim of this to gain feedback from potential players in order to make the game as good as it can be, which is amazing! It’s honestly a bit of a dream world where every game developer and publisher is as open and transparent as these guys, so kudos to them. As well as this, the game looks pretty heckin’ fun so it’s definitely worth picking up the demo off the eshop and giving these guys your feedback!
ER: Big ol’ robots hell yeah
GRID Autosport
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As of yet, the Switch has lacked a realistic racing game. Enter Grid Autosport, which seems to be packed with a variety of cars, tracks and game modes, including all DLC from the original release of the game. Not one for me, but I’m sure there’s plenty of Switch owners out there whose racing fix isn’t quite satisfied by Mario Kart.
ER: V big if ur a car person
Hellblade: Senua’s Sacrifice
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This game was notably created in collaboration with neurologists and those who experience psychosis in order to properly portray the main character and her mental health struggles. Following the quest of Senua as she fights to save the soul of her dead lover, this game created a huge wave through the industry when it first launched and won major awards for its artistic design and performance. While this isn’t one I’ve had the chance to try yet, it certainly looks as if it provides a brilliant, emotional experience from beginning to end.
ER: A lot
Mortal Kombat 11
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This was one everyone basically already knew about, but this direct gave us a reminder of the release date and various features such as custom characters. For fans of this long running, brutal fighting game, get April 23 in ur brains.
ER: Cool
Unravel Two
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This adorable puzzle platformer sees you and, optionally, a friend take control of two little creatures made of yarn as they navigate a colourful world and help each other pass various obstacles. For those fans of platformers like the Yoshi series, Unravel is definitely one to consider.
ER: Cool
Assassin’s Creed III Remastered
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This is the iconic stealth fighting series Assassin’s Creed’s first outing on Switch, but if this footage is anything to go by, it’s not looking brilliant. While this once again could be put down to unfinished development, the first look at a game is often the most important, and a slow frame rate shown during the direct could mean this game isn’t what fans want it to be.
ER: Tentative
Final Fantasy Release Dates
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For fans of the legendary and slightly intimidating JRPG series, several games in the series both new and old will be coming to the Switch in 2019:
Final Fantasy VII on March 26th
Chocobo’s Mystery Dungeon EVERY BUDDY! on March 20th
Final Fantasy IX is out now!
ER: Cloud is my favourite twink
Astral Chain
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Admittedly, at a first glance, this title in a brand new franchise didn’t particularly excite me. But after having another look, I can definitely see where all the hype is coming from. This looks to be a hack-and-slash sort of action RPG with all the edgy story elements and setpieces of that ever so popular steampunk genre that players seem to love these days. With all these mechs, explosions and edgy voiceovers, it makes me think that Xenoblade Chronicles and Deus Ex had some kind of torrid love affair. On top of this, with a dev team that has Bayonetta, The Wonderful 101 and NieR: Automata under their belt, this is a game that will almost certainly impress when it finally comes out on August 30. Platinum Games might just have another winner here.
ER: Big yes
The Legend of Zelda: Link’s Awakening
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oKAY, let’s be real, this is the one that really knocked it out of the park. At least for me it did. As the final reveal, this made me scream a little tiny bit. I think we’d all heard the rumours of a 2D Zelda coming to Switch, but I was highly skeptical to say the least. But a wonderfully charming and artistically bloody P E R F EC T remake of Link’s Awakening?? HHHHHH. They even kept all the Mario enemies for some reason! Oh boy, whenever they release this in 2019 apparently really can’t come soon enough.
ER: AAAAAAAAAAAAA
That was all for this direct! I hope you enjoyed my silly, unplanned breakdown of all the cool things that happened. Til the next direct!
Oh and if you’ve got a craving for more game news, be sure to check back on my blog March 1st for the second ‘issue’ (lol) of my monthly viddy game mag!
Stay hydrated my dudes.
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