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#PS4 Games With Great Stories
prototypelq · 10 months
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The Most Unreliable Narrator I Have Ever Seen
soooooo I had a Cyberpunk-obsessed phase pass recently, and this time Johhny Silverhand's character caught my eye. His story, more specifically, and how... inconsistent he seems, depending on each source.
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In the game, Johhny acts like a bastard for most of the game. He panic-rages on his first meeting with V, throws many threats around, but is later beaten into the background with the blocker pills Misty gave to V. Even Johnny's friends' are well, they react Loudly to his return. Y'know, make it known his presence alone provokes a lot of anger from them.
Even during his first appearance, when V gets thrown into Silverhand's memories of his SAMURAI concert, the only real thing V recalls is the all-consuming rage that he felt, which he tried to shout out through the microphone, but it never felt like enough.
And doesn't this sound weird then, that the only thing Johnny does throughout the game after that first meeting is help V out? He learns about the Smasher guy hideout at the docks (he does that through dubious means but that's Johnny for you), he helps V out when the seizures become worse, he calmly agrees to Any decision V makes, despite V clearly Not being in any real state to oppose him in the finale of the game, he plans the whole thing with "Alt" so V can get his body back at Johnny's own expense, from the beginning, and he doubles down on that claim at the end of the game.
Do you see the dissonance? The egoist rockerboy that admitted to using his friends to getting what he wants, and the downright self-sacrificing hero and a friend that is Johnny at the end of the game? People change, sure, but this divide is very massive and too sudden, so I wanted to dig into that. And what I've stumbled upon, with the help of canon Cyberpunk materials like the Red sourcebook (or, more specifically, LayedBackGamers' reading of the canon books and his lore videos on different topics), is that
Johhny Silverhand from Cyberpunk 2077 is the Most Unreliable Narrator I've Ever Seen.
Count with me here:
Johhny's personality in general. No matter what your interpretation of him his, it's impossible to ignore that Johhny is very much a people person and he exploits that knowledge and charisma to suit his own goals. If you choose to trust him, then you might have already been played.
2) Johhny has been alone, only his lovely self for 50+ years inside the Arasaka chip. Don't ask me how he is still even remotely sane, I haven't got a clue (hopefully the time as a construct without outside stimulation flies differently and he hasn't felt those 50 years in real time). The thing to mention here, however, is that, being alone with your thoughts and emotions for a long time, having nothing else for entertainment, is a great opportunity to rewrite your own memory of events or emotions you've felt.
3) Lack of a body. The aforementioned constant rage, that was the dominant emotion is Johnny's life (before Alt, at least, if Never Fade Away is anything to go by, and I mean, that's literally a love ballad), is a symptom of his PTSD from his too-young years serving in the corpo war, same as his signature silver hand. I'm not a specialist here, but I do know PTSD, especially for war veterans, is a physiological illness just as much as it is a mental one. Johnny's body literally had trouble living normally after that experience, and knowing this bastard - he never managed to treat that. Existing as a personality construct frees him from the many bonuses of being corporeal, but it also free him from the physiological side of PTSD. His day-to-day existence is fundamentally different from that of the Johnny Silverhand that the world knew 50 years ago, so yes, as a 'time traveler' or a source of information and comparison about the 70's and 20's of cyberpunk world Johhny is not a good source.
4) The chip with Johnny is literary inside the head of another person. The characters in game question, multiple times, just which decisions is V making on his own, and which of them might be Johnny's doing. Not consciously, no, but V and Johnny are clearly not your simple neighbours. They are not your 'close friends that start subconsciously copying each other' too. It is quite possible that the chip with Johhny is adapting to the 'hardware' it is running on, so it is specifically implementing parts of V's personality into Johnny, to minimize the 'friction' between the personality and the body it is supposed to inhabit. Everyone say hi to existential horror)
5) How does Soulkiller ever work? Is there data on how much the resulting engram actually resembles the person it tried to copy? How did the process of copying Johnny go? I can answer the last one - very badly.
Death of Johnny is told in excruciating detail in the Cyberpunk sourcebooks. Johnny died on the floor of Arasaka tower, torn in two by a shotgun blast from Smasher. There is no information on how much time it takes Soulkiller to create the engram from the brain, but it better have finished doing that before Johnny's brain started dying from a lack of blood and oxygen, and he clearly didn't have much time either, considering bisection is not the best for bodily fluid preservation, so it's a wonder the engram even works properly. Plus, during the initial heist to steal the chip with Johnny, the chip was damaged further before the idiots decided to stick an unknown harddrive into their heads to preserve it. Basically, it's nothing short of a miracle, that engram-Johnny is actually a whole damn person, that he can function, think and feel properly (well, as much as Johnny can do those things)
It is very sad that V can't talk to Johnny about this, as the man does blame himself over things he hasn't even done, and he had done enough emotional damage to himself and people around him without that kind of burden on top of it.
6) Johnny's memories are literally false. The attentive reader had to pick this up in my previous point - didn't Johnny die in the hands of Arasaka after they interrogated him? Nope. Nope, and I can say that confidently because,
(drumroll please)
Cyberpunk tabletop sourcebooks! Mike Pondsmith, the creator of the Cyberpunk universe and the TTRP series of games, has worked closely with CDPR writers during the production of the 2077. He oversaw everything, and he says that 2077 is in the same cyberpunk universe too, it's not an 'alternate reality' or anything.
Johnny Silverhand died while trying to buy time for his friends to escape, from a shotgun shot from Adam Smasher. That's it, he died on that floor, there was noone to interrogate, no rooftop helicopter he ran for.
The sequence of 'memories' we see from Johnny's POV in the game is a mishmash of two different assaults on the Arasaka towers, yes towers there were two of them. There is a great video explaining all the small and Major details Johnny's version of events got wrong, because we have the sourcebooks and the text inside. You may accuse me of holding a 'holy canon' argument ... and well, yeah, this is kind of holy knowledge, as it was written for gamemasters.
Still, some of the things in Johnny's version are Major, and while the media certainly covered the whole story extensively with corpo propaganda (oh, btw, Johnny didn't bomb anything, he probably didn't even know there was a nuke involved, he is literally just a scapegoat), there are some holes that a citizen of this world might know and wish to poke. The aforementioned Two Arasaka towers, or the absence of the legendary solo Morgan Blackhand from Johnny's story. Interestingly enough, there is a radiostation of Maximum Mike in-game, who is actually just pretty much Mike Pondsmith, and he does propose a couple of questions the 'official' version of the attack doesn't cover (like, where would a rockerboy even get a nuke, he might have been popular, but that's not just something you find without military contracts, and that means corporations). Another thing is that since Arasaka owns Soulkiller and has had the engram for a couple of decades, it is quite possible they are the ones responsible for messing with Johnny's memories.
So uh, yeah, Johnny is the Most Unrealible Narrator I have ever seen. Johnny of 2077 is most certainly not the Johnny of 2020's, but this might be a good thing. Maybe the 'real' 2020's Silverhand could never have made the progress the engram did, or become such a good friend and companion for V, or maybe he could have done those things too. We'll never know. I really love this story anyway.
#thanks for reading#johnny totally deserves a second chance at life after this why cant he and johnny show alt the finger and delta out of there#so v could live out his days and then johnny would take over#on the other hand johnny is a great example that being an engram is not the end so maybe v could come back in some sort of form later#after giving alt the finger#btw thats not alt either that's probably just an ai that caught little wind of actual alt and just calls itself her#also alt herself might be alive but that story is WEIRD so no idea#cyberpunk lore is great i had an amazing time listening to it and discovering new things#mike pondsmith is also amazing heard a cyberpunk red campaign he mastered and listening to him has been a blast he is a true storyteller#cyberpunk 2077#cyberpunk red#legends of night city#mike pondsmith#johnny silverhand#phantom liberty#this is the first and last time I praise cdpr after that back to hate for the ps4 version of the game i go#and for refusing to update the game for that platform and for not releasing the dlc for it and for upping the system reqs even higher#ill live to see actual 2077 before I get access to hardware that can run that shit#btw existential horror enjoyers I sure do hope you have heard of SOMA )))#oh i also dont think johnny was that bad in life either like he was bad but rogue and kerry are clearly happy to have him back so the game#must've shown just a very low time for him he had to be a good friend to earn that kind of loyalty still could behave like a bastard tho
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pyro-madder · 6 months
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an afternoon/evening watching a sploon walkthrough is an afternoon/evening well-spent
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the-kipsabian · 1 year
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man. was reminded ac mirage comes out in like two weeks and it looks so good tho. fuck
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room-surprise · 2 months
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New Ryoko Kui interview dropped!!!
(This is a quick and dirty translation made using machine translation, and which I've lightly edited to add clarity. I'm not fluent in Japanese so I may have gotten things wrong. I'm sure others will do a better job later.
ADDITIONAL CONTEXT: This article is from a Japanese gaming magazine, like the previous interview in Famitsu, so they focus on video games and don't discuss other influences, even though they do get mentioned and are clearly pretty major.)
Kui was able to write "Dungeon Meshi" because she was not good at eating food and participating in human relationships. In this interview, we dig deeper into the influence of games, and how Ryoko Kui focuses on things she likes and dislikes while writing. [Writers of the Gaming Generation]
Dungeon Meshi.
This manga is attractive for its unique theme of "dungeons, defeating monsters in the labyrinth, and cooking them," as well as the unique characters, detailed human relationships, and deep worldview depicted in the labyrinth. It is currently being made into an anime, and adventurers from all over the world are fascinated by the world of "Dungeon Meshi."
So I thought , "I wonder if this work was drawn by someone who loves food and people." The depiction of such delicious-looking food and the construction of delicate human relationships and characters. Surely, it must have been drawn by someone who absolutely loves it.
However, in reality, the author, Kui Ryoko, says that she "is not good at either food or relationships."
So why was he able to continue drawing things she was not good at?
During the roughly 10 years of serialization, Kui has continued to confront "things she dislikes." This interview delves into Kui's unique creative techniques... and at the same time, it also delves into her "favorite things."
That's the "game"!
Those who are familiar with the subject may already know this, but Kui is also a big gamer. And it seems that "Dungeon Meshi" is heavily influenced by RPGs such as "Wizardry."
As a result, this interview turned out to be "I asked Kui a lot about her likes and dislikes." Likes and dislikes. They are the source of all interests and curiosity.
So how do we use this knowledge in our creative endeavors? How does this knowledge manifest itself in Dungeon Meshi?
How were those charming characters and the deep world created? We spoke to the original author, Kui Ryoko, and the editor, Masaru Hiroi, about things they could only talk about after the series was completed.
This is a game with the volume of a great labyrinth. I hope you will explore it all the way to the final floor!
Dungeon food. It's eat or be eaten. There is no superior or inferior, to eat food is simply a privilege of the living. Dungeon food. Ah, dungeon food.
First, I want to ask about how Kui first encountered video games.
--What are some influences from games in Dungeon Meshi? What was your first game, Ms. Kui?
Ryoko Kui (hereinafter referred to as Kui): I played traditional RPGs such as [blank?] and "Final Fantasy."
I think the first game console I ever played was a Famicom, which my parents won in a lottery . So before I knew it, we had a Famicom at home. I think my parents bought me the Super Famicom and PS1 after that...
After that, I took a break from games for a bit around the time of the PS2, but around the time of the PS4, I was finally able to buy games with the money I had earned myself .
--Why were you able to stay away from games around the time of the PS2?
Kui: I was too busy with exams, so I thought, "Well, I shouldn't be playing games," and left. When I started living alone after that, I couldn't play games because I didn't have a TV. My computer was also a Mac. [Macs aren't compatible with many games.]
--What was the trigger that made you think, "I want to play games" again?
Kui: I think the biggest thing was starting the serialization of "Dungeon Meshi."
Fantasy stories all have different settings, but at the same time, there are also things they share in common. For example, if you want to create a fantasy work, but you only know "Dragon Quest," it will end up resembling "Dragon Quest." It's scary to copy the setting of only one work.
So I just wanted to play a ton of different fantasy games and get an idea of ​​what the most common general understanding of fantasy is.
--Did you start playing it while you were still developing the concept for Dungeon Meal?
Kui: That's right. If I'm going to talk about "eating food," I have to play a game that has a system for eating food .
So I was interested in "Dungeon Master." However, at the time there was no easy way to play "Dungeon Master" on a real machine, so I played "Legend of Grimrock", which can also be played on a Mac.
["Dungeon Master," is a computer RPG released in 1987. Time passes each time you take an action in the dungeon, such as moving, fighting, or resting, so its biggest feature is that the game progresses in real time according to the player's actions. "Legend of Grimrock," is an action RPG released in 2012. It has a game design similar to "Dungeon Master."]
Until then, I had felt that overseas games and games played on PC were too difficult, but I felt like I had overcome one obstacle there. I thought, "Oh, this is pretty easy," and started playing a lot of different games.
-- Those two games are quite heavy even among RPGs, I think, so did you actually have that much difficulty with them?
Kui: No...I would say that my impression is more that best-selling games are easy to play (laughs).
I'm not that good at games myself, so I usually play games that allow you to adjust the difficulty on a super easy setting. So, games that allow you to lower the difficulty are always a lifesaver.
-- I've heard that apart from RPGs , you also like games such as "13 Sentinels: Aegis Rim" and "Paranomasite FILE23: The Seven Mysteries of Honjo ." Do you have a favorite genre, Mr. Kui?
Kui: I guess I'm just not very good at games that require you to use your brain through trial and error.
But in RPGs, if you just level up and keep tapping, you can win and progress in the game. Also, in novel-type games, if you read the text, you can progress. By this process of elimination, I quite like RPGs and text-based games .
Personally, I like games like Disco Elysium the most, which are text-heavy, top-down, and have maps to explore.
...Even I think that's a pretty negative reason (laughs).
Everyone: (laughs).
Hiroi Masaru (hereinafter referred to as Hiroi): But, Ms. Kui, you have really played quite a lot of games, haven't you?
Kui: No, the reason I'm able to play so much is because I play in a pretty callous way ...
I often buy a game, play it, and then just don't play it. So there aren't that many games I complete... I only complete a few a year. I play around 40 games, and if I complete 5 or 6, that's good.
When I asked if I could draw at Comitia, I got scolded.
-- Have you had any exposure to fantasy outside of digital RPGs?
Kui: I think it's not just games, but also the fact that I've always loved foreign fantasy novels . I was given books like "The Neverending Story," "The Lord of the Rings," and "The Chronicles of Narnia."
-- Dungeon Meshi gives off an atmosphere of Western fantasy like gamebooks or tabletop RPGs, rather than the typical Japanese fantasy games like Dragon Quest.
Hiroi: I think I went to Kui's house before the series started. At that time, we were discussing the name of a sci-fi manga called "Drawing Inside the Brain," which I had rejected many times.
Ms. Kui said she wanted to serialize this sci-fi manga... and when he was on the fourth draft, he said, "No, this isn't going to work," and when I looked at the scribbled notes next to her desk, she had already drawn the original version of "Dungeon Meshi" ! (laughs)
Kui: ……………No, I don't remember much (laughs).
Everyone: (laughs).
Kui: But I had wanted to draw a manga about exploring a dark dungeon, like Wizardry .
Since I was in elementary school, the manga I drew in pencil in my notebooks were all fantasy stories about swords and magic, so I had always wanted to draw a proper fantasy manga. However, there weren't as many fantasy manga in bookstores at the time as there are now, so I wondered, "Maybe fantasy doesn't sell."
Hiroi: At the time, there were a lot of people in their teens and twenties posting fantasy illustrations on online communities for artists, such as pixiv, and Kui was one of them.
I thought, there are so many people who want to write fantasy, so if she writes a fantasy aimed at this generation, it might sell.
And when I saw Kui's notes, I thought to myself, "Let's make a straight-forward fantasy manga, without making it weirdly twisted."
Kui: I originally thought of making this "dungeon exploration manga" as just a hobby... When I asked Hiroi if I could draw it at Comitia first, he got angry.
[Comitia is a comics convention in Japan for original self-published comics.]
Everyone: (laughs).
Hiroi: I said, "If you're going to draw at Comitia, then make sure you draw it as a proper serialization!" (laughs)
However, at that time, Kui had already published two collections of short stories, and they were being reprinted. In other words, she had a certain number of fans even before the serialization began.
So I decided, if Kui creates a pure fantasy for those fans, we can't fail badly. If it doesn't work, we'll just learn that fantasy is difficult to sell after all.
--By the way, were there any discussions between you and Ms. Kui about the fact that fantasy doesn't sell?
Kui: I remember vaguely talking about how fantasy manga doesn't sell well and how difficult it seems. I don't know much about light novels, so that might have been there for a while.
However, since a lot of fantasy manga were coming out around the same time, it was probably a "transitional period ." Maybe it was just when people started to feel more and more like they wanted to draw and read fantasy.
Not everyone is that interested in the things I like
-- I feel that "Dungeon Meshi" is a title that has breathed new life into the fantasy genre. How did you go about creating the setting and world when dealing with fantasy?
Kui: I try to think, "Not everyone is that interested in the things I like."
I like to think about pointless settings endlessly, but there are times when I think , "When this setting is actually made into a manga, people probably won't be interested in this story." So I try to include things that will make people interested, and cut out things that will distract people as much as possible.
For example, in "Dungeon Meshi" I initially wanted everyone to speak various languages. On top of that, I wanted to make the characters "only able to communicate with each other in one language"... but Mr. Hiroi said "Don't do that" (laughs).
Everyone: (laughs).
Kui: Even when I'm drawing it myself, I think, "It takes more than six panels to explain this setting...", and if I explain the setting more than necessary, it slows down the pace of the story.
Moreover, since "Dungeon Meshi" was a monthly serialization, unlike a weekly series, there wasn't much time for extraneous stories. Specifically, I had to draw one episode of about 30 pages per month.
In that case, there was no time to add in settings like "Actually, he was thinking about this behind the scenes" or "Actually, he can speak two languages." So, rather than there being any clear choices, there were quite a few times when "there was no time to do things normally." If it had been a weekly serialization, I might have included more.
--Does the scene where Chilchuck yells insults in his own language feel rather "forced"?
Kui: That's right (laughs).I thought, this only takes one frame...it's my chance [to include information about language]!
--So you haven't thought through all of these "fictional languages" yet?
Kui: If Dungeon Meshi were to be my life's work and I were to spend my whole life creating this world, I think it would be more fun to think about it...but initially, I thought that Dungeon Meshi would end in a few years.
Hiroi: Initially, I said, "It'd be nice if it continued for about five volumes" (laughs).
However, Kui's first draft really had a lot of material... so the editors cut out a lot of it. I understand that it's the parts the readers want to read, but I cut out the parts that deviate from the main story. So it's a battle between the "author who doesn't want to be cut" and the "editor who wants to cut."
--By the way, what kind of discussion took place between the "parts you want to cut" and the "parts you don't want to cut"?
Kui: There were a lot of them every time, but I can't remember them specifically now...it was just small, unimportant details that got cut.
In the scene where the hams made by the Red Dragon go back into the pool of blood, I remember saying, "You don't need these," and they were about to cut them off, but I remember desperately stopping them by saying, "We'll need them later!" I'm glad they weren't cut off.
But once I think of the setting, I want to include things, and then they get cut out, so at first I didn't want to expand the world too much.
I also wanted to complete the story within the dungeon. I didn't want to reveal the name of the country, and I didn't want to give the characters surnames. But in the second half, Hiroi-san told me, "The world is too small, so you should make it bigger," and I was like, "Are you sure?"
--Mr. Hiroi, why did you say that?
Hiroi: As the story progressed, it became clear that "Dungeon Meshi" was no longer just about saving a sister in a dungeon. So I decided that it would be unconvincing if the story had no involvement with the outside world, since what was happening in the dungeon was something that would affect the fate of the whole world.
For example, in real life companies, the more important a decision you make, the higher your superior's rank becomes, right? When I thought about it that way, I felt something was off about the idea of ​​Laios and his friends deciding the fate of the world on their own. "How can they make that decision without anyone knowing about it?"
The fact that the Canary Team was there meant that there must have been a system of reporting, contacting, and consulting here, because that's how "society" and "organizations" work.
In short, I think we were thinking about the situation and asking, "If an organization were to get involved in saving the world, how persuasive could they make it given the society that exists in the story?"
Kui: Well, the plot hasn't changed at all.
From the beginning, I had intended to write a story about saving the world, but I also thought it was possible for the world to be saved by only a select few people in the dungeon who knew the circumstances. Changing it was what Hiroi-san thought would make it more persuasive.
When I was drawing the first half, Hiroi told me, "You don't have to decide anything yet." I was in a hurry to move the story forward and explain the world and story setting, but he told me, "It's better to limit it to introducing the four main characters until about the fourth volume." But in the second half, he said, "Introduce more people and expand the world."
Everyone: (laughs).
Hiroi: Kui-san was like , "That's not what you said originally!" (laughs) But both had meaning...
Kui: I was the one saying, "If we expand the world there, the story will never end, right...?"
After drawing it through to the end, I realized that the balance between holding back and expanding didn't work the way I had expected. I think this is one of the reasons why the serialization of "Dungeon Meshi" took so long.
-- But there are a lot of characters in "Dungeon Meshi," and the relationships between them are complicated. I heard that you also created the relationship diagram for "Taikaishu" [※3] ...
Kui: No, I haven't made one [I didn't do that?]!
[Taikaishu is a full-color web comic by Funako Tsukasa that began serialization on a website in 2005 and is still ongoing. Its unique worldview has earned it a loyal fanbase, especially on the Internet.]
-- Eh? Is that not the case?
Kui: To be precise, I just created an account on the fan wiki.
When I started reading "Taikaishu," I struggled with the complex setting and the large number of characters...and I thought "it would be easier to read if there was an explanation or a list of characters."
So I searched for a bulletin board where readers were sharing their thoughts and asked if there was a summary, but they said there wasn't. So I thought, "Maybe if there was a place where someone with more knowledge could summarize it," and I just made a wiki account.
So I didn't actually edit it. It seems like I've been given credit for someone else's work, and I'm sorry about that...
Dungeon Meshi was created from a sense of guilt about food?
-- "Dungeon Meshi" started off with the catchy theme of "cooking monsters," but little by little the darker aspects and deeper world were revealed. Was the structure of "little by little revealing the darker side" something you had in mind from the beginning?
Kui: I thought I needed a theme to serialize it so I thought I'd try "food education." There were a lot of gourmet manga at the time, but I felt like there weren't many that focused on food education.
-- Considering that the theme is "food education," it makes sense that the nutritional value of the dishes in the story is clearly written down.
Kui: With the theme of "food education," I also thought up a rough outline of the story. Rescue the kidnapped princess, defeat the evil wizard, defeat the final boss, and become king... the framework is pretty simple.
But when I actually tried to proceed with the plan, I realized, "No, this story can't be done so lightly..." At first, I thought I could draw it in a more light-hearted manner.
Hiroi: At first, you were trying to finish the fight against the Red Dragon in one episode, right? I was like, "is that possible?" (laughs).
Everyone: (laughs).
Kui: When I tried to actually tell it in one episode, it ended up feeling like a very brief summary... In order to tell the story I wanted to tell, I had to tell it more thoroughly than I originally thought.
-- Did you have any special thoughts about the theme of "food"?
Kui: No... well... if I had to choose, I'd say I have a strong grudge against food.
Since I was a child, I was a very picky eater, and mealtimes were a pain for me. I hated eating in front of other people, and there was a time when I hated seeing other people eating, so I would look for toilets that were rarely used and eat my meals in the toilet.
When I was doing it, the word "toilet meal" didn't exist, so when the term actually appeared in society I was so happy, thinking "everyone was doing it!"
[Toilet Meals are a social phenomenon in Japan.]
Everyone: (laughs).
Kui: I was thinking, "This is so terrible, right...?" but it was a relief to realize that other people were doing the same thing.
--So what made you choose the theme of "food education"?
Kui: My parents, who were struggling with my picky eating, taught me many things, including the "triple eating" method, but it was no use and I continued to be a picky eater into adulthood. My parents had instilled knowledge about food education in me, but I was not able to put it into practice.
[Kui might be talking about Triangular Eating but I'm not sure.]
So the only thing that remains is that I feel an enormous amount of guilt when it comes to food and eating...
Hiroi: If you think about it objectively, the series starts off on a very negative note.
Kui: But now I've gotten over the habit of eating with other people... or rather, I've come to like it. My editor takes me to lots of delicious places.
--When I was a student, I was trying to leave my udon bowl at school, but my teacher found out and made me eat the packet of udon by myself. There was no soup, and it was really hard to eat the udon by itself.
Kui: It must be tough. I tried to hide it, but my teacher found out and I got really angry.
Hiroi: I've tried to hide it in a drawer before. Then, something dried up came out of the drawer... (laughs bitterly).
How can I draw things I hate?
-- Or rather, is it the fact that you're not good at it that gives you a higher level of insight into the food?
Kui: I think it's because you're interested in it that you either like it or dislike it. Inevitably, you spend a lot of time thinking about it.
Since "Dungeon Meshi" depicts a lot of food, one might think "Do I like eating?", but in fact there are many times when I draw it because I dislike something .
--Aside from food, do you also draw things that you dislike?
Kui: Maybe. For example, human relationships, modern times, fashion...?
-- Perhaps the relationships between the characters in "Dungeon Food" are portrayed so delicately because the author is not good at dealing with human relationships?
Kui: I've always been very curious about things like, "(This person is usually so cold, but has such a charming smile in front of other people)" ...
I feel the same way, but I think people are different in the way they show their true colors. I think it's strange that it stands out to me...
-- I have a simple question. When you draw something you hate, how do you feel? No matter how much you hate something, do you find it fun to draw it?
Kui: The events in the manga don't directly involve me, so I don't dislike the things I'm drawing as much. Also, when I draw while looking for the good parts, it can lead to new discoveries.
Also, I think it's scary to draw only what I like.
In my work, the important thing is "what to capture with the camera," and there's no need to go out of your way to capture filthy things, but at the same time, I think the world will look bigger if you keep in mind that "there are a lot of inconvenient, dirty, and unpleasant things outside the camera." That's the feeling I have when I paint/create manga.
When playing a game, if I have to choose between a game where I only feel like I'm in the world inside the game screen, and a game where I feel like there are lots of people living on the other side of the screen, and that the people in that world could travel anywhere they wanted, I think the latter is more fun to play.
I'm always thinking about how to express that "sense of the vastness of the world" ...and I personally like games that have "a world" to them.
-- Do you ever incorporate elements from the game into your manga?
Kui: On the contrary, I think that is a part that cannot be adopted .
The best thing about games is that each person has a different experience. Games that have lots of endings are also a result screen for what you've done up until that point. When I see something like that, I think, "That's so cool."
Personally, I think that's the game's greatest appeal, and something that could never be replicated in a manga that doesn't have players.
If you're so busy, when do you play games?
-- I'm personally curious, how do you find the time to play games? Even though you're busy with your work as a manga artist, you play quite a lot of games.
Kui: I often use the Steam Deck before going to bed or during breaks between writing manuscripts. In fact, I almost only use the Steam Deck now. I keep it by my pillow, so I can take it and play before going to sleep, or during breaks...
--Is Steam Deck really that convenient?
Kui: I recommend it. The screen is small, but it can run Cyberpunk 2077 .
Also, personally, I've gotten tired of having to turn on my PC to start up a game...with Steam Deck, I can just turn it on and it starts up instantly, even when I'm lying down. How do you writers usually play games? There are times when you have to play games for work, aren't there?
--When it comes to work, I calculate backwards how long I'll be playing before I start playing...If it's a game that can be completed in about 60 hours, I usually estimate that I'll play for 3 hours a day and complete it for 20 days in a row.
Hiroi: It's a lot of work!
Kui: That's amazing... You really are a gamer.
I've always thought that I have a talent for playing games ... but I'm not really good at that. If I'm given a game that's a little difficult, I get tired of it right away, and I'm not very good at trial and error. The range of things I can enjoy is very narrow.
I wonder if game developers around the world are also struggling with the question of "Should I make my games accessible to a wide range of people, even those who aren't particularly gamers?" or "Should I make games that are challenging and can be played deeply?" The same problem exists with manga, too.
When there's a game that I can't play well, I feel happy because it means the creator decided that there's no need to pander to people who can't keep up.
-- By the way, when you play games, do you do it as a normal "hobby"? Or do you play more often to find material for your manga?
Kui: Of course, a big part of it is that I play games as a hobby, but it is alleviated by the fact that playing games might be useful for my work (laughs).
Even if I'm not that interested in a game, if I think "it might be useful for work," I'll find the courage to buy it, and no matter how expensive a gaming PC is, I can still buy it if I think of it as a work tool. So the hurdles for many things related to games are lowered for the reason that it's "for work."
--So, when you read manga, do you feel like you're reading it for work?
Kui: In my case, manga has become my job, so when I read it I can't help but think of work.
However, I still enjoy gaming as a hobby . That's why I don't want to lose this hobby... and I don't think I'll be able to enjoy it as much if I get involved in games as a job, so I don't take on any games-related jobs.
Does the depth of the world come from the fact that it is "not decided"?
-- I heard in advance that "Dungeon Meshi" was written with a clear awareness of "what should be explained" and "what shouldn't be explained," so could you tell me more about that?
Kui: Having read a variety of fantasy novels and games, I thought that the "moment of discouragement" was the "repeated use of foreign words." When you write something like "XX of XX of XX," if there are three or more katakana characters, there is a high chance that it will be skipped over by Japanese readers.
That's why I try to refer to town names as "the neighboring town" whenever possible, and refer to characters who appear in flashbacks as "uncle" rather than by their full names, so that readers can understand without having needing exposition.
The magic used during battles in "Dungeon Meshi" is depicted in such a way that you can "understand what kind of magic it is just by looking at the picture."
-- What other aspects of Dungeon Meshi are there that you deliberately left out of its concrete settings?
Kui: Numbers and language are the settings I avoided touching. For example, just by deciding the month of birth, it is first determined that there is a moon in this world. From there, it is also determined that there is gravity.
What's more, just the concept of a "birthday" means that there is a division into a "year" and that the world is determined to have a 365-day cycle. It quickly becomes complicated.
But on the other hand, if I were to set the details and make it something like "This country's currency is 1 gold, which is worth 5 yen," it would be a burden on the reader. When reading the work, the reader would be forced to convert it into "1 gold = 5 yen" in their minds every time. That's why I try to write it with "readability as a priority" as much as possible.
However, if you're creating a "fantasy" in the truest sense of the word, it would be better to create something that corresponds to that world's calendar or metric system in order to really immerse yourself in that world, so it's difficult to get the balance right...
-- I think that style of "deliberately not giving explanations" is quite amazing.
Hiroi: I think that 's definitely partly because "Dungeon Meshi" is a silly title.
The "mindset" of the reader is a little different...I think that from the very beginning, the reader is made to recognize that "this work isn't going to say anything too difficult."
Kui: Also, we had to give a bit of thought to coming up with the character names.
For example, the main characters in Wizardry are given names that correspond to their professions, such as "Warrior" or "Wizard." The "Senshi" in Dungeon Meshi was taken from that ... I named him after thinking, "I want that person to play an active role."
That's why I wanted the overseas version of Senshi's name to be "Fighter", but I was worried that overseas readers would be like, "What does that mean...!?" so I kept it in my head.
--The character names in "Dungeon Meshi" tend to be around 3 or 4 letters long and fit nicely.
Kui: If the name gets too long, it won't fit in the speech bubble...It's generally said that a line in a speech bubble should be about 7 to 8 characters long to be easy to read.
So "Chillchuck" is really long... I actually thought that the abbreviation "Chill" could be used more, so I named it that way, but it didn't work out so well, so in the end I just kept calling it "Chillchuck". Even I was thinking "that's long" while drawing it (laughs).
Everyone: (laughs).
Kui: Anyway, there are quite a few manga-like circumstances where "maybe four characters would be enough."
--By the way, are there any rules for naming the characters in "Dungeon Meshi"?
Kui: It's not detailed, but there are "settings within the story" and "meta-settings that are just for my own enjoyment."
For example, [if Dungeon Meshi was a game] the Shuro party has names that would be given by a certain type of player. When playing a games, some people give their characters themed names that follow self-imposed rules. In that sense, meta-wise, the Shuro party is played by a player who names their characters with a plant-based restriction.
Also, since the player likes girls, the party members are all girls, and so on... (laughs).
Hiroi: Oh, I didn't know that!
Kuon: ...While it's fun for myself, I also create characters by asking questions like, "Why is the party mainly made up of women?" or "Why do they all have similar names?"
However, even if I revealed these settings in the story, it wouldn't have made the story any more interesting, so they are merely "settings that only exist in my own mind."
-- What are some specific examples of "settings that you deliberately didn't reveal"?
Hiroi: I still remember when I said, "I want you to depict the elven kingdom in more detail," Kui replied, "That's going too far."
The dwarven country was depicted quite a bit, so I personally thought it could have been shown a little more...
Kui: I felt that if I depicted that, it would limit the reader's imagination.
There are definitely "lines that suggest something might happen," and when it comes to parts that are better left to the reader's imagination, I often choose not to draw them.
Also, even when we present settings that readers think they can just skim through, they often try hard to remember them...
It all started with the manga "Eating soba through your nose."
--Let's go back to the topic a little. How did Ms. Kui and Mr. Hiroi meet?
Hiroi: I think we scouted her.
I saw a short story that Kui had posted on Pixiv and sent him an email asking if I would like to draw a manga. I remember that he had a really funny four-frame manga called "Eating soba noodles through your nose ." It was about a character eating soba noodles through his nose and crying out in pain... I think I was drawn to his drawing ability, which made me feel like "Wow, that looks painful" when I saw it (laughs).
And from that point on, we have come to this point.
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[This may not be the exact comic that Hiroi is talking about, but it's a comic Kui posted on her blog about someone eating soba through their nose.]
Kui: Oh, is that so? Isn't it something like "Shugaku Tenshi" [※4] ?
Hiroi: No, that's not true! The manga about eating soba noodles through the nose was made before "Shingaku Tenshi". By the way, that manga was planned to be published in "Rakugakihon" , but when I asked Kui-san "Can I publish this?", she was very against it...
Kui: No, that's fine, but... I didn't think other people would find it that interesting.
Everyone: (laughs).
Hiroi: But that was more than 10 years ago...
--By the way, was Mr. Hiroi the first publisher to contact you?
Kui: Before that, an editor at East Press had contacted me. I was originally publishing fantasy manga that I had drawn as a hobby on my personal website. I compiled them into a self-published original comic and exhibited it at Comitia, and they asked me, "Would you like to publish this long manga as a book?"
However, after the editor asked around to various people, it seems he was told that "this will be hard to sell"... so the plan was dropped. Instead, it was decided to release a "short story collection" of short manga that had been published at the same time . This is "The Dragon's School is on the Mountain: A Collection of Works by Ryoko Kui" published by East Press.
I was contacted by a few other people as well, but the two people I still keep in contact with are Mr. Hiroi and the editor at East Press.
-- When you went from drawing short stories and web comics to starting a commercial serialization, did you study anything like "how to draw a serialized work"?
Kui: I learned almost everything about how to draw manga from Mr. Hiroi and the editors and writers at Harta .
I had absolutely no understanding of whether panel layout was good or bad, so up until the middle of the serialization, I would rearrange the storyboards one panel at a time, and I would get lectured like "Don't put a panel like this here."
I was also impressed when I was shown original manuscripts by other artists. They look beautiful in print, but the real thing is even more impressive. This is what it means to be good at drawing manga.
It didn't finish as I expected
-- Speaking of "serialization," you mentioned earlier that you initially intended to end it at about volume 5. Did "Dungeon Meshi" continue longer than you had anticipated, Ms. Kui?
Kui: First of all, I didn't really understand what a "serialized" comic meant, so I didn't even know how much of a story I could get done in how many pages. So, I thought I could wrap up the story nicely in about five years, in five volumes.
But I never quite got around to finishing it. It was so hard... (laughs).
Hiroi: To be honest, when I first heard "Volume 5,"I thought to myself, "(Are you kidding me...?)" I didn't say it out loud though (laughs).
--Honestly, even as a reader, around the time of the fight with the Red Dragon in volumes 4 and 5 I was starting to feel like, "Huh? It seems like it's coming to an end soon..."
Kui: From the beginning, my goal was to "defeat the Red Dragon at the halfway point." However, I was supposed to fight the Red Dragon in Volume 4, even though it was supposed to be 5 volumes. So I thought, "Huh? It's not over yet," and I gradually lost interest.
By the time I got to around volume 10, I felt like no matter how much I drew, it would never end. I didn't want to drag it out, but no matter how much I drew, it just never seemed to finish.
Hiroi: Even from an editor's perspective, it seemed like Kui was getting very anxious from around volume 10 onwards.
-- Having finished the long-running serialization of "Dungeon Meshi," did you experience any changes in your mindset?
Kui: I think it was great to have the experience of learning that it would take 10 years to draw a story of this scale. And when I think about my lifespan and how many more works I can draw... it makes me dizzy.
Hiroi: I feel like I'm constantly fainting...
-- Ms. Kui, are there still any works you want to draw in your mind?
Kui: Not that much. But I love drawing manga, so I want to draw a lot. I don't know if I'll have the stamina to continue for another 10 volumes, but I want to continue working as a manga artist somehow.
But maybe... I don't think it will sell that well next time...
Hiroi: Stop! Don't say that!
Everyone: (laughs).
Kui: In that respect, "Dungeon Meshi" sold well, so I was able to draw what I had imagined to the end. Next time, I think it would be better to consider the opposite scenario of "if it doesn't sell" and make it shorter.
That's the next new challenge.
-- In addition to the expectations for your next work, do you feel any pressure?
Kui: In my case, the first collection of short stories I published was fairly well received. For a manga I drew for the first time, that's about it.
That was a relief, but at the same time, I felt that "Ideally, the reputation of my next work will also steadily increase, but there will definitely be ups and downs." If the reputation of the next work is bad, will I be able to continue drawing without getting discouraged? I realized that the "battle with myself" had just begun , and I was terrified when I read the first volume.
What game has cute illustrations, in your opinion?
Kui: This is a completely different topic, but you 've played SaGa Frontier 2 , haven't you? Aren't the pixel art in SaGa Frontier 2 really cute?
--The pixel art in SaGa Frontier 2 is...the best!
Kui: The illustrations in "SaGa Frontier 2" have such exquisite balance... if you try to express that in a picture, you can't reproduce that cuteness. It's like "exquisite head-to-body ratio."
-- In your opinion, Ms. Kui, are there any games that have cute illustrations?
Kui: The first one that comes to mind is definitely SaGa Frontier 2. Also, I still remember how cute the character designs were in Final Fantasy Tactics.
But back in the day, I used to trace characters from FF7 . I thought, "There are so many cool designs in the world..." (laughs).
Hiroi: Nomura (Tetsuya)'s drawings are amazing, aren't they?
Kui: I traced Cloud and Aerith on tracing paper and quietly said to myself, "So cool..." and got really excited. I noticed something while I was working on the "Dungeon Meshi" anime...basically, games and anime are made by many people, aren't they? So I always thought, "Many people must be giving various opinions to make them."
But when I got involved, I realized that one person's power is quite large. This was quite surprising. I thought that there were multiple people who wrote the script and storyboards, and that each person had their own responsibility, but... the power of one person is quite large.
──No matter how much the work is divided up, it's important to have a director or supervisor who brings it all together.
Kui: Yes, in the end, it depends on the power of the person who takes the lead ...
However, at the same time, I think that the division of labor between scriptwriting and storyboarding is something that would never be possible with manga. In the end, you have to create everything in one person's mind, so "bias" inevitably arises. So personally, I don't like the idea of ​​it becoming a "world created in one person's mind."
Hiroi: However, not only in manga but also in novels, the individual author's personality is strongly expressed. I wouldn't go so far as to say "ideology"... but the person's way of thinking is strongly expressed.
Kui: Speaking of which, people who create games alone, such as indie games, are amazing.
It's often said that manga artists "come up with everything, from the art to the story, all by themselves," but I don't think they can compete with independent game creators who create the music, programming, and art all by themselves.
Moreover, even more than manga, no one can give their opinion until the game is completed. If you think about it that way, making a game by yourself is really a "one-man battle." At the same time, what I like about games is that there are quite a few "works that are not made with much consideration for cost" ... I enjoy it a little bit.
-- Do you ever think, "I want to make a game?"
Kui: I once bought RPG Maker , but it ended up being a complete failure... (laughs).
Everyone: (laughs).
Love for "classic RPGs" was a major influence on "Dungeon Meshi"
-- I'd like to ask you, Ms. Kui, since you play a lot of titles on Steam and other platforms, have you ever had any problems playing a game?
Kui: Simply put, a "game that doesn't work" is a problem (laughs).
This sometimes happens with games made by individuals on Steam... they don't have any reviews, so there's no way to deal with it other than contacting them directly. There have been a few times when I've been stuck and wondered, "What should I do?"
Other times, I'll buy a title that just happens to pop up at the top of Steam's rankings. Sometimes I'll play it thinking, "The graphics are kind of cute, so I'll give it a try," only to find that it's incomplete beyond the framework.
--So now people are playing titles that aren't that major.
Kui: Also, when I played Planescape: Torment, which is said to have influenced Disco Elysium.
While playing, I came across a character who was suffering from a terrible curse that made his whole body smell and become sticky. A quest was triggered to ask the NPC who had cast the curse to lift it, but when I asked them to lift the curse, I ended up being cursed with a curse that made me have constant hiccups ...
So when I was walking around the town, the "hiccup" dialogue started popping up all the time. What's more, every time it happened, I would freeze up for about 0.1 seconds. All the dialogue was filled with "hiccups." Anyway, it was a troubling curse.
I had no idea how to deal with this either, so I decided to just kill the NPC who had put the curse on me. The NPC also challenged me by saying, "Maybe if you kill me, the curse will be lifted?", so I tried killing him, but... it didn't lift the curse at all (laughs).
Everyone: (laughs).
Kui: I thought maybe the quest would progress in other places, so I walked around here and there, but the curse was not lifted after all. I was really curious, so I looked back at overseas information exchange thread online, and I found someone had written a lecture that said "You know what happens if you kill an important NPC without thinking about it, right?"
So I realized that this curse can never be lifted again. Even if I wanted to rewind, it was an auto-save, so I had to go back almost to the beginning... I was really... in trouble!
-- But "Planescape: Torment" hits a pretty impressive spot. Was it something that just happened to catch your eye while you were browsing Steam?
Kui: I originally liked games in the same genre as Baldur's Gate, so I think that's how I got into Planescape.
Also, I saw information that a huge amount of text in Planescape was translated by one person... I'm not very good at English, and games like Planescape have a lot of text to begin with, so I'm at a loss if it's not translated into Japanese .
However, when extraordinary people like those who make Planescape use their precious time from their lives to accomplish great things, I feel very grateful.
-- So, Ms. Kui, do you prefer games that are closer to the classics?
Kui: That's right. The first game I played was The Elder Scrolls V: Skyrim, and it was so much fun that I searched for "games similar to Skyrim" and played a lot of the games that came up.
All of them were completely different games from Skyrim, but they were fun. However, I don't like "old games". I think that newer games are generally more polished and well-made.
-- Wizardry, which influenced Dungeon Meshi, is also a classic work.
Kui: When I was a child, I saw my father playing Wizardry V : The Heart of the Maelstrom. As time passed, I remembered that there was a game called Wizardry. The game I played at that time was Wizardry VI: Forbidden Pencil.
I also played Wizardry V , but it was hard to see the map unless I chanted a spell. I was directionally challenged, so even though I had a guidebook at hand, I couldn't progress.
--By the way, were you more interested in making a manga out of "Wizardry" than the tabletop RPG "D&D" ?
Kui: When I was researching fantasy, "D&D" was often mentioned... but I had never even heard of "TRPG" before. First of all, you can't play it without friends, and I was shocked to find out that lots of people have friends they can play with like this...!?
Everyone: (laughs).
Kui: So when I looked up TRPGs on Wikipedia, I couldn't imagine that people actually played this kind of game. I was more confused and thought, "How can people really role-play in front of other people?"
After that, I watched replay videos on YouTube and it was only then that I understood how games like D&D worked.
Games, manga, novels. What is the purpose of all creative works?
-- What was the last game you played?
Kui: Recently I played a school management game called "Let's School." It's made by a Chinese company that also made "My Time at Sandrock."
Hiroi: You really like that kind of game, don't you? (laughs) Oh? Haven't you played "FF7 Rebirth" ?
Kui: I'm thinking about playing the remake of FF7 once it's completed.
Hiroi: No, no, if we don't do it now, we'll never finish it! It'll be a long time before we do it!
--Honestly, I also thought it would take about 10 years for FF7 Rebirth to be released.
Hiroi: I thought it would take about that long too... I really wanted it to be completed while I could still see. So, please do it!
Kui: Once it's finished...I want to play it all at once (laughs).
--Do you and Ms. Kui often talk about games?
Hiroi: Ms. Kui sometimes says, "I want to talk about this game, so I want you to play it." I played "Red Dead Redemption" because of that. Also, a long time ago, Ms. Kui recommended "13 Sentinels: Aegis Rim."
Kui: Whenever there's a game I want to discuss with someone, I always recommend it to Hiroi.
But maybe I haven't been playing games as much lately. Until now, I've been playing games because I thought of it as "for work," but now that the serialization of Dungeon Meshi has ended, I've been playing less games.
Moreover, I'm not the type of person who gets that into one game...I don't generally play through a game in repeated playthroughs, and I'm usually satisfied once I've finished the story.
Hiroi: Then we have to start [a new ] serialization soon.
Everyone: (laughs).
-- I'd like to ask you personally, do you have any "recommended indie games"?
Kui: I highly recommend "Papers, Please" and "Return of the Obra Dinn."
First of all, "Papers, Please" is a simple "spot the difference" game, so I didn't have high expectations at first. But when I played it, I felt like there was a proper "world" to it . Also, I was curious to see how the story continued.
And "Return of the Obra Dinn" had a great atmosphere. There were hints to solving the puzzles if you looked closely, but there was also a good balance of being able to force your way through, and the music and production were cool.
Hiroi: Come to think of it, you read quite a bit of the novel after the serialization ended, didn't you?
Kui: Ah, you mean "1984" by George Orwell? That was good...
I've always thought that creativity isn't necessary for life... It's entertainment, so it's not essential to life. But after reading "1984," I thought, "I guess creativity is necessary after all."
Humans need stories to experience things that should never come true, to prepare for bad things, and to prepare for understanding other people... You might think, "You should have already learned that when you were younger," but I was deeply moved by this realization.
Anyway, I feel that it would be great if people could learn things they didn't know before through this work.
Hiroi: ...Overall, it just felt like we had a fun time talking about games (laughs).
Kui: We just used the interview as an excuse to talk about the game (laughs).
-- No no, thank you very much for sharing your valuable story! (End)
I think I can understand a little bit about being interested in things you hate.
It's easy to analyze "why do you like something?" when you like it, but it's surprisingly difficult to analyze "why do you dislike something?" When you understand the reason, it seems that "why do you dislike it" is often more meaningful.
Perhaps creative works exist in part to help us understand the things we dislike.
I was able to hear a lot of deep "creation stories" that made me think about such things. Also, Ms. Kui is a huge gamer. Mr. Hiroi also likes games quite a bit. Since serious talk and game discussions alternated, the content may have been emotionally confusing. But I feel like "Dungeon Meshi" has a similar atmosphere.
If you haven't read "Dungeon Meshi," please take this opportunity to read it. It depicts a fun adventure. On top of that, it may help you prepare for difficult things that might happen in your life someday. Of course, it's also extremely interesting as a manga. I think it's definitely one of the best "entertainment" of our time.
Why does the body want to live? What does the mind want?
This is because we have a "desire" to pursue what we like and dislike. In fact, "things we dislike" are just as important as "things we like." By understanding our own "likes and dislikes" through creative works and entertainment, humans can prepare for things that happen in their future lives. Food and creative works are equally important for human growth.
...That said, I'm not sure if it has a nice punchline, or maybe not.
To eat. To experience creative works. These are truly the privileges of life. In order to live, we must continue to eat.
Now it's time to eat. What shall we eat today?
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rivalsforlife · 3 months
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Ace Attorney Investigations Collection Announced
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At the Nintendo Direct today, news I have been tirelessly waiting six years for arrived: The Ace Attorney Investigations games are coming to all modern consoles! This includes Ace Attorney Investigations 2 (now officially known as Ace Attorney Investigations: Prosecutor's Gambit), after THIRTEEN YEARS of being a Japan-exclusive game!
Now everyone gets to experience Debeste Ace Attorney games! ... The Winner Ace Attorney Games!
Key Information
The collection is coming out on September 6, 2024 to the Nintendo Switch, PS4, XBOX One, Windows, and Steam. It will be available in Japanese, English, French, German, Korean, and Traditional and Simplified Chinese, with new voice dubs. Most of the information in this post will be coming from the official website, which you can check out for more details.
The reveal trailer is as follows:
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There's lots of information here, so let's break it down:
New Features
Since these were originally Nintendo DS games, there's a massive jump in graphic quality to HD! This includes a new interface for Logic, the court record, and redone full-body sprites. But if you prefer the classic look, the AAI collection will let you swap between the sprite styles:
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Similarly to the Great Ace Attorney Chronicles and 456 Collection, the AAI Collection includes story mode, dialogue history, a gallery containing concept and special art, and music including orchestral arrangements of the soundtrack.
You can also change the in-game soundtrack to rearranged tracks! This applies to Confrontation - Allegro, Confrontation - Presto, Objection 2009, and Pursuit - Chase Down The Truth (commonly known as Lying Coldly) with and without the intro.
Pre-Order Bonuses
Much like the AAI tracks, AAI2 arranged tracks can play in game, but these are currently restricted to pre-order bonuses (though this might change in the future). This includes Confrontation - Allegro 2011, Confrontation - Presto 2011, Objection 2011, and the intro and non-intro versions of Pursuit - Uncover The Truth (commonly known as Wanting To Find The Truth).
That's all on the English side, but much like the 456 collection, Japan has a physical collector's edition called the Mitsurugi (Edgeworth) Checkmate Set. This includes an arranged mini-album of songs by other composers, and new album art by Tatsuro Iwamoto.
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The new songs include "Objections of Different Eras" (seemingly a remix of Objections 2009 and 2011), "Raven that Pursues The Truth" (remix of Kay's theme), "It's Time for Action!" (remix of Gumshoe's theme), "Howling Echoes" (remix of Lang's theme), and "Unveiling the Truth" (remix of the Pursuit songs).
This collection also includes a diorama set:
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The set has two backgrounds (the rooftop of the Grand Tower and Edgeworth's office), and has standees of Edgeworth, Kay, Gumshoe, Franziska, Lang, Gregory, and... Verity and Eustace.
Which is a good segue into:
Localization Differences
Since most AA fans will be familiar with the fantastic AAI2 fan translation, the new names will likely be an adjustment for all of us. Characters in AAI (like Kay and Lang) will not have their names changed, just characters that were previously exclusive to AAI2.
Known name changes include:
Yumihiko Ichiyanagi / Sebastian Debeste -> Eustace Winner
Hakari Mikagami / Justine Courtney -> Verity Gavèlle
Tateyuki Shigaraki / Raymond Shields -> Eddie Fender
We also know that Manosuke Naito / Horace Knightley's new last name is Knight, and Gai Tojiro / Ethan Rooke's last name is Rook, which isn't much of a departure from fan translation names. We also know that Mikiko Hayami / Nicole Swift's new last name is Lloyd. I will provide updates on more names when they become available!
Regardless of your feelings on the new names - it's going to be an adjustment for everyone used to the fan translation that has been around ten years now - let's all keep in mind that despite the new names, the characters behind the names will be the same. And personally, as a massive fan of AAI2, I think the adjustment will be worth it if it means that more people get to experience my favorite ace attorney game for themselves.
With this announcement, all canonical ace attorney games have been ported to modern consoles and given an English translation. As I mentioned at the beginning of the post, this announcement is thirteen years in the making for AAI2! This is an unprecedented time for the popularity and accessibility of Ace Attorney.
(All we need now is the Layton crossover...)
Thank you all for joining me in this excitement and I look forward to collecting and sharing more updates as they arrive!
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cara-delaney-author · 10 months
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One thing that's been gnawing at me about the new Hbomb video and the... everything in it is the realisation how some people are "I always knew XYZ was a plagiarist!"
Okay, that is great. Genuinely, I'm happy that you recognised it early. But that is so, so hard to do nowadays. There's genuinely so much plagiarism out there, and it's incredibly exhausting to try and spot it.
Not just because a lot of plagiarists hide it with a lot of effort. But because there is so much stuff out there, it's impossible to be able to recognise it all. That's what makes it so easy to get away with it for so long - there's a decent chance it just gets lost in the noise, and nobody ever hits both your content and your plagiarised sources close enough together to notice.
How do I know this? Because I used to enjoy two channels run by the same person - one about media (primarily gaming, mostly sci-fi and horror), and the second channel was a "tales" channel, dedicated to recounting true stories, or urban legends. Think the Franklin expedition, the Bloop, or Dyatlov pass.
Well, I say "recounting", but during the video about the Donner Party I realised that I was listening word for word to the Wikipedia article about the incident. I'm not kidding, I pulled up the article and just. Read along. For the entire rest of the video.
Turns out almost all of the videos on that second channel are like this. No, there is never a single source cited (which I didn't realise because I was watching on the PS4 and didn't see the description), and a cursory glance at the comments showed nobody ever mentioning this. I know I only noticed because I'd looked up the Donner Party earlier that week (which is why I was watching the video), and recognised some of the specific phrasing. Until that point, the video had been presented as if the Youtuber was reading from his own notes, sort of like a half-freeform presentation based off of bullet points. Which it very clearly wasn't, now that I went and checked half a dozen of his videos and found the exact same thing happening in every single one. A few minutes of intro written (hopefully) by the Youtuber himself, and then just a reading of the Wikipedia article with no attribution whatsoever.
So now I can't enjoy either channel anymore, because I have to assume the main channel is also 100% just someone else's words read out loud without the original creators' permission. And even if it isn't? The whole thing is soured for me now regardless.
My point is that a lot of systems today are set up to enable this kind of behaviour, from the absolute deluge of "content" to the easy to replicate tricks like flipping footage and applying filters to trick people into not recognising it as stolen. And then the piece moves on too quickly for the average viewer to stop and wonder why something might feel familiar.
Nobody is a bad person for not recognising plagiarism, even if it is incredibly blatant in hindsight. But if you see a video or read a long essay, that makes grand claims and shows you a lot of different things, but never cites any sources... if you have a few minutes, maybe check to make sure you're not consuming something that was wholecloth stolen from more deserving creators.
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yelenasdiary · 1 year
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New Friend Request
Pairing: Gamer! Kate Bishop x Reader
Summary: After posting on a subreddit looking for people to play a new game with, you received a new friend request.  
| Comfort? | 0.8K | No Warnings | 
AC: Here is something a little different to my usual works! I hope you enjoy this, I found it pretty fun to write!
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It was Friday night, you had a weekend off from work and had planned to sit down with plenty of snacks and binge play a new video game you just treated yourself too. The only downside was that all your friends that you played video games with were either busy this weekend or had no interest in playing the new game you'd been waiting so long to play.
With a sigh and nerves kicking around in your stomach you decide to post on a subreddit asking if anybody else would like somebody to play with over the weekend. It wasn't something you'd done before but you liked playing games with friends more than playing solo.
Hours had past and your phone was left dry, not a single notification from anybody reacting to your post. Another sigh left your body as you tossed your phone to the side and decided to turn your PS4 off.
*DING*
(LuckyArrow has sent a friend request)
The notification stared at you deeply as the feeling of excitement and relief soon filled you. You punched in your passcode and quickly accepted the strangers friend request.
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LuckyArrow: Hey! are you still looking for somebody to play Dying Light 2 with? I saw your post on reddit! ☺️
yourusername: Hey, I am! I just thought the game and none of my friends want to play it with me 😩
LuckyArrow: agh! that sucks! I have a friend, Yelena, she doesn't play video games much and refuses to play with me! If you want, I'd love to play it with you. Have you played the first one?
yourusername: That would be great! Thanks! I'm assuming your user is LuckyArrow on PSN aswell? I have played the first, have you? Oh! btw, I'm Y/n!
LuckyArrow: Sure is! You have a cute name! I'm Kate, are you from New York?
yourusername: Oh wow! 😅 Don't take this the wrong way but I wasn't expecting you to be a girl! I actually just moved to NYC! Are you also from here?
LuckyArrow: You'd be surprised how many of us female gamers are out here ☺️ Where did you move from? if you don't mind me asking
yourusername: Just a small town that was hella boring! hence why I got into video games haha!
LuckyArrows: I hope you don't mind, I had a look at some of the game you play! You have good taste, how far are you into the story of Dying Light?
yourusername: Thanks! & not very far, I don't really like playing games solo most of the time. I've completed the first couple of missions though so I'm able to play co-op.
LuckyArrows: Awesome! Well, I have plenty of time tonight if you'd like to play now? If not, just let me know when you're free and we'll work something out ☺️
yourusername: Actually, I'm free all weekend so now would be great! Do you wanna play on my save or we can start one on your game? Whatever works ☺️
LuckyArrow: I've already completed it, let's just do a save on your game! Send me an invite x
LuckyArrow: Sorry about the x!!!! I'm just used to sending it to friends 😅😅
yourusername: Don't stress! it's okay ☺️ I'll send you an invite rn!
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Friday night soon faded into the early hours of Saturday morning, plenty of laughs and jokes were made between you and your new friend, Kate. You learnt a lot about her, you felt comfortable with her even though she technically is still a stranger online, you both planned to meet for pizza for lunch.
Who knew that a simple post online would lead to you making a new friend.
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2 months later
LuckyArrow: Hey! you free this weekend? sorry I couldn't play last weekend, I had a mission...I missed you though! 💜
yourusername: Hey!! Don't stress it, you get to actually kick some bad guys butts! it's pretty cool! I am free this weekend, I took work off, I need a break anyways. I missed you too, did your mission go well?
LuckyArrow: Meh, it was a pain (literally) but one less menace on the streets to deal with now! 💪🏼, I actually wanted to ask if you'd like to come over...I can order pizza and we can play video games or something, whatever you like! 😅
yourusername: Of course! it'll be so fun! Are you okay though? you seem a little off? x
LuckyArrow: I'm Fine ☺️ wanna come over Friday?
yourusername: Lock it in! Friday, date night haha!
LuckyArrow: Haha...😅
yourusername: Are you sure you're okay?
LuckyArrow: I'm not good this...but, I'm not asking you to just come over as a friend..😅
yourusername: Kate, are you asking me out on a date?
LuckyArrow: I am...we don't have to do something so causal, in fact I'd like to take you out on a real date but I don't want to scare you off or make things awkward between us..
yourusername: Oh thank god! Honeslty, I'm so glad you asked because I've really wanted to ask you out but I also didn't want to ruin anything
LuckyArrow: Well now that makes me feel a lot better! How about I pick you up at 6pm on Friday?
yourusername: it's a date! x
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Taglist: @red1culous | @bentleywolf29 | @kiwiana145  | @lissaaaa145 | @high--power | @parkerdaramitzzzz | @mmmmokdok |  @wackymcstupid | @kiwiana145  | @valiantmugcowboyscissors | @shin-conan-kun | @nattyolw | @ripofflizzie | @goofy-goonie | @makegoodchoices | @musicinourlips | @apollo2907 | @marvelfan98 | @wandaroman0ff | @dumb-fawkin-bitch | @lovelyy-moonlight | @santana1437 | @fluffyblanketgecko | @inluvwithfictionalwomen | @jaymieflorissssssss | @tita001 | @youralphawolf72 | @natashamaximoff69 | @a-dorkier-book-keeper | @hehehehannahthings | @blue-serendipityy | @secrettoallofyou | @romantic-slaps-on-the-asss | @marvel-fan-2021 | @mmmmokdok | @riveramorylunar | @ripofflizzie | @scarsw1fe | @toldthatdevil | @itsmv3 | @katiemay-025 | 
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tackyink · 3 months
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This was supposed to be for @asususasa but in the middle of writing I thought this could be useful for someone else, so here's Tacky's general list of otome recs. It took me over an hour to write so I'm not proofreading it.
DS
Not much to say here because back in those days otome games didn't get localized. The stand outs are Tokimeki Memorial Girl's Side 1st Love Plus and Tokimeki Memorial Girl's Side 2nd Season, who have English fan translations. Slice of life games where you play as the protagonist through her three years of high school. And if you feel like a student-teacher romance that would make Sakura Kinomoto's mom proud, these are your games.
PSP
Still well into the no localizations era with one exception: Hakuouki Demon of the Fleeting Blossom. Not recommending it on PSP because there are better versions. Tokimeki Memorial Girl's Side 3rd Story Premium also has a fan translation and should be played over its DS counterpart because it has added functionalities. Sadly this time around the teacher is a secret character and a shota.
3DS
There's Hakuoki Memories of the Shinsengumi. Still not recommended because we can do better.
PS3
Hakuouki Stories of the Shinsengumi includes the original game and the fandisk with some neat animations added. This is the version to play if you want the original experience. If you want even more routes, go for another version.
Vita
Hakuoki Kyoto Winds and Edo Blossoms, Collar x Malice and Amnesia are the best games you can get for the Vita imo. Some people dig a lot the Psychedelica of the Ashen Hawk and Psychedelica of the Black Butterfly (I've only played BB, it was good but wasn't the best; wouldn't rate it as high as the others). There's Code Realize and its two fandisks (Future Blessings and Wintertide Miracles) and many people swear by them, but while I liked the common route in the first game, the rest didn't do it for me. You can find all of these except CxM and the CRs on Steam, and the Hakuoki games get dirst cheap on sale. Best bang for your buck of the saga. The CR games have PS4 ports and CxM has a Switch one, which you already know.
Switch
*rolls up sleeves* LET'S GO.
To get it out of the way: Hakuouki KW and EB are getting a Switch rerelease and a new translation and will be released as a single game, Hakuoki Chonicles of Wind and Blossom, on August 1st.
Collar x Malice fucking nails the mystery and lowkey horror vibes with and excellent plot that's interconnected in every route. CxM Unlimited is its fandisk and only recommended if you really have the CxM itch, because it's mostly fluff and the little plot there is is at most functional. It has a route where Ichika joins Adonis and you get to see its inner workings though. That was very interesting.
Bustafellows is 100% found family vibes with a very assertive protagonist. It's a mystery/action story and the team dynamics are sort of Ocean's 11-ish. Hilarious, heartbreaking at times, I've never felt more dread in a game than heading towards the basement in a certain's guy's route. There are two unlockable stories after you finish the routes of the guys, one of which I thought was glorious, another which sets up a sequel and is a big downer but I also really liked. It gets heavy at times with murder, suicide, sexual assault, human trafficking, among other kinds of violence, but despite it, it's generally a very funny and upbeat game. We're getting the sequel next year. Also available on PC.
Café Enchanté baits you with the premise of being a girl who manages a coffee shop patronized by handsome supernatural beings, so it's a real surprise when the cannibalism shows up. Anyway. Great game, but I'm afraid saying more would kind of defeat the point. Reminds me of Megami Tensei games, so if coffee shop AUs with supernatural world-ending threats are your thing, go for it. Just be warned that the fandom has kind of collectively agreed that poster boy's route never happened.
Birushana is a hidden gem that goes on sale super cheap and is also probably a hit or miss thing. You play as the legendary Yoshitsune, who in this game is a girl disguising her gender, but she's an amazing warrior as in history. It has the best otome couple I've ever seen, bar none, with Yoshitsune and Noritsune. The game is worth the price just to see them fall in love on the battlefield and watch Noritsune chug down Respect Women Juice all the way through it. The thing is... the rest of routes aren't great. Don't get me wrong, I enjoyed how utterly unhinged they got at times, but the plot got worse as it deepened. Still. Noritsune. And I loved that most of the guys respected her as a warrior and were aware she was as capable or a better warrior than them and she didn't need a man to protect her. Very refreshing. One of my faves got done dirty by the translation because they started pulling lines out of thin air to make him creepier. Just him. Why. It's not like he needed the help.
Virche Evermore Error Salvation is also a good one if you can handle continuous drama and see egregiously bad science and say, "You know what? It's magic. Humans in this world are just built different." The worldbuilding is really interesting and the characters very enjoyable, though they don't feature a lot in each other's routes or aren't that friendly with each other. The continuous tragedy may tire you out, or maybe it'll work and emotionally destroy you. It didn't get any emotional reaction out of me until a certain point near the end, but I enjoyed the game a lot, nevertheless. We're getting the sequel this November and I'm really looking forward to it.
Variable Barricade: a fun romp where a young heiress has to chose a fiancé among the four disaster bachelors her grandpa has selected. It's not really similar to Ouran, but it reminded me a little of it at times. It's a pretty light game. The BFF is a gothic lolita otaku who has the time of her life shipping you with the guys, and the butler... oh boy the butler.
Amnesia, as I mentioned earlier, has a PC port as well as the Vita version, as well as two localized fandisks for the Switch (Amnesia x Crowd) that I can't speak of because I haven't played them yet. The protagonist has supernatural amnesia and must piece together her life while avoiding that other people realize she's lost her memory. It's a super intriguing game the first time you play, really nailed the being completely and utterly lost in the protagonist's shoes. A required play to get in on the cage jokes. It's sort of a rite of passage for otome gamers.
Jack Jeanne has probably the best group dynamics of any otome I've seen. I think some people have issues with the protagonist because they find her passive, but to me she felt the complete opposite. Everybody is adorable. A sentimental story of hard work, being young and and fighting for your dreams, 10/10, no notes. I lied, there's a note: Tanakamigi deserved a route! Where is our Tanakamigi route! щ(゜ロ゜щ)
Last but not least at all, the two Piofiores. Mafia games where all trigger warnings you can think of apply. Well, maybe not the cannibalism, that's still Café Enchanté's crowning glory. Fated Memories, the first one, has its ups and downs, but has very enjoyable characters, rock-solid worldbuilding, an amazing atmosphere set in 1920s Italy with a jazzy soundtrack that ends up living rent free in your brain. The last routes of the first game, Gil's and Finale, are worth the full price of the game alone. Piofiore Episodio 1926 is a masterpiece of the otome genre. It doesn't have a single boring route, and the final stretch (Advent Calendar-Alternativa-Secret Character route) has the best writing I've seen in an otome. Lots of points of view and situations interconnecting, an excellent final couple, top notch interactions between the main characters. Just the best.
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retronator · 1 year
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I never played Karateka in the 80s, but as a big fan of Prince of Persia and Jordan Mechner's journals, I was stoked to hear that an interactive documentary about Jordan's prototypical cinematic platformer was in the works by Digital Eclipse.
Released this week, The Making of Karateka on the surface looks like any other game you buy through Steam ($20, Windows-only), GOG, or whichever favorite store or console you prefer (available also for Xbox, PS4/5, Switch). Once the thing loads though, you really get 3 things: a documentary, the original Karateka, and a new remaster.
The documentary part is an audio-visual slideshow retelling Jordan's development story starting with his teenage years pitching his earlier title Deathbounce to the publishing house Brøderbund. It's an interesting look into the iterative process, seen through correspondence letters, journal entries, and many playable builds at various stages of completion. After we reach the eventual rejection of that title, Jordan comes back with a prototype of a visual-narrative experience unseen on home computers. We get to follow Karateka's full life cycle from pre- to post-production, ending with the conception of its sequel (which eventually turned into Prince of Persia). It's a real treasure trove! Fellow pixel artists will appreciate the many graph-paper sketches and interactive overlays of final game sprites compared to rotoscoped outlines and filmed footage. There are also video segments, from a comprehensive breakdown of the music to interviews with other developers reflecting on the impact Jordan's games had on their careers. You'll even encounter a fan letter signed by the one and only "John Romero, Disciple of the Great Jordan and worshipper of the Magnificent Mechner!" (I kid you not, you can't make this stuff up).
Perhaps just as crucial for an interactive documentary like this, you can launch any of the floppy disks in the emulator, trying out various iterations and ports of Karateka.
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The emulation is fantastic and lets you fiddle with display settings (monochrome or color display, scanlines, pixel perfect or zoomed) as well as enhance the frame rate. You can even rewind the many deaths you will face if you've never played the game before (like me). If you spend some more time obsessing over the weird artifacts of the Apple II hi-res graphics, you might even go down the rabbit hole of realizing that on the Apple II you didn't really paint colors as much as you used different monochrome dithering patterns that the graphics display would then turn into 4 different hues. A fascinating learning experience if you include some of your own research online!
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Add to this the Commodore 64 and the Atari 8-bit versions to compare how the graphics got adapted across the earlier ports and you have a nice way to relieve the mid-80s with a bit of help from modern emulation (I did beat the C64 version without rewinding though!). I'd love to see more art from the other remakes, especially the 16-bit Atari ST port, but I understand their decision to omit playable versions of those due to the lower quality on the gameplay side of the translations.
This brings us to the final part of the package, the modern remaster. Unlike the 2012 complete reimagining of the game (with 3D graphics and all), Digital Eclipse approached the remake as the ultimate port of the original to an imaginary system along the lines of a 90s VGA PC.
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It's well done. Some of the fully-redrawn scenes are a bit overpainted for my taste (I'd prefer a pixel art rendition of the castle than a blurry photographic collage, although there were many games in the 90s that did take this approach), but the in-game graphics are really in style, including the smooth animations that are like one would imagine granted a beefier CPU. It's also a sort of director's cut with previously unseen scenes added, in particular, the battle with the leopard as a clever action-puzzle in the middle. The AI is unfortunately even less challenging than Jordan's implementation. As great as the 6-move fighting system could have been, you yet again resort to simply kicking away opponents as they tirelessly crawl into your range. There isn't even the nuance from the original where you were the one who had to approach some enemies with skilled timing. On the other hand, you now have optional goals and achievements that make the repetitive/easy combat work in your favor (stringing various combos, beating opponents or the level under a time limit …). As the Digital Eclipse president Mike Mika admits at the end of the welcome commentary mode, they didn't manage to achieve their perfect port, but they did come close.
In conclusion, I thoroughly enjoyed playing both the original as well as the remake and while the combat system lacks any sort of depth beneath its stunning animations, Karateka is instead a monumental experience for its presentation. Big characters with personality and realistic motion are displayed through cinematic camera cuts and story vignettes (3 years before Ron Gilbert came up with the word "cutscene"). There are details like animating the unfortunate falling off the cliff at the start of the game, or respectfully bowing to the first guard as they bow in return. Jordan's creative work is precious and worth the attention this release gifts it.
I highly recommend The Making of Karateka to all retro gamers and/or game developers for its immersive documentation which provides an experience that goes beyond the usual video documentaries. It's interactive—just like the subject it's talking about—something I want to see more in the future. And if the $20 by any chance seems high to you, consider that the original retailed at $35 (and that was in 1984 dollars).
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phoenixcatch7 · 11 months
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Thinking about possible totk dlc again... Listen, we all know we want it XD.
Thing is, I've read the interviews, and I think Nintendo is right. There's just no more mechanics they can add to the game without completely breaking it. Totk is maxxed out on mechanics and options and playability. There really is nothing more they can add ability wise without bogging the whole thing down and causing a million problems, both for themselves and players.
But that's not all there is in a game, is there?
There's master mode, for one. Gold enemies are missing from totk entirely, never mind all the craziness of regenerating enemies, new mob camps just floating around, the gleeok they'd probably put on the great sky island. People loved master mode in botw, there's no reason not to at least drop that button back in.
But... People do have a few complaints. There's stuff they're missing, stuff that leaves loose ends, stuff that wasn't explained well enough. It all mostly boils down to one thing.
Story.
We could have an answer to where the divine beasts and all the sheikah tech went. We could find a giant scrapyard at the bottom of a new/old chasm because hyrule tossed everything in that could be pried up. There could be like five remaining active guardians, just so we can mess them up like we did in botw. There's voids where water is on the surface, there's plenty of space! It'd solve both the 'where tf did they go' and the 'man I wish we still had guardians' issue in one fell swoop.
We could get casual dialogue that all the divine beasts were driven out to sea and sunk! I don't know! Some sort of closure! We could talk about generational trauma responses! The instinctive fear of sheikah tech if there is one! Link is certainly canonically traumatised, did you see him with the first sky tower??
We could get wolfie back! Update his teleportation code so he can keep up with our stupid endeavours and not get caught in crossfire! Make him immune to zonai tech, idk.
We could get a resolution to kass and Penn! That whole storyline ended so sadly, and the lack of kass is straight up disturbing. We could rescue him from the depths where he fell in or smth idk!! Just because you're a bird does NOT mean you can fly a kilometer + straight up in pitch black through a narrow cylinder with lethally toxic sides. Now he's got enough material for life! (and probably trauma. The only food down there is stuff the yiga brought, which - well, it's not like they'd worry about thieves down there.
That stupid chef from lookout landing who ran off to the castle. That's TOTALLY a quest come on :(. Let him come home.
More lookout landing expansion, if you're desperate for stuff that isn't 90% dialogue! Please let me install bigger towers and a bathing area and more shops or SOMETHING. Little outlet stalls from every capital! Let me rebuild the first home in castle town! I! D! K!
More newspaper news! We could randomise it like the spider man ps4 news feed, that was hilarious. Absolute hogwash rumours and stupid feuds between neighbours and the results of pumpkin growing competitions! Mix it up, traysi had bonkers stuff, it was so good. What does life look like from inside the world?
Hylia gossip? We know she doesn't keep strictly to her 'find shrine rewards for increased gains, link' thing. Let her ask link for random stuff for 'power buffs' and give him, like, a random buff that lasts precisely 24 minutes.
Maybe even a 'now we opened the plateau again, people want to investigate' side plot. No one wanted to see :(. I didn't like that the only people up there were yiga :((. Send some new research team dude to wax lyrical and beg link for photos of different areas or symbols.
Gloom hands should be able to attack link in the depths. This would solve nothing and in fact make things much worse, but it happened to me twice and it was so much worse than on the surface lol.
Maybe some idiot managed to make it to a Sky island with balloons but now they can't get down, whoops lol. Some of them really aren't that high up and there's a lot of very determined people XD.
Someone's been captured by the yiga and link has to do a full infiltration and smuggle them the keys to their cell. Come on, the yiga base is underutilised!!
The gerudo stable was being shut down because of the sandstorm turning away travellers. After we solve that, maybe we could help reopen it? It made me so sad...
Link vs the flower lady. She wants a sample of every single flower in hyrule to get it all nice for her majesty! She remembers his crimes...
Link and the new sages could have a silly bonding quest each! Let him test his mettle against them in a spar! I don't know!
The ability to pet dogs and horses! An idle sitting animation that makes link sit down properly to enjoy the view!
Heck, a master cycle equivalent....
There's just a almost infinite amount of options available for real, actual content, it doesn't just have to be new mechanics and new dungeons. Yes, it gets the adrenaline going, but neither the fans nor Nintendo want nor need more of that.
We know the story is more lacking in botw/totk than previous zelda games, an understandable and acceptable sacrifice when you're working with such a huge and complex open world as this, but this is the perfect opportunity to fix that, Nintendo, don't you see? Give that incredibly elaborate coding a break and give the writers something else to chew on.
Tag what quest line or question you want answered in the comments or tags!
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oliveroctavius · 9 months
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I played Marvel’s Spider-Man 2 and the fundamental problem I have with it is as someone who reads Miles Morales comics, I don’t see anything being remotely respected in that adaptation. Everything about his adaptation in that game annoys me from killing Jefferson in a way that is against his character, Rio being a teacher and then politician instead of a nurse, the portrayal of Brooklyn Visions not being an integral setting and obstacle to Miles, Miles being dependent on Peter up until the last stretch of the sequel, Ganke being the guy in the chair for both Miles and Peter, and moving him to Harlem because they didn’t feel like creating Brooklyn just feels like they cut corners for Miles to mold him around Peter. Not one character from Miles supporting cast not named Ganke or any of his own rogues made the cut. They even made Principal Evans who was a black male dwarf in the comic into a black woman. Even in his own game, not one collectible references anything about Miles alone but just his relationship with Phin or talks about how great Phin is. They mention Mr. Sumida. Hell in the original PS4 game before the remaster, Miles went to Midtown instead of fucking Brooklyn Visions. Everything feels like they wanted Miles in name only and it irks me so much because they never did that with Peter.
Yeah, this is such a complete thought I don't know what to add other than to agree. I do love new characters like Hailey Cooper, but the last time an adaptation felt free to almost completely replace Peter Parker's supporting cast and love interests with OCs they just made up was, like, the 1977 TV show. To some degree the amount of freedom an adaptation feels it can have depends on how long + culturally iconic the character's publishing history has been so far. But follow that explanation just a step further, and, well, it's not like it's a mystery why Miles has had a much shorter and harder to follow comics run, either.
Even Ganke being a constant here is so clearly because of Ned Leeds' presence in the MCU and ends up awkwardly tiptoeing around apologizing for someone else's theft of its ideas... I know that Judge, Billie, Tiana, even Kamala, they don't exactly represent iconic story arcs or character connections in the adaptation-driven public knowledge of Miles right now, but the way for that to change is for adaptations to iterate on and expand the existing base.
I'm also of the general opinion that Miles' whole character will never land as hard if it doesn't start with seeing Peter Parker die in costume in front of him but that might pose some problems to the structure of the video game LOL. I'm sure they could have figured it out if they'd wanted to.
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sapphire-mage · 2 years
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So You Want to Get Into Classic Final Fantasy? (A Guide to Final Fantasy I-VI for Those Who Want To Check Them Out)
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You may have seen recently that the HD Remixes of Final Fantasy 1-6 are coming to Switch and PS4 in Spring (or that they're already on Steam or mobile), and you might be thinking, "Should I try one of them?" Maybe you've played VII/VII Remake or XIV, and you're like, "Maybe I should give one of these a go!" Maybe you're thinking to start in numerical order? Maybe you already have one in mind?
Either way, I want to throw my 50 cents into this conversation as someone who has played every number but 11. This isn't going to be a critique. I like all six of them. To varying degrees? Yeah. But I'll be honest about pros and cons of each. Let's begin, shall we?
GENERAL TIPS AND INFO:
-Take note that ALL of these games are turn based combat JRPGS. They may have something different between each of them, but they are all turn based combat driven.
-FF1-FF3 have a turn based style where you can decide the actions of all of your characters, and their actions will be played out on a basis of their speed, kind of like Pokemon. FF4-FF6 allows characters and enemies to act freely while you decide their next move, which can be more dangerous, but take note, there is a 'Wait Mode' you can activate that will stop the flow of battle while you scroll through the magic or item menus.
-If by some chance, Final Fantasy isn't vibing with you: By all means quit. Maybe pick up one with a story that interests you more. Maybe turn based combat isn't your thing. Maybe you want a better leveling system. Maybe you would rather do more modern adaptations. It varies, but don't be afraid to step away. If it's not your thing, it is not your thing. That's okay.
-When it comes to any of these games: Wait until they are on sale. Square tends to put their games on sale pretty often, and pretty often, those sales are a steal. So keep that in mind!
OKAY! Let's begin!
Final Fantasy I
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Despite being the first in the series, it's a difficult sell as 'your first Final Fantasy' or 'your first classic Final Fantasy'. But it isn't a bad choice, especially if you have a decent amount of JRPG experience anyway. The story exists, but more in a 'world building' way and not a 'character' way. It is also the shortest out of all six being discussed here.
What may be a pro or con for some is that the main four characters are self-inserts. You choose their battle job (a choice that is permanent, by the way), name them, and then use them for battle and adventure. But they barely speak a word of dialogue, if at all. This is bad for people who want characters to feed off of, but great for people who want to put their OCs as the characters (I'm those people at times).
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General Tip: Feel free to use whatever character class selection you want, but for a general idea: Warrior is powerful but expensive to keep powerful, Thief is the fastest but slightly fragile compared to the other two fighters, Black Belt is almost has powerful as Warrior but significantly less expensive, White Mage has access to insane healing spells but very expensive, Black Mage has access to insane attacking spells but very expensive, and Red Mage has access to half the spells W and B Mage have but has the versatility to use a sword and both of their spell options.
Final Fantasy II
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This is the Final Fantasy that I have to inform you is 'The Bad One'™ of the six. Personally, I love this game. Has a surprisingly deeper story than you'd expect, dealing with a rebellion trying to bring down a facist overlord (which is awesome). But it is probably the hardest of the six. Walk in the wrong direction and high level monsters will eviscerate you.
It also has a very unique leveling system. Where most games in the series require EXP and give you stats as you level, this game gives you stats as you USE those stats. Want your HP and Defense to go up? Take some damage, and you'll have a chance to level those stats. Want your Fire spell to grow stronger? Use the spell in battle, and the spell will grow stronger with your MP and magic power, possibly. Want to get better with swords? Keep using swords, baby!
Also, has the coolest villain of the first three games in the form of The Emperor. He looks like The Goblin King from Labyrinth and is such a bastard. Very entertaining.
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General Tip: Keep characters focusing on a specific thing, but have everyone be a 'mage knight'. Give each character a weapon to focus, and a magic type to focus (white magic or black magic, don't cross types). If you want a very specific suggestion, consider making Firion and Guy handle weapons of your choice, but use white mage to heal. Have Maria use a bow, but utilize black magic and being your mage.
Final Fantasy III
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It is my least favorite of these six, but it is a beloved game in the series for a reason. Most importantly, it is the game that inspired a lot of XIV. Hell, XIV fans may recognizes many songs (including the above one), enemies, and characters throughout.
The big thing I should mention is that this game has two versions on Steam: The Classic Remix (sprites, insert characters that you can name but have no character arcs) and The 3D Version (3D figures, actual main characters with names). The decision is yours and yours alone, Steam users.
Otherwise, this is the first game to allow a Job Sytem. As you progress, you unlock jobs that your characters can select and become, but you can't do it as freely as you may like. Also, when your character is that select job (let's say Black Mage, for instance), they can only be that job and nothing else until you change it. Once you do, the skills and abilities that character was able to use before may not be usable anymore unless you change them back. You'll see.
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General Tips: Kind of figure out what kind of jobs you want each characters to handle, and stick with they general realm for each of them. Fighters be fighters, mages be mages. There may be times where you'll want to break that, but that's up to you to strategize.
Final Fantasy IV
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We're finally reaching the 'epic stories' of Final Fantasy now, so I'll be talking a bit more about story. IV is the first real dramatic epic that Final Fantasy is known for being, and the characters and story prove that. Is it the best in the series? Arguably not, but it is very good. Dealing heavily with themes of redemption, revenge, and forgiveness.
From a gameplay stand point, it's probably the most challenging of the 4-6 era. There isn't that much freedom with your characters, as each of them have their designated skills, abilities, and talents set from the start of leveling to the end of leveling. And you can't change those things. So instead, you need to level your characters, figure out how to best beat the upcoming bosses, and use what you have.
And the music is fantastic in this game. Songs ranging from gorgeous melodies of feeling safe and home, to some stressful and tense songs as you come face to face with the enemy. You may recognize some from Endwalker, as Endwalker pulled a lot from this game.
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General Tips: Learn everything that your characters can do, and utilize them to the best of your ability. Maybe your healer needs to focus on buffing or attacking, while another character heals with magic or items. Maybe you need to better research your enemies with what you have. Everything is creativity in this game with your limited options.
Final Fantasy V
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I'm not gonna sugar coat it: This is my favorite in the series. But I'll try not to be biased. For starters, the story steps down from its epic roots to be more comedic. Somehow, this game managed to be a parody of FFIV and every Final Fantasy that would follow V, before any of them would be created. You'll have a lot of goofball good guys and bad guys, while also having a mean as hell main villain who has a strange, almost comedic origin story.
CW worth noting: There is a character who goes through some gender clash. Basically, you're introduced to them as one gender, when it is revealed later that they only disguised themselves as that gender because people of their born gender don't get respect in their occupation. Feelings on how this character was handled vary, but the character is beloved regardless and stays true to themselves to the end. I wouldn't say it was outright transphobic, but I wouldn't say it was handled with grace (one piece of dialogue makes me wince). And it may get some side glances from players now. But ultimately, the cast and fans accept and love this character regardless.
The music is very Pokemon Hoenn region: TRUMPETS EVERYWHERE! Somebody was having a trumpet party while this game was being made. Still, the music is great, especially the boss themes as you go further into the game. The track you're listening to is my personal favorite from this game.
But I haven't even spoke of the strongest aspect: The gameplay! It has a job system like Final Fantasy III, BUT you can carry over things you've learned from previous jobs! Got a Black Mage, but you want to utilize Time Magic? Good news, you can equip the Black Magic you've mastered while using Time Mage! Want to try out Monk, but you want to keep stealing items with your Thief? Have your Thief master 'Steal', and then equip it as a Monk. The strategy and creativity is unlimited!
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General Tips: At the start of the game, you have access to a job known as 'Freelancer'. On the surface, this job is useless. But later on, you'll find that it automatically equips ALL passive abilities (ie HP +20%, Dual Wield, Equip Armor) without using up any of your slots! So take note: Freelancer is a secret endgame class! Strategize with that in mind! LEARN WHAT PASSIVE ABILITIES YOU CAN!
Also: Don't. Underestimate. Blue Mage. If you can figure things out, Blue Mage is insanely powerful. Then again, I speak as a devout Blue Mage fanatic.
Final Fantasy VI
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As far as epic Final Fantasy games go, this is the biggest and baddest one from 1-6. Action, comedy, romance, horror, tragedy, joy! Everything and more in this theatrical adventure! By far, the strongest story of the six in my eyes and the eyes of many. Often argued to be one of the strongest stories of the entire series even beyond the classic six, and I agree! Lovable main characters all around, some kick ass female characters who take the forefront over most of the guys often times, and a psycho clown who serves as the central villain! I would argue, from a story stand point, this game is the quintessence of classic Final Fantasy.
Music is out of this world. Some of the best tracks you'll hear in the series, along with an opera song that will warm your heart and a final boss theme that will make you question what anyone saw in a certain One Winged Angel.
And then there's the gameplay. While I will admit that I find V's gameplay better, VI's gameplay is still quite good. Like IV, all characters come with skills and abilities that are unique to each character, which makes party formation important. But once you get past the first act, you gain the ability to teach magic to ANY CHARACTER IN THE GAME (except two late game secret characters, but you don't have to use those)! As long as they keep a certain item equipped, they were learn the spells those items have to offer over a span of battles. This turns all of your characters into battle mages, and creates for some interesting strategy.
THE ONLY DOWNSIDE is the final act. The final act removes every party member from your team but one, and with that one, you have to reunite EVERYONE. And those quests vary in difficulty and time, although almost all are optional. And that wouldn't be an issue save for the fact that the final dungeon will force your to create THREE TEAMS of FOUR PARTY MEMBERS (maximum, you can enter with one party member on each team if you want). As such, you might want to consider leveling and teaching spells to as many party members as you can. This hurts a lot of fans of this game, but it never bothered me.
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General Tip: This is less of a general tip and more of a demand. When you get your airship for the first time, UNLOCK MOG! I don't care if you think or were told Mog is bad. If I can beat the final boss with him, you can make use of him! Look up how to unlock him and make sure you do it! Hell, it may make the final dungeon easier, cause you'll have him as a party member. You can always recruit him later, but during that early part of the game (before you lose every party member), Mog can learn a water dance ability that is surprisingly useful. But that's just me. Some people hate Mog, but I'm not some people.
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Alright, that's all six. Now, from a stand point of which of the six should be your first. Well... Ranking them from best to worst starting option...
Final Fantasy V or VI
Final Fantasy IV
Final Fantasy I
Final Fantasy III
Final Fantasy II
This isn't ranking them in quality, but whether they are a good starting place. At the end of the day, I would recommend picking up V or VI if you've never played a classic Final Fantasy. If you've never played a Final Fantasy period, then maybe also consider VII, IX, or X. But that's up to you (and if I do a post on those).
As for whether you should pick V or VI...
IF YOU WANT CRAZY GOOD GAMEPLAY AND DON'T MIND THE STORY NOT BEING TOO SERIOUS, play Final Fantasy V.
IF YOU WANT CRAZY GOOD STORY WITH SOME PRETTY GOOD GAMEPLAY, play Final Fantasy VI.
Or play both. They're both really good.
If you've played one or both or want a reason to pick up one of these others:
Play Final Fantasy I so you can connect with the most classic of the series, as it won't take up too much time.
Play Final Fantasy II if you want a real JRPG challenge that rips you from your safe zone.
Play Final Fantasy III if you want to connect with a lot of the creation of XIV.
Play Final Fantasy IV because it's awesome.
Play Final Fantasy V because it's awesome.
Play Final Fantasy VI because it's awesome.
So yeah, that's everything. Again: You don't have to play any of these. Or all of these. You could play VI, and I promise, I won't be like, "Wow. You didn't play V? Cringe." If someone does, screw them. Play and try what you want to play and try. I'm just here to guide the way.
As for 7-15... Maybe I'll discuss them. But that's up to you for now.
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miracletails · 3 months
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you seem to really like puyo puyo. and it seems to have an actual story as well. how do you think one would get into it?
I absolutely LOVE Puyo Puyo, I'll gladly help you out!! This is going to be a very long post, because I really really have a lot to say!! So under the read more:
Personally, game-wise I think for newcomers, Puyo Pop Fever is a fun easy starting point, it's very short and I'd say pretty newcomer friendly!
Puyo Pop Fever (PC) (Abandonware link, go ham)
This game is fairly light on story, however is the start of the Sega era of the franchise, so you could consider it as a soft reboot, very short and fun. It's one of the few games that have an official english version, as half of the franchise is JP only. The game oozes charm!!!
The story mode this game has is basically an arcade mode, Easy mode(Run Run Course) is 3 stages, Normal mode(Waku Waku Course) is 8 Stages, same with Hard mode (Hara Hara Course)
If you're looking to try some of the games that are officially translated, and still up for purchase, Puyo Puyo Tetris is a pretty good place to start!
Puyo Puyo Tetris (PC) - Steam [Also available on Switch and Ps4! That's for the english releases, there's 3DS/WiiU/PSVita versions, but those are JP only]
There's a sale going on, so you can get it for a pretty good price, nice starting point, although if you don't know any character, you might miss what some things mean. GREAT game, pretty fun! A lot longer than Fever as well, story mode is a fun time! (Great with friends!)
Story mode is something you don't have to do on one sitting, it's stage based, so if the arcade-y story mode of Fever is not your thing, then this might be better for you!
Puyo Puyo Tetris 2 (PC) - Steam [Also available on Switch/PS5/Xbox]
This one is also on sale atm! This one is somewhat of a direct sequel to PPT2, however characters act as if they don't know eachother, plot stuffs. It adds more modes, more characters, more balanced-ish in the Puyo v Tetris matchup, personally play it more than PPT1. Still a great game! (ALSO great with friends!!!) (Basically better than PPT1 but if you care about story do both)
Story mode is stage based once again! Has a bunch of side stuff, pretty fun!
Puyo Puyo Sun (PC) [Abandonware link, go ham]*
This is a fan translation, worth checking out, another fun time with silly character interactions, story mode is arcade-y! Each mode has it's own protag, very fun!!
Puyo Puyo Champions [PC] - Steam [Also available on Switch/PS4]*
This game has No Story Whatsoever, this was originally a game for people to use on tournaments, has a bunch of challenges for single player stuff, basically Puyo reduced to it's bare basics, has only Tsu and Fever as ruleset! It's very cheap. Like, Very Very cheap. It's on sale too, so depends on if you want something just to vibe.
Puyo Puyo Tsu [SNES] - Nintendo Switch Online [Also on many consoles but hey official release for free, technically]
It's not translated, but a very fun game, there's an english patch online if you look for it, I recommend looking for that to enjoy the silly cutscenes, fun game, revolutionary for the Falling Block Puzzle Genre!!!
SEGA AGES Puyo Puyo 2 [Switch]
Thought I'd also add this, it's the same as the previous mentioned, however it's a port of the Arcade version of the game! A nice option tbh!
SEGA AGES Puyo Puyo [Switch]
Similarly to the last one, enhanced port of the original arcade Puyo Puyo 1, it has an english translation too! Much more dificult IMO due to early game weirdness, no offsetting/countering, pieces kinda lock in into rows, a lot of technical stuffs ya know! It's a completely different ruleset and beast tbh
Puyo 1 bonus:
Kirby's Avalanche/Kirby's Ghost Trap [SNES] - Nintendo Switch Online
Dr. Robotnik's Mean Bean Machine [SEGA Genesis/Megadrive] - Nintendo Switch Online+
These two are just Puyo 1 reskinned for different consoles, so thought I'd add them!!
So, now to get into games that are Not officially translated:
Puyo Puyo 20th Anniversary (NDS/Wii/PSP/3DS/PS3) - [English Fan Translation Available for the NDS Version]*
My personal favorite game of the franchise, every character in the roster has their own story mode, lots of unlockables such as music, alt voices, modes, characters. Has a BIG selection of modes and genuinely some of the best features, such as an Endless mode for practicing, that helps you to know where your chain trigger is + how long it'd be, AND let's you rewind time to fix mistakes and such.
Story mode is more arcade-y too, each match on the story allows you to pick what ruleset you want to play, very very comfy! Has a bunch of silly gimmicky modes
It's my favorite game, so so SO good.
There's a fan translation made by @/presicemuseum for the NDS version, worth checking out if you're interested on the stories featured.
Now, quick rundown of what games have fan translations that might be worth checking out as well!!!
Super Nazo Puyo - Rulue's Roux (SNES) : GREAT GAME, focused on a single player experience that's more of solving puzzles, I 100% recommend it. Recent fav tbh.
Puyo Puyo 7 (Wii) : Recently re-translated to have more accurate dialogue, a fun lil game, have to go through it again for funsies! Introduction of the Current(? KINDA?) Puyo protag, Ringo!!
Puyo Puyo 15th Anniversary (NDS) : Pretty neat game, fun story and interactions! Similar to 20th with having various different rulesets, def also worth checking out!!!
Puyo Puyo Fever Chu! (PS2) : Partial translation, all of the story modes have been translated, by far one of, if not, the most lore heavy Puyo game, pretty interesting and fun! One of the few games to have the gimmick of being able to use items for matches!
For other fan translated Puyo media, I recommend looking at:
@/Precisemuseum : They have translations for the Light Novels released, as well have been making several patched, some being part of the previously mentioned, definitely worth checking out. They also have a page dedicated to translations made by other people, very useful.
@/primptownlibrary : They also have translations for some of the light novels, worth checking out as well!!! Not as active, but def go take a look
@/nenilein : They have many translations for several Puyo media, such as character profiles, audio dramas, and other info directly related to the series!
Either way, I hope this helps you out!! I am a massive fan of this series and love talking about it, am always here to help and give input o((>ω< ))o
I hope I made enough sense!! English is not my native language so sometimes I might mess up my wording :')
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razmerry · 1 year
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SPIDER-MAN! WHAT!
What with the trend coming back, I remembered that I actually did make myself a spider-sona back in 2018, when the first Spider-Verse movie came out! I was itching to update that old drawing for a long time, so this was a great chance to do so. I've alway been fond of that Neopolitan-ice cream color scheme I came up with, I think it's cute. And the reason she has a jean jacket is, uh, because I had just read Grant Morrison's Animal Man when I drew this and was sort of obsessed. 
I also attached the 2018 Arachnophobe artwork below. I still like the joke of the original, but I wanted to approach this redesign as if this spider-sona could plausibly be a marketed character with a solid basis for a story, though still based on me and the original. I like the name Dancing Spider a lot, it feels realistic.
The three doodles at the bottom are referenced from Spider-Man poses, the leftmost being a Spider-Verse Miles and the right two from the PS4 Spider-Man game. 
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I've been on a quest to play every video games in which Keanu Reeves is. I've already completed Cyberpunk 2077 on the PS4 (yes, the awful version), Path of Neo and Constantine on the PS2. And I gotta say, they're all great, but the Constantine one is particularly fun. It's different from the storyline of Constantine (2005), it's interesting and allows different types of gameplays. Going from investigations, to puzzles, to combat phases (lots of fun weapons) and it keeps alternating between levels in the real world and hell. You can unlock some extra story boards and interviews by finding stuff in game. If any of you have the opportunity to play it, I highly recommend.
Path of Neo is fun as well, it gives you some knowledge on whatever the fuck Neo was doing in between movies (training and freeing people from the matrix, like in the animatrix animation series iykyk). The controls are awful though and the camera is as well (typical PS2 bullshit). There are also some absolutely absurd plot points, there's a level in which you have to fight humanoid ants ??? (My fav part of The Matrix saga was when Neo fought ants, we all remember that scene right ?) However, it has a pretty amusing Lily and Lana Wachowski cameo, and I guess the girls were just being crazy when writing that scenario.
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tooaverageofagamer · 11 months
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REVIEW: Inscryption – Daniel Mullins Games
Release Date: 19th October 2021 Available On: PC, PS4, PS5, Nintendo Switch, Xbox One, Xbox Series X/S Genre: Indie Game, Card Battler, Rogue-Like, Card Game, Story Rich, Puzzle, Horror
Review Length: Short (~600 words)
Review Spoilers: Minor
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Gameplay
Inscryption is an Indie horror, rouge-like, card-battling game. If you want to draw similarities with card-battle games, think of Yu-Gi-Oh or Pokémon cards, but a more simplified version that still requires some strategies. But with all the ways you could possibly play, you’d be sure to find your own cheesed style. Personally, I am not the best at strategy-based games or card games, the hardest card-battle game I’ve played was Club Penguins Card-Jitsu back in the day, but I found Inscrytion to be fun and immersive, even if a little frustrating at the start.
The game is played in ‘Acts’. Act One would possibly bring the most frustration to an average gamer or someone who just isn’t familiar with strategy card games, and as I am both; I was frustrated at the beginning. But, once you’ve ‘failed’ a few times in the first Act and find yourself falling into the game challenge more and more, it can become fun, and you can start to pay attention to the details that the game you and the game will slowly become easier as you gain insight into the fights and bosses presented to you.
The game is filled with puzzles, most are not necessary to the game, but it may help you have better cards to play with or unlock more of the lore of the game.
Once you’ve completed the game for the first time, you unlock challenges that can make gameplay more difficult, if that’s your masochistic jazz.
Story
As to not give away too many details as this is a story-dependent game that should be unspoiled for the average gamer.
At the start, you’re unsure of who you are and just assume you’re playing a blank-slated husk character that represents yourself, which is later proven different. You’re placed in a darkness-encased environment with a strange character that introduces you to their card game in an almost Dungeons & Dragons Games Master manner. The attitude this darkness-encased character has is kept throughout this Act. Once you’re allowed to explore your environment a little, you’re allowed to really intake your enclosure and partake in the puzzles it presents you.
The story is well put together, enraptures, and lets the player piece the story themselves without it being spoon-fed to them. As the game continues into its further Acts, you feel an “Oh woah what” sensation as you start to piece the story together with the snippets you gain access to.
You can unlock more background lore details to the story of the game in the later Acts, but it isn’t necessary to fulfill your average gameplay experience but might be fun to unlock in further playthroughs or if you want to have in-game downtime to explore.
I love both major and minor characters that are introduced to you as you play. They all keep the story heavy-duty glued together nicely. The characters all mesh and conflict with each other well. It’s a joy to watch their interactions with each other and the player, especially once the twists and turns start.
Art Style/Music
Inscryption is beautifully put together. The art style throughout the game changes dramatically, but it does not cause any conflicts to the player's gameplay experience as the Acts progress. I personally LOVE most of the art styles that present themselves in this game.
The music in Inscryption is beautiful to listen to and even have their own little easter eggs if you listen to them closely enough. Act 1, I believe, has the best themes for it environment and bosses, but Act 2 also have great themes also. Some of the tunes might be a bit jarring to listen to at the beginning with their sharp tones and rumbling bases. But once you really get into the vibes and understanding of characters in the game, they’re amazing to engross yourself into the world of inscryption and uncover its story.
[minor spoilers from tune theme names below]
My top songs from the Inscryption OST would be:
1. The Trapper
2. The Scrybe of Magicks
3. The Four Scrybes
4. Deathcard Cabin
The whole of the Inscryption OST is available on Spotify.
Final Comments
I honestly enjoyed Inscryption, especially once I really started to understand and get into the gameplay and story. The story and art styles are the real cream of this crop and really bring the story together.
I highly recommend this game to an average gamer or if you want to try out a card-battling/rogue-like game for the first time.
Cheers,
The Average Gamer ---------------------------------
If you want to chat or get Spoiler-esque game insights, feel free to PM me!
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