#a new playable side story let's go!!
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oops i accidentally wrote a review for zelda II: the adventure of link
(originally posted to Cohost on Feb 22, 2024. you can ignore this if you want, i just wanted it archived somewhere before that site disappears)
Finally beat Zelda II for the first time last night (I forced myself to finish it before starting Splatoon 3's Side Order DLC, because I knew if I didn't push through to the end of the Great Palace THIS time then it'd be years before I tried beating it again. This is probably my 4th or 5th attempt at this point). Not that this is a particularly hot take by most people's standards, but I don't think it's all that good, at least from a gameplay standpoint.
I don't regret playing it though, because I think I'm finally able to put my finger on the stuff I actually disliked about it vs the stuff that was honestly fine, or even (very rarely) actually good? I'm kinda fascinated by it, honestly. Sequels where they immediately screw around with the first game's formula (to mixed results) are neat! FE Gaiden is another example that comes to mind (hey they should give Zelda II the Shadows of Valentia treatment, that could be really cool actually).
Obviously Zelda II has a reputation for being kind of a rough experience. It's an NES game, and NES games are often susceptible to being frustrating, buggy, hard to control, or overly punishing. Sometimes, all of the above! And for what it's worth, the original Legend of Zelda was a tough and sometimes very cryptic experience as well. But I feel like the two games are challenging in drastically different ways, and I think TLoZ ended up being the formula that was retained in the long term primarily because its method of challenging the player overall did a better job of inspiring curiosity and exploration. Despite narratively being a direct sequel (with a really badass story premise that is unfortunately not really conveyed at all in-game) Zelda II took a different approach to nearly every element of the original's gameplay, which is a pretty bold move I suppose. Whether or not it succeeds at anything is fairly subjective, but it's undeniably had a lasting impact on the series, as well as the people who grew up with it (and then they went on to make some really excellent mid-2000's flash games inspired by it that I frankly enjoyed a lot more than this... and also a weirdly solid licensed Adventure Time game on the 3DS? I should go back and play that sometime, it's really fun).
Where to start with this...? Uhhh, the EXP-based leveling system where you choose what stats to put your points into is interesting! It creates a risk-and-reward system for fighting enemies instead of avoiding them, whereas in most other Zelda games besides BotW/TotK, the only reward for killing monsters is "they are no longer bothering you while you solve puzzles, and also sometimes they drop rupees/hearts/ammo". It also introduces a bit more player choice in what areas you'd like to get stronger in first, which is cool! I just wish it actually mattered in a way that let you feel powerful for even a moment. Instead, leveling Life (which is functionally just defense) is never enough to actually make you feel like you can afford to take a hit - the expectation seems to be that leveling Attack, Life, and Magic is something you do purely to keep up with how badly every single thing in this game wants to stomp you into the ground and soak up a million hits and waste all your magic. You CAN skip out on leveling one stat to prioritize another, or even try to evade tough combat situations entirely, but if you aren't leveled enough and in the exact things the game expects you to be WHEN it expects you to be, you'll immediately bump into some new asshole who jumps out of nowhere and can cut you down in 2-3 hits. Leveling doesn't make you tangibly stronger, it merely keeps the game barely playable.
This actually ends up being the core problem I have with Zelda II's design, far more than just the combat being clunky and overly punishing or the levels being visually samey and super hard to navigate. In most Zelda games (and also in a lot of other RPGs!), you get a better sword or a new power or item, and it opens up exciting new options for both exploration and combat. In Zelda II, you level up or earn a new item/spell, it's useful for maybe 20-30 minutes, and then it's immediately nullified. Wow, you got the Fire spell! Now you can finally deal with Tektites and Basilisks (which are immune to all other attacks) on the way to the next area! Well, I hope you had fun with that, because Fire doesn't work on most things you run into afterwards.
Easily the biggest game-changer is when you unlock the Downward Thrust sword technique, and finally have another option for combat besides just crouch-hopping and poking monsters with a dull butter knife. It's satisfying to use, it looks cool (by this game's standards), and it even has some utility for crossing hazards or defending yourself against swooping enemies! Cool! Unfortunately, they don't let you play around with that for long either, before nearly every enemy you see starts rolling up with helmets or shells that make them immune to attacks from above, and you never really get anything like that again (the Upward Thrust exists later, but it's far more situational and frankly not very fun or intuitive to use). Rather than feeling like you're being given tools to overcome challenges and stay above the difficulty curve, it feels like you're constantly just slightly underequipped for everything (even if you grind to earn extra stat levels) and any edge you're given is swiftly taken away from you. (Except the Reflect spell, which is ALWAYS a banger after you get it because it makes your shield Actually Do Its Damn Job after nearly every enemy starts shooting projectiles you can't block. Good work, Reflect spell.)
I feel like I grew up hearing plenty of people talk about the overall difficulty of Zelda II, though most of the complaints about its puzzles were surface-level jabs about the short cryptic NPC text, and none of that prepared me for just how ridiculously obtuse its mandatory puzzles/secrets can be. I genuinely have no idea how anyone would EVER find the Life spell - pretty much your ONLY source of healing outside of towns, since there are no hearts to pick up in this game - without some kind of guide. I was FURIOUS when I finally looked up where to find that lady's mirror and discovered that you have to walk into one of the houses, go over to the table that looks EXACTLY like every other table in every other house in the entirety of Hyrule, crouch, and press B, and you'll just pull the mirror out of nowhere. This type of interaction does not exist ANYWHERE else in the game and there's no in-game hint to indicate that you should try this. Absolutely maddening.
This and its predecessor are both games that seemingly expect you to have the physical manual on hand to help you find secrets, but at least in the first game, the way the game was designed was consistent enough that you COULD feasibly find your way to the end of it without a guide. Bombable walls in dungeons always being located in the center, things like that. It had rules and it could generally be trusted to follow them. Zelda II, in comparison, has a final level (the Great Palace) in which there are numerous rooms that look IDENTICAL and if you make one wrong turn you can go through the entire [very difficult and dangerous] dungeon on a path parallel to the one you need to be on, only to hit a dead end and be able to see the spot you're supposed to be reaching on the other side of a wall. Except you would also never KNOW you need to get there, because it looks like another dead end full of monsters but there's actually a completely invisible hole somewhere in the floor over there that drops you into the hallway leading towards the final boss. Also there is no map. TLoZ had a map. I don't know why this game doesn't have a map. Possibly because if you try to look up maps online, most of the dungeons feature non-Euclidean spaces? Idk, even a Super Metroid-style grid map would've done wonders here.
The combat is... fine? I truly don't understand how anyone thinks it's GREAT though. Zelda II is kind of like a version of Castlevania where you don't have a whip and instead have to stab everything at extremely short range, and also sometimes enemies have shields so you have to crouch sometimes to stop them from blocking you. It feels tense and high-stakes but only because, as I mentioned earlier, you really cannot afford to take stray hits in this game. Most enemies chew through your health at an alarming rate, even with the Shield spell active, and there's almost no way to replenish it unless you use a Life spell (which costs a huge chunk of your magic, possibly softlocking you if you end up in a place that requires other spells to progress). I got better at the combat over the course of my playthrough, but I never felt like I got good at it - most of my victories against strong enemies felt like pure luck and there were rarely consistent strategies for success. All of this combined with the fact that Zelda II has limited lives (and I mean LIMITED - there are only six 1-UPs in the entire game, which can each only be collected once) and getting a Game Over anywhere outside of the final palace will send you all the way back to the starting area, and it makes for an incredibly stressful experience. Even making use of savestates to lighten the fear of death can only do so much to improve it.
Overall, I think that Zelda II is a game that has a lot of really promising ideas, but then just absolutely flops when it comes to the execution. I didn't have a better way of organizing these but here are a few examples of elements I DID particularly like, even if they didn't always stick the landing:
I like the idea of the RPG leveling system in theory, but wish it was more empowering in practice and actually let the player make meaningful choices instead of just being required to survive. Choosing to hold off on a Life upgrade and instead save up just a little longer to boost your Attack feels awesome, until you time one of your inputs wrong and get destroyed. In a game with better-tuned difficulty and combat, this system would be great!
I REALLY like that Zelda II introduced a magic system to the series! I think it's cool as hell to have Link learning and casting spells to protect himself, solve puzzles, and exploit enemy weaknesses, instead of relying purely on items. (It's honestly weird to think that a system I associate so strongly with classic Zelda gameplay has only actually showed up in 4 of the games?? I guess you could consider the runes/hand abilities in BotW/TotK to be kind of like modern spells, or the slowly-refilling energy gauge in ALBW to be the most recent iteration of a Magic Meter, but both are highly debatable. Anyways I just think they should let Link shapeshift into a fairy again, that was cool.) But most of the spells in this are fairly situational and your access to magic refills is so limited that you rarely have the freedom to experiment with the spells' secondary functions (hey did you know the Spell spell turns most enemy types into slimes? that's wild. I wish I'd known that sooner).
The overworld functioning like a traditional JRPG, with top-down exploration broken up by semi-random enemy encounters, was something I honestly didn't hate. It's a little weird for Zelda, sure, but I could see it working well to support other systems in a more polished game. Overworld encounters that switch you into a type of gameplay other than turn-based JRPG combat are something I've always been fascinated by!
Anyways, weird game! I'm glad I finally got closure so I could figure out how I personally feel about it, independent of whatever the random youtubers I watched as a teenager thought. And now I never have to play it again :)
#buny text#cohost archive#Zelda II: The Adventure of Link#the suggested tags on cohost reminded me that people have made fan remakes of this#and left me wondering why i didn't just play one of those instead lol
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My Rotational Gameplay System
Hi! There's a video on my channel about how I play rotationally, but some info there is outdated. I figured a post can always be edited, so it's a better way to share how I play The Sims 2.
What is rotational gameplay?
Playing rotationally means that you play multiple households for the same number of days, jumping from one to the other in rounds. This way, you keep the households even, have story progression in all of them, and then you can make them interact, intertwine and merge into new families, not leaving any playable Sim behind.
If you play two-three households and leave the rest unplayed, that's also rotational gameplay. There's no right or wrong way to play The Sims 2!
Setting up the neighborhood
First of all, stealth hoods. I don't want all the same Sims appearing in my family bin over and over, so I made the stealth hoods empty. This tutorial shows how to do it, but it's actually more simple than that – just go into those folders and delete all files in 'Characters'. DO NOT do it in the Documents directory!
Second, I think of which subhoods make sense for this neighborhood. I hardly ever add Downtown. Vacation destinations depend on what I need, I usually add one during gameplay if I'm planning a vacation (which is rare). I like to have one, max two university hoods, especially if they include pre-made Sims. And Bluewater Village is completely redundant, but I sometimes make my own shopping district as an extra area. For example, in my Pleasantview 2.0 I made "Goth Square" that is kind of like a downtown district with apartment buildings, restaurants, clubs etc.
Sometimes I'll tinker with seasons, e.g. Strangetown seems like warm climate, so I might turn off winter in it. Riverblossom Hills must stay default, though.
Basics and keeping track
One round is 4 days for most of my neighborhoods. Some people do it by days of the week or seasons in-game, but I can't be bothered synchronizing my neighborhood after someone moves out and it's again a summer Monday for them. If it's Thursday in the middle of winter in another household at the same time, I really don't mind.
I'm an old school gal when it comes to taking notes to keep track of played days. I have a paper notebook with the grid pattern and mark rounds as squares – each line is one day. I have a whole list of families named by last names mostly, but if a last name repeats (which is often), I either sign them with one of the Sims' first name or their last name + initials. For example, in Riverblossom Hills I have families named Roth (for the "main" Roth family still living in the original house) and Roth LF (Roth – Larch & Fiona).
These days, I use erasable pens in my notes, so no crossing out if a family merges with another or changes its name. For marking days, I still like to use a simple pencil. For side notes (such as planning someone's career or matchmaking) I either use sticky notes or draw a special square and use the erasable pens again to take easily erasable notes. If there's no space on the page anymore, I move onto another. I always keep the old pages, though! I have them pinned in the back of the notebook. Also, I only use notebooks that have tabs of different colors and each neighborhood has its color. Blue for Pleasantview, green for Strangetown, purple for Veronaville, orange for Riverblossom Hills etc. I like to match pen colors to it as well. Yes, I do have ideasthaesia.
For more "serious" neighborhoods I have an additional document on my PC in table form where I plan out the storytelling. I pretty much only have it for my Youtube let's play neighborhoods like Townieville. Fun fact: I have two separate notebooks for "work neighborhoods" and "private neighborhoods". The work one is in smaller format 😂
Here's a fragment of my Townieville notes (the Bendett-LeTourneau family takes too much space when spelled out lol):
As for aging, I made my own custom lifespan that mimics real life years (1 day = 1 year). However, I only age up Sims at "1 day away" (aka the orthodox way) when they're babies and teenagers. Babies because I want them to be 1 year old as toddlers (only Nopke somehow figured out a way to make the baby stage actually 1 day), and teenagers to give them time to attend college. In all the other stages, I wait until the last minute for them to age up on their own. I would never remember to age them up manually or throw parties, also the 1 extra day would make it difficult for me to count their age. That results in the elder stage starting at "57 days old", but I count it as 60 years old. I like to know how old my Sims are for context, that's all.
Population
My limit for one neighborhood is 16 families. If there's more, one round takes forever and I lose interest. In my old Pleasantview, I finally managed to lower the number of families from 24 to 18 and still going. It feels great! So, as you see, I can't do an uberhood/megahood.
To stop my neighborhood from expanding too much, I simply don't make too many kids. I have pretty strict rules that are based on aspirations: Family+Family is 3 kids, Family+Other is 2 kids, Other+Other is 1 kid. If both Sims have family as a secondary aspiration (and I remember that they do), I'll make them have two. It has been working pretty well, but I'm open to changes in the future. Sometimes I will even impregnate a Sim with InSimenator instead of naturally to make sure it's not twins.
I mark every birth on a certain day as a dot and letter (B/G – boy/girl) and plan newborns in advance to have babies be born at a similar time and with balanced genders, so I can match them later. Of course I do have same-sex couples and big-age-difference couples as well. It all comes out when the babies get older, but synchronizing births creates a solid basis. Usually there are no more than 4 kids born in one round.
I love townies, but I avoid bringing them into the neighborhood as much as I can (it expands the population). If two playables are not related and have the potential to be together, I'll tinker with their chemistry to make it happen. I have this mod to help me avoid marrying second-cousins, even if it's not really that big a deal in real life. I do follow chemistry very much in matchmaking though, so if there's any decision to be made between two Sims, I'll always go for the one with the higher chemistry (sort by chemistry and choose the one that appears first – even if the bolts are the same, they are sorted by points).
Wants & Fears
I like to say that I play half-wants-based. I especially like to use wants to avoid having only wealthy families. How? Only if they roll a want of getting a skill point, I'll prioritize career skill points and let them get promoted. Otherwise, they might stay at the same level for years and do other things instead such as hobbies. Even if their lifetime want is the top of a career – the Sims are responsible for progressing in their careers. I don't lock the skill wants either, only the promotion ones if a promotion is guaranteed. But keep in mind that I use mods for no friends needed for careers and less often promotions (I changed it to 85%). That way, some Sims struggle financially, some just have enough to pay the bills, some accumulate money very slowly, and some become rich fast. It's true that it's fortune Sims that usually reach the top of their careers, knowledge Sims are second place, but isn't that actually realistic? If a Sim's lifetime want is anything other than a career, I realize they won't get everyday wants regarding that LTW (unless it's a knowledge Sim with "Max out 7 skills"), so I will push them towards it, but still, not every Sim completes their lifetime want. Also, I use 50 New LTWs and Slower LTA Gain. Homework works a similar way. Since, without mods, your Sims are either failing or having an A+, I use the School Grade Mod for more grade variations, but also base doing homework on the child or teen's wants. If they have any wants about education (private school, college, fear to go to school because of bad grades), they do their homework that day. Also, on weekends I make them catch up on homework if they're not busy.
I do like to listen to what my Sims want to do, but if the want is ridiculous (like wanting to get married to 3 Sims at once for Romance Sims on dates), I'll ignore it. I only use wants or lack thereof for more variety and less decision-making. I use a lot of mods that change wants as well, such as Fewer Hobby Wants. What about pets? If more than half of the household has corresponding wants to get a pet, I'll get them one.
Decisions
Deciding makes me anxious. I want gameplay to be fun and the Sims to be their own people. That's why I have certain rules for choosing aspirations and careers. Here's my entire calculator that saves me in choosing careers. For aspirations, I only use the calculator sometimes if I'm not sure, but usually I look at the Sim's personality and can easily see their aspiration based on traits. Obviously I make exceptions to that rule, I WILL have a grouchy Family Sim from time to time. But I do that only if I feel a certain vibe, so no decision is needed either, I just know this Sim will be the exception. Sometimes, I make exceptions to also differentiate Sims from their parents, as personality is genetic for the most part, so it's likely for two Knowledge Sims to “produce” another Knowledge Sim and I'd like to avoid repetition. Especially with Family Sims, as with my population system it might lead to one family dominating the neighborhood. Family+Family having 3 kids and all of them with the Family aspiration? Not on my watch!
In families of more than one child, how do I decide who moves out and who stays home as an adult? If there are no other factors influencing it, the youngest child stays because the older ones moving out will create the space for the next generation. But it varies based on what housing situation the potential partner has. Oh, yeah, I don't play with elders only, that's boring.
How do I decide who changes their name at marriage? These days, I like to keep the OG last names, so if there's a townie marrying into a pre-made family, I'll keep the pre-made family's name. Gender doesn't matter. If it's two pre-mades getting married, I decide based on how many other Sims there are with that last name (do the Sims have siblings?). It's real tactical work sometimes. If I want to keep both, a hyphenated name is always an option too.
Random events
Not a lot of random events happen in my game. Mostly it's just Sims cheating. I have ACR's risky woohoo set to zero most of the time. I do have some mods that make Sims' lives more risky like more dangerous fires (this version is edited to work with the fire safety skill) or death by childbirth. But if someone dies untimely, they die. Especially if they've already had kids (which sounds cruel lol, but my gameplay is based on legacy and genetic continuity). I also ignore chance cards because they make my game too hectic, and my Sims don't get promoted too much, so I don't need the difficulty. I'll only click on them (randomly without reading) if a family is exceptionally boring.
University
One round is 4 days, that means 4 years, so I guess it would make sense to play the "empty nest" once the offspring is in college. But I don't do that. College is frozen time. In my game, the teenager stage is 9 days – from 13 to 22. It would be too short if I treated university as passing time, as 22 is when US college students graduate. So, I mark a dot with the letter C whenever someone is "1 day away" and ready for college. It's often for the future more than the past, as I like to send a few Sims at once (you know, the babies marked 22 days earlier), so I plan ahead and need to know how many days left. I also send them to college according to their age (even if I don't have to do that with frozen time, it's fun to do), so if there's 2 years difference between Sims, one of them will be a Freshman when the other one is already a Junior. Also, not everyone goes to college! It's wants-based, again. If the teen has the want to go to college the very last morning of their teen stage, they go immediately. And again, exceptions. Sometimes I'll lock in the college want because I just can't imagine that Sim not going to college. I have the No Memory Uneducated mod to stop Sims who didn't want to go to college from crying about it. My university gameplay is the most strictly wants-based, to avoid having all Sims graduate with honors. Don't have a want to gain skill points, but fear academic probation? We're doing bare minimum. That kinda thing. The only want I lock in is "Make Dean's List" because it's pretty rare, and without it I was ending up with 3.2 GPA for every single Sim. This want means we're doing everything to get the highest grade possible.
Supernatural Sims
I'm not a fan of supernatural in The Sims (unless it's Planet Alades). The only occult I absolutely LOVE is ALIEN. I will have aliens in nearly every neighborhood. No Multi PT mod needed. PlantSims are cool too, but only in neighborhoods where they appear from the start. Very rarely do I let my Sims become werewolves, or especially vampires and zombies. If a Sim doesn't age, I don't see a point in playing them. Best regards to all the 'aging off' Simmers out there 😆
That's all! Now I can stop rambling about it in my let's plays and just send you guys to this post if you have questions. Phew!
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so i guess it didn’t occur to me but like. Yeah. even if the app is offline and only provides theater mode that’s still a real canon kingdom hearts entry. those cutscenes are part of the story. and that app is the official means by which those cutscenes are accessible. there’s youtube of course but that’s all the work of fans… without the uxdr app square enix is currently straight up not offering an actual official way to experience this story anymore. which is. really low. nintendo type move. and like. bad for an overarching story that relies on this and is only going to do so more and more…
i’m betting on this being the first symptom of square enix doing something new with this story in the future but for the time being it’s like. man that really reflects poorly… not that it’s even that irrational to take down an app that’s been dead for years now but what it does is bring to light how ridiculous it is that square enix hasn’t done anything else in that time. no announcement of a remake or other new means of making uxdr available, no warning about the app being removed, etc
not to sound like one of the mobile game saga haters but in the end. when you get practical with it. it really is unprofessional and far-fetched for game developers to expect the masses to get into a story that’s only accessible through a gallery of cutscenes on a mobile app. like i understand there are always gonna be casual fans who aren’t interested in every last side game ever (even if they’re wrong) but in general stuff like bbs and ddd or whatever we’re good at appealing to broader audiences. i think square enix really needs to face the reality that people want real and playable games and the rabid passion of us tumblr weirdos who will gladly watch hours of cutscenes isn’t enough to float their boat
like khux has been around for so long you’d think they’d have realized ‘hmm the cute little online pc/mobile game we made got popular and we expanded the lore a lot hmmmm maybe we should reconsider our initial choice if confining it to the realm of a cute little online pc/mobile game.’ it hurts my heart to hear people dissing the mobile games bc it’s done from ignorance of how good they are but i’m not mad at those people. they’re judging a book by its cover but like yeah some books have unappealing covers. i get it. not everyone will immediately see the hype. the khux superfan in me says skill issue they should try harder. the pragmatic person who wants the series to survive says square enix you gotta do something to appeal to the broader audience
and like only offering the thing in a mediocre form is bad enough but it’s even worse now if they don’t even let you have the thing at all. now it really is up to the fans to preserve this work of art? a set of crucial support beams for the entire mythos’ lore is being curated by youtubers doing this entirely out of passion? and square enix doesn’t see a problem with that? mannnn if you want to be taken seriously as a storyteller. provide access to your stories. ideally make it a good and widely popular type of access but at least do something. nintendo type of move smh . as long as they don’t go full nintendo and start striking down people who upload it online
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i'd like to see more of the theme of "family" in overwatch. we see it a lot with ana & fareeha, ram & zen, brig/torb/rein/bastion, genji & hanzo. but those are the obvious ones between playable characters. the ones that are much more clearly written on the wall, even once-in-a-blue-moon players could pick up on. much else is hardly focused on despite how much family (or a lack thereof) has shaped many of the character's lives & identities for better or for worse
i don't like how martina & the unnamed reyes kid are only mentioned in passing, despite gabriel himself visiting often unannounced. clearly they were an important part of his life. clearly, family is an important part of his life — i'm very willing to wager that small passage about the death of his parents in declassified was written very intentionally. his complicated relationship with death, and how it was further affected by his own "death," & how he's now in some warped reversed position with his new family. but we don't get much more than a few voice lines about martina (is she even mentioned by name in-game orrr am i not remembering?)
i want to see how ashe manages the gang throughout the second omnic crisis. or perhaps we could see her mannerisms slightly change with bob. maybe instead of standing side-by-side with him as she is in the reunion cinematic, she puts herself more between him & potential unrealised threats. or maybe she subtly tries to nudge him under awnings whenever she spots ufos, weary they're housing subjugators — little things that are very intentional. maybe her demeanor tilts ever so slightly from confident but guarded, to guarded but confident.
i want to get a better picture of the role sam english played in fareeha's life just from playing the game, especially after ana's presumed death. i want to know more about their relationship other than the christmas dinner they had. i wonder how many players just assume fareeha's father died young, or assume the writers didn't care to write one at all? for a long time, i thought the former. i wonder what sam thinks of some of fareeha's closest friends — has he met cole & angela? what does he think of helix? we hardly even see fareeha's native heritage expressed other than the two skins off the top of my head
what about cassidy & echo? i know this is a more implied one, but cassidy was the first one to nurture her "childlike intelligence." even today, he guides her — he encouraged her to help winston&co at paris when he was still on the fence. one of the cutest things for me is her enthusiastically shouting "hello winston!" mid-battle, presumably not long after cassidy told her to say hi. she probably would've either way, but i also don't want to discredit the role cassidy has had on her development & i really do want to see more of them
or, speak of the devil, how winston views everyone at overwatch as family. how in watchpoint: gibraltar's 1st defense spawn, you can see the little beds he set up for lena and mei, how you can read an email as proof he got the blankets from a small kids blanket business. the way he keeps photos of the gang, years later. how vehemently protective he was of all their locations. i wish we could see it reciprocated a little more, i wish we could see individual sleeping areas for other heroes as the story progresses, or more items on his desk. & that's not even getting into hammond
& i don't think i can have a family post without mentioning dad 76 or how i desperately want to see benicio being the best supportive dad for lúcio more but honestly i'm getting pretty sleepy so either i'll add more later or someone can add more.
depending how you stretch the definition of family here, it can include other dynamics too. baptiste finding a new sense of belonging in the new overwatch, or mei braving the antarctic to not let her team's death go in vain & to help people who can still be helped — from jiayi and her team still on mars, to the people who now need her help on earth. i'd also argue hana's squad in korea. what are niran's siblings up to? are we gonna see more of efi & orisa? moreover, how are all these non-playable side character characters handling the invasion? i guess we got some texts between lena and emily
family is such a powerful motivator, but can also be really complicated, as seen with the amaris and shimadas + kiriko, i wish we got a similar amount of investment some other places too
a major theme of overwatch is moving towards the future, progressing in some way. & that looks different for everyone depending on their emotional readiness to do that, and what they view "progression" as. so it makes sense a lot of characters don't look back on those they lost along the way so much, at least not too openly (zarya comes to mind), but that's what can make their present relationships with others that much more worth preserving & seeing
probably an impossible ask of a game feeling the effects of layoffs that's primarily focused on pvp/bp/shop items but ykn
thank u for coming to my tedtalk
#i'm writing this on a limb so maybe some lore-related info is off idk#prolly a long-winded way of saying i really want more relationships fleshed out & i want to feel i'm personally getting to know the#characters better too. i was so thrilled when i realised you could read character journals#overwatch#overwatch 2#ow2#lore#analysis#gabriel reyes#reaper overwatch#elizabeth caledonia ashe#ashe overwatch#pharah#fareeha amari#ana amari#ana overwatch#cole cassidy#angela ziegler#mercy overwatch#echo overwatch#winston overwatch#tracer#lena oxton#mei ling zhou#mei overwatch#soldier 76#lúcio#jean baptiste augustin#dva#pve
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Into, Across and Beyond!: Happy 1st Anniversary!
(Anyone new here, please go check out the webcomic yourself! There's a link to its Master Post on my account's Master Post!)
It's honestly hard to believe that it's been a whole year since I got Sonic: Into, Across and Beyond! going here on Tumblr, but I'm absolutely proud of where I've come with the project! It's not been easy plotting everything out, but it's definitely in a great state so far!
Of course, I haven't gotten this far on my own. I'd also like to thank some other individuals for helping me reach this point, as well.
@becdoesthings: for having helped with some writing, alongside some mockup work!
@mcgamejolter: for not only contributing here and there to the story, but also for bringing Mr. Needlemouse into IAB!!
SFG1235: for bringing his own little contribution to IAB!, alongside doing a fantastic job with the Mobiverse AU!
@robovoidfrog: It's been great seeing how Funkinverse could evenly tie in with IAB! without intruding on the experiences of both. You're doing well out there, dude!
@trocyte: for helping me keep on top of any important FNF tidbits for the Funkinverse side-story!
Anybody who has contributed a question to the Q&A for the project. I know it's not a load of questions as it stands, but thanks regardless!
The numerous great creators, both SEGA and the fans, that have helped shape the Sonic franchise into the diverse playground for creativity it is today!
So, then, what's next for the project going forward? Well, let's see...
Continuing to Write Any Absent Scenes
There are still several scenes in the project that don't have their writing all sorted out yet, but I promise I will get down to them when I get the time to do so! Next up in line will be the second major fight in More than One Universe, involving both Talrareth and AVA!Corrupt, like in No Way Home.
I'll also ensure that each piece of the story is interconnected between posts to let you view the stories at your own pleasure. Considering a Tumblr post can only handle so many links, I might need to split some of the stuff up here and there, but we'll cross that bridge when I get to it.
A Journey into History
In some other little news, there's a project that my friend, Nickbear/SonicFan50002 has in the works. I won't say anything major about it until he drops any personal announcement, but I can confirm that IAB!'s version of OMT!Tails is going to be amongst the game's playable characters!
Taking place between Across All Worlds and Many More Heroes, OMT!Robotnik had picked up some data revolving around an unnatural structure that showed up in another dimension, so Tails has decided to investigate the abandoned Death Egg solo to help build up his independence. Of course, the anomalies behind said structure have brought a certain old foe back to get revenge on him... one last time.
I hope you'll look forward to it when it's properly announced by Nick! It'll definitely be a change from the usual EXE formulas you've grown used to!
A Missive from 50 Years Ago
At one stage, I'll be documenting the journey of Errorverse Shadow, the Ultimate Lifeform from 6 dimensions over. You'll find he's a tad less reclusive and moody than he usually is, considering he had a bit longer of a trip after Metal Overlord was overpowered.
I plan to cover the events of his beginnings, Sonic Adventure 2, Sonic Heroes, Shadow the Hedgehog, Sonic '06, Shadow Generations, Sonic Forces and any other events leading up to his present day, and how much he came to grow into his own person instead of abiding to the status quo of other Shadows, and how he isn't quite alone with his wish to just have a future with someone close by his side.
I'll just say this; while he sympathises with Boom Shadow for being the only serious villain amongst all the comedic ones in his dimension, he seriously dislikes how ruthless and uncaring Boom Shadow is about positive values in life.
Museum of Memory (named after a remark in AC:NH's DLC)
The project's definitely come a long way since its inception. What you see above is one of the earlier mockups designed for the project, depicting an early battle in the storyline. The other mockups shown below are of earlier variations of the story's work before I nailed it down to a definitive version. Here's the stuff for you to see:
(OMT!Tails and CR!Sonic running through Green Hill; old One More Hero work when the sprite choices weren't finalised)
(The first depiction of the bridge fight between OMT!Tails and Shalian in More than One Universe; again, both sprite styles have changed since then)
(An earlier depiction of the early-entry Blur Gang members laughing at the name of SoniKiller; as can be seen, Mini Sonic's sprites were once the chibi Sonic sprites from CD)
(An early version of the arrival of the multiversal heroes; the older sprite choices for OMT!Knux, OMT!Amy and OMT!Cream can be seen, alongside an early draft of Nitro's then-recent redesign)
You'll notice that these four mockups are in a widescreen style compared to the Genesis resolution that I ultimately decided to stick with when I began to share IAB! on Tumblr. I'm honestly glad I decided to take those creative changes before I got started, since I'm prouder of the project that way.
A Potential New Logo?
Nickbear had considered the possibility of designing a new logo for IAB!. As of writing this post, it isn't ready just yet, but once it is, you'll see it front and centre on both the project's Master Post AND on the TV Tropes article for IAB!. Considering he designed the logo for what would've been Sonic.EXE Phantom Saga +, I can guarantee he's a master at this stuff!
Footnote
And that should be all I'm covering for now. In the meantime, while you're waiting for new stuff, be sure to check these creators out!:
@akanemnon: Hijinks ensue when the protagonists of Undertale and Deltarune cross paths.
@cultofgalaxy: Kinoko's in-progress game of origin, featuring a Metroidvania approach and many unique planets!
@itscruiseelroy: Developer of the awesome arcade-inspired indie title, Annalynn!
@piink-rose: She makes such adorable Sonic art pieces!
@robovoidfrog: Check out the work he's done for Funkinverse! He's more active on Reddit, of course.
@son1c: Designed some sweet Shatterverse AU stuff to expand on what we were shown in Sonic Prime!
NotSoDevy: A small game dev in his own right! He is currently working on his own FNF mod and a semi-official game adaptation of Sonic.EXE 2.
@emistations: Does some cute Sonic art herself, and is a designer for the Black Knight Amy AU that's a part of IAB!. (I swear, Harmony Rose is just adorable! >w<)
JoeDoughBoi: The current co-owner of Sonic.exe, currently working on SonicPC and the Soulless Sonic series.
And be sure to support other little creators in the community as well! And if I'll give you one piece of advice, hold on tightly to any physical copies of media (video games, books, DVDs, etc.) that you own, since companies can't delist physical stuff from storefronts compared to digital stuff.
Well, that should be all from me for now. Catch you guys in the next post!
Oh, and have this art of Nitro and Kyuzi (once again by @mcgamejolter)!
#sonic the hedgehog#sonic exe#sth#sonic#sonic fandom#spider verse#sonic au#sth au#spider man#friday night funkin#sonic into across and beyond#anniversary
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The next few game versions were just announced! Here's the new information about them:
Version 4.1.2 "Bow and Arrow Through the Gale" (P3RE collab Chapter 2), from May 22, 2025 - June 12, 2025: A 5★ Limited collab character | Wind | Rescue | Magical Charging | Purification Dispersion is being added, which is without a doubt Yukari Takeba! - There will also be a rerun banner with Matoi and Lion Dance Rin running from this update through August 14th (described to last "four versions" - Tartarus will apparently have "seasons", like things like the Sea of Souls trials, the Astral trials, and Tycoon, where it periodically resets most aspects of the player's progress and introduces new areas, rules, etc. The current season began with 4.1.1, and will last until July 2, when Version 4.2 arrives - They're continuing to optimize Tartarus as well - A different boss (they don't say which shadow yet) will be present in this version for players to fight, like how 4.1.1 had a Bestial Wheel - Toshiya Sumi's side story will be added- I guess they're finally adding his story to the game, but they downgraded him from a Confidant to just a side story? It sort of makes sense, as they said 4-stars will only get side stories going forward, but it's also disappointing to hear - A new Star Trial begins with this update, as well as a new Tycoon season, which will apparently add some new characters and card skins (though they didn't specify who yet)
Version 4.1.3 "Thunderbolt Fist" (P3RE collab Chapter 3), from June 12, 2025 - July 3, 2025: A 5★ Limited collab character | Electric | Control | Physical and electrical mixed damage | Knockdown specialization is being added, which is without a doubt Akihiko Sanada! - The Matoi and Lion Dance Rin rerun banner will continue through this version - Besides new stuff being added to Tartarus and with Akihiko as expected, they specify that this part of the P3RE collab will involve a Full Moon (/Arcana) shadow boss - They're preemptively adding a new Confidant, and her first 14 ranks, with this update, despite the character not being playable yet. I'm guessing this will be the Confidant for the new character they mention in the 4.2 section below? It sounds like they might be switching up how they implement Confidants, and adding them in advance of the Phantom Idols now - New Star Trial
Version 4.2 "The Struggle of the Masked Actor" (Mainline Version), from July 3, 2025 - July 24, 2025: an entirely new character is being added: 5★ Limited Phantom Thief Idol | Curse | Resist | HIGHLIGHT丨Reverse Kill Limited! - This new character's Confidant ranks 15-20 will also be added in this update, and she's mentioned to be romanceable, confirming her as female - Information on the new story content: "What is the real purpose of Aran Hirano, how to find the flaw of Shimotsuna, and who will be the enemy waiting for the Phantom Thieves next..." - It will include a new area of the Palace and a new boss (perhaps Daichi Ousaka, since they gave us a glimpse of his Shadow?), as well as a new area of Mementos. Apparently this new boss will be added to the "Past Replay" function that lets players re-fight the Palace rulers (or, previously only Palace rulers were included) for rewards - Another new Tycoon season, with new characters and card skins
After 4.2, a new summer event will begin
Apparently, they've decided they will calculate the results of the Confidant poll based on all three regions' polls, rather than independently like they implied before, so they're not announcing who won just yet. However, if they're already announcing Toshiya Sumi's side story, it can be assumed he probably didn't win?
#game info#open beta#version 4.1.2#version 4.1.3#version 4.2.1#yukari takeba#akihiko sanada#berry#matoi#rin#sepia#theories#fengbandadi#daichi ousaka
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Been thinking about the various factors that have made Eternal Filena into a bit of an overlooked gem specifically in the (english) yuri community. It's not really too hard to see why it's not brought up more, most of series hasn't actually been available in English until recently, and it ended up having a reverse release order when it was translated. That in and of itself is kind of interesting so I wanted to chart the history of Eternal Filena's translation efforts.
A Brief History of the Eternal Filena's English Releases
As a quick summary for comparison, Eternal Filena started as a light novel series written by Takeshi Shudo that was released between 1984 and 1994. It got a 6 episode OVA in 1992 and an RPG on the Super Famicom in 1995.
11 years after the games original Japanese release Eternal Filena began its journey into English via romhacking. Satsu started publicly working on a translation of the game when they began posting their lets play in the Something Awful forums on November 29, 2006. You can read it here!
Satsu kept updating the translation as they posted their playthrough and the latest update to the patch was released on February 2, 2009. It is technically unfinished, as there are a few menu's and some hidden merchants who's dialogue still untranslated but it's 100% playable with all of the story, items, character names and so on being translated.
As a side note, it turns out that Satsu thought the wolf character, who is called Gappy, had a stupid name and renamed him Hunter after taking suggestions in their thread. So that's why you'll only seen English players referring to him as Hunter.
It wasn't for another decade did Filena pop up again, with Orphan and Stardust releasing a fansubbed version of the OVA on August 28, 2017. In their blog post about the series the fansubbers noted that most of the information online was about the game, with only a small amount on the OVA and even less on the novels.


The OVA is not actually that good due to its troubled production cycle but I would still say it's a fun watch. If you're at all interested in playing the games I'd recommend watching the OVA first, you'll get a better view on the core cast as well as Filena and Lila's relationship.
Finally, in February 2023 a user named Collector Yuna, who had already been uploading much of Takeshi Shudo's old out of print work to the Internet Archive, added all 9 volumes of the original Eternal Filena novels to the Archive.
With the novel now being far more accessible a thread went up on the pickup request section of Novel Updates' forums a few weeks after.


Eventually in 2024 samm/ano_yatsu took up the challenge and by October the first volume was fully available in English. There are 8 more volumes so only time will tell if we get the whole series translated. Still, it's interesting to compare that first volume to the game and OVA, since they all covers the same material.
And that's where we're at now. I think if Eternal Filena had gotten a manga adaptation it might might have been more discussed in yuri circles, as yuri gamers are a bit of a smaller circle themselves, (never mind ones that want/can play a romhack of a SNES game) and light novels have only started to gain a bigger presence in more recent years. The OVA getting subbed has helped though, as some clips from it have done the rounds on twitter and brought new eyes to the series (that's how I found out about it at least!)
Anyway, go read, watch and play Eternal Filena!
#Eternal Filena#Eien no Filena#yuri#manga musing#(it does not have manga but that's basically just my meta tag)
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Assassin’s Creed Shadows
Available on PC, Xbox, PS5, Mac, and apparently iPad
Played on PS5
Time Spent: 38 Hours
Assassin’s Creed Shadows is a game I wanted to like, I’ve been a fan of the series since the first game oh so many years ago. It could be a mix of a bunch of shit, but long story; I got bored and quit.
Now! What exactly got me there? I will say it has nothing to do with any kind of glitching issues, whenever I play games, I don’t really ever get to a point where I cause a game to break down like that; I didn’t even have issues with base Cyberpunk 2077.
Let me start with “The Good”:
Playable Characters: One of my favorite things about the game is that both characters have very clear and distinct playstyles
Naoe is basically the “Assassin” character, if you need to be stealthy and don’t want to be seen, play as her and at night. And holy shit did it feel great! Being able to get in and out of a fort without anyone noticing was probably the best I felt playing this game. She’s also your parkour character, if you need to get to a viewpoint; make sure you switch to her
Yasuke is the tank, if you want to go head first into combat he’s your man (once you unlock him 10-ish hours in). He’s also almost comically strong it feels like, we’ll get back to that. If you do somehow get him up to a viewpoint, he looks like he’s going to fall over at a moment’s notice; hell, you’ll even get an achievement when you get him to jump into the hay AND watch him bounce right the fuck back out.
Base Building: I spent a quite a bit of time actually trying to place buildings and decorations in pleasing places.
The Weird:
This just stuff that feels… “off” when I play, not necessarily bad, just odds and ends that may be able to be easily dismissed by other players.
Yasuke is comically strong. At times it’s one way to show the differences between the two characters; Naoe will climb or hop over fences, Yasuke will bust through them. However what happens when they hit a locked gate in a fortress? That’s right, Yasuke uses his head and becomes a battering ram to bust that sucker down. Now this is probably an attempt by the developers to even out the abilities of the two characters so take that how you want.
Canon Mode: a somewhat new feature for the series that takes away most dialogue choices and replaces those scenes with a normal cutscene. I would recommend doing that option, mainly because it just looks terrible. With characters moving with an animatronics grace to hit every motion the dialogue choices require without them pausing to wait for the player to choose the needed dialogue.
The UI in relation to the quests: this is probably a weird mind goblin on my part, but while it is easy to differentiate between main and side quests, the fact that they share the same screen without much separation outside of circle size gives me the feeling of “if it’s all on this screen, it’s all important”
The Voice Acting: this is something that I find has become more hit-or-miss as the games have come out, weird or just poor line reads that are being let into the game proper: with Origins, Odyssey, Vahalla it would just be a single line. For Shadows, it was an entire side-character, whose tone sounded somewhat like a grade schooler giving a book report. Notable exceptions being Naoe and Yasuke who sounded great
If the articles made it to you, then you probably know: Ubisoft is kind of a scum-fuck company. Not the worst, but still a shit place to be. And also probably one of the reasons I dropped off.
The Bad:
These are the things that actively drove me away
The Map Size: while the map is supposed to be smaller at least in comparison to Valhalla, Shadows continues the Ubisoft tradition of needing a big-ass map for… reasons? And not really using it to the best of their abilities
The Leveling System: Shadows has two leveling systems that play into each other. The first is the normal system; gain experience, become bigger level, ???, profit. The other is a Knowledge Point system, that breaks the skill trees into segments and locks you out of higher rank skills until you complete a certain number of activities. There’s probably some good examples of this out there, but shadows isn’t one of them especially since it can force you to cross the entire map to do stuff you probably don’t want to do to be able to do skills that you want.
Activities: The Activities are broken up between a few different ones: a couple QTE variations, going to temples and praying, going temples and finding scrolls, archery, exploring tombs, or parkour. There can be some fun to these, however the fact that you’re kind of forced to try and find them to unlock the full skill trees can cause them to overstay their welcome and become boring.
The Hidden Blade: WHY CAN’T THE HIDDEN BLADE JUST BE A ONE HIT STEALTH KILL? DON’T JUST MAKE IT AN ACCESSIBILITY FUNCTION, IT SHOULD JUST BE A MAIN FUNCTION!
Score: I quit, so that should probably tell you what I think
Next up: Slay the Princess
#assassins creed#ac shadows#assassin’s creed shadows#naoe#naoe fujibayashi#yasuke#ninjas#samurai#game#video games#video game review#game review#xbox#xbox series x#playstation#playstation 5#ps5#xsx#ubisoft#a quack reviews
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So I recently learned about that apparently, the Princess Sally miniseries was requested by Sega coz they were interested in making a game starring her at the time!? WE COULD HAVE HAD A SALLY GAME!!!???
Apparently, half the point of the series was to draw more girls into the Sonic fandom. Which, yeah no... The writers there clearly don't understand girls in general, given the disappointment we ended up with there...
Sigh, now I can't stop thinking about what a game starring Sally might have been like. At least, if I was making it, that is ;P
Hmm, thinking about Gameplay:
Lets assume we're in the mid 90s still, so we're looking at a speedy 2D side-scrolling platformer like the other games in the Sonic franchise at the time
Potentially Sally could have learned to spindash like Tails has, but since she can't fly, you instead navigate the various obstacles in each level with a series of acrobatic flips and jumps
Thinking it would play like big double jumps, and/or triple jumps, and wall kicks
Whether or not Sally can spindash, I think her basic attack would be a kick and maybe also a stomp attack (them boots are made for more than just walking!)
At the end of each level there is the classic boss fight, but instead of the capsule full of little animals to set free, you're rescuing captured mobians (or whatever Sega wants to call the animal people of the Sonic world)
Sally is the only playable character, with others appearing on screen largely as part of cutscenes
Potentially, collecting the chaos emeralds and letting Sally go Super could also be part of the game? Just saying it would be pretty cool :)
Now for the basic Plot and Setting:
Supposedly, Sega rejected a couple of pitches for the miniseries before accepting a pitch based on the idea of Sally recruiting new Freedom Fighters, so let's assume this is what they went with more or less as the plot of the game
How about we also lean into some Satam elements for the setting, the various levels mostly being places from the cartoon
Like the other games in the Sonic franchise at this time, the story is largely told through visuals without much in the way of cutscenes, with maybe a few for brief moments of dialogue here and there
Am thinking that Robotnik is away somewhere, thoroughly distracted by Sonic showing up to absolutely wreck his shit, so the main villain Sally's fighting here is Snively who was left in charge
Which also explains why Sally is going solo here, as the rest of the Freedom Fighters are currently busy with their own missions
Let's look into the Story some more:
We start with Sally going on patrol in the Great Forest, ending the level with her encountering the rather suspicious Geoffrey St John
Just then Nicole intercepts a signal, informing them of a large group of mobains having been captured and currently being transported to Robotropolis to be robotisized!
Sally reluctantly agrees to team up with Geoffrey on a impromptu rescue mission
The pair split up upon reaching Robotropolis, Sally making her way through the streets rescuing more captive mobians, wherein she begins recruiting volunteers to help her infiltrate Robotnik's prison
While rescuing the remaining mobains, the group successfully destroys one of Robotnik's factories, Sally having now recruited all four characters seen in the comic
Afterwards Geoffrey (who keeps mysteriously disappearing) informs them that Robotnik is working on a secret weapon in a hidden facility and they need to destroy it before it's completed
After successfully infiltrating the facility, Geoffrey shows his true colours as a double agent (shocking, I know), tricking Sally into a trap where she is then promptly handing over to Snively
He reveals that Robotnik has created a robotic Sally. Unlike the robot clone plot from the comic, this robot is more like how Metal Sonic is, having been created to serve as a general for Robotnik's armies, weaponizing Sally's brilliant analytical mind against them
All they need to complete it is to copy the real Sally's mind and bio-data, which Snively does post-haste intending to also robotisize her immediately afterwards
Fortunately, Sally never fully trusted Geoffrey and entrusted Nicole to her new friends before she was captured, allowing them to break her out just in the nick of time
Unfortunately, Robo-Sally was still completed and activated, so while the others fight off Geoffrey and Snively, Sally confronts her robot double, the final boss of the game
Sally emerges triumphant, meanwhile Geoffrey betrays Snively saying that he only pretended to be the bad guy to get him to reveal the heavily guarded secret weapon so he could sabotage it, or so he claims...
Geoffrey's subordinates then arrive, revealing that they've successfully sabotaged the facility which is about to blow up, Snively manages to escape in the subsequent chaos
Sally is wholly unimpressed by Geoffrey, as he not only endangered her own life, he also nearly caused an incredibly dangerous robot to be let loose upon the world!
Though still not able to fully trusting him, the two groups part ways as tentative allies, Sally admitting that they need all the help they can get in the war against Robotnik, that and she would rather have more allies than enemies...
The final cutscene shows Sally returning home triumphantly and officially welcoming her new friends into the Freedom Fighters!
A potential bonus ending shows Robo-Sally having survived the explosion, setting her up as an ongoing antagonist and nemesis for Sally to fight!
And that's all I got so far! Man, now I kinda wish I new more about making games. Or at least new people that did, coz I kinda wanna play a game like this now!
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Touhou: Scarlet Curiosity coming to Switch on September 4 - Gematsu
Publisher Phoenixx and developer Ankakae Spa will release a Switch version of Touhou Project action RPG Touhou: Scarlet Curiosity on September 4, the companies announced. It will support English, Japanese, Traditional Chinese, and Simplified Chinese language options.
Touhou: Scarlet Curiosity first launched for PlayStation 4 on February 10, 2016 in Japan, followed by September 20, 2016 worldwide. A PC version followed via Steam on July 11, 2018.
Here is an overview of the game, via PlayStation 4 and PC version publisher XSEED Games:
About
Infamous vampire Remilia Scarlet has grown weary of her posh, centuries-long life spent with dutiful maid Sakuya Izayoi at her side. So bored, in fact, that when the local newspaper runs a story about a massive monster spotted nearby, she decides she wants a piece of that action! Unfortunately, she returns home from her first foray to find her mansion heavily damaged, with no clues as to who the culprit might be. But this only serves to fan the flames of the vampiric maiden’s interest in what’s going on beyond the walls of her estate, leading her on a grand, chaotic quest for answers…and for revenge. The enchanting world of the Touhou Project comes alive in this beautiful fan-made action RPG!
Key Features
Select Either of Two Playable Characters for Twice the Adventure – Choose to play as the titular vampire, Remilia Scarlet, or her devoted maid, Sakuya Izayoi. Each offers a different gameplay style with unique mechanics: Remilia’s attacks hit hard, while Sakuya’s are more technical.
Use Five Buttons to Carve Out Countless Swaths of Destruction – The game’s controls are simple, fun, and endlessly customizable: you’ll learn a variety of skills as you level up, which you can assign to the game’s action buttons however you’d like.
Build Hit Combos for Greater Success in Battle – The more you’re able to hit enemies in rapid succession, the higher your attack power will be, and the more experience you’ll receive per kill. The effect will wear off over time, however, or when you’re struck by a foe – whichever comes first!
Collect New Equipment to Become a True Powerhouse – Each new piece of equipment you find has its own stats, to the point that even two items with the same name may sport notable variances. So collect all the equipment you can, and try to max out your arsenal! There may even be rare equipment out there that allows you to utilize entirely new skills…
Get In the Zone With Arranged BGM from Acclaimed Doujin Circle Hachimitsu-Lemon – Let a total of 35 background music tracks masterfully arranged from previous Touhou titles wash over you as you experience the breakneck action!
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Griftlands: Three For All - Announcement
Over the past few months, maybe even the past year, I've occasionally mentioned an idea for a second big Griftlands mod, one last hurrah to cap off my time with the game after Arint's Last Day and Grift the Spire. But I haven't gone into great detail about what this mod idea actually is, have I? I've been doing so much pre-production planning that I haven't really had the time to go into the basics. Let's fix that!
The Grifters Join Forces!
youtube
Anyone remember the cinematic early access trailer for Griftlands? How it greatly implies there's a story where the three grifters are brought together by chance and team up? And that didn't really end up anywhere in the game because it was just to show off how the main characters operate?
Let's make this tantalizing concept a reality!
The story of Three For All picks up where the trailer leaves off. All three grifters - Sal, Rook, and Smith, some time after the events of their main stories - are in Pearl-on-the-Foam, figuring out what these strange devices they've all collected are and why every faction in Havaria seems to be after them. In order to survive, collect the rest of the devices, and get paid, they'll have to team up, utilize their connections and skills, and watch each other's backs. If they can trust each other.
Choose Your Character and Party Up!



Three For All is a story about all three grifters working together. But, you get to decide who's taking the lead. You can start the campaign as any of the three grifters and the other two will be your NPC party members. Instead of being three separate campaigns, it's one campaign that can handle multiple playable characters, plus different routes when the grifters must sometimes split up, and even altered dialogue in many conversations!



This extends to battle and negotiation as well! You can play through many of the same conflicts as any of the grifters and the other two will back you up! You're a proper party now!
Of course, this means that battles and negotiations will be a bit harder on balance. Many factions are after the same things you are!
("But what if the other two grifters die in battle?" You might ask. You're right, that would get very complicated very fast, and be anxiety-inducing to manage. So instead, they are what certain games would call "Essential" - they won't die, but reducing them to 1 HP will make them Panic indefinitely until healed. So if you want to make the most of their help, keep them defended and alive! But if they get knocked down, it won't be the end of the world.)
While not much has been implemented or locked down yet, there will most likely be special cards or mechanics for controlling your fellow grifters in battle and receiving help from them in negotiation!
As a bonus, there will also be a special "All For One" solo route with its own dialogue that any modded character can add to their list of campaigns! (Or you could even use the Cross Character Campaign mod to replace one of the grifters in the trio routes, who knows?)


What's Done and The Road Ahead
The reason I'm making this big announcement post now is that a lot of the quest planning work is finally done. The structure of the main quest is locked in, and I've got enough concepts for new side quests and random events to justify making a campaign where you're expected to play through it a minimum of three times, once for each character, while maintaining a high level of variety.
(That means something like 25 side quests so far, 20 opportunity events, and 50 random travel events! I've been trying to frontload as much brainstorming as I can, and I'm still not done!)
Now I can really start getting into code and scripts and start making the content that goes into the mod.
The plan is to create a Day One Demo, with all the content that could appear on the first day of the five-day campaign, and push that onto the Steam Workshop for testing and tantalization. Then it'll be on to finalizing the rest of the days and their special quests and routes.
Oh, did I mention that this mod will be adding 10 new bosses to the game? Yep. And the Day One Demo will also include a special Brawl mode for previewing and testing all of those bosses!
That's a Whole Lotta Content!
Welp, my big mouth has written a whole lotta checks that I'm gonna have to start cashing. But Griftlands is a very special and important game to me. Working on Arint's Last Day, my first mod ever, really kind of saved me and restored a lot of my working confidence, and I want to give back to the game with one last hurrah, one last injection of raw content.
The goal is to make this an intricate, extremely replayable campaign where there's always something new you haven't seen, while enjoying the indulgence of the gimmicks of partying up and swappable main characters.
I roughly expect the Day One Demo to drop sometime in 2025, and the full mod will come later, either very late 2025 or more likely sometime in 2026. I may also run a private playtest group as the mod approaches completion, no solid plans there yet.
If this sounds great and you want to support my work - none of which will be paywalled in any way - consider donating to my Patreon. It keeps me alive, and you get access to my quiet little Discord server, which is probably the best way to find out what I'm working on day-to-day. Otherwise, follow me here or on Mastodon and I'll post infrequently about my progress, though most days it'll probably just be "yep, wrote a lot until my brain fried today."
So that's Three For All, an ambitious plan to create what's essentially another free DLC pack for Griftlands and write some gloriously indulgent fanfic at the same time. Wish me luck!
#griftlands#modding#gamedev#announcement#three for all#deck builder#roguelike#visual novel#rpg#Youtube
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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.

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.
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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Azure Gleam Ch 11
Spoilers below for AG Ch 11.
STORY
RODRIGUE is back. You have no idea how happy I am that he got more screen time (and is now playable!)
Ashe's not happy that some nobles kept their titles after turning coat, but they can't afford the chaos changing things would create right now, but they plan to in the future.
I am living for the Big Dad energy Rodrigue always has.
Do we get to kill Caspar's Dad? Please let me kill Caspar's dad.
Felix asking the right questions - asking if they can trust Claude. Annette doesn't trust Claude. Ingrid neither, but doesn't think he's as bad as Annette and Felix.
Gustave and the Knights of Serios are keeping the Alliance in check.
Once again, people asking if Dimitri can kill his step-sister. But Dimitri's like, guys, I killed Rufus. I can handle it.
Ohh, a letter from Patricia? If it doesn't have new info, why bring it up? Something disturbing. Confirmation she was always bad.
Yep, she helped plot Duscur. I mean, we all guessed she was an awful human being, so now we know.
Like, I don't blame Patricia for missing Edelgard or whatever, but setting your child step-son to get butchered alongside tons of other innocent people is straight-up evil.
Dimitri's worried about Shez, and she's opening up to him. It's pretty sweet. It's also so sweet how much they trust Shez even if she doesn't trust herself.
Honestly, Dimitri and Shez are so cute, as friends or more, it doesn't matter, they have a great relationship.
Shez would rather die than kill her friends 😭 We won't let that happen (it better not happen)
MAP/SIDE BATTLES
Seteth said he trusts me 😭😭😭
Rodrigue got to say two things this time, which means he made up for lost time last chapter.
Ok guys, Shamir just went up in my books. She said as a mercenary she'll get hired to kill anyone, but prefers killing bad guys, like the Empire. I love it. She hasn't said anything like this in GW or SB.
SHEZ & RODRIGUE B
LAMO, omg, I love Shez.
So it starts with Rodrigue taking Shez very seriously as Shez talks about how the war may be over by next winter because she . . . wants to have a snowball fight, like all the Kingdom kids got to do.
It's actually kind of sweet, seeing Shez want to just play and have fun with the Blue Lions.
Rodrigue, of course, love the idea.
And takes snowball fighting too seriously, talking strategy. Of a snowball fight. OMG I love this. I love him.
He'd do full-out battle with Lambert and go with kids.
Rodrigue lost, lamo.
So Lambert would rush into battle alone, and Shez thinks like father like son with Dimitri.
I also love how Rodrigue thinks Gautier is cowardly for laying and ambush for Lambert, but is totally fine with his own sneaking and waiting to strike.
It ended with them getting cussed out by Ingrid's dad for not taking the mountain seriously.
Shez can invite Rodrigue to join in.
Oh, man, I wish I got to see this fight. I can only imagine Felix when he realizes Rodrigue is involved and thinking it's dumb for taking it seriously, then taking it seriously. Ingrid being an absolute tyrant ordering people to follow her strategies. Dimitri scared he'll knock someone's teeth out. Mercedes being absolutely savage. And so on...
DIMITRI & YURI C
Excited for this.
Yuri's told a "funny knight" who's really strong is helping everyone out who sometimes sounds sheltered and obtuse and sometimes not. Yep. It's Dimitri.
Yuri's not happy seeing Dimitri in dangerous allies. Worried about him. But Dimitri wants to learn how the commoners live so he can help them rule better.
OMG, Yuri's like "you don't have an heir," worried about the civil war that will happen if Dimitri dies.
Yuri is determined for Dimitri to live a long and happy life because the people of Faerghus like Dimitri and Yuri likes the commonfolk of Faerghus.
Also love how Yuri points out that if war breaks out, nobles will die, but commoners get slaughtered. Wish he'd tell Edelgard that.
Haha, he says to bring Dedue at least.
OMG, I love Dimitri. He then just asks Yuri to be his bodyguard.
And Dimitri won't ask Dedue because he knows Dedue will just forbid Dimitri from coming, like a nanny, lol.
Yuri's entertained that Dimitri asked him to be a bodyguard.
SYLVAIN & DEDUE B
Dedue is impressed with Sylvain for interacting with a woman like a normal person lamo.
"Don't expect praise for merely doing your job." I love Dedue. That's savage af.
Sylvain was motivated to mature by Felix and Dimitri. He said they're both like brothers, which is why he wouldn't get left behind. I love this group.
Oof, Dedue "had" a sister. And now we're getting to learn about her. 😭 She liked flower crowns and was determined when she set her mind to it.
Dedue wants Sylvain to visit Duscur after the war, to visit her grave together 😭
SYLVAIN & FELIX A
Felix got into a fight with soldiers . . . . because they were making fun of Sylvain.
Felix called it the "worst decision in his life." Of course. Felix being Felix.
Felix didn't tell Sylvain because he was worried about Sylvain hearing the details about what people said about him.
I love the idea of Felix getting into a fist-fight with people insulting Sylvain lamo.
Sylvain thinks he deserves his bad reputation because of who he used to be. Felix challenged why Sylvain didn't change sooner. Sylvain has no defense lol.
Felix is ok with people making fun of Sylvain, but only certain people lamo.
Felix is blushing after saying something nice lol. Now he's pissed at Sylvain. And insulting him. Very typical Felix.
Sylvain says he's 7% more cunning than Felix lamo.
This one did go more into ship bait. I was surprised how un-shippy their C was, but I'm sure Sylvix fans loved this one.
DIMITRI & MERCEDES A
They're traveling to a village together. It's the one Mercedes used to live in. Dimitri likes how calm it is.
Mercie called Dimitri her friend 😭😭
Dimitri claims he's a king's knight lol. He catches himself. Also village woman finds Dimitri handsome. She has taste.
Mercedes and Dimitri talk about how open minded the church is and give credit to the overall teachings (lamo, eat shit, Claude)
Mercedes is grateful to Dimitri to taking in the Central Church because it helped the village out. It's why she brought him there, so he could see the good that comes from protecting the church.
Mercedes plans to show him around the town and introduce Dimitri to her mother and the priest.
Dimitri's nervous lol. Hahaha, Mercie says she'll tell him he's someone "very important" which flusters him lamo.
She made him laugh and smile.
This support was adorable. (and feels like it couldn't possibly be the same writers as SB and GW lamo)
MERCEDES & DEDUE B
Sad they only get one support. Their Houses one was amazing.
Mercedes is teaching cooking. The little girl gets scared of Dedue when he arrives to fetch Mercie.
Poor Dedue frightens children and animals :(
Mercie says lots of the kids are orphans, so they're scared, and that Dedue looks intimidating. She has a plan to make him not look as scary.
I KNEW IT! He's handing out flower crowns. I was going to say it was something with flowers.
Now all the kids love Dedue. Good. He's the sweetest man in Fodlan.
Dedue teaches them how to make the crowns.
Dedue is happy with Mercedes, but Mercie says it was Dedue's kindness who won them over. Of course they both give each other credit.
They both have such strong mom and dad energy.
SHEZ & ANNETTE A
Annette's up late working on music lol. Shez thinks the notes look like bugs lol.
Annette won't sing it though :( Her songs are legendary.
She wants a song that makes people feel happy when they sing it. Very Annette.
She heard the song Shez passed around getting sung by a dying mercenary, who died happy though because they appreciated the song. It made Annette appreciate the song more.
She is such a sweetie.
It's sweet to have a whole support revolve around Annette realizing her songs make people happy and help people. She'd love that.
OMG, I love Annette. Her new song is about a feast, then they go to get more ingredients, and then get into a death battle with a bear. Truly a child of Faerghus.
RAPHAEL & FELIX C
Raphael is drooling over Felix's food, so he gives it to Raphael, and Felix offers to go buy more.
Felix thinks he hears thunder, but it's just Raphael's stomach.
Felix is being nice, lol, insisting Raphael eat some of his food.
But now he's annoyed that Raphael called him a "meat buddy" or a bit. Felix likes the idea of hunting that Raphael suggested.
Raphael is so nice not even Felix can manage to get mad at him.
SYLVAIN & IGNATZ C
Sylvain feels bad because he interrupted Ignatz painting. He wanted Ignatz to look at a painting he brought home.
Sylvain knows painting styles (he knows it's not a common Faerghus style). But ofc Sylvain is interested in how pretty the woman in the painting is lamo.
He's curious about the woman's identity, but it doesn't seem in a fuck boy way, but a curiosity over a favorite piece of art way.
That Sylvain is into art just made him even cooler.
Religious art often has their symbols in the art (and Flayn's is fish lamo, good).
As a major art fan, I love this support adding little tid bits about Fodlan art.
Lamo, Sylvain studied art to impress ladies at first, but now he actually likes it.
SETETH & YURI C
Yuri chatted with a scholar, wanting to learn about the 10 elites because he didn't get a good education.
It's a support to explain how crests came to be and their powers
Yuri trusts Seteth with his crest secrets (partly because he knows Seteth already knows, and partly bc Yuri has taste)
Seteth encourages Yuri to cherish his crest and the power it brings
So is Yuri the son of an elite or something?
FLAYN & SHEZ B
Flayn thinks Shez looks good because she's dirty and that suites her lol. I love Flayn.
Flayn is wearing perfume. Seteth probably doesn't know lamo.
Flayn talks about how perfumes coming in trend shows that even in dark times, it's not all consuming. Very Flayn of her.
We're going trend shopping. She doesn't get to shop often.
Flayn is straight-up making shit up, lamo. She invented that Shez wanted to shop to raise Shez's spirits, not hers.
It's this more -uh - questionable side of Flayn that keeps her from being a one-note, overly sweet character. I love it.
CATHERINE & SHEZ C
Count Charon asks Catherine for more soldiers, but only Dimitri or Rhea could give that order.
Shez didn't know Catherine's family. She stays vague about it when Shez asks about her past.
Catherine, unsurprisingly, says she'd fight for Rhea if had to choose between her or her family.
Catherine asks why Shez is here. Oh, I can pick too - for friends, money, or to fight Byleth. Def picking friends. I think that suits AG Shez best.
Catherine looks happy with that answer.
Oh, I like that, live in a way that makes your past self proud.
ASHE & FELIX B
Their only support.
Oh, Felix is confronting Ashe about how he's a knight working for Dimitri. Should've known it would be about this.
Ashe defends Felix when he calls Dimitri a boar and tiresome lol.
Ashe says Dimitri does his job for him, omg, Dimitri, stop (but that's he's getting better).
Felix is like - you have to steal your job back from him!!! Use force if you have too - I love this, lamo
Dimitri promoted a lot of commoners to be knights, and there were some minor misunderstandings at first, but now no one cares
Felix asks Ashe if he's a noble or commoner, and Ashe is like kinda both actually, which is true
Awww, Dedue comes to Ashe's aids when he needs it (and Dimitri, but Ashe mentioned Dedue too)
And now Ashe is singing Dedue's praises, and ofc Felix insults Dedue, saying that blind loyalty will get him killed
And omg hahaha, Ashe is like that's sweet Felix, that you care about us, I always knew
I love how almost no one takes Felix's tsun seriously. They're all like "aww, look, he's chewing my old slipper!" energy
Ashe putting Felix in his place round 2, I love this. Ashe and Felix is always gold
Felix is like, it's just because more work for me if something happens to you!
Then he's finally nice, telling Ashe he does a good job
ANNETTE & SYLVAIN B
Their only support
This time it's Sylvain who catches Annette singing. Annette seems relieved rather than embarrassed.
Sylvain thinks her song is creepy (covers that, saying creative) and that only Annette could make it (affectionate - maybe)
Why is Annette always singing about swamp beasties?
Sylvain wants a song about something cute instead, so Annette naturally jumps to huge bears lamo
We need an Annette Bernedetta support about finding creepy stuff cute
Annette doesn't seem upset with criticism
Also, this is the second time Sylvain talks to Annette like a person and doesn't really flirt with her, more like siblings vibes it's cute
Annette's next song is even creepier lamo But Sylvain likes it anyways
DIMITRI/RODRIGUE/SYLVAIN PARALOGUE
This one is easy since all 3 are leveled up. I want to do other ones, but I may wait to save some cash lol.
They're up north, so Sreng? Yep.
So they're preparing for a Sreng raid.
So a hostage that grew up in Faerghus is now leading the raid. And Margrave Gautier treated him well even though he felt bitter about Sreng killing his wife. So Miklain's mother?
And now the Sreng hostage is using Fodlan knowledge against them.
Haha, Sylvain was going off about being lazy forgetting his dad was right there lol.
It's cool seeing papa Gautier and Rodrigue together.
The Sreng commander really came across like a dick. Rubbing in Miklain's death, not caring about all the men he got killed.
So did Claude do this in AG too? Incite Sreng? They guess Cornelia and someone from Adrestia too, which could be the case in AG.
Gautier takes credit for the fall. Sylvain got through to the guy apparently.
Dimitri's just happy they share a language now. He would know how important that is since he learned the language of Duscur.
I'm glad they fight over land. It's way more interesting and realistic than whatever the hell they did with Almyra.
Aww, Sylvain is dedicated to reaching peace with Sreng. Of course his dad is harder edged because they killed his wife.
Sylvain being so bent on peace and diplomacy just makes the people who claim he makes sense in CF make even less sense.
I had Shez believe in Sylvain, because AG!Shez is nice Shez.
Sylvain and Dimitri both hate resorting to violence and using warfare first. Both want to avoid it at all cost. I like the future of these two both being important in Faerghus.
Oh, cool, talk between Rodrigue and Matthais. I love the little stories we get of all of them. They were trouble makers lamo. They snuck out the night of the festivities.
Lambert wanted peace with Sreng and Duscur. Dimitri's half-way there, and he and Sylvain are working on the other half.
Gautier now agrees with Sylvain, Lambert, and Dimitri and a pathway to peace.
Aww, Rodrigue advised that he apologize to Sylvain, and he's going too.
Oh, I got the lance of ruin! Cool. Sylvain has his weapon now.
FINAL BATTLE
Not Dimitri being more understanding of the Empire nobles who''ll follow any leader that promises them more land than Edelgard does him and the other Blue Lions
He's thinking from the other's perspective, how it looks to them, not what it actually is - Claude and Edelgard could never
Shez is like, no need to feel guilty, hell yes
Felix is worried about Dimitri, in his very Felix way, meanwhile Dedue is like "we trust you"
I love so much that the importance of his friends' support is stressed so much more in AG.
Oh, I get Constance and Linhardt this battle. Cool.
Felix got lectured by Rodrigue lamo, he wanted to break ranks to chase after Monica
Lamo, Manuela's defeat quote is that she won't die single. Ngl, glad she just retreated.
It's really something that the Blue Lions show way more sympathy towards their enemy than the other routes do. They're the only ones that feel guilty for "invading." When the others are invading.
Glad they're bringing up that if they don't do this, Adrestia will not stop until Faerghus is destroyed.
Rodrigue has such a nice voice.
Felix got angry with Rodrigue when he said all the blame for invading will fall on Dimitri, but then Rodrigue said it's up to Felix to support him through it. This really is Dimilix the route, lamo.
Felix is like, duh.
Why is Shez talking to Rodrigue while it's late. I'm getting flashbacks. He died last time this happened.
They're both worried about Dimitri. And it's cannon that Dimitri falls asleep at his desk. Sooo much fanart of that lol.
Apparently Lambert did the same. Like father, like son.
Lambert had a shorter temper than Dimitri, but are very similar. Unlike Rodrigue and Felix. I get to disagree with Rodrigue there, so I will. Because I think they're more alike than they both think.
Ok guys, we finally got it. Why Felix is miserable outside of AM. He can't live without a great purpose pushing him forward. And in SS, VW, and CF he finds no great purpose, unlike in AM where working with Dimitri towards his version of the future does work.
When Lambert died, Rodrigue struggled to find another reason for being. So he devoted himself to his promise to Lambert, to make sure he sets his won back on his proper path is he loses his way.
Shez feels like Dimitri's been helping her, but she's helping Dimitri too. Like what Rodrigue is doing.
Rodrigue says he's only Dimitri's retainer, that's so false. But he says Shez is in a unique spot since she's a friend first, then he's her leader. Which makes me happy.
More teasing about Shez's origins.
Rodrigue says though that Shez's background or powers aren't what's important, it's about who Shez is as a person. I love so much how the Blue Lions keep repeating this idea, that it's not Byleth's or Shez's power. It's their worth as a person that matters.
Arval just called Rodrigue a wonderful human being. Based.
xxxx
#azure gleam#fire emblem#fire emblem three hopes#three hopes#three hopes spoilers#azure gleam spoilers
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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!
#long post#I had a lot of ideas#loz#legend of zelda#tears of the kingdom#totk#loz totk#botw totk#zelda totk#botw#tloz#tloz totk#tloz botw#the legend of zelda#It'd probably be a lot cheaper than installing yet more mechanics into that poor incredible physics engine too lmao#loz tears of the kingdom#tloz tears of the kingdom#totk dlc#Totk ideas
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Some observations about our new victims (I unfortunately don't have many of these)
• Appear FROM A DISTANCE to all be be female, which would make sense since this appears to be a Sorority House and Johnny's got a thing for messing with girls, as Cook so eloquently put it.
• Blondie at the front door reminds me of a TCM OC I've seen on Instagram named Bree O'Malley by @/oabeelha and she has also posted some interesting things on her story the day of the teaser, but obviously that could be in reference to her personal plans for Bree in her own headcanon, not anything affiliated with the game, just something I've noticed. It would be super cool even if she isn't actually Bree for her to be inspired visually by her because there's been a big movement to get Bree in the game, but who knows, only time will tell on that one
• The girl beside her - is that June, Sonny's girlfriend? I mean, let's be honest, ANY of them could be June, June doesn't have to be black because Sonny is black. But also we're finally getting a black woman in this game!! I've been saying it for a while now, I know it's the 70s but I literally do not care, representation matters and it's not like the Family care about blood relation!! If they declare you family, you are family, I really hope we see some new folks of more diverse backgrounds on the family's side in the future, but I THINK two of the women in this trailer are black and that would be super cool!! Also, we don't have any Asian characters (yet, obviously we're still waiting on details about our new cast) in the game yet and that's also important. I'm obviously white (she says, faceless profile) so I'm not gonna harp on this too much, but it IS important and I hope for more in the future, especially in the main gameplay!!
• At least two cheerleaders!! That's exciting, their lil dance looks awesome and I hope if we get like, an opening cut scene or bigger trailer, we get to see a lil more of that because it is NOT gonna be in the gameplay
• Unless we're getting emotes like F13?? 👀
• Girlie in the top right window- is she wearing a towel, or a strappy dress? I've seen a LOT of folks thinking she's in a towel, and she could well be. But the more I've looked at this teaser (and BOY have I LOOKED), I THINK I can see some straps on her shoulders..? If not... I really hope we're not getting a Sam from Until Dawn moment with her, that would kinda suck imo
• She seems to be in a heated discussion with the other girl. An argument, it looks like? I really wanna know everyone's relationships with each other. The Cheerleaders and pair walking in both seem very close with their second, but these two? Doesn't seem like it from the 23 seconds of footage we've got-
• I highly doubt these are just random NPCs to fill the gaps and that the only two out front are playable. Gun have never made NPCs for this game, why would they waste resources when they could show off all six new characters in a very fun way by hiding four of them in the windows? That makes way more sense to me than "these are NPCs and they don't serve a purpose and aren't coming back", ESPECIALLY since they've made unique animations for all four of them. They've reused animations a million times for trailers, like Danny using Johnny's slow walk and Virginia using Sissy's in each of their trailers. Why would they go to all that trouble to make the dancing and arguing animations if the characters doing them don't mean anything??
• Also, more of a personal thing, the POTENTIAL FOR OCs that this teaser gives us?? I've already got one I made specifically for this, I'm so excited by Rush Week, I cannot WAIT to see more oh my GODDDDD
• @/SumxBonez on X/Twitter has made a list of their observations and that goes into more about Texas/the Sorority (which is all stuff I don't know about yet) so go check their thread!! They also do some really amazing artwork on Instagram and have two very cool OCs of their own so please read what they have to say, I won't parrot it here because they are their points but it's all really intriguing stuff!!
Lemme know what y'all think/have noticed too!!
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