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#and there's the appeal of replaying a character after you know them and the game better and can make more in-character choices...
ruushes · 1 year
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the real dark urge is the desire to replay this expansive endlessly variable rp-rich experience with the exact same character and LI and decisions except they’re a durge now. the other real dark urge is to make my durge a gnome
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I remember a while back you said that TOTK ranks as one of the best narratives in the series, and replaying it again, I’m inclined to agree. Fans criticized it for being “incoherent,” but there’s literally nothing that happens in the story that isn’t set up in the opening/tutorial. The Imprisoning War, the Zonai, the statue depicting Rauru and Sonia, the Light Dragon flying near the temple, Link diving to Zelda, the Recall ability (how it serves as Link’s connection to Zelda throughout the game and will ultimately be how he saves her at the end). The recall ability is also how Link collects and examines the dragon tear memories. Even if you don’t collect the tears, Link’s last memory of her is the vision of her giving him Recall, so it makes sense that he restores her to how he remembers her (“coaxing the object’s memory” like Sonia says in one of the memories). The theme of community and togetherness is also woven into every aspect of the gameplay and story. BOTW and TOTK are both extremely narratively and thematically coherent.
THISSSSSS
Ive played the majority of Zelda games and some stories are iconic (OoT), some are DARK (MM), some are DIFFERENT (WW & TP), some are ROMANTIC (ST & SS), and all are adventurous and fun. This series has a plethora of interesting characters and captivating stories, but none truly compare to the intricacies of BoTW&ToTK. And this is achieved through the vast amount of details offered to players in each game.
BoTW has a TON of details for players who go looking for it, however none of them are actually necessary in completing the game. We know this is simply bc of the direction of botw and totk in terms of gameplay.
The stories are OPTIONAL in both of these games, but as you pointed out in ToTK, you don’t escape the Recall memory. And that ability is the one that is truly unique to the story and connects us directly to Zelda, and ultimately Zelda to her old self. Both of these games are directly related to Zelda’s journey as a character and are a testament to this Zelda and Link’s relationship. Without a romantic perspective (which actually requires you to neglect details given to us in both games), the story still stands in terms of development and emotional appeal.
I think everyone can agree that BoTW/ToTK Zelda is the most developed Zelda we have ever gotten, and if you accept that her development goes hand in hand with the story (which duh it does lol) then you realize that for all its faults, BoTW & ToTK has one of the best narratives of the series. To me, you can’t separate the games, because BoTW was the foundation of Zelda’s growth as a person and Zelda & Link’s relationship which resulted in the dedicated loyalty we see six years after the events of BoTW. Without that knowledge, we wouldn’t get the same emotional connection or understand how intimate the ending of ToTK is.
Link’s use of Recall, backed by Rauru’s light magic and Sonia’s time magic, is only achievable by HIS ability to remember Zelda, his own memories and the ones Zelda gifted him through the tears, in order to bring her back. This gives us the EXACT answer to the question BoTW ends on: “May I ask; do you really remember me?”
Like that is so impactful, it clears every other story in my opinion by a LONG SHOT. This doesn’t negate how amazing the other stories are, they are all powerful in their own way, but none compare to the fluid and consistent themes BoTW & ToTK are founded upon.
The story has its faults (as all do) and thus fans capitalize on them in order to tear down the games (which is natural for any popular franchise). But those faults do not impact what is perfectly executed in terms of Zelda and Link’s story. The things we wish to see more of are that of side characters and questions left unanswered (which provided the series a new set of lore to explore in future games). But I will forever stand by this era and it’s overarching story that still makes me stop whenever I see the light dragon or seek out those small details whenever I replay the games.
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mageknight14 · 8 months
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Dissecting the Femme Fatale Archetype: A Dive into Kanon Tachibana's Character
Kanon Tachibana is one of my favorite TWEWY supporting cast members. Probably not a truly unique opinion, as she's one of the more positively-received characters I've seen when it comes to online opinions on the game, but she's one of my favorites because she’s a perfect example of NEO’s more subtle character writing and gets the perspective flipped on her twice when you initially play through the game and then replay it. So, with that, let's get into her character and what makes her tick in particular.
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When we first meet her, she doesn’t make the best first impression, what with her stealing the hard-earned victory pin from Rindo/Fret’s noses and sweet-talking them into letting her keep it (I also love how she glares at Shiba’s announcement, having seen this old song and dance).
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Combine this with what the Social Network says about her leading other teams to their doom thanks to her honeyed words and sweet disposition and what we seemingly have is a classic case of the femme fatale character, someone who’s NOT to be trusted.
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However, as we progress through the game, we can see that there’s actually a lot more to her than meets the eye. Even after point-sniping them, she still comes forward to give the Twisters advice from time-to-time when it comes to matters regarding the Game. Encouraging them to take on more team members, warning against going up to fight the Ruinbringers (Susukichi in particular), all that jazz.
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At the same time, however, she also takes care to reaffirm that she’s also suspicious of the Twisters and their capabilities, often showing surprising amounts of protectiveness when it comes to the other team leaders. These switches between friendly teasing and hard-hitting accusations understandably unnerve the team a bit.
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On top of that, throughout the weeks, she also shows a talent for picking apart Fret's surface-level compliments/attempts at flattery, herself being an expert when it comes to that sort of thing as noted by her Social Network profile.
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While she is mainly looking out for herself and the Variabeauties, she also does have a sense of honor/fair-play when it comes to be able to fight on an even playing field, which she showcases in her alliance proposal to the Twisters on W2D3.
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In the span of one convo, she was able to:
-Pick out that the Twisters are the biggest wild cards in the structure of the Game and note them as such, giving them incentive to look into their own capabilities and find her offer more appealing when weighing their options.
-Play into their doubts regarding the Game and reaffirm to them that this is really the only option they have left at this point if they want to have any hope of actually escaping.
-Blow away Fret’s preconceptions that she’s just as ingenuine as he is as shown by his nervous laughter
-Emphasize that if they’re able to pull it off, it’s a win-win for everyone involved.
It’s made apparent that Kanon is an incredibly skilled negotiator, though understandably Rindo still has her doubts about her because she’s been equal parts threatening and supportive, which sends a mixed message. Who’s to say where her allegiance truly lies?
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However, a surprisingly strong affirmation on her convictions comes from no one other than Motoi himself, who actually vouches for Kanon’s intentions and belief in the Twisters being genuine on her part. This along with Swallow’s prodding later on gets Rindo to change his tune. Now, there’s a dozen different interpretations on why Motoi would go out of his way to vouch for Kanon’s character but the fact that he was actually right on the money is a pretty subtle hint that they know about each other and how they tick more than people realize…
Then we go into W2D7, where Kanon’s recounting of the Ruinbringers’ activities and her muted reaction towards Motoi’s erasure emphasizing that she’s been at this for a long, LONG, horrifying while, becoming practically numb to it all.
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And when Sudden Death in Week 3 comes around, she starts to kick up her critique of Fret and his issues into overdrive, wanting to see him grow for the better knowing full well that she and the Variabeauties might not make it at the end of the week. And unfortunately for her, Fret, and the Beauties, that fear ends up becoming a reality.
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The following day, Fret flat out tells the others about how he felt about Kanon: that he wanted to BE like her, finding her genuine nature and confidence in who she is as something to aspire to, and wanted her to see him reach that level.
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By then, our perspective on Kanon has flipped: a scheming femme fatale who turns out to be an intelligent, real, and loyal soul. Someone who starts off cold towards the Twisters before coming around to genuinely like and appreciate them (note the little smile in image 2!)
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However, this is only half of the real Kanon we get to know and when we take a look back at some of convos within the game, the Reports, and see past Fret’s idealized image of her, we get to see a much more deeper side to Kanon than what was already there.
First, we need to talk about two aspects of Kanon; her hidden resentment of the Twisters/the system she’s trapped in and her trust issues. As noted above, Kanon is quite curiously protective in regards to the other Player teams, even accusing the Twisters of sabotaging them at some points, and this is for one particular reason: she and the rest of the Beauties are in an unspoken alliance with both teams. One where the top 3 teams (besides the Ruinbringers of course) keep their footing by sending new players and other teams to last place. This is something that’s actually alluded to on W2D3, with the Beauties and Purehearts corroborating together to take down the Twisters.
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I also want to draw your attention again to these scenes here, where in the second timeline Rindo has Replayed to, Kanon already knows about Fuya challenging the Ruinbringers whereas before in the first timeline she didn’t, hence why she’s a bit more antsy this time around.
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The reason for this is because, due to the Wicked Twisters screwing up the balance of powers between the teams with their sheer existence and sending the DRS plummeting to last place on W1D5, Fuya has become more daring/reckless, desperate to etch out a win against Susukichi. While Fuya is noted by in the Social Network to have surprisingly strong Imagination, there's a reason why he and the the DRS are mainly in dead last.
Kanon and Motoi are the most powerful of the (non-Ruinbringers) teams solely because of their ability to manipulate things in their favour despite both being weak in psych/Imagination. In that regard they’re the most "successful" within the constraints of the rigged game. Fuya, on the other hand, while having strong psychic powers, isn't as wily as the other two in regards to their social prowess and failed to keep his team properly motivated and prevent them from feeling demoralized, which is shown most prominently on W1D5 where Rindo uses his time travel to reroute them from fulfilling their duties by playing on their desires in their moments of weaknesses.
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With this in mind, it's no wonder that Fuya became so desperate to risk it all against Susukichi. And while the Twisters do almost bring about change by beating the Ruinbringers, it ultimately doesn’t matter in the long-run due to how incredibly rigged the Shinjuku game is and as a result, the DRS are eliminated, getting rid of the Beauties’ and Purehearts’ safety net.
This kind of stuff is what I mean by Kanon being a perfect example of NEO's subtle character writing. At first glance, Rindo's nonchalant note of her behavior in the second timeline isn't anything to write home about, but it's when you look at all these individual pieces and start lining them up all together, a clear picture starts to be formed. It's what makes NEO so fascinating as a work to explore everytime I replay it.
The Reports make it especially clear that the teams have been through this experience for 30 LOOPS, which has left them teetering on the brink of despair and coping with the situation in anyway they can, with W1D5 (as noted before) and W2D4, as well as other segments, exploring this in more detail.
Imagine going through what is essentially a never-ending hell for weeks on end with no opportunity for rest so you come up with a system to at least stall the inevitable before a couple of kids come around to throw that system out of wack but it all ends up amounting to nothing. With this in mind, it’s honestly no wonder that a part of Kanon resents the Twisters for what happened, with her Dive on W3D3 bringing up all of these lingering feelings to the surface.
However, Kanon knows that the Twisters realistically wouldn’t know about any of that. How could they, after all? She knows that they’re fundamentally good kids at their core and knows that her feelings towards them aren’t fair so she keeps them buried to focus more on her tasks. She tries to take all of the responsibility upon herself and not let anyone else get caught up in the crossfire but this leads into one of her fatal flaws: her inability to trust in the capabilities of her team.
Throughout the game, it’s made pretty apparent that both the Twisters (Fret in particular) and the Beauties idolize her, with the latter propping her up as their Kween. And to their credit, Kanon IS a genuinely good leader, one worth looking up to. However, with all of those expectations comes a sense of isolation, a feeling that you HAVE to take on all of the burdens because if you don’t, who else will? This is shown when she splits up the Beauties when the threat of the Plague Noise comes around, not trusting their capabilities. However, all this did was leave the Beauties as slim pickings for the Noise, including Kanon herself. This is actually foreshadowed all the way back in Week 1, where she declines potentially recruiting Nagi because she doesn’t want to ruin the dynamic she and the Beauties have going.
This is also a reflection of how Rindo himself initially acts, not wanting recruit more team members because he’s afraid of getting dragged down into failure and having no faith in his or his teammates’ capability to achieve things for themselves. What’s interesting is that Kanon does it because she wants to shoulder the burden/responsibility by herself whereas with Rindo, he does so because he wants to AVOID having to take responsibility for any potential fallout, relying on someone else to do it for him. However, as the game progresses, Rindo gets better about this, learning to let his barriers down, reach out to others more, and trust in himself and his friends’ capabilities.
In fact, when trying to save Kanon, Rindo nearly makes the same mistake as her by asking Fret to split up, but when Fret shows up, Rindo and co. are down to support him. And although they didn’t succeed in saving her, they were able to grant her the opportunity to die as herself and gain valuable information on combining Fret and Nagi’s powers to combat Shibuya Syndrome that helps them out in the following days.
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Overall, Kanon is an incredibly interesting character with a lot going on underneath the surface (in a way, she’s basically Fret’s Hanekoma) and I hope that this analysis on her was able to at least shine some light on her various nuances.
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maleyanderecafe · 4 months
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Good day! I was wondering if your review on Restart Heart has changed after the new demo came out recently? If you haven't played it yet, I suggest trying it out and letting us know what you think of it.
After trying my hand at the updated demo, I can safely say that my personal opinion has changed quite a bit since the very first version. The MC seems a touch more like an insufferable prick now with how rude they are towards some characters, how "Mary Sue" they act in given situations, and how they overreact to certain events occurring around them. Their inner thoughts and rational thinking are nothing like mine as well, but that's more of a personal thing. While I'm aware it's currently still a demo and these events aren't considered "canon" by the dev, it isn't exactly doing a good job at persuading me to try out the finished version of the game once it comes out.
I do like that there are more than one "main" yandere now, however unfortunately none of the other characters aside from Ezra and Sammy really appeal to me. Each character seems very "stereotypical" and play into a very specific trope, but it's been like that since the first release so I'm not too bothered by it. I guess I was hoping for more developed and interesting characters in the update and got let down with the lack of improvement from the first version.
I'm also unsure how I feel about how overly "woke" the demo is trying to be? The overuse of Arabic phrases by Bess seems somewhat out of place and repetitive, so many characters are overtly trans or use their ethnicity as a base for their personality (especially seen on tumblr), the NSFW scenes [in the first version] feel like I was being babysat with the constant "consent check ins" and boundary implementations, and characters like Steph talk about their job [a pornstar] as though it's something to glorify or romanticize. The game's job is to make these characters appealing enough for us to pursue but I can't get over how forced/unnecessary their backstories and personalities feel. I'm transmasc myself but I'm put off by these constant reminders being shoved in my face at every turn, especially on the official tumblr page. I like that these sorts of things are being represented in a positive way (much less in a visual novel where it's so rare), but I don't like how constant and overplayed they are.
I will say that the writing has definitely improved in the new demo and it doesn't feel as overtly casual with the grammar and punctuation anymore (almost as if the narrator was texting me rather than talking to me). The characters have established connections with the MC now which I like, though I understand that this may not be everyone's cup of tea. The new CGs are nice too, however I won't comment on the updated art style since I personally prefer the scratchy anime style of games like TKATB, Mushroom Oasis, and even 14DWY [the first version]. I've always liked the music used and the GUI looks good, so I didn't mind not seeing much of an update for them in the new demo.
Overall, I have mixed feelings but I'm hopeful and optimistic that the finished version will be much better if the updated demo is anything to go by. I also hope there won't be a price tag on the finished product because as good as it is now, there is still so much that needs to be improved on to justify even a $5 label. These are my personal thoughts, though I'd love to hear yours as well.
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It took me a while to replay the new demo and then find the older demos since it's no longer on the itchio page (There is still a link for the third day, but I had to watch epsylion's video on the fourth day, which excludes some routes). I admit that while I am generally aware of what is going on with various vns and their updates, I haven't had time to really go through and play most of them, so if there is a game that I have gone over before but it has updated, feel free to send me an ask.
Restart Heart seems to have an interesting conception, with the game going up to it's fourth day, before eventually being pulled back into a shorter demo that encapsulates the first day, likely to revamp and improve on the game as a whole. As such, I'm not sure if I've missed anything specifically as I'm not on the patreon . As a quick recap, the general plot of the first demo was that the MC, Sugar basically went on a huge party rager after finding out their ex fiance cheated on them and got their younger sister pregnant. As a result, the four days that we do spend with Sugar and the other characters are generally Sugar attempting to get back on their feet with the help of Ezra and the other characters, Bess, Blaire, Sammy, Chris and Steph along with sleeping with some of them if you so choose to. The new demo is a bit similar but only covers Sugar before finding out about the cheating, with them having a smaller interaction with the rest of the crew at the chocolate place they work at (namely that they almost got crushed by a bunch of staplers).
I think compared to the four day version of Restart Heart, I actually prefer this new demo's Sugar to the old one, though that's likely going to change once they find out about the cheating that's going on. While I understand that Sugar is going through a generally horrible situation of someone cheating on them, I also find their behavior kind of hard to deal with and not that much fun to play with. This is just my general gripe with a lot of yandere vns, not just Restart Heart in particular, where the MC tends to be very cynical and dislikes doing... well anything, which to me is a touch tedious and kind of annoying at times. I also feel like from the four day version, they feel a lot more bitter and angry (again due to the break up) but also coddled very heavily as well. Understandably it is nice to have someone who is able to care about you and try to make things feel better when everything feels like it's falling apart, but to me it still feels very infantalizing in some aspects, with every character seemingly trying to nurse Sugar back to feeling better. It's likely more of a me thing since I've always been the type of person to drag myself back up by my feet, rather than attempt to rely too much on other people. In the new demo, Sugar has yet to experience this (at least from what I can tell) so is generally more stable and less prickly. I don't think it's particularly Mary Sue like in the new demo, considering that I feel like if my friend almost got crushed by a bunch of staplers, we'd all run over there too and make sure that they're okay, though I can see where you're coming from since most of the characters are revolving around Sugar in that sort of way. It's hard to say what kind of characters the Restart Heart gang will be considering that it is still a demo, but considering it did have four days already out, I can see what you mean. We don't get to see too much into their lives (outside of Blaire, I think which probably has the most characterization out of Chris and of course Ezra). It would be nice for them to do other things as well like go out on dates or just hang out more one on one (like going to hang out at the library with Sammy, for instance) to get to know them a bit more.
Interesting take on it. I did notice that Bess uses a lot of Arabic phrases, kind of like someone who is trying to learn the language and is attempting to use it in their every day life so that they can remember it. I don't think that specifically was the intention, but it did come off like that for me. I'm not really sure what you mean by "overtly trans or use their ethnicity as a base for their personality", do you mean as more of like that's their main personality trait? A very minor confusion I have with the game is the use of pronouns that are attached onto the characters. That in itself isn't really a problem but it does seem a touch redundant because there is a character bio for all of the characters that already has the pronouns on it. Not anything huge, but it is a strange decision to make. The checkins for nsfw content is generally a thing that happens in a lot of r18 yandere vns, but I do get that it does feel very babysitting like, especially if it's something that happens after the initial agreement.
I do agree that the writing has improved a lot more, with the characters written in a more lifelike manner and feels more like they have known Sugar for a while. I also agree that it's nice that they have more stronger connections to Sugar this time around. I think the music is good, though I do wish that they would change it up more since the same soundtrack repeated does make it a bit tiring (though this is likely just a demo thing). Lilith did a good job of coding everything as expected, especially with the pronoun, name, partner, nickname choices in the very beginning. There is a lot of variation for people who want to be called a specific way during the NSFW parts (though admittedly I don't really like most of them since well, I prefer submissive yanderes). They are doing a lot of projects right now, so it is hard to say when the full version will come out and what the quality will be right now. Hopefully it will come out well though, and there will be more yandere content that I can shift through.
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presiding · 2 months
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I'm not a new follower and I've been here long enough but i do have a relatively bad memory
So I've wanted to ask, what's your opinion on "Dishonored: death of the outsider"?
Right now I'm replaying Dishonored games not in the release order, i already finished DH2 and started Daud dlcs. Maybe I'll go for vanilla DH later
But thoughts about going through death of the outsider again makes me feel something that i can't explain... 😬
It has some interesting ideas but antagonists are underused. Locations repeat a lot. And Billie herself deserved SO much better than whatever is going on with her character
I'm genuinely debating if i should revisit *this* one or pretend that DH2 is the last game. I know that some people love DOTO but i can't find strength in me
love to chat about death of the outsider, ty for the ask!
i feel your pain. it's the one game i struggle to revisit. but! i was thinking about your points and how DotO has the feel of budget cuts.
it's been about a year since my last DotO post - so, essay time -
a measured response to common DotO criticisms
(the thousand bugs of dishonored 2 I had borne as I best could, but when doto ventured upon sidelining billie and retconning daud's arc I vowed revenge*
*can't resist a cask of amontillado joke
criticism is easy and creation is hard, so, if this isn't the type of response you wanted, you can read my other DotO posts:
how i'd write death of the outsider
that post i did after trying to play doto a third time and couldn't make it past the opening scene (you might like my tags on this re: your comment "makes me feel something i can't explain")
billie lurk as a nonprotagonist & misogynoir (more on this below...)
gonna leapfrog off your comments cause I agree!
antagonists are underused/locations repeat a lot.
who is steering the boat?
let's start up at the top; everything stems from there.
DotO was caught up in ownership/transition issues. here's an article about harvey smith and raphael colantanio at that time. if you didnt know, colantonio is the main founder of arkane (semi-related but just for fun look his appearance up then go through arkane's protags and tell me what you notice...).
quote from harvey smith re: DotO -
“Then, just as I move back, [Colantonio is] announcing that he’s leaving. Going forward, I’ll focus more and more on the Austin studio and what we’re going to do there. Death of the Outsider is my wrapping up with the guys in Lyon – the first half of that we planned together while I was living there, but the second half was worked on while I was living in Austin. I’ve been communicating with them through video conferences and stuff, so they carry a lot of the load of the second half of it.”
so the founder jumped ship and the co-creative director has to step away from his usual position (over to sinking ship Austin). meanwhile, DotO is still in development. i'm a big believer in people making art, and not companies (even in this article Smith acknowledges much of their "secret sauce" can be traceable to specific devs but i digress)
$$$ kaching - some speculation
on the note of founders - past this point in arkane's history (ie. the main founder stepping back), arkane would have been being primed for sale. this translates to high scrutiny on project expenditure (such as hiring cheaper early career staff, hiring less workers, denying your best staff raises causing them to leave and hiring cheaper workers in their place, etc) to make the company's EBITDA look more appealing to buyers (briefly, its the piece of paper that proves you're profitable). based on speculative timelines, from a purely $ perspective within the first year of dh2 being released is when you'd be looking to slim down your capitalised expenditure (aka: cutting staff while the revenue is at a peak to make number go brr and make your company look like a better investment) because to maximise the profit of a company's sale, you really have a great track record for a few years.
this is purely speculation based on timelines. companies are very careful to hide when they're doing this, ideally they want ~3 years of a great track record (and staff that will keep working their hardest).
big goals and no money
DotO was meant to be a two-part DLC like the Dh1 DLCs, so shout out to what could have been made if their original pitch had worked.
On locations & antagonists & budget - this dev's site discusses the Conservatory level in game AND specifies it was budget constraints being the reason for cutting off traversable area from that mission. Great link for comparing the original level & the DotO version, especially re: your point about reused assets/levels.
We could pick other examples here but this post is already long so -
Billie herself deserved SO much better than whatever is going on with her character
i would forgive this game anything if there was any good billie storywriting.
:')
its never just the writers
after revisiting articles to fact-check for this essay, i've seen a lot of articles blaming writers by name (you didn't do this anon which i love <3)
games are made by teams, and decision making is generally done top-down, so blaming individual contributors is shit. 1) writer's pay isn't good enough to cop this kind of abuse. 2) it's rarely in their control - you can write a beautiful scene only to have that level cut due to costs (etc), and then you need to work out how to make the story make sense. ideation & decision-making are separate and i guess 'this idea was [X]'s' should not be mistaken for 'this is the fault of [X]'s.'
on hiring fans (& imm-sim writing strategies)
the new writers [...] already had an idea of the world, as they’d seen it from the outside, as fans. “These are all people that knew this world we had created and they took it as canonical, as the gospel. Whereas, for us, it was bits and pieces we’d made up along the way.”
as someone who used to hire writers, and i promise this isn't in bad faith: don't hire fans unless your priority is cost then, sure, fans are likely to put in overtime (and not be in a position in their career where they can ask for higher remuneration - they'll pay the passion tax to be involved).
writers (esp new career writers) have to be open to receiving feedback assuming healthy/functional processes, and being a fan makes that harder because you care more. and, as a fan, you know what loose ends exist and that's where you'll naturally jump to, even though writers should start with target audience and branding, and build from there. if i expand on this i'll get offtopic so let's keep going!
DotO feels lifeless because it doesn't add anything to the DH universe, it only takes away by closing storylines without the satisfaction of closure. sure, stuff was added - the cult subplot, locations, some NPCs/enemies, etc. but they feel like part of the objectives, not part of the dishonored universe. you can feel the decision-making process when you play: there's a feeling that the priority was to finish the assets required for missions, instead of writing a story that feels immersive.
compared to standard videogame writing, where you can generally get away with "everything you touch and read relates to your objectives as the protagonist", as an imm-sim writer, you need to focus on:
how does this text build the universe so that the player feels like they're only seeing a small part of the world?
of course - this is difficult with budget/time concerns. i've said it before but this is part of why we rarely have games as rich as dishonored 1 & 2, because imm-sim design philosophy flies against the current videogame industry trends of microtransactions & cheap-to-make addictive mobile games. given a tight budget you focus on the high level story, but player immersion is a function of details.
most likely, dh2 was the end of an era. typing that out makes me sad.
what did the devs say about writing billie
*breathes deeply*
the death of the outsider protag was originally pitched as being about a regular human, someone not related to emily and corvo but instead an overseer or a brigmore witch. daud was also pitched.
this could have worked! really cool to have a nobody, or a heretic, or an overseer, be involved with the death of a god. and i've mentioned before that storywise DotO's protag could have been anyone (i think i made a joke about wyman? hah) and wouldn't change the story much, bar some daud bits.
quote from the same article:
eventually Arkane settled on Billie Lurk, Emily's companion from Dishonored 2. [...] Bakaba tells me that because Billie had already received her redemption arc in Dishonored 2, Death Of The Outsider's story could be about something more than that.
welp.
so there's two things here - a redemption arc claim, and DotO's actual story.
in addition to not being the first pick, the view was that billie's story was over. i question the 'redemption arc' claim - sure, billie helps the protag in dh2 but after her confession, if you tell her she's changed, she brushes it off and you part awkwardly without forgiving her... does that count? if a tree falls in the forest and no one is around to hear it does it make a sound? if a character redeems themselves but the story never tells you, are they redeemed?
billie's role in dh2 isn't really that different to the dlcs, where she follows you around being Mr Exposition while withholding a LOT of information that could have actually helped the protag. given DotO's plot, going after the killer who shaped her doesn't scream 'reformed' either. ludonarratively speaking, the lack of chaos implies billie never changed from being a callous killer - which i'm not against, it would have been a cool story.
and! contrast this with daud who already had his redemption arc!
When first conceptualising Death Of The Outsider in around 2014, Smith and Duval knew they wanted two things: Billie Lurk being used to get to The Outsider himself, and closure for Dishonored villain (and later ally) Daud.
in the two DLCs, as we know, he comes to realise his actions sucked, and as the player you actively make things right (related: my post about ludonarrative dissonance in dh2). so if billie had "already received her redemption arc", why was this another daud story?
imo this isn't a budget issue but a misogynoir issue. "we want this story to be not about the protagonist so any random NPC will do, how about we go with billie lurk and get a black woman as a dishonored protag?" this logic, which is what i'm reading of the above two quotes, feels frustratingly tokenistic when she's an established character with a rich background. it's an example of surface level diversity because DotO is not about her by arkane's own admission. it's a similar vibe to the companies who say they have a diverse team but you check their staff page and all the people of colour have 'assistant' in their title and the board is all white, so it's not people of colour who are driving the business. maybe this was entirely by accident but these accidents add up to systematic failure - billie gets her own game but never her own story. it feels like she got assigned the caretaker role for these two guys. great.
for fairness, let's compare to dh2. corvo & emily are relatively hands-off protags in terms of their ongoing thoughts about their surroundings and the lore placement about them specifically is sparse, and this style continues in DotO. the issue is the core narrative: corvo & emily are both the protagonists of their story in the sense that dh2's story reflects their goals ("take back what's yours"), whereas Billie is an established character who has arguably little reason to go along with each mission. worse, the main plotline she's literally forced into going along with. in the opening scene billie gets assaulted and still helps the guy who assaulted her.
fundamentally, DotO's narrative is not about billie but about daud and the outsider, and this article makes clear that was by design.
whats the takeaway
DotO is the weakest entry in the Dishonored series for most people, and blaming budget & a corporate changeover makes me feel... uh well it doesn't really help me tbh but your mileage may vary. it does interest me to think about what we could have had!
for me, my opinion is that if writing billie was a priority (link to my own post where i describe the feeling of playing doto as someone interested in billie) arkane would have made it a priority, even amidst constraints. billie's redemption arc was not resolved imo, and putting her in a game without a chaos system feels like as much a backwards slide for her as daud's plotline to kill the outsider was for his arc.
we absolutely 🤝 on not being in a rush to play the game again.
on the upside. dishonored 2 is a really wonderful game and i love it very much.
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emblemxeno · 2 months
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"So tell me... How was it, being alive...?
Xenoblade Chronicles 2 Replay Overall Thoughts!
I blazed through the last 3 chapters in about a week cuz I've been on a crazy high with this game lmaoooo, so here's a last post about my replay of this game and how much I like it overall. Spoilers ahead just in case!
-Gameplay! XC2 is a definitive example of having a high learning curve, but being so exceptionally rewarding.
While I'm less aggro over the game's tutorials than some are, I still agree that the game doesn't go into as much detail as needed to fully exlore the mechanics. A double edged sword of the game as a whole is just the amount of stuff that's involved in just its battle system. Arts, Specials, Blade arts, driver combos, blade combos, accessories, pouch items, affinity charts, etc. Being lax in just one of these things makes the game more of a chore to play than one would expect. But being aware of all of them makes the combat fast paced, strategic, and explosively fun.
But the gameplay isn't just fighting. It's also exploration and quests. XC2 features many gorgeous landscapes to behold and places to visit. Comparing to XC1 though... I like XC1's exploration mechanics, locations and secret ares just a tad more. However, XC2 has the worldbuilding trophy down pat. Certainly XC1 has its justifications for some areas not being populated or the backstory being lined with populous centered conflict, but it is that difference that makes XC2 more appealing in a "worldly" sense.
The politics of Alrest, its underlying message of idealism vs nihilism, building a future that defines and shapes future generations, even the nods to environmentalism and climate change. All of these are poignant and everlasting messages just as applicable today as they were when the game released. So IMO while Bionis and Mechonis are more fun to traverse, Alrest is more fun to experience.
Similarly, quests differ in this game compared to its prequel. XC1 had quests from the moon and back, at times to its detriment, especially the generic ones. However, it made up for that with a strong affinity chart made relevant by NPCs with memorable personalities and objectives. XC2, on the other hand, cut the chaff with the number of quests to be had, but along with that there was a noticeable dip in NPC quality. While I can't easily remember names of townsfolk in either game, XC1 still has the benefit of ties and links being foundational to its questlines that I can pick details and objectives from them out of my brain. XC2 sadly doesn't have that. A best of both worlds scenario exists in the next game, truly fitting tbh.
-Aesthetics, Presentation, and Music!
The game looks great, though definitely dated, most notably in animations and FPS performance. The worst of it happens in crowded city areas, especially Torigoth, which isn't a good sign for such an early locale. Overall, though, it turns out not to be too bad in the long run. You'd expect Mor Ardain and Tantal to have similar issues, but they really don't, at least as far as I know. For sure there's room to improve, but for a launch year Switch title? Very nice.
The ultimate dead horse of this game is its character designs and voice acting. For the latter point, it is pointedly rough especially for the middle chapters of the game, as you can hear the lack of direction from normally great actors. The last 3 chapters though is one stellar performance after another, and proves that talent along with even half decent direction goes a long way, and that it should be a lesson learned that a glaring issue like this not be repeated.
Character designs is touchy obviously. Pyra and Mythra sharing the lead role with Rex while having... let's say 'eclectic' outfits is very much a choice. I won't go into optics of such, as I'm not a woman and therefore don't have the wisdom or experience to comment on this point in a way that's very informed. What I will say is that it's nothing new for Xenoblade, or for the Xeno series as a whole. Is that a justification? No. But it's tried and true at this point.
I like their designs just fine (I also like Rex's for what it's worth). Now some rare Blade designs? Could've gone back to the drawing board. Dahlia is even more of a dead horse subject, but even Nim and ESPECIALLY Newt are ones that I just get the ick about. Talented artists for all Blades no doubt, but the designs themselves are just... yeah.
MUSIC oh god the MUSIC of this fucking game. Great orchestral tracks, electric guitar prominent rock, CHOIR LEAD PIECES, and the solo singer songs like Drifting Soul??? PEAK. Absolute peak. Every track hits where it needs to and then some.
-Characters and Story!
To repeat my earlier points, I adore the touches on the politicization of stuff like usage of mass weaponry, war resources, idealism/nihilism, religious dogma, climate change, and even identity optics. Every one of those points is supported by a stellar main cast, and a surprisingly solid supporting cast.
Rex starts as an idealistic child, with very staunch black and white beliefs. But being mentored by not just Vandham, but also Morag and Zeke, gives him perspective and growth to be the leader and hero Alrest needs.
He can say he's not involved in any war efforts by refusing to salvage weapons, but he realizes that war is more than just weapons. He can have a grand idea of going to Elysium, but how's he gonna do it in actuality. He may share Pyra and Mythra's physical pain, but how does he, as their partner, respond to their pain of being? Their emotions, the fear they carry, how they feel they're threats to the world and are better off erased?
Being an adult means respecting your loved ones decisions, being a hero means not going back on your promises or your fight to do what's right, being a leader means sometimes you have to work with compromises, being the Driver of the Aegis-no, the driver of ANY Blade, means accepting them as all they are, the good and the bad.
But all these lessons would be a bit meaningless if Rex wasn't so in tune with himself in the first place. Rex is more than just optimistic, he's full of love and hope! He's at his strongest when he remains true to that, and only falters when he lets his doubts get the best of him.
It helps that his friends give him something to learn, support, or aspire too, all while having their own developed characters besides that. Nia being of a similar age to him shows how even young people can be jaded by the world treating them horribly, but can just as easily propped back up when they no longer have to fear being themselves. Tora serves as someone who Rex can inspire and share a journey of growth as a Driver, and there's no better path of learning about your own strengths and weaknesses than being a teacher/leader yourself. Morag and Zeke show a positive example of what adulthood is towards the new generations; the former retains her love of her homeland and helps ground the party in reality while becoming more accepting of leaning on others to help without her pride getting in the way; the latter challenges tradition and stagnation, but instead of throwing the whole past away, he wants to confront it and find the most authentic and honorable way to move on.
The politics of Blades' relationships with humans as well... Gramps and Dromarch provide unflinching support to fall back on, being wise "older" members; Brighid and Pandoria deal with the idea of self, the former wanting to learn more about her past despite its apparent futility given the memory loss and the latter going through a then secretive (and possibly dangerous given what happened to Haze/Fan la Norne) procedure because she loved Zeke that much. And Poppi is such a smash hit character, being a composite of impressionable yet idealistic youth, the trials of finding your identity despite abnormality, and being fearful of your own capabilities should they come to harm people in the future.
Jumping off from that, both Pyra and Mythra are just so damn good. Besides their general personality difference, Pyra is surprisingly forceful (chapter 6 climax) and Mythra surprisingly sentimental/sweet (chapter 5 end). They treat each other as sisters because Mythra is just that kind of person, she's not snappy or controlling, she lets Pyra be herself. Both are afraid of their power, hence they want themselves erased from the world; but bonding with someone who was never scared of them or what they could do-something Addam admitted that he was unable to-changed their outlook: they love this world. No longer the pitying "this place would be better without us" type of love, but the "I want to remain and work to sustain this beauty and kindness" type of love.
In contrast, Amalthus is what happens when you let the world's ugly parts dictate your entire outlook-he hates himself just like Pyra and Mythra did, like how Jin and Malos do. Rejecting change by using religious dogma and enforcing control over the world through the core crystal cleansing. Killing Torna's legacy, and blackmailing Tantal. When you hate the world, hate yourself, and have the power to end it, be it through swift destruction or 500 year long stagnating rot, you'll do so.
That outlook is poisonous and is easily spread-look at any far right campaign today and see how they use similar fear mongering, rejection of change, and discriminatory exclusivity! That's unfortunately how a lot of people operate, and that's how people get broken by the systems that harm them and either led to violence (Jin) or wanting to escape by any means possible (Pyra/Mythra). That's why the hero being Rex, an upstanding youth wanting to change the world through optimism, love, and acceptance, means so much as a message. It's incomprehensible to those who don't want to listen (or who benefit by rejecting it) but is given support by victims looking for an answer.
That's the difference between existing and being alive, and ultimately that's what broke me during the final scenes of the game. Malos never existed as more than a machine, basically corrupted by a virus that was Amalthus' misanthropy, but Pyra and Mythra got to live. To witness cultures, meet and talk with people, fall in love with them, have laughs and shed tears. And when that light was reciprocated, they learned they didn't want to die for Alrest's sake, they wanted to live for it.
"So tell me... How was it, being alive...?" is terribly tragic and incredibly heartfelt, because, as Morag says "Most people go their whole lives without finding a meaning to it." I still don't even know if I have mine, or if I'll even find it, and when Malos said his final line that's when the tears started running. A being who sees himself as a monster, who never got to be anything but a destructive burden on people, but who went out with a smile when he realized that had he been awakened by people like Rex or Jin before Amalthus came into the picture, he could've had a life full of love like his sisters got. A life that we all can get. A life that we aspire to and deserve.
How this game manages to capture the emotion of the human mind, is endlessly impressive. A splendid journey from beginning to the end, in spite of some rough spots here and there.
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I'm probably gonna take a break from Xenoblade for a little bit and jump back into FE in the meantime. Thanks to all who kept up with my XC2 shenanigans lol.
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asaka-lucy-dr-rc · 2 months
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HAPPY BIRTHDAY ASAKA🎉🎉🎉
I don’t know if I’m too late or not but I wanted to say Happy Birthday!!!
I don’t really have much and I didn’t have too much time, so here are some small drawings I did for brainstorming ideas for an English assignment alongside a photo I took of Hajime and Nagito in tomadachi life?
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I also have a Small Ramble about Hajime Hinata for you!
Hajime is my one of favorite characters because he's the perfect balance for a protagonist. The story uses the fact he's "basic," and gives it life. His story is of someone who is so insecure, depressed, and feels so inferior about being talentless that he gives up his own life just to be something he can be proud of. Just so he can be something worth remembering. He finds his own strength, not only that but he decides he won't live in the past but rather the future and present. That he'll decide his own future, no matter what happens. In contrast to class 78th they're basically the school dropouts after all, they don't know how life will go, but they'll figure it out. They'll make their own future, together! Out of all of the protagonists and messages the Danganronpa franchise has, Danganronpa 2 resonates with me most. Hajime has a wonderful story, a fun personality, a cute appearance, and is a beautifully compelling and charming character. He’s honestly adorable, he’s such an introverted realist a lot of the time haha!
Hope my Ask is enough to make you smile for your birthday, Sorry if I’m late!!!
sorry I don’t have that much to say about Makoto… I LIKE HIM TOO THOUGH!!!
Ohhhh my gosh your drawings are SO CUTE!!😍😍 Thanks for showing me this, Zen! I knew you had good drawing skills (I must have seen your drawing of Nagito in your YouTube video) but I didn't know you drew such lovely and funny things, so this is a pleasant surprise! 😆💕 hehe, it seems like Hajime is yelling something at Nagito every 5 seconds or so. I’m happy to see these silly boys!
I also didn’t know you have been playing Tomodachi Life! I have never played this game myself, but I love looking at the screenshots of this game. Did they become good friends with each other in that world? It's so nice to see them together on the beach under the stars! (ㅅ´ ˘ `)✧.。.:*
And thank you for telling me the reason why you like Hajime!💖 I totally agree with you that he has a wonderful story! I didn't notice it the first time I played the game, but when I replayed it and followed the story from the beginning, I found that his sense of inferiority is described well before he knows he's a reserve course student. I haven't checked how it's expressed in the English translation yet, but he tends to use the phrase "俺なんか" a lot more than other protagonists. “なんか” is an ambiguous word, similar to "some" in English, but it is an expression of self-deprecation to use it after the first person (俺). He has a subconscious tendency to be self-deprecating even though he has lost his memory, but I think that is why he easily falls for people who are kind to him. In fact, he was very shocked when he realized that Nagito might be the culprit in the first class trial, saying, "You were so kind”. It's very cute how he felt that way about Nagito even though they only met for the first time two days ago. ( *´艸`)💖 (He is rather cautious and suspicious of things, but I feel that in relationships he easily falls for others!)
As you say, the process of how he, who originally felt inferior and introverted, becomes determined to make his own future is very touching, and his personality itself is what makes him so cute and appealing. Honestly, when I first saw Hajime, I wasn't attracted to his looks at all, but now I think he's the cutest guy ever. I feel happy whenever I see his cute smile!😊💓
Thank you so much for this wonderful gift and taking the time out of your busy schedule! Your message definitely made me smile! I was actually in the process of preparing a post that would sort of summarize the birthday gifts I received, but your message came just in time for me to post it. So my birthday has passed, but in that sense you made it! 🥳
I'm happy and grateful every time I get a message from you. Hope you have a great day! 🫶✨ And I hope to hear more about your thoughts on Makoto sometime! 😆
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anneapocalypse · 3 months
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1, 2, 4, 8, 19 for the dav meme!
Veilguard Hype Ask Meme!
What was the first Dragon Age game you played?
Origins! I've been here since the beginning. Alongside Fallout 3, it was one of the first RPG video games that absolutely ate my brain. I have fond memories of sitting on my futon playing DAO for like 16 hours straight, forgetting to eat and destroying my back.
2. Which Dragon Age game is your favorite so far?
This is always such a hard question for me to answer, because the three games are all so different, and I have deeply fond memories of all three of them, and I can also look at all three pretty frankly and see their flaws even as I still enjoy them. I think if I have to name a favorite though, it's still Dragon Age 2. Something about its structure and scale, the creative and unusual use of place and time, and its themes, really appeals to me. I've also come to really like the personality lock-in feature even though it does place some limitations on role-playing, and I love the friendship-rivalry system. I love it so much. I think it makes for much more interesting character relationships than simply "Does this character approve or disapprove of my actions?" Are there things about the other games that I prefer, of course. I want to be able to play as an elf or a dwarf or a qunari, for one. But even after all this time, DA2 still hits me a certain way. I love the other two games as well. There's just something about Kirkwall.
4. What does your worldstate look like going into DAV?
So I have like five or six world states and I don't consider any one of them more canon than the others, but I will be going into Veilguard for the first time with Rogues Gallery, which is exactly what it sounds like (and which means the one thing I know about my Rook is they'll be a rogue), featuring Jolene Cousland, Mallory Hawke, and Calla Cadash.
Basic rundown:
The Circle was saved, Connor and Isolde both lived, Zathrian broke the curse, and Harrowmont is King of Orzammar.
Jo romanced Alistair and convinced him to do the Dark Ritual.
They stayed Grey Wardens and rode off into the sunset together.
Anora is Queen of Ferelden.
Nathaniel is alive.
The Architect was spared.
Vigil's Keep and Amaranthine were protected.
Jo went off alone to find a cure for the Calling, and Alistair was left in the Fade.
Carver is dead, Bethany is alive and a Grey Warden.
Mal romanced Isabela. (In my headcanon, they later become a polycule with Merrill but of course that's not in the game.)
She rivaled everyone except the rogues and Merrill.
Bartrand is dead. Varric kept a piece of the idol.
Aveline did not marry Donnic.
Feynriel went to the Dalish, and then to Tevinter.
Clan Sabrae was killed.
Merrill did not destroy the Eluvian.
Mal refused to take any kind of a stand until the very end of Act III where she heaved a big sigh and sided with the mages.
She disapproved of Anders' actions but spared his life.
Mal is still alive and kicking.
Calla romanced Josephine.
She conscripted the rebel mages and the Grey Wardens.
Alistair was left in the Fade.
I left off with her right before Wicked Eyes and Wicked Hearts, so I am not sure of her decisions from her onward! But I do plan to finish this playthrough before Veilguard comes out. :)
8. What faction are you most excited to learn more about?
I'm pretty hype about all of them, but I'd say the Lords of Fortune and the Veil Jumpers the most since we know the least about them!
19. Are you planning to replay any of the previous games, watch Dragon Age: Absolution, or read any of the books/comics/short stories, or are there other games you want to play in the meantime?
I do plan to finish my current playthrough of Inquisition (Calla's playthrough) which is still incomplete. Beyond that, maybe I'll re-read some of my favorite Tevinter Nights stories. I spent about three years (2020-2023) playing the whole series on repeat like 5-6 times and reading and watching all the side content I could get my hands on, so... I'm probably good on that front. ;)
Final Fantasy XIV is getting a new expansion, Dawntrail, in just a couple weeks, so that should occupy a good chunk of my summer, and I expect I'll be ready to play some more Dragon Age in the fall in preparation for Veilguard! (Would love to get an actual release date, though.)
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stevetown · 8 months
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Mass Effect
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Playtime: 19h7m Completed: January 11, 2024
I had attempted to play the original Mass Effect years ago, but I never finished it. I was playing a fairly straightforward Paragon leaning Shepard and right after Virmire I felt like I had seen everything the game could offer and stopped. Mostly I was bored, and I didn't know how close I was to actually just finishing the game.
This replay...this replay was different. First of all, I decided to play Renegade, very much against type for me. I had shied away from being "evil" because that didn't appeal to me, but it didn't take me long to realize Renegade in the original Mass Effect was less mustache-twirling villainy and more selfish assholery. The first time I shook an NPC down for more credits after doing a fetch quest for them, I felt a rush. I can play like this? I can just strong arm people into giving me more money? And not only does the game allow this, but it seems to encourage this behavior by giving me way more fun dialogue than the Paragon route? Hell yes.
Secondly, FemShep is the way to go, my goodness. Just a much better vocal performance by Jennifer Hale that manages to delicately balance Renegade and Paragon play styles by perfectly pitching neutral choices that still felt true to character. This meant that even if I didn't want to pick a Renegade option (no, I decided my Shepard wasn't the type to Do a Genocide), I felt encouraged to choose whatever option just felt right. This gave the game a natural flow that was, to me, the ultimate narrative role play.
On release, I remember people making a big deal about how Mass Effect was the first game where your choices mattered. What you did would influence and change major aspects of the game! While that's true (Virmire being the epitome of this), I also remember a backlash where people were complaining that yeah, you could make a handful of big choices, but they're very telegraphed and the plot was going to shake out largely the same regardless. They don't really matter.
What this playthrough taught me is that the first group was correct, but for the wrong reasons. Mass Effect's choices are impressive as hell because of all the micro reactions to your choices. My Shepard had friction with almost every character, and watching her slowly corrupt Garrus by encouraging him to put a bullet in all his enemies with no remorse was gleeful. Being an asshole gave me so many wonderful funny interactions that felt true to the character I wanted to play, the characters in the world, and kept the main plot totally intact. That's an incredible needle to thread. Mass Effect deserves props.
So for folks who gave the game a try and were bored by being a goodie two-shoes Galaxy Jesus, you have my permission to be an asshole. Be selfish. Get a little static. Let the council die (or not!). Make it interesting. You're not going to ruin the game, you're going to deepen the experience a thousand fold.
I didn't let him out.
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sage-nebula · 1 year
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I've now finished all available story content for Pokémon Scarlet in my replay, and with everything fresh in my mind again, I want to share some Thoughts™. Note that these are only thoughts on the storytelling, and not on any other elements (gameplay etc).
First, on the original scenario:
While I don't think that this is the greatest story in a Pokémon game yet like some others do (I still think that honor goes to BW), I can definitely see why SV's story appeals to those that it does appeal to. Arven's story is heartwrenching, and Penny's / Team Star's is relatable to anyone who has had to suffer bullying, only to be labeled the bully themselves when they try to do something about it. Nemona's story unfortunately suffers the most; you don't really get any insight into who she is or what her struggles are until post-game, and even then you have to seek her out to discover any of that. It makes sense, in a way; Nemona is mostly just there to give the player incentive to tackle the Gym challenge. Still, it's unfortunate because I think that her character (an Ace in every way who is therefore isolated from her peers as a result) is one that would have been really interesting to explore in more depth.
Having said all that, I think the biggest detriment to SV's storytelling is that it keeps the three rivals completely separate until the trip into Area Zero, with the exception of a bit of bickering between Nemona and Arven in the beginning (and a tiny bit of Penny's added in when you're about to leave on the Treasure Hunt). I think most in the fandom agree that the trip into Area Zero is SV's strongest point; unfortunately, none of the Area Zero stuff is truly relevant until that point, and the rivals don't get to talk to (and therefore befriend) each other before that point, either. As a result, it makes their friendship in the end feel forced / weak. They have a few conversations in Area Zero and now they're besties? I don't really buy it. Especially since they spent the first few conversations antagonizing each other.
Instead, I think it would have made everything a lot more cohesive to have the three of them interact with each other at different points throughout the main story. Either they could happenstance cross paths whenever one of them is talking to the player, or the game could have taken a truly original track and have the school send players out on the Treasure Hunt in groups of four, grouping Arven, Penny, Nemona, and the player together in one group to travel across Paldea together. Of course, it would seem a bit busy to have all three rivals constantly running alongside you, but there could have been a base camp that all four would return to at the end of the day, and we could have had interactions between them there. Showing the three rivals befriending each other over the course of the entire Treasure Hunt would have made them cementing their friendship in Area Zero (and things like Penny calling Nemona and Arven treasured friends on par with the Team Star bosses) make a whole lot more sense.
A quick aside on Team Star — I think Game Freak fumbled this storyline pretty badly. Penny's Not Reveal aside (who didn't know she was Cassiopeia, like . . . really), it seems that what Game Freak wanted with Team Star was to make the whole team, grunts included, victims of rumor mongering. This is made apparent at the end of the Caph Squad segment, when Clavell brings up that there are rumors of Team Star bullying other students, and Carmen is like, "After hearing what we all have to say, do you really think that's the case?" And that's fine, except . . .
We are shown that Team Star grunts bully students at the start of the game.
Granted, it is only one scene. But our introduction to Penny is her being harassed by Team Star grunts to join up, and then them turning that aggression onto the player. It's contradictory to show us that some Team Star grunts do bully other students, only to then backpedal completely and say they don't. And I think that this could have been used as Penny's motivation; that, instead of being worried about her friends being expelled, Penny realized that the organization was way too big and that bullies were using it as a shield to bully other students, and that that's why it had to be brought down. Bringing this to the attention of the other bosses could have also been used as their motivation to step down, which would have made a lot more sense than the "well the rules say so." It would have further cemented the fact that they were victims of bullying themselves who would never want to see anyone else bullied again, either.
But back to the main story — aside from thinking that it is a waste that we don't get to see the rivals interact with each other and build their friendship up over the main story, I also think it is a waste that the absolute coolest part of SV's story (the Area Zero lore) is completely packed into the final segment of the game, bearing almost no relevance otherwise. I mean, true, Arven is searching for the Herba Mystica to heal Mabosstiff, and that comes from Area Zero. But we don't learn why he has that book, what relevance that book has, or what the professor was up to until the final segment of the game. We're told Area Zero is off-limits because it's dangerous, but aside from the fourth Titan battle (or was it the third?) we don't see any paradox pokémon on the surface or learn anything about the professor other than that they are Arven's parent and they invented the Tera Orb. And I think that is a waste; there is so much cool lore in SV, and the professors themselves are fascinating characters because they're not exactly good but they also aren't evil, but we just don't really get to engage with that until the very end of the story (and now the DLC). I'm not entirely sure how this could be fixed without completely reworking the story (though I'm sure I could come up with ideas if I found the time to think on it), but it's just disappointing that the best part of the story is at the very end.
All in all, I don't think SV has the worst story in the series. That dishonor still goes to XY. But I think that it's a shame that its strongest points (the rivals + the lore) are things that just didn't have the right amount of investment into them. I think that having the rivals at bare minimum get to interact in scenes throughout the three campaigns would have helped their characters and relationships and would have better sold the "they are besties now" ending to the Area Zero segment. An even better solution, imo, would be to have them all accompanying the player on the journey even if they aren't always on-screen together, with designated camping scenes at different points in the game, more little micro conversations (albeit ones better worked in; something like skits in the Tales series would work better than what we got in Area Zero), and perhaps continued arguing over which way the player should go next, since they all have their own agendas, too. And as for the lore, just being able to see more of an effect Area Zero had on Paldea would have helped with that a great deal. Have more paradox pokémon escaping and people freaking out about it, have the A.I. professor guiding an unwitting player into making the situation worse somehow. Something, so that we're given reason to really want to go into Area Zero at the end, versus just "well the professor said to, so I gotta."
Anyway, those are my thoughts on the storytelling in SV. There are a lot of weaknesses, but those weaknesses mostly stem from the potential that is there that was not realized. I will say that so far the story DLC has been a step in the right direction, especially where the Mossui siblings are concerned; the two of them knowing each other so well and having a pre-existing relationship does a lot of their characters, both individually and together. Now we just have to wait and see if the Indigo Disk DLC sticks the landing. I really hope it does.
But for now, I sleep.
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zorlok-if · 2 years
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I've talked in the past about launching a Patreon and that's something I'm working towards. One of the tier perks would be access to interactive TTRPG games with characters from Zorlok (and beyond...). So, I wanted to get an idea of what campaigns people are interested in (but, in the future, these polls would be reserved for specific Patreon tiers). The top two will have at least one episode each—meaning one in-game session—available on Patreon when it launches. Here are options for the first round. If you have any ideas or suggestions, feel free to send those in. Under the cut you can find more info on the concept, each idea, and a list of characters I'm thinking of as potential players for each campaign (there will be another poll to determine the casts once the first round of voting closes).
Note: you will be able to vote for your second choice in a separate post.
More details on the above options:
The Idea
Many people spend their nights at the Casper Guild Hall. From locals enjoying the atmosphere and amenities to travelers looking for a bit of fun, everyone is welcome within the guild's warm, wood-paneled halls. You first come to this establishment to learn more about the open TTRPG campaigns run by the guild's founder, Fallyn Hart. All are welcome to join in, so what games will you play?
The campaigns are presented as branching narratives within a unique interactive fiction game. This game is non-canonical and set before the events of Zorlok. Create your character and the PCs they play as. Enjoy compelling tales with high variability and replay value. Play alongside a fun cast of characters and interact with them both in and out of your campaign sessions, learning more about them and building meaningful relationships.
The Campaigns
The character lists indicate which story the character is from and if they would be an RO option in the campaign. If the character has a post where you can learn more about them, that will be linked the first time they appear on this page.
Z = from Zorlok, M = from Mousetrap, HK = from Hades' Kitchen, CG = from Creating Goncharov, SP = from System Processing; if RO is included after, there would be optional sexual/romantic/both relationship options for that character
Keep in mind, these are potential lists (they're just the characters that would likely appear in the next poll where the top 3-5 would be chosen).
(1) sexy, regency-ish fey court
If you're familiar with A Court of Fey and Flowers: yes, basically that. If not: political intrigue where you play as a representative of a fey court hanging out with other fey at a magic festival. Optionally, very sexy and/or romantic. Always, very fun and chaotic. [ choose your fey court and your position ]
Potential RO characters: Dev (Z, RO), Celestial (Z, RO), Danny (Z, RO), Ciel (Z, RO), Rose (Z, RO), Adam/Eve (Z, RO), EJ (Z, RO), Nasir (Z, RO), Andrey (CG, RO), Katya (CG, RO), Adonis (HK, RO), Cecil (HK, RO), Alaric/Aria (M, RO), Jovy (M, RO), etc.
(2) murder mystery at a monster university
Students at a university (for monsters) find themselves trying to solve a murder—some hoping to get justice for the victims, some hoping to clear their own names, some hoping to come face to face with a murderer. Who knows? Maybe the killer is closer than you think. [ choose your monster and your major ]
Potential characters: Adam/Eve (Z, RO), EJ (Z, RO), Danny (Z, RO), Ciel (Z, RO), Rose (Z, RO), Lucía (Z, RO), Max (M, RO), Emerson (M, RO), etc.
(3) apocalyptic "zombie" survival story
Set in the recent past, explore a world where an infection is turning people into something... else—sapping away their senses of self and grasps upon reality until they become violent, undying strangers. A blend of thrilling horror and emotional drama. Will you find conflict, friendship, family, love, or passion in a world that's falling apart at the seams? Or will you lose yourself to the infection? (part The Last of Us, part Tokyo Ghoul) [ choose your background and your talent ]
Potential characters: Tommy (Z), Ciel (Z, RO), Danny (Z, RO), Lucía (Z, RO), Adam/Eve (Z, RO), Dev (Z, RO), Ainsley (Z, RO), Nasir (Z, RO), Harlow (Z), Laðə (SP), Hero (HK, RO), K Ishida (HK, RO), Rose (Z, RO), Max (M, RO), etc.
(4) cyberpunk fairy tale misfits
Play as a character from a classic fairy tale reimagined in a cyberpunk dystopia. Work to take down an organization bent on keeping you and your peers in line, preventing you from straying anywhere off the path of your "happily ever after." [ choose your fairy tale character and your job ]
Potential characters: Ciel (Z, RO), Dev (Z, RO), Jovy (M, RO), Cecil (HK, RO), Celestial (Z, RO), Danny (Z, RO), Sofia (CG, RO), Ice Pick Joe (CG), Alaric/Aria (M, RO), etc.
(5) magical, gothic spaghetti western
Pages from old spaghetti westerns and penny dreadfuls are shuffled together and you're unlucky enough to exist within the resulting story. Try to survive a uniquely hostile and unforgiving environment that evolves with the turn of every page. Who are you? What are you becoming? And how will your tale end? (if it ever does) [ choose your ancestry and your power ]
Potential characters: Lucía (Z, RO), Ciel (Z, RO), Adam/Eve (Z, RO), Goncharov (CG, RO), Ice Pick Joe (CG), Max (M, RO), Harlow (Z), etc.
(6) spaceship horror story
You and your crew have just finished your terrestrial mission to a distant exoplanet and are finally on your way home when things begin to go awry. Your ship seems to have a new tenant, but what does this stowaway want and what will it destroy to get it? [ choose your species and your job ]
Potential characters: EJ (Z), Lucía (Z), Ciel (Z), Danny (Z), Rose (Z), Tommy (Z), Clara (Z), Jin (Z), Nasir (Z), Harlow (Z), Hero (HK), Jovy (M), Emerson (M), Ov (SP), etc.
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beevean · 1 year
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I find it rather surprising how quickly people lose interest with the "most-acclaimed" Sonic media there is out there each time something new releases. Posts about Sonic Prime have all but dried up as fas as I can see, and for IDW everyone posts the same four pannels for not even a week before it goes back to complete silence on that, too. Despite everyone screaming their heads off about how "good" Sonic is written in those. I contibute it to those being mostly empty fanservice running on quips and memes and the Current Internet Lingo; nothing deeper to keep you engaged for even two seconds other that gushing about how relatable (read: actually an asshole) Sonic is now.
There was a post circulating here that complained about the "planned obsolence" of fandom. In that context, it was about how fans stop drawing fanart or writing fanfic after a few years, almost feeling ashamed of still liking something after 5+ years, but I believe the same can be applied to how quickly fans move on in general.
In Sonic's case, some games have been fossilized in common conception: fans still adore SA2 despite at this point being older than a good chunk of them :P ... although I believe it's also because of this:
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SA2 good because it had a good Shadow, unlike modern Shadow who is just Vegeta. It's not about praising SA2, it's about shitting on the Mandates.
But this is another discourse. I just wanted to strike the hornet nest because I'm feeling petty :P
However... when was the last time you heard anyone talking about Sonic Mania? You know? That game that everyone praised as being the new holy grail of the series? That game you couldn't escape from when it first came out? That game that turned only 6 years old this month?
The game that became famous for being the highest-rated Sonic game ever since SA2, and it might as well have not existed.
Same goes for nearly everything that is coming out recently. Frontiers has been kept alive through its DLC and the discourse on the writing, whether it fixed the characters and whether Eggdad is a good direction for him, things like that. Otherwise, I read multiple people complaining that the game has little replay value. Then, of course, you have cases like IDW where OCs are hyped up and dropped and hyped up again (*coughcoughsurgeandkit*), or Prime whose main appeal is basically Sonadow bait from what I gathered lol - fans did their endless fanart of "I heart you too Shadow" and moved on.
So personally I think it's a combination of "new material is shiny but shallow", "fandom as a whole consumes content much more quickly", and "the Sonic fanbase seems to have skewed much younger in recent years" (I have no data ofc, it's just my feeling based on the kind of posts i see lol)
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cutiecrates · 7 months
Text
Game Review: Nyakori's Rabbit Doll (no/minor spoilers, minor blood)
I wanted to start my "cute game review" series with a disclaimer. I play a wide range of video games, and games that appeal to me usually have a cute aesthetic/appearance, and what I view as cute might not not be viewed the same way as others. I want to talk about cute games, but I'd like to also like about some other games too now and then.
For example, I decided to make my first review on an rpgmaker horror I saw while browsing Steam. There's a handful of people I watch who play these types of games on Youtube and they never played or even mentioned this one, so I gave it a shot because it looked too cute to pass up!
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"One evening, Nyarutoru wakes up to find Nyakori and her rabbit doll have gone missing. While searching for her sister, Toru is led to a mysterious home. She runs into Kori, but someone has stolen her rabbit doll, forcing the two girls to go deeper into the large building to reclaim it. Along the way, Toru realizes that Kori isn't acting like herself…"
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Nyakori's Rabbit Doll plays like a typical Rpgmaker/point and click game (you can even play it like one, this game offers mouse and touch control). The goal is to get from point A to point Z by interacting with the environment to look for new items, clues or puzzles while keeping Toru out of harm's way.
The majority of the game takes place inside this building, with one section late-game taking place outside of it. However, the locations all vary and this game features all sorts of "flavor text" that make it a lot of fun to click on everything and see what it says. Some of it is obvious (like a basket might just say "basket"), but others might lead to a remark from the character. There is also text for inventory items, some of which provide hints or alludes to something else:
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Dialogue/Text
You might have noticed on the Steam page or the corner of my images, the game's title is written in Chinese. Well, that's because this game was originally Chinese, which is probably evident with the grammar and spelling being all over the place.
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I noticed at the beginning of the game it's fine, and there are a lot of places where the text is good. But then it seems like as the game continues, it starts to become more apparent.
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Expect to see the word "wired" a few times. It's supposed to be weird, which they do spell right a few times, which further confused me...
There is this also glaring example, which pops up a lot:
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You'll see it every time you get a new item. I want to assume this was just an oversight, but they translated the item names so I don't know what to make of it.
Even the Steam page is full of grammar issues, but I will say that it's not enough to hinder the game. It's still clear enough to figure out what to do or what was going on.
Difficulty
It's not really difficult at all.
It offers several save points and an autosave feature (optional), the 3 "mini-games" have an easy option if you fail it once and beats it for you (and this doesn't penalize you at all). There are also tips and hints in the form of text throughout the game, either provided by talking to Kori, observation, looking at items in the inventory or using the "cursed cat food". Supposedly, using it too many times does something? I don't know what because I kept using it in a separate file and nothing happened. But I didn't feel like replaying the game through a fourth time in a short time span, so I stopped after a half hour.
This game is extremely forgiving if you let it be. Any death I triggered was basically because of my own curiosity, it was very rarely due to messing up. There are a couple of cheap deaths but they weren't abundant, so I didn't really feel annoyed by them.
There was only one, real thing that I got stuck with during the game:
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At an early point you come across this mirror that depicts a number. A few rooms later, a box asks for it. To some people the numbers might obviously be 8010. But for me... it went like this:
"I clearly see the 0... is the first number an 8? It looks like an 8 but it kinda looks like it could be a weird 5...or an S? That makes no sense. That third number looks like a 4... is that last number a 0 or 9?"
I kept getting it wrong. I tried entering all sorts of combinations and even flipping the number order. I couldn't get it, the numbers were too hard for me to make out. I don't know if that was intentional or not, but I had to look it up.
I'm not even sure if the puzzle was necessary to get the true ending. It just led to some extra scene and dialogue.
Horror
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This game feels like a light-horror.
It provides a creepy atmosphere which brought to mind The Witches House while I played it, but the music itself isn't scary, even when it stops and switches to general ambience. It overall made me feel lonely, not scared or on edge.
The blood and gore is there (at times liberally), but it never came off as being "too much/forced/shoe-horned in for the sake of a cheap scare". The game doesn't even load with a warning screen like some of the others do, nor were there anyway noisy, in-your-face jump scares.
There were things that startled me because they were unexpected, but I never felt scared playing this.
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What I disliked
There was very few things I disliked about this game, but I believe that these are smaller issues based on my own thought process that won't interfere with everyone's experience.
One being the mini-games I mentioned. All 3 are themed around controlling Toru a certain way until you beat it. But each one plays differently. They were short and sweet and didn't overstay their welcome, which I like.
My problem with them is that the game doesn't necessarily tell you what to do. You're thrown into a mini-game and you got seconds to figure it out before you get killed and have to restart. There is a little bit of vague text around each game, but I couldn't tell what they wanted from me without some trial-and-error.
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What negates the issue with this, as I mentioned is that the game offers to help you. I had to have the game beat the 2nd one for me because I couldn't figure out what I was doing wrong. I understood what to do after watching the game do it for me, but it too me 3 and 1/2 play-throughs of this game to finally beat it.
The only other thing I felt worth mentioning was the Kori interaction sections. You have to keep watching and talking to her until you can move on. You can't do certain things until she's in a specific spot/room, and the only way you would know this is if you just happen to see her do something, or opened the "cursed cat food".
This isn't really a big deal, I like talking to NPC in games so I tend to talk to everyone multiple times out of habit now. But it did get me stuck when I first played the game because I didn't realize it was a necessity- and I know there are people who don't care much for chatting up NPCs or playing the waiting game. These areas didn't last long though, which kept it from being a chore.
Oh, there was also the "developers room" after you beat the game. I love learning about unique trivia related to the game or what the makers of it went through. But here it felt kind of pointless. There wasn't anything to really look at, and you only learn one or two things.
What I liked
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The art style! It's so cute and there are a lot of pretty scenes. This game has a lot of unique elements to it, it doesn't feel like the older rpgmaker games that featured generic text boxes and images, character rpg stats, etc (not that I'm saying those are bad). From head-to-toe, they fully embraced making this game as cute as could be!
Another thing I liked about the game is that the rooms are all unique and look really nice. They feel like they should be there. They aren't empty or pointless, nearly every room serves a purpose.
One of my favorite things is taking the time to backtrack to past areas. Some of them have trivial changes (or added death scenes), or feature additional content you may not have seen the first time. For example, here's one room during my first visit:
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This is the same room after I returned a while later, notice the paintbrush on the floor and tilted picture (the one canvas gets knocked over too, but I came back too early for that when I was getting the picture). There is also a death you can trigger, but if you possess a specific item, you can avoid it.
There are also some extra cutscenes/dialogue you can find by observing certain things repeatedly. Playing as Kori also changes certain events, as does having her in the room with you when you observe certain things as Toru. There are a few items both girls can obtain too, and they have different dialogue for it. You can even skip one puzzle entirely by activating a hidden room you can find if you backtrack to a specific spot.
I love these additional elements x3 they show that the game has more depth to it than what's on the surface. Its beneficial to seek these things out because they offer more insight to the plot and characters.
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Ending
In terms of endings, there are 4. The true ending, the normal ending, and 2 bad endings. According to Steam, the 2nd bad ending is the least obtained one, while the True Ending was the second least. But honestly, I got the true ending on my first playthrough. I'm not good at these games (I got the Platinum ending in Pocket Mirror), so I'm convinced it was just dumb luck that I happened to do the right things.
I replayed the game twice more to knowingly make the wrong decisions to get the 2nd bad and Normal endings. The 1st bad ending is the one everyone probably sees at least once, because it occurs earlier in the game and it's more like an extended death scene. You aren't locked out of getting the other endings or finishing the game if you trigger it. On top of that, I think you're required to go into the room it occurs (under certain conditions) to reach the True Ending.
I want to avoid saying anything too spoilery, so I didn't want to exactly go over everything to get said endings. But I liked each one, they gave good exposition to the overall plot and felt like they made sense.
Other Stuff
The length of the game on average is probably a couple of hours. Even when I replayed it knowing what to do, where to take shortcuts, it still took me around the same length of time.
There are 7 achievements in total for the game. 4 are in the base game, while the other 3 (one of which is a hidden achievement) is in the DLC story.
You probably noticed it in the very first image, but there is separate, purchasable DLC for this game! It's an after-story that offers more insight to the story, 2 more endings and some alternative gameplay.
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I don't have it yet, because while I did buy this game a year or so ago, I only just recently replayed and beat the entire thing. I do plan on buying it though, and I'll probably make a separate post on it.
Conclusion
I really, really like this game. The art makes it a pleasing experience to the eye while the characters and mystery of the plot encourage you to keep guiding Toru to the end to find out what's going on. It's a fun and forgiving game, perfect for people who want a more relaxed, horror rpgmaker experience. I think it'd be a good choice for someone whose new to these types of games and wants to build their way up to the scarier/harder/more intense ones.
The more I played this game, the more it reminded me a lot of The Witches House. Numerous things made me think about it, like the room match puzzle, and how Toru's menu image changed after I triggered a specific death (I thought THAT was the cat food curse, until I realized why I couldn't progress at that specific part). This game is newer, so it might have taken inspiration from that one. I know a lot of rpgmaker games draw comparisons and influence in other ones.
I'm really glad I gave this game a chance, especially because I didn't know what to expect going in. I love a lot about it and even the things that I didn't like never made me want to quit playing. It's also very cheap, as is the DLC. You can even buy them in a bundle.
It is lacking in polish, but I'm willing to overlook it when the game itself plays very well and I enjoyed the experience.
Um.... thanks for listening to me ramble for a while. I hope if anything this review encourages you to check it out, here's a link to the Steam page if you're interested.
I'd love to do more of these, and I do have an idea for my next 2 reviews, but if you have any sort of recommendations for a cute game, or even rpgmaker games, feel free to let me know.
Until next time~
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derekscorner · 8 months
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Fated Rantings: Bone of the Sword
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I've done it, I've finally crawled my way from Fate/Stay Night 2006 to finishing Unlimeted Blade Works. Well, technically I started with FGO and watched Apocrypha first....
But that's not what's important! (at least, to me) What's relevant here is that I have finished what many consider the best adaption of the original Fate/Stay Night visual novel.
If you've found this at random or if you think Fate is an anime series allow me to clarify real quick. Fate/Stay Night is a visual novel, a type of game-book hybrid you play on pc.
Visual novels tend to have multiple routes, endings, and character scenarios that require more than one run. Something built with replay-ability in mind.
Due to this Fate/Stay Night is a video game series that's exploded into a setting that branches multiple media. The anime adaptions in particular seem confusing because they usually tackle different routes presented in that original novel. (some are fully unique stories)
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Fate: Unlimited Blade Works specifically is the "Rin route" made into an anime. What makes it popular is the focus on Shirou Emiya but I also think that this small corner within the Fate world that Ufotable has made plays a huge factor.
Although terms, characters, and some events are shared each Fate work is typically it's own timeline of events. Each with one to several routes as equally valid as the other due to the String Theory setting the universe exists in.
So while each anime is it's own thing, can be watched as it's own thing, Ufotable in particular also connects them. Fate Zero is referenced rather heavily in Unlimited Blade Works.
(I'll refer to Unlimited Blade Works as "UBW" from here on)
I was actually surprised by this given what I know about how the author, ol Nasu, thinks about the parallel timeline setting. That does not make it unwelcome though.
If you watch Fate/Zero first and Fate: UBW second you'll feel like you've watched a three to four season story that spans two generations.
You may even feel more invested the side series El Melloi since Waver from Fate/Zero is the lead of that story but now ten years older.
In essence, UBW is great own it's own merit but the adaptions produced by Ufotable create this small pocket of continuity that can be appealing.
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I rambled off a bit there, I apologize. Doing so helps me think but also helps me clarify points as I go, think of it as build up. I wanted to convey how these anime adaptions appeal to so many.
That said, you're likely confused as to why I said the focus on Shirou Emiya makes this story so popular. After all, it is based on the Rin Tohsaka route of the novel. She's the heroine here, so why is Shirou more of a focus?
To put it bluntly, it is because it focus' on the fucked up mentality of Shirou Emiya and how that manifests as Archer.
Rin gets plenty of focus herself. She's a good kid, more of a tsundere trope than she was in Fate 06, but it's nothing compared to Shirou's self destructive nature.
It was something I mentioned in relation to Saber's character when I finished Fate 06 way back when. I covered it only in relation to her own character and in how they both help "fix" each other.
What I did not realize back then is the likelihood that Shirou, albeit changed, was not deterred from his nature.
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Dual Emiya
If episode 20 did anything it was showcase that Shirou is determined to die. Not in a literal suicidal fashion but in his stubbornness. He's unwilling budge on his ideals and goal even when he has his future self standing in front of him to tell him how much of a hypocrite he's being.
In fact, several times the story points this out to Shirou. Shirou's foolishness lets Caster steal Saber forcing her to endure much against her will.
Rin tells him several times how self destructive he is. After all, you truly can't save everyone nor can you do much for others if you die. Dying in the process of helping someone rarely actually helps. Fiction aside, you often just die trying.
You will likely find Shirou annoying as a result of his choices. Despite everyone and the world telling him he is wrong he won't accept that he is wrong. I've watched two Fate/Stay Night adaptions now, seen much more in lore vids and FGO, and I can't see him as anything other than a fool.
I will not sugarcoat it for you, Shirou Emiya is a fucking idiot.
However he is not a bad person nor is he a bad character. Like Rin states, it's hard to not like a person like that. Suicidal, sure, foolish, definitely, but that core drive to help other people is rare.
I personally do not hate his character. I will state again, I think he's a fucking idiot, but he is not bad. This flaw actually sells his character.
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Heroic Spirit Emiya
This flawed personality manifests in a loose sense as Archer. The confrontation between the two is interesting to me for how quiet Shirou is throughout most of it.
Archer is the hero of justice Shirou hopes to be but Archer is also the Shirou that realizes he's a fool. Their entire battle is Archer trying to kill his past self in a vain attempt to end his own existence.
If not that, then he at least hopes to talk sense into his past self. Not once does Archer make a point that can be considered wrong. That may seem like an objective statement based on my subjective view of Shirous ideals but no.
I say that with confidence because Shirou himself admits it. As the fight progresses he sees glimpses of Archers life, Shirou's future. Archer states truths that Shirou didn't want to admit but is forced too.
Shirou is forced to admit his hypocrisy. He offers few rebuttals. Whether it's saying he'll "correct" the flaws in his view that creates Archer or avoid the mistakes that Archer experienced.
By the end he's forced to admit it is moot. Archer is right, even down to the dream Shirou strives for. To be a hero of justice wasn't Shirou's dream but Kiritsugu's.
A dream that Kiritsugu was forced to realize as impossible by the end of the 4th Grail war. A fact that Shirou did not learn.
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Kiritsugu told his adoptive son that he had to give up on his dream but he did no tell him why. This was possibly the last bad decision Kiritsugu made in relation to his ideals as a hero of justice.
That does not mean that he should've (or even could've) told Shirou the truth of the war but it does mean that he likely shouldn't have mentioned magecraft or his lost dream to the boy.
Shirou suffers form extreme survivors guilt, he wanted a reason to justify him being alive, and so he adopted Kiritsugu's dream.
This, this realization, was probably the most interesting thing Archer forced Shirou to admit. If not to himself then to me as the viewer.
Shirou fully admits to his own hypocrisy, he embraces being a "faker" in the UBW route, but sticks to his dream anyway because it is worth it to him to validate Kiritsugu even a little.
What he remembers most from that fire wasn't being saved but seeing how finding even just one living person saved Kiritsugu from total madness.
In this vein Shirou isn't wrong. Even if everything from his ideals to his magecraft is imitations and borrowed they do have value. They can succeed where the original didn't.
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Confused?
Having read that you probably feel like I just went in circles. If you do then that is natural because Shirou & Archer are arguing in circles.
They are self admitted hypocrites. There is no way to fix this logic.
If Shirou is forced to realize his hypocrisy and grim future then Archer is forced to remember his determination. UBW dives into Archer's logic but his character always falters in every Fate route.
You may even find it odd or jarring how he'll flip between oddly hostile to willingly dying to stop Berserker or give Shirou an arm. (yes that is literal)
There is a purity in Shirous dreams, as borrowed as they are, and Archer still has that buried under regret. It is a bit hard to explain, perhaps I just did not understand it well, but I take Archer's defeat as acceptance.
I do not think that he believes himself to be wrong, hell I do not think Archer is wrong, but he accepts that there is no fixing his path. Maybe, deep down, he also hopes that his dream wasn't a total mistake.
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Shirou's Others
I started this knowing that I would likely have to make two posts anyway due to everything UBW throws at you but I've ended up making this one the Shirou & Archer post...
A part of this is basic info but that whole text wall between is all from just three episodes. The battle between Shirou & Archer adds that much to think about.
Shirou is molded by his other interactions to be sure but nothing in Fate dives as deeply into his mind and flaws as that battle did. And yes, I know where he ends up depends on the route (female lead) taken but they just do not dig that deep-
As soon as I typed that I made a bet with myself. Just you watch, when I sit through Heaven's Feel I'll prove myself wrong.
What I mean to say is that I didn't really fold Rin into this. UBW is technically her route or it's based on it to be technical.
While Saber & Shirou seem to naturally help each other with their flaws in that route Rin just tells Shirou when he's being foolish.
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But I may need to save that for the part two of this post. I can't think of more to add due to how much that one battle overshadowed my impressions of Shirou.
I can explain Rin in the other post but aside the hypocrisy of his dream I can't draw on more. There is stuff there, the little things, like how Rin determines to help Shirou realize his self worth.
The whole epilogue episode is great, Shirou and Saber's friendship, and then there's the cute date scenes. There is more to Shirou in this adaption but none of them really dig into his motives. His realizations.
Oh well, onto part two!: https://derekscorner.tumblr.com/post/740393959245938688/fated-rantings-unaware-of-loss-nor-aware-of
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For my other experiences with Fate go here: https://derekscorner.tumblr.com/tagged/fated-rantings
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un-pearable · 2 years
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Hi! Uh, I want to get into Sonic. Any shows/games you would reccomend starting with? An order? Also!! What's your favorite iteration of sonic (if you have one)
i think this might be THE question every sonic fan is dying to be asked. that is to say, hell yeah it would be my pleasure to make some recommendations >:] 
best things to try as a very first introduction to the hedgehog and friends (that are still relatively bitesized or accessible): 
the official animations for sonic mania, team sonic racing, chao in space, sonic colors, and most recently sonic frontiers. personal favorites are chao in space bc its adorable and frontiers for… obvious (knuckles) reasons (it’s about knuckles). these are short and sweet and absolutely adorable so they’re always some of the first things i recommend :] check ‘em out if you can - you won’t regret it. 
on that topic, Sonic Frontiers is a solid place to start with the games! it’s the most recent release so there’s currently a demo available on switch and it’s also on sale on steam right now (until Feb 13th!). few of the games directly lead into each other so picking specific games to start with is more down to personal taste, i’ll go into more detail if you’d like but for an introduction to the series? frontiers has been very well received and many consider it a return to form after the last few games, so it’s a good place to pick up the series! EDIT: I FORGOT ABOUT GENERATIONS. sonic generations is basically a Best-Of compilation of sonic’s most well known stages and it’s also perfect for a first time player. it was MY first game. how on earth did i forget about it. anyway it’s also on steam and it kicks ass!!!
alternately, much of the franchise was codified in the adventure games, so if you prefer starting at the beginning, they’re big recommendations as well! both Sonic Adventure and Sonic Adventure 2 are on steam and MANY playthroughs are online. SA2 was also the first of the sonic fandubs, so if you’ve seen any of those memes that’s where they’re from. 
also, if you’re into zelda games you’ll probably love frontiers. but if you prefer 2D/pixel art games, Sonic Origins just came out last summer and contains rereleases of the first four sonic games and Mania is always a fun option! alternately, try here for a taste of sonic 2 :] 
comics!! comics!!!!! the IDW Sonic The Hedgehog comics are killing it lately and double as canon and ridiculously fun. the first arc is issues 1-12 and if that won’t sell you on this funky little guy, well, there’s a lot more options too! you can find the IDW run here - but support your local comic shop if you can! 
for a little more bite-sized try the recent miniseries scrapnik island! it’s standalone from the main storyline and considering you’re a ninjago fan i think you’ll enjoy a fun story about morally complex robots :D 
the Archie series is amazing at times and so bad it’s funny at others - but what isn’t? while i am a HUGE fan it does require quite a bit of time and investment. other recommendations from the 300 issue+ legacy of sonic comics are available on request (i do not know how to shut up <3) 
tv shows!! Sonic Prime just released on Netflix and it slaps. not the most traditional sonic but it’s fun as hell and ongoing - we’re only ⅓ into the first season and there’s at least two guaranteed. the animation is astounding and it’s coincidentally produced by wildbrain just like current ninjago. i edited one of it’s kickass fight scenes here 
this is almost certainly far more than you need but i love talking about this series so thanks for humoring me :] i hope you enjoy them!! hmmm… they’ve all got their own appeal to me but lately i’ve been watching a lot of playthroughs while drawing (and i eagerly await the frontiers dlc so i have an excuse to replay it) and i think atm game sonic’s my favorite! the comics are delightful and the shows always have their own twists but i love good ‘ol game sonic… the others are more than just facets of his character and have their own great stories, but there’s something special about the original. this message brought to you by how absolutely astounding his characterization is in Sonic Unleashed. we missed you big guy. hope you have fun!! 
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themoneystore · 9 months
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My Thoughts On It: Metal Gear Solid V: Ground Zeroes
Discussion on sexual violence against women and misogyny.
Spoilers for the Metal Gear Solid games + Ground Zeroes.
Recently I've been playing through the Metal Gear Solid trilogy. The Master Collection released some months back, and so I've been plugging through each of the mainline Solid games. It's been an interesting journey. Watching the series go from a weird and clunky PlayStation game to the juggernaut of videogames that is Metal Gear Solid 2. Along the way, however, I've noticed that Kojima's writing when it comes to women has followed a certain trajectory.
The women in the games have for the most part either been enamoured supports to the protagonist. Charmed and blushing at his heroic stature. Or, they've been tragic women who've lost so much. These tragic women are also typically obsessed with the protagonist in some way. 3 is perhaps the game which breaks the most from this, but is also the most obsessed with the sex-appeal and mistreatment of women sexually.
The original trilogy's tone has typically been able to offset the abject cruelty. Not allowing you to take in the mistreatment of these women for long enough to put too bad a taste in your mouth. So what's up with Ground Zeroes?
Upon my replaying of the game. A game which I have not played since it launched on PC almost a decade ago. I was immediately met with a much more self-serious presentation. The cutscene had a bunch of shakey cam, shots of soldiers moving about soldier-y. And of course, the Guantanamo Bay type prison that the marines had set up. Dogs barking, prisoners held up at gunpoint as they sat on their knees in the rain.
Ground Zeroes wants you to know that it's a serious game. That's why they show you Chico. A small boy who has bolts in his achilles heels and a hole in his chest where he places a 3,5mm jack for some reason. The mission being to save both him and a girl named Paz. These are characters that you would meet in Peace Walker, a PSP game in which you build up Big Boss' army.
The part that stood out to me, beyond how dark and edgy the game was compared to the trilogy, was the cassette you're forced to listen to after extracting Chico. This cassette serves as an audio guide towards Paz' position within the compound. However, in it you can hear what to me sounds like her being sexually violated. Which is made explicit in the ending cutscene. A secret second bomb hidden in her womb. The stitches on her stomach only being from the first bomb.
Perhaps it's the tonal whiplash coming from not having played 4, a game which I know has some extremely misogynistic portrayals of women. But, that doesn't stop Ground Zeroes from stopping me dead in my tracks. Completely uninterested in playing The Phantom Pain now.
It's hard not to place extra malice on Kojima's portrayal of women in the trilogy in retrospect, having replayed Ground Zeroes. What were warning signs of a strange attitude towards women in previous games has become a full-blown exploitation of sexual violence towards women. Merely objects to be ogled and pitied as he makes them go through horrific violence. All for some childish belief of what makes a story more mature.
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