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#anyway i like slow gameplay. i like to take my time with things
apricote · 1 year
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thinking about how normal lifespan would probably be a nightmare legacy for me
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flovverworks · 1 year
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the sanrio rustica & mitile r so cute......;_;
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kremlin · 7 months
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i figure most human behaviour that, not only doesn’t occur in other animals but has zero connection to animal behavior is basically distantly rooted in the known fear of inevitable death. let me be clear. cats and shit don’t know they’re gonna die. we do. we have thoughts. we know it’s coming. we think we’re gonna be rich, bullshit like that, most humans believe in magic and most humans doubt that math is a universal or consistent thing. total nonsense right. but everyone knows their ass is gonna die. before you write me off as some dumbass reciting basic 101 level university lectures just Trust Me I’m An Engineer. anyways. being human and dying are somewhat one in the same.
“if i do nonhuman things i can cheat the reaper.” short and sweet. if i can beat zelda faster than anyone i can outrun the reaper. and you know what, fuck it, i’m scared shitless of dying. it’s gonna hurt really bad no doubt. what if the brain destroyal process makes time slow down in my perception and it’s not just like five seconds of bleeding out or fire ant bites or however you go. Scary. so i’ll play along:
i am an average american man and i enjoy bad game runescape. it’s a computer game. MMO. kill monster get loot. sell what i don’t want to other players for gold. spamming chat with “SELLING BOWSTRINGS 200gp” for an hour “sucks” so the devs add a grand exchange where you can post buy/sell orders for a given item+price to maximize gameplay efficiency and minimize social interaction.
like any other MMO you can pay some sketchy website real money for ingame gold farmer by chinese gold farmers. totally against the rules. remember this
so the first thing that comes to any male aged 23-27 mind is “buy low sell high” basic bitch shit. no good. there’s a 5% tax that’ll wipe out your profit margin intended to eliminate this behavior (you’re supposed to friggen kill monsters). but everyone thinks they’re a genius and can beat the system and that there is a secret george soros style illuminati group that is holding the secrets, blah blah blah, whatever, and this comes as a coping mechanism after losing your shirt after trying to beat the market (success rate of 0%).
here is where people mostly quit thinking: if you do the math, which takes about ten minutes and can be done on one side of a sheet of paper with the most basic calculator, it’s easy to figure out that the amount of gold you’d need to play dirty (buy out all the available Feathers or Fire Runes or whatever) in order to corner the market would be so high that there is no possible way for a character to hold that much without having spent IRL money for gold. you’d get autobanned.
SO..finally, go on the ol’ www.reddit.com, and make a really really professional-to-professional sounding post advertising a “service”. Saturate the fuck out of it with dense but very real financial jargon. the “service” (which needs to be obscured enough with plausible and relevant language) is a hedging service aimed at make-believe market players who are buying and selling such huge amounts of items and gold (usually in anticipation of a game update that will speculatively introduce a sudden, dramatic, and capitalizable price change for some item). you need it to be as alien-sounding and foreign as possible but with enough believability and clarity that a handful of reddit jackasses will figure out what the fuck your post is about. whenever pressed further, act totally puzzled and make it very clear that this is not a service relevant to “individual entertainment-motivated” players or some shit. no matter what amount of gold anyone quotes at you, just act puzzled and if that amount is 1/1000th the amount one of your “normal” clients deal with. you need to do all of this extremely artfully. and by “you”, i’ve been meaning to write “me”. really lay it on thick that whatever you’re “doing” is totally unavailable to them and that you want zero to do with them.
so now theyre still mostly totally confused but enough is made clear that their interest is piqued. got my hook in em. some guy will copy/paste wikipedia shit in an obnoxiously long and pseudointellectual, contemptible but characteristically reddit guy style what you’re “selling” actually is in the most exhausting, hand-holdingest way to his fellow reddit gamers. with complete tone of authority.
inevitably one of them will put on their sherlock holmes hat and go deep undercover, emailing me posing as an interested party. bingo. now i get to really lay on the WTF and go off the rails asking about vouchers from One Of The Big Seven, but oh no, you can’t get one of them to vouch for you, that’s fine, it makes sense, we’re the only firm that deals with unvouched, that’s our market, well, one of them at least. Just give me a rough rundown of your entry criteria, dwell time, risk tolerance, fuckin “Gamma Ratio”, you know, all the basic stuff, and i’ll have the team generate a .xlsx for you to plug your data into to get a rough feel for what the final contract might be like.
(lololol) But REMEMBER, that excel sheet is seeded, output is fuzzed and salted and if you share it or try and sell it to our competitors, it will be fuzzy enough to be worthless to them but obvious to us who leaked what. this is the only way we’re able to integrate unvouched clients without untenable premiums and while managing our risk levels
blah blah blah blah, i go on and on and on and the guy on the other end is developing a scab from constant head-scratching. and that’s about the maximum real-world harm i’m willing to inflict. i know this sounds like an elaborate as fuck confidence scam but it isn’t. that shit makes me sick. i’d literally slam my arms in a car door before taking a cent from all this. hell, i’ll go out of my way to guarantee i don’t even piss anyone off or offend them or anything.
your guess is as good as mine but i do stuff like this constantly for anything i know well enough and the example i gave above is just a pretty low quality one i made up on the spot. this is a public blog after all.
anyways, cheers, hoping this saves me from dying or whatever the hell i was talking about before that could have probably been cut out. Namaste. Mahala.
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loudclan-clangen · 7 months
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Hey there!
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Checking out Loudclan? That's great! Thanks so much!
Loudclan was originally planned to be drawn as I played the game like most other clangen blogs... Then I got frustrated about how slow it was moving and played ahead. Just a little bit, nothing to worry about, only about 1000 moons. So this blog should be running for A WHILE. I also take pretty big liberties with the designs and events. I think it's more interesting that way! Also it's been several real life months since I started playing and some things I just... forgot. Or lost. Either way, it's fun to stretch my creative skills.
As for the mechanics of the blog:
General Content Warnings Include:
Death, Animal Death, (Cat Death specifically), Death in Childbirth, Violence, Murder, Illness, Gore, Grooming, Abuse, Bad Parenting, Cheating, Affairs, Drama, Cursing, Language, Dirty Jokes, ECT. (if i missed something please let me know)
Updates are not going to be on a consistent schedule... ever. I'm a college student. I just don't have the time or energy.
The style is going to vary wildly. It's been years since I've consistently drawn cats and I wasn't ever really happy with the way I did it back then anyway. Come along for the ride with me! I'm just as surprised by what my hands create as you guys!
Overview:
Loudclan is set in a fictional location that is based on South Central Alaska. A group of rogues fled up the mountains to get away from the deep snows of the valleys at the beginning of a particularly harsh winter. The clan follows three "Leaders" in the form of the Leader, the Lead Healer, and the Lead Mediator. These leaders will each pass their position on to their oldest heir, the closest related member of their direct family. Issues regarding what happens when two cats have similar claims have yet to be sorted out by the clan, and may never be fully decided... *insert mysterious foreshadowing sounds*
If you are interested in more of a deep dive into the lore check out this post: Lore, or anything tagged #loudclanlore .
Want to see a list of all of the Loudclan cats? Go here: Allegiances.
Asks are welcome! I will do my best to answer them quickly and efficiently! I am happy to talk about characters, art, process, gameplay, pretty much anything. (I probably won't be showing sprites though, just because I've played ahead so far and a not insignificant amount of them are just... gone. Lost to the ether. Sacrificed so that my laptop could keep running the game.) All asks are tagged #loudclanasks .
Also fanart/writing/edits are more than welcome! You guys are so cool and talented and I am honored that you would want to make something based on my dumb little pixel cats. Referencing or imitating my style/designs/layout is absolutely allowed, just make sure to mention me so I don't miss them! All fan contributions are tagged #loudclanfan .
I will never complain about anyone "blowing up my notifications" or spam liking. I think it's so neat to see people go through the blog liking as they go. Don't worry about it. I enjoy seeing you enjoy my work!
A little bit about me, you can call me "D"! I use any pronouns, I'm pretty ambivalent about them but the majority of people use she/her for me and I'm fine with that. I'm 20, I live most of the time in Alaska and part time on a ranch in Texas and I'm working on my BA in Elementary Education. I started reading Warriors in 2nd Grade and stopped in 6th Grade but the brain worms never die. If you know me in real life no you don't: It took me all of high school to kill the furry allegations I'm not going through that again. Oh, and my main blog is @restinginpiecesofpizza but warning, there's spoilers for Owlstar's family tree for like 8 generations posted on there.
If you think Loudclan's cool and want to help me out consider checking out my RedBubble!
Anyway, thanks for checking out my blog! I hope you enjoy!
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anamoon63 · 15 days
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RL and Sims update post + a thank you note
(Warning: long post ahead, read at your own risk).
I wrote this post to thank you guys for all the likes and comments you keep leaving on my posts, even though, as you may have noticed, I can't be here as often as I used to. Real life has taken over almost completely, as I think it should. There are too many things going on, with me, my family, my country, even my sims and other games, lol.
I'm not going to bore you with daily life problems, much less with sad and depressive stuff, or with previews of a story I don't know when/if I'll ever finish, the only thing I can tell you is that I'm still busy with a lot of work, (fortunately) and family stuff; plus, I (finally) started going to therapy (yes, at my age). So right now, I'm juggling even more things than I already was.
And so I wanted to thank you for sticking with me, for continuing to read the chaotic stories of my wacky characters without judging them; thank you as well for each and every message you have sent to my inbox, be it questions, or flowers and love; and to all of you who continue to tag me both on sims stuff and cute games, knowing that I most likely won't be able to answer you, really, thank you for continuing to think of me. Your messages soothe my heart in difficult moments, and I wish to answer them all, I just don't know when I will be able to do that, hopefully someday.
Now, my sims story. For those of you who might remotely still be interested, I'm currently revising the next few episodes of Time Traveler which I wrote earlier this year. To be honest, I don't know when they will be ready, I just know the story goes on and as soon as I have reviewed these episodes, I'll start taking the pictures. When will they be published? Frankly, I don't know. It could be early 2025, but no promises, as I don't have much free time on my hands now. I manage to write in the evenings, but in-game photo shoots are quite time consuming and have to be done in peace and privacy, of which I don't have much at the moment. So, if I do decide to publish these episodes, it will likely be early next year, and at a rather slow pace.
About my gameplay, in Sims 4 we will continue with the Wilsons until the end of the season (coming soon), and then we will take a small break. As for The Sims 3, we just finished Patrick's story in Bridgeport, so now we'll go back with The Cho Brothers. First, we'll take a brief trip to Lucky Palms with Terence and Cynthia Cho; then we'll spend a rather long time in Hidden Springs and Starlight Shores, to see what has happened with Tyron, the eldest of the Cho brothers. And last but not least, we'll go back to Uni with Dale and Kelly, who I hope will FINALLY graduate this year, hahaha.
Anyway, I just wanted you to know that I am not gone (yet), that if one day I decide to retire I will make a special post about it, I won't leave without saying goodbye, but that day seems far away at least for the moment. 
Now, regarding Inzoi…
I admit Inzoi has captured my interest. As usual, I'm late to the comment party, but I still want to put my two cents about this amazing game. Seeing the trailers and all those beautiful Inzois created by other simmers got me so excited, and at the same time, terribly frustrated to see that the demo didn't contain any gameplay. I need to actually play the game to give an opinion on it! So far it looks beautiful, though I must say that the character creator disappointed me because the sliders are Sims 4 style, which I've always found a bit complicated, I'll forever prefer the Sims 3 sliders, but hey, I had a lot of fun creating my own Inzois.
Hopefully the graphics and gameplay are as good as seen in the previews and its developers won't “break” it into multiple or turn the into a malfunctioning cash cow like EA did with The Sims 4, and to a certain extent, also with the Sims 3 in its time. I hope with Inzoi they'll go for a complete game, no matter if it's expensive, if I consider it is worth it, I'll give them my money as soon as it comes out.
That being said, it is important for me to clarify that I will not abandon The Sims 3 (or even Sims 4 though I don't play it much) for Inzoi. Ever. Neither do I plan to recreate my sims OCs/games in it, because my sims are exactly that, sims. If I ever get to play Inzoi it will be with entirely new characters, although I confess, I did try to reproduce two of my most beloved sims (a boy from the future and a college girl who is a model *wink*) and they turned out pretty well, but nowhere near as adorable as they look in The Sims 3. Plus, the environments in which those two OCs currently move could not be reproduced in Inzoi, at least as far as I know.
Okay, enough of Inzoi. In short: I'm not gone, I'm still here, I'm still reading all your stories, only at a much slower pace, two or 3 simblrs per day at the most. I'm going to read them all, just bear with me, and forgive me again if I don't always comment. Sometimes I don't even have the time or the energy for that. Believe me, 2024 has been an intense year in every possible way, sometimes I really need a break, but I try to be around and will always find a way to keep in touch, even if at times it seems like I'm nowhere to be found, I'll get back to you at some point.
That's all, thanks for reading this far! Have a nice and beautiful start of the week. 💗
P.S. I wrote this post three days ago, wish I had published it earlier, that way I probably wouldn't have gotten a notification that some Simblrs Community 'removed my membership'. When I clicked in said Simblrs Community icon, it said the community was 'private'. I don't know if that's some kind of automatic Tumblr thing, if there's a committee that decides about this, or if it was just a glitch in the matrix; whatever it was, I'm so sorry I wasn't able to be here to keep said membership. I didn't even know Simblr was a private membership. For what it's worth, it wasn't neglect or lack of interest for my part, just lack of time. I hope one day to be able to qualify again and be worthy of this membership. At any rate, I thank you for thinking of me and admitting me in your community in the first place.
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squeamishnerd · 4 months
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I'm Kinda New to Simblr
Lately, I've seen a lot of people who are new to Simblr presenting themselves. I'm not new to Tumblr, I joined in 2019, I think, but I was only lurking and not on the Sims part of Tumblr at all. I didn't start to post my Sims stories until September 2023. At the time it was only to archive the stories that I posted on Twitter.
Now I've been here for a while, and I know that there's a Sims community here, but I don't feel like I'm a part of it, and I want to become a part of it but I don't know how.
Wall of text (not kidding 😅 I can't keep things short) below the "keep reading" cut.
TL;WR: I'm Kats, I play The Sims and I post two Sims stories, which can be found in this master post. I also build and renovate.
Presentation starts further down, you can skip this part if you only want to read the presentation
So, the thing is that I don't have time to read more Sims stories than the ones I already read (several on Twitter, two here), and most simmers here seem to post stories, so therefore I don't interact with people that much, and with the way the comment section works here (for example that comments aren't nested and there isn't even a function to click 'like' on comments) it makes it more difficult to interact with people, at least for me. That's why I don't know how to become a part of the Sims community here.
The thing I feel like my feed lacks the most is pictures of Sims pets. Doesn't matter if it's CAS or live mode, I just want to see more pixel pets 😊 Recommendations are welcome. Don't feel like you have to follow me back if you recommend yourself and I start to follow you.
So, anyway, I thought I could present myself and my Sims stories, in case anyone's interested 🙂
Presentation starts here, if you want to skip the stuff above
Hi, I'm Kats! I started to play The Sims in 2000, and while I mostly play The Sims 4 nowadays I still play The Sims 1 from time to time. I haven't shared any of my The Sims 1 gameplay here (Maybe I should do that?), but I've done so on other social media. I also used to play The Sims 2.
I'm in my 30s and I live in Northern Europe. I have a partner and a cat. I'm a biotechnician and a certified sex educator, but I currently don't work in either of those fields. In my free time I like to play The Sims (obviously 😆), watch TV series, hang out with friends, play board games, take walks in the forest, go on hikes, and travel.
I post two Sims stories on social media. Neither of them are legacies, they're just stories, you get to follow the characters at a very slow pace throughout their lives (I'll probably end the stories when the characters are in their 40s, they're currently in their 20s). The two stories take place in parallel universes, but if you're interested in reading you don't need to read both stories to follow along, even though there are sometimes references to the other universe.
The master post for the stories can be found here. It's also pinned to my profile. My other social media can be found in my Linktree.
The story that I started to post first is called The Brights
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This story currently focuses on university students, it has some sci-fi themes with sentient bots, such as servos (called "simoid bots" or just "bots" in the story), utilibots, and robots. The main character is Beren Bright, who grew up in a small, isolated village. He was homeschooled until he was 16, and then went to a regular high school. When he turned 20 he cut all ties with his biological family and all of his friends, changed his surname (to Bright), moved away, and started to study physics at university.
The other story is called The Original Ahriman
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I myself think it's a bit of a silly name for a story, but it was the best I could come up with, and it makes sense from the 4th chapter. This story is about a chaotic, evil, mischievous, and very powerful spellcaster, who is trying hard to abide by the rules of society, in a society that doesn't even have very strict laws and rules to begin with. They mysteriously spawned in The Magic Realm as a toddler and was raised by the three Sages.
In both stories I include a lot of pre-made sims, and original characters are introduced little by little, so it should be relatively easy to get to know my OCs.
The things I've seen others say, and also are things I strive for, when it comes to what my stories include over all, are characters with diverse personalities, lots of foreshadowing, jokes sprinkled everywhere, both wholesomeness and drama, funny intentional tropes, and, especially, detailed worldbuilding. I LOVE worldbuilding!
I've noticed that readers on twitter think that I plan everything for my stories, but I both plan things or go with the flow, I let my sims decide more than it seems, and I often let them change my plans because they have a tendency to do very fitting things that I didn't even think of myself. Either way, I always make sure that whatever I include works with the worldbuilding.
I didn't use mods for the first 28 chapters of The Brights and the first 14 chapters of The Original Ahriman. I do use mods today, but only the pose player and bug fixes. Even though I use mods I'll always have the back of those who don't, no matter the reason, because it's really silly how some people (especially on Twitter) act towards simmers who don't use mods. Let people play their game however they want. I'm also WCIF friendly.
I've also created two machinimas, they're part of the stories, so they contain spoilers for chapter 14 and 29, respectively, of The Brights. But if you're interested and don't mind spoilers, or just don't plan to read my stories at all, you can find them here and here 😊 Watch them with sound turned on.
Btw, this thing with being a certified sex educator kinda led to including quite a bit of woohoo education in my stories. At the beginning I was planning to not do this, but it just kinda happened 🤷🏼
I also build and renovate, but I only post builds on Twitter and Bluesky, but here's one of them, a winter themed cottage in the woods, you can find it on the gallery.
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And here's a renovation of Elixirs and Brews, which can also be found on the gallery.
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I think that's all I wanted to say. Ended up being a lot though 😅
Questions are welcome 😊
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cinnamonest · 4 months
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I know nothing about Persona let alone Goro Akechi but after reading the bsf and yan profile post I want to give this man a hug (and my tits). His story seems so sad ;-; and he's so pretty and for what?? 💢
Honestly, as much as I enjoy genshin I never truly found it to have any meaningful or extremely well written characters (which is not a bad thing, I just can't take them seriously when they all look like that lmao). All credit to making me think twice about them goes to writers and artists in the fandom. So the change in content feels soooooo nice. Made me appreciate your writing in another way
I've heard about Persona a LOT for years, but I didn't have a huge drive to play it until your liveposting (p.s I love the LP so much) and especially the posts with that one insane policeman guy who is a loser (affectionate, also giving him my pussy). Any recs? 😅
HE IS MY BABY BOY you're so right he is so pretty 😖😖😖 Akechi is genuinely an excellently written character, and Persona 5 Royal is one of the few games I think fully deserves to be so hyped as it is.
Tbh I think the problem genshin and similar games has is that there's so many characters, you have to essentially go out of your way to dig into lore to get anything beyond surface level from them. This happens a lot in series with lots of characters — like with Danganronpa for example, your experience of a lot of characters completely changes upon playing their free time events. A lot of genshin characters get very little screen time on the main story, so all their characterization is in their quests, lines, and character profile content. Which to be fair, with a game of this nature that's kinda the only way to really do it, so, I'm just glad they give us that extra content tbh. I've played some gachas that would introduce new characters but give very little beyond a design and name which is kinda sad when you want to know more about the lil guy you're playing with.
But AAAAAAAAAAAAAA thank you so much anon I am going to ramble here, but I'll put a tl;dr at the bottom!
Soooo if you want to get into Persona, I'd recommend the series in a certain order with some notes. There's 5 main entries in the series and a lot of spinoffs.
A word of advice in general with marathoning a game series: with any series it's a good idea to play in order of chronological and thus technological progression, especially if you intend to play the series back to back, otherwise going from a more recent game to an older one can damper your experience due to the decrease in graphical quality, gameplay smoothness, and general content quantity.
However for this series, the ideal order to play really depends on the factors of 1) which version of Persona 3 you choose to play, and 2) if you want to play Persona 1 & 2.
Regarding Persona 1 and 2: These are some of those games where your enjoyment will strongly depend on whether or not you're a person who is okay with some of the frustrations, limitations and slowness/jankiness common to old games (they came out between 1996-1999). I know some people don't mind or see it as a sort of vintage charm, while others get very frustrated with that — if you're the latter, I'd recommend saving yourself the frustration and skipping them, but if you like old games or have a high tolerance for jankiness, you could start here. I will also say that, even amongst the vintage/90s games fan crowd, P2 is definitely more popular and considered better than P1. It's also much better on the aforementioned issues.
Also, unless you have an original PlayStation or PSP, you'll have to emulate these.
Regarding Persona 3: there's several versions — the original came out in like 2006, then there was a remake version called P3 FES which added an epilogue (which is being added to the recent remake soon anyway), then a PSP remake called Persona 3 Portable (which has ports on modern consoles), then the most recent remake, Persona 3 Reload, came out just a few months ago in 2024.
Obviously the newest remake has vastly improved graphics and added lots of gameplay content. However, one of the biggest differences is that P3 Portable had the option to play as a female protagonist — this altered a lot of aspects of the game and is exclusive to that version (which has disappointed a lot of people hoping she'd be in the 2024 remake), so you can't play as her if you play Reload (unless, I believe, you play PC, there's a volunteer team currently making a mod for her).
Personally, I bought P3 Reload, and couldn't get into it, so I dropped it. Then I bought P3P on a whim and LOVE it so far. Getting to play as the girl protagonist makes a massive difference in my opinion, and more than compensates for the older graphics/gameplay. It's not just the romance routes either, her dialogue options, interactions, music, and overall vibe is different enough that it changes the feel of the story.
It really depends on what you value more — 2024-tier visual quality/gameplay and the epilogue, versus the Female Protagonist experience, so just pick which you prefer.
For the order thing, if you choose to play P3P (or the original/FES for whatever reason), I'd start here, but if you want to play Reload, I'd play it either last or just before P5 Royal.
Moving on, Persona 4: Golden and Persona 5: Royal are both the definitive editions of their respective games. They're remakes of the originals with a lot of added content, and unlike Persona 3, there's no reason to play the older versions over these. Notably their themes/vibes are kinda opposite of each other (big city world-scale societal rebellion versus small rural town murder mystery), I wouldn't say either story is better or worse, they're not really comparable and more a matter of personal taste.
As for the stories, admittedly if you've read my posts, you've essentially already been spoiled on the identity of the killers, but honestly it's still worth experiencing the story, there's multiple big plot twists before and after the reveals regarding Akechi/Adachi.
I would play Persona 5 Royal last, largely because it's widely considered the best entry to the series and is by far the longest. However if you only intend to play one game, it should definitely be P5 Royal. The only real flaw to P5 is it's much easier than previous games.
From here, there's a few more spinoff games, whether or not you want to play them really just depends on if you enjoy the genre. There's a bit of lore in some of them but nothing critical.
Dancing All Night/Starlight/Moonlight - dancing rhythm games
Arena Ultimax - fighting game, acts as an epilogue to P3&4
Persona Q 1&2
These are Nintendo DS spinoffs with chibi style art. I haven't played these and admittedly don't know much about them, I think they're dungeon crawler genre? It's popular for the aspect of which it involves the characters of the different main games, so you get to see them interact with each other.
The downside is that these games are oddly expensive, I think because there weren't too many copies. I intend to get them eventually.
Persona 5 Tactica/Strikers:
These are P5 spinoffs that put the cast in alternate stories, strikers is the closest to a true sequel from my understanding, tactica is more of a dungeon-crawler. I didn't get them because Akechi isn't in strikers and is just minor dlc for tactica.
The Phantom X
This is upcoming I believe, it's going to be a mobile game with a new cast.
The TL;DR of my advice:
- Play P2 only if you're into vintage gaming
- Play P1 only if you're REALLY into vintage gaming
- Play Persona 3 Portable if you really value the female protagonist/male character romance experience, otherwise play Persona 3 Reload
- If you play the original Persona 3, FES, or P3 Portable: start with that, then P4 Golden, then P5 Royal
- If you play Persona 3 Reload: play P4 Golden FIRST, then both P5 Royal and P3 Reload in either order.
- Play the spinoffs just based on what type of games you like, if any.
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radleysgamereviews · 1 month
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Honest Review of Fields of Mistria 10/10
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I bet you're thinking, this is just another Stardew Valley, and I would be lying if I said that wasn't my first thought as well. However, I was so wrong! Fields of Mistria is far from Stardew and it all starts at the beginning.
You arrive in Mistria after an earthquake that shakes the townsfolks to their core, no pun intended. They of course have asked you to help and in return have given you a plot of land to grow crops and raise farm animals. You think all of this would be overwhelming, but Fields of Mistria takes it slow and teaches you everything you need to know in an unconventional tutorial. This tutorial takes a few in game days to complete through multiple different quests, but by the end you'll have all the tools you'll need to help the town as well as yourself.
While you are doing the normal farming sim gameplay: chopping trees, breaking rocks, fishing, and catching bugs, you learn about the mysterious magic that is in the land. This magic is tied to everything you do. So, the more you chop, break, fish, and catch the more magic that is stowed upon you. Eventually, you'll learn some pretty cool things with this magic, but I won't tell you what it is, so I don't ruin any surprises.
Just like many farming sim games, you'll be interacting with the townsfolks of Mistria and completing quests for a majority of them. These quests don't have a time limit so you can get them done as quick or as slow as you want. There is literally no pressure. I do recommend doing them in a timely manner however, to not only increase the town level, but to also boost your relationship with many of the romanceable characters, because let me tell you... they are HOT!!! You will not have a hard time picking a future husband or wife, or maybe you will because the options will be too hard to pick from. Regardless, marriage is currently unavailable while I am writing this review so you will just have to admire them from afar.
Now it's time for my review... 10/10 game HANDS DOWN and this is still just an early access game! Not only is this my first 10/10 game that I have reviewed, but this will also be my game of the year for 2024. From the inclusiveness, to the storyline, to the cute graphics, and to the gameplay itself, it really has it all. I absolutely love the customization for my character and the ability to change my appearance at any point. I adore the crafting and all the recipes that are currently in game. The farming is simple and easy but still enjoyable. Mining is fun with a small challenge of defeating creatures as you go further down in the mine. Raising animals is adorable and the ability to breed rare colors is exciting. The quests keep me engaged in the game and give me a purpose. With all of that though, my favorite part of the game has to be decorating the farm and my house. I cannot get over how cute everything is, the number of different items there are, and just the ability to be able to decorate it anyway I want.
So, if you are looking for a new farming sim game, this is the one! Best part... it's so reasonably priced at $13.99USD!!! I really can't recommend this game enough!
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noxiatoxia · 6 months
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HEY so I know its been a minute since I've sent an ask, but I saw some of your posts about danganronpa, specifically regarding another episode, udg, and I was agasp because I was literally in the middle of playing it for the first time lmao. So after finishing the game last night I really wanted to ask, if you want to ofc, your in depth thoughts on the game and why you like it so much, or even thoughts on the gameplay and mechanics since its so different than the danganronpa staple. I quite liked it personally because of Komaru and Toko's relationship, them becoming two of my fav characters in the franchise so far, and because I became very endeared to the kids by the end of the story. I have some qualms with how Kotoko was handled in chapter 3 at... that part... but she's also my favorite of the kids at the same time lol.
Anyways yeah no pressure at all, I just was really curious because I liked the game a lot and found it so funny that you posted stuff about it as I was playing it. Also because I really enjoy your ouran opinions. But again I get if not, the game has some senstive subjects for sure. Thanks!
THIS IS LIKE THE BEST ASK EVER FOR ME TO RECEIVE. I AM SO PASSIONATE ABOUT THIS GAME AND HAVE BEEN FOR NEARLY A DECADE AT THIS POINT.
Okay....where to even START....
(I will be referring to UDG as DR:AE or just AE in this. SPOILERS FOR ALL OF DR:AE.)
Firstly, the environment. Unlike the main series, DR:AE does not take place in a secluded area away from the real world. It does the opposite; you are in such a vast area, you are not caged, yet you are still trapped. Even if Komaru didn't have that wristband on her, where would she go? The game is great at highlighting what the world outside of what we are told in the mainline games is actually like, how caged things are even outside, all while expanding upon existing characters' backgrounds by introducing family members, or little pieces of dialogue that serve to flesh out the world.
The gameplay itself, personally, I find VERY fun. I'm not a shooter game person, but DR:AE was a game I could play many times over. I love the different types of ammo, the puzzles, the possibilities with how to destroy the monokumas. Just a fun game all around. It's by far the most replayable Danganronpa game, as the main series games are all about the story. Once you know the story, there's really no reason to replay them. In fact, they are quite slow and boring without the intrigue of the mystery.
But the highlight, obviously, is the characters. As is Danganronpa's specialty.
While I still maintain Hajime is the most interesting protagonist of the series, Komaru serves as a great subversion of the expectations set up by Makoto's actions in the first game. Makoto is someone who preserved no matter what, changed those around him with his hope. He was your quintessential paragon protagonist. While Komaru displays this a little in some scenes (namely rallying the adults under Haiji's protection) this is only the result of speaking from her own wants and experiences. That is to say, unlike Makoto who always tried to help others even if it cost his own life, Komaru is much more realistic. She cares, first and foremost, about her safety. Her helping others to stand up for themselves comes from her own desire to keep fighting so she can live, and so she imparts that onto the people around her. Fight so you can live. She says it herself: she is not like Makoto. She is selfish, she is not endlessly optimistic. She's more like Hajime in this way, but unlike Hajime who find his own brand of philosophy, Komaru really doesn't. Rather, while Hajime's character serves to show you don't have to choose a predetermined path (hope or despair) and rather your path can simply be believing in yourself, Komaru's character shows that sometimes, and maybe even most of the time, believing in yourself or a specific ideal is not feasible. Komaru believes in the people around her - namely Toko. She believes in her friend, and believes with her friend that things can keep going. This in my opinion is an excellent twist on Makoto, who was, by all means, that friend that people believed in, not the one doing the believing.
And, as an aside, Toko and Komaru have the best development of any pair of characters in the series. Yes, even moreso than Hajime and Komaeda (who I maintain never really had "development" between each other than just a very, very good dynamic from the get-go that was influenced at points by outside plot forces on Komaeda's end. Think Light and L from Death Note in this manner).
Now, let me talk about the real meat of the game, and my favorite characters to date in the whole series: The Warriors of Hope.
I won't lie that I'm biased. I'm very biased for these guys. But I think a lot of people don't give these guys the credit they deserve considering this is a Japanese game. In Japan, child abuse is a bit of a taboo topic (that thankfully has been resolving over time). Due to the nature of Japan's politeness system and "family above all else" attitude, many child abuse cases not only go unreported, but are flat out ignored. The epidemic of babies dying in coin-operated lockers being an especially egregious example of rampant child abuse that occurred. Despite being prevalent since 1971, it took till 1993 to be socially addressed.
This is just one example, but I think it serves my point: child abuse is/was an issue in Japan when it comes to socially speaking of it. ( In fact, in the game itself, Nagisa and Kotoko both directly say they tried to reach out and get help, but were ignored by adults). This is why art regarding child abuse is so important. And that's why a huge series like Danganronpa centering a game about child abuse is such a huge deal. It sparks discussion and promotes visibility of the topic. Not to say media before hadn't talked about it - in fact, there is a lot of Japanese media about child abuse for this very reason - but that does not undermine the importance of Danganronpa deciding to portray it so openly. It is even more important, to me, that they do not stop at physical or sexual abuse. Rather, abuse focused on verbal harm and emotional neglect are portrayed as being just as damaging, which is one of the most overlooked and underplayed forms of abuse in general.
Their portray of abuse also is rather accurate. I will make a confession: I was definitely a bit too young to play danganronpa when I did. Definitely not 18 yet. But I was a teen, and very aware of different types of abuse, sexual abuse included. But despite all the PSAs, books I had read on my own or even ones assigned to me for classes, I had never seen a sexual assault victim be portrayed as hypersexual before. In fact, I didn't even know such a thing was possible. Yes, it is very, very likely I just got Komaeda levels of unlucky to not encounter that in any of my reading or research material at the time, but I think it's common, nonetheless, that people to this day still have the misconception that sexual abuse victims are all afraid of sex or anything sexual. While that is true for some, many people are now becoming more aware that sexual abuse survivors can often display hypersexual tendencies. In this way, I DID learn a lot about the effects of sexual abuse based on how Kotoko acted, and was able to do my own research from there to learn more. Furthermore, the game is good at portraying things like specific triggers in the form of words, smells, items, or specific phrases. Again, I feel it's mostly stereotyped that most triggers are objects that "make sense" like cigarettes or alcohol (much like with what Masaru was afflicted with). But the game made sure to include ones that were "non conventional" like specific words ("gentle" in Kotoko's case) and portrayed both triggers, no matter how common or uncommon, as equally severe. The game also shows negative effects child abuse can have on those around the children. After all, the WoH would not be doing the things they were doing if it weren't for how they were treated in the first place.
(Aside: This is particularly WHY I get so mad when people hate on DR:AE for being "icky". If you are personally uncomfortable with topics of child abuse, that is wholly reasonable and you do not have to play or even like a game that centers on that. You are in your full right and perfectly valid to say "I think this is gross and uncomfortable, therefore I do not like it" or "I don't like this game because I felt personally overlooked/triggered by it" or "I don't like this game because I felt it was not fun or well written". But to say it is objectively "problematic" or "disgusting" to have a game like this exist? That is just spitting in the face of people trying to advocate for visibility of child abuse. You are doing nothing but making people like myself who felt vindicated, seen, or educated by this game like bad guys. Sincerely, please do not call a game that does not shy away from the uncomfortable realities of child abuse "problematic" based on that alone.)
(Aside aside: there are "problematic" elements in the game and things to criticize as is true of all media. The Kotoko minigame I would say is the biggest "why is this in here" moment and is definitely just a fan service scene. I don't like it either. This does not mean the game itself and as a whole is valueless or bad.)
That leads into my next point: I love how morally gray the "good" and "bad" guys are. The WoH aren't doing what they're doing (save Monaca) because they want to hurt people for the lolz (though they have fun with it, as kids would). They think what they're doing is genuinely good. It's a good way to rival Junko, who knew she was evil and batshit crazy, but didn't care. These kids think they are helping children and keeping them safe. And they're kids - young kids can't really think in very complex manners. If you were treated horribly by most adults in your life, and your peers were as well and shared the same sentiments as you, you would be 100% convinced your convictions were righteous then. Hell, I've met adults that think this way (pretty much all extremists who think anyone part of x group, race, gender, religion, etc is evil). A kid thinking this way is very realistic. They are also all different levels of "morally gray". Nagisa, for example, ends up helping Komaru because he feels that a paradise for children is more important than the sole idea of killing all adults. Meanwhile, Monaca, perhaps because of the abuse she suffered all her life, has become a person that we can assume will just enact similar abusive tactics on everyone around her till the day she dies. While it's a misconception that people who suffer abuse often turn into abusers themselves (they simply just have a higher chance to commit crimes, anything from petty crimes to violent ones) there are undoubtedly cases where this does happen. A real life example is Douglas Spinx (HUGE TW; CSA & BESTIALITY). My point is: the portrayal of abuse victims in many different lights from people who can inflict harm unintentionally but with help and intervention can make recoveries to those who, in the rarest and saddest of cases, will turn to a full life of inflicting harm on others intentionally, is important - for someone like me, at least. Without the proper care or attention, horrible things like these can happen. I find this a very important thing to be open about.
Then we have Haiji. Haiji is supposed to be a "good guy". He's cowardly, yes, but he does fight to help the adults being killed. He attempts to bolster moral. But...despite having good intentions and even doing some good things, he's kind of horrible. After all, he's the one who contributed to Monaca's abuse and made her the way she is now. He's just like the kids except reversed; he thinks all children are evil because they're the ones killing everyone. And in his position, I do think most people would feel that way. I mean, if literally every kid in your area was wearing a helmet that turned them fuckin murderous and were killing all your friends and family would you, after enduring months of this, still bother to be like "not all kids though!". Likely not. Even though it is wrong, it is still a realistic way these things would pan out, much like how it did for the WoH. I mean, for a real life example, one need not look further than one of those extremist radical feminist blogs here on Tumblr that believes every single person born male is a brute. Most of those people believe that way because they have personally been hurt by one or several males in their lives, and y'know, fear and pain leads to hate and all of that.
Speaking of, I like the brainwashing in this game far more than in DR3 the anime (spoilers for that later on but tbqh DR3 is not worth anyone's time). I never liked brainwashing as a trope - I feel it is lazy. However, in DR:AE and DR1 they're utilized pretty well. In DR1 it's literally glossed over as "does it really matter? The outcome is more important than the means" which considering DR1, moreso than any other game in the series, is a satire and is supposed to focus on absurdity, I think having the brainwashing LITERALLY be hand-waved as "eh, it just happened" makes a lot of sense thematically with the goofy writing. But as you know, as DR went on, it became more and more serious with itself (for...better and worse...) in DR:AE, I like how the brainwashing affects only the nameless children. DR3's anime was lazy by having all the main characters get brainwashed by a funny little video, both in future&despair arc. In AE, it's a helmet. I think this makes much more sense as theoretically the helmet could be attached to the actual brains of these people. Plus, as said in the game, they blow up when the controller is destroyed, giving credence to that theory. The brainwashing in AE is not a vehicle to explain why main characters act the way they do. Rather, it's just a device used to create background conflict/build up the main villains, leaving the main characters to be affected by persuasion and manipulation (the objectively better version of "brainwashing").
Circling back to the WoH, outside of their thorough portrayals of abuse and standings as "villains who think they are doing the right thing", they're just fun. Like, legit, I just think they're fun. Outside of their trauma, they aren't very complex, but that's the point. The game is a commentary about abuse and how it affects you, the people around you, and the world. The WoH are not the characters meant to be developed and complex entities who undergo deep changes - that is left to our protagonists. As most series with static characters do, they assign each member a core personality. Every Warrior of Hope has a number of traits influenced by this personality (the "sporty" one, the "smart" one, etc) that make them vastly different from each other, making them not only distinct but just fun to watch their personalities clash. After all, if they were not bonded by their trauma, they probably wouldn't be friends at all. it's honestly like a Teen Titans situation in that way, and I've always loved stuff like that. Of course, their personalities are also heavily influenced by their trauma, again a realistic depiction of how trauma can and will change who you are as a person and present itself in many facets of your actions.
I THINK that's all my MAIN points. Suffice to say, DR:AE is my favorite game in the series. I think it's the most fun, has the best character developments and dynamics, I think its story is the most emotional and deep-cutting, and it really spoke to me during a time that I needed something like this to reach me. I won't say it's the best DR game in terms of overall narrative (that honor goes to SDR2) but it comes close. And I know not everyone will feel the same way about this game that I do. Thanks for this ask; yet another reminder I need to do my bi-yearly replay of this game.
(Footnote so I don't get "so you hate waffles"'d: my bringing real-life examples into this is not to say those instances are exactly like what happens in the video game nor to say they are on the same level of importance. Obviously real life is far more important and complex than anything that could happen in a game. I only bring them up to support my points about certain aspects being realistic by using, well, real life examples.)
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kestrel-bee · 4 days
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I just finished ISAT, and. Wow. I am in shambles after Act 5 holy FRICK
Okay, now that I’m done, time to dump all of my thoughts out at once, because I NEED to talk about this game holy crap
(spoilers abound from this point, don’t read if you are interested in playing for yourself)
(CW for discussing religion-related struggles with sexuality, if that’s something that bugs ya)
Okay, for starters, I just want to talk about how well executed this game is.
The gameplay was interesting and not too hard to understand while still being unique and fun, the illustrations and art style was really cute and charming, the character designs are recognizable yet creative, the writing is entertaining and made me love all of the characters in a very quick fashion, and the story overall was just FANTASTIC.
Literally my only complaint is that i had a tricky time adjusting to how sensitive the controls were when walking. Maybe it works better on desktop, but I was playing on the Steam Deck, and the only other platform I can play on is Mac, which this game does not support.
But honestly this ended up being a nonissue, I figured it out pretty quickly and after an hour or so I had the controls down to pat.
I also love how they handled the concept of a time loop, and the slow descent of Siffrin’s mental downfall. The way he started getting so desperate at the end, clinging to every scrap of hope he could find was heart wrenching.
Act 5 was KILLER, omg, I was so wrecked over it I had to take a break to calm down 😭
It’s not often a piece of media evokes THIS much emotion out of me, holy crud.
To talk about some of the characters,
I LOVE me some found family fluff, and boy oh boy was I fed, they’re so wholesome, they’re all so skrunkly 😭
I loved the little snippets of representation in these characters, with Odile being mixed race and attempting to connect to her roots, and Isabeau’s very trans-coded backstory. And yk, the multitude of gays and lesbians throughout the game XD
Even though that kind of representation doesn’t resonate with me personally, I still like to see it.
But oh man, Mirabelle’s cutscene in Act 3 hit hard. I myself am aroace and religious, and marriage was always something I felt was expected from me.
As I got older and realized that romantic attraction wasn’t really something I feel for people, I tried to convince myself I was attracted to a good friend of mine who had a crush on me, which obviously didn’t work out.
I’ve always had a hard time identifying with womanhood in the way my church has always portrayed it as, so having Mirabelle talk about her faith related struggle with her asexuality and identity was such a comforting representation for me.
Another thing, I can’t tell if it’s intentional or not, but I love how neurodivergent coded they are?
Like, we have Siffrin, kinda touch averse and quiet,
Odile who doesn’t like change and needs her routine alone time to recuperate after every floor,
Mirabelle and Isabeau, the funny noise appreciation squad, the hyper-empathetic duo who would always get over hyped over things together,
And while I can’t think of a specific example for them, Bonnie is always there matching Mirabelle and Isabeau’s energy.
Not to mention the frequent amount of times the latter 3 would repeat each other (echolalia) when saying something fun or happy. (Like the “Pie Smell!” candle).
Do these things on their own make them neurodivergent? No, but the way they’re consistently written like this feels very intentional and I love it.
Anyway, whoof, that was very long, but TLDR: this game was PHENOMENAL, and I will be recommending it to everyone I know
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desultory-novice · 1 year
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Nintendo Dream #6 RtDL DX Interview Part 2
Here’s the translation-summary for the second half of the RtDL DX interview with Kumazaki and the team, continuing from last month!
...Sadly, it doesn’t come close to answering all our questions. (The True Arena remains a mystery... :sob:) And I get the feeling Kumazaki’s going to continue to be very staunch on not giving away any hot lore deets/timeline information. Ever. But I like that he continues to encourage speculation!
Anyway, read below for the whole thing!
--
Q: I'd like to ask about the sub-games
-Nishi says since they were deluxe-ifying Kirby Wii, they wanted to enhance the parts of it where everyone could have fun together. The discussion of increasing the amount of sub-games and making them more extravagant led to the idea for Merry Magoland. Due to the desire to have many different generations enjoy them, they pulled popular games from a variety of classic titles and made them four- player.
-Kumazaki says they paid attention to including a variety of play experiences when selecting sub-games, so the experience of playing each doesn't overlap with the others. Man-power wise, it wasn't possible to put everything in, but looking back on it, he says, they miraculously included all their first choices on the initial design document. Ten felt like the right number for this "deluxe" game. They were even able to include some new ones, give them all a unique feel and make them all four-player. He notes as a director on Ultra Super Deluxe (Super Star Ultra) he was in charge of every sub-game there and how difficult it was to design games that used both screens and touch capabilities.
<Short additional commentary about designing games around the Wii remote and transferring that to the Joy-con I'm skipping>
Q: I'd like to ask which of the 10 sub-games everyone has the most feelings associated with.
-Tani says his is Egg Catcher, being the first sub-game in the Kirby series. It was very difficult and so there was some debating about making it more accessible... in the end, they slowed it down some to make it easier. But as you increase in difficulty, it gets about as hard as the original game.
Q: In the original, King Dedede throws the eggs, but here he's an ally. How did you go about solving that problem?
-Tani says that after thinking about it, they gave that role to a robot. It allowed them to re-include the Dedede robot from the Wii version's sub-game, Scope Shot.
Q: Kirby catches the eggs in their mouth, but Meta Knight has a mask and Bandanna Waddle Dee doesn't have a mouth. How did you go about solving this issue?
-Tani says that after thinking about a lot of options they settled on baskets. (laughs) He mentions that Dedede is taller than the other characters so the position he would catch the eggs at would be different. So they fixed that by putting the other characters on raised platforms.
-Watanabe says his favorite is the new game Magolor's Tome Trackers. Because it's Magolor's theme park, they made a sub-game where Magolor takes a big role. The rules are fairly simple, but that gives it lots of replay ability. But there are also fun changes to the conditions and the way it plays by Magolor showing you the back of the book instead or only the color, or taking time before giving you a hint. "My bad! Looks like I showed you the wrong side of the book!" he says, in Magolor-ese, to describe how the gameplay maintains these characterful "Magolor" elements.
Q: Magolor has become a really great character capable of anything now. (laughs)
-Kumazaki says Magolor has grown into a character that can do things they can't have other characters do, something of a rarity in the Kirby series.
-Nakanishi says his favorite sub-games are Checkerboard Chase and Smash Ride. Both can be tricky to control just right, but that makes it more exciting to play with others, and he was very happy they got remade for this game.
-Ninomiya chimes in about Samurai Kirby. It was a sub-game he'd always liked, and while there was some thinking needed to decide how to make it work with four players, its even more exhilarating to win in this version. And that goes for the online version as well. It works with motion controls so you can really pretend to be a samurai.
Q: Samurai Kirby 100 is a game you can play online against others but only once per day. Pleas tell us more about that.
-Kumazaki says most online games involve hanging out in the lobby, chatting with friends, and its very fun. And while the Kirby series has been making attempts at online play with Super Kirby Clash and Dream Buffet, he wanted a game that you can play with no waiting, just a quick, casual investment you could play without any fear.
It's a simple one button game, but they decided, rather than that just being something you could play online, "Wouldn't it be awesome if you could engage in a 100-person battle royal?!" and that was how Samurai Kirby 100 came about.
-Watanabe says they aimed for a goal where you could decide who was best in all the world in a snap. And because it just requires one button press, anyone can have an easy time playing it. It ends quickly too, but they put a lot of effort into the presentation of the game because of that. And you get to see something special if you get 1st place, so he hopes people will keep trying it every day.
[The Symbol of Peace in the Kirby World]
Q: There's an orange butterfly flying near Kirby and King Dedede in the opening and ending movies. Is that the same orange butterfly that has appeared in other titles?
-Kumazaki says that in regards to the story, many times they put much more priority on the game design aspects. But in order to expand upon the world's setting (or if it will make the series as a whole more exciting) they scatter these little seeds that make you think up these deeper connections.
Q: So you're looking/focusing toward the future
-Kumazaki says that the world of Kirby, in order to stay diverse with each entry, has many parallel world elements and unconnected timelines, and he cannot clarify for us if that butterfly possesses the same role in different entries. But that there are elements left in the game that those who want to enjoy the story more can ponder on.
Q: I see.
-Kumazaki says Meta Knight has his airship, the Halberd, that sank in the end of Meta Knight's Revenge. But in a later game, Kirby Squeak Squad, they bring back the sinking Halberd as it's laying at the bottom of the sea in this game. And that there are new stories that can arise from pulling out past story beats like that. Slipping these things in softly can allow those unaware of these to experience the depth of the series' story as well, keeping these elements alive, without interfering in the enjoyment of the series' gameplay.
So if you're unfamiliar with the orange butterfly, it can be a symbol of peace, representing the calm before the adventure kicks in, or the mood of the ending. There are many different points of view you can see it from. Kumazaki wants both those unfamiliar with or not that interested with the story to be able to have their own takes on it and take in the story as they wish.
Q: There's lots of theories/questions though. (laughs)
-Kumazaki says if you play lots of Kirby games then play RtDL DX, you may definitely be thinking "Wait, is that?!" And the fact that the butterfly avoids touching Dedede's head directly but stopping on the flower instead... we make little considerations like that.
[Magolor Epilogue where Magolor is the star]
-Kumazaki says the original had The Arena and Extra Mode, which is generally the right amount of volume for a good Kirby game, but since so many people have already played RtDL, they wanted something unknown, like there'd be if this was a new game - something new to enjoy. They also were thinking up something that included a different style of play than that of the main mode.
Four plays is the crux of the game, so you can play as four Magolors in the Magolor Epilogue too, but this is also an adventure to raise up a weakened Magolor and make him strong again. He focused on adding that growth/development part to the "fun, four player action."
-Watanabe says, regarding the gameplay systems, they included mechanics where you could develop the player character as you pleased, something that they haven't done much of in Kirby. It linked up nicely with the story of Magolor picking himself up from losing his powers, easing you into the story nicely.
Q: It's fun to raise characters up like in an RPG
-Watanabe says that outside of connecting the gameplay to the story, another reason they chose this style of gameplay was to make a wide-audience game that anyone could play. This mode unlocks after you've cleared the main mode, so there is a bit of a difficulty curve, but its also balanced so that players who don't like action games can proceed via powering Magolor up enough. We aimed for something playable for action game veterans and newcomers.
Q: By the way, is it possible to complete this mode if you don't power up Magolor at all?
-Watanabe says yes. The challenge stages require specific power ups, but you can play to the end of the game ignoring those. He's done it himself, he says. It's very difficult though, so if you're confident in your skills, please, make the attempt!
-Nananishi says its the kind of challenge they can include because its post-game content. Kirby and the Forgotten Land's copy ability upgrade system was well-received. This game's system is a bit different, but Kirby hasn't really been a series with elements where your abilities change as you grow, so they look forward to how these different elements will be received.
Q: Why did Magolor's outfit turn gray?
-Kumazaki says they made it white to show how he'd lost his powers after "a certain fight." It visualizes how he's lost all his energy. He's not going to elaborate on the series timeline, but there are things in RtDL DX that lean toward connecting the various stories.
Q: So, he's out of energy?
-Kumazaki says the other reason he's dressed in white is that in RtDL, there are these dimensional rifts that allow you to travel through a variety of worlds, and so Magolor's clothes are white to make you think "Oh wait, does it mean this?!" There's a bit that hints at this, so I'm happy if you complete the epilogue and are able to feel "Aha! So that's why he's dressed in white!"
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<LATE EDIT: Sooo, I was in a rush when I wrote this and didn’t double check even though it pinged something in my brain (Bad Dess. Always double check!) but there is some implication, notably in the fact that Kumazaki corrects the interviewer gray > white and some obscure/older meaning behind the word “white clothes” that they’re also meant to be funerary garb.>
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Q: By the way, you can play as four Magolors in multiplayer mode, but is this magic or some other established ability to split oneself?
-Kumazaki says that in Star Allies's post-game content, Heroes in Another Dimension, Kirby can transform into the Dream Friends themselves. Because it's otherwise very hard for Player 1 to play as the Dream Friends in Star Allies, so he wanted a special kind of game experience where you could control them all at the end. Lots of unusual things occur in the space known as Another Dimension, but... they realized it would cause less unease if you could just be four Magolors rather than Magolor somehow being able to summon Kirby, King Dedede, Meta Knight, and Bandanna Waddle Dee to journey with him. It also makes it more of a Magolor Epilogue because its only Magolor.
Q: It's sure something to play with four people as four Magolors. (laughs)
Unlike with Kirby and the Amazing Mirror, where Kirby is divided into four by Dark Meta Knight at the start of the adventure, nothing happens to cause this. We just wanted to emphasize the fun of playing together as four Magolors gathering power and growing. This is just something conceived of to be unique and fun to this game.
Q: On the note of the four Magolors, tell me about being able to play as four Kirbys of differing colors.
-Kumazaki says the point of the multi-color Kirbys is so that everyone can be the main character. We had something similar in Star Allies with the helpers, but outside of Kirby, those are generally controlled by the CPU to help out and add elemental abilities.
Q: The helpers give off a strong impression of being support to Kirby during Kirby's own adventure.
-Kumazaki says that in contrast to that, the multi-colored Kirbys are distinct for letting everyone be the main character, and everyone play as Kirby. It's a difference of theme. To match up with the theme of the game, everyone can play as a Kirby of a different color. Because the helpers are identified as helpers, they're really support roles that exist to fulfill a need in the series.
[Kumazaki looks back at 30 years of Kirby]
Q: It's been a packed 30th anniversary.
-Kumazaki says with the goal of making the 30th a big celebration, they worked together with teams and departments outside of just Japan, all toward this one goal, and that he was glad they did. It was very difficult of course, but everyone put their all into "Let's make the consumers happy!" and "Let's make this 30th huge!" It was thanks to this clear goal that Kumazaki and everyone else was able to keep moving in the same direction and that everything was done with excitement and that you can feel the team's energy.
Q: You released three vastly different games this year.
-Kumazaki says for him, the biggest challenge was making those three games. It wasn't just because it was the 30th or to release a new Kirby title, but because they wanted to make the very best title they could that they were able to release three titles exactly on time for the 30th. But the Music Fest, that was definitely prepared especially as a 30th anniversary celebration.
Q: It was really impressive that you made that happen.
-Kumazaki says that he feels as if Kirby has grown much larger thanks to all the events packed into the 30th anniversary celebration. Kirby was 9 years old when he entered HAL Laboratory (2002) so it was just before the 10th anniversary. Now it's been 20 years and you see Kirby in all kinds of places. Kirby dolls hanging on students bags, Kirby merchandise for sale in storefronts, and Kirby prizes at gaming arcades. He says that back during the 20th anniversary, it was still somewhat rare to see Kirby merchandise around. There are many more opportunities to see Kirby in games and elsewhere in just these 10 years. From the first entry to Kirby and the Forgotten Land, not just in Japan but all over this wide world, support for Kirby really has grown. He felt that with the scale of the Music Fest, compared to the orchestra concert celebrating the 25th anniversary just five years ago. The deep feeling that Kirby is loved by so many all over.
Q: You worked person-to-person with the sound staff on the Music Fest while making those three new games, right?
-Kumazaki says it was incredibly difficult. (laughs) The peak of difficulty was Dream Buffet's development falling right when the end of production for the Music Fest was happening. I was listening to songs from the Music Fest in one ear and BGM tracks from the games with the other. We'd made the plan to announce Dream Buffet on stage during the Music Fest, so I made those announcement preparations with the feel of "We're working on it RIGHT now!"
Q: You did the voice of King Dedede for the HAL Laboratory Dream Band King Dedede Fest" didn't you?
-Kumazaki says about that, they didn't rehearse his part in the song before the event. (laughs) After hours at Kirby Cafe Tokyo, they did rehearsal and recording all in the short space between then and opening the next day. "I'll do it!" he thought to himself as he joined in, thinking it would please the fans.
Q: With the release of Kirby and the Forgotten Land, the scope of what a Kirby game is has increased, and many people are looking forward to what's going to come out next.
-Kumazaki says as new ways of play are discovered, evolutions and enhancements on types of play increase as well, with things like additional growth parameters but they generally want to see player's growth and proficiency at the controls of the action games they play. The scope of the games has increased, but push it past a certain line and it really would become an RPG, and that action (the genre) and learned proficiency are very important to Kirby, so he's going to continue thinking about that balance going forward. Which is quite challenging.
Q: That brought us the "Magolor Epilogue" right? Magolor did no talking on his own, the whole story till the end was communicated in that fashion. Very well done.
<They're talking about the fact that he doesn't talk to anyone else to explain the story or his feelings while you're playing the game, yet you still understand the narrative. Obviously, he still has some dialogue when you power him up.>
-Kumazaki thanks the interviewer, saying that with an action game, its good to have a story you can read between the lines. And, he adds, the reveal that Magolor('s ears) was dark brown/black underneath his hood was always there from the beginning of his creation.
<They make specific mention of his ears, but I think the point is to emphasize that his looks aren't because he's in "shadow">
Q: Lastly, please share let us hear your enthusiasm as we move into the 31st year of the Kirby series.
-Kumazaki says that the 30th anniversary came about because of the hard work of staff and most of all, the cheers of so many fans. The games, the music fest, the events and merchandise. FL is the series first main line 3D action game, Dream Buffet lets you compete against others online, and now this game, a deluxe remake of an 11 year old 2D action game, so there's a great variety of Kirby for the fans to enjoy.
That the team had been feeling this after the 20th anniversary, but with the growth of the staff, while they were able to deliver almost non-stop Kirby titles, presenting nothing but traditional 2D sidescrolling action titles alone might put the series in a rut. That's why with much work, they try to change up the world, the graphics, and the style of play, but the series needs even more variety going forward. Now, at the 30th anniversary, the team has gained so much more experience and are ready to challenge new types of play. It's a big thing to deliver a diverse lineup of titles. But there are still things left undone and new challenges ahead. They don't want to be limited to just mainline titles and specific staple genres and are making preparations to deliver an even more diverse Kirby series to the world. Please look forward to what the new Kirby series will continue to have in store!
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juni-ravenhall · 3 months
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we played the quest now and mostly its just like. all these recent quests are at the quality as if a child wrote them but that feels like an insult to child authors. imagine if any other game at this price point (!) put out main story updates at this quality and this playtime per month(s).....
more specific commentary under here
the dark riders still dont feel like actual villains or threats to me at all, due to the rushed and stupid way they were introduced after their design updates, combined with how bad the writing is. i feel like im just chewing on a tasteless gum when i play this. but thats an insult to gum. its very nothing. its neither dramatic nor funny nor meaningful in any way.
the writing and timing is so bad that nothing holds any real dramatic weight. i didnt feel anything about maya getting zapped - i assume shes fine tho??? - obviously yes its harmful to choose to hurt the lesbians rather than literally anyone else and its worth criticising bc ppl need to stop making oppressed characters suffer more than the not-oppressed, but also just the whole thing is handled so badly that i can barely even care bc its so fucking stupid that nothing holds any weight. at this point anything any of the charas says and does just feels completely empty.
like you could just have mr sands collapse to the ground from a heart attack in the middle of the dialogue and sabine say "lol loser" and it wouldnt even feel especially out of place in the current quality of writing and storytelling.
it was fun to see darko and sands again just because we have more relation to darko as a villain than any of the dark riders. the same way i am way more interested in ms drake or mr anwir (rip i guess) than i am in the dark riders bc they were sooo badly included in the story and then suddenly now theyre everywhere and talk all the time as if we know them and as if theyve been a consistent villain. i am way more interested in any other npc than in the dark riders, i have more emotional connection to ed field than i have to katja. bc they were not written into the story properly. this is a continuous frustration i have reading any main story updates.
anyway the erissa race was just.... fine. this is supposed to be a kind of mini boss moment in other games. however, due to my horse not being fed (a system that sse designed) i rode quite slow which in itself takes away drama, but also, the race just felt really.... nothing, again. its not bad... its just nothing. the floating objects in the forest were cool, and the yarn stuff is cute (tho i dont feel anything about this design bc again she and her design is just thrown at me with no buildup - like - a character having a theme that you build up a connection to, is not happening here), but it doesnt feel like an important race or like a mini boss, its just.... ok i went here and now i went there. why tho. how did this matter.
it wasnt a difficult enough race in any way that it felt like challenging gameplay (mini boss fight) and ive said before, yes sure there are 8yo players who never played a game before and need it to be relatively easy - but this can be achieved in other ways than forcing *all* players to play a really dumb easy race, and its also not consistent throughout the game - sometimes a race is randomly kinda hard, other times its something you could do blindfolded, but without any consistent relation to where when and why the race takes place.
normally in games, battles/races/whatever would get more and more challenging as the story goes on, as levels go up, as new mechanics get introduced, as player skill and experience grows.
but yeah i just really hate the story quests at this point. theyre empty. theyre badly written. they are forgettable and dont hold the dramatic weight theyre supposed to. they feel random and disconnected from the rest of the game we played until a couple years ago. the characters and stuff are just handled so badly. the story and lore is confusing and hard to understand. its a mess.
all of this would be fine if sso was a game you play for free. it would be fine if it was a game that cost 10 dollars. it would be fine if it had microtransactions that were like, 1-3 dollars here and there, not 30 dollars here and there to afford two items or one horse or whatever.
i wouldnt judge it so harshly for this bad quality in the story quests (the writing, the storytelling and lore, the characters, the gameplay, the animations, the models and designs, the feeling of making progress as a player....) if the game was overall as cheap as its quests are.
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veronasunmademods · 7 months
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Occult Children
There's... not really a lot for children in the Sims 4, occult or not. But nothing has bothered me more than the fact that even if you make an occult child, you won't see any effects of it until that child is a teenager. From my experience, anyway. So, a bit of an idea to how one might change that.
Spellcasters
Accidental magic. I'll say it again and again, Spellcaster children, toddlers, and infants should have accidental magic. Especially when they're experiencing big moods.
It could be any mood other than "fine" for a toddler and/or infant; turns objects into flowers when happy, bubbles when playful, makes an earthquake when angry, makes it rain when sad, etc. Not every time or that would impede gameplay and be annoying.
Children instead would do it only during the extreme emotions. Hysterical, mortified, enraged, scared. Sadness as well, but that one doesn't have an "extreme" version. They'd have pretty much the same as the toddlers and infants as what would happen.
Potions stations would level up the potion making skill. That, or they have their own mini cauldron. Or both. One of the potions would be turning the giant stuffed animal toy into a proper Sim if the friendship level is high enough.
A few simple spells available to them, with Mischief the most accessible seeing as kids as mischievous.
Bring back the hair dye prank, but make the child have to craft it at with their potions skill.
In tandem with a boarding school mod, a magical boarding school just for Spellcaster children. Maybe two. One so they can learn to hone their powers, and one to hide them.
Spellcaster parents gain the option to inform their partners they are a Spellcaster if the other parent is not. Or not reveal. It's not mandatory.
Also an option to automatically hide heritage or reveal heritage to children, in case all children are normal Sims. Can later reveal Spellcaster heritage as desired.
Sims raising Spellcaster children and not knowing about it because they were not told can have different reactions when they find out. Anger, fear, excitement.
Spellcasters or normie parents could send child Spellcasters to the boarding school to free them of their abilities if they're trying to hide it or simply can't stand the magic. (Inspired by a throwaway line in the Children of the Lamp series where djinn children were sometimes put through such rigorous education it basically killed their magic)
Child sized broom that's closer to a rocking horse because it can't be used for travel. It just goes in a circle and can do loop-de-loops and other small trick shots if the motor skill is high enough.
Candies like those ones from HP that make you sound like different animals.
Mermaids
Obviously, let them be mermaids.
For toddlers/infants make them stay in whatever form the birther had when going in labor. If starts giving birth while mermaid, toddler/infant is full mermaid and has to learn to take human form. If human, has to learn to take mermaid form.
If in mermaid form, there could be special items made for an underwater nursery for them. If a mod can't do it on its own, it would probably require cheats.
Like, think a large lilypad floating in the water for a newborn, giant shells for infants and toddlers.
Mostly just everything found here, The Expanded Mermaids from SpinningPlumbobs. I like it, it fits what I want but can't have because I can't use the computer. 😭
Just wanted to add my own two cents about younger than children.
Vampires
Full vampire children should age slow, just like their parents. Half vampire children can stay the same when it comes to aging.
A breastfeeding parent to a vampire baby should occasionally get bit and get moodlets about uncomfortable bleeding.
On that same note, while I hate Twilight, I think the pregnancy and vampire children thing would work well with the Sims. Weakness during pregnancy (Sims can't die while pregnant, but a general higher need for sleep, apathy, a dazed mood, puking, etc), craving for more raw meals, normie sims able to digest plasma without getting sick.
Child vampires can eat both regular food and plasma but start finding regular food unappealing.
Toddlers and infants can eat both as well, but tend towards regular food. But if they get a craving for plasma and they don't get it, they'll go bite anyone and everything, including family and pets.
If a child vampire has a high enough relationship with a normie child, the vampire can offer to turn the normie.
This turned vampire child does not age. Is stuck in the child state. Insatiable hunger, all the time.
Born child and under vampires don't die in the sun, but they'll get a nasty sunburn. Perhaps some rashes, like they're allergic to it. Turned children will die from sun exposure.
Turned children can only eat plasma.
Child sized coffins decorated with stickers, with colorful fabric and pretty wood designs. Open casket that's styled like a princess bed with a canopy.
Teething toys for infants that will occasionally burst and get them messy.
Plasma bags made to look like cute juice boxes.
A randomly chosen trait for how the vampire child comes across. Unsettling, enchanting, strange, etc.
Werewolves
Wolf form, wolf form, wolf form
Toddlers and infants can sleep in pet beds
Another situation where toddlers/infants/newborns are whatever the birther was at the time of birth. If in wolf form, they're born like a puppy. Switches uncontrollably human sometimes, but default is dog. Same for the reverse where the birther was in human form; human default, uncontrollable wolf.
Kids can dig holes with their hands in the backyard.
Can play with dog toys like dog.
Chase cats
Dogpile older Sims
Ability to chew on toys when not in wolf form
Excitement, playful, and embarrassment will turn children into their wolf forms
Can learn to control the wolf, but only that perk
Can "pack bond" with friends. Good things like raising skills, better moods, etc will be easier when packmates are around, but will feel distressed when they're not around for a while.
All of them could probably have the ability to "reveal or hide heritage" honestly.
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I hope Princess Peach Showtime sells well.
Not only because it could lead to Peach getting her own spin-off series of games rather than just a one-off (something that I think is long overdue), but it could also lead to Nintendo having more faith that Mario's female leads can carry games by themselves, which in that case...
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Here's my idea for a Rosalina game.
Feel free to steal this random Nintendo employee who might be reading this:
1 - The Genre
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If this game were to ever happen, I'd want it to stand out from Super Mario games so it wouldn't seem redundant, so it would not be a platformer. It wouldn't be a sports game, minigame collection, or puzzle game either. It would be a subgenre that the Mario franchise has yet to dip its toes into.
I want Rosalina's solo game to be a Space Action RPG that emphasizes real time combat.
Not turn-based, like Paper Mario or Mario and Luigi, etc. I imagine it would play a lot like Kingdom Hearts, just swap out a keyblade for Rosalina's wand:
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She could shoot beams of light at enemies for long range attacks, levitate them with her wand only to slam them on the ground, create a comet shower to rain down on enemies, manipulate gravity to deflect their attacks or slow their attacks down, briefly create a force field around herself to shield herself from an attack, emit extremely bright light from her wand to temporarily blind enemies to stun them, use her Grand Star final smash as a spell, maybe for some attacks she just outright uses her wand like a sword, etc. There are so many spells they could either make up or take from her previous appearances that she could use for her moveset. She wouldn't even have to be limited to using her wand! She could do the spin from Galaxy/her spin from 3D World as an close range attack, teleport to short distances away to dodge an enemy, fly, briefly become intangible, etc. Reminder, she has already been shown to be able to do most this stuff anyway!
Of course she wouldn't have all these abilities at the start, she'd unlock different spells and abilities throughout the game as you gain more exp by defeating enemies.
The main collectible and currency of the game would, of course, be Star Bits. The can be used to buy items (healing items, alternate costumes, etc) or to...actually I'll mention the other function later. Star Bits can be found lying around on every planet (as can other various items that can help you during gameplay) and be gained by defeating enemies.
Each level would be a different planet, and the Comet Observatory would act as the hub world as it did in Super Mario Galaxy, and would be used to travel to each planet. Perhaps there could be minigames between each planet where you fly through space controlling the Comet Observatory whilst collecting Star Bits along the way? Eh, I'm not sure. It sounds fun but maybe it'd be simpler to just travel to planets like how Mario did in Galaxy.
I imagine each planet would have a certain number of missions to complete on it before you can move to the next planet. Maybe their could be side-missions too, but they wouldn't be compulsory unless you want to 100% the game. At the end of each mission, you have the choice to return to the hub world (for a reason I'll explain later) or to just move on to the next mission. If you do choose to return to the hub world before you completed every mission on that planet, you can continue from where you left off later and would not have to re-do any missions you had completed on that particular planet so far. What would each mission involve? Well...
2 - The Premise
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I think Ubisoft owns Cursa but they would be the perfect antagonist for Rosalina. Mario has Bowser, Luigi has King Boo, Wario has Captain Syrup, Peach now has Grape, so why not let Rosalina have her own nemesis? I know Cursa seemingly died at the end of Sparks of Hope but Cursa is literally made of a fragment The MegaBug so perhaps the same thing has happened again, a fragment of Cursa survived and mutates into a new form. I'm also aware Sparks of Hope isn't canon and likely takes place in a different universe than the one the mainline Mario games take place, but Cursa is a mutant cosmic entity, it wouldn't be so hard to believe it could travel to different universes. Cursa would still remember the events of Sparks of Hope, and seek revenge on Rosalina and rid the universe of all lumas. She would create a new army (of both her own creation and possessed aliens) she would send to capture all lumas.
If Cursa is the villain, the game starts with her making a direct attack on the Comet Observatory. Cursa attempts to possess Rosalina again, but Rosalina reacts quickly and creates a force field to protect herself. Cursa then orders her army to go after the lumas. Realising there's no time to fight each army member one-on-one, Rosalina gets in front of the lumas, briefly puts down her shield, and readies her wand to unleash a huge blast of light and energy to blast most of the army off into space. But Cursa strikes her just as she does so, and the clash causes a bigger, more unstable blast, that sends both Cursa, her army and the lumas away. Rosalina is left injured and soon passes out.
Cursa and her army would survive the blast and still be out there, in search of lumas.
Either do that or just have some new bad guy (preferably one who uses dark magic/symbolises dark matter to contrast Rosalina's star/light aesthetic) kidnap lumas. I don't really care what their name would be, but for the sake of this post let's call them...Void (placeholders don't have to be creative, shush). I'm gonna refer to Void with he/him pronouns but I don't have any specific gender in mind for Void. Void could be female, or genderless, etc.
As for Void's plan, maybe he could plan to absorb half of the lumas for energy so he'd become powerful enough to destroy the universe (except for the rest of the captured lumas), and then would force the other half to transform into whatever he wants (essentially, his plan is to remake the universe so he can rule it). He too would have an army, but of his own creation. Rosalina, naturally, would be the one to stop him given that it's basically her duty, not only because she's the mother of the lumas but also because she's the protector of the cosmos.
If Void is the villain, he (along with his army) would attack the Comet Observatory in the beginning instead. Void would not have to power to possess people, but he can absorb the energy of others. Void would go for the lumas first but Rosalina, in an attempt to protect the lumas, gets in the way and creates a force field around both her and the lumas. Void relentlessly attacks the force field in an attempt to break it, but it's no use. Despite this, Rosalina can tell Void won't give up, so she teleports outside the force field and the two battle, meanwhile Void's army attempt to break down the force field. It doesn't break but as the battle continues it does start to weaken. An unstable blast is caused in a similar way it's caused with Cursa; Rosalina readies a blast of light and energy (since it's one-on-one this one isn't as big), Void also tries to hit her but with a blast of darkness instead of light (something like a shadow blast), and when the attacks clash it sends the lumas and the army flying.
Rosalina and Void are left alone. Rosalina's tired but not severely injured. She's concerned about the lumas but Void, enraged by what has just occurred, manages to catch her off guard due to her fatigue and grabs hold of her to absorb her energy. This leaves Rosalina weakened and she passes out. Void leaves to search for his army and lumas.
The opening would be the in-universe justification as to why she lacks certain abilities (like the spin, teleportation, etc) at the start of the game (I imagine she'd be able to levitate herself and other people or objects, but that's it).
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I don't have an entire story planned out, but basically Rosalina will eventually regain consciousness, manage to track down whoever the villain is (it's her job to watch over the cosmos, and with the Comet Observatory this is not a difficult task) and follows them in their search for lumas. She'll regain her energy (and hence the rest of her powers) as the game progresses. She loves the lumas dearly, and won't give up until she's saved every single one!
On each planet, some lumas are on the run from the army, and some have already been captured are guarded by the army, waiting for Cursa/Void to arrive so they can hand them over. Captured lumas are kept frozen in ice crystals found all over each planet in the game.
This is where those missions come in. For most missions, the objective is to save a specified amount of captured lumas, but some missions might be "Defeat [X] amount of enemies" or "Collect [X] Star Bits" or "Find/Go to [X]", etc. Side-missions could be escort missions where you help escort a citizen of that planet get to where they want to go safely whilst protecting them from enemies, or finding a stolen item and returning it to an NPC you've interacted with.
3 - The Hero(es)
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The only playable character is Rosalina BUT you can have two lumas in your party as partner characters at a time (they're kind of like Rosalina's Donald and Goofy), and they'd work similarly to how Sparks of Hope handles the Sparks. The lumas would float beside Rosalina at all times during gameplay like the one in Mario Kart Wii.
After completing each world (or at least the first 10), one luma can be added to your party once you've saved them.
Polari is the first saved luma that can join your party, then a Yellow Luma, Red Luma, Green Luma, Blue Luma, Pink Luma, Hungry Luma, Lumalee, Comet Tico, and finally Lubba.
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Some lumas have abilities they perform themselves , and some simply have effects on gameplay but don't do anything during battle. So for example:
(Abilities)
Polari can periodically turn into a small black hole that sucks in enemies.
Yellow Luma transforms into a Launch Star that Rosalina can use to launch herself further away than teleporting would, and can be used as a method of attack to dash through enemies with.
Blue Luma can transform into a small ice comet that will freeze enemies temporarily if they make contact with it.
Lumalee can grab items (except for star bits) from afar without Rosalina having to do it.
Hungry Luma can collect star bits from afar without Rosalina having to do it.
(Effects)
If Red Luma is in your party Rosalina will take less damage from attacks.
If Green Luma is in your party the duration of time Rosalina's force field can stay up during gameplay is extended.
If Pink Luma is in your party Rosalina will regain some of her HP when her health falls below 20% her total HP (but only 3 times per mission).
If Comet Tico is in your party the Cosmic Spirit, a clone that can help Rosalina in battle, will appear when her health falls below 20%.
If Lubba is in your party, the power of Rosalina's attacks is increased.
All lumas can be flung at enemies like Rosalina does with Luma in Smash, although here the power of this move depends on each individual luma's size.
You would only be able to swap out party members in the hub world, which is why there's an option to go back there at the end of each mission. Lumas can level up either by gaining exp whilst accompanying Rosalina in battle or by being fed star bits (see? I didn't forget about the other function!)
(Bonus) - Alternate Costumes?
I mentioned earlier that perhaps star bits could be used to buy alternate costumes. They could just be for aesthetic purposes, but I think it would be cool if each costume altered Rosalina's moveset.
Some costumes I have in mind are:
Cosmic Spirit
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In this form, in addition to her usual moveset Rosalina can possess enemies, and maybe even the lumas so you can play as them. However, she is slower and cannot teleport.
Guitarist Rosalina
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In this costume, in addition to her usual moveset, she can produce shockwaves when she strums her guitar as an attack, swing her guitar at enemies (like an axe), and moves at a faster speed, but she takes more damage than usual from attacks and cannot do her spin. Although I'd replace the guitar in the picture with the one she has in artwork for 3D World's soundtrack.
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Young Rosalina
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This costume would majorly alter Rosalina's moveset, so no using her wand, no teleporting, no flying, and her spin is weaker. It would essentially be a hard mode. I imagine her moveset in this costume would be more hand-to-hand combat focused. Perhaps she'd jump on some enemies as a nod to Super Mario games, maybe she could throw starbits as an attack, etc.
I'd rather Rosalina not use power-ups on this adventure (to keep this game distinct from other games in the Mario franchise), so no Fire Rosalina, Cat Rosalina, etc.
Some other costumes could be Rosalina Halloween, Rosalina Aurora...basically her Mario Kart Tour costumes other than the power-ups. They'd definitely just be for aesthetic purposes though, no affects on gameplay.
.
.
.
And that's all I got!
TLDR, Nintendo should make "Kingdom Hearts but it stars (ha) Rosalina".
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anamoon63 · 5 months
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Hi guys! I just wanted to let you know that I will be posting my sims stories/gameplay at a slower pace this week, cause I have a lot of translation work to do, plus some real life (house and family) matters are keeping me busy too. I've been like this for about a week now, I'm juggling too many things, I think, lol, so, my apologies if I've been a bit slow in commenting and/or giving likes, or if I seem distracted or distant, I'm trying to use what little free time I have (mostly at night or very early in the morning) to read you and catch up with you guys.
Anyway, I hope to be a bit more free by next week, in the meantime, I'll try to slip in a post or two if possible, though I can't promise anything. I'm currently working on my next The Wilsons post, which is a bit long, so it will take me a while to get it ready, but I'll still try to be around, read and answer your tags and comment to your posts as much as I'm able. I beg you to please bear with me, and thank you in advance for your understanding. 💗😉
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themuskrater · 1 year
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I just played and finished Gotham Knights for the first time
And I have a LOT of thoughts. I might go in depth on certain things in other posts, but I want to kinda go over my general thoughts and feelings about this game. Spoilers ahead for:
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First things first, if you want this to be "Arkham: Gotham Knights", you are going to leave very disappointed. The game's reception was hurt pretty bad by comparisons it to the Arkham series. Arkham is a masterpiece. Gotham Knights is very good at what it wants to accomplish, but comparing it to Arkham feels unfair. I mean...I'm gonna do it anyways, but I'll compare them with the intention that the Arkham games and Gotham Knights set out to accomplish two different things
The Good:
•By far, the best aspect of this game is the scripted moments between the Batfamily. This game features Nightwing (Dick Grayson), Batgirl (Barbara Gordon), Red Hood (Jason Todd), Robin (Tim Drake), and Alfred. It's very clear this is the aspect the developers put the most focus into and it really pays off. It gives me the same feeling as reading "Batman: Wayne Family Adventures". If you just want to see the Batfamily interact and support each other, you're gonna love this game
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•While it took me a while to get used to, I really fell in love with the art direction of this game. The skyline of Gotham City is gorgeous. I love the way the bright neon signs illuminate the low hanging fog giving everything a sort of colorful haze. And while I don't love every suit design, I think the customization let's me really like most of them. Batman especially looks really great in this game. His suit in this game is inspired by his look in the Rebirth comics and it translates beautiful
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The Bad:
• I'm genuinely confused by the characterization of Mr. Freeze in this game. His motivations are all over the place to the point that I wonder if WB Montréal decided to combine Victor and Nora Fries into one character. At the beginning of the Mr. Freeze side mission, it's explained that Mr. Freeze had given up crime because Batman had promised to help develop a cure for his condition, but now that Batman is gone, he's back at it. Victor doesn't normally care about his own illness, he just wants a cure for Nora. But Nora is never mentioned in this game. Even weirder, nothing he does in the story is ever to cure his condition. SO WHY DID HE STOP CRIME IN THE FIRST PLACE IF HE DOESN'T EVEN CARE ABOUT FINDING A CURE AND HE JUST WANTS TO FREEZE GOTHAM!? It's just a weird creative decision to take
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•Yeah so this one isn't a big deal, but at one point in the story, a cat sneaks into The Belfry and the Batfamily just kind of adopt it. It stays there for the rest of the game. You can't pet the cat. I know this isn't important, but it actually made me genuinely sad when I found this out
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The Ugly:
•To call this game underdeveloped would be a compliment. I wouldn't call it unpolished, because the game runs perfectly as intended in my experience. I didn't encounter a single bug or crash. But the story and the gameplay feel half-baked, which really sucks considering those are the two main aspects of a video game
•In the gameplay department, combat is passable but the skill ceiling is REALLY low. It reallys very restrictive in what you're actually able to do, but the combat by itself isn't so bad that it isn't fun.
Traversal on the other hand is awful. All the characters use a grapple to get around, but there's no momentum, so you feel like you're barely moving. You stop and lose all momentum between grapples. Arkham also has a grapple gun but it allowed you to string multiple grapple points and keep your momentum through them so they'd be more fluid and you keep your speed going
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The Batcylce is also not great. It's REALLY slow and despite the added movement lines around the screen to provide the illusion of speed, you're barely moving faster than the cars on the road. Again, compare this to the Batmobile in Arkham Knight. I did not love the Batmobile in Arkham Knight, and I outright hated the Riddler races, but it was fast and you could really feel the speed in it
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Finally you don't actually unlock the ability to glide or any of the other weird traversal abilities if you're playing as anyone other than Nightwing or Batgirl until you complete the Knighthood challenges. Locking an essential traversal ability behind an option set of challenges is weird to say the least. I don't have much to say about gliding, it controls fine but feels slow compared to Arkham
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•Lastly, the story of this game isn't bad for what is is, but is disappointing when you realize it had the potential to be so much better by including two characters who are absent from this game: Kate Kane Batwoman and Damian Wayne Robin. The game is set up as a sort of gang war between the The League of Assassins lead by Talia Al Ghul and The Court of Owls lead by Jacob Kane. Both of their child are members of the batfamily, but were weirdly excluded from this game. Including them as playable characters could have made the conflict more personal and interesting.
Additionally, Catherine Kane, Kate Kane's step-mother, is the current anti-vigilante Commissioner of the GCPD. Her daughter being Batwoman would be great character drama that goes completely unexplored. As is, Catherine is a one dimensional, underdeveloped character. And Damian could be shown as torn between the recent death of his father and the re-emergence of his mother in Gotham City. These characters feel like obvious inclusions for the story of this game but are missing without any explanation
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In Conclusion:
This game has a lot working against it. I couldn't even fit half of my thoughts into this already way too long rant. The game is just average in the gameplay, mediocre in the story, but absolutely phenomenal in the inter-character relationships. I compared it to Wayne Family Adventures earlier, and if you love stuff like that and want more of the Batfamily being supportive and wholesome to each other, you'll love this game. And I think that's genuinely the main appeal of Gotham Knights. But if you're not interested in the characters and just want a Batman action game, it's passable, but you'd be better off playing any of the Arkham games
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