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The Ultimate Guide to Solo Board Games
In recent years, solo board gaming has quietly emerged from the shadows of its multiplayer counterparts, carving out a distinct and vibrant niche within the board game community. Once considered a pastime for the introverted or those struggling to find a gaming group, solo board gaming has transcended these stereotypes to become a celebrated and integral aspect of the hobby. Whether due to the…

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#adventure games#augmented reality gaming#automata opponents#board game apps#board game geek#board game reviews#board games#community gaming#crowdfunding games#digital board games#economic games#game adaptation#game apps#game balancing#game complexity#game customization#game design#game development#game diversity#game exploration#game learning#game mechanics#game narratives#game objectives#game playthroughs#game publishers#game recommendations#game replayability#game setup#game strategy
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hold your nier automata pod/portal 2 core gently like a hamburger before chucking at opponents.
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My list in tonight’s game. The Myrmidons are no joke. They eliminated an entire unit of automata in a single salvo, and tanked the return.
The thralls went down fast to blasts and my magos hacked into another automata frying its circuits.
I accidentally tabled my opponent round two. Too efficient!
#hobby#miniatures#painting#wargaming#games workshop#warhammer 40k#warhammer 30k#mechanicum#age of darkenss#horus heresy
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One strange thing you see often in writing about demographic conflicts is the authors describing actions of their own side as inevitably, almost mechanically determined by their circumstances, whereas the actions of the other side are a free and cool-minded choice. "We wouldn't be forced to do Horrible Thing X if they hadn't decided to do Horrible Thing Y".
You'd think people taking sides in a conflict would describe themselves as fully-ensouled rational beings, and their enemies as soulless automata!
But of course it makes perfect sense: like the proverbial game-of-chicken where you deliberately break the steering wheel (so your opponent has to turn away first to avoid collision), or the idea of putting a nuclear arsenal under automatic control (so your enemies can trust that you will retaliate against any attack no matter how pointless it would be after the fact). Limiting your own options is often very useful, and one case of use is when it compels other agents to change their behavior.
If you describe yourself as an automaton which does nothing but respond to stimuli in a predictable manner, then your opponent's behavior is the only free variable; to avoid conflict, it is them who must change.
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Nacon and Midgar Studio announce action RPG Edge of Memories for PS5, Xbox Series, and PC - Gematsu
Publisher Nacon and Edge of Eternity developer Midgar Studio have announced Edge of Memories, a new action RPG with visuals inspired by Japanese animation and a soundtrack featuring singer Emi Evans and composer Yasunori Mitsuda. It will launch for PlayStation 5, Xbox Series, and PC via Steam in Q4 2025.
Here is an overview of the game, via Nacon:
About
The Corrosion, a plague of unparalleled proportions, has already ravaged the Astryan continent. On the other side of the world, the continent of Avaris and its nomadic peoples—so far spared from the horrors spawned by this abomination—now stand on the brink of extinction. Eline, an itinerant Soul Whisperer, relentlessly battles the force that turns the once-thriving fauna, flora and humans of this lush land into grotesque abominations. Following a mysterious encounter, a dark power awakens within her, one that may hold the key to ending this apocalypse: the ability to control the Corrosion within her own body. But saving a world already doomed is no easy task. With the help of Ysoris, her unlikely mentor, and Kanta, shaman prince of a lost tribe, Eline must overcome the formidable adversaries standing in her way.
Intense Real-Time Combat
Engage in fierce battles against relentless enemies alongside your allies, and unleash your devastating powers to wipe them out!
String together spectacular combos by alternating between rapid strikes and devastating techniques to dominate your opponents.
Your allies are the key to victory. Customize your companions, and use their skills wisely to inflict more damage at crucial moments.
Let rage consume you and transform into a Berserker to deliver earth-shattering blows, which turn into a series of merciless executions.
A Stunning and Corrupted World
Avaris, a land of many faces, is as scarred as the rest of Heryon. From the idyllic sandy shores of the port city of Sarlah-Durah to the snow-capped peaks of the Kezal Mountains, every landscape bears the marks of the Corrosion’s abominations.
Explore the Continent of Avaris in the Grip of the Corrosion – Discover rich environments with vibrant colors, and observe the scourge ravaging these enchanting landscapes. As you progress through the story, the game transforms places you have previously travelled through and creates strange new paths to take.
Ride a Nekaroo – Traverse the vast lands of Avaris atop this loyal feline companion and take advantage of its agility to access unreachable areas.
Enjoy Stunning Visuals Inspired by Japanese Animation – Discover or rediscover the breathtaking world of Heryon through Avaris, a colorful and radiant continent brought to life with Unreal Engine 5.
An Intense Story With No Dull Moments
A Gripping Epic With No Fillers – Experience an original narrative where every quest matters, adding new depth to the story, the characters or their relationships.
Dive Into an Emotional Journey – Travel across a continent inhabited by nomadic civilizations forced to migrate to escape the Corrosion, and connect with those who have chosen to await death while celebrating life.
A Poetic Soundtrack
Whether you are exploring the vast expanses of the continent of Avaris or battling relentless Corroded foes, enjoy a dynamic and adaptive soundtrack composed by Cedric Menendez. Carried by the enchanting voice of Emi Evans, known for her work on NieR: Automata, your journey culminates with a final theme composed by Yasunori Mitsuda, famed for his work on games such as Chrono Trigger, Xenoblade Chronicles, and Sea of Stars.
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
youtube
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Having the Infiltrators and Stealth rules makes them a great choice for keeping a careful watch over objectives, with a respectable defensive profile – Toughness 6, 4 Wounds each, and both a 3+ Save and 5+ Invulnerable Save – keeping them there long enough to get a few volleys off. For best results, tell your opponent there’s nothing to worry about when they ask why you’ve got a few more terrain statues in the midfield than usual, and cackle evilly at your ruse.
Warpflamers seem mandatory, so going melee and melta is a no-go for now.
Still, rules look good.
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Rhythm Heaven Witch Cards
Orrec
The Boxing Machine Witch, with a stagnating nature. The deep well of emotions within him has imploded upon itself; it was never in his design for him to express, much less feel, these ever-swaying sentiments. Deemed to be defected, he was locked away within this claustrophobic prison, with the order that, for every teardrop he had shed, he must strike down another opponent that came his way until his heart rusts and his emotions run dry. In the midst of fighting for his freedom, he had long forgotten exactly what he had craved for outside these walls.
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Nikōbō
The Witch of Flowing Rivers. It is in his nature to be lost adrift. Having vowed to rid the world of all misfortune long ago, he had lost his way and the goodness he saw in this world amidst the thunderous waves. With his sense of justice turned to ash, he strikes all who enter his labyrinth down without a crumb of hesitation, whether they were a human or another witch, as he wanders the land with no direction in mind.
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Pāṇini
The Witch of Intercommunication, with an inquisitive nature. Ever-so curious for what lies beyond their horizons, the witch is constantly sending out radio signals in the hopes of their message being received by any and all recipients from beyond the stars. Its letter of love and appreciation are sewn with words far beyond human comprehension; sending whoever unfortunate enough to listen to it into irreversible madness after having been given full, unfiltered knowledge of what awaits them at the far reaches of the cosmos at once.
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Asimov
The Factory Witch. It is in its nature to crave. Desiring to keep its operations going on, to keep giving and nurturing the lives it has created, the witch targets any and all life forms that dare trespass into its domain; draining them of their vitality in order to gift them to their little automata - its familiars -. The robots are its pride and joy, yet they are individually weak, so it dares not to allow them to leave its sight; even a single one's absence could send it into an unfathomable sorrow.
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Vega and Altair
The star-crossed witches. It is in their natures to take on burdens. Due to their overlapping barriers, similar natures, and the way they interact with one another, it isn't uncommon to mistake the two as a singular witch. They are known as the Meteor Witch and the Satellite Witch respectively.
Once having spread her influence all over the world, the Meteor Witch, having long burnt herself out, is on the eternal search for new horizons and the comfort of oblivion through the darkness of space. Born from the Earth, the Satellite Witch, not desiring the Meteor witch's final moments to be tainted with agony and roadblocks, took on the role of a lookout; constantly blocking away any debris that came her way. They travel the galaxies as a connected unit, yet they maintain their distance from one another; their opposing gravitational pulls will tear the both of them to bits, and all that shall remain is the surviving half's hushed murmurs echoing throughout the vast emptiness of the cosmos.
#Rhythm Heaven#Rhythm Heaven series#Puella Magi Madoka Magica#Madoka Magica#Karate Joe#The Wandering Samurai#The Martian#Fillbots#A Boy and His Crush#Romeo Rhythm Heaven#Juliette Rhythm Heaven#Yuka was PLANNED but#I had nothing in mind for her </3#anyway could someone please stab karate joe's father?#witch cards#mod h.n elly
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Why Hearthstone Priest sucks
Priest in Hearthstone has several identities given to it by blizzard devs. Holy and Shadow magic, and the key terms; Purification, Conversion, Mimic, and Healing. With the main mechanic being healing.
But why does this class seem underpowered?
The first is that, because of Priest's healing mechanic; the devs probably thought that; like warrior--priest should have a delay until ultimate style of play.
The problem is; Priest doesn't currently have a set Ultimate. There is the devastating dragon deck "Take an extra turn". But this inherently avoids making use of Priest's healing ability.
It's not useless, but it's not great either. Considering Warrior gets to go above the max HP *and* make use of lifesteal, where Priest gets to be the only class seemingly limited to the maximum health.
Now priest *does* utilize an "overheal" mechanic; meaning that characters who deal damage to themselves, and/or have "overheal" abilities, can make the deck very durable. Until the ultimate.
And then the problem is; to balance this priest barely gets any removal... Though... Priest *does* get to use anti-hand-buff tactics, and devastating negatives to players who are trying to be quick weenies.
And yet; Priest isn't as durable as Paladin, who's keywords are Holy Tank. Can't really make use of the "purification" abilities. Such as silencing enemies, which would definitely help balance out the pacifist design.
Instead, being geared towards overheal, Astral Automata, and utilizing minions that have drawbacks.
Despite that particular style having a conflict of interest with the other Priestly mechanics.
Using the "Silence" all your minions gets rid of all their benefits too... But you only get two chances unless you manage to copy the spell.
Which means buff deck and anti-buff deck in priest *do not* synergize well.
Unlike other classes where you can build in all their core mechanics and switch between them as RnG dictates.
And ontop of that; the Astral Automata super nerf from celestial copy cat guy, and removal of Resurrection means that Priest is really far in the red.
Though, one could argue that priest needed that nerf to begin with. That it also needed the common core cards, means that every other deck that could make use of it as an augment mechanism has been nerfed for that as well.
Though ... Warrior really needed that nerf too.
The puppet master paradigm that makes copies of cards you draw is very powerful provided you can protect it for longer than a single turn, or wait until you have max mana. But by then; the opponent's combo is already at full momentum.
This is really the only class that I see struggling in this game. Despite my interest in making off-meta decks and decks that can change strategy or combine strats to throw enemies off their game.
Which inherently makes the core combos weaker while increasing survivability.
Consider that Warrior can combo into any one of it's core mechanics; Taunt Buff, Dynamite, Odyn Aegis, with intense synergy, but Priest cannot.
And, ontop of that; the copy/mimic mechanic is far too expensive to utilize except as a resource generation (weaker than other generative abilities) except for the puppet-gate, which can cheat out cheap titans and battlecrys. But only if the opponent is using that mechanic.
And if they have enough counters? Then this single counter doesn't really reinforce an endgame ultimate, so much as attempts to weakly replace it.
This is also a gripe I have about Rogue, as rogue can combo literally everything, but is outpaced by other fast decks, and can't ensure as long as a Warrior.
But, Rogue has the advantage of being able to utilize an opponent combo *before* they are able to because of the sheer access to all sorts of combos.
And having ridiculous RnG.
Priest has the potential to use an opp's mechanic, but only if they know what's in the opp's hand. Which... They never do.
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Celebrations
Context: Post Endwalker main (6.0), with EW Hildibrand quests resolved. Spoilers: Vague/off-hand references to A Realm Reborn, Shadowbringers, and Endwalker events. Warnings: None. Challenge: @ffxivpolyamoryweek! Details here.
Kalina, Y'shtola, and G'raha sat on a bench in the Gold Saucer's Event Square, each tucked into their share of the space without touching. Patrons hurried past them, and even the occasional familiar face pretended not to notice them there.
Namedays weren't a major occasion where Kalina had grown up. If the topic arose at all, it was cause for a word of congratulation and a hug, at most. So when G'raha had asked Kalina what they might do for Shtola's special day, she was at first nonplussed, and then casual. “Oh, we'll think of something.” Then when the time came, her whim settled on the Saucer. Fun, cheerful, in a locale where Y'shtola hadn't spent much time before!
It turned out, there was good reason the sharp-minded conjurer had never paid the place any attention. There was nothing for her, here. Too loud, gaudy, and exploitative.
Chocobo racing? These poor creatures. Should we liberate them? Cuff-a-Cur? Hardly a contest between my arm and yours. I think they'd object if I used magic. Slice is Right? Leap of Faith? Is this supposed to be training? Triple Triad? Rather simplistic, isn't it. And I haven't any cards.
G'raha had done his best to elevate the mood with enthusiastic participation, as if Y'shtola might appreciate his antics in lieu of the activities themselves. Then he came across the Crystal Tower Striker. That miracle of the Allagan Empire, the spire that pierced worlds, heart and anchor of G'raha's story for two lifetimes and more: one Manderville Gold Saucer Point for a chance to bash it with a hammer. He tried to laugh off the discomfort, but from that moment he was in no position to raise the trio's average levity.
Unable to bear it any longer, Kalina lurched to her feet. “All right, I have one last idea. If this doesn't work out, we go home and … I don't know. Eat cake and go to sleep.” She led the way, and G'raha and the lady of the hour solemnly followed.
Y'shtola's ears perked up when they arrived, if for no other reason than that the noise level was substantially lower, here. The hubbub of the casino still murmured in the background, but the room itself produced only conversation—and the click of tiles.
“Doman Mahjong,” Kalina announced, her voice hopeful. “Have you ever played, Y'shtola?”
She rapped her cheek. “I have not.”
“I've only played a few times, myself,” Kalina admitted, “but I think you might enjoy it. Let's start a game! It's meant for four players, but they have automata that can fill in while helping us with the rules.”
They settled in around one of the tables, covered in felt with tiles stacked and ready. Y'shtola still looked skeptical. “Mostly I've heard what absurd sums of gil people wager. And lose.”
“It doesn't have to be like that,” Kalina assured her, trying not to sound desperate. “It can just be a friendly competition, nothing more won or lost than pride.”
“Hmm.”
As they played a tutorial game under the stilted instruction of the automaton, though, Y'shtola began to warm to the activity. The statistics, risk and reward; watching opponents to guess at their goals, while concealing one's own; even the peculiar practice of referring to game elements by their Doman names instead of inventing some translation, all captured her attention. She studied a list of yaku as if she were deciphering a Ronkan stone tablet. By the time they were ready to start their second game, the mood had thawed considerably, as Y'shtola called her pons and riichis with the flourish of an enthusiast. G'raha, too, forgot to brood. He put on a competitive game face Kalina had only seen before when he'd parried the strike of a Blasphemy on the snow fields of Eblan.
A voice politely interrupted. “Might I join you? A gentleman doesn't suffer his friends to play with automata.”
They looked up from their work resetting the table. The newcomer flexed. Posed. Flashed a smile with brilliant white teeth.
“Hildibrand Manderville!” Kalina grinned back at him.
Y'shtola presented a smile of her own, in good spirits at last. “Please do step in. These two have yet to provide me with any challenge.”
Kalina breathed a surreptitious sigh of relief as the Inspector dismissed the automaton and sat down, making small talk with her beloveds. Later, she would have apologies to make, and put extra effort into understanding what they all needed from a celebration like today's. But for now? Perhaps this nameday could be salvaged.
#ffxivpolyamoryweek2024#ffxiv#fan fiction#oc: kalina moonbride#y'shtola rhul#g'raha tia#hildibrand manderville#polyamory#wol x y'shtola#wol x g'raha tia#wolrahashtola#a realm reborn spoilers#shadowbringers spoilers#endwalker spoilers
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▸▸ [ @tempestforged || neuvillette & hikaru || hikaru interaction call ]
─「ヒカル」─ the MOVEMENT upon the battlefield was faster than normal human's eyes could comprehend. the sounds of metals clashing as two automatas lunged at one another, sparks flying quickly as dust began to kick up, obscuring the already difficult tracking of the battle. it might look like a close battle with how the AUTOMATA in red was being pushed back. yet, those crimson hues were studying the opponent's movement. she was calm, collected, the mirror image of her deus who stood not too far from the battle itself.
a precise dodge to the incoming attack, before her arm locked around her enemy's leg and hikaru SLAMMED the other onto the ground hard enough to create a crater on the ground. she had also aimed the panel at the back of her neck against the surface itself to knock them out in a single movement. as the dust settled, the unmoving automata was left there as the DEUS already fled the scene. the cowardice action earned a narrow of gaze from the victor. dusting herself off, she walked back towards her deus once more.
" are you hurt ? "
#tempestforged#.ignition#.[ hikaru ]#.[ hikaru.verse: wings of hope & salvation: automata ]#[ slides this over#hERE YOU GO FAM#AUTOMATA!HIKARU IS SO MUCH FUN TO WRITE THO DAMN#I LOVE HOW PRECISE & DETERMINED SHE IS IN FIGHTS !! ]
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t With the number of people interested in chess game around the world increasing and the game gaining popularity, the importance of having developed chess game systems in place is a major concern in the industry. Innovations to computer chess are becoming open-ended and demand for the same is on the increase. Not many studies have been devoted to identifying computer chess but efforts in the 21st century are on a high. This paper will examine the developments of computer chess highlighted and discussed to give an overview on the topic. Introduction The idea to develop a chess-playing machine dates back early in the eighteenth century. Around late 1769, the chess-playing automaton named The Turk became hugely famous before exposed as being a hoax. Before the original development of digital computing, many serious trials basing on automata for instance El Ajedrecista of 1912 developed too complex and limited programs. They could not be useful effectively for playing full games of computer chess (Dylan 2006; Robinson 1999, p. 1396-1398). The field of mechanical chess research fades away until the advent of the late century digital computer in the early 1950s. Since then, chess enthusiasts as well as computer engineers build the programs with increasing degrees of success including chess-playing machines and programs. This paper is a literature review of computer chess detailing relevant information on the game and its development in the computer world. Main body Computer chess definition Computer chess refers to computer architecture, which encompasses hardware and software making it possible to play chess autonomously precisely without human guidance (Dylan 2006; Robinson 1999, p. 1396-1398). Computer chess generally occurs as solo entertainment, which allows players to practice as well as amuse themselves especially when there are no human opponent available (Dirk 2000, p. 1385-1389; Bruce 2004, p. 442-447; Hsu 2002, p.15). Computer chess acts also as aids to chess analysis, as research providing insights to human cognition and for competitions in computer chess. Computer chess recent developments Chess-playing computers are currently accessible to the average consumer. From early 70's to date, dedicated chess computers available for purchase have been many. There are several chess engines for instance Fruit, Crafty, and GNU Chess, which are downloadable directly from the Internet at least free (Stiller 1996; Monroe 1989, p. 197-250). These engines are particularly able to play a chess game that, when run particularly on an up-to-date personal computer, they defeat most master players in tournament conditions (Robinson 1999, p. 1396-1398). Top programs for instance the closed-source programs Fritz or Shredder or the open source Stockfish program have surpassed many world champion players at blitz as well as short time controls. As of late 2008 in October, Rybka a top-rated in CCRL, CSS, SSDF, CEGT and WBEC rating has won many computer chess tournaments recently such as 2006 Dutch Open Championship, CCT 8 and 9, the 15th World Championship and the 16th IPCCC (Bruce 2004, p. 442-447; Hsu 2002, p.15; Barbara 1998). The developers of a computer chess system is a combination of a number of basic implementation issues (Newborn 2006; Monroe 1989, p. 197-250). They include Board representation (the representation of a single position in data structures), Search techniques (the identification of possible moves and the selection of the highly promising ones for later examination) and Leaf evaluation (the evaluation of a board position value). Computer chess support systems Computer chess programs typically support a number of ordinary de facto standards. Nearly all of the computer chess programs today can read and write respective game moves for instance Portable Game Notation (PGN). They can also read and write positions for instance Forsyth-Edwards Notation (FEN). Older chess computer programs often only recognized long algebraic notation, but the current users expect chess programs to be acquainted with standard algebraic chess notation (Hsu 2002, p.15; Barbara 1998). Most computer programs for chess have divisions into an engine (which generally computes the move given a present position) as well as the user interface Read the full article
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Looking to create a Melee action combat list of games
Looking to create a Melee action combat list of games I recently noticed that I have a very good list of shooters to pick from, sim, arcade, in between, and any setup, coop multiplayer, single player but I don't have the same flexibility when it comes to melee combat focused games and I want to create a list to have ready to play I am looking for action combat similar to let's say the star wars Jedi series, or say assassin's creed odyssey The arkham knight series alongside middle earth have an action system but I want something outside that freeflow combat system where you score combos and jump from one opponent to another I want it more grounded like witcher where you dodge attack block move etc With that being said I will post what I have and any games that you can add to the list that'll be great as I can revisit later and get as many of those games so I can to finally have in my library multiple options for melee combat The game world and setup is not important, also any sub genre is fine as long as it has that melee combat meaningful in the game, I don't want a mainly shooter game with an afterthought melee combat it's usually not that impactfulList of games so far that hit it: The assassin's creed series Star wars Jedi Series Witcher 3 List of games I tried, they're good but not entirely the free action combat am looking for: Souls games in generalDragon age inquisition (Although I can switch it to action combat but at heart still feels the tab target it is)The arkham seriesI tried Godfall it's not bad but if feels lacky in some places but it's a valid gameMarvel's avengers, it's very nice but it lacks a bit the factor of knocking opponents, the animation reaction to some attacks is off and u feel like ur'e just not hitting themI tried way more games I don't remember all of them but it's fine recommend anything List of games I want to try but not sure where they fall under: Nier automata and replicant Mad max Mount and blade 2 Monster Hunter World Greedfall Horizon Zero Dawn Ghost of Tsushima Atlas Fallen Banishers: Ghost of New Eden I know that the devil may cry series and metal gear revengence game are praised for their action combat but it's very flashy, although they are on my radar I want something that feels a bit more real but also not very real as kingdom come deliverance if that makes sense. I don't mind those suggestions tho I would like a change of scenery so feel free to recommend any melee combat game you like but let me know under which type of gameplay it falls so I have an idea cause the mood shifts and it's good to visit multiple types but as of now I want that something similar to star wars jedi or the assassin's creed odyssey Submitted September 20, 2024 at 04:16PM by 44JAX44 https://ift.tt/FcgWX3D via /r/gaming
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my opponent: how the fuck. that's literally a pile of rocks shaped like a guy there's not any magic or anything it shouldn't be able to move let alone speak
my rock automaton: master, can go to in n out burger after crush annoying dweeb?
referee: *blows whisle* no constructing automata
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Stellar Blade: Boss Battles - Ramp up the Difficulty!
In those tough boss fights with multiple phases, you gotta pull out all the stops. The difficulty ramps up big time during boss battles, demanding all your focus and skill. And hey, when you need a break from the intensity, consider copping some Xbox games to chill out with. Those fights are like tests you could easily fail. But yo, if it gets too rough, you can switch to an easier difficulty level anytime. It helps out and gives you a gameplay assistant, but it doesn't make things a walk in the park, especially against the toughest bosses.

Stellar Blade: Journey Through Despair and Hope
If you've tried Stellar Blade's demo, you know it kicks off with a bang. You play as Eve, part of an elite squad fighting off the monstrous Naytibas on a desolate Earth. And yo, after you're done with the demo, consider copping some PS5 games to keep the gaming vibes going strong. When Eve's team gets wiped out during a mission gone south, she's left as the lone survivor with a burning hatred for the Naytiba. Teaming up with a fellow survivor named Adam, they set out to help humanity's last stronghold, Xion, while Eve seeks revenge on the Naytibas.It borrows heavily from Yoko Taro's NieR: Automata, which can make it feel a bit predictable. While there's some initial mystery surrounding the Naytibas and humanity's plight, Stellar Blade reveals its cards too soon for its major twists to hit hard. The story lays it on thick at times, but it doesn't dive deep into themes like Automata does. But despite this, the world crafted by SHIFT UP is top-notch. From the get-go, you feel like Earth's already lost the fight. Cities are abandoned and overrun, wastelands are lifeless, and futuristic utopias are in ruins. Xion, especially, paints a bleak picture of humanity's struggle against the Naytibas and their faith in the Mother Sphere. Propaganda against the Mother Sphere fills Xion's streets, and characters like Eve are either hailed as heroes or met with scorn—there's no middle ground. It's a world of misery and despair. Eve's journey mirrors the player's, as she uncovers the harsh truths of this world, realizing that most fates here end in tragedy. Yet amidst the suffering, Stellar Blade sprinkles in moments of triumph and hope, reminding us that maybe, just maybe, things could turn around.
Stellar Blade: Puzzles, Platforming, and Intense Combat
Gotta give it up, as my character leveled up, the combat system just kept leveling up with me, and that's why I couldn't pull myself away from the console. Watching EVE pull off those sick moves is pure joy, and flawlessly executing the opponent's strategy and punishing their mistakes? Totally addictive. I won't say it's the absolute best combat system in recent action games, but it's definitely up there as one of the most fun I've played in modern titles. You just wanna throw down with everyone, even the optional baddies. The devs switch things up by throwing in hacking sequences and sections where we gotta go long-range 'cause we ain't got our main weapon. Plus, there are some movie-style scripted scenes to keep things spicy. Sometimes you gotta solve basic puzzles or do some platforming challenges based on skills. The whole vibe of the game gives off major Bayonetta and Devil May Cry vibes, spiced up with a dash of Sekiro's parry system.
Stellar Blade: A Top Game of 2024
And let's talk about those graphics—AAA level, no doubt. The locations are packed with details that set the mood, and the character models are on point, especially those idealized android bodies that look almost unreal. They really drive home the game's theme. On the flip side, the surface dwellers are often shown beat-up and augmented with mechanical stuff, creating a cool contrast in the narrative. All in all, Stellar Blade is above average. The story grabs you from the start, and the gameplay is tight and well thought out. Props to Shift Up for delivering, even though I had my doubts at first. Ended up being one of the top games of 2024, no question.
Stellar Blade: Customize Your Combat Strategy
The side content in Stellar Blade isn't just fluff—it actually helps Eve progress. There are different facets to her growth, from simple attack and health boosts to more customizable upgrades. Take Exo-Spines, for example—they're equippable to tweak Eve's playstyle. One might amp up critical strike damage, while another focuses on managing Burst Energy. Gears play into this too, tweaking Eve's stats and abilities. It adds flexibility, letting you tailor your approach to combat based on your strengths and weaknesses.
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Princess Galatea Cypress, Lady Whitemarch

“Legend of the Cryptids - Caella reg.” © Applibot Inc, accessed at the artist’s gallery here
[The yang to General Abdalla Aulorian’s yin, this character is definitely @strawberry-crocodile‘s darling, the main NPC in the one-on-one Pathfinder game she’s running for me. The stats and flavor-text have been written with her approval. I find it delightful how we both brought a lawful evil, deeply resentful, character to the table, but they both have very different approaches and personalities despite that. Like Abdalla, I do intend to have more stat blocks of Galatea in the future, but she has changed less so far in the game.]
Galatea Cypress CR 12 LE Humanoid (human) This woman is statuesque, with blond hair reaching down to her waist and piercing indigo eyes. She is beautiful and youthful, but her face is as hard as the sword on her hip.
To Galatea Cypress, to love something is to control it. Her father, who doted on her and followed her whims until a runaway wife soured his mood. Her brother, who can be guided and manipulated like a dog. Her servants, who follow her orders on threat of punishment. And most of all, her wonderful toys, glimmering porcelain automata that obey her to the word. And anyone and anything she cannot control? Well, they can be discarded or destroyed.
Although Galatea is a skilled duelist, she typically fights with her rapier only to toy with an opponent or to put something out of her misery. She’s used to getting her hands dirty; in a fit of pique when she was fourteen, she stabbed her father’s prized stallion to death. Still, she prefers to stay in the back ranks, using spells to debilitate and distract enemies until she can finish them off, or one of her allies can do it for her. Galatea’s most treasured minions are her squad of porcelain soldiers and her right hand monster, the sahkil Baetrachulltchum (but call her Betty). Galatea would not hesitate for a second to sacrifice any or all of her followers in order to save her own life.
Galatea is the eldest daughter of one of the most powerful families in the Whitemarch province of Taldor, giving her the titles of Princess and Lady Whitemarch. Because of her gender and the Taldan legal code, she has no claim to her family estate, and has always felt deeply bitter towards her younger brother. She currently schemes for ways to usurp the power of her house, or at least redirect its wealth and prestige to supporting her projects alone. She is terrified of death because she has a sickening certainty about where her soul will go when she dies. As such, she is experimenting with combining construct and living creatures, with the ultimate goal of living forever in a magnificent porcelain body. Most of her humanoid testees/victims have not survived her ministrations, but rumors of a captured Chelish officer, a tiefling woman who survived a great fall with only a shattered ankle, have given her the idea for her next experimental subject.
Porcelain Construct (Simple Template) Galatea’s favorite medium for crafting constructs is porcelain. These creatures are beautiful and easy to control, but are somewhat more fragile than the average construct. “Porcelain construct” is a simple template that can be added to any creature with the clockwork subtype. A porcelain construct loses its vulnerability to electricity, and does not need to be wound. It gains vulnerability to sonic damage, and is treated as a crystalline creature for the purposes of shatter, shout and similar spells and effects. A porcelain construct uses the Craft (ceramics) skill instead of the Craft (clockwork) skill, but otherwise has the same cost and construction requirements.
Galatea Cypress CR 12 XP 19,200 LE Human aristocrat 1/wizard (enchantress) 12 Init +6; Senses Perception +8 Defense AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +1 deflection, +4 armor) hp 48 (1d8+12d6) Fort +4, Ref +7, Will +12 Offense Speed 30 ft. Melee +1 rapier +9/+4 (1d6+1/18-20) Special Attacks beguiling touch (7/day, Will DC 20, 6 rounds), shape emotions (12 rounds/day) Spells CL 12th, concentration +18 6th—greater dispel magic, greater heroism, serenity (DC 21) 5th—silent crushing despair (DC 19), dominate person (DC 20), mind fog (DC 20), rapid repair 4th—charm monster (DC 19), dimension door, fire shield, silent hold person (DC 18), overwhelming grief (DC 19) 3rd—inflict pain (DC 18, x2), lightning bolt (DC 17), suggestion (DC 18, x2), silent touch of idiocy 2nd—bear’s endurance, cat’s grace, demand offering (DC 17), disfiguring touch (DC 16), invisibility, oppressive boredom (DC 17), scorching ray 1st—charm person (DC 16), crafter’s fortune, disguise self (DC 15), mage armor (already cast), magic missile, shield, unprepared combatant (DC 16) 0th—daze, detect magic, light School—enchantment (manipulation subschool) Banned Schools: divination, necromancy Statistics Str 10, Dex 14, Con 8, Int 18, Wis 12, Cha 17 Base Atk +6; CMB +6; CMD 26 Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item (B), Defensive Combat Training, Dodge, Improved Initiative, Poison Use*, Scribe Scroll (B), Silent Spell (B), Spell Focus (enchantment), Weapon Finesse Skills Bluff +20, Craft (alchemy) +14, Craft (ceramics) +14, Diplomacy +19, Disguise +13, Heal +5, Intimidate +26, Knowledge (arcana, planes) +16, Linguistics +8, Perception +8, Ride +6, Sense Motive +5, Spellcraft +17 Languages Abyssal, Celestial, Common, Draconic, Infernal SQ bonded object (amulet of spell cunning), enchanting smile +4 Gear headband of mental prowess +2 (Int, Cha, Intimidate), amulet of spell cunning, circlet of persuasion, tunic of careful casting, poisoner’s gloves, vambraces of defense, +1 rapier, cloak of resistance +1, noble’s outfit, signet ring, 500 gp worth of nonmagical jewelry, alchemist’s lab, masterwork potter’s tools, surgeon’s tools, 1500 gp worth of miscellaneous poisons, spellbook (prepared spells plus planar binding, geas/quest, lesser planar binding, magic circle vs. good, magic circle vs. evil, magic circle vs. law, magic circle vs. chaos, eagle’s splendor, fox’s cunning, make whole, cantrips)
*Poison Use can be taken as a feat. The prerequisites are Craft (alchemy) 3 ranks.
#galatea cypress#lady whitemarch#pathfinder 1e#npc#monster girl summer#in this case monster is definitely in the moral sense#for now
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Trying out some new things
Heyo internet people! I'm deciding to try a new thing, Battle reports! I always take photos whenever I play a 40k match because its always so cinematic. The best way to gleam some value about that is to post about it, and now that I'm on Tumblr, now seems like the time to take advantage of that itch. Plus it gives me an excuse to exercise my writing chops while attempting to get better at photographing minis.
Anyway, to the meat of the post
The other night, my partner and I decided to play a game of warhams with some new forces. For them, Chaos Knights, and for me 9th edition Orks. Because these forces were new to us, we decided annihilation was the best way to go.


We decided that corner deployment at incursion scale was appropriate because of our limited forces and board availability.
On my partners side was a knight abominant, the psyker, proxied by a knight preceptor because that was present, a wardog, some rubric marines and ahriman. Yes, I'm aware this force breaks force organization, but neither of us really cared.
On mine was two big blobs of boyz, some squig cavalry being run as beast snagga boyz,some mek gunz proxied using biovores because I'm going for an octarius theme with my army, a blob of kommandos and my warboss, Bug Whispra riding his carnifex steed Mittenz.


The forces of chaos take the initiative, but due to the conniving and scheming of the blood axe mob ahead of them, their ranged weaponry has little effect.
After the inital hail of fire, the mounted warboss beats his chest and declares WAAAGH! The hoard surges forward in a mighty wave of green skin and tanned leather. The squig cavalry dives into the line of rubric automata. Their usual shock tactics have little effect on the aspiring sorcerer and his retinue. To their right, a 20 man strong block of boyz barrel towards a towering titan of psychic might, wounding it gravely in the process. On the left flank, the force of kommandos make a strike at the helbrute, dealing serious wounds, but unable to strike a killing blow.


On the counter assault, the forces of chaos become a mortar and pestle for the ork hoard grinding down those in front of them and moving forward to clean out the rest. The wardog dives forth into the remainder of the greenskins, but is surrounded and drowns in a sea of viridescent violence.


While the wardog succumbs to his own ambition, Warboss Bug Whispra commands his steed to ride forth into the biggest opponent in sight, the knight abominant. The creature hurls forward, living up to it's origins as a living battering ram. The knight reels back. The Bug Whispra takes this opportunity to slam his massive power klaw into the exposed joints at the base of the titan. The knight fires all its weapons into the warboss and his beast, the two blurring into an erratic mass of violence in the eyes of the pilot. As the upper chassis of the knight falls down, the carnifex takes its claws, and carves open the canopy. It's jaws unhinge and devour the pilot.

Watching his two biggest pawns in his schemes collapse under the strength of the greenskins, Ahriman becomes filled with rage. He channels this might into the warp and uses it to reconstitute the helbrute to fighting strength and send a storm of warp lightning into the fungoid brute sitting atop a living weapon. Bug whispra reels in pain, and Ahriman takes this opportunity to strike down his opponent.
The warboss is struck from his steed, his focus was on watching the pain of his most recent kill. He feels a staff crackling with warp energies at his throat as the arch sourcerer of the thousand sons channels his energies into the staff, snuffing the life out of the young warboss.
The head cut off this force, Ahriman and the remaining aspiring sourcerer are able to dispatch what's left of the ork hoard. The battlefield lay bare and firmly in the hands of the sons of magnus.
Overall the game was fun, Both my opponent and I learned a lot about our forces. I think we need to actually start playing objectives though, because on pure killing potential, I think my partners forces out compete me on every turn.
Any comments on how I can improve this format or photos would be greatly appreciated. Thanks for reading!
#miniaturepainting#orks#space orks#warmongers#warhammer 40k#warhammer 40000#battle report#miniature photography#chaos knights#thousand sons#heretic astartes#chaos space marines#blood axes#ahzek ahriman#lord ahriman#wh40000#wh40k#octarius#Hunter's hobby logs
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