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#gameplay being random is fun in concept but
blazehedgehog · 15 hours
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This is a stand in ask that I lost. It was about Sonic Frontiers. It was a four-part ask written kind of smugly about the open zone areas of Sonic Frontiers, and how all the random clutter (springs, dash panels, etc.) and high level of scripting/railroading doesn't fit in very well with open world design. They suggested Sega would have to go back to the drawing board and really change the design for whatever follows next.
So I wanted to redo this ask because I feel like I had a pretty good response.
I opened this ask jokingly calling the anon out for sounding a little snooty, because it used some big words. But my main opener was: Haven't you played Super Mario Odyssey? Each level in Super Mario Odyssey is effectively its own little open world, particularly something like Tostarena.
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it's this huge area dotted with a town, ruins, and other landmarks, with big stretches of empty space between them. The landmarks are where the traditional gameplay is -- platforming challenges, enemies, puzzles, and so on, and you have to traverse across the desert to reach them.
I also think about Jak & Daxter, maybe one of the first open world platformers ever, and how it has kind of a hub-and-spoke system. Generally you are working out of a base, like a workshop or a village or something, with roads that lead out of, around, and back into that base area (or to other buildings that act sort of like self-contained dungeons).
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Each "road" takes the place of a level. Now, there's nothing keeping you on the road, which is part of the fun, since you can cross between roads, go around obstacles, and so on. But roads are definitely setup to guide you through a space like a level would.
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And as someone who plays a lot of it, I think in the context of Fortnite, which is this huge island covered in a spiderweb of roads and pathways leading to, from, and around POIs (Points of Interest).
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It's a system that drives all good open world design, and was kind pioneered in Disneyland all the way back in the 1950's. Disney didn't call them "points of interest", he called them "weenies" -- big iconic areas that you can see from long distances that are interesting enough to make you want to explore them, while also helping you stay oriented in the overall space.
So take this screenshot of the current Fortnite map:
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My car is parked at a crossroads. Directly ahead of me and a little to the left is a shack where Gwenpool is roaming around. Further in the distance is the POI of "Reckless Railways", which houses the map's Grand Central Station, where the train rolls through and restocks its supplies. Further beyond that are the snowy mountains and the massive Grand Glacier hotel. To the far left, on the edge of the image, is the forge at Dr. Doom's castle.
Roads are meant for traveling quickly down. They lead you to points of interest, where you slow down and comb through an area carefully. And, obviously, there's all kinds of little landmarks dotted all over the place between major POIs, encouraging you to get off the road and go exploring. Gas stations and ruins and little shacks and stuff.
It's extremely easy to adapt these concepts to a Sonic game, which is what's so baffling about Sonic Frontiers being such an incoherent mess.
Roads should be your boost Sonic zones. It can't be a random collection of junk, it can't be something you unlock as a means of "fast travel." There has to be an identifiable road, a series of pathways leading you around the island. You put grind rails and boost pads and dash rings along this road. This is where players are supposed to go fast. Roads = travel.
These roads will lead you to points of interest and other landmarks. A POI, like in Super Mario Odyssey, is where puzzles, platforming, and exploration are mostly done. I do not mean "four stone buildings" like in Sonic Frontiers. I mean a place that feels like a place. A location that feels like it has character. Personality. Something you work your way through, absorb, and conquer. Again, like Odyssey.
And then you stash little secrets and landmarks off the beaten path for players who want to go offroading.
2-3 islands per game, 2-3 biomes per island. You can have specific race or time trial missions to and from different landmarks, you can have POI exploration missions, you can have missions to change the state of these POIs like blowing up power plants or unlocking gates. Maybe Eggman has a giant pipe he's using to pump toxic chemicals into the water, so you have to turn off the pump and then you get to run down the inside of the empty pipe like an F-Zero GX track.
It's easy to design this game. You don't even need cyberspace levels. Heck, remember GTA5? Most missions had bronze, silver, and gold medals. You can still have a ranking system in an open world game.
Look, I even drew art of this concept, what, four years ago? five?
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Somebody should pay me a livable wage for this kind of stuff
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yooniesim · 1 year
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If you harass someone over their bachelor challenge in the sims 4 for having "favoritism and bias" you are a straight up unserious loser
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directdogman · 22 days
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Hi, I hope you're having a decent day! I'm sorry if this is an invasive set of questions - feel free not to answer - but do you still actively like DSaF as your own creation, or is it more of a "it was fun while it lasted but i outgrew it and it's for the best to leave it behind" kind of project? Do you ever regret making the games? If you knew they would get so popular, is there anything you would have changed about them? Is there anywhere I could read more of your writing.
It fluctuates a bit. These last couple of years, I've really just been sorta nostalgic for it. I've seen a lot of people discuss those games being a source of comfort during bad times in their lives, people talking about how much the characters mean to them and it's hard not to smile when you see that.
It's a funny thing for close friends of yours to see people WITH fanmade DSaF merch out in the wild, or to watch a random youtube video and being hit with a DSaF reference outta nowhere. It happens from time to time, even today. On a few occasions, I've even had a person reference my work to me in real life and not realize who they were talking to, believe it or not. It's really fun to play dumb and get someone to explain your work to you like you don't know what it is.
I certainly didn't think any of that would happen when I first made the series, or even during development. I think the normal assumption would be to look at DSaF as it exists now and assume its release was a peak for it, but believe it or not, the official discord only had 30 people in it shortly before 3 dropped! The archive listing of the series (reposted to a single page after the series ended) is now sitting at over 1.1 MILLION downloads.
People kinda assume the true heyday of something is when it's new, when it's fresh and novel. For instance, some people look back at when FNaF itself was new and see that time as its peak because it had a lot of internet cultural relevance as big new indie thing on the block. But, raw numbers don't lie. The series has been continually growing since its conception and that growth has similarly bled over to its fan projects. This explains why DSaF, despite not having a new series release in almost 6 years, seems to be inexplicably growing.
Just recently, I saw someone post footage of a scene from DSaF 2 on Twitter, which got over 16k likes. People praised its writing and largely celebrated the scene. The ironic thing about that particular scene is that I remembered being unsure if it was good or not, so I showed it off in one of the FNaF community hubs. The response was broadly lukewarm to negative. Now, it's held up as one of the best scenes in those games. That's kind of the point I'm trying to make, my thoughts on the series have certainly changed with everyone's else with years of hindsight.
Heh. I'm not sure if I've talked about this in a long time, but y'know, the very first scene I implemented in-game was actually the very first Phone Guy scene in DSaF 1, more or less exactly how it appears in-game today. This was before I'd even written the bulk of the game. I was pretty unfamiliar with visual novels as a whole, pretty unsure if something like this would be palatable to a fandom that was really just used to sit 'n' survive stuff that were far more gameplay than text. I mean, there wasn't any FNaF fangames really LIKE DSaF before that point. Closest was FNaFb, a jokey turn based RPG made in the same engine.
The engine I made the game in is also not exactly fit for VNs out of the box either, and I wasn't 100% sure the idea would actually work. But, the very first time I added the image of the prize corner, Phone Guy, the audio of that iconic cheesy stock track and booted up a test screen, I had a little moment where I said "Oh. I think I'm onto something interesting here." I kinda remembering instantly realizing in that single moment how much potential the idea had. Over 8 years later, I still remember that moment like it was yesterday.
I think lately, that's the sort of stuff I think of when I see people coming to me and asking about the series. Yes, it's really rough around the edges, yes, there's jokes that've aged poorly. But, it is a source of comfort for people and entertains tens of thousands of people each month. And that's gotta count for something, right?
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penroseparticle · 23 days
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Extremely stupid D&D Cleric concept I might use for my next game:
Cleric to the highest bidder.
This cleric was a cleric for a God who in concept supports this style of play- say a God/Goddess of Fate or Chaos, Trickery or Wealth. Essentially on most days you are a cleric of that faith and have the domain and class features associated with it Every day after a long rest (or by session, I'd talk to the DM for this), roll a D100. on a 90 or higher, your god has sold your divine clerical goodness to the highest bidder behind the scenes, and you are now a cleric of X God. You have their domain slots, class features, etc. until you complete a task given to you by that god that, by your proximity, connections, power, or current undertakings, you have the most power to complete at this juncture.
Very much if you don't have a homegrown cleric, storebought is fine.
Your god brokers the contract with this other god for use of their divine powers for X amount of days, and your job is to try and complete the assigned task in that time- the spells and powers given will typically be useful in completing it, but if you go over your contract time, you have your regular domain and powers but still have a contract to fulfill. Maybe you get cool one time use of spells or a tip on a rare item or favor with the local church or something as payment for completion too.
It's got great potential for like, punch clock heroics. Cleric working in retail the customer is always right energy. Your city slicker cleric spends 3 days having to extoll the virtues of the forest while being an ecoterrorist and blowing up a sawmill type vibes.
The best bit is that obviously your DM can have LOADS of fun with this- sure it can be random but also your DM can just say hey you wake up with a new contract for plot reasons too. You can suddenly make a challenge easier or harder for the party based on gameplay needs, loop players in to knowledge via divine intervention (literally), tons of dramatic twists availble, etc.
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Hardwired Island
90s nostalgia isn't cool anymore, its all about that early aughts nostalgia, so I propose we have transparent plastic prosthetic limbs, like those bootleg PS2/Wii controllers Touchstones: Bubblegum Crisis, 90s Cyberpunk Anime in general
Genre: Cyberpunk What is this game?: Hardwired Island is a cyberpunk game about being broke citizens in the first space station city on earth 
How's the gameplay?: Hardwired Island uses a 2d6+Bonus system, inspired by PBTA, but the game itself isn't exactly that. Hardwired's character creation is one of its big draws, being fairly simple but allowing many different character concepts, maybe you're an android street fighter, wanting to enter the big leagues, or an ex-military drone operator, wanting to atone for your crimes, character creation works by picking a background, Occupation, and 2 traits, which lets you get really flexible with your character! Backgrounds have misc abilities and determine your character's skills (which you get to create yourself, so if you want your character to be really good at niche internet drama, you can!), Occupations give you powerful abilities that make you really good at things that other people can do worse, and traits are just random abilities and events in your character's history. The Big Thing about Hardwired is its financial shock system, whenever your character makes a big purchase, such as for example a prosthetic, they might get more financial stress, which can end up leading them into a crisis, where they might need to reach out to a friend to get a place to stay, or move back with their parents, or make shady deals with the mafia, and so on. Hardwired's mechanics are Narrative-first, meaning they exist to create interesting drama for characters, and that makes it a very fun system for just making cool stories
What's the setting (If any) like?: Hardwired takes place in the far future of 2020, on a giant space station city, where the rich prosper and the poor toil. Hardwired is really keen on the "boring dystopia" aspect, there's definitely interesting stuff! but players are assumed to be common laymen trying their best to get by, of course this doesn't mean their ADVENTURES have to be boring! a package delivery gig could end with dealing with the strange Dreamers, bizarre AI with weird powers, or an investigation on an anonymous street artist could end in inciting a riot against a local bank, and so on!
What's the tone?: Hardwired will try to crush your players, it is not a pleasant world, there's kindness everywhere, and good people to be found, but the world is overwhelmingly against you
Session length: 1-2 hours is realistic enough
Number of Players: 4-6 is the recommended amount by me!
Malleability: Hardwired's mechanics are kinda rooted in its setting, but a crafty GM could likely do something interesting with them, I've been working on a hack for my own cyberpunk setting, for example!
Resources: a Google Sheet is available, and that's honestly kinda all you need, its not a very complex system. There's two or so expansions, one of them includes a playable cat occupation!
So I hesitated a lil on posting this game because i know people have Opinions on this game, but this game's great and im tired of pretending its not. It's a definite must play for any cyberpunk fan, in my opinion
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nicohverse · 11 months
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Entropic Float 2 Demo and Kickstarter Launch!
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Picture a point-and-click adventure game. Now picture a branching, time-looping ontological mystery visual novel. Entropic Float 2 combines those into its gameplay concept: A point-and-click where you can never solve every puzzle at once. Where you have one key that fits two locks... And the only way to see what's behind the lock you didn't choose is to die, repeat the day, and try something different this time. With only you and your protagonist aware of the loop, seek an answer that earns new information. Through trial and error, solutions and murder... Can you find the way through this new Anomaly?
In early 2021, I started working on a project just for fun. Using the character creator and scene assembly tools of Illusion's Koikatsu, paired with the visual novel engine ren'py, I decided to learn to make a VN. A year and a half, over three hundred thousand words, and quite a bit of pocket money later, I released 'Entropic Float: This World Will Decay And Disappear' for free on steam and itch.io. 
Something that was never meant to be more than a fun exploration of a concept grew into a huge endeavor for me, a visual novel as long as any two Umineko episodes combined! I got guest artists, made plenty of art myself, and learned a lot more about coding in ren'py than I ever thought I would. After releasing the game, my friends were proud of me, and I've heard from a lot of people it connected with. It became the basis of what I want to keep doing creatively- Expanding on this world, telling its story, and finding those people it will resonate with.
That brings us to Entropic Float 2: Land Of The Witch. A sequel I've been planning since the first game released a little over a year ago now. It's a game that can't be free (though if you, for any reason, cannot purchase it- I care more about sharing it than I do about making money) and a game I want to create to that standard. There won't be assets made in a character creator or royalty free music this time. I hope to bring the Pine Creek Anomaly to the screen with my own two hands, and a little bit of help from freelancers. I want to make a point-and-click adventure worth paying fifteen dollars for, an artistic experience that constitutes a huge step up from the first game.
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A demo is available to download and play from itch.io! Features already reflected in the demo include:
The general structure of the point-and-click gameplay; including travel between maps, item collection and use, and conversations with other characters.
Hand-drawn backgrounds (with minor animations) and talksprites.
Profile screens for each character and a memory-seeking system improved from the first game. Also improved from the first game is exposition being mainly in a linear-locked part of the story so it doesn't need to be repeated in different places so different players don't get confused!
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Planned features yet to be implemented include:
Loop Randomization- The demo includes only the very first loop of the story, but in the actual timelooping gameplay, many factors will be randomized between loops. Characters and items will appear and disappear, characters will have different trustworthiness scores, and eventually, the weather will even change and impact puzzles and character behaviors.
Zones- Minigame areas that abstractly inform you more about a character and are locked behind obtaining certain profile notes and memories. The rewards for completing zones will be tools to access additional areas, such as Area 2 waiting beyond the broken bridge.
Characters- Several of EF2's characters don't appear yet in the demo, due to having their introductions tied to maps that aren't accessible in Area 1.
General Improvements- Characters currently only have one talksprite. The preferences page is still in the ren'py default configuration. Some music tracks recycled from the first game aren't the best fit for the situation. These are all things that relate to the current version being a demo. These are all things that will improve sooner if this kickstarter is a success.
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Shortly after handling the Anomalous Clocktower in the Black Rock Desert, Kanatsune Ame was promoted. Now, as an agent of the Wish Task Force at a rank equipped to handle more complex Anomalies, he's received an assignment for another one above his pay grade. Pine Creek, an entire town that was wiped from the map and from all memory several years ago, only to suddenly begin dragging new victims inside within the last few months... Somebody inside this forgotten piece of miserable Americana decided to call out to the world that left it behind, and it's up to you to find out who that could be.
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Thank you, as always, for reading!
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styrmwb · 7 months
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I beat Chrono Trigger
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And I beat it like, nearly entirely unspoiled too.
For the longest time Chrono Trigger was "The most Styrm game Styrm has never played" and I felt silly cause my super cool ADHD brain never decided it was gonna decide to play it until now (I also had to get it done before FFVII rebirth or it was NEVER gonna happen lmfao)
So like, what are my onions?
The game's so fucking good, it stands up so incredibly well that I regret not getting to it sooner. The music, the story, the gameplay, the art (backgrounds and spritework), every single part of this game I absolutely adored. I can MAYBE think of like 2 things I would have changed about the game but they're so minor.
Characters
I loved every single party member. The ones with character felt so alive and enjoyable, and the ones that didn't really have much character were super fun to use in battle. Crono MIGHT be one of the most broken JRPG protags I've played as; I gave him a counter item for the whole game and he would constantly attack with high crits. Marle is one of my favorite characters; being all adventurous and shit, rejecting the stuffiness of royal society but like, not NOT caring? I like it. Plus she was instrumental in having me not die lmfao. Lucca had a really great character arc with Robo and her mother, and blowing shit up was super fun. Speaking of, Robo deserves the entire world; I would die for him. Unfortunately he didn't get as much use in my playthrough as I would have wanted, but I still dearly care for him. Ayla was a powerhouse even though i completely neglected her thief mechanic, and despite her caveman speak and relative lack of goal compared to the cast, I really appreciated her presence as I almost felt like she was a pillar For the rest of the cast. Magus was hype. I'll describe thoughts later down the list, but for his gameplay his magic annihilated battles, and the dude pretty much solo'd the Lavos boss rush.
Finally; Frog. The absolute best character in the game. His design? Creative. His story? Heartbreaking yet heroic. His gameplay? Essential. I loved Frog from the moment I saw him and he was with me through thick and thin. Something I really appreciated was that HE got Masamune rather than Crono. Sure, Crono is the main character, but Frog is the hero. I love my amphibious mans.
Lavos is super cool to me. It's not really a character (but kinda is?) and more like a force of nature. I also think it's kinda conceptually funny that the main villain of this classic game is the meteor that killed the dinosaurs. I don't think I FULLY understood what it truly was, but it's a concept that I very much enjoyed.
Overall, all of the characters in this game are great. Everyone has a role, everyone is enjoyable in their own way, and I really love seeing how the time travel aspect would let you see fates of characters and their role in history.
Gameplay
I loved the lack of random battles. Every battle felt planned and like its own individual puzzle, especially with the positioning gimmick; what enemies get hit by what abilities, how do I avoid hitting this enemy with the element that heals them with my super strong AoE ability. The idea of dual and triple techs enhanced this further: am I gonna use individual turns for heals or am I gonna just have Crono and Ayla fuckin decimate the entire area?
The aspect of time travel felt overall very well used. Past experiences affecting the future, but things in the future not affecting backwards; it feels like it should be obvious it works that way but it just felt like, well executed. this paragraph proves i need to get better at writing cause ultimately I just said I liked it
I also feel like the whole beginning section with the fair leading to the trial really makes you think harder about what to pay attention to and what matters: it teaches well without shoving it in your face. Might just be because I play a lot of RPGs and this is an older one, but I was able to discern the knowledge i needed easily.
Story
So to clarify here, I know there are multiple endings, but I got two; the Die To Lavos Ending not sure why i got this one nope and the real ending; I tried to do everything that I possibly could, so that was my experience.
It's great. I kinda loved how it was less a "party vs a bad time man" and more of a "party vs a natural calamity": I feel like that's not done often in games, there's usually a big bad (which I don't hate!) but it was a nice change of pace. I absolutely loved how each timeline had its own individual struggles, and the nature of time travel made them flow together very well in small ways (like defeating Magus makes Ozzie the worshipped one). Being able to go into it unspoiled really improved the huge moments, like Magus and Crono's big events (not gonna say in case there's someone like me out there), and I very much enjoyed guessing what would be next and what would affect what.
The Only Major issue I have is the 3 party limit, and character dialogue being locked to who you have. I feel like there would have been some really cool moments had everyone been there, like the campfire scene where everyone got their time.
Music
I mean, it's peak. I've already heard some of Mitsuda's work in later games, but hearing him here do (pretty much) the whole soundtrack was just a treat to my ears. The main theme is stuck playing in my head daily. The overworld and cutscene songs I think are where it shines, although I did really like the battle songs as well. and as always shoutouts to Uematsu we love that man.
Art
Again, a short section, but this game is beautiful, and I could tell that a lot of the techniques they used felt advanced for the time, like the time travel effect, or the car race; the spritework felt bouncy and alive, the backgrounds were beautifully detailed (Like Magus's Castle holy shit), and the entire game was a joy to look at.
Unspoiled
So yeah, I beat this game unspoiled somehow. I knew a couple characters like Crono and Lavos (the fact that they Existed), I've seen some backdrops like the campfire and Masamune in its sheath, and I've heard some songs; but other than that, I didn't know anything!
(warning for spoilers if you are like me and have gotten unspoiled don't read this)
Like I said in the story, it was really fun to figure out how things would be affected by the nature of time travel, naturally figuring out side quests like Fiona, and being hit by moments that I never would have expected. I didn't think my actions at the fair would affect anything until I saw the trial which made me question everything (I'm sorry old man for eating your lunch) (twice). I remember getting what i thought was the full party cause that's what the box art was, until I noticed what I thought was a 7th party member slot, leading me to wonder when this person would join and who it is; discovering Antiquity (also a surprise to me) convinced me that the person was here, and then that said person was Boy with cat that said I was gonna die, and lo and behold I was right! But not in the way that I thought. Seeing Magus be the final member was incredibly rewarding, and I probably wouldn't have gotten him if I didn't get reality checked by my actions mattering in the trial (although I do wish he had some more party interactions and dialogue). Also close to this: I did not know Crono STRAIGHT UP dies. Like, OBVIOUSLY he was gonna come back, right? But to have that happen to your main character? Felt revolutionary for the time. Didn't think Lavos was gonna be like, a humanoid creature, and I ESPECIALLY didn't think it was gonna have a phase 2.
(ok spoilers over)
Final
I could not be happier with my experience for this game. I can absolutely see why it is considered a masterpiece, and it's clearly going to stick with me for a good long while, the rest of my life, even. My negatives are incredibly minor, really only wanting more party dialogue and interactions (and to remove Golem FUCK that fight lmfao), and for that, I can probably consider it one of my favorite RPGs.
10/10, thanks for reading my ramblings if you did.
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coldgoldlazarus · 2 years
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I just realized something potentially hilarious in Metroid Prime. Probably not intentional, but it would make a certain amount of sense...
So we know a few things:
1. We know the Space Pirates were the ones to install a lot of the doors between rooms on Tallon IV, given some of the logs about their difficulties with native wildlife getting around them. Presumably not all of them, given that would raise questions about how they never found some of the Artifacts, but any differences between theirs and the Chozo originals are negligable. It's even entirely possible they just copied those door designs from the ruins and spread them around everywhere else on the planet? Idk.
2. The pirates have doors with energy shielding corresponding to all four of the beams Samus uses in the game, despite some of those beams themselves also being stuff the Chozo stored away for Samus to find, and the Pirates never had direct contact with those.
3. Either in response to the fall of Zebes, or during the actual events of the game in response to Samus showing up, they developed the four Beam troopers for her to fight, who make their debut when she gets to the Mines. As people have poked fun at plenty before, the beam troopers boil down to color-coded enemies who still all fire the same yellow bolts. They can only be attacked with the specific beam they correspond to, but there's a distinct gameplay/narrative split where their actual firepower is concerned.
But here's my crack theory - what if it isn't a contradiction at all?
Okay, so here's the scenario. Samus makes landfall on Tallon IV, right around the same time as the Frigate Orpheon crashes from orbit. (Which is itself amusing as a non-event one would think should be more noticeable, but whatever lol) The pirates are shitting their pants, because this is the same woman who took out their Zebes base and associated leaders, and now she's come for them as well.
So the local command goes to Science Team, and tasks them with reverse-engineering Samus's recorded aresenal ASAP, before she reaches the mines and wipes out their operation. They don't have anything to reverse-engineer from, but Command makes it clear saying no isn't an option. Cue the decidedly unsuccessful Morph Ball experiments.
Samus kicks Flaghraa's ass and takes the geothermal station in Magmoor. Command is sweating a little bit now, pushes Science Team to move on to something else. Why not her beams? Best defense is a good offense, after all. Thankfully for a bit Samus seems preoccupied with ping-ponging back and forth between Phendrana Drifts and the Overworld, so they're trying to recreate her beams from grainy security footage from Zebes, but without any actual physical devices to work with, it's just not going anywhere. Best they can come up with is a loose appoximation of her basic Power Beam.
Then Samus sweeps through their labs in Phendrana and takes down the Project Titan they hadn't been able to tame, and it's only a matter of time before she hits the mines, now. Command is breathing down Science Team's necks, demanding those Beam recreations now. They can't deliver, and the recent execution of the Power Dynamo Maintenance guys is hanging over their heads.
So, one bright soul gets the idea, what if they at least make it harder for Samus to kill their soldiers? They can take the technology for the door shielding, which they do know how it works, and integrate it into armor? Everyone wears that, Samus has only one of four ways to do anything to them, and if it's randomized from Pirate to Pirate, they have a shot at fighting back successfully while she's adjusting. So that's what they do.
Unfortunately, Command asked for troopers with her beams, not troopers with selective immunity to her beams, so they still have to pitch this concept as the expected Beam Troopers. They at least use the Power Beam lookalike they'd whipped up, and basically gaslight Command, like "sure they look and fire the same, but they're totally distinct in their effects, see? This target has scorch marks, while this one has electrical burns, it's totally legit!"
And thankfully it works, and the Beam Trooper armor and weaponry gets hastily mass-produced. (For a given value of 'mass' anyway.) The grunts assembling them don't have the context to question why the guns are all the same. Also, since part of the concept's selling point is psychological warfare of Samus seeing them using her weapons, the armor sets all get color-coded appropriately, thus undermining any real chance at confusing her. The problem is exacerbated when Command has the beam troopers group up by type to patrol, instead of one of each per team.
And that's how we end up with the so-called "beam troopers" as the Space Pirate bureucracy and overinflated expectations once again shoots themselves in the foot. And then Samus arrives at the mines and wrecks shop.
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bogleech · 1 year
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In 2010 I illustrated the party game "Chimera Isle," by Kevin Lanzing which randomizes creatures from heads, bodies and tails, but for both convenience and fun I drew them together as complete creatures that would be split apart later, based on simple lists the creator sent me for "attributes" he wanted in the game; like a card that would make a creature the fastest, or the tallest, or a grazer or a scavenger. The game went through some rules changes by the time it was released, and my real-life friends felt the unreleased beta rules were the easiest and most fun. For $10 patreon patrons I've uploaded a zip of all the creatures in high resolution, an extensive text file detailing my conceptual rationale, and a PDF of what those original gameplay rules were like, but I'll also include a little bit of the art stuff right here:
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"GRASS EATER head," "JUMPING body," "DEXTROUS" tail: Lanzing really liked my first concept for a grazer head, a goatlike animal with a lawnmower-like trunk. I reused his concept of spring-shaped legs for the "jumping" body, and then I assigned "dextrousness" as a tail piece with a cluster of tentacles, wielding a spear. I guess most people would expect dextrousness to be tied to the torso limbs, but this was approved for being unexpected and fun.
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"SCAVENGER" head, "FLIGHT" body, "FASTEST" tail: for a scavenging creature I went all out with my personal tastes, making a vulture head that's also a fly head that's also a coiling earthworm, so the all-purpose "flight" body card became condor-like. Lanzing didn't assign attributes to body parts for me, but let me decide what should be what, so I made the "fastest" attribute a tail piece and designed it like a many-finned shark. This originally had a rocket jet on the end, but we changed it to a propeller because we already had a different fire-spewing tail.
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"SENSE OF SMELL" head, "SOCIAL" body, "SYMBIOTIC" tail: for sense of smell I designed a bison-like head with a huge, comical nose on the end of a little trunk and no visible eyes. Kevin's notes also included "SOCIAL" and "SYMBIOTIC" as two different attributes he wanted in the game, and they were the most fun to think of ideas for. I assigned "social" to a body card, and I drew it so whatever head card you drew, it would end in a little round rump with legs, with the rest of the body card featuring a band of different creatures: a little piglike thing, a flying eyeball, and a stalk-eyed flightless bird who leads into whatever tail card you drew. I then assigned "symbiotic" to a tail card resembling a tree branch with a little weird bird perched on it, and I decided to draw these three attributes together so they'd be a whole pack of creatures relying on a blind leader who sniffs out the food. Again these "original combinations" wouldn't be seen by players, so they're just my own internal behind-the-scenes combos. I didn't include the following in the patreon file but if you're having a hard time picturing it here's how the Symbiosis Body card looks on its own, like all body cards still lining up with any possible head and tail:
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In retrospect, we settled on pretty bad background colors, the cool grey way too close to the dull green template of the creatures, especially given that they were done without any lineart. Should have gone with totally white backgrounds, but we thought that looked too cheap!
You can still buy chimera isle on the gamecrafter here, but I don't get royalties or anything, it was all one big commission, which did prove to be more money than I would have made off its sales!
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inhuman-obey-me · 1 year
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If obey me wasnt a otome game what do you think will be different? And it makes me laugh that we are romanticising the devil which just seems so funny. Ik its a game but its just a funny concept
Okay but we love romancing the devil. More games should let us smooch Lucifer/other demon royalty. Please.
But this is a fun thing to think about!
(long game design rambles below the cut)
Even if Obey Me was still a visual novel game but without the romance, there is a lot that could change. We'd have a lot less of the characters vying for the player's attention, meaning the game would also be less prone to gag-type situations and allow for a consistently more serious storyline. It could be something like Twisted Wonderland, where the MC still has a role but it isn't as big nor central to the conflicts and problems of the story, thus playing more of an observer role.
The devs actually mentioned in early videos that when making the game, they had to scale back some of their ideas because they "didn't want it to feel too much like an adventure game" and still focus on the romance since it was a dating sim. Interestingly, Nightbringer seems to be testing the waters on this now and going back to a more dramatic story, so maybe we'll actually get to see that kind of adventure vibe now!
If the game was still following the main points of gathering pacts with the demon brothers...well, maybe we really are just becoming Solomon 2.0 at that point, new title is Solomon Simulator 2023 BC. But really, there would probably be less of MC playing therapist and more letting us have adventures of our own, exploring the world in various ways. Hell, MC might even be living in Purgatory Hall with the other exchange students instead of oddly being the only one put in the House of Lamentation. And this more adventurous theming could also be reflected in events, with more AU themes (Pirates, Spies, Circus, etc) that allow for more fun event storylines that aren't so focused on "romantic" situations and fanservice moments.
Going along with that, we would likely get more character variety in a non-otome game, since it wouldn't be trying to make every character (except Luke) dateable or potentially future-dateable -- less ikemen, more non-male characters, maybe more body diversity! And because there'd be no expectation of romance, you could have more outright hostility too. Maybe Mephisto and Raphael could have actually fulfilled the more aggressive or antagonistic personalities they had been hinted to have! There might also be more of a canonical MC character personality too, since part of the reason it's left more open and vague is to let players self-insert for the romance. This could allow for more narration from MC as well.
Now, if we step away from the Visual Novel style, that could open up a whole new world of possibilities! Imagining OM as more of a fantasy RPG? Super fun thought.
Other characters could potentially be playable, and if so, we could perhaps see more of the characters without MC needing to be in the scene, allowing for more interactions between different characters outside the current format of occasional side/hard-mode stories.
We'd probably get a truer combat system too, even if we were just fighting random minor demons or something like the Little D's in Nightbringer's gameplay. (Apparently the only instruction the team got in making the original game was "it needs dance battles"???) The characters' skills could also be more unique to the characters since it wouldn't have to fit the rhythm/dance game format, so stuff like summoning Lotan could actually be a useful powerful thing instead of just a running gag! In fact, we could see way more powerful magic from all the characters, which would be great since OM as it is now just always conveniently forgets that these are extremely powerful demons for the sake of setting up random shenanigan situations.
A combat mechanic could also add to the narrative design of the game -- what better way to show us what a scary and dangerous place the Devildom is than to have the player have to defend themselves while navigating through it? Or imagine the characters' relationships with one another actually mattering to the gameplay, like Beel and Belphie getting a boost if they're in the party together, as with Fire Emblem's support system! Simeon being a healing angel member of the party at the start and then actually tangibly losing that as a combat ability when that part of the story happened? It would certainly hit different, that's for sure.
The story also wouldn't be confined to the 20-lesson format in that case, which could give more room for fleshing things out properly. And with a freer adventure-based storyline, it might also be a lot less focus on RAD, or maybe it wouldn't be a school setting at all! Perhaps it would focus more on the inter-realm diplomacy parts of the story. Plus, some aspects could get relegated to more environmental storytelling and interactable objects around you, leaving character interactions freed up to focus more on actual events going on.
And speaking of character interactions, there could also be a more complex and interesting system for relationships in a more RPG style game. Instead of an intimacy bar that only ever goes up and doesn't directly impact story events, you could have a more complex interaction event system, like in Telltale stuff or Mass Effect. That could still include romance without it being the central point of the game, and maybe they would also hold grudges over certain decisions, which could feed back into the combat system somehow. Unlike now, you wouldn't be able to go back to change your decisions, but there's a lot of replayability potential there.
Of course, the downside to all that it's way more work to make...game dev is hard, after all! So updates would be slower, it'd probably cost a whole lot more, and it's probably not feasible as a mobile game anymore then. But hey, a game like that would be pretty damn cool.
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antiv3nom · 5 months
Note
asuka ask game? pick your favorite one
ok so i do enjoy asuka guiltygear but i have been thinking REALLY hard about asuka tekken as of late so we're talking about her today
also this took me WAY too long to post i apologize but it Is out here so yaaaay
favorite thing about them:
ok so legally i have to mention asuka's tekken 8 design because motherfucker WHAT were they thinking with that one. what the fuck was the inspiration. but i love it so much i cannot lie
other than that, i really enjoy her rivalry with lili and how moderately insane that bit has gotten, and i like how they've kept her a character who is a) defensively focused in her gameplay even among the generally aggressive play of t8, and b) has a generally down-to-earth feel to her despite. Everything. happening in tekken
least favorite thing about them:
so i was actually talking to a friend about this recently and she explained my feelings really well, its like. asuka feels like the protagonist of another story that isnt being told.
it feels like she has so much stuff that COULD be a really interesting plot focus for her but it just. hasnt been? like everything between her and feng COULD be so neat but its just been sort of...by the wayside for the past few games in favor of keeping up with the mishimas (new sitcom there btw)
favorite line:
asuka's quotes are fun but most arent super noteworthy unfortunately? its mostly pretty standard fare for fighting game open and win quotes unforch :( i will say though, i do really enjoy this win line in t8 from her:
It's not good to fight all the time. Well, see ya!
bc like. girl. what do you think youre out here doing rn. girl please
(note: i dont speak japanese so i couldnt say anything towards this, but i wonder if asuka speaks with a kansai accent/dialect in game? her being from osaka and all, itd be a cool little addition)
brOTP:
omg actually ive seen stuff between leo and asuka that's been fun before i really enjoy that, iirc theyre not super close in the main canon but i wanna say in the non-canon webcomic theyre friends? i think thats right? either way its a fun concept
OTP:
asulili...uwoagh........
fellas is it gay to buy your rival's dojo and fill it entirely with roses to get their attention? certainly not. certainly.
i do wish we saw some amount more narrative tension between them since most of it has sort of dissolved by t8 but i do think theyre really cute and as mentioned before i really do enjoy their whole bit its awesome
SHOUTOUT ASULILI WEEK BTW I DONT HAVE THE TIME TO PARTICIPATE BUT I AM HYPED ABOUT ITS EXISTENCE
nOTP:
i do not think i have been around long enough to see another pairing for asuka, let alone one i dislike, so i cannot answer this question LMAO
random headcanon:
spun my mental wheel of headcanon topics and it wouldnt stop spinning for like half an hour unfortunately so im just telling you that i think asuka would play baiken or may in strive
unpopular opinion:
i still havent been here long enough to know whats unpopular regarding her :,) although i think in terms of gameplay i think she's cooler than most people believe, though i do agree that her current iteraiton in t8 isnt very strong within the meta unforch :(
song i associate with them:
i can nigh on guarantee that it's because ive been listening to this song while thinking about her really hard recently but absolute zero by natori (banger btw go watch the music video it goes unbelievably hard), i think the lyrics arent entirely unfitting though!!!
favorite picture of them:
i really like this profile art option for her, the posing is fun and the textures on the clothing are really impressive
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and then also i have to mention her preset 3 outfit which i LOVE SO SO MUCH
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(apologies as i cant find a better example pic and do not feel like opening t8 at 2 in the morning on this day)
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lavendercrumbleshake · 7 months
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Hello, My name is LavenderCrumble! U can call me Lav or Miss Crumble for short ♡
Some things u should probably know about this blog
*~▪︎☆°♡ This blog is a cutesy, semi-nsfw blog, so some the posts that I write, like or repost will not be safe for work, if u don't like this please block, not report, if u are a minor do not follow me please I will block u.
*~▪︎☆°♡ I am a plus size (kinda working on it as best I can atm) black girl who is 19 years old, & want to make friends & mutuals that are also 18 or older on tumblr, pinterest & on discord, I will link my discord server & other socials here for anybody that wants to join, if anyone has any fun discord servers or other social accounts that are sfw/nsfw u would like to invite me to then my asks are always always open♡
*~▪︎☆°♡ Any pictures that u see on this blog aren't mine and are from Pinterest, Tumblr, or Twitter unless stated otherwise.
*~▪︎☆°♡ Some of my current interests include:
drawing
coloring
anime
kawaiicore fashion, j-fashion, or just most alt fashion styles in general
makeup
maid cafés
sanrio (but notably kuromi, rilakkuma, korilakuma, hello kitty & my melody)
kawaii cafés
kawaii & sexy costumes/cosplays
cooking (especially asain food recipes)
kawaii bento boxes
cute kitchen appliances, cooking utensils, kawaii bento tools (like the hello kitty rice mold for example) pots, ect (preferably in pastel purple, or of cartoon characters like sanrio mascots)
asian snacks
kawaii food & drink recipes (I wanna recreate kawaii food plates from maid cafés or bento boxes like the ones on my pinterest board, or food from different animes)
super sonico & super pochaco(idk much but I love their mascots their sooo cute! I heard super sonico has an anime n i wanna watch it >v<)
cartoons
anime figurines
gloomy bear
sweet/dessert smelling perfumes & body products
games & gameplay videos(Mostly horror games, story games, visual novel games, or RPGs)
Tumblr stories/tumblr headcanons/tumblr concepts & prompts (particularly monster fantasy themed stories or relationships, & semi dark headcanons, like some Yan! headcanons for example, monster bf/husband, and Dom bf/husband (idk why I like these but some of them are just fun to read even if i don't resonate with them personally per sey, still trying to figure it out) among others, there really isn't any particular characters that i like for this)
Tbh that's just to name a few, I have a lot more interests than that lol
*~▪︎☆°♡ My favorite colors are usually pastels purple, pink, blue, yellow & green in that order, but I also like most darker colors too, like chocolate brown, black, or dark red, but my least favorite color is and will almost always be orange, idk why I don't like that color much
*~▪︎☆°♡ As is the nature of tumblr, I will also be putting my random thoughts & mentally ill rambling on here too lol, both sfw & nsfw. I love this chaos platform♡
*~▪︎☆°♡NSFW Interests/Kinks
(Plz note that I am a virgin so all of this are just fantasies that I want to try with people who really care about me & who I really trust one day)
Giving thighjobs
Giving Assjobs
Giving Pantyjobs
Cockteasing (almost anything that involves giving a guy a huge boner basically)
Humping/Grinding
Handjobs
Blowjobs(I wanna try to give one but I have a bit of a gag reflex rn ;< i need 2 get stuff 4 practice)
Cockwarming(wanna build up to this at some point)
Size difference(both in height & d size, im 4'11 rn due to spine compression from scoliosis but with improved stretching im 5'1)
Praise kink(I like being praised)
Praise & light degradation/teasing(it has to be light degradation mixed with Praise specifically, but im still exploring this too)
Light corruption kink(still exploring & researching this one)
Worshipping kink( I want a group of hard pervy simps to buy me all that I want & to worship the ground I walk on)
Possible Breeding/knotting kink (No Pregnancy or mentions of it) ( I kinda wanna know what it feels like tbh)
Possible dd/lg kink (not sure yet, but I found a lot of stuff that I like under those tags & it's variations)
Possible rope/bontage kink (I'm kinda exploring this one too bcuz I wanna be comfortably tied up & gagged but I have physical disabilities)
Possibly some CNC kinks; specifically stuff like somno or very light dubcon (another one that I'm still exploring rn)
Degrading & Praising Simps/Paypigs
Reverse Harem of cute male paypigs or doms
I'd like to be gifted some money, cute clothes,intimates, essentials, toys, & other stuff to take tumblr selfies in & prep for so perverts can worship & jerk off to them
HARD LIMITS: SCAT, GORE, PISS, INCEST/FAUXPLAY, ABCG KINK, PATRIARCHY KINK, SLAVEPLAY, RAPEPLAY RACEPLAY, HARD SPANKING, VOMIT, KNIFEPLAY, ect
Anything I haven't mentioned here u can just ask & I will update accordingly ♡
*~▪︎☆°♡ Links to my other socials: (if the link to my discord doesn't work then feel free to ask me for a link in the ask box)
DNI ON THIS OR ANY OF MY SOCIALS IF YOU ARE ANY OF THE FOLLOWING: homophobic, transphobic, racist, misogynistic, abelist, fatphobic, currently 55+ or Ana Coach; if u are any of these things I will block you. Do not send unsolicited nude photos of any kind without permission (simply just ask i really don't mind♡) or I will call you out, block you & report you.
*~▪︎☆°♡ (*note) This pinned post will probably be edited with more stuff about me, my hobbies, interests, ect, when i get the time, but for now this will be it ♡
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mumms-the-word · 2 months
Note
Hi! I found your blog through your post about new DA fans in the tags! So I played through Origins and DA 2 as a mage for the first time and absolutely loved the combat and the gameplay, but I'm really struggling in Inquisition. It feels so choppy and like I have no control over anything, and on PC, you can't even see what the spells do when you hover over them on your toolbar. Do you have any tips or advice or know of any good add-ons?
Yeah I don't think DAI won game of the year for combat reasons, let's be completely honest here.
I can give you some advice but warning it is HEAVILY colored by my personal preferences when playing the game, which I mostly did on console (I only got the PC version a few weeks ago and haven't had much time to tinker around with it because I've been replaying DAO).
I'll put random bits of advice under the cut!!
Controls
First bit of super biased advice: If you're using the tactical gameplay mode and you hate it--just don't use it. Just don't! Unless it's a skill you want to keep pouring into, I'd just abandon it for now. It's terribly configured and I hate it so much. It's moderately better on PC but on console it was super un-fun to me and I think the only time I used it was to move party members out of the way of AOE attacks because their AI is wacky sometimes.
(That said, if you are a micro-manager who is like "No I need absolute control over this team" then the tactical camera IS for you. I am just a lazy gamer who plays DA games on casual or easy most of the time because I dislike the combat and want to get to cutscenes and dialogues faster. From what I remember about using it, though, it's definitely more like a "set up your next attack and then press play, then pause and set up the next attack, then press play, etc" kind of thing, which sucks for big group fights but works for big dragon fights or whatever.)
To me the game plays much better in live combat mode, but that was on console, where all I had to do was hold down the right trigger for endless attacks and then use the shortcut buttons. This is not the case for keyboard and mouse, because holding down a right click or R is tedious and isn't fun after a while.
Having messed around a tiny bit with DAI PC controls (and being a staunch console player for decades) I can say that I hate the PC controls, but I always tend to hate keyboard and mouse controls. I guess my advice here is to either remap the keyboard to suit you, which you should always do anyway for any game where they make that possible, or try playing with a console controller (which is what I'm planning on doing).
Controls aside, my issue with the combat is that if it isn't choppy, due to controls, it's...boring? At least until you get more abilities and specializations. I definitely played on casual for most of my multiple playthroughs because I just couldn't be bothered to learn the combat system forwards and backwards. I was playing the game because I loved the story and the banter and the open world concept, which was new to DA at the time.
The combat DOES get more fun/better once you start unlocking more abilities to use, but that does take a small bit of time. I'm not sure about any mods at the moment to help with the ability descriptions but maybe someone in the replies will know! For me, I think I just got used to memorizing them...which, now that I think about it, is poor accessibility.
Battle Advice
I can come back later with some PC-specific advice but for now, I can say that if you switch to live-combat mode, then it's a matter of playing the game as a damage control strategy. You're going to get hit, because there are no robust evasion options and no blocking at all (from what I remember), so you have to adapt with that knowledge in mind.
Keep up your Barrier and Guard abilities, because the temporary HP they give you is essential to surviving a fight. Potions suck. There is no healing. So it's better to tack on as much temporary HP through Barrier and Guard before enemies start chipping away at your actual HP.
Focus your efforts on crowd control (freezing enemies, stunning them, etc) and taking down distance fighters (archers, mages) first, because like I said, you're going to get hit, and every distance fighter has a near-perfect homing beacon on you with their projectiles. The squishier mooks need to go down first so they don't pester the hell out of you when fighting bigger things. Bigger things are slower, they can wait.
Also, adjust your companion's tactics (this is worth doing in any DA game) so that they use the abilities and spells you want to see more often. Having Barrier set as a preferred spell so your mages use it more often is honestly an essential tactic choice, and I'd say the same for upper-level Guard abilities.
A balanced party can make or break a battle encounter. The AI isn't always great (I guess that's what tactical view is for) but in general you always want a warrior to be up front taking hits while at least one mage and one other distance fighter (another mage, or Varric/Sera as an archer) is staying out of direct damage but still dishing hits and status effects. Your fourth companion (or you) can make up any difference that needs filling after that.
If you're playing a mage, use Fade Step to get out of range quickly and then get used to being the battlefield controller--you can deal damage, but you can also more quickly apply status effects (freezing, burning, etc) than anyone else. Fade Step + Tactical Camera to readjust + see what's going on the battlefield + then make your next move = might end up being your best friend, if you're a tactical mage player lol
Status effects and elemental damage do way more than you think. Way more than you think.
Don't be afraid to use grenades. They're more effective than they seem, and Jar of Bees is just fun in general.
And lastly, keep up with your weapons and armor. Schematics will be your best friend because they allow you to craft and upgrade weapons and armor until they're almost OP for your level. Nothing you find as loot will top a Masterwork version of a high-tier weapon or armor you make yourself.
I don't know if ANY of that helped, but maybe!! Hopefully you'll hit your stride soon and enjoy various aspects of the game!! <3
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superthatguy62 · 8 months
Note
top 5 ffs?
Oh, hello.
Just as a warning, I have yet to go through the post 5 FF games to a significant degree, so I'll be including some spinoffs:
5: Final Fantasy Explorers
I haven't played... well, any Monster Hunter-type games, so FFE was my first taste of it, and you know what? I enjoyed it. I played it on single-player, so it was essentially "Beastmaster: The Game" and the bosses were still fun enough. Also it probably has one of my top 5 favorite Big Bridge remixes and some of the music (particularly the general boss theme and Odin's theme) are highlights for me.
4: Final Fantasy Tactics
It clears the 'higher-than-you'd-expect' hurdle of me being able to actually play a decent amount of a strategy game and is generally fun to boot. I got up to Chapter 3 before the random encounters started kicking my ass enough to discourage me from continuing (though the fights towards the end of chapter 2 really tested my patience), though said encounters didn't help by me playing the PSP version with its magic/animation slowdown. By all accounts, I should probably go for the GBA/DS games since those lack permadeath (albeit with a very different tone plotwise), but I still intend to try out the PS1 version of the first game and hopefully not grind myself into a corner.
3: Final Fantasy 2
Yes, this. FF2's 'quirky' and 'complicated', but I dig the story, the gameplay once your characters actually get built up and just general setting. It's also to read the supplementry material and other notes on what could have been: It really shows that the devs were putting some thought into the story and its a shame how some elements didn't translate properly. It's the type of game where it gets better the more you know of how it works. That said the dungeon design alone holds this back fiercely, especially in the PSP's Arcane Labyrinth (Darkness floor, my beloathed). Speaking of which, the bonus content for this game is probably some of the better such content of these re-releases.
2: Final Fantasy 3
Wow, what a surprise.
FF3 is basically the video game equivalent of "it could be that deep" in my eyes. Because you don't have any of those fancy "Materias", "GFs", Magicites" or even abilities to carry over like in FFV and FFT, you need to team build your way through whatever the game throws at you. Again, FF3 is one of those games that gets better when you have more an idea of what to expect: Getting thrown into a mini-dungeon early on is annoying, but its less so when you have mages prepared ahead of time to either magic their way through or play "pass the Fire Rod that the devs conveniently added". The world isn't fully developed, but the nuggets you can find are interesting, especially the whole duality concept and the existence of the World of Darkness.
But this is also the same guy who has spent however many years obsessing over this game, so you know. Feel free to add some salt to this opinion.
As for why this isn't higher, it's because my image of this game has been ruined by my obsession, and there I feel there is no "definitive" version. All three versions are playable (yes, even the remake) and enjoyable (yes, even the remake), but all have enough pros and cons that I can't fully say one is better than the others. It's the kind of game that feels like it has yet to reach its full potential and I unfortunately don't think there are many people, at least in the west, who would care even if it did. 3's always been the overshadowed game. After all, FF5 is right there. And, oh hey, speaking of...
1: Final Fantasy 5:
Not quite a basic answer, but still a not-uncommon one, I feel. I was very late to the FF5 party, only playing it when the PR came out and not even experiencing it through osmosis like I did with FF6, and while my obsession with 3 means that it will never overcome that bias, I can easily see why people consider it to be the gameplay peak of the Nintendo-era, if not 6. It builds on what 1 and 3 started and the job combos can be fun to play with. That said, I'll admit that part of my ranking it so high is a particularly impressive mod known as "Custom Classes", which allows you to swap out basically all of the commands, meaning that you can carry over more than one skill between jobs. I haven't finished a full playthrough of CC yet, but between that and the reasons I gave for FF3, I'll be willing to give the edge to 5 over it.
Also, 5 gave us Gilgamesh and ExDeath (and indirectly eScape, and therefore The Twinning).
Honorable Mentions:
Dissidia (012): I don't know how to feel about this game. Settingwise: I love the ways it expands the FF1 mythos, but I hate how WoL is a manikin and what that implies for the rest of the FF1 party. It gave me my favorite portrayal of Garland, but it also gave me Onion Knight, whom I resent for sidelining Luneth's party in later crossovers. Even gameplaywise, I like the general gameplay, at least on paper, but I think I get far frustrated with it more than I would with a normal fighting game. Yet, I keep playing or get the urge to keep playing. Maybe it deserves to be on the list? Maybe it doesn't?
Final Fantasy VIII: I haven't gotten far in FFVIII (I finished the Dollet mission) but what I've played so far feels promising as far as my first PS1-era FF goes (some perfectionism on my part aside). Junctioning is an 'interesting' mechanic, but I think I like it. I need to get the hang of Triple Triad, but I can understand how people get hooked on it.
Final Fantasy Dimensions: Albeit with the mother of all asterisks: This is here mostly for the 'idea' than the execution right now. Like the other FFT games, I do have it ready for play, I just haven't gotten around to it, because when I play games on my phone, it's usually the gatchas that I'm stockholm syndrome'd to playing right now and it's rare for me to not be playing at least 2 at a time. At some point I do want to get around to actually playing it, but until it gets like a steam release or something, it'll be one of those "get to it eventually" type games.
Final Fantasy: Admittedly, it has been ages since I played through FF1 (relatively speaking) compared to every other game on this list aside from FFE, so I don't know how much mention it merits. But I'll put it here anyway.
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pokeworldrevisited · 11 months
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random question but does anyone else miss the Pokestars studios from B2W2?
Though it doesn't do much gameplay wise it was still such a fun concept.
You could make movies with you're own Pokemon (though you had to first make it with a rental mon, then you could use you're own). Movies have two/three endings that depend on what you're character says and what moves you use. These endings are Good, Bad and Strange (with Strange actually being better than Good)
There's multiple costumes depending on the movie you're making. You could be a prince/princess, superhero, scientist and more. And you can see these outfits from the comic book styled panels that appear when you watch the movies.
You can get fans, and you can also get some items. But something REALLY cool was that if you make a movie with one of you're Pokemon and got the strange ending, you're Pokemon gains a special animation when you send it out. Kinda like Shiny Pokemon or the animation for N's Pokemon that you could catch if you used the memory link.
Ultimately it's nothing huge or game changing, but it was still so cool and a feature that I really miss.
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itsbenedict · 10 months
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Just finished this game, which I played because my brain has been fried by work problems and I needed something to chill with, but mainly because @konec0 did the soundtrack and I wanna support what he's doing. Still appreciate you pitching in on Nepetaquest 2011 back in the day, dude!
Cuisineer is an arcadey restaurant manager game, and also an isometric hack-and-slash dungeon-crawler roguelike. You delve dungeons to get ingredients, you cook and serve those ingredients in your restaurant, you get money with which to upgrade things and get more ingredients and serve more food. Solid concept!
Does it work? Well... It's very cute, and very polished, but it's held back by some very strange design decisions.
In short... its primary and secondary gameplay loops clearly had a lot of love put into them, but the tertiary loop- the progression systems- are very weirdly balanced to the point of being almost broken.
Bad thing 1
The main problem: everything costs wood and stone. Everything costs wood and stone, and costs more wood and stone the further you upgrade things. But you don't get more wood and stone the further you get in the game, at least once your inventory space maxes out. Wood and stone give way to Magic Wood and Super-Stone of various sorts, which are required for stronger upgrades, but you still need big piles of the basic stuff and can't substitute the advanced stuff, and it's the limiting factor on every single purchase in the game except health potions and rugs for some reason. Combine that with sharply limited inventory space, and money from running the restaurant very swiftly stops mattering compared to how many times you've farmed the starting level for crafting materials. It functionally locks you out of what might be fun systems, like the decoration and furniture stuff- since doing anything cosmetic trades off against progression.
Bad thing 2
Also- in the dungeon-crawler half, there's not much advancement to speak of. You might think these resources could be spent to make you stronger, but... upgrading weapons is expensive and time-consuming and has extremely marginal rewards. Like, the starting weapon does 10 damage, and a fully-upgraded endgame weapon might do 15. The game seems to be trying really hard to avoid being an RPG and letting the player get stronger over time- the various mechanics for upgrading your combat capabilities are just not worth it, and the random weapon drops are mostly identical and do nothing but clutter your inventory.
(It feels like it's trying to limit progression so it can bill itself as a roguelike, even though that's not really what the game is on any meaningful level? Not a choice that really works for it as its own game, imo.)
Bad thing(?) 3
The game's combat is an odd duck. It's... very polished, and very compelling, if you use the one approach that actually works. There's nine weapons, but only a handful are viable with the way combat is designed.
Enemies have very short windows where it's safe to attack them, and are quick to punish you for bad timing or wrong positioning. Reminds me of a soulslike, almost. Healing is sharply limited, so you really need to be careful not to get hit by stuff- and there's so much stuff. Walk into a room, or too close to a room, and everything in it will instantly aggro you, including artillery enemies with long-distance ranged attacks. Problems appear quickly and overwhelmingly, so combat ends up being a case of... dodging massive walls of tomato danmaku and miscellaneous enemy projectiles as you charge into rooms full of enemies and hazards, trying to find one safe place to stand for one second while you hit one enemy for chip damage, over and over again until you gradually thin the enemy numbers and win yourself room to breathe. It's very intense and very fun once you get the rhythm...
...but some weapons just plain don't fit into that rhythm. Many enemies need to be consistently stunlocked to deal damage to them safely, and the reloading projectile weapons and slow hard-hitting weapons just can't do that, forcing you to take hits, which you can't afford to do. Narrow-hitbox spear-type weapons fare poorly against crowds of small enemies who can slip past your guard, which are Everywhere. There's a fun kebab weapon that lets you charge and dash around the stage, but levels are claustrophobic and full of hazards that punish you for doing that. As Chiyo Kumasawa foretold: the only thing you can rely on is your trusty mackerel.
There's also a weird and kind of funny tradeoff where... you can't meaningfully upgrade your damage, but you can roll elemental status effects that can give you some multipliers and useful passive AoE damage as you're dashing around trying not to die. But... these huge AoE elemental effects have very wide, obtrusive visuals that hide the enemies on the screen, and you really need to be paying attention to enemy animations so you don't get hit. It's a sort of unintentional tradeoff of defense for strength, which weirdly works.
Bad thing 4
The writing's kinda flat. You've been hoodwinked into taking on your parents' debt and running their restaurant, you have to pay it off- it's established pretty hastily and mainly ignored. The townspeople have very cute designs, but they're all kind of nothingburger characters whose lives revolve around the urgent need for you to deliver them lots of random food items for contrived reasons in exchange for recipes and stuff. Cast kind of comes off like some softcore smut artist's stable of OCs whose personalities were afterthoughts. Doesn't really go anywhere, the localization's pretty stiff, most jokes don't land... doesn't seem like there was a lot of effort put in there.
Good thing 1
I spill way more words nitpicking flaws than I do praising stuff, but I did enjoy this game enough to finish it, and it's not for no reason.
Firstly- the restaurant section. I have no complaints about the restaurant mode! It's polished to a mirror sheen, honestly. I'm given to understand the restaurant sim is a genre, mainly native to phones, and maybe this all works because it's cribbing mechanics from some more successful inspiration I've never heard of, but... it's just very enjoyable, void of potentially annoying cooking mechanics and letting you focus on queuing up dishes, keeping track of orders, and dashing around making sure everything is running smoothly. The balance job is very nice- the difficulty during lunch and dinner rushes is just enough to make you sweat a little as things ramp up, and they last just long enough to get the most out of the pressure without totally overwhelming you. Chef's kiss, no notes.
Good thing 2
konec0's soundtrack is real good! I mostly know him for his electroswing and HS fanmusic, but he can clearly pull off a wide range of styles. It matches the overall sound design really well and it's enjoyable to listen to. Excellent job there!
Good thing 3
The "final dungeon" segment does this very cool and fun thing where it combines the dungeon-crawling combat and the restaurant management into one challenging final exam where you have to survive combat arenas to scrounge up ingredients as you cook them up and serve them, which would maybe get exhausting in core gameplay but works really well as a challenge for the end of the game. Liiiiittle bit too easy in the first two rounds, but it's fine.
Good thing 4
I already mentioned this alongside the nitpicks, but: when the combat works, it works- the feel of it is satisfying, the challenge is well-calibrated, and the animations look great and convey what's happening well.
Good thing 5
Also the character art is very cute. Lot of fun designs there, even if as mentioned the characters they're attached to are pretty flat. The game's just gorgeous in general- the artists knocked it out of the park.
OH WAIT BAD THING 5
The game's cover/key art prominently features a squid that throws ninja stars! But there's no squid that throws ninja stars in the game! How the heck did that happen!!! Give me the ninja squid!!!!!
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