madame-mongoose · 10 months ago
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i need to replay portal revolution when the patch comes out bc i genuinely had a lot of fun and adore stirling and conley. the bugs are just... tough
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cheerleaderman · 3 months ago
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🏴‍☠️Hop on board and come down to Never-Cove🏴‍☠️
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This is based off the hometown event I made for my Oc Fallon
About Never-Cove
Captain Hook is called the Great captain. Never-cove would have a statue of him in the town square. It’s very beach town like with many ports. It’s a melting pot of different cultures and has welcoming atmosphere with many people coming and going.Some of the best ships known to sail came from Never-Cove itself founded and built up by sailors and pirates.Fishing,Shipping,boat construction/repair and cruises are the main industries there.Never-cove has a good relationship with merfolks and rumored to have fairies around.
Summary:
Never-Cove’s annual event celebrating the Great Captain has come. Come grab your crew to participate in tasks to win the title of best Pirate crew and even the surprise treasure.If not come and enjoy the festivities, explore a real pirate ship, dance and sing along to old songs and more!
For the participants you must form a group of no more than 8 people and appoint someone who be the crew’s captain also their first mate but be warned if you don’t take care of your crew they could overthrow you.It’s important to pick someone who is going to lead you to victory.
Luckily Fallon has invited others at NRC to to come join the crew - Floyd Leech, Azul Ashengrotto, Ruggie Bucchi ,Jamil Viper and of course Grim and Yuu/MC
There are 2 events that are held with a scenario (optional)
Pirate Ship
Your Crew will be staying on a pirate ship for 3 days.The crew will be completing tasks like fishing, maintaining the ship etc earning points on teamwork and proficiency,on the 3 day you’ll be able to sail out into a certain area having to navigate your way to a destination marked on a provided map. Once you get to your destination you’ll have to use clues around to find treasure and bring it back safely
Scenario (optional)
On the 3rd day when everyone was getting ready to sail a rival group decided to do some sabotaging. Once the your ship was ready to sail all of a sudden it jets out the port at full speed. Once everything has settled everyone realizes that your in the middle of the ocean with no connection. Now the crew needs to use their skills to get back to mainland
Treasure hunt 
For the young ones and people who prefer land can join the treasure hunt. You’ll will be finding 3 different treasures over the course of 3 days. You’ll will have to navigate through finding clues,puzzles and obstacles to get to your treasures and will need to protect it since other Crews will try and steal your treasures. There is one main treasure you need to protect so be careful if someone plants bait to trick others. The Crews who still have their 3 main treasure gets to go to the last round where all teams are going a one item . Whoever brings it back wins
Kids don’t steal from each other and would be around town square or the beach
Scenario (optional)
On the final round facing off against a rival team someone used magic and teleported your crew to some unknown place with fairies? Checking in on everyone you realize that you still have the treasure to win but how will you get back? Will you try to get the fairies to help or will the crew do it on their own?
Rules of the event
Anyone can participate! Ocs,sonas to other canon characters-Feel free to draw, write fics, make edits etc.
keep it PG-13
Use the hashtag #NeverCovePirates also make sure to tag me because I’ll love to see it
There’s no deadline
Outfits
The people of Never-Cove dress up in Pirate themed/inspired for this event, participants must look the part
Captains- must have a hat
Crew members - needs to have some kind of fabric visible around their upper body- A bow , head band, bandanna etc
Draft designs
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Background:
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Canon characters entry:
Floyd Leech - Azul Ashengrotto - Ruggie Bucchi - Jamil Viper -
Ace Trappola - @spade-12
Oc entry
Captains:
Fallon Hook - Me
Crew members
Iris Valor - Me
Constance - @theolivetree123
Carla Coquille - @the-rini-rush
Yuya Florence - Me
Donatello kaur - @readsrandomstuff67
Flori Mohn-Prinz - @bunniehunn
Fan Art
Pirate tsum Jamil - me
Pirate Crew participants - @spade-12
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storm-and-starlight · 6 months ago
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revisiting my opinions on which doctors could pull off Heaven Sent
could do it with minimal alterations to the original episode's plot and dialogue
Twelve - obviously
Eight - could 100% pull off the speeches and the angst and, of course, the memory loss. The episode would definitely be focused a little more on the great tragedy of dying over and over and over again just in the hopes of making it through enough loops to break out, and Eight would be much much more of a sad wet cat about it all, but he could totally pull it off.
Seven - would take a bit more tweaking than Eight (specifically to change the focus of the episode to the puzzle of it all, finding the right room and figuring out the secret of the Veil), but would 100% punch his way through the wall and be able to pull off the speeches.
could maybe do it? but with pretty major edits
Four - definitely has the charisma and the ability to give the speeches, but I don't know if the speeches as written would fit well into how Four talks, and he'd also need the same tweaking at Seven to make it more about solving the mystery, rather than the very atmospheric style of the original. The wall scene would also probably have to be reworked, since Four doesn't really seem like the type to punch through it in the exact same way as Twelve.
Three - could and would punch through the wall and would do it in half the time of Twelve but couldn't carry off the angst or the atmosphere, so you'd need some pretty dramatic rejiggering of the major stylistic choices in order to make it work. Honestly, you might have to really lean into a, like, horror/thriller kinda thing, with the pursuit of the Veil?
could pull off a focus episode but would need a fundamentally different style
Ten/Fourteen - absolutely has the screen presence but they need someone to talk to in order to get it, and the same is true of their problem-solving style. They need someone to bounce off of as an antagonist and as a companion -- basically, they need the same setup as Wild Blue Yonder, which is basically exactly what Fourteen's version of Heaven Sent would be anyways. (Also Ten doesn't do speeches like Twelve does, and definitely wouldn't punch through the wall -- his problem-solving style leans more towards the whole "push a single button that sets off a chain reaction that solves everything" rather than sheer stubborness. He doesn't have the attention span for the wall.)
Nine - Nine also has the screen presence but his comes when he's angry at something, which means that he needs something to yell at, so he would also need another speaking being present in the episode for him to get really really mad at. Think Dalek but without the Rose subplots?
probably not (note: the major reason why none of these work for Heaven Sent is because they're all Doctors that work best with an ensemble cast around them -- they sacrifice intensity and screen-presence for the sake of letting other characters shine)
Eleven - doesn't have the screen presence for that kind of intensity, alas. He could pull off the speeches in his own style, but he's not hypnotic while doing them the same way Twelve is, and he definitely doesn't have the type of personality to pull off the wall. His best emotional episodes are smaller and closer to the heart, and Heaven Sent is anything but small.
Five - could not pull off the speeches or the wall or the puzzle. He's a sweetheart and a golden retriever but he's not nearly dramatic enough to carry a solo episode like that.
Two - same as Five, really
One - just... no. I can't pull out any reasons (it might just be that he's from an era of television that was so very different in how it constructed stories), but no
no clue
Fifteen - hasn't been around long enough for me to get a sense of his personality
Thirteen - never really had a consistent personality in the first place. or any good emotional episodes so I don't feel like I know her well enough to make a judgement call
Six - just straight-up haven't seen very much of his run so I couldn't say how he'd fit in Heaven Sent.
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latteandjacks · 5 months ago
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There's a lot of things I really like about Indigo Park and one of them is that it makes complete and full sense that Rambley asks YOU to do the puzzles
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Despite being sentient and having access to most mechanical things in the park, he's still confined to a screen all of the time, so he can't physically help you Normally in mascot horror games (Even Poppy playtime to some extent) the character doesn't move an inch to help you with puzzles and asks you to handle everything while they stay in their place in idle, while Rambley directly needs your help
I also like how he isn't forcing you to stay at the park, he asks if you want to help to restore the park and it's clear that the MC was willing to stay which is GREAT to justify why they don't just leave for an emergency exit or jumping the fence and empathizing with Rambley more
There's also the fact that we aren't just a plain MC, we know they like to explore abandoned places (which justifies them going to Indigo Park more than the actual Poppy playtime did imo), we know not only their favorite character but also their mother's, and Rambley isn't the only one commenting about the collectables, there's dialogue of us too
And my favorite, the place being big is justified, this is a disneyland-like park, so it doesn't feel out of place or weird
The critter cuff is okay, it's the mechanic that makes the most sense out of every game (I'm yet to find how Poppy's hands could be used in real life, fun mechanic, but it ruins the immersion for ME), It's reasonable, it's like a pass for the whole day and that's cool
Indigo Park is doing a great job in fixing these common problems in mascot horror, the atmosphere is dark and mysterious, Rambley has humor and we trust him but we also get to see a more "human" side of him the more he realizes the park has been abandoned for a very long time
If there's some stuff I didn't like about the game would be the way the mascots move when chasing you and the textures not loading well for the first rooms (Tho I'm guessing this will soon get corrected)
AND ALSO THE SONGGGG I LOVE IT
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connorsnothereeither · 5 months ago
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was it hard/weird to go from being a fan to a cast member? And what was your favorite part of each?
I mean,,, in an odd way not really? There was a slight weirdness to it in the beginning, maybe, but outside of a few issues, it was honestly a very easy transition for the most part, and I think it’s because I was friends with the some of the cast before I was a fan? I sort of occupied this weird middle space already while I was in the fandom, almost.
I didn’t really start watching Fable solely from the place of stumbling onto it as a fan. I came into it wanting to watch and support my friends. Most of the cast and I were already in the same circle of friends and creators, or at least closely adjacent ones, when the server launched. Jamie and I had been great friends for a few years at that point, and had connections and friendships with a lot of the cast through my girlfriend and other mutuals before even joining the fandom. So a lot of the time, as much as I was active in the fandom side of things, I was also talking with the cast and my friends about the creator side of things (not to mention being a mod in the discord and in twitch chats), and had more of the cast I kind of knew reach out to me and become better friends because I was in the fandom. So I was sort of already a known presence and mutual when I was invited into the cast server as the VA for Deltavera, and after spending so long in that creative space (at least a few months) as a guest voice actor, not much really changed when I was invited as a player character, other than getting my own character. I was sort of already there in a way, I just… got to also be a cast member for season 3.
In terms of my favourite part of each?
From a fan perspective; I love the support the Fable fandom has for each other. There’s such an excitement and supportive atmosphere to the things everyone creates and the way everyone participates in lore together from the fandom side of things. Whether it’s people spending ours in vc’s puzzling out codes and languages together, or the way so many people came together to theorize, to even just how complimentary the fans are of each other’s work, there is such an aspect of community which is ironically not present in a lot of big fan communities I find.
And from the cast perspective it’s much the same. I love getting to see how people react to things I’ve made. I love people translating Telchin passages, or theorizing about little Ulysses lore drops, or make headcanons for him which I always adore reading. As someone who has wanted to be a writer since I was 5 years old, there is an excitement and happiness I genuinely can’t describe about seeing people react and engage with media I’ve made or had a hand in making, and I genuinely get emotional about it a lot of the time. I love being part of something which has a community in the way it does.
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milk5 · 1 month ago
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Barbuta and Mooncat are really stand-out entries on UFO 50; both are fun games in their own right, but I feel that they shine more as digital gallery pieces.
Barbuta, for instance, superficially appears to be a joke game. The controls are sluggish, the visuals are unstimulating, the audio is nearly nonexistent, and the difficulty feels downright hostile at first. It's offensive to modern game design sensibilities at almost every stop.
It's easy to see these qualities, "get the joke", and move on. However, if you instead decide to stick it out and give Barbuta an honest try, something unexpected will happen; you get immersed in the puzzles and exploration. You stop thinking about the "bad" qualities as you become more occupied with earnestly trying to solve the game.
This happens because Barbuta is, under the hood, not actually a bad game. The Mossmouth team is highly adept in game design, knowing which qualities differentiate an unorthodox game from a truly bad game. Unlike the early platforming-adventure games that it takes inspiration from, Barbuta's controls are far more solid than the player's initial assessment. They're slow and quite short, sure, but jumps are actually stunningly consistent; there was never a jump that was both intended to be possible and too difficult to (reasonably) achieve on the first try. The puzzles were difficult enough to evoke plenty of thought, while completely rational and able to be solved intuitively. The only trap that earnestly felt unreasonable to catch on the first go-around is on the first screen. If you're capable of seeing past its intentionally rough edges, you're in for hours of fun.
It does a fine job of allowing the player to relive the childhood experience of sticking to a game, perhaps in complete disregard of its jankiness, and still finding joy. I even resorted to making a map out of graph paper.
Mooncat is similarly evocative, possibly more directly and specifically than Barbuta is. It doesn't attempt to be conservative in its aesthetics, nor is its movement slow and unsatisfying. Instead, you're met with an extremely strange control scheme, visuals of your character in an embryonic state, and four harsh notes.
In a wonderfully thematic way, you spend the first several levels stumbling around and clumsily misinputting the controls. Just as a newborn creature lacking mastery of basic mechanical skills, the player must discard their gaming intuition and learn how to move in a strange, unfamiliar setting. For a moment or two, you're humbled and brought to the same level of competency as somebody who hasn't touched a video game in a decade.
As you get a hang of the controls, Mooncat's atmosphere begins to take your attention. It's dark and wistful, but still quite soothing in soundtrack and visuals. At times, its moodiness transitions to being overtly eerie, clashing with the Kirby-esque enemy design. Regardless, it makes you curious and sensitive to the environment.
I do not think that these aesthetic choices are intended to appeal to the extremely basic juxtaposition of "cute thing that's actually creepy and dark." Instead, I believe that it's an allusion to the unintentionally complex feelings that many games of earlier eras evoked, particularly to children. The harsh, creepy bits remind me of the seemingly mundane elements of games that would trigger fear responses in my brother and I when we were kids. Games that were not meant to be scary in any capacity would occasionally spook us so badly that we would never progress past the point of whatever it was that scared us. It's my theory that Mooncat's particularly eerie parts are meant to represent these moments.
While some details are surely intended to be unnerving, Mooncat evokes the feeling of a game that's ostensibly innocent, but still strange feeling to those who have not yet been desensitized to the normal motions of game design. Thankfully, it also does a great job at reversing this desensitization with the odd control scheme.
Both of these games do a fantastic job of evoking emotions that are quite complex and usually long gone by adulthood. I really do applaud Yu and the rest of the team for being able to both identify and recreate such feelings when it would have been so ridiculously easy for UFO 50 to instead shoot for very basic "remember THIS GAME?" style nostalgia-baiting. Great job Derek!!
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o-sachi · 2 months ago
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Blue Lock Top 5s because I'm bored
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Top 5 I like based on narrative/writing
Top 5 I'd date
Kinda wildly different, idk u judge
All under the cut
Top 5 Based on the Story
1 | Michael Kaiser
Where do I even begin...
For starters, he has a really strong presence in the story and his introduction was hella good.
I have a thing for cocky characters who can walk the talk (we ignore the goals he missed because c'mon, HE IS STILL PART OF THE NEW GEN 11 !!! THAT SPEAKS FOR ITSELF)
But me liking him mostly has to do with his backstory. I resonate with him a lot—not that I experienced the same abusive childhood, but the feeling of wanting to be enough/to be loved really hits hard.
I am also a sucker for great characters who have to shed their skin or the ones who experience a fall from grace only to rise again. It's really inspiring and different in a way. I love to see them get humbled yk?
Also, I like that he had to work hard to be where he is today. The reason why I like him and Lorenzo is because they essentially stand out among the other blue lockers who came from better families/environments.
I just love him. He holds a special place in my heart. He needs to be protected at all times.
I know manipulation is wrong but it's kinda funny how this mf studied psychology for the most whack ass reason possible. Jeez.
2 | Isagi Yoichi
I have to say that I rarely end up liking the MC of most animanga that I read or watch. It's because they're usually so... plain. Like the squarely fall into one archetype and it gets boring. But not Isagi.
I LOVE how he's gentle and kind when off the field, but an absolute menace when he's actually playing football. It's interesting to see.
I like that he's somewhat an underdog. I say somewhat because he didn't start off as someone who knows nothing at all about football. Neither was he hindered by anything serious. Just a plain ol' underdog who happens to go against players that are naturally better than him.
Underdog stories in sports anime are my shit after all.
Redditors say that Isagi's puzzle shit analysis is cringy, but I actually like his analytical nature. It's one of the things I like the most about bllk tbh.
All the blue lockers love him and so do I. Simple as that.
3 | Reo Mikage
It took me a while to really really appreciate Reo.
I just find his character endearing because he truly works hard.
He's from a rich family who could give him anything he wants without him having to lift a finger, yet he tries so hard to prove himself and achieve something solely by himself.
It's just really admirable.
He has his moments, but I think Reo's overall a sweet and genuine person. I felt bad for him when Nagi set him aside.
Of course, Reo initially befriended Nagi for the purpose of playing football together and dominating the sport, BUT he put actual trust into their friendship.
4 | Bachira Meguru
MY OG
I think it's exclusive to sports animanga, but I really like the characters who are lowkey crazy. The moment he fucking kicked Igaguri in the face—I knew.
Super fun to watch.
I like how his backstory is a completely different atmosphere compared to what kind of person he is on the surface. Of course, he probably still has some scars from the past, but that's what I think makes him a good character.
Like Reo, I think he's a genuine person. Sure, he's ready to throw hands anytime, but I can see that he really values certain people in bllk, whether as a friend or someone who pushes him to do better.
GIVE US MORE BACHIRA PLS
5 | Shidou Ryusei
Crazy motherfucker. I DIG THAT.
He's a bit weird, perverted, all over the place—but I like it. A refreshing sight.
Like I know the "crazy" character isn't new, especially to sports anime. But unlike those before him, I think he genuinely enjoys football more so than dominating others.
Sure, he loves to win. But there's a difference between engaging in a sport to make others submit to you and to defeat others fair and square.
Kind of mysterious and I like that. He could climb up the ranks depending on what backstory Kaneshiro san cooks up.
Top 5 That I'd Date
1 | Karasu Tabito
There's something about guys from the countryside that HIT DIFFERENT. Personally, I'm not from a city either, so I guess I'm not that into city boys or the really posh kind of guys.
THE ACCENT
I like guys who are more simple and down to earth, but still have personality. He's so cute and playful, but he's still a simple lil guy.
I like guys who enjoys playful banter w you and would tease u a bit 😗
He's tall, has dark hair, a cocky smirk. NEED I SAY MORE?
We're both scared of water so when we go to the beach or the pool we could just chill together instead.
I find it really endearing about his character that he refuses to tell people about the last time he cried. 'Cuz obviously, a lot of men are probably embarrassed about admitting that which should be changed. I JUST WANT TO GIVE HIM A BIG HUG.
We have the same mole under the eye and our birthdays are 5 days apart. And I'm fucking delusional 😚
I just fw his personality a lot.
He could match my freak.
2 | Barou Shoei
I like mature guys. Periodt.
I love me a domestic guy. He likes cleaning, cooking, taking care of his siblings. Like??? WHAT ELSE COULD YOU ASK FOR?
I feel like I would get scolded a lot... joke's on him I'm into that.
I was kidding btw.
Idk, dude. Responsible men just turn me the fuck on 😓
I admire his work ethic and how seriously he takes his passion.
He's tall, beefy, always looks mad... and I dig that a lot.
What the fuck is that new hairstyle though.
3 | Yukimiya Kenyu
This is extra delusional because I would never get this green of a flag yk?
HE SEEMS SO SWEET AND KIND.
He also seems like the type who would be kind and understanding in the relationship, but would still take the lead.
Idk, tbh, I just chose him because he would be a good partner. Would we make a good pair? Not really.
4 | Noel Noa
I have daddy issues.
That's it.
No, but have you seen the recent art of him in a suit? GOOD LORD.
But actually he is my 4th choice. Don't come for me 😓
5 | I lied about the top 5 thing. There aren't enough characters of age to choose from (I wouldn't date Mihya or Sae. They're hot, I get that. Buttttttt I don't think I can actually handle them. I think I'd be too sensitive about how they treat me sob. And Aiku is a headache.)
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pianokantzart · 3 months ago
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My take so far on Luigi's Mansion 3 (just beat the security guard ghost)
I can easily see why the file size for Luigi's Mansion 3 is twice that of Luigi's Mansion 2. The details and animation quality of the characters and scenery live up to the hype. No surprise at all it won an award for its animation.
Whoever suggested making half the props vacuumable/destroyable needs a raise. Whoever suggested Luigi be able to body-slam ghosts into those props (as well as other ghosts) needs a raise too. While in LM2 you feel like you're only able to slightly jostle things around you, in LM3 it feels like you're in complete control of your surroundings. While that makes for a less creepy and claustrophobic atmosphere, the game makes up for it by just how much fun it is to screw with everything in your search for money and gemstones.
On a related note, one of my favorite elements of this game so far is the set design. I've barely scratched the surface and there's already so much stuff I could spend all day looking through. (I especially love all the ghost/boo merch on the mall floor.)
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I know there is absolutely no chance of Nintendo releasing files of all the different little objects they have laying around in this game, but I would like to know just the sheer number of things the animators had to model.
The one real complaint I have about this game is how hand-holdy it is compared to Luigi's Mansion 2. Not only does E. Gadd keep reminding you what your objective is if you spend too much time exploring (at least in the beginning), he'll get overly-aggressive with his hints. I was wandering around trying to figure out how to open the door to the barber shop (my brain had latched onto the idea that the solution had something to do with getting Gooigi through the overhead vents), and then E. Gadd called in like "Did you already forget your training??? Don't forget you and Gooigi can both vacuum at the same time!" and it completely gave away the answer to the puzzle. I knew then that I had to look for something vaguely fan-shaped and sure enough, there were the two flowers on the sign of the barber shop.
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I know I'm not great at puzzles, but I would've felt better having to google it and feel stupid then have the game all but call me dumb to my face.
Luigi's Mansion 3 an interesting balance of being both more ambitious in everything it does and accomplishes, while at the same time feeling like it's aimed at a younger audience than Luigi's Mansion 2. But the combat's still fun, the mechanics feel great, and even though the atmosphere isn't all that spooky compared to 1 & 2 it definitely has atmosphere in spades!
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azurehaiku · 5 months ago
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throughout the past 3 days i've been playing a demo for
THE BIG CATCH!
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an extremely stylised gamecube-dreamcast era platformer inspired by the likes of psychonauts, super mario sunshine, FEZ and wind waker, where you catch fish, collect scales and do cool ass tricks with your fishing rod.
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you play as Caster, a young, recently come of age bunny-bird [known as a Fysker] who passed all his trials to become a Fyskari and start doing fishing work in the wastelands for hire. this work is a big part of their culture, it being tradition for Fyskers to undergo acrobatic training to hunt and catch fish.
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he works for a resturant, The Big Catch, under his boss Chef Leurre. we don't know much yet but the game seems to be set a few months after he starts working there, with some great disaster approaching that's going to doom the resturant unless he goes to save it. if you wanna read more, the website [https://thebigcatchgame.com] has a little info on the characters we know of and the general story.
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his smug, cocky rival and coworker, Tackle, is a little older than him, and just as skilled! but his attitude and lax nature hold him back. speaking of him, he's actually the character you play as in the demo!
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the demo in question serves as a prologue taking place a year or so before, featuring content that won't appear in the full game. as said, you play as Tackle during his last days of training to become a Fyskari, riding around the desert plateau through 12 different areas for a total of 26 fish and 688 scales. it's labelled as a demo but it is REALLY dense, a good 10-15 hours of content if you're goin for 100%.
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the music, too, is really good! using MIDI sequencing to simulate the music from the era it takes inspiration from, it hits a spot in my brain that reminds me a lot of super mario galaxy.
one word of note is that the difficulty curve in this demo is STEEP. once you get out of the tutorial pit almost every area asks a LOT of you, and it can be frustrating to start. if you manage to get past that, however, the platforming puzzles in this game are really satisfying to figure out. not to mention there's TECH
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overall, while this demo does have its flaws, with falling being a bit punishing when there isn't enough checkpoints and shortcuts available to get back quickly, pushing past them and improving leads to a LOT of really tight platforming and satisfying realizations when you figure out what to do.
HOWEVER!! if you plan on playing READ THIS NEXT PART CAREFULLY
[THIS IS OUTDATED!! SEE BELOW] the game has a Final Area locked behind 100%, and, another flaw, this game has no method of tracking where you've missed scales.i heavily recommend getting a notebook or opening notepad and keeping track of how many scales you've gotten in each area. people have already counted up how much each area has, so if you check and the numbers don't match, you know where to look! otherwise you're stuck aimlessly backtracking.
EDIT: the compass was added in a later patch, and it lets you know which area you're missing scales in once you reach the final hundred or so! it pulsates red when you're in the same area as them [minus the garden and mortar bird island, they're the biggest so you might need to go further into those to get it to trigger] and pulses stronger as you get closer. it can still take a bit to find the scales you're missing but it means you're no longer completely helpless if you missed some!
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if you're willing to stick to it and aim for 100%, the reward is absolutely worth it! the atmosphere in the final area is incredible, with the music building as you progress through it, and even beyond the item that lies at the top, you can go even further up and experience the view of a lifetime. i'll leave that for you to see for yourself though! hope you have fun! see you on the dunes. https://store.steampowered.com/app/2985610/The_Big_Catch_Tacklebox/
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sasaranurude · 6 months ago
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I'm a loser who both spends too much time playing gacha games and loves to hear myself talk, so here's another game review style post, this time covering my first day playing Break My Case. This time I'm not even being a little hater! I'm a lover! I'm cringe! I'm free! I love you Coly! I love you ikemen gacha games!!!!!!!
Break My Case is a new puzzle-music-adventure mobile game from Coly, the developers behind Mahoutsukai no Yakusoku and On Air. More relevant to BMC/BreMai is their game Stand My Heroes, with which it shares a writer, some gameplay elements, and of course a naming convention. Coly has developed a bit of a cult following for their unique status in the Japanese mobile gaming world: they're a company that was founded by women and hires women to make games for women. They put a lot of soul into their games. From the start, BMC is no different!
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"Could you have pulled a clean version of this image from the internet so it didn't have all the game junk" no. it's my tumblr and you get my screenshots.
I (with help from friends) overviewed the initial Break My Case announcement back when it dropped. You can read that here! I said in that post that I thought a "dark rhythm game" would be a really cool direction for the game… and that's more or less what we got! GO ME!!!!!
First: the game's presentation is fantastic. Super slick graphical design and just amazing atmosphere. The sound design of this game is incredible. Genuinely. Really, really, good. All the music is amazing—I'm not knowledgeable enough to say anything other than "IT SLAPS!", but it totally does slap. The illustrations for the cards are all wonderfully atmospheric in and of themselves, and are just a delight to look at on the homescreen with its chill background music. Even just navigating menus is a sleek, seamless experience. The live2d is well-done, although it clashes a tad with the art style for a bit of an uncanny look at times. 
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The atmosphere! The atmospheeeeeeere!!!
Of course, the draw to this game is the characters and story, so let's jump into that. I'll admit right now that I read the story through a machine translation—I have aaaalmost enough Japanese knowledge to fill in the gaps, especially since the story is fully voiced, but I'm definitely not getting the full nuance of the story that someone fluent in Japanese is going to get. THAT SAID, after completing the prologue, I was definitely intrigued enough that I want to continue slogging through the MTL just to read more! There's a great setup, centered around the bar Aporia and its three modes—a daytime cafe, a nighttime members-only bar, and, secretly, a "fixer" service who'll help anyone with any problem. Our main character, a woman who was just forced to quit her job at a corrupt company, gets hired to replace Aporia's eccentric owner while he goes on a who-knows-how-long vacation. The owner also has the role of "tail"—as in, the tail a lizard sheds to avoid being eaten. If anything in the fixer service goes wrong, it's the owner who takes the fall and the blame. This hasn't come to mean much in practice yet in the (quite short) prologue, but it's a fascinating setup. The story promises to touch on themes of the threads that weave our lives together, how small meetings can lead to massive life changes, and whether any human being is truly replaceable, even in our modern corporate world where people are treated like cogs in a machine. According to a staff interview, there are a handful of references to Stand My Heroes in BreMai, but the games' settings aren't otherwise closely linked.
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Rough translation in alt text. The Aporia manager Ai may be the most mysterious, intimidating character, but he also beefs with a parrot the first time you meet him, so...
All the characters are staff at Aporia with various unique roles and background. The prologue just gives you a little bit of each of them, but everyone does show up, and they all have interesting dynamics with each other already. Ai, the stern manager, has some history with the MC that he refuses to divulge, and goes so far as to force psychologist Riku to agree to not look into it. The range of relationships among the staff run the gamut from the calm and mature friendship between fortune teller Kiho and art teacher Kyoya, to the unfaltering dedication of Yu to his ex-mafioso savior Tomose, to the ridiculous Takeru and Soyogu who spend their first appearance waking up after having gotten black-out drunk together the night before. My favorite dynamic of all so far is that of Kou and Mao—Kou is a playboy who insists he's not a playboy, and is introduced evading a woman by… asking the icy Mao to pretend to be his boyfriend so that she thinks he's taken and gay and leaves him alone. Which Mao exasperatedly agrees to, telling Kou that he's used up his allotment for this month which ohmygod how often does Kou do this. Kou if you're asking this guy to pretend to be your gay lover so often he gives you a monthly limit I think you might just have to admit you want him to actually be your gay lover, Kou, oh my god— 
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Rough TL in alt text. Kou is letting the implication do all the heavy lifting here. He technically never said he was dating Mao. Technically. 
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On to the gameplay. There's gameplay! Unique gameplay! Good unique gameplay! Oh my god, uncharted joseimuke territory! The main gameplay mode is a match-3 puzzle game with rhythm elements. As in other rhythm games, each song in the game is its own level, more or less. (Each character has two unique songs, and three songs shared with the other members of their unit.) You set up a team with cards you've collected from the gacha, which determine your power level and special skills. The "leader" of the team has to be the character whose level you've selected. The puzzle gameplay is a tile-swapping match 3—think bejeweled or candy crush—but the tiles you've matched are only cleared once a bar sliding across the screen hits them, clearing them in tune with the song. Everything cleared in a single swipe of the bar ups the combo counter. There's also a life system, where if the bar slides across the screen without clearing a single match, you lose a life… But the bar moves pretty slow. You're not likely to game over or even lose a single life any time soon. There are more difficult versions of the levels I've yet to unlock, so I'm sure the life meter becomes relevant then. There's also "auto" and "loop" features if you want to grind a level over and over for exp and items, but, of course, the computer can't score as high as you playing it yourself.
And, really, it's fun to play, so why would you want to!? The sound of matches clearing with the music is so satisfying and really makes you want to combo as high as possible. Once you've matched some tiles, you can't move them again, nor use them in a second match (eg, in a cross shape), so if you want to maximize your combo and make as many matches as possible with what's on the board, you have to think ahead about which matches you're going to make. The bar slowly crossing the screen adds a visual timed element that gives some urgency to putting all the matches together. It definitely feels like a game you can pick up an instinct for over time, which is super fun. 
All in all, a really solid, enjoyable little puzzle game. It would be fun to play even without the promise of anime boys. Stand My Heroes is also a match-3, for the record, which is what really cements the two games as being part of the same series.
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Admittedly, the anime boy staring at you while you play musical candy crush is a little disconcerting.
The second gameplay mode is "Snap'n Spin", a… gameplay-lite mode that just puts chibi characters in random strange situations and lets you take pictures of them. The mode is explained to be a video game within the world of BreMai, so it's not even trying to be realistic or relevant to anything else in the game. Once you take your pokemon snaps of the boys, they get a fun little caption. You can save up to 40 pictures in your album. Other than being cute, the main way this mode interfaces with the rest of the game is that it's the primary way to unlock card stories for the cards you pulled in gacha. 
This gameplay mode is... cute? I guess? It being so disconnected from the style and aesthetics of the entire rest of the game felt weird. The chibis are adorable, so it has that going for it. And I do like some of the captions you get on the photos afterwards. My favorite were the scenes you catch of a character drinking, and then the caption reveals their current favorite drink. That's a delightful detail for a game set in a bar. Mostly, though, this mode left me wondering "why?" ...And I imagine the answer is something like "because merchandisable chibi characters are a requirement for joseimuke games." This mode could've been anything so long as these cute, starry little dudes were in it.
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Urara here hated the drink and the caption revealed that, lately, his favorite thing is sparkling water. He's the youngest character in the cast, so I guess he hasn't grown into booze yet...
One last feature I want to mention is the jukebox. Like many games, BreMai has a music player that lets you listen to tracks from the game… But its music player is, genuinely, a fully-featured music player app with shuffle, repeat, lyric displays, and even background play that works when you're in another app or your phone is off. What! Wild! When I first learned a few days ago that BreMai had a built-in player for its BGM tracks, my first thought was "Well, what's stopping someone from downloading the game just to use the music player and never spending a cent on it? Wouldn't you rather have the songs on spotify so you at least get a pittance of ad revenue, in that case? It's more than nothing."
But having played the game now, I see what they did to prevent that, lol. You don't unlock the songs in the jukebox until you get an SS score on the song's level. Which, I mean, that's normal rhythm game stuff, of course. Can't fault that decision. But, as in other gacha rhythm games, your score in a level depends on the power of your team of cards, and the cards you get from the initial handful of pulls aren't gonna get you anywhere near an SS score without significant investment. So you're either buying in-game currency to buy upgrade items, more gacha pulls, or both. Of course, you can also put a bunch of time into grinding for upgrade items—they drop from levels. Gacha currency is harder to come by. So you're not getting songs in the player without actually playing the game lmfao. The character solo songs in particular (the ones with vocals rather than just instrumentals) also require you to build up rapport with that character—the game calls it "Nice". You build up Nice with them by playing their other songs and using their cards in levels. It takes 1000 Nice on a character to unlock their song. In my first day of playing, I was able to get one character to about 250 Nice, another to 200, and a handful more with a few points, so it builds at an okay pace. There's ways to pay to speed up the grinding for Nice and for upgrade items with things like level skip tickets. So, basically: you're not getting that music player to a useful state without investing either money or time, lmao. Is paying-or-grinding to get cool music you can listen to while not playing the game more "worth it" than the usual freemium game goals of better units, new in-game outfits, or prettier card illustrations? ...Honestly, maybe it is? It's novel, at least.
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All gacha rhythm games have the same card select screen, don't they. These were my cards' levels after my first day of play, and you can see they didn't quite reach a suggested score of "A", much less the maximum "SS".
But I do want to stress, the monetization is, for the most part, pretty easy to ignore. Nothing in-your-face. The button to go to the shop screen is a different color, but it's not flashing with an eternal indicator, it's not popping up at every second, it's just sitting there alongside all the other menu buttons. The game isn't shoving timers in your face at all times—there's a stamina meter, which is mildly annoying, but you get ten plays when it's full, and if you're just playing casually you're probably not going to want to play the puzzle game over and over enough to fully deplete that. I know the bar is on the damn floor here but Tokyo Debunker seriously made me realize how bad it can be with mobile game monetization. BreMai is freemium, yeah, but as far as dark patterns go, it's not egregiously bad.
So, the verdict: if you're a joseimuke game fan and aren't afraid to play a game that probably won't get an English port and doesn't even have a fan translation yet (which I realize is already counting out 99.99% of people), definitely give this one a try. See if you like the gameplay—it really is worth trying—and do check out the story if you've got the ability. Or just look at the pretty anime boys. 
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thewatercolours · 6 months ago
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@cygnascrimbles, that's a great question, and there's no one right answer. I'll give you my two cents. :-)
tl;dr: I'd heartily suggest starting with Chapter One: A Knight to Remember from King's Quest (2015) because it's the game of my heart and is intended as a starting point. But many people would suggest King's Quest I ('84) because it was the very first, or King's Quest V ('90) or VI ('93) because they are often hailed as the best the older, original series has to offer.
So if the thing that's stoking your interest in King's Quest is my blog, what you're seeing is the King's Quest game released by The Odd Gentlemen starting in 2015.
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It's a reboot of the 80's/90's original games, but it requires no previous knowledge to play and is a fresh story. You play as Graham, who starts off as young lad dreaming of adventure and glory, and ends up having to unexpectedly take the throne he had planned on serving. Over the course of five chapters, you navigate the story of his life from those eager teen days straight through to old age, telling bedtimes stories to his grandchildren. It's a charming, quirky game with plenty of heart, a really gorgeous fairytale world of all hand-painted textures (they literally printed out the shapes for all the textures they needed, painted them with paint brushes, and then scanned them in to render in the game world! At least, as I understand it?), with a great sense of humour and some delightful characters. Graham himself is such a loveable dork in this version of the story, too,
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But I do have to give a caveat. This game, delightful as it is, is also seriously flawed. It was released episodically, and there were complications in the dev process as it went on, so the earlier entries are much stronger than the later ones. Some parts of it are kind of stupid, there are times when it drops the ball on storytelling principles and characterization, and some wonderfully over ambitious ideas were just that - overly ambitious - and never got paid off story-wise.
But I love it anyway.
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So my suggestion? Chapter One: A Knight to Remember (2015) is a free download, so I'd heartily say, "Try it out and see if you like it!" Most people think it's the best one of the reboot - it's a gorgeous, lighthearted story somewhat in the spirit of The Princess Bride (homages galore, and Wallace Shawn who played Vizzini features as one of the main cast.) It's a tale about a tournament, and a dragon's eye, and new friendships. It's self-contained if you want to stop there, and it's just full of joy and puzzles and a couple of surprisingly moving moments. If you want more after that, maybe check out a little of a playthrough of Chapter Two, which is also great but has very different atmosphere, and judge if it's something you want to shell out a shiny gold coin for.
All that being said, there's a sizable portion of the population who would suggest going back to King's Quest I (1984), which is where it all started and which turned forty yesterday! It was a huge mover and shaker in video game history back in its day. It's about Graham's attempts to recover the kingdom's three stolen treasures.
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Others would suggest starting with King's Quest V (Graham journeys to rescue his family from a wizard) or VI (Graham's son Alexander quests to rescue a princess in a tower. ) They were made in the nineties and many players consider them to be King's Quest at its best (VI especially is generally beloved.)
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You might find you enjoy these games much more than the reboot, but since I'm not as knowledgeable about the older games, I doubt I am the person to do them justice. If they intrigue you, you might want to do your own research or chat with someone who really loves them!
Anyhow, I don't want to talk your ear off. Thanks for asking, and let me know if I can be helpful any which way.
*whispers* ... and go download Chapter One: A Knight to Remember. It's free. You might like it. It's here:
https://store.steampowered.com/app/345390/Kings_Quest/
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yoshizora · 2 months ago
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i recently discovered one of the libraries in my area has video games so for the past couple months i played Metroid Dread, Pikmin 3 Deluxe, and Astral Chain. heres some random thoughts bc i wanna talk about them @ a wall (also i just wanna complain about Astral Chain specifically)
Metroid Dread: 9/10
really tight controls, the parry felt seamless in combat, and the navigation/puzzles felt challenging without wanting to smash my head against a wall. the EMMI have excellent atmospheric tension but after a couple of them they feel... scripted and predictable. i do wonder if they would've been better off being random encounters throughout the whole area maps, but passages would have to be specifically designed around their movements so maybe not.
final boss was a banger; one of the most fun boss fights in any game i've played in years.
also samus hot
Pikmin 3: pikmin/10
i've never played a pikmin game before because for some reason i just never thought i would get into it but IT'S GOOD!!!!!!!!
i could not decide if this was relaxing or stressful. maybe both at the same time. yeah. rock pikmin are my faves. no but it's such a unique rts system that i can't really compare to anything else i've played, i'm kicking myself for not playing any pikmin games earlier.
i'm gonna go buy pikmin 4 when i'm able to. this game slaps. i'm gonna go eat some fruit.
Astral Chain: 6/10
i'll start this off by saying i really like the combat; it's stylish, fast, fun, AND not just a rapid button masher (like bayonetta, which hurt my hands to play). the lock-on system is kinda janky and so is the camera, but the important thing is that fighting is FUN.
buuuuuut, uhh, the story? the characters? huh??? did someone just, forget to polish this rough draft?? this was the epitome of all flash with no substance; the protagonist player being silent is REALLY detrimental when the sibling plays such a large role in the story in tandem with the player. there is no real emotional bond nor depth to their relationship, because the entire dynamic is just Akira yelling about whatever and the player staring blankly at them. it was basically the Byleth issue all over again and i hated it. Akira barely had much of a personality anyway.
i'm not sure what to say about the story because there was barely a story? look, it's fine if the mysterious otherworldly phenomenon has no explanation because that keeps the intrigue and alien-ness about it, but you can't have the story constantly questioning WHAT the chimeras are and WHERE all this came from then answer nothing. maybe there are proper answers in the data files/reports...? but imo, a player shouldn't have to scour the optional side content in a game in order to get the most crucial answers for the MAIN STORY.
i do see why people who don't care much about story/characters would praise this game so much, because the combat IS fun and the visuals/music are great, but the platforming segments were NOT fun and i was wholly sick of the astral plane parts by the end.
also, jena was one of the most disappointing wastes of an antagonist i've ever seen in any game. lmao.
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just-a-madrigal · 1 year ago
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Don't you just love the way Mr. Harris says 'cosine'?
Warnings at Waverly Academy
Nancy Drew Embroideries
This is absolutely one of my top games, if not my favorite. Everything is perfect, from the atmosphere and music to the cast of suspects and all of the history and clever puzzles. To this day if I need to focus I put on the soundtrack to get me in the right headspace. I was maybe 12 when this game came out, and I remember being so hyped up for it!! HeR did such a thorough job with the marketing at that time, does anyone else remember the game-specific websites? The Waverly one was made to look like the school’s website, and they did a twitter event where the different characters were gossiping or getting ready for the school year. I was inspired by the raven in the classroom for this piece, and I kept the Waverly color palette as well. I’d love to spend a longer time on a piece for this game, maybe themed after Mel (love of my life) and her great color scheme. Time will tell!! Overall 10/10 Incredible game, through and through.
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obstinaterixatrix · 3 months ago
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THE GLIMM*R ZINE IS AVAILABLE FOR DIGITAL DOWNLOAD TO BACKERS AND IT'S SO GOOD IT'S SOOOOOOOOO GOOD I think it has a good mix of requited/unrequited, mundane/fantasy, literal/figurative (though dreams inherently skew more figurative than literal) (maybe more... a good balance between a 'concrete' implementation of 'dream' in the sleep sense, and 'abstract' implementation of 'dream' as the wish/goal sense?)
all the artists did a great job, I think every single story was complete and satisfying and competently executed (though obviously some of them hit my biases more than others). I can think of positive and unique things to say about each story. so I will.
Midnight Smack by Anna Chen Campbell: The art style is fun and distinct and very expressive, I loved the role reversal of a fantastical creature being in the position of going What The Fuck. Very solid meet-cute!
Dear Nina by Kristina Luu: The story is told through the perspective character reminiscing of the past, which means a nice intimate first(/second) person narration. I really liked the mood whiplash of wistful longing and seething cynicism, the atmosphere is top-notch.
Good Morning, Rose by Rowan Maccoll: I love the dream vibes in this one--it really captures that experience of going along with different scenes that aren't supposed to cohere, disjointed in a way that works for the story. I love how the... not-really-negative space is used during the true form reveal, very atmospheric.
R.E.M. by Jona Li: It's one of the heavier stories because [spoilers] the narrative centers suicidal ideation/suicide attempt, and I think the artist does a good job with emotional nuance; I also like that there's ambiguity whether the subject of the dream is their real self, or a projection of the dreamer. The contrast between hard/soft textures is super arresting.
Merderous by Gabrielle Kari: The first of three illustrations! Alas, the two-page spread is broken up in pdf format... I can't wait to get my physical copy so I can see it in its fully glory... it's got what's clearly an intricate narrative with no context or explanation, so you get to puzzle out your own interpretation if you want, which I liked.
Eternal Waltz by Adeline Kon: EXTREMELY heated drama between women. It has resentment, it has longing, it has separation and bitter reunions, it has violence, and it has a butch woman who's definitely an arrogant fuckboy. I want fifty more comics just like this.
Derailed! by Kimberly Wang: I'm very unfairly biased towards this comic because I've been following this artist for a while and I Love Their Work. Great composition, great expressions, great energy, just all around great stuff (there's also an interview about Of Thunder And Lightning in this zine!). Anyway, they described this comic as "type A hobonichi girlie meets girl who's perpetually late and has no impulse control, who survives", it's very funny and very charming and I knew I'd love it from the very first preview. and I was right. I want fifty more comics of this duo.
The Visitor by Yuchen H: The second illustration, which is also the cover of the zine. The art looks so soft and edible, really captures a dreamy atmosphere. I want to bury my face in those feathers. The pain (and longing...?) for someone ignorant to the impact of their own actions... solid vibes.
One Last Dream by Laura Rovinsky and Ez Carol: The protagonist is an old woman in hospice care, which really grabbed my interest. Despite the heavy premise, it's super sweet and cute and Filled With Joy, and there were a lot of elements I liked (the main character being active in working with the love interest, the main character's waking life being enhanced by the dream, etc). I would love to see more old women protagonists!
Step By Step by Jess Fleming: I liked the maze setup--the artist did cool stuff like the blueprint-to-completed-gardens page, and the atmosphere's very... I think liminal fits best. Also, the impossible status divide between a groundskeeper and a noblewoman who's in an arranged marriage to end a feud, AND the emotional implications of constructing the maze PLUS having to guide the noblewoman to her betrothed? Very good setup for The Longing
Love Everlasting by Ellen Mei: The third and final illustration. VERY clear narrative and VERY heated drama. I love an unethical scientist and I love how Very Definitely Unhappy the android looks about the situation. Sooo tasty and unhinged, nobody's getting out of this unscathed.
anyway, those are my thoughts, must-read for yuri enthusiasts, if you didn't get the chance to back the kickstarter definitely pick up a copy once it's for sale. I love it.
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thesmumbo · 2 years ago
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Smumbo's top 10 games he happened to play in 2022
Not necessarily games that were released in 2022, just my favorites that I played for the first time last year.
10: Night in the Woods (2017)
by Alec Holowka, Scott Benson, and Bethany Hockenberry
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Peak fall vibes game. Night in the Woods features a compelling mystery and some great spooky moments. The setting and characters really resonated with me, so I got a lot out of it.
9: The Pedestrian (2020)
by @skookumarts
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Pleasant puzzle game inspired by the signage that surrounds us in our day-to-day lives. Some of the puzzles were quite difficult, and I kind of dislike the direction the game took in its last act, but it was still a very fun and unique experience.
8: South of South Mountain (2022)
by @colorbomb
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Cute & hilarious visual novel with a fantastic art style. I could not stop laughing throughout the whole experience.
7: Portal Reloaded (2021)
by PORTANIS
From a pure gameplay standpoint, this was a very satisfying sequel to Portal 2, and it's possibly the closest we'll ever get to a Portal 3. Portal Reloaded introduces a third portal which allows you to travel to the same place at a different time, so certain things have been moved/removed. It gets really complicated, and I’m amazed this was able to be created as a free standalone mod for Portal 2.
6: Frog Detective: The Entire Mystery (2022)
by Grace Bruxner and Thomas Bowker
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Approximately 3-4 hours of pure, unadulterated joy and whimsy. I can’t believe it took me this long to play Frog Detective, but I’m so glad I did. Everything about these games resonated with me strongly.
5: OneShot (2016)
by @girakacheezer, @nightmargin, and Eliza Vasquez
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A transcendent experience. Explores the unique ways in which video games can tell stories, and the nature of free will. Features some interesting meta game mechanics which require you to interact with files outside of the game. The visuals and soundtrack are spot-on as well. Weird how there’s so many great RPG Maker games which work so well in spite of the engine.
4: Scorn (2022)
by Ebb Software
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An incredible audiovisual experience. I liked the gameplay too, even though it seems like a lot of people were disappointed by it. I'm amazed that a game like this even exists. Absolutely oozing with atmosphere and symbolic meaning. The story spoke to me on an incredibly deep level despite lacking words, or even any semblance of humanity.
3: What Remains of Edith Finch (2017)
by Giant Sparrow
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One of the greatest games ever made. All of the vignettes and set-pieces throughout the game are flawlessly paced, with a wide variety of gameplay and visual styles. Packed with detail, made with love, and so emotionally resonant. I loved this game.
2: Bloodborne (2015)
by From Software
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For years, I would try to play Bloodborne whenever I had access to a PlayStation 4, but I wasn’t able to do a full playthrough until 2022. It lived up to the hype. This is my favorite From Software game, and it’s already one of my favorite games of all time. I really hope this gets a remaster/PC port some day. It’s a masterpiece.
1: SIGNALIS (2022)
by @rose-engine
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One of the greatest horror games I’ve ever played. Amazing visuals and atmosphere, fascinating world and lore, and a captivating, mind-blowing cosmic horror sci-fi story. I especially loved the evocative UI designs throughout. Highly recommended if you like Silent Hill, Resident Evil, Dead Space, PS1 style games in general, or if you have even a passing interest in survival horror. This is my #1 game of 2022.
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misscalming · 1 year ago
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DND WITH THE TOS CREW
Scotty : 10/10- does the best voices - quick at the maths part - strongly influenced by Gaelic folk stories - makes cool puzzles to solve - runs the most G rated campaigns out of everyone - swears sometimes and apologises for it - really likes teamwork and found family tropes - makes cool as fuck props - dresses up as a wizard - very wholesome - super passionate - beginner friendly -
Uhura : 8.5/10- actually keeps the players on task - good at organising shit - probably makes up cool fictional languages/texts to decipher - makes cool puzzles for players to solve - u feel a little stupid when you can't solve the really hard riddles tho -
Bones : 7/10 - has zero patience - would either rage quit or make the bosses impossible to kill - takes sick pleasure out of taking away everyones hit points - runs the shortest campaigns - kills off everyone as quickly as possible - only became DM after agreeing to play dnd but only if he could be the DM - you miss one session and you come back to see your character has lost 3 limbs and is on 2 hit points
Kirk : 10/10 - goofy voices - makes the best NPCs - kinda gets distracted by players' discussions - runs some of the longest and weirdest campaigns out of the lot - makes heaps of props (not quite as good as scotty's but close) - low key a people pleaser and indulges really dumb side quests the players make up like finding the toilets or some shit - basically all the main "important to the plot" NPC's he plays are hard flirts - has spare dice for everyone - makes awesome stories and great at entertaining everyone with his villain speeches - gets really upset but tries to hide it when you have something on and miss a session and you feel really bad because he puts a lot of effort into the campaign and it means a lot to him - would love to sit down and make character sheets with beginners but doesn't have the time :(
Spock : 7/10- great atmosphere - will put on Vulcan music and vividly describe some waterfall for 30 minutes - kinda boring? - but okay if you like poetry - doesn't let you mess with the NPCs or do ridiculous shit - says "Are you sure you wish to do that?" a lot - impossible to beat bosses - "love wins" every fucking time and fighting never actually solves anything - cock blocks u from the NPCs :( - does not have spare dice for everyone and will make u leave if you don't bring your own dice - no variety in the roles he can play - every npc is just a Spock self insert clone lol - doesn't give you time to think about what to do or let you talk to other players if their characters are physically separated from your own for "realism"
Chekov : 6/10 - communist manifesto role play - feels like you're in an episode of Seinfeld on crack - makes really confusing plots with twenty storylines and thinks he's a literary genius - does really bad accents - spits when he gets too into it - which is often - if you sit a few chairs away and are there for some nonsensical shit he's the dm for you - takes it so seriously you have to laugh - Spock just silently stood up and left after 3 minutes of the first session and never came back - makes really good drawings of everyone's characters tho - just a bad star trek episode in dnd form
Sulu : 4/10 - doesn't really know what he's doing - god his voice tho - forgets the rules sometimes - "uhh what happened last session again?" - "What happened to (insert NPC name here)?" - "Oh- uhh they died, moving on" - doesn't have the drive to be the DM at all really - probably makes nice stories which criticise capitalism - makes you bring your own dice, character sheet and miniatures
Chapel : 6/10 - accidentally shows everyone her notes - lets the players run the game - spends half the time flipping through the handbooks looking for random monsters to throw in on a whim - dedicates herself to her speeches - likes player debates - pretty good at steering the plot
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