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#it feels weird to post gameplay for some reason
keekity · 28 days
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lovingly titled the "disaster girl" save
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chibishortdeath · 26 days
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Hmmm I kinda want to make a side blog for RPG Maker game development related things to be able to talk to more experienced people in that community, but at the same time I both don’t really think I’d get much attention and don’t want to accidentally spoil my own game (^^ ; ).
I have a rough story, concept doodles, a tileset, some character sprites, an enemy that walks around but can’t initiate battle yet (if I even decide to have a battle system), a couple rooms with some events, and a functioning run button, but I’m still lost on how to do much else at the moment. Especially since this program has the ability for scripting, meaning I’ll probably have to learn and actually retain another coding language.
So, I’m not very far at all lol. Idk how well that’d go over on the established fandom website, but eh.
#text post#incoherent rambling#project update#game project#I’m still also debating whether or not I can actually even make a proper horror game too#It’s the rule of like just being a horror fan doesn’t make you good at horror being afraid of something does? ya know?#I am trying to go with things that scare me personally but it’s been difficult#either things aren’t concrete of concepts enough or are wayyyy too oddly specific to make anything about#which is quitter talk I know but how does one translate the childhood heebee jeebees of watching top ten gaming videos past bedtime 💀💀💀#or like the way too broad general fear of lack of control without making it too on the nose or too vague#truly a balancing act writing is#kinda ironically I am also a little bit less afraid of hospitals after having been to one for myself rather than family members#which makes things both more and less difficult???#on one hand I have better references for them now but on the other hand I’m desensitized to it 😔#I think I get used to things a little too easily for a lot of things to stay scary#the thing was a scary movie the first time I saw it and now it’s a comfort film#funger was a very scary game until I first died and reloaded a save with little consequence and now it’s just a spooky but fun rpg#but then at the same time thinking about a movie studio logo before a movie that scared me as a kid cause there was a monster in it#still gives weird left over shivers but actually seeing it doesn’t anymore for some reason#I feel like that’s how it’s worked with most things I’ve ever been afraid of in my life besides concepts like death control or idk drowning#ugh writing is HARD#but actually making a functional and fun to play game is harder oh my god do I not know how to make puzzles#I have made swivel chairs that can be knocked and walked over but that’s about it and idk what to do with that knowledge lmaooooo#and I don’t want the entire gameplay loop to be read text search room get key repeat cause that’s boring#I have also desperately tried making a stamina system but there’s not much help with that online especially not in the rpg maker forums#the no necroposting rule sucks all the threads for questions I have never get answered and never will cause no one is allowed to due to age#anyway idk what to tag this probably won’t get seen since it’s not my usual anyway but eh whatever I’ll think about this#hopefully I remember the passwords to two blogs 💀💀💀
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zyk1ng · 8 months
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I was gonna make this post way way earlier but I forgot lol but Uhm
I have played through the splatoon 2 story fully and am replaying it (for a future post bc a lot of the dialogue is rlly funny) and honestly while I absolutely loved it it makes me even sadder that splat 2’s story mode was kinda tossed aside (for valid reasons ofc) because it’s so Cool.
Excluding the gameplay, I think they did marie so well, because she sells the desperation of someone who’s got nobody she knows by her side. While she of course keeps the sassy attitude of sneak dissing her best friends (agent 3) and also telekinetically telling you to fuck off if you talk to her too much it’s very clear she genuinely cares so much about agent 4 and is so grateful they’re doing what they do.
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these are only two screenshots of 8(?) of Marie randomly being really sentimental to 4 because this stranger chose to help her in her time of need rather than just ignore this GROWN WOMAN hanging out on a sewer drain
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It’s like heavily emphasized multiple times that Marie could not be more grateful for 4’s help in retrieving not just the zapfish but also her cousin.
But then revealing that 4 knew about Callie the WHOLE TIME (I have a lot to say about this part but it’s mostly hc so) which is so KIND OF THEM???? this random woman recruits them into a secret military agency and hides the fact she rlly misses her cousin but they help anyway bc they WANT TO. (They didn’t even know either of them were famous btw) Marie shows a lot of gratitude toward 4 ESPECIALLY after the big reveal.
(You could make arguments for 3 being similar bc an old kook made them do it but this isn’t about them..)
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And it’s not just being grateful for the one time, she genuinely enjoys 4’s company and wants to be better friends with them and chat after the zapfish and Callie are saved 😭😭😭
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It’s so cute too, because 100%ing the game and even just being a little nosy is something that Marie picks up on, and remembers way later in the game. (More abt this later)
god I love this socially inept squid woman and her adopted child soldier that likes finding pieces of paper
Speaking of said soldier! I think the way they characterized 4 via the actual gameplay rather than art/statements/whatever is so cool
4 doesn’t have many illustrations besides the chaos splatfest and that one group photo where they’re being funky in the corner (and the apartment) but I feel like the reason for that is the fact that a lot of Marie’s dialogue as well as how splatoon 2’s hero mode is structured/designed speaks a lot about how they wanted to represent 4.
From a realistic standpoint, of course splatoon 2’s story mode has to be more creative both prompt wise and secret wise. But it feels like the reason its that way is because both 4 and Marie are separate types of people from Craig and 3.
The bosses help a lot with this too, being more gimmicky and weird (subtracting stamp.) Octo shower and samurai being bosses where you have to either react well or change your positioning to effectively beat them. (Octo shower is my fave btw I loved fighting it the first time)
The level design also shines in this aspect because if I’m honest I remember none of the splat 1 levels significantly besides the few octoling ones. Splatoon 2’s levels are very detailed (and also insanely pretty) and have some rlly fun puzzles in a handful of them and even the more fast ones are a blast to play through
And then all the little extras (sardiniums and scrolls alike) are hidden so well and you usually have to go out of your way to find them and even the secrets that aren’t either of those things have substance
Small note, a lot of extras are also made so that it flows well with the levels design (like the first dualie request mission) which is also extremely fucking cool.
the way marie touches on those little discoveries is so smart too because it (as I said before) characterizes 4 as someone who loves to look for things even if it’s on a whim especially since the sunken scrolls in the game are so much harder to find than in splat1.
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And the fact that unlike splat 1, you can (technically) 800% the game by playing EVERY SINGLE LEVEL WITH EVER SINGLE WEAPON TYPE. to me it feels like it deepens the fact that 4 likes to be really thorough. marie goes “you have a problem.” When you break like two hidden egg crates in this one level and it’s so great.
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I love what they’ve done with 4, whether it was intentional or I’m over-analytical.
Nothing gets past them, looking in every nook and cranny whether or not there’s secrets to be found. They’re too nosy and thorough and they like to be around marie after completing missions, they don’t know who the squid sisters are, hate balloons, may or may not be ok, have impulsive secret finding, partake in many extracurriculars, can be needy at times, go with the flow and they apparently smell better than agent 3.
Agent four, of the New Squidbeak Splatoon.
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tav-marcio-leles · 5 months
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I'll be storing all of my glacio headcanon/info dumps here
post will consistently update
Ship: Gale Dekarios x Marcio Leles (Tav) Ship Name: Glacio Name Origin:
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Headcanons
[1]
Gale will read aloud or info dump to Marcio to help him fall sleep (or if he notices Marcio is having a fit in his sleep). Sometimes, Gale does this without even realizing it, because he sleep talks. It makes Marcio feel safe <3
Reasoning:
Tav has been shown to consistently get little good sleep—if they get any, that is—thanks to bad dreams or restlessness.
Gale canonically talks in his sleep.
[2]
In the chronicles timeline, Gale is around 26. Marcio is 30. The reasonings below were presented when I was doing some Sword Coast research.
Reasoning:
Tw/ implied grooming for this one
Gale was scouted out at 8 by Elminster.
There was a lot of weird timeline stuff regarding when Mystra was reformed—leaving Gale anywhere between 25-35 years old. Some theorize he’s a similar age to Elminster, but Morena is still alive, so I highly doubt it.
Gale mentioned that he was a child prodigy when Mystra. The word revealed was the biggest red flag, and I immediately looked up if Gale was implied to be groomed.
I found this post and it made me disgusted in Mystra forever:
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On a more light-hearted note, I saw a headcanon that looks older than his 20s due to the orb draining his life force. I liked that! So, it's canon in the Tav Marcio Chronicles.
[3] Tieflings sometimes have animal-like behavior due to their devil bloodline. I'll make a guide to how I interpret tielfing tail language in the future.
I mostly associate Marcio with cat behavior thanks to my roommate's comments when I told her tielfings are implied to have no control over their tail movement. Marcio's tail might lift or wag when happy, he purrs or chirps, he has a tendency to curl up when sleeping, etc.
[4] Gale was born a sorcerer.
Reasoning:
His charisma starts off decently high.
Gale says he's been able to do magic for as long as he can remember.
I've seen some compare his fireball at age 8 to a Storm Sorcerer, which checks. He knew how to speak Ignan (Primordial), an ability a Lvl 1 sorcerer gets.
I found this book in the Goblin Camp, Magic of the Weave - An Introduction:
So, this means that Gale probably just prefers to call himself Wizard based off of this standard.
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Mystra says all of his power was taken from him by the Karsite Weave. She also compares the power to a storm right before hand. Interesting...
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Info Dumping
[1]
Tiefling’s tail movement is implied to be involuntary (you aren’t allowed to try and stop moving it when your tail movement scares the wolf in the Druid Grove).
My friend compared it to a cat’s tail movement, and now that’s canon in my mind—tielfings having shared behavior with cats. This includes purring, which I think is fitting for Gale—to fall in love with a Marcio who can purr.
Marcio is also a Mephistopheles Tiefling, meaning he has an affinity to magic. I think it would be funny for that to be a sense of “love at first sight” for Gale, possibly just sensing the magic radiating off of Marcio.
For Marcio, it was just that Clone High meme: “I like your funny works magic man.” 💕
[2]
It’s a little poetic that Marcio is a Mephistopheles tielfing trying to keep Gale away from the Crown’s corruption, and Mephistopheles is the devil that kept the Crown from Raphael.
[3]
I broadcast my gameplay on the living room TV for my roommates to watch. Recently, one of them saw that Marcio carried a little bag of magical items—his reasoning being, “just in case Mystra takes away his ability to control the orb”. My friend said it was Marcio carrying period products for his boyfriend, just in case.
So, trans Gale valid and you might see it from time to time! 🏳️‍⚧️
✨ I've decided that Gale, in the Tav Marcio Chronicles, is cis, though. Marcio, on the other hand, is trans.
[4]
Marcio’s eyes remind Gale of the weave sometimes. They also glow in the dark, which is terrifying to wake up to sometimes.
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wazzappp · 3 months
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I drew. a lot for this. Also heads up for non RE mutuals this is going to be. confusing for you. I'm going to do my best to annotate and provide context but you are in for a wild ride.
Anyway long ass lore post for how Lisa and Robbie go from fighting to working together in this AU.
In the RE8 cannon all of the Dimitrescu daughters are made at the same time but for the sake of ✨the situations✨ I am going to change that. Lisa lived the longest as a human before being assimilated into the mold with a Cadou (infecting extension of the Megamycite). Technically her 'sisters' are older than her, as they were assimilated a while ago. Lisa has been a member of house Dimitrescu for about 2 years now. This puts her in this. Weird middle child zone. She wants to make her 'family' proud but she's also aware that what makes them proud isn't really the most achievable thing in the world (expecially with Bela to contend with. Older sibling overachiever to the maximum). She's got a certain degree of distance from them and sometimes wonders if she wasn't better off before all of this. Her memories are fuzzy but still there for the most part. She cant remember faces or names but she remembers feelings and situations. She doesen't remember families being like this (she wants OUT).
Chasing prey brought in is fairly standard for her. It's some of the only entertainment she gets. So when she catches Robbie exploring around the castle she has no idea that he's special in any way. He's just some new guy she gets to mess with before eating and DAMN he's FUN. If she didn't know any better she could almost think that he has experience being chased around (he does. he very much so does. all of RE7's worth). What she ALSO doesn't know is that Mother Miranda (big bad. Different from Lady Dimitrescu, who she refers to as 'mother') is planning on using Gabe (who is replacing baby Rose in this) to try and resurrect her dead kid with a 'perfect vessel' and this requires. uh. disassembly (in the base RE8 gameplay the reason Ethan goes to each house is because uhhhhhhhh his infant daughter has been dismembered and stored in jars and he needs to collect them so he can put her back together.... yeah). Robbie intervenes before this can get going and is instead going house to house because if he wants to get out of this stupid fuckass villiage he needs to collect the key components to unlock the gate keeping him in here (i need him to have a reason. to kill everyone. its important to me ok).
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When Lisa finds out this random, but fun guy, she's been chasing who she thought was JUST SOME NORMAL GUY killed one of her sisters she mentally goes 'Oh. OH. THERES A CHANCE FOR ME TO GET OUT OF HERE'. That in conjunction with discovering Mother Miranda is planning on FULLY DISMEMBERING A CHILD she uh. Makes some decisions.
What you have to understand about her plans of matricide is that neither Lady Dimitrescu or her sisters can actually really fully die. Sure, their bodies are gone, but their consciousness is stored in the hive mind and they can reform later after gathering their strength. If she has to put her kinda shitty found family in time out for the sake of getting herself out of here + keeping her newly revived conscience clean she's absolutely going to do it.
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(fuckin. backgrounds. dialogue. fuck. why can things not just take place inside of the void. DUKE MY BELOVED WE LOVE AND RESPECT DUKE IN THIS HOUSE HES A REAL ONE fuck now I got it in my head that he keeps trying to play matchmaker for them and i need to. go draw that because its too funny not to.)
Lisas plan involves this lab I had her mention in the comic above. It's where Robbie needs to go to synthesize more poison for the dagger of deaths flowers, and SUPPOSEDLY where a medicine that might allow her to go outside again might be (enemies of Lisas type become SIGNIFICANTLY weaker in the cold. She could try to bundle up but its still really not a good idea). She would love to go there herself, but it's in an area of the castle thats exposed to the cold of the outdoors.
The Two of them make a fairly decent team and Lisa finds herself having a LOT more fun hunting with someone else than she does on her own. They balance each other out pretty well; Robbie works primarily with guns so he can watch Lisas back while she's up close wrecking any grunts they run into. It's also pretty helpful having someone who can turn into a swarm of flies for puzzle solving purposes.
After all this Robbies trust for her increases SIGNIFICANTLY. He's still not really sure about her, but she's moved out of the 'active threat' classification into the 'kinda helpful' zone.
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Lisa's plan has three ways it could go:
They all fail miserably and get sent to mental and physical time out in the megamycite.
They win and get to go free but either the medicine isn't there or it doesen't work. In which case she's just planning on getting as many coats as possible and Try-or-Die-ing it.
The medicine is there and she actually gets to roam free
Luckily for her, the medicine IS there, it DOES work, and Robbies sense of honor / noticing her usefulness (its hard to wage a one man war on an entire community of mutants ok you cant blame him for appreciating having some ACTUAL HELP for once) all align for the best possible scenario.
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The cold does still affect her; her healing isn't as quick as it usually is and her increased strength / speed is a bit reduced, but she can go!! outside!!
She decided to stick with Robbie in getting out of the village as a whole. She doesen't really know what the world outside is like but anything has to be better than here (plus if she stays here she's probably getting shoved into the Megamycite by Mother Miranda PERMENANTLY and that just. wont do).
Also yes Lisa being with Robbie for the rest of his adventures means that she is there for Heisenbergs 'proposal'. She uh. Does not like that much.
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this all made. more sense in my head I hope it at least makes a little sense out loud.
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@buckysleftarm replied to your post:
After reading this, I happened across this video: https://youtube.com/shorts/-X5l5GFeg1k?si=H2lrsmx0pv60wn1h They're not in our camp anymore and I wouldn't know how to view the non companions anyway on PS5, but it feels like she definitely is taking some time off from Selune without breaking her oath full?
I sure did use this reply as an excuse to mash out a giant post! Hope you don't mind.
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I do actually love that you've brought this up, because I keep seeing variants of it around and have been wanting to comment on it, if for nothing else than to make me feel better. The gist of it goes something like this: after killing Lorroakan, Aylin's "Child of the Moonmaiden" ability no longer shows up when you examine her character sheet, meaning her immortality has been taken away, she is being punished by her mother, has broken her paladin oath, or is feuding with her in some other way. Now... people in the comments of that video sure have takes on Selûne and on Aylin and on paladin oaths and aasimar abilities in general that make giant question marks spawn above my head. 
Personally? I dislike it immensely and think it makes zero sense for a variety of reasons, both in-universe and out! To be fair, as with most headcanons and theories, I'd genuinely love to see someone get creative and do something interesting with it. But I have this knee-jerk reaction to it because so far I've only seen it in the context of people parroting it completely uncritically, just regurgitating it on endless reddit or forum or discord threads and what have you, and actually shutting down or completely derailing Aylin-related discussion. Which frustrates me, obviously, because I want cool, detailed, thought-out takes on my fave, always, and - to be really petty for a moment - since my fave isn't the fandom darling, I only get crumbs to start with! It grinds my gears because so very often I'll want to read this potentially interesting thread about a character I love, but nope, instead here's a dozen comments how "nah man she broke her oath and there's special oathbreaker paladin dialogue with her about it" - no there isn't. That's a very easily verifiable fact, my guy. You made that up, my dude. How dare you just go and make things up on the internet. 
A ton of BG3 discussion has been flooded with a weird wave of statements that are just put there as well-known fact but in reality read like "I heard from a friend whose uncle works at the Nintendo Larian department and he told him Halsin went on a special mission and killed Isobel a century ago because he wanted to emotionally compromise Ketheric but then playtesters reacted badly to it and Wizards made them take it out but it's still hinted in the game, and also if you use an Elixir of Hill Giant Strength and do an unarmed attack on the cart at the entrance of the Emerald Grove you can get Mew" and I find it so grating. And then people waste time debunking this and arguing in the same circles and nobody ever moves on to more interesting stuff. I say this, as if I haven't been an active participant of internet fandom for decades and have literally anyone but myself to blame here, hah.
For instance, the way you phrased it here, as Aylin herself taking a break or trying to step away instead of the "being abandoned and punished by her mother" angle from the video and the comments? That's something I think has potential and something I want to rotate in my mind - would she do it? Could she do it? What would this entail and what would it mean for her? What would actually be enough to prompt her to even try? And it's cool that a little gameplay mechanic thingy prompted that! However - and I'm keeping it kinda vague because I don't want to spoil you on things that happen after the point you seem to be at - if we're talking purely established canon things and not brainstorming an AU or a post-game trajectory for this character, there is nothing actually in the game to indicate Aylin is taking a break from Selûne or her duties, especially not to the extent of having any of her abilities suspended. Quite the contrary, in fact. Everything we get from her and Isobel after the Lorroakan situation is handled shows she is, for better or worse, very much resolved to be her old self and very righteously angry and smiting evil in her mother's name as the Sword of Selûne and actively engaged in protecting Selûnites Realms-wide, and she has her full set of powers and blessings while doing so.
In this essay I will In the rest of this post I will try to be less cranky and I'm going to get a bit technical to try to actually explain what is going on with the "Child of the Moonmaiden" ability.
TL;DR: the buff is disabled as soon as Aylin enters the wizard tower, before any fight or backbreaking or feelings of loss and sadness, likely for the purpose of you being able to win or lose the fight no matter if you side with Aylin or betray her. It is a purely mechanical contrivance and has no narrative meaning, nor is its presence or absence mentioned or reflected in the narrative at all.
Here's Aylin in camp just before being told about the wizard:
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Here she is at the start of the fight, when she is sided with:
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And here she is, when you side against her:
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The above is an oversimplification, however, because the actual implementation of Aylin's immortality is a bit of a mess.
There are two implementations of her resurrection active in the game, and both are implemented as a Status: "GLO_NIGHTSONGRESURRECTION" and "GLO_NIGHTSONG_RESURRECTION". Now, I don't know what was going on there and I'm certainly not a Larian dev, but that underscore situation there is... weird. I also don't know enough about BG3-specific scripting yet to come up with an explanation on why there would be two variants of it at all - if anyone does, please let me know! I'm very curious. However, these two implementations of her resurrection ability work very differently, and you can see the effects of both of them in-game. 
The first one, GLO_NIGHTSONGRESURRECTION, is named "Moonmaiden's Reconstitution" and is tied to the "Child of the Moonmaiden" Passive (itself called SHA_NightsongResurrection, side note: GLO is the "global" prefix and SHA is a prefix that signifies the Gauntlet of Shar area in Act 2). This ability makes Aylin auto-stabilise when downed instead of rolling death saves, go into the kneeling stabilised animation where she can be helped up or healed just like your party members - you know the one, with the little asterisk hovering above them. Then on the start of her next turn she heals for exactly 1HP (unless she's under a healing-disabling effect, such as Bone Chill, which is why people have trouble with her in the Myrkul fight) and she has only her Bonus Action, the same as any other previously downed character.
Mechanically, it applies the "GLO_NIGHTSONGRESURRECTION_DOWNED" Status to her which modifies what happens when she is Downed to implement the above non-standard behaviour, and also does stuff like turn off her Moonbeam if she had it active.
The "Moonmaiden's Reconstitution" Status itself is completely invisible in-game: it has properties such as "DisableOverhead;DisableCombatlog;DisablePortraitIndicator" aka doesn't show up as that little text popup above the character, doesn't show up in the combat log, and doesn't have a visible indicator icon anywhere.
The description for "Child of the Moonmaiden" is:
"Blessed with the favour of a goddess, Nightsong cannot be permanently killed. When unconscious, [at] the start of her turn she recovers 1 hit point."
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The second one, GLO_NIGHTSONG_RESURRECTION with the extra underscore, is a Status called "Nightsong Soars Eternal", and that one doesn't have any other Statuses or Passives tied to it, it simply resurrects her immediately when she dies, and at full health. When it triggers, you can actually see her portrait drop out of the initiative tracker at the top of the screen as if she completely died, and then she gets put in again. This one is active even when the first one isn't, so you can see it in places like camp after she comes back from Lorroakan, and after she comes back for the finale all the way until the end of the game - and by "see it" I mean since it doesn't have any Passive ability connected to it, you have to actually get Aylin killed to see it trigger (I'm so sorry Aylin, it was important for the post, I swear).
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The description for "Nightsong Soars Eternal" is:
"Nightsong will be resurrected by the powers of Selûne whenever she dies."
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In Lorroakan's tower, BOTH of these are disabled, and if downed, Aylin will just lie there as if she died for real with the little red skull and the "Dead" status until she gets rezzed for a cutscene after the fight or, if betrayed, you go to long rest and then come back to see Lorroakan's progress, at which point she will be up and in the cage with a total of 1HP and that "Soul Caged" status instead. 
Note again that she visibly has "Child of the Moonmaiden" disabled as soon as she enters the wizard tower area, betrayed or not, before she does anything to anyone. It's a way of making sure the Lorroakan fight is actually winnable/loseable/concludable without her getting stuck in that revive with 1HP at the start of her turn loop. "Nightsong Soars Eternal" also obviously doesn't trigger. Instead she says her "I will rise again!" line and stays down. She has every other ability and buff active normally, even ones that explicitly mention coming from Selûne, like her iconic following Moonbeam, for example, or her fancy unique Smite.
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Again, significantly: she does not have her immortality buffs if you fight against her, either, betraying her and causing Selûne's wrath and desire to protect her daughter to manifest physically in the room, including empowering Aylin herself with buffs that are called things like "Moonmother's Embrace". See what I'm getting at?
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Interestingly, she also doesn't have it when you first meet her:
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What does this all mean? Well, I'd say that if we took every gameplay/implementation thing about this game as in-universe gospel, Aylin herself would look a lot different and be far more scaly, for one.
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(Makes me chuckle every time.)
In all seriousness, though, if something as big as this happened to a side but still fairly prominent character, the game would tell us about it. Or at least make a bigger deal of it than the deactivation of a passive ability visible on the Examine screen that many people sadly don't really tend to look at and read.
And here's the best thing: nobody has to take my word for any of this, you can see for yourself, without actually knowing how to unpack game files or having my frankly ridiculous amount of hard saves! I think this is super helpful in general, especially for people playing on console:
Here's a link to a truly amazing and consistently updated resource - every bit of dialogue in the game, nicely parsed and laid out and super readable (as well as some additional tools to play around with). 
Here's a website where you can search inside BG3 scripts and other files and take a look at a lot of the nitty-gritty implementation stuff in a convenient way.
I recognise that I go way too deep into things and overstuff my brain with minutiae, but that's just how I work. I take forever to post anything anywhere on the internet because I just physically cannot click a post button without triple-checking everything and quoting and screenshotting things, even if it's the same thing for the twentieth time, and that's certainly a me problem. I very much don't expect people to do things my way, but I also find the games of telephone these things so rapidly become really frustrating, you know?
But my biggest problem with this particular Aylin thing - beyond the annoying preponderance of it, as I've already whined - is that in-universe it just makes no sense and I, an aasimar paladin enjoyer, personally dislike it.
Oath of Vengeance paladins abide by the following tenets: Fight the Greater Evil. Exerting your wisdom, identify the higher morality in any given instance, and fight for it. No Mercy for the Wicked. Chasten those who dole out their villainy by wiping their blight from the world forever.
Putting the rest of this post under a cut because it's long and ranty and you didn't actually ask for it.
My first problem: the common argument that Aylin is in the wrong for killing Lorroakan like she did because he has "done nothing to her yet", and that she breaks her Oath of Vengeance because she attacked him preemptively.
The man put a price on her head and sent violent mercs to beat her up and kidnap her. He tries to (temporarily) kill her and imprison her as soon as she refuses to cooperate by… demurely waltzing into the prison and putting the chains on herself? He knows exactly who she is, what has been done to her, and he wants to do it again - no, doesn't want to, he is actively doing it again. The fact that (if you side with Aylin) he fails mid-attempt doesn't make him innocent of it. He refuses to stop and, if denied, gets violent and murderous. 
Player: Have it your way. I'll bring her here. Lorroakan: Good. I was growing scared for you. The last person who disappointed me is suffering for it still. Do not return without my prize. Do you hear me? Good day.
Player: I'll think about it. Lorroakan: You aren't the only one who knows what's on offer for the Nightsong's retrieval. Consider carefully whether you'd like to see your fortune in someone else's hands. Someone who might slip into your camp at any moment, or harry you through street and inn until you're run ragged and surrender. The choice is yours: fortune or imminent death. I know you'll choose wisely.
Mark my words: the Nightsong is mine. With or without your help, she will ascend to her grand fate here, in this tower.
Player: You heard me. The answer is no. Lorroakan: Pity. Then again, perhaps word of your agonising death will draw your little friend to me. Myrmidons - imperatum!
He is fully equipped for it and has set up a whole magical trap and is just waiting for her to show up to trigger it, or for someone to drag her there against her will. He says she will go into the cage "kicking and screaming" and really, this is who she is wrong for "picking a fight with" and "attacking preemptively"? Surely nobody actually thinks that Aylin is at fault here or that she actually overreacted by killing him? I don't really want to go into some people's really, really shitty attitudes towards Aylin for sadly entirely predictable reasons but… man. She went over there and threatened him with violence, demanding an explanation after he sent cronies to attack her in her sleep? Wow, what a weird thing to do. Also, he literally is the one to attack first! She is there threatening and goading him, doing her little "face me charlatan" bit, but he is the one who sics the myrmidons on her (or the player) and actually starts the fight, every time. To be clear, I don't think this is very relevant at all, but people do seem to love bringing it up.
Is Aylin brash and reckless and clearly struggling after her captivity, dealing with rapidly flaring up anger and outbursts of violence - only ever, may I emphasise, towards actually horrid people, and she is really rather shockingly forgiving and tolerant of the player character messing with her? Yes! Does she seem to have that classical aspect of "she might go too far one day" or "she might lose herself in the anger and vengeance if she focuses on it exclusively"? Absolutely! Do I think she could have been, say, a Devotion paladin before her imprisonment and it might have been the betrayal and century in the Shadowfell that made her change to Vengeance instead? I love that idea! I also think it's likely she has just always been a very zealous, very smitey and offence-oriented Vengeance paladin, called Selûne's sword for a very good reason, fulfilling a very important role in the ongoing struggle against Shar.
And the whole problem is… Lorroakan will, as we've seen, not stop trying, and people like him will always be around and never stop coming after her especially now that the cat's apparently out of the bag after Balthazar, and Aylin needs to live with this, forever. That is why she is so messed up about this one rando wizard she's never met before. That is why this specific incident is so triggering for her. She has just escaped torment on a timescale that's not something the normal human mind can really grasp. "In this moment, I want for nothing." ended up lasting, indeed, barely a moment! Her mum is a powerful god and right now it seems that what Aylin actually gets from it is having a target painted on her back and, to quote Isobel, she can be hurt just like anyone else, she just gets to suffer longer! She keeps being dealt these shit hands and, yeah, it'd make anyone go… why? Seems unfair, right? What exactly is the point of this? 
The various dialogue options you have while warning her about Lorroakan's intentions and which include trying to convince her to just leave him be include her being so, so frustrated, and so understandably, it makes me feel horrible for her. 
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She always ultimately goes to confront him, because she has no other real choice. He will keep coming after her, he will keep sending people after her, and she will never, ever get a bit of rest, and she's, what, supposed to go live in hiding somewhere if you convince him she's dead? Until the jig is inevitably up or this guy dies by someone else's hand? And there's also the element Aylin herself will point out if you keep her in the dark about the plot and Aradin and his cronies come to attack your camp: how long until someone hurts Isobel during one of these attempts or actively goes after her as a bargaining chip?
I guess I just genuinely do not understand the arguments about this guy who has been deliberately constructed to be a horrible, hateful piece of shit with exactly zero redeeming qualities, to an almost comical extent. He beats his apprentice and uses his assistant for target practice! He's a sick, sick asshole! His life's dream rests on kidnapping and enslavement! The guy is conspiring and trying to ally with Ketheric and Balthazar of all people: 
Lorroakan,
I have responded out of respect to my counsellor, Balthazar, who advises me that you may prove a loyal ally in the coming fight. I understand you wish to know about the soul cage which binds the Nightsong to me. Details, I cannot and will not provide. But the magic itself is necromantic in nature, designed by my aforementioned counsellor. I hope your curiosity is satisfied.
General Ketheric Thorm
This is who people think a vengeance pally will break her oath over? Over what, a technicality of who struck first? "Desecrating a corpse"? No, it was Ketheric she did that to, and nothing happened. She just finished this guy off in a violent and dramatic fashion. 
While you can play a paladin yourself and kill so many people in so many ways without anything happening, this is more of a consideration if you play Oath of Devotion or Ancients. It's also one that makes parts of the game harder - comically evil cultists torturing and executing prisoners cannot simply be attacked out of nowhere, and instead you need to announce your challenge first. You need to walk up to them and start talking, establish their villainy, and then fight "fairly". This is also partially an issue arising from the implementation of hostility flags and game logic, by the way. However, Oath of Vengeance gives precious few fucks about this and is a really hard oath to break. In fact, in a very similar situation to the wizard tower, in the House of Grief, you break the Oath of Vengeance if you spare Viconia - at that point lying on the floor soundly defeated and bleeding out much the same way Lorroakan was. Viconia who, may I note, never "did anything to you" but did harm a friend of yours.
Also, and this is a whole separate discussion, but... it's a FR DnD game. You kill bad guys in it. You kill vaguely morally grey, or even good guys in it. You and your friends kill so many people before this point. Multi-act quest arcs conclude with "go to place and kill someone". You mete out "justice" personally, repeatedly, and can harp on that fact, especially if you're playing a paladin. You don't exactly call the guards on people instead, even in the middle of the city. Ludo-narrative dissonance or no, why would this one wizard suddenly be different, and why would this one woman be singled out for a thus far completely typical approach and set of actions? 
My second problem: a great big "Selûne wouldn't do that". I understand Forgotten Realms "lore" is a giant unwieldy self-contradicting mess of a beast and I'm not saying people should be scholars of it to participate in the discussion, far from it, but I would like them to engage with what is presented in the game itself at least.
For the most succinct possible example, look at what Selûne does when Aylin is betrayed. She buffs her in order to enable her to violently and zealously win that fight. Literally empowers Aylin to smack her enemies around more and with greater strength and also burn them alive in holy fire. Not after she's imprisoned and well and truly "wronged", but during this fabulously absolving "mere attempt" on Lorroakan's part.
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Also, may I point out the sweet little shielding- and healing-focused cleric of the same goddess is actively disappointed that you and Aylin won't let her come with to hit the guy a few times herself! This goes for the entire party of assorted weirdos, goody-good or otherwise, who firmly believe Aylin should just obliterate that guy. Like, c'mon, my man Wyll! (Super sad and touching exception: Karlach, if you've killed Gortash already. When she begs you not to tell Aylin about any of it at all and go deal with the wizard yourselves, just so Aylin can have a bit more peace and keep her sword sheathed for just a little while longer. Ow, my heart.)
In summary, basically, my twofold beef:
"Selûne punishing and abandoning her daughter for over-zealously defending herself" - nonsensical and uninteresting. Stops people from actually delving into and discussing the complexities of that relationship.
"OoV paladin broke her oath by killing an evil wizard who is actively trying to do horrible things to her and attacks her" - nonsensical and uninteresting. Let's instead actually engage with the material and discuss Aylin's trauma and how she might deal or not deal with it in good or bad ways. What would recovery even look like, for her. How does the way she intrinsically ties her entire being into being a smite-happy moon-magic knight play into it. Let's actually consider the weight and role of duty in her life and the wombo-combo of being an aasimar paladin, an existence with a very "purpose-made" aspect to it. You know, the good ol' Being A Sword thing, including being born into it. Combined with being rather suddenly rather intensely humanised by a loving relationship with a mortal woman, with all sorts of ticking clocks, unique challenges, and both past and pending tragedy there.
Or let's talk about the dissonance present in Aylin's cool and badass scenes of smiting deserving evil. Scenes that go into very violent and very over the top territory, that make you both cheer and cringe, that make a point of showing the other characters reacting in shock. Because I genuinely feel so bad for her and deeply worried for her, all while my silly little brain goes fuck yeah smite him shiny lady! Ooooh look, a flashy Aylin scene, ripping a deserving villain to pieces! But at what cost to herself? Feels so good to have someone deliver some justice! But if I think about it for 5 seconds I don't actually want her to - no, no, I do. I don't want her to have to, is the thing. (It's kind of like that one Gundam meme.)
I will conclude this mess by doing a salty little yeah. It's fine, this is fine, this is sadly pretty much part of the standard experience of liking a female character in fandom. God forbid women do anything indeed. Outside of a few select, narrow and highly dedicated circles, half the (scarce) posts about her are something that's either flat-out wrong, or just assumes the absolute worst of her and reduces her to two and a half shitty stereotypes, and half the fics tagged with her are actually about fandom's favourite two dudes and barely feature her at all.
And on that note, I'm off to actually be a positive force and poke at my own fic some more.
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ganondoodle · 6 months
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so its part of a way longer post i made some days ago but i want to highlight this part of it:
"i cant stop thinking about the devs saying sth like "after botw zelda wondered if the kingdom of hyrule needed to keep existing the way it had been before the calamity, but then totk happens" bc it just feels like they realized too late that botw naturally led into questioning the status quo and they scrambled to fit it back into a flat and boring road we have seen so many times before (or even worse really) with totk zeldas character naturally leads into her questioning and reexamine their history and set of rules? we gotta teach her a lesson of why she is importante god given monarchy girl that has to keep it bc what if evil brown man shows up again for no reason maybe im grasping at straws here but looking at it this way the sonau .. make more "sense"; the shiekah were a group that was under the rule of the royal family, and misstreated before (oh no look soemthing interesting) so they dont lend themselves well to be used for teaching zelda that lesson- the sonau however are tailored really to be just that; they are a supposedly godly race from the literal sky that founded this version of hyrule, that had tech even more advanced and better than the shiekah, she gets put in the past to meet the perfect god king of goodness personally, also his very fridgy wifey that zelda later replaces in a way, shes put there and treated like family and then gets to see just how evil that evil big man from the desert is, sonia is falcon-punched to death solely so zelda can feel obligated to take over her role, have her new, better 'family' hurt by gan; similarly so raurus sacrifice, look what a noble and good king he is, he payed the ultimate price to lock that evil man away, now zelda you cannot let their sacrifice go to waste, rebuild that divinely good kingdom like it was!!"
bc it feels like i finally "cracked the code" of why the sonau feel both like a reskinned version of the shikeah .. while also not at all to me, so shoved into every single corner of the game and its history (not even the forgotten temple being safe from them sure is .... also something, like them being spread all over hyrule, not just the undergound, but the surface AND sky as well isnt weird enough, the shiekah at least were integrated into the world and by far not as idolized as the sonau)
seeing the sonau like this ""better"" and more """perfect"" version of the shiekah bc they are untainted by any possible complicated relationships with especially the royal family (the sonau ARE the prefect, idyllic royal family of the past after all) makes them make so much more "sense" to me, they are a bad mix of OOTs and botws structure, sure, but the way they were done in the game i cannot for the life of me see it as that being their sole problem
(also looking at how shiekah tech was downgraded to some side gimick of purah ... idk if they ever even call it shiekah at all anymore, and if "all sheikah tech just vanished" like the devs said then ... how does any of that still exist huh? it doesnt add up at all except if you see it as the sonau being the ""better"" version of the shiekah with none of the "problematic" parts or history or conenctions (which would be .. interesting) bc they are supposed to represent that idyllic past zelda should feel obligated to recreate now, to uphold that sweet status quo ..
sidenote: someone on the post i talked about his before said its also dumbo that there is supposedly no connection at all between the shiekah and sonau, and yes! that was something i ranted about while i was still playing the game back in may even (most of my later gameplay at some point devolves into a rant about how stupid it is that there is no connection and instead its all just ... gone) bc its just ... so dumb
its also how i chose to integrate the sonau better into the world in my totk rewrite stuff, that they were once there aand had high tech but its by now only crumbs left with nothing funtcioning anymore but you discover that at the time of the ancient shiekah finding it it was still researchable and they build their tech based on the sonau ruins even if the sonau stuff is nothing but dust anymore- which i find a super ... obvious way to give the sonau a better connection to the existing world, keep the shiekah, expand upon their mystery while also still keepign them as such-
.... anyway, there beign no connection at all somehow also fits even more into my theory of the sonau, again, being there solely to represent the idyllic, perfect past zelda needs to feel obligated to rebuild while the shiekah are nothign but a funney gimick of purah now while everything else "just vanished" somehow bc we dont wanna deal with the shiekahs imperfect past so they really should be just a a helpful helper of the rocals (and the yiga a side note as a little threat to be different from the usual monsters but thats all that there is :)))) -
this is getting too long again .. feel free to add your two cents on it and if seeign the sonau like this makes them make more 'sense' to you too
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orinthered · 2 months
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Finally got around to finishing the post game and gotta say, if DD1 was 50% of what they wanted to do, DD2 felt like 70% but the other 30% was the story and Battahl. I loved the game, but it really suffers from the lack of a narrative.
the game's story really does feel like a rough draft that was somehow polished up into a full game. sometimes not even that: more of like a pitch that got tossed around like "ohh yeah i guess we could do that"
the most egregious part for me is now that i'm in ng+ i can really think about just how fucking weird it is that after act 1, where lord phaesus gets the big "i'm the bad guy looking disdainfully out my carriage window, onto you, the arisen, whom the camera states i see as lesser" cutscene the rest of the game just pivots to us working with him and his assistant, i guess.
a lot of stuff in dd2 also feels like it exists out of necessity because "well, we had it in dragon's dogma 1, so it has to be in this game!" largely the beloved system. we don't have a character like duke dragonsbane who really just exists to justify the idea of having a character you're willing to give up for ultimate power and seeing what that effect might have on someone, because in dd2 you just see the dragon (who isn't named! what!) clutching your beloved, 99% some random fuck npc if you didn't manage to get the ring off the sphinx, and you just have to laugh because like there's a good chance the player has no emotional attachment to this character bc they're just pretty faces with stock personalities and the game doesn't treat the arisen as a person so what reason does the player have to do the same?
i also like briefly talked about this on twitter but when i was looking through the design documents for dragon's dogma 1 and you see how much concepting went into cassardis, the starting area... it makes it really hard for me to buy the conceit of the arisen in dragon's dogma 2. games that just drop you into the action without any backstory work really good if roleplaying was a major aspect of the gameplay, but for dragon's dogma 2 it's not. the point of being chosen to be arisen is that you have the ability to show courage in the face of futility — in dragon's dogma 1, the arisen throws away their life in order to save the village that they love.
in dragon's dogma 2... what, you push some pretty girl out of the way? you're maybe like a village guard? ulrika has like so much more motivation to be chosen as arisen it's kind of mind-boggling. dd2's arisen is a cipher but they need to be an actual character for the conceit of the arisen's will changes the world to make any sense.
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this screenshot actually made me laugh out loud but in the way that one might laugh in the face of oncoming traffic. what do you even mean man. the only characters with any story relevance for the entirety of the game's plot are brant, sven, and phaesus lmfao you could get rid of everyone else and it wouldn't matter whatsoever
i mean i love this game. it's easily an 8/10 for me but it's so much harder for me to ignore a good game's bad story than it is for me to ignore a good story's bad gameplay. and if dd2's story is markedly worse than dd1's in every single possible facet...
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mausuwinasa · 2 months
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Things I like abt every Side Order level track bc this is one of my fav OSTs of all time!!!
I have lots of thoughts abt the music in this game so I’m gonna just spit all of them out in this one giant post :3 90% of this will make sense only to me, also keep in mind I have synesthesia so I mention colors a lot when I talk abt music. I’m sorting these based on level type and talking abt each track individually.
d3mol12h
1. Simple and empty, much like the early levels! It creates a nice base to transition into the other tracks from. The detuning on the synths and ticking percussion remind me of a certain Purple Kiss song.
2. This track is genuinely beautiful. The organs (??) in the background give it an oddly emotional feel for such an intense song. The pinks and purples of the synths stand out well against the neutral colors of the in-game stages and enemies. It’s like the musical embodiment of a noble sacrifice! I’d put it on my nuzi playlist if it were on Spotify, smh…
3. Now it really feels like the difficulty has ramped up! The drums here are really interesting, I love the syncopation on some parts. They were also present in the second version, but I didn’t want to drag out the notes for that one any longer. The less intense parts are awesome, and I love how they get aggressively interrupted by the synths! It matches the gameplay very well.
rout1n32
1. Probably my least favorite track, but still pretty neat. I like how the same sample gets “recontextualized” into different chords, if that makes any sense. It has a bright and sunny feeling to it!
2. Metal pipe falling sound… basically just a more intense version of the first track. I like those weird ascending sound effects, they remind me of bubbles. They’re also kinda weird rhythmically, making them a ton of fun to listen to! There’s a tiny little piano sample in a certain part of it that I just noticed, and I really like for some reason.
3. GOOD LORD this song sounds like pure fear and absolutely slaps. The metal pipe has been multiplied thousands of times. Definitely a good encapsulation of the emotions most players feel upon entering Cruel_Sisyphean_Eight-Shaped.Floor.
2ouv3n1r
1. Great use of emptiness. The vocal samples sound almost corporate, a great representation of the conformist world Order is trying to create. Almost puts you to sleep, much like the early ♾️-ball levels do! Hardy har har.
2. The weird, distorted sounds, contrasted with the more relaxing parts with the lovely “wah-wah” synths make this a natural transition between the first and third tracks. I love how the repeated violin and flute sounds make a return here, but with slightly more complicated parts!
3. This song is fascinating AND very stress-inducing! It’s like the song itself is warning you about the 15 or so battering lentos currently trying to charge you. Watch out! Oh, and the less intense parts are GORGEOUS!!! The transition from a yellow to pink key reminds me of a beautiful tropical sunset. The subtle guitar part really adds to the vibe, and the descending chords are the perfect cherry on top for a lovely listening experience. They also contrast the rising synths of the chaotic parts well! It’s like a wink to the camera, a sly reminder that these tougher ♾️-ball levels are way easier than they look. Good lord I wrote for a long while on this…
j1tt3r2
1. Hmm, I don’t have much to say about this one, but I definitely like it a lot. The repeated piano samples feel almost awkward, like when you’re trying to explain your thought process to someone. Some parts of this song almost seem like miniature versions of the more ambient segments of the third track. Pretty neat!
2. I love just how weird the percussion on this is, it’s like it’s bouncing back and forth. The piano sample becomes more chopped up, and some of the beeping sounds that are more prominent in the third track start coming in, like the seeds are being planted for them.
3. Lovely intro! The abrasive synths quickly lead into another odd piano sample, like you’re swaying back and forth in a precarious spot. Almost like a more relaxed version of the vibe created by the percussion! I love the echoey ambient part in this too! There’s a certain element that sounds like someone coughing, which may sound very weird but I mean that as a compliment. The bleeps and bloops make me think of an old Game & Watch game.
j32t1ng
1. Some of the effects sound like dogs and cats to me. It makes the panicking alla mambos feel like skittish little animals, which they sort of are. The ascending beeping sounds are reminiscent of the player chasing them down. I really like the typewriter (??) sounds too! What is it with this game and abnormal percussion? I’ve gotten so much inspiration!
2. The animal-like sounds are still present. Some of the bitcrushed sounds remind me of the noises the enemies make. The meandering but relaxed melody in the beginning always feels fitting when I’m surveying the stage and planning out how I’ll achieve the objective.
3. I love this song! It just feels so cute and silly! The orchestra hit sounds are really neat. I like how the melodies often sound like circus music. I sure feel like a clown chasing down these stupid fish… the cute vibes of this song definitely make its levels feel like just a fun little game, which they certainly are! This has got to be one of my favorite tracks.
Alright that’s the end of my absurdly long post, if anyone wants to hear me rant abt the boss music just let me know because I’ve got plenty of thoughts on that too.
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katiesautisms · 8 months
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Apologies to everyone who reads my posts, but the hyperfixation demands this.
Soo, Minecraft lore, if youre close to me then you know that I have been theorizing about Minecraft lore for a good while. So, here is one of the first theories ive came up with that I really like:
Heat has magical properties
Now, what do I mean by this? Well, ive noticed that in minecraft, things relating to magic (like potions, xp, etc.) can be the result of a huge ammount or sudden burst of heat!
Lets start with some small peices of evidence first: furnaces (and smokers [and blast furnaces])
To explain furnaces, I need to beifly go over xp. Xp is a PHYSICAL thing in the minecraft world, it is NOT just a gameplay mechanic. This is proven by xp bottles and how the Illagers have xp bottles in outposts (the reason for that, plus illagers in general, have to be discussed for another day, but I have the feeling that they are extremley important)
Now, furnaces, what the FUCK do they have to do with magic? Well I'll tell you!
In minecraft, you need to smelt raw ores for them to be useful, doing this grants you xp. The thing I want to direct your attention too is how ONLY ores (aka raw ores I guess, you get it) give off xp when smelted. In real life, it takes ALOT of heat to melt minerals. Possibly so much heat that the magic manifests into xp?
I do think its important to keep track of where you get xp from, since it is confirmed to be a physical item
Anyways, peace of evidence #2: more ore stuff
Coal, Redstone, Diamonds, Emeralds, Lapis, Quartz, and nether gold ore, they all drop xp.
Xp = magic = heat
All of these real life ores are made with heat or can conduct heat in real life, meaning that it makes sense that they give off xp. Redstone also conducts electricity, which gives off heat obviously, so it makes sense that theyd give off xp too
And as for nether ores, theyre in the *nether*, ofcourse theyre gonna give off heat
Admittedly im not too sure if ancient debris gives off heat, whenever I find some im too excited to mine it that I dont notice if they do or not lol
But anyways, on to #3: Lightning
Lightning in minecraft is really weird. It can convert, and even CREATE mobs that it strikes. Villagers turn into witches, pigs turn into zombified piglins, mooshrooms turn a different color, and it charges creepers (admittedly the less important attribute here)
Let me spell it out here
Witches use potions, potions rely on magic
Pigs become more sentient, smarter, and they give off, get this, MORE xp when they drop
Not sure why it converts mooshrooms though, mushrooms in general are their own can of worms
Now, for my final peice of evidence: PORTALS
The nether portal, the end portal, and that structure in the ancient city that was a portal until it wasnt, they all seem to require heat to power up for atleast ONE ingredient
Nether portals are obvious
End portals were built above lava by the Ancient Builders, ofc you dont need lava to activate it but that could either just be game mechanics throwing us a bone, or the ancient builders assumed that theyd need heat to activate the portal cus, yknow, heat = magic
And that huge part of the ancient city had soul fire beneth it. I know it isn't a portal anymore, but it definitely was at some point, hence the design implementation
One thing that could disprove this is that getting rid of fire or mining things like netherrack dont give xp, but its possible that those just arent hot enough for xp to form
Anyways, thats all I have for now in terms of Minecraft lore. @bulbasauryeee likley has more details I didnt talk about since we both theorize about the game's lore together :]
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bloodgulchblog · 3 months
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I started reading Halo books after you recommended Legacy of Onyx to me not too long ago. I started with Fractures, which was a good first taste. Really liked Into the Fire. Next up was Legacy of Onyx, which was REALLY GOOD WOW and I chewed through the whole thing in two days. There's SO much left about Onyx, I hope we get more of it in novels or gameplay in the future. Now I'm onto Rubicon Protocol, which is pretty good so far (ch3) but not holding my attention as hard as Legacy of Onyx did
Ooh, Fractures is an interesting place to start imo. I'm glad you enjoyed it! It honestly gives you a lot of directions you could jump off in if you're looking for more book recs. I think getting into stuff with big lore like Halo is, unless you're doing something wild like just reading all of it like I did, mostly about figuring out what your handholds are and what you're interested in and where to go to follow those interests.
Rubicon Protocol is definitely a heavier, slower book than Legacy I think. It's a lot grimmer. I thought it was good overall but there were definitely points where I had to take a break because that gets dark. Really loved what the author did with Stone in particular, though.
If you are looking for more things to add to your list for later, based on what you've said here...
(Big post of tumblr user bloodgulchblog rambling about different Halo novels below the jump)
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Ghosts of Onyx is the one I'm most confident about. I typically wouldn't recommend Ghosts as someone's first go at Eric Nylund's Halo novels because they're kind of a trilogy and having The Fall of Reach and First Strike read first makes it better, but if you had a good time diving right in the deep end at Fractures I think you'll be completely fine. (...The other two have Master Chief though and he's my special guy.)
Anyway, the reason I'd say Ghosts of Onyx is the stories you've already read are very heavy on the Spartan-IIIs, and that one is their origin story. You've met Tom-B292 and Lucy-B091 twice, you know Chief Mendez, you've seen the Ferrets, you've seen what Onyx turns into. Then if you like what Nylund was doing, Ghosts has you meet the surviving Spartan-IIs and Halsey and that's a big handhold to dig back further toward tFoR and FS if you feel like it.
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Into the Fire is also an easy one to pull a rec off of, because it's actually the first section of a novella called Smoke and Shadow about Rion Forge. I liked it! It's short, but it was refreshing to see a book completely focused on civilian characters (...which is another reason that Legacy was fun for me.) It's also the start of a trilogy. The other two books are Renegades and Point of Light, both of those are full length and are circling back to Forerunner lore that hadn't been touched on in a while.
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...Actually, speaking of Forerunners, man I feel like it has to have been wild to go right off with Promises to Keep without the context of the Forerunner trilogy. If you're curious based on that, try Cryptum. The Forerunner Trilogy is some true old-fashioned world-buildy weird scifi, Greg Bear was a master, and Cryptum is pretty accessible because it's about Bornstellar the idiot Forerunner teenager who knows just as little about what's going on as you do.
If you like it and go forward there, I'd say the middle book, Primordium, is much slower paced because it's focused on one guy (Chakas) in particular walking around with some other characters on a spooky Halo, but the third book Silentium is this great apocalyptic log of the whole of Forerunner civilization coming the fuck apart and the Didact losing his goddamn mind. 10/10
....What else.
Oh fuck, I know what else.
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Alright, so. I don't like the Kilo Five trilogy, which is the series Glasslands is the first book of. The writing is engaging, but it has... it's hard to say it in a short way without starting to pull out my red string conspiracy board of insanity live on camera, but 1) this book in particular severely mishandles the characters from Ghosts of Onyx and 2) it has this really uncomfortable vibe about ONI and "necessary evil" that I think it doesn't quite stick it in a way I'm cool with. tl;dr the fictional characters don't need to be good people doing good things and fiction isn't real and the author doesn't have to come out on stage and tell you BAD PEOPLE DOING BAD THINGS IS BAD in order for a book to be okay, but I just do not trust the way this author handles ONI for real-world reasons that have a lot to do with real-world military imperialism.
...Also if you disagree with her on anything, especially Halsey, prepare to get hit with a sledgehammer telling you that you shouldn't be having fun. But I'll try to be the bigger person here.
The main reason I would say Glasslands at all is mostly Jul 'Mdama, who really does not get any emotional weight anywhere else in Halo. He's just kind of a ragdoll they throw around to have a bad guy in Spartan Ops and the Escalation comics until killing him off in the first 2 seconds of Halo 5. But if you cared about his sons in Legacy, I think you will find the origin story of Jul and how he wound up in an extremist Sangheili sect (and how badly the UNSC treated him as a POW) interesting. (He's also in The Thursday War, which gets him to where he is when he goes to find the Didact. Up to you if you decide to continue for that.)
It also deals with getting characters out of the dyson sphere at Onyx right after that's been discovered. I'd say if you're interested in this one, definitely read Ghosts of Onyx first.
........OKAY I THINK THAT'S EVERYTH-
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This is just to say that if you really liked the Halo But It's High School vibe of Legacy of Onyx, you might enjoy the actual Halo YA novel Battle Born where four scared high school kids and one (1) wounded Spartan-III who's only a little older them try to rescue a whole town from the Covenant. It's slow at the start, but it's short and I had a lot of fun.
DONE FOR REAL THIS TIME THANKS FOR READING HAVE FUN OUT THERE BYYYYYYE
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kafus · 2 months
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i’m unsure how much i’ll be liveposting this playthrough we’ll see, but i’ve booted up pokemon moon. like all of the 3ds titles, i haven’t replayed this game since i played it at launch. and unlike xy/oras in which idk i just never had, sumo (and usum for that matter) are for more of a reason
i have really complicated feelings about gen 7. when sumo came out, i was in my junior year of high school, and at the time i was a lot more… casual?? about pokemon than i am now, due to a lot of dissociative and complicated factors. but anyway i played it at launch regardless and i was just absolutely sucked into the story and world, and specifically the ship of Selene and Lillie meant a lot to me, similar to how Liko and Dot mean a lot to me right now (similarish theming of an unconfident girl coming out of her shell alongside a ray of sunshine against a massive threat)
unfortunately this period of my life was really, really entangled with my now-ex girlfriend at the time, and while we are on good terms and are besties nowadays, it’s still. weird to look back on. we interacted over selene and lillie a lot and idk. high school was hard in general. i’ve been unable to return to the story of this game for a long time because of all the emotional barriers around it for me. trauma stuff yknow. honestly i’m curious if i’ll actually stick this playthrough out or chicken out again but i’ll give it my best shot, i’ve been wanting to for a while now
to make matters worse though, usum is the only pokemon game i ever bought on launch that i didn’t finish. i remember being incredibly frustrated by the changes to the story, which was the main thing i liked about sumo, and i just couldn’t stomach finishing it at the time despite the improved gameplay features. this left a bad taste in my mouth for all of gen 7 (i finally finished my file last year for some ribboning stuff, but i can’t say years of time passing made it any better. i still hate how usum bastardized sumo’s plot and character arcs, specifically for gladion and yknow, lillie, my favorite character)
i want to approach this game with fresh eyes and be open minded to it’s structure and gameplay that i haven’t touched since i last played pokemon in a very different way, but it’s also impossible to ignore what made it so meaningful to me in the first place so i’ve named my character Moon instead of any of my usual names to help me engage with the story more (back in the day i called selene Moon as did most of the fandom, i think there was a delay to finding out her canon default protagonist name? i don’t remember details. anyway sumo selene is Moon to me and usum selene is actually selene)
felt pertinent to get this ramble out of the way before i make any further posts about this game. just know i’m emotional and conflicted about this gen lol
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muffinrecord · 9 months
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Rambling Thoughts (Negative)
Putting this under the cut and out of the main tag for reasons. Sometimes people will read my opinion here and then say it elsewhere-- to be clear, I just want to say my own feelings without influencing anyone about the state of the game.
(also I accidentally lost and rewrote this post twice so I apologize if it feels all over the place)
So yesterday I responded to a post about Homucifer and EOS, but my feelings are actually a little more complicated than that.
The truth is, I do think that this game has maybe another year left, but maybe not more than that. I'm not actually sure how it could keep going-- not because of Akuma Homura, but actually because of all the power creep. But let's talk about Akuma Homura first.
Everyone and their mom knows the issues that plague her release. First off, she didn't get a new shiny transformation video but a copy+paste of her rebellion one. Hell, even youtube was like "this shit isn't original" and gave me this:
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This video is banned in Austria and Germany for its content, not because of music (for once) but because it uses footage from the Rebellion movie. Like jeez.
The game has been having issues with its transformation videos for a while now, so I don't think anyone expected something revolutionary for her video-- but to have it just be reused animation is very disappointing for an anniversary unit and such an anticipated one at that. Additionally her chibi poke animation looks super weird and offputting (which is such a stupid complaint but it really adds into every other problem with the unit). Her Doppel reuses more animation, which is a shame.
I think that's the big deal for me-- this is a massively anticipated unit, and she was an Anniversary unit. I think everyone, not just myself, expected more effort to be put into her. I say this as someone who wasn't hyped for Akuma Homura-- I didn't have massive expectations to meet.
All that said, I still don't think that Akuma Homura herself is an EOS signal at this point. I meant it earlier when I said that I think the game has another year left. The entire reason that Devil Homura was considered an EOS signal in the first place was because that was the "big" unit that could for sure draw in the most money. She was the one "oh shit" button that could draw in a crowd and force people to spend money.
And in a way... she kind of did, through some scummy tactics. We all know very well why they released Historia Yachiyo the way they did-- she looks like an Anniversary unit, she has gameplay like one, and her banner runs throughout Anniversary. I completely believe that they released Historia Yachiyo to drain folks' pockets of magia stones so that people would be forced to spend money to get Devil Homura.
All that said-- to go back to my earlier point, I don't think Devil Homura is an EOS signal. I think that Madoka & Homura and Kyoko & Sayaka would fill a similar role. They are also both very anticipated units.
Additionally, I don't think that Akuma Homura being released in such a state, no matter how pathetic, is an EOS signal. As mentioned above, the game is having issues with its transformation videos. If they're going to budget the game accordingly, I'd rather it affect the henshins than anything else.
Here's the thing that makes me think the game is starting to wrap up in this year: Gameplay.
This game is suffering from powercreep. No, it didn't start now, or even last year-- I think Madoka & Iroha definitely began a bad trend which has become more and more monstrous. But even before then, we had units like Yozuru and Mikage which just completely outclassed units before them (before getting outclasses themselves).
But imo, Madoka & Iroha were still at least fun to use? But then you get to units like Devil Homura and Historia Yachiyo.
These units are straight up not fun to play with. In fact, they're the opposite of fun-- you don't even need to play the game. I did all of the EX-Challenges with my Historia Yachiyo and... jeez, the hardest part about them is that I can't turn off magia/doppel animations or use auto. And maybe the answer is: well don't use Historia Yachiyo then.
But what did I roll her for? I want to play with this character. I got her four-slotted. I like her aesthetic. I liked Puella Historia and I want to use a character that encapsulates that.
It's just, it feels like lots and lots of parts of the game that used to be important simply aren't anymore. Remember when the poison used by that one uwasa boss was a murderer for teams? Or the curse inflicted by the little uwasa mail familiars? You don't really need to worry about things like that anymore.
I'm not just speaking as a whale either... I do have alt accounts that don't spend money that I play a whole lot of.
At a certain point, the gameplay gets really really stale, but investing in your characters isn't fruitful anymore either, because they're already maxed in episode levels, magia, doppels... The only reason that Spirit Enhancement isn't maxed is 'cause the middle to large fragments are artificially capped and you can't grind them out.
But how do you give players more ways to invest in their girls without increasing further power creep? Attribute Enhancement was introduced and god, the numbers are fun but also jesus christ. Like, in what possible way can you make the girls have new ways to be new?
....
This really is a ramble.
I don't think the game is going to eos in the next six months or so. I base this on all the promo this anniversary put out (that costs money to make money), all the new quality of life things put in place by anni, the announcement of Magia Day + Scene Zero, and the upcoming movie. These are all signs that the game is gonna keep going for a bit.
But man, it also just kinda sucks that this game I love is actively becoming less fun for me.
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beantothemax · 5 months
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Bean
The time has come
The blorbo posts are moving out of tellius, who knows how long it will be until they break even the fe containment
CRAB BLORBO NR. WHATEVER I FORGOT!
ANNA!!!!!
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Back to the basics, list time!!!
She is in literally every game except fe2 and it's remake fe15
I adore her little finger chin touch that she does in every game
Every iteration of her is actually a different person and they're all a big family of sisters
^this also has the implication that Anna has interdimensional travel powers (and also time travel)(this is also hinted at in engages epilogue)
I believe there's two eras of Anna, pre and post-awakening. With pre-awakening being more down to earth and existing a lot more as the menu and secret shop person, with post-awakening being more high energy, and I don't want to say one-note, but more, let's say focused on a specific gimmick, which in Annas case is being a cuttthroat buisnesswoman, and this often comes along as borderline psychopathic (/pos imo), but I don't think this was the intention. I love both versions
Post-awakening she's actually a playable character in almost all the games, including Awakening (Very fun to use, trickster class which is staves and Swords, she does especially well with Levin sword and that's always fun), Fates (haven't used her, dlc), Three Houses (kinda sucks and has no supports, also dlc and one of the other dlc characters is just better in everyway gameplay wise) and Engage (also very fun to use, uses axes at base and bows on promotion which is very nice, she also has great magic and can be very good as a mage)
Sells you drugs
So Anna huh, the most reocurring fe character by far, and I love reocurring characters. She's a shrewd buisnesswoman and always have been, but she's a pretty chill gal pre-awakening and just hangs around and gives you tips. And sells you drugs, don't forget about that. Then in awakening she returns once again, but now with a more, high-energy personality. The reason I called her borderline psychopathic is that she here begins to make a lot of quips and jokes about killing people in ways that are some kind of money puns in a very lighthearted tone, "prices aren't the only things i slash" for exampel. I personally find this kind of endearing (this holds up with my other blorbo Henry also from awakening). Then in engage she shows up as a child who has been lost from her family (her anna sisters) Here in engage she has a wonderful childlike feel when doing all her merchant things, while still having that dash of psychosis. And I find this very endearing as well.
She also has a boyfriend who is also reocurring, just not as much has her. Meet Jake! His personality and looks vary a bit.
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Then there was the final dlc to awakening, bringing one final challenge to all who played the game. Apotheosis, featuring the final final boss...
Anna the merchant
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This is an insane boss, probably the single strongest boss in all of fire emblem, with insane stats like 99 hp, 60 str, 50 mag, 70 skl, 70 spd, 65 lck, 55 def and 55 res. So insanely much.
But that's not even the worst part, her skills are. Counter dealing all physical damage back, Vantage+ to always attack first, Aether which is usually only a main character skill, dragonskin (????????) which halfs all damage dealt and RIGHTFUL GOD
RIGHTFUL GOD????????
rightful god gives 30% extra proc chance to all proc skills
BUT EVEN THE FACT THAT SHE HAS A SKILL CALLED RIGHTFUL GOD IS SCARY ENOUGH AND HAS SOME WEIRD IMPLICATIONS
yeah, insane boss
But overall yeah I just like her, great vibe tbh.
I think me liking her might also have something to do with that she reminds me a lot of an oc I made a loooong time ago with pie who has a special place in my heart.
Anyway finishing picture of all of anna
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I find it extremely hilarious that Anna just. has time travel powers. The single constant of the fire emblem universe is the presence of silly capitalism gal
ALSO SHE’S A SUPERBOSS?????????? RIGHTFUL GOD?????????? WH?????????? WHY DOES THE FUNNY SECRET SHOP LADY HARBOR THE POWER OF THE HEAVENS
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equalseleventhirds · 8 months
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Hey, do you have any recs for long form, more serious ttrpg systems for fantasy settings? I feel like I hear a lot about short/definitively-lengthed systems, but I've been yearning for a DnD-esque system without all the baggage of equip loads and complicated Challenge Ratings and other rules-y baggage I don't super care about.
do i! do i ever!
serious & long-form systems do on the whole tend to be crunchier than shorter systems (not always, but generally); nevertheless, i've picked out a........ handful......... ok there's Several, i did try to control and limit myself but u kno.......... games......... anyway, here are some that are considerably less crunchy than d&d but still lend themselves to long fantasy campaigns.
uh. under the cut for. oh god it's so long. it's so long. tried my best to explain them, u see. (which is also why it took me so long to reply lol, sry abt that)
godeater (& godeater 2.0): play in a broken, post-apocalyptic fantasy world, where dead and dying gods warp the land, and you raid their bodies for divine magic to help support humanity. 2d10-based, get weird & funky with it! i admit a small preference for version 1.0, which gave u some loose examples but left much of the worldbuilding and even character building up to u to create; 2.0 has some extra books that go with it that i haven't much looked into yet, but seem to give more solid lore to work with, if u would like that.
when the guilds pay in copper, crime pays in gold: alchemical guilds pay shit wages to use people for magical experiments. go do crimes on 'em with your own magic. d6 base, assign dice to stats to make ur own dice pool; fairly light rules and in fact very little in the way of instruction or hard lore on the gm's side, so better played with an experienced gm who's good at making their own stuff, but certainly campaign material for the right gm!
third empire - violence + beauty: the world sucks, and has sucked for a while, through two oppressive empires and into a third one. you play adventurers who are trying to carve out a little goodness, a little justice, a little vengeance, in the world. y'know. lasers & feelings based, but expanded beyond the original (which also comes with it if u get it!) into more lore, more character choices, very collaborative worldbuilding, downtime mechanics, etc etc.
ruby radiance 6e: streamlined dungeoneering built to let ppl play the way actual play podcasts sound, essentially. d20 pool system, based on trophy mechanics but v much adjusted. lots of choices to make during character creation & leveling, but much much less to keep track of during the playing part. u get it.
wizard pals: all of you are wizards, going on adventures and trying to accomplish your goals in a fantasy world. d12-based, fairly lighthearted (can lean silly but u could use it for more serious if not super grimdark adventures), much worldbuilding left up to the gm, but very simple rules, so.
grimblade rpg: (speaking of grim lol,) action & adventure in a grim fantasy world; things like character creation and rewards (and magic) fully imply a fantasy world, but worldbuilding is left up to the gm, altho there are many tables to roll on to give some help. uses d4, 6, 8, and 10; all rolls are contested rolls, with dice picked based on how serious the gm feels this roll is.
shattered aether: post-apocalyptic science fantasy, you roam around a fucked up magic world and protect ppl from various dangers. 2d6 based, based on the lumen system so fairly combat-forward in a very high-action very cool asskicking way. for some reason the font chosen for this book is murder on my eyes, but if u can get past that (or just zoom in lots and read a bit at a time) it's straightforward, simple, and fun!
familiars of terra: this one may be a little too crunchy, but i love it a lot and rly the most crunch is in character creation and tracking experience, actual gameplay is (imo) pretty easy. post-post-apocalyptic fantasy world, some science fantasy elements depending on where you choose to focus, bcos there are absolute PAGES of lore on this extremely cool and enormous world; you and your party go around with your soul-bonded animal friends to spread hope and healing and also do cool shit. y'know. card-based, again it is probably more crunchy than ur looking for but less abt tracking what you can do during things and more abt tracking experience in order to level up stats, so.
1400 quest: ok that last one was crunchy, this one's very uncrunchy. pick a handful of things and get going! clearly inspired by d&d, but very very streamlined, so things that were pages of mechanics are like, one or two sentences. gm's side of it is like, a handful of rollable tables and then do whatever, so prolly for the more experienced gm. d6 based, but you may have occasion to use other dice. also if you like this one there's others by the same author focusing on other things (1400 mage, sneak, etc), or you can check out others in the 24XX type of games, which started out sci fi but has since been expanded to a bunch of other stuff. u kno.
beast dream: pokemon-inspired game where you make friends with magical beasts and go on magical adventures! d6-based, forged in the dark, so there is a little crunch wrt deciding on position etc and stuff like stress, but the author rly wanted to focus in on letting u adventure and have fun without getting bogged down in numbers and i think that shows, stuff like load and reputation aren't so much a thing.
cognatons: play as sentient, magic-filled automatons doing whatever fantasy adventures your robot heart desires. d4-based, caltrop core, so you get a fairly simple & defined set of actions; less to keep track of, easy to follow.
dethrone the divine: you're gonna overthrow the gods, and also take their places. you're already either divine, semi-divine, or magically powerful in other ways, and you adventure with the goal of gathering power and followers so you can take the place of the shitty gods in power. d6-based, pretty straightforward system, makes characters v cool and powerful, which is always fun.
perilous: do you love dungeon crawls bcos i love dungeon crawls... streamlined and easy to understand fantasy dungeoneer adventures in this one! d20-based, leans towards tags instead of complicated numerical skill stuff to keep track of. go to dungeons, fight monsters, get treasure. simple n good. (adds in some metaplot, like who sent you, how will this affect the people living here, whatever, but rly strong with the very old core of d&d-style 'go do a dungeon' kinda thing, if that's what u like.)
high magic lowlives: ok my latest obsession bcos i'm currently planning a big ol campaign for friends in this one. there are classic adventurers in this world, out there cleaning out monster nests or whatever, but they're usually in the employ of the immortal aristocracy. you? you make your money by stealing from and humiliating the immortal aristocracy, because you're a lowlife. it's a dangerous gig, but isn't it better than going into student debt at wizard school? melds high fantasy aesthetics with like, magical twitch streaming aesthetics. fun as hell. uses all the dice and also sometimes tarot cards (mostly just for character creation, u kno). easy to understand rules, i'm having a great time.
ellipses rpg: setting-agnostic system (make ur own setting!) with simple, streamlined rules and an emphasis on improvisation. d20 based, rly just some very basic foundation and then a lot of encouragement to make things up and do what's fun. so like, loosey goosey & not super structured if you want structure, but could be fun!
unbound: setting-agnostic system but with much more formal structure, got structure around how to collaboratively worldbuild your setting and everything. obvs this means some crunch, but it's still not super crunchy, nice and straightforward rly. lotta character options but not so complex and math-heavy, u kno. card-based system. designed actually for a series of short campaigns in a linked world, tho, so if ur not up for exploring new characters a lot, may not be for you.
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6ad6ro · 2 months
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ok. i finally finished final fantasy vii rebirth. and i wanna talk about it. i guess you could call this my "review". this post will be vague and spoiler-free unless you click on the "read more".
i do love this game, but it's an absolute mixed bag: story: 10/10 combat mechanics: 9/10 music: 9/10 art direction: 10/10 voice acting (jp): 10/10 open world (non-quest stuff): 4/10 sidequests: 6/10 minigames: 3/10 pacing: 1/10 does this game have flaws? yes. is it as good as the og ff7? no. but is it worth playing? absolutely. i almost feel like this game needs a "cheat sheet" in order to know what parts to play and what parts to avoid. but the good parts (mostly the linear main story stuff) is SO gd good that it's still a must-play game. ok but now i'm gonna go into details (and spoilers) under the rm cut.
so i'll go over some of my scores. firstly, the story is the main reason to play this. they def fuck around a lot, maybe they bait and switch a bit too often, but in the end it makes for a very compelling (or at least interesting) narrative. at first, i was REALLY worried that this game was gonna turn into just some "fan pandering nightmare". and it felt like it was "ff7 without it's claws". esp when everybody was dancing like pop stars and aerith and tifa kept high fiving. but... it def got into that good ff7 trauma we know and love later on. and respect to them for following through with killing aerith. yes, they did what i sorta expected. they teased tifa dying instead, teased aerith NOT dying, and then killed aerith anyway. they EASILY could have left her alive, but they didn't. they kept in the loss angle, which imo is what makes ff7 "ff7". i kinda LOVE that now you have a batshit cloud "seeing" aerith's ghost like it's star wars. and everyone else seems almost... afraid of him. and rightfully so. also i LOVED the zack stuff, even though it was absolutely confusing. i like that they're hinting at zack somehow breaking through his reality into the rm universe. i also like the tease that... idk... will there be another "party" involving zack, kyrie, biggs (if he's still alive or not)? regardless, a great story!
the combat feels mostly improved over rm. the gameplay is fantastic with very few flaws. difficulty is way more balanced than rm, with easy feeling a bit harder and normal feeling less unfair. the only times i felt frustrated by the gameplay was when they laid the "stone" status effect on too thick in parts bc it felt cheap. is it as good as the og combat? no. it still def has the unfun "you desperately need to heal but don't have a charge and the enemy is immune to everything so you just die" thing. but credit where its due, the "free item a few times per battle" materia fixes a lotta those issues.
the music is incredible. the remakes of old songs generally kick ass. some of the new music was pretty good, too. though it gets a point off because a lot of the open world stuff music felt... generic? this is just a situation where the og game's music is TOO GOOD, so the new music will always be fighting this sort of uphill battle.
the art was perfect. just the shading alone... like jesus this game is absolutely beautiful. i took so many goddamn screenshots in game, and they'd often end up looking like key renders, even tho it'd just be a random ss i could take at any angle. this game went above and beyond all expectations.
the voice acting... there was SO MUCH and it was all SO GOOD. tho i did switch to jp voices. bc... in this sorta storytelling, eng just sounds like "drama club"? idk there's a reason the language of origin cast is usually better and that's just how it is. it was perfect.
ok now we're gonna get into some of my issues, starting with the open world. it's not ENTIRELY awful? some was genuinely fun and exciting. but the majority was busywork. like it's so weird when the mainline stuff was so good that this would feel like a shitty ubisoft game. and chadley... fuck that dude. worst character in the series. but for SOME gd reason he ends up talking to you nonstop! i hit the point where i'd wince any time i heard his "radio" turn on. he took an already mediocre open world and made it way worse. fuckin chudly.
the sidequests that weren't just repeated busywork were usually neat. tho some were bad, and others withstood their welcome. the cutscenes/dialogue were usually fun or genuinely great, but they too often came at the cost of wasting your time. they often had shit rewards. and they often incorporated the shittiest "minigames" ever (i'll go into this more in a minute). example: you gotta find ingredients for a character who is learning to cook. but it isn't just going out to find them in the world. no no no. you gotta follow a dog (ftr i love the song) as they slowly meander through a jungle, running into every mob they see. and when you finally get to where the "salt" is, there's a dumb scavenger hunt minigame where you need to find only the 5(?) salt piles that look like the photo. THEN you gotta get on your chocobo and look for mushrooms in a confusing, puzzle-like terrain. which also involves a smelling/follow the direction minigame, which always leads you into mobs. and once you get to each mushroom? there's this STUPID picking minigame. after all that, what reward do you get? an accessory that functions like maybe the worst materia in the game, but also takes up the accessory slot, making it even more unusable. FUCK this game sometimes, lol.
speakin of "fuck this game", the minigames. the 200 minigames (exaggeration, but it really feels like that many). some are genuinely incredible, like the piano minigame? which might be one of my favorite minigames of all time, it's legit THAT good. or "red xiii rocket league". but for every good minigame, there was a mediocre one. and then a terrible one. or one that gets WAY too hard in higher difficulties, like the mog game which starts fun but ends up dogshit and unplayable a few levels in. even tho the good and passable minigames are the majority, the bad minigames? they're maybe some of the worst minigames i've ever played in my goddamn life. like, by design, they're almost anti-fun. i genuinely believe some of the people in charge of the bad minigames should be blackballed from the industry. it's bewildering.
and finally that brings us to the pacing. if you play the game the way they seemingly expect you to play, getting to each new area and sidequesting a bit before continuing on with the story? then you'll spend five hours of mediocre/bad sidequest for each hour of good story. that's even worst if you're a "completionist" at all, you can triple or quadruple that number. we all loved remake because it "expanded the midgar section". we were all hoping they'd do the same with the og open world. the very idea of "big open world, but so much bigger" seemed incredible. but they certainly gave it to us! like they gave us exactly what we said we wanted, lol. when i first started playing rb, i was mostly completing each area. by the second or third area, i was more than 50 hours in. "burnout" is a gross understatement. all the mediocre sidequests combined with the sometimes unplayable minigames ALSO COMBINED with fuckin chudly? and i actually started to hate this game. it made me miserable. i'd get to a new area and just roll my eyes. i'd see a new minigame tutorial pop up and i'd mash "cancel". but wouldn't you know it, once i started skipping most minigames/sidequests? i started havin a ton of fun. turns out this pacing issue can be mitigated a lot. straight up you can ignore most of the open world, and i would actually strongly recommend it. if you DO wanna sidequest a bit between story, i'd say put on a podcast, set the difficulty to easy, and turn the voices down (bc chudly). and don't do everything. oh no. just do enough to unlock the chocobo, to buy the best materia chudly has from that area, and maybe get the summoning. even THAT is probably too much. bc near the end of the game, you get the opportunity to go back and finish a bunch of the stuff you missed the first time. and i actually enjoyed a lotta that stuff then! it was almost like a period of rest and relaxation before the end story stuff.
there are ways, intentional or not, to make this game feel even BETTER than remake. when you skip most of the side stuff, it's paced incredibly well. so it's hard to say it's a bad game. it's actually a really GOOD game with "too much side content". if you treat the open world stuff as just like, a living, detailed world you glance at as you zoom by? it's actually really cool that it's there. i have a couple more pros/cons that i wanna mention, but i don't know where else to put em. like the end fights. thematically, i adored em. in execution, it went on for way way WAY too long. it was like a 15 (yes FIFTEEN) phase fight. on normal, i swear it felt like it took close to two hours, full of unskippable cutscenes and only like one checkpoint. it also takes away al of your team composition too, consistently forcing you to use characters you don't wanna use in the hardest fights in the game. first time, i got through to the very last sliver of final sephiroth's health, only for him to cast some dogshit unblockable "everyone is at 1hp" move at the end. it was ok bc "i'd prepared for this". so i instantly had one character use a gigapotion on the other, who i switched to so they could dodge just to be extra safe. the potion... missed? how? and then before i had a chance to use another, he killed the remaining character. bad game. shit game. but whatever, i hit retry. and i couldn't believe it. it sent me back 7 phases. i was livid. it had sucked the air outta the room. so i said fuck it and restarted the whole fight from the start on easy, because i can't tolerate that kind of scumbag game design that wastes a player's time. and wouldn't you know it, turns out i'd been at the very end of the fight when i died. if the potion had gone off like it shoulda, i would have won, no question. ironically even on easy, that trash situation happened again, but the potion actually went off this time, that was the only difference. but yeah. fuck that fight. it was cooler thematically than the final fight in rm, but it was three times as long, and three times more unfair. fuck whoever designed this fight, they too should be blackballed from the industry, lol.
the last thing i wanna talk about is queens blood. bc my feelings on it are sorta all over. so it starts out kinda boring, like as basic as ff8 triple triad, but wayyy less fun. and you're very limited in who you can play and what cards you can add to your deck. the ai seemingly "cheats", but it's so "linear" that you can win anyhow. and they musta known they'd lose most players, so they legit give you the ability to "flip the game board" at any point in the match and start over with zero punishment. they knew the game wasn't rly fair by design. but it's still good they had the easy retry feature, or they woulda lost me too. the qb experience sorta continues this way until you get to the latter junon area, where suddenly you run into... idk what to call it. intense difficulty spikes? like this dickwad who's playin a rockabilly guitar. FUCK that dude's deck and FUCK his ai. almost single-handedly got me to drop qb altogether. i was absolutely done, had decided qb was just a poorly designed game. thankfully, right after junon they have this big tournament on the boat to costa del sol and it's really fun. you suddenly are getting cards that have actual strategy. and suddenly qb opens up. there was a slight misstep after the boat where they make you play these stupid "puzzle" versions of qb, but you can look up guides and, even if they aren't fun, they help teach you about the game. anyways, i cautiously started playin more matches in later areas (skippin fights that seemed too lame), and before i knew it, i'd kinda fallen in love w the game. it also helped that they started incorporating this fun n bizarre story, too. so idk. i'd say play qb the same way you play the side content, skip a lot of it until you get to the end game? and then go back with cards you bought or won and finish the ones u missed. it's so weird that so much of this game works this way. and i could see someone arguing that "it's just a bad game". because when most games hand you content, even side content, most players expect they should at least give the content a fair shot. it really is kinda poorly executed. but! there are so any ways to mitigate the bad and focus on the good. knowing what i know now, i like this game even more than remake (which i really REALLY love). rebirth was fuckin great. and thank fuck i didn't get spoiled, tho i never wanna hafta try n rush through a 100+ hour open world ever again. i'm really excited for part three, just hopin i can remember to skip over a lotta the optional stuff. also hoping i won't have to buy a fuckin ps6 or whatever just to play it.
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