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#kingdom hearts rant
fantasma-de-la-cueva · 2 months
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As kh original trilo enjoyer each day that passes without kh4 is more suffering. Why this contradiction? Well, I hate the MoM so much that I need his battle to repeat it over and over again and be happy until the bottoms of my PC get broken.
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haunted-xander · 1 month
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Terra voice how do I tell my teacher slash parental figure I think the new kid might be a victim of child abuse
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public-trans-it · 7 months
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i would love to hear your dark spore rant. i didnt even know spore had a sequel.
Oh anon. Poor sweet anon. I’m so sorry.
So, the thing about Darkspore is…
… it was a really REALLY… mediocre game.
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Like, the moment to moment gameplay was… fine. Just fine. Not incredible. But not BAD! Really, it only had two major flaws:
The first, it was buggy as hell. One particularly nasty bug was present in the games launcher, and on certain systems the game would fail to install at all. They were unable to ever fix this bug, which I speculate was a major reason the game was abandoned by the devs so quickly and lead to it being taken down from every major digital distribution site. You could still install and play it if you already bought it though! If… it actually installed for you.
Which leads us to the second flaw. It’s right there on the box.
“Internet connection required”
The game has Always Online DRM. All the levels, enemies, loot, your entire account, was all stored server side. And servers are expensive. So, when the games bugs became unwieldy and not worth fixing, and they took it offline… it became a money sink. It was a game generating ZERO revenue, but had huge server maintenance costs. So eventually, they just shut down the servers.
It is now very difficult to obtain the game, requiring you to buy one of the few unopened physical copies remaining. And even once you do have it, it is IMPOSSIBLE to play. There is a project called Resurrection Capsule in the works, some fans trying to create a private server for it. But with so much info stored server side, they basically have to recreate entire subsystems from scratch. It’s… not going very fast, and to my knowledge hasn’t been touched in over a year.
Story
The story of the game is pretty basic. A progenitor race of alien super-scientists create a new, synthetic form of DNA, called Exponential-DNA, or E-DNA. This rapidly mutates to create new life, and can be guided to create specific, specialized organisms, condensing thousands of years of evolution to a few hours. It can also be injected into existing creatures to alter them and make them more powerful. However it also linked everything affected by it into a hivemind. So it was outlawed. The creator of it decided to respond by creating a E-DNA virus, called The Darkspore, infecting himself with it, and spreading it across the galaxy and conquering it, wiping out his own race.
You play as another member of that race, who has been in hibernation for 1000 years while that was going down. Your ship AI has woken you up because it has managed to stabilize E-DNA and also keep it disconnected from the hivemind, and needs you to go kill the guy who took over the galaxy. That is how the game starts.
And how the story ends. There is not really any more story past that part. You get a cutscene describing each of the games 6 planets the first time you visit it, and a final “Hey you won!” cutscene after killing the final boss which ends with the cliche “implication the villain isn’t really dead” trope, and… that’s it. That’s the entire story. Not really the selling point of this game. Its not even entirely clear if it takes place in the same universe as Spore! It’s just set dressing for “Run through these 24 levels and beat everything up”
Gameplay
Darkspore was created by Maxis. This alone was HUGE. This was a team of developers who only really made lifesims like The Sims and Sim City, taking a stab at making a diablolike game.
And I GENUINELY BELIEVE every single studio out there needs to do shit like this. Designing for something so outside your wheelhouse creates SOOOOO much innovation so quickly. You get fresh new ideas injected into the genre so quickly. The final product won’t be good! You don’t have any damn experience in the genre! But it will create something unique beautiful, and god damn I wish we lived in a world where that alone was enough and devs weren’t focused on chasing profits instead.
Genesis
Genesis is just a fancy way of saying ‘Element’. There are 5 of them: Plasma (fire and lightning), Bio (plants and animals), Cyber (machines), Necro (death and fear), and Quantum (space and time) and the way they interact is… certainly a choice I guess. Each Darkspore you face has a genesis it falls into, and each of your heroes has one as well. If your Genesis matches that of the darkspore you are fighting at the moment, you take double damage and they take half damage. If they don’t match, all damage both ways is neutral.
The system itself is kinda mediocre. The biggest part of it, however, is the Variant Skills. Each Genesis has 4 unique skills tied to it that represent the common elements of that type.
Heroes
There are 25 heroes in the game, which each have one Genesis and one Class (Sentinel which are the tanks, Ravagers which are the DPS, and Tempest which are the Casters/Support)
Each hero has 4 total variants, with the first one you unlock being Alpha, and as you level up your account (heroes do not have their own levels) you eventually can purchase their Beta, Gamma, and Delta variants, with each variant having slightly different stats, and a different one of their Genesis’ 4 variant abilities.
Each hero has a unique basic attack, which USUALLY has a little extra to it. For example Sage shoots a bolt that hurts enemies it hits, but heals allies it hits. Zrin alternates between two different punches, one of which has a short duration DoT and the other of which has a 10% stun chance. Stuff like that.
They also have a passive effect that is always active while you are playing them. Collect a soul from each enemy killed for a 5% damage boost, 10% damage bonus when attacking from behind, a stacking defense buff every time you take damage, stuff like that.
Finally, a character has 2 unique abilities. One that is unique to them and can only be used while you are playing that hero, and a second ability that is everyone in the squad can use if that hero is present.
Squad Decks
Which brings me to the first rant and something I am SO AUTISTIC ABOUT (positive). SQUADS. The game had you craft Squad Decks, collections of 3 heroes that you can swap between during your missions, for a total of 883.2k squad combinations (I think my math might be off on that). Swapping between them is on a cooldown of about 10 seconds, but otherwise is don’t instantaneously and as often as you want without penalty. You always have 5 abilities active:
- The unique ability of your active hero
- The Genesis ability of your active heroes variant
- Hero 1’s Squad ability
- Hero 2’s Squad ability
- Hero 3’s squad ability
The first two abilities change out every time you swap heroes, but the last 3 are fixed. So you have 3 abilities that you always have access to, and 6 abilities that are paired up and you can swap between which pair of those abilities is active.
Your heroes do NOT share a health/energy pool, but DO share healing pickups. Any time you pick up a health or energy restoration pickup, it refills a chunk of the respective health pool of your currently active hero, and a smaller chunk of each of your inactive heroes in the squad.
So the core loop of moment to moment gameplay becomes swapping situationally between heroes both offensively and defensively, to get access to your other heroes skills and also to mitigate damage from enemies based on their genesis or control where your healing is directed.
Loot
Loot in Darkspore is fairly standard for your average Diablolike. Item drops have 4 tiers: Common (Item Level=Account Level-5), Uncommon (Item Level=Account Level), Rarified (Item Level=Account Level+5), and Purified (Item Level=Account Level+10)
Items of higher tiers have more chances to roll on a table to gain beneficial modifiers.
Each item fell into one of a few different categories: Weapon, Hands, Feet, Offensive, Defensive, or Utility.
Each hero has one of each slot, plus an additional slot based on their class. Ravagers have an extra Offense slot, Sentinels have an extra Defense slot, and Tempests have an extra Utility slot. Any hero can equip any item you gain, with the exception of Weapons that are hero specific. Some heroes also lack Hands or Feet, in which case their weapon has extra stats and can get the same modifiers as hands and feet can.
The items you equip can then be added onto the Hero in the Hero Editor. The Hero Editor is often equated to the Creature Editor in Spore, which is BULLSHIT and was a pet peeve of mine the ENTIRE DAMN TIME THE FAME WAS LIVE. This is a FALSE EQUIVALENCE. It uses the outfit editor from the Tribal/Civilization phases of Spore instead. Importantly: this means you cannot alter the overall silhouette of your hero. It will always maintain the same basic profile and animations. However you can freely place the extra parts you equip anywhere on its body, and can also place multiple copies of them.
Additionally, old parts can have their stats stripped, converting them into ‘Detail’ parts with no stats, of which you can equip 6 different parts, each of which you can include 10 copies of on your hero. So you could get some pretty cool looks from it!
However all this loot is garbage and you likely would not use most of it outside of appearance. Which brings me to…
Cash-out Loot
Usually if you mention the word ‘cash’ in any sentence involving a game published by EA, it would be a call for concern. Luckily this isn’t that! It’s just gambling! Everything is fine!
The main progression in Darkspore comes from gear, and the best gear comes from how good your ships engines are. These come from account upgrades as you level up your account, determining how many levels you can do in a row. Every time you complete a level, you are given an option: Keep going, or ‘cash out’ and get a guaranteed piece of Uncommon gear, with a 10% chance of it becoming Rarified, as well as all the gear you picked up in the level.
If you choose to keep going, you have to complete the next level. If you die, you lose ALL the gear you picked up, including that guaranteed piece. If you make it to the end, you are given another choice: Risk it all again and go on to the next level, or stop here and get your TWO pieces of guaranteed uncommon loot, which each now have a 20% chance of becoming rarified and a 5% chance of becoming purified.
You can only go another of levels equal to the number of Engine Upgrades you have earned by leveling up your account. So at first, after the second level you HAVE to cash out. As you progress you can start to do many more levels at a time, getting a dozen pieces of gear that are practically guaranteed to be the highest rank.
But of course you have to play these levels in order, and you don’t get a chance to upgrade your character with all the cool new loot you found on the way, so you can’t just jump straight into this. You have to slowly build up to being able to push yourself this much, and once you can, you have a readily available source of some of the best gear in the game.
And that ties into my absolute favorite system of Darkspore:
Catalysts
Many diablolikes have a mechanic called ‘Sockets’. The gear you equip has its own type of equipment slot, and you put gems in there that give you small bonuses. Every game does it a little differently, but it’s kind of a staple of the series.
Darkspore uses a similar system, but utilizes it VERY differently. While you are running levels, enemies will rarely drop Catalysts instead of loot. These come in 5 colors: Purple (boosts your base stats), Red (boosts offensive secondary stats like damage or attack speed), Blue (boosts defensive secondary stats like health regen or damage resistance), Green (boosts utility secondary stats like movement speed or lifesteal), and Rainbow (can contain any of the bonuses of the previous categories) They also come in two sizes: Big and Small. This determines how big the bonus from them is.
You have a 3x3 grid on your HUD that the catalysts you collect go into. You can rearrange them however you want, and if you create a line of 3 of the same color (Rainbow is a wildcard and matches with all of them), it will double the bonus of all Catalysts in that line. This stacks, meaning if you create multiple lines over a single catalyst it could get a x3, x4, or even x5 bonus if it’s the center piece of the grid and forms a line in every direction.
However, you can’t save Catalysts. You can equip it to the grid or drop it on the ground and move on. That’s it. You have to decide now. Do you keep that Big Purple you have for the big buff to your most important stat, or do you trade it for that Small Rainbow for a mediocre stat you just found that you can plug in the middle and double everything else in your grid?
“Surely that only matters early game, and once you have good catalysts you don’t swap them out that much, right?” I hear the diablolike veterans asking, because that is how socketing works in most of those games. And normally you would be right. Except for one major change: All your catalysts only last until the end of your run. When you get to the cash out screen, and choose to keep going? You keep them. But if you choose to cash out, or if you ever die, your catalysts all vanish. Every new run you have to go through and collect them again, which results in you playing your heroes in new ways and adopting new strategies based on what catalysts drop for you each run.
It’s an INCREDIBLE easy to learn system that adds SO MUCH depth and replayability to the game. I love it so incredibly much. Each mechanic flows elegantly into the the next. The catalysts help you do better runs which gets you better gear which upgrades your heroes which lets you do better runs, the entire spiral being locked into your account level to give a quantifiable metric of how far this spiral is gone. It was so good!
And now, it’s gone forever.
Man that sure was a long post. Friends have heard me go on this rant SO many times. Thank god I never got into a second mediocre game filled with novel innovations that are ultimately lost to time and can never be experienced again due to Always Online DRM making it unplayable. Can you imagine if I didn’t learn my lesson and did that a second time? Ha!
… I never did that again. Right?
… right?
HEX: Shards of Fate
Hex was a digital TCG legal battle with TCG elements created by Cryptozoic. It was originally put up on Kickstarter, advertised as a digital card game with both PvE and PvP modes, a unique focus on the design space opened up by being a digital game, and gameplay damn near identical to Magic: The Gathering.
The thinly veiled truth was that this game was never meant to succeed. They had hoped it would, and it would be great if it did, but I’m fairly certain that was always a secondary objective. The first objective was to get sued by Wizards of the Coast over the similarities to Magic: The Gathering.
Now, that might sound strange to an outsider, but to anyone in the industry, they are probably nodding along and going “Yeah that tracks actually.”
You see, Wizards of the Coast is… bad. Really bad. They do everything in their power to choke the life out of the industry and have resorted to a lot of questionable tactics to do so. One of these is against anyone who develops any form of trading card game. You see, WotC has a patent on booster packs, customizable decks of cards, and turning cards sideways.
Literally.
U.S. Patent No 5,662,332 (A)
It is not a coincidence that the second two biggest names in TCGs don’t involve turning your cards sideways. Konami contested that Yugioh was different enough to not violate the patent.
WotC responded by suing them. They settled out of court.
Nintendo actually hired WotC to design the Pokémon TCG to NOT violate the patent in return for WotC getting to distribute the first few sets. WotC gladly accepted, distributed the game, got their cut of the sales, and as soon as that was over….
WotC responded by suing them. They settled out of court.
Every single other game out there ended up paying royalties to WotC. Because the cut of the sales to WotC was cheaper than going to court even if you won. WotC had their fingers in every pie, but was smart enough to make sure not to piss people off so much that refusal was ever a viable option.
Cryptozoic was a company that, at the time, was making several licensed TCGs. The big one that jumps out was the World of Warcraft TCG, which they were in charge of (though it was originally made by Upper Deck). Cryptozoic was begrudgingly paying royalties because having the WoWTCG license was too good and they didn’t want to give that up. Then Hearthstone happened and Cryptozoic was going to lose the WoWTCG license as it got discontinued.
So Cryptozoic set up their new game, Hex, specifically to bait WotC into suing them, so they could get the patent overturned.
See, the patent isn’t actually valid. You cannot patent a game mechanic. There are certainly aspects of the patent that ARE valid and CAN be enforced, but the parts about mechanics can’t actually be enforced. WotC uses it because people can’t contest it, but if it actually was used in court it would get overturned VERY easily, and WotC would be declawed.
So Cryptozoic created a game that was a clone of MtG, used a Kickstarter to build up a large amount of legal funds, and got sued by WotC! Yes! Exactly what they wanted!
… and then they settled out of court.
Sigh.
I guess I’ll talk about the game now.
Lore
The lore of the game was solid. Pretty typical fantasy setting. Humans and elves and sort of racist orcs (better than most other orcs I’ve seen at least) and extremely racist tribal coyote people make up the good guys. Undead, spider-orcs, dwarves, and also pretty racist samurai rabbit people make up the bad guys.
There are two types of magic in the world: Blood magic and Wild magic. Elves are adept at wild magic. Shin’hare (the rabbit people) are adept at wild magic as well. The Shin’hare tried to take over the world, forcing the Orcs, Humans, Elves, and Cyotle to ally together to drive them underground into the underworld.
There the Shin’hare met and allied with the Vennen, an all male race descended from Orcs. They were adept blood mages, and they procreated by kidnapping orcs and using them as incubators for spiders. I fucking love the Vennen. I’ll focus on them a lot in this. The Vennen taught the Shin’hare how to sacrifice their young for more power.
The two then allied with the Dwarves, a genderless race of sentient stone statues who excel at creating machinery, and who believe the world itself is a giant machine. Specifically, a weapon of mass destruction, and they are trying to set it off. They believe blowing people the fuck up to be their natural calling.
The underworld and overworld forces go back and forth a bit, with the Elves doing a large chunk of the work as the only overworld race that can use magic.
Then Hex happened. Hex is a massive meteor made up of Diamond, Emerald, and Sapphire. Hex punched clean through the world, scattering gems all across it, before stabilizing in orbit on the other side, becoming the worlds moon.
These gems were incredibly magical, allowing every race to now use magic. Diamonds were restorative, bringing life to things. Rubies were extremely destructive and burned bright and hot and quickly. Sapphire allowed finesse manipulation and control over water. These
Yes this is just the MtG color pie.
Eventually, humanity stumbled into one of their old crypts that was very close to the impact site of Hex, and found it CRAWLING with undead. They were taking the Diamonds from Hex and putting them into the eye sockets of human corpses, causing those corpses to reanimate. These were NOT actually undead, but an alien consciousness that existed within the gems that were using human corpses as a host.
The Necrotic sought a peaceful and symbiotic relationship with humanity as thanks for the use of the bodies. Humanity responded by getting really pissed off that the Necrotic were grave robbing, and went to war over it. Eventually the Necrotic retreated deep into the underworld and allied with the other races instead, eventually helping the Shin’hare with a second attack on the surface.
The lore has a lot more depth than that, but that’s the basic. I liked it a lot. The Orcs being good guys who just really liked tests of strength was a refreshing take on orcs. I liked them a lot. The extremely racist caricature that made up the Cyotle and the Shin’hare? Less so.
Digital Design Space
As for the actual gameplay… it was MtG. Like, almost 1:1.
Like…
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Seriously.
Shards work similarly to Lands, with there being 5 basic shards, Diamond, Sapphire, Ruby, Wild, and Blood. You can only play one Shard per turn and when you do you get 1/1 Resource. 1 resource to spend on this turn, and 1 permanent resource. You spend that resource to play a card that costs 1, and you go down to 0/1 resources. Start of your turn, you would go back up to 1/1 resource.
Pretty straight forward stuff. Resources are a card type like in MtG, but once it’s played it acts as a perpetual resource like the Mana in Hearthstone, with no need to care about where the resource is coming from.
… wait a second though, this is a MtG clone. It uses the color pie. Caring where those resources come from is KIND OF a big deal in MtG.
Which is the first really cool difference between Hex and MtG! THRESHOLD! Each time you play a shard you gain 1 threshold in that color. To play a card, you have to have at least as many threshold as are displayed below its cost. See that purple dot below Murder? That means you need 1 blood threshold to play it.
Threshold is NOT consumed when you play a card, which DRASTICALLY alters deckbuilding and how feasible multi-color decks are.
For example, in MtG, if you had 4 swamps and 1 mountain in play, and 5 cards in hand that all cost R…. You can play 1 whole card this turn.
In Hex, if you have 4 Blood and 1 Ruby, and have 5 cards that all cost 1 and have a single Ruby threshold, you can play your entire hand that turn. This made it incredibly viable to splash colors in relatively smaller amounts. It also opened up cool new design space, like cards that cost 1 but still required 3 threshold in a color. Or cards that require 1 threshold of every type to activate a bonus effect (very common among Necrotic) or… for sockets!
HEY WE ARE COMING FULL CIRCLE!
Remember how I mentioned Diablolike games having sockets, but how Darkspore didn’t use it? Well Hex DOES. There was a pair of keywords called Socketable Major and Socketable Minor. Each set, there would be 10 gems (two of each color) that rotated out for Socketable cards. Cards with Major sockets could equip any gem, while minor sockets could only equip half of them. So for example the current rotation might have the Sapphire gems be “While you have at least 1 Sapphire Threshold, this card has Flying” for its Minor gem, and “When you play this card, if you have at least 3 Sapphire Threshold, target player draws 3 cards”
You chose which gem was in each Socketable card during deckbuilding. Different copies of the same card could have different gems equipped, or you could have the same gem equipped across multiple different cards. It was basically a way to go “This card was designed to be splashed in other color decks. You pick what that other color is.”
It opened up a lot of design space! This was something Hex did VERY well. They knew they were making a MtG clone, but they weren’t beholden to the same restrictions a physical card game did, and they THRIVED in those areas.
For example, REPLICATORS GAMBIT, a one cost card that creates six copies of a troop (read: creature) that just… could not exist in MtG.
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Another example of this was in my favorite archetype in Hex: Mill. Now, I’m not normally a blue player. I’m not a big fan of the ‘you don’t get to play the game’ archetype. Even mill isn’t really my thing. But the way it worked in HexTCG? God I loved it. I wish I could see my opponents faces as they reached a trembling hand out to their bloated, grotesque deck, a cruel mockery of what it once was. They had started the match with only 60 cards, but now it held twice that number. Knowing every draw was more likely to bring their own skittering death out.
Maybe I should back up a bit.
There the Shin’hare met and allied with the Vennen, an all male race descended from Orcs. They were adept blood mages, and they procreated by kidnapping orcs and using them as incubators for spiders. I fucking love the Vennen. I’ll focus on them a lot in this.
Vennen are, in MtG terms, tribal Blue/Black with a focus on control. Specifically an aggressive form of control. Your wincon is still ‘beat your opponent to death’, but the means by which you do it is… spiders.
Lots of Vennen cards work by still allowing your opponent to do the thing that you blocked, but it now creates Spider Eggs in their deck. Lock down a creature as it enters play with ‘Everytime this creature becomes tapped, shuffle 3 spider eggs into your deck’ or ‘Whenever an opponent draws a third card this turn add a spider egg to their deck’ or ‘When this creature is destroyed add a spider egg to your opponent’s deck’ and when they DRAW a spider egg… well… the effect of a spider egg is more or less ‘When this card enters your hand or graveyard, draw/discard another card into that zone and destroy this one. Your opponent creates a Spiderling and puts it in play. “
Spiderlings are 1/1 Unblockable creatures.
The Vennen win con is to just fill your opponent with spiders and then shred them apart once the spiders start hatching. It was a DELIGHTFUL playstyle.
PvE
Hex also features a fairly robust PvE mode with a point crawl encounter map that was quite delightful. There were cards unique to PvE, but all PvP cards were also legal in PvE. In general, all your staples came from PvP and were the same core staples everyone uses to win (they were very generous with handing out common/uncommon PvP cards in the single player mode, which in turn also made Pauper a very popular format), however you also had PvE cards which made up your win cons. PvE cards weren’t balanced as tightly, and allowed to just be dumb overpowered bullshit just because it’s fun to use dumb overpowered bullshit sometimes!
There were also equipment slots that would modify the cards in your deck, turning PvP cards into PvE cards. For example, Replicators Gambit made it so that EVERY copy of that card gained that text.
PvE started with character creation. You would create a character that was one of the 8 races, and one of 6 3 different classes. Warrior, Cleric, or Ranger. I think there was a late update that added Mage but I don’t recall too clearly, and it isn’t document online anymore as far as I can tell!
Each class had a unique talent tree that you could customize and change how you played. Your race determined what colors you could play, and your level determined how many of each rarity you could play.
I played a Vennen Cleric. Cleric’s whole thing was that you would gain Blessings, 0 cost cards that would rise in your deck each turn, and could be played to draw a card as well as additional effects based on your build. My blessings put more eggs in the enemy deck, to the surprise of no one.
As you went from encounter to encounter you would earn new cards to modify your deck, swapping decks between fights. Then there were dungeons, long laborious streaks of a dozen or so encounters, with branching paths and decisions to be made, earning you tons of new packs and equipment and experience to boost your character. One especially fun encounter was crossing a desert with a pack of… I think it was gnomes? There were 20 of them that needed rescuing. The way you rescued them was putting them in your deck, and then leaving the desert through a single combat encounter. Except they were AWFUL. Like 3 cost vanilla 1/1’s level of awful. The more you had in your deck, the harder the encounter became. It was a really nice way to portray the logistical challenge of trying to fight while protecting all these useless tagalongs.
There were plans to even introduce Raids, 3v1 PvE encounters, but they fizzled out as the game got sunset.
The game was good. REALLY good. It relished in the digital design space in a way I haven’t quite seen since then. A few games, like Legends of Runeterra, have come close, but always fall short, and that’s so sad! I DESPERATELY want to play a TCG with this level of customization again!
Luckily that was the end of it. I finally learned the error of my ways, never touched anything ‘always online’ again, and now can live a life without regrets! … except Legends of Runeterra a little bit like I mentioned above but THATS IT! There are no other always online games I have regrets about!
ToonTown Online
Okay no, not seriously. I’ve never played toontown. But honestly it looked kinda silly and like a shitpost in video game form. I think it would have been fun to try at some point with a few friends. Not seriously, just to screw around in for a bit.
Never going to get that chance. Just like nearly everyone reading this will never get to play two of my biggest influences that shaped how I think about game design.
Always Online DRM is an insidious beast. It doesn’t just kill games, it kills *archival*. All we have left of these games is a relatively small number of gameplay videos. I was planning on having a lot more pictures in this post of all the interface elements I was talking about as I talked about them, but there just… aren’t any good pictures of them. Even these details are based on my own memory cross referenced with a couple of wikis, and even those were sparse.
Some games can’t feasibly avoid Always Online. MMO’s are a big example. But by adding it into a game that has a single player experience involved, and not making that single player experience a standalone thing on its own, you are destroying any hope that your game will be remembered. It will fade into obscurity. There will never be a cult revival. Your work will be discarded and forgotten and it’s… so incredibly sad to see.
I jokingly titled this section being about ToonTown, but really this section is about Kingdom Hearts: Union X. It was a mediocre and disgustingly predatory gacha. It was horribly managed with horrible issues around localization and it was just… a mess. But it was part of the world of Kingdom Hearts, and it’s story was important and mattered.
The game is no longer playable, but it’s also not entirely lost. The devs created a new version of it, as a gallery to view the cutscenes. The single-player side mode, Dark Road, is also included. The devs didn’t have to do this. They could have gone the same route as Darkspore and HexTCG, and had their work be forgotten. They chose to save it. Not in full, but at least the parts the deemed important.
It also makes me wonder how much this happens in other mediums. Ludology is a pretty new field, and it rarely goes into specific games and their impact on the medium, mostly just focusing on the impacts they have on humanity, rather than the mechanics themselves as these beautiful pieces of art. And it makes me wonder how often this happens with say… film critics. Are there any indie film makers who are deep in the paint of indie films and critique of not just the films themselves, but the very techniques being used, just sitting there going “It’s so upsetting that this big studio managed to do something this beautiful and all of us in the scene recognize it’s beauty, but no one else seems to, and now it’s gone?”
… as I’m writing this I actually realize that this does happen there. It’s how I found out about what became my favorite film of all time, The Man From Earth. It’s a small film that flopped horribly in theaters, and only gained any attention by being pirated by a lot by indies who wanted to talk about it. It’s a good movie, highly recommend. Not for everyone though.
I don’t know. I’m sure I had a point with all this but… seeing it happen again and again and now with streaming services taking stuff down it’s just… I can’t help but seeing not just more and more games, but more and more of EVERY artistic medium ending up in this area. How many digital artists entire portfolios have vanished off the face of the earth because their tumblr got deactivated? How many movies are going to be gone forever when Netflix eventually goes out of business? We can’t even rely on piracy! Many old pieces of media is just lost forever. Just ask the Doctor Who fandom. They probably know more about that than anyone else at this point.
But mostly I just really wish more developers would consider what parts of their games are important, and what kind of legacy they want to leave, instead of just what will generate a short burst of profit, with no care for what happens after.
… I should start doing video essays with how long this got. It’s like some kind of text based video essay. A text essay. Those are a new thing I just invented.
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dreamsy990 · 6 months
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dreaming of color
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alex-multiverse · 5 months
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Kh Worldbuilding headcanons: Destiny Islands Edition
No one ever talks about the original worlds in kh and i find that a travesty because these places are a really, REALLY good mine to play around with. (u can also use them or expand on them if you really like)
So im gonna share some HCs i have about the original kh worlds, starting with Destiny islands..... but before that some basics: also this is kinda long so under the read more it goes
In general:
Kh "worlds" arent really floating in space. the stylized icons we see in game are more akin to dimensional rifts rather than actual planets (seriously who thinks this is how the world looks fr)
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Following on with the dimensional rift: as the "worlds" arent really pieces of the original world, they are something more akin as parallel dimensions or something along the lines of something like ff14 (mostly because i would rather die first than live in a world with 5 different versions of britain existing at the same time)
As much as dark road is cool, the explanation for the empty worlds is dumb and for the purposes of this exercise, instead ofthe worlds filling the people gradually after it is created, i consider that the worlds as they exist are the result of the surviving children of the war making their stories real in the fractured reality of the original world (it also follows the weird theme of reality/unreality that kh4 seems to go for) and it turning into a different version of earth as we know it, with some exceptions, such as monstropolis (which exists independently as a parallel land to earth in its canon) and Deep space (which is straight up NOT earth and was more like, the rift of lilo and stitch's world pointing at the high counselor's fleet BEFORE the actual movie started) and also the OG worlds who dont have something to be based on for reasons to be explained later.
the only world that exists in the ocean between as it is, is the Keyblade graveyard. because it was so majorly fucked up by the war it both shattered in the physical and dimensional way after it happened.
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Now that that rant is out of the way, LETS GO TO THE MOST UNDERRATED WORLD IN THE SERIES:
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Destiny islands is in fact, more than 2 islands, being a big archipelago with a bigger "main island" where our three protagonists live at. this one we have seen before in kh2
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Destiny islands, is, by far, not the only chain of islands in the world. in fact, theres way more islands beyond the horizon.
We know the islands have a mayor, thus we know that they must have cordial diplomatic ties with different islands near them.
Due to FF characters existing here, i am very tempted to assure that some of the races from ff8 and ffX exist in this world (you are now imagining kimahri playing with a tiny kairi after diplomacy stuff with her dad just ended)
Due to DI being an original world, it is actually a shard of the original world that didnt really changed much compared to the other original ones. its major difference is that it is an ocean world like Wind waker hyrule or the Grand line from One piece
Magic is a real thing in the original worlds populace, you just really need to get good at it, learn it, be magical by default, or cheat and get a keyblade somehow
Religion in the og worlds strike me as something akin to the way people prayed to the aeons of yevon in ffx or the astrals of FF15. with people praying to the ff summons on a case by case basis and depending on their preference for patron gods. Ie: Leviathan being a goddess of the ocean and water who is prayed to by sailors or fishermen, while scholars prefer ifrit using an interpretation of the fire of knowledge. (you know. like a furry prometheus that doesnt get eaten by an eagle daily)
I'll probably go on more detail later, but for now, the summons that get prayed to the most in DI is probably Leviathan for the aforementioned reasons, Ramuh for nature and agriculture reasons, shiva for tradition and combat reasons (related to riku in my particular headcanon) And Titan for economical reasons, wow alex making the rock man into the economy guy i wonder where you have heard it before
Speaking of economy, DI currency totally has tiny paopu fruit symbols in its coins and bills, and its a legal course currency in its neighboring islands because they too dig the paopu fruit symbolism
Munny looks like malleable diamonds because it probably just morphs into the appropate currency depending on the world we're in, moogles only use them as they are because they are both the people doing synthing and also shady as hell. do not trust the pompom people.
Going back to the Paopu fruit: its quite a common tree fruit in the islands and in fact is industrially harvested in some islands both as an export and in-island use.
The paopu folk story is actually mostly just a misconception for an older tale. originally involving sailors and a promise to return home safe. it eventually turned into "sharing one will entwine your fates forever"
Paopu pastries are a common dessert, and paopu wine is used often in weddings.
Monsters ARE real in the islands and roam the most inhabited places. These are often hunt for game and for safety reasons
THAT MEANS, chocobos are also a thing people use in the most rural parts of the islands for fieldwork, transportation and sometimes food.
Blitzball is MAD popular and they Often do tournaments involving several islands. DI itself was almost a perpetual champion up until jecht retired, then they win every so often instead of always
Boating licenses are a thing, but kids can still use their little boats because they have to row them. think like, the difference between a bicicle and a motorbike.
There are bridges for tram systems between islands that are close to each other, usually reinforced for sea and storm reasons.
Legally speaking, equal marriage is a thing and even polyamorous ones because why being an ass about it.
Healthcare is mostly public, but there are Specialty care stuff in the main islands that costs money because of course it is
Because sora and riku are japanese names, i prefer the island to be something like a tropical japan, so most of the people in DI have japanese names.
That would be all for now. tune in next time when i tackle on Twilight town, who may or not be in perpetual twilight (is not)
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xiiiwayfinders · 6 months
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While I absolutely love kh3 and will defend the whole series to the death, it still kind of bothers me that Subject X just suddenly became a major thing in kh3 despite like literally no prior mention of her. Like all of a sudden it's just "oh yeah Lea and Isa had another friend and no one know who she is or where she came from but she's super important and also everyone is interested in finding her :)" Like it just comes out of nowhere and it bugs me a little. Unless I'm forgetting something or there's something in the Secret Reports or something that mentions her before?
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strayheartless · 3 months
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Cloud is not cooperating in my strifehart fic. He’s making my life difficult, he’s making Tifa’s life difficult… squall remind me why you like him again?!
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freckledhylian · 2 years
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Why I think Riku’s heart is Sora’s light and called Sora, twice even;
So, I was writing a rant about something else and by doing so, I needed some clip from KH. I then saw this.
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This is what Sora see when he reach out for Riku’s hand, when the island is falling, before getting the keyblade.
Feels familiar enough? This is what Sora saw in KH3, after seeing Riku’s death for the second time and calling his name, begging for him to answer;
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Now, let’s put them side to side because it’s even better, especially for people who love denying anything that relate Sora and Riku.
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Yup, literally almost the same, only difference is how bright the light is. Isn’t that odd that the only difference is the light being brighter and somewhat warmer? After all it’s not as if Riku got a character development, and in KH his heart was swallowed by darkness, right??
You got it; Riku’s not manipulated by darkness anymore and thus, his heart, light, is way brighter and warmer.Even more interesting in this point of view, and what I mean when Riku’s heart called Sora;
In KH, the light only appears in a flash. As if it was one last effort, a call made out of desperation. And what was passed to Sora during that desperate call?
Something that should’ve been Riku’s, but his heart knew he wouldn’t be able to have it in the state he was in. Something that Riku kept close to his heart ever since he met Terra, since he understood that it would help him become stronger to protect what matters.
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And to who did that precious thing of his got passed in that desperate call? The person who matter the most.
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In KH3 the light is already there when Sora still has his eyes closed, as if it was keeping an eye on him. And when Sora wakes up, the first thing he does when seeing the light, is calling for Riku. And not with question in his voice, as if he was unsure; he knows and is calling for Riku. Nomura literally gave us a parallel in addition of showing Riku’s sacrifice a second time, literally just before this scene.
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The light seemed faint at first, as if it was somewhat unconscious or asleep.
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And I’d like to insist on those terms because it’s only when Sora talked to it more than once, as if the person he was talking to wasn’t in a state to understand it well the first time, that the light became brighter; as if recognizing who was talking to him.
And by becoming brighter and showing him the way, is what I meant by Riku’s heart calling Sora. And where did Sora arrive? Where Riku’s heart was.
And the second time Sora is seen in that tunnel of light, Kairi is there, waiting for him. They both continue to follow the light who is now fully bright, as if now fully conscious. That’s where a lot of people get confused but in my opinion, Kairi wouldn’t be able to be there to guide Sora, and at the same time doing it as a light like she did in KH, that wouldn’t make sense.
And when they finally arrive, everyone is here meeting them, but, the only person fully opposing them, like the light they were following, is Riku.
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I’ll end this rant by saying that ever since KH, Riku has been through a lot, learned a lot, and changed a lot. He now listen and follow his heart, something he wasn’t able to before.
His heart (and literally him) is the light we see in all this. Sora’s light. He went from unconsciously giving a desperate call to Sora, to being the light that would guide him. That’s how much Riku has evolved, he became what he promised to be; strong enough to protect his precious person.
Edit: spelling mistake and better wording
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marcirose · 1 year
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Sks: Ugh sorikus want Kairi out of the way for their ship how delusional of them
Also sks: Riku should've died in kh3 and Riku should fail in kh4 so Kairi can come in and save Sora so they can have their happily ever after
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purplewhiteandgold · 10 months
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Obsessed with the possibility of future games giving us musical themes for all of the union leaders who didn't exist before the mobile games
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wilygryphon · 10 months
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Some ML fans are hoping that Season 6 will make everything from the season 5 finale clearer, that the finale is supposed to set up the next season. Respectfully, I disagree. Setting up the next season should be a secondary purpose of the finale. The primary purpose should be resolving at least some of the previously-built-up plotlines. Especially when the finale is supposed to resolve a multi-season arc, particularly in defeating the overarching villain and dealing with all of the plot points that were directly tied to them, particularly when one of the main protagonists (the villain's son) is left out of the whole thing and never told the truth about both his father (who he's finally started to stand against) and the villain he's been fighting for five seasons. Doing a poor job of wrapping up those plot points should not mean that the next season is left to deal with what should have already been tidied up. Sequel baiting should not override finishing the story that was already being told. There is a reason why Batman v Superman: Dawn of Justice and The Amazing Spider-Man 2 were criticized for putting too much focus on setting up sequels.
Compare this season finale to Kingdom Hearts III, another "end of an era" installment and the resolution to the Xehanort Saga. That game put a lot of focus on setting up the next saga, but it never forgot what its purpose was. Everyone who was lost and left to a bad fate in previous installments was rescued and made whole. Each villain was given a proper sendoff, even the ones who we would expect to see again. Everyone got to face their particular nemeses again and in some cases vanquish them personally. (Roxas, Axel and Xion fought Xemnas and made peace with Saïx; Aqua and Ventus faced Terranort and Vanitas again, and Terra reclaimed his body and eliminated that incarnation of Xehanort for good; Riku AND Riku Replica overcame the physical manifestation of their dark past selves and mistakes; Sora and Riku (as well as Mickey) defeated Ansem and Xemnas once and for all, and they also defeated Young Xehanort even though the earliest version of the villain was unconcerned; and Sora, Donald and Goofy fought and defeated Master Xehanort. Re:Mind even gave Kairi the chance to fight by Sora's side and defeat another incarnation/Replica of Xehanort.) Now let's talk about the final battle. Sora, Donald and Goofy, with all of their friends helping keep Kingdom Hearts stable, fought and defeated Master Xehanort. Despite being barely able to stand, Xehanort did not want to give up, before Sora and the heart ghost of Master Eraqus convinced him to let go. What did Xehanort do then? He entrusted the light to Sora and gave him the χ-blade, then faded away to enter the afterlife with his old friend. Then Sora fixed everything, and went off to recover Kairi while sacrificing himself.
Would you look at that? Kingdom Hearts III resolved all of its major plot points while still setting up future conflicts. No one kept secrets from their friends, everyone had their moments of catharsis, the villain was not vindicated even if the game turned around to try to make his goals sympathetic at the last minute, and the heroes. Actually. Won.
Oh, and while there are still mysteries and things left to interpretation, the game still made a point to clarify what was going on in front of us.
A later episode in a season can make earlier episodes make sense, but it shouldn't be left to the next season to explain things that the season finale refuses to resolve. If the next season is necessary to make this season good, this season was not and never will be good.
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storm-driver · 10 months
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@star-shapedfruit 🙄
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fell-contract · 2 months
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What is it about Kingdom Hearts that seems to attract only gay men who are slutty on the internet AND very asexual women?
If you will indulge my galaxy brain take, I think a large part of the solidarity is due to the series long fixation on identity and memory. While this is more implicit in the first game ("a far off dream that's like a scattered memory"), it becomes direct with the introduction of nobodies and the mission to ultimately regain souls. While the series can get convoluted at times, the through line has consistently been: how do we define the self and how do we preserve our memory?
The older I get the more cognizant I am of my own hyperfixation to be 'understood' for a multitude of reasons, while also recognizing that it's ultimately outside of my control how others perceive me. Still, the series emphasizes that we can be a witness to the lives of others and as long as we keep remembering them we can keep them alive in some way. One of my favorite quotes comes in Birth by Sleep: "in other people's memory we can live forever". It's not so much about how we're remembered, but that we're remembered at all.
There's also the subject of identity itself which ends up more nebulous, intentionally so in how the series navigates it which rings true to reality. Who are we within society, other than a culmination of who we are to others? Obviously there are aspects of ourselves that only we can understand, but how we interface with the world does largely inform who we are. Nothing is less reliable than our own concept of ourselves, and what I love about Kingdom Hearts is how it anchors this in the belief that others can have in us.
To tie it back to your initial point, this level of affirmation is something 'slutty' gay men and asexual women are largely denied due to existing directly outside of social expectations for masculinity/femininity: men are meant to embody the male gaze, not desire it. Similarly, women are expected to fulfill some arbitrary purpose in reproduction by having children. Finding a community or even just one person who is willing to see us for who we truly are and not who they expect us to be can feel like a lifelong journey in acceptance.
Or maybe it's just a matter of two queens trying to maximize their joint slay. I guess we'll have to wait for Kingdom Hearts IV to find out!
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ehhh2000 · 6 months
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I went with the theme red and gold, because the current 100 anniversary outfits for Mickey, Minnie and Friends are so boring! Platinum could be a good idea for a color scheme, but can't you add a bit more color to it aside from a boring purple?
This was the color scheme I was looking for. Something that catches the eye. Ok my recoloring is not that great, but at least the colors pop! 
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franki-lew-yo · 5 months
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I hate Disney's Mirrorverse so much. I have no words for how much it legit ticks me off and how I think it's an insult to even compare it to Kingdom Hearts, which isn't high art but was at least trying for something.
Kingdom Hearts, House of Mouse and other crossovers that really aren't all that good in retrospect but I find fun AREN'T 'better' because they're from my childhood and so couldn't be garbage. No, they are. The issue I have with Mirrorverse is the same issue I have with that awful Chip n' Dale Rescue Rangers movie:
it's Disney selling you you're own fanfiction premises and making it so you don't have to think or be creative, snark on, reinvent or just have with these properties yourself. You have to do it under the lens of something they can sell to you.
Kingdom Hearts was only ever trying to sell you itself and the current Disney thing at the time, which was what was expected of it. House of Mouse was hokey fun with the Mickey gang and the catalogue of classic characters Disney had, which is why so many people like it. It's all made for money and profit and brand recognition come on Disney has always been this way it's what Walt would have wanted.
Mirrorverse is wearing the skin of a heartfelt fan design project to sell you a sandbox game where Disney makes your favorite characters OP Overwatch ripoffs, not you.
As YMS put it, Chip n' Dale is putting on the guise of being self-aware which actually just being references and mean interpretations of it's own characters. The Lonely Island was wasted.
And they're doing all this more than ever to have a deeper stranglehold on their fandom which they know will fork over money to them no matter what. That's what's not just slimey, like it's always been, but sinister about modern Disney.
I refuse to use that asshat Steven Crowder image meme here. You legit aren't changing my mind.
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blazernot · 1 year
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I really truly desperately want Skuld to be Subject X, not just because it makes sense to me, but also because if she did stay in the past then I hate what we've been shown. If she stayed in the past with eph that means that she doesn't have a statue, she's not been mentioned as a founder, player didn't acknowledge her like eph despite being around her more, and that the only thing she would be known for was having his kids. And wow! I hate that! So subject x Skuld I'm hoping and praying
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