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#like the detail on this is Unreal and it’s only a dlc
vendriin · 1 year
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Brigmore Manor -
Dishonored: The Brigmore Witches (2013)
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tratserenoyreve · 2 years
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made myself sad with thinking about how pokemon could have done so much with its fantastical setting of superpowered animals living alongside humans, cities that are recognizable as cities but with structures and features customized to accommodate the variety of pokemon people would keep. how much more the creatures could interact with the world around them, inviting people to believe in it a little more.
the early pixel sprite games, limited as they were, benefited from being so visually simple. participants could imagine grander vistas and infer details from the puny sets of sprites.
there's something really uncanny tho with the recent games, titles i haven't bothered to get cuz they're 1) unfinished cash grabs 2) the result of a team crushed and crunched into oblivion. they're trying to add more "realistic" backgrounds but the creature designs remain bright and cutesy. seeing a seviper with realistic unreal engine material slapped onto its model is actually really jarring! especially when the environments they're shown in are so... lifeless.
the old movies and cartoons do a good job of conveying what the setting could be like, bright environments packed with interactions between species. i don't even want more and more new pokemon to be added, there's not much meaning or attachment possible when the game is being purposefully made now to be hostile to cross-gen trading. the DS era with international trading was the best it ever was and that's been axed in favor of subscription only services that are still limiting what can be transferred because now, the publisher teases, you have to look forward to -future games- to see if your old favorites return.
like, man, i want a cool creature collectible game that embraces its world with as much love as it expects people to give its monster roster. it's so depressing to see these series that i loved so much falling victim to the modern trends of splitting what used to be base normal content into pricy dlc, sequels pumped out one after another so fast that the developers can hardly even breathe.
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lasclfindmy · 2 years
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The witcher 3 wild hunt guide
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Find the stats and details of every weapon, armor, and item in an easily accessible, sortable, and searchable digital format.įree mobile-friendly eGuide: Includes a code to access the eGuide, a web-access version of the complete strategy guide optimized for a second-screen experience, including a comprehensive, searchable and sortable inventory section.By Andrew Burnes on Mon, Featured Stories,Īndrzej Sapkowski's short stories and novels about a white-haired monster hunter proved popular in his native Poland in the 1990s, quickly becoming one of the best-selling fantasy franchises. The Complete Gwent Player's Guide: Collect every Gwent card and use expert strategies to outsmart your opponents with your perfectly composed deck.Ī Witcher's Tools: Includes exclusive comprehensive digital inventory section. Find every Vendor, Chest, Gwent Player, and more. The Ultimate Guide for your journey: Navigate the beautiful yet deadly world of The Witcher with our highly-detailed maps. Over 800 pages: This guide includes a 100% complete walk through for all the quests in the game, including all DLC. Only available in the Collector's Edition eGuide. Boasting over 800 pages, this massive guide will equip you with the knowledge essential for completing all quests, upgrading to the best gear, and crafting the most powerful items.Įxclusive Lithos: Two beautifully-printed lithographs featuring key characters from The Witcher's universe are included.ĭigital Art Gallery: Explore the world of The Witcher with a focus on the Duchy of Toussaint, the setting of the Blood and Wine expansion. Includes ALL Downloadable Content: Everything you need to know about the Hearts of Stone and Blood and Wine expansions, along with all the DLCs: new weapons, armor, companion outfits, new game mode, and side quests. Boasting over 800 pages, this massive guide will equip you with the knowledge essential for completing all quests, upgrading to A Witcher's Work is Never Done.
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somelazyassartist · 2 years
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Btw as much as I love The Stanley Parable, and as much as I'd love to see more people play it, there's some trigger warnings for it that I wanna put out there before anyone decides they want to start the game if they're a new player!!!
Unreality: so much unreality. This game gets very deep into those themes on multiple occasions.
Liminal Spaces: the entire game takes place in an empty office building, with you searching for your missing coworkers. Everything feels just slightly off. I believe at one point you even end up outside of the map looking in on it.
Suicide: there's only one ending that relates to this if I remember correctly, but it's very, VERY blatant about it. I don't think there's any blood or anything but it's probably the darkest ending in the whole game. You can play the game without ever coming across this ending, but if you're just playing around you might accidentally stumble across it on accident which is what happened to me my first time playing.
I don't really know if there's a specific word for it, but like, the feeling that you're losing your mind: there's two main endings I can think of that relate to this, but there might be more that I just can't remember off the top of my head. The first one I can think of is the ending where you get stuck in a neverending loop of the same room over and over again and the narrator starts detailing Stanley's thought process that they're going crazy and begging for somebody to let them out of this loop. The second one I can think of is where the narrator starts making you question if the things in your life really are what you thought (an example being that your wife was really only a mannequin and that the whole game was a maladaptive daydream)
If I've forgotten any triggers please let me know, I haven't played the game in three years (trying to get the "Go Outside" achievement) so I might have missed some! So yeah, while I do think the game is very very good and funny, it does mess with your head and I think it's only fair to give people a warning if it's their first time playing, especially with the Ultra Deluxe dlc (hopefully) coming out in 2022!!
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strosmkai-rum · 4 years
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SKYRIM MOD LIST, enb included
have fun! 
note: some mods, though very few and for the most part insignificant, were found on the steam workshop. so if it doesn’t appear on the nexus, you’ll find it there.
some general advice for new modders/just reminders - 
- always check compatibility. some mods have patches to use in combination with other mods. always read the description too. 
- if you’re able, cleaning plugins is always good. i was never able to get a hang of it but that doesn’t mean you won’t have better luck.
- never, ever test mods with an actual playthrough. the chances of corruption are small, but there. start a new game; if you can’t bother with the helgen intro, use Quick Start to skip past it and begin at the cave exit instead. 
- load order. can’t go wrong with LOOT or Wrye Bash. imo LOOT is easier to install and use but it’s all up to preference.
OVERHAULS -
Noble Skyrim (a HUGE overhaul of basically all exterior textures. but, if you don’t like the look this gives, i’d suggest 2k Textures for a more vanilla feel but in higher res, or Tamriel Reloaded - Textures and Parallax.)
Realistic Water Two (get the enb textures, with the watercolor effect too. they have a non-enb version as well, if you don’t use enb.)
aMidianborn retextures (i use almost everything. weapons, armor, creatures, dragonborn dlc, except the terrain overhaul. i also use the differently ebony and glass variants plugins, which basically mean that there’s multiple variants of the armor with the different retextures. they’re so cool, it’s a must.)
RUSTIC ( i also use almost everything from this too. alchemy/enchanting tables, daedra, death hounds, dinnerware, east empire company signs (i really don’t know why), elder scroll, monuments/tombstones, nordic murals, pottery, silverware, standing stones, windows, and word walls.)
Immersive College of Winterhold
Book Covers Skyrim (best book cover retex ever.)
More Interesting Loot (adds in so many artifacts/ingredients/loot from previous games it’s unreal. love it.)
Realistic Room Rental Enhanced (a SERIOUS overhaul of inns and stuff. lets you rent rooms for followers, discounts for extended stays, and makes them look nicer! oh, washtubs too.)
Immersive Roads (amazing. beautiful. incredible.)
RSChildren (children remodel)
Moonlight Tales 
Breezehome Fully Upgradeable (okay this too. makes breezehome huge. like, now you can have a markarth style tub upstairs, and a decent room for lydia too. plus a secret library, and another way to enter/exit your home outside of whiterun. and a lot of other stuff i’m too lazy to list right now.)
SMIM (DEFINITELY use some sort of installer for this. killed me when i tried to manually install it. totally optional, though.)
Ruins Clutter Improved
Thane Weapons Reborn
GRAPHICS -
Unique Grasses and Groundcovers (Verdant does a great job too.)
Hybrid HD Plants and Herbs Retexture (Tamriel Reloaded flora are gorgeous as well, so are the ones from Skyrim Flora Overhaul.)
AOF Detailed Mountains (my pref, but honestly, almost all of the mountain retex mods are amazing. go wild.)
Designs of the Nords Banners (the sickest retex of banners. ever.)
Skyrim Landscape Overhaul - Stone Walls (the BEST thing you will ever see. note, if used with Immersive College of Winterhold you don’t need the corresponding patch. at least, if this is the only SLO mod you’ll use.)
SLOD Wine Cellar (y'ever have an in-game crippling alcohol addiction?)
SLOD Potions/Poisons
Gemling Queen Jewelry
Barenziah’s Glory (crown and jewel retexs)
Unique Uniques (the reworks are absolutely gorgeous. i can’t even describe them. at this point, unique is an understatement.)
Bellyache’s Dragon Retextures (they’re the hell spawn of akatosh, gotta make ‘em look cool somehow)
Apophysis Dragon Priest Masks (holy mother of god, these dragon priest retextures are beautiful. if you’re more into a horror theme, Unique Dragon Priest Masks will definitely satisfy you) 
Natural Eyes
Coverkhajiits Male/Female
Dawnguard Rewritten - Arvak (so many arvak retextures here, pick and choose what you want)
Makers Mark Ingots (an ingot retexture, with minting seals/stamps on them. beautiful.)
Better Shrouded Armor (okay, this. this. if you look at the vanilla armor and say, i hate this, then you’ll love this. the armor becomes more of an armored robe with black/brown touches, and the signature hand print on the front. it’s just cool.)
Stormcloak Revival (awesome retex of the armor)
Nightingale Prime and Nightingale Pride (a retexture for armor and blade/bow, respectively)
Windhelm - Legendary Kings
Alternate Summoning Visuals
Tenets Restored (so you can actually read the damn things)
Auriel’s Bow Retexture
HD Linens
QUESTS/NEW LANDS -
Falskaar
Shadow of Morrowind 
Summerset Isle 
Beyond Skyrim - Bruma
Beyond Reach
Voyage to the Dreamborne Isles 
VIGILANT (there’s an english voiceover and a guide as well in the files section of the voiceover)
Project AHO (you need this. you do. the quest, the npcs, the oh god, everything, is so amazing. download it.)
Carved Brink (from the makers of Project AHO, equally amazing.)
Wheels of Lull (this was the best existential crisis i’ve ever had. funny, immersive, challenging, and very, very real, i’ll be at your door in a fortnight if you don’t install this mod.)
Aethernautics (with Wheels of Lull integration patch)
Gray Cowl of Nocturnal (want some oblivion nostalgia? here you are.)
Spectraverse - Magic of the Magna Ge
Dwemertech - Magic of the Dwarves
Ravengate (underground pit fighting, hell yeah!!)
The Tools of Kagrenac (morrowind fans wya. i have never played morrowind.)
Moon and Star
The Forgotten City (gonna be getting its own game on Steam by the same name!)
Fight Against the Thalmor (all 4 parts linked) 
Sinister Seven
Konahrik’s Accountments
Blackreach Railroad (trains. that is all.)
Legends of Nchuak
The McMiller Chronicles
The Notice Board (ah, witcher fans might like this.)
The Paarthurnax Dilemma (for obvs reasons) 
Localized Guild Jobs (finally, choose the city you want to do a thiefy job in.)
Missing Apprentices (a college quests never implemented in-game. there’s also another mod for another cut quest called Research Thief, but i don’t use that one.)
Barenziah Quest Markers (am NOT using the wiki again to find those floaty bastards. there’s a mod that puts the stones in quest-locked areas in accessible ones instead, so if you plan on collecting them all and being done with it i suggest Non Quest Locations for Stones of Barenziah.)
Jiub’s Opus Quest Markers (not chasing these down either)
Arvak’s Skull Quest Marker (only available through steam workshop)
an addition, Wyrmstooth, though it’s no longer on the nexus and is known to corrupt save files and cause general issues (i found a version of it, though i’m not very keen on trying it after what i’ve heard. still, if you really want it, it’s not that hard to find.)
IMMERSION -
Timing is Everything (adds in delays between quests. just a little breather in between saving the world, if that even exists.)
Northern Encounters (if you love encounters and spent a lot of time in the snow for whatever reason, this is for you.)
Extra Encounters Reborn + DLC (when you love exploring skyrim, this’ll make your adventures super interesting.)
Citizens of Tamriel (on god this mod is so funny and immersive. if you download this, stop by the abandoned shack. you won’t regret it.)
Honed Metal (lets you hire a smith to temper/craft and enchant armor and weapons for you, so you don’t have to invest in the smithing tree.)
The Hunting Game (y’ever notice how pelts are like, worthless? yeah. this changes that.) 
Organized Bandits of Skyrim
Better Combat AI (there’s probably a better mod for combat out there, but this is what i use. also from steam workshop)
Increased Merchant Gold Count (plenty of dif mods for this, all of them should work just fine. also on steam workshop)
Black Horse Courier Reborn (hey, remember the uhh, couriers in oblivion? well, they’re back, babey! the more quests you complete, different editions will be released to talk about the amazing last dragonborn, and there’s a (expensive as hell) book that you can buy from a courier that had all the editions from oblivion in one tidy leather-bound book.)
Take Notes (a journal mod!)
Celtic Music in Skyrim (a music replacer. it’s so calming and atmospheric, but if you want individual tracks replaced with ones of your own choosing, you can download Skyrim Audio Converter.)
Book Covers of Skyrim - Lost Library (adds in books from other tes games too, along with the fancy covers.)
Books of Skyrim (a book store in solitude.)
Touring Carriages
The Thieves Guild: More Thieves (only on steam workshop)
Thieves Guild Former Glory Enhancement
Regifting Lycanthropy: Infinite (on steam workshop)
KJ Tattoos and Lore Tattoos (needs RaceMenu to work.)
Loading Screens with Extra Sarcasm (beautiful mod. doesn’t ruin your immersion at all, actually.)
We Are Legion (nice legion overhaul. workshop exclusive.)
Immersive Patrols
All Merchants Buy Stolen Items
Realistic Crime Radius
Beyond Skyrim: Wares of Tamriel
Morrowind Imports (makes it so dunmer vendors will sell stuff like ash yams and sujamma, just a bit more immersive.)
Morrowind Border Trading Shack (workshop exclusive)
Staves of Skyrim
College Students
Better College Application
Night Eye Overhaul (good regardless if you rp as a khajiit or not)
Enhanced Cities: Docks of Solitude (workshop exclusive)
Towns and Villages Enhanced: Riverwood
Project Populate Skyrim: Winterhold (workshop exclusive)
Raven Rock Expanded
MISCELLANEOUS -
SkyComplete (lets you keep track of basically everything, including quests, artifacts, undiscovered locations and read books. update, it looks like the original file has been taken down. i do have a copy of the file should anyone want it.)
The Choice is Yours (fewer forced quests! woohoo!)
Jaxonz Named Save and Positioner (lets you have named saves, and reposition objects. the best mod for home decorating.)
Unlimited Bookshelves (put anything you want on those bad boys now! coupled with Jaxonz Positioner, the sky’s the limit to home decorating now.)
Follower Map Markers Complete (so you don’t lose them. again. also works for mod added followers.)
Bandolier - Bags and Pouches (you look really cool, and get a bit of extra carry weight too!)
Insanitys Celtic Katana
Better Training (no more level req bs here)
No Required Perks (workshop exclusive)
Lightweight Potions and Poisons
Lightweight Scrolls (because half a point for a scroll?! it’s paper, not rocks, dammit)
Weightless Soul Gems
Telescope
Thieves' Guild Bounty Clearer
Scoped Bows 
Font Replacement (i use fertigo pro but you know, preference) 
City Forests (just adds a few trees in a few cities, this, combined with Noble Skyrim and the enb i use makes all of my screenshots.) 
Save the Dark Brotherhood (saves your tears, too.)
Hold Border Banners 
Lost Books of Voryn Dreleth (adds in a few books, scattered throughout skyrim. i don’t know, they’re nice to read i guess. totally optional.)
Halls of Dovahndor (an amazing house mod set in…sovngarde! that’s new!)
The Library of Paarthurnax (always thought this was mad cool)
Sacrificial Hunter (for the boethiah quest. also known as, when you’re too attached to your followers to kill them)
No Killmoves/Killcams/Killbites (totally optional, i just don’t like the animations.)
Big Leather Backpack (it looks cool. plus extra carry weight. bags are cool.)
Colovian Leather (just a lil extra set of armor) 
Elder Scroll on Back
More Salt
Open Face Guard Helmets
Faction Crossbows
INTERFACE -
SkyUI (the menu layout give me a headache though, you can use SkyUI Away to restore normal menus)
Immersive HUD
A Matter of Time (compatible with iHUD)
Warburg’s 3D Paper World Map (forget the old poorly rendered map. a new paper one, a lot more simplistic and minimalist. but, if you do want the normal skyrim map, A Quality World Map is the way to go.)
Main Menu Background Replacer (oh, there’s a lot of these. so choose your favorite. but i like this best.)
No Bethesda Intro Logo or a replacer, the one i use was taken down but went by Ironclad Bethesda. 
RaceMenu
Amazing Follower Tweaks
Follower Trap Safety (miiight be included in AFT, but not sure.)
FIXES/PATCHES -
USLEEP
Fuz Ro Doh (needed for some quest mods, something abt silent dialogue.)
No More Blinding Fog (if you have that issue)
Mindflux Particle Patch (if included)
Darker Dungeons for ENB (if included)
Revamped Exterior Fog
FOR ENB:
okay, here’s the thing. i’ve been modding skyrim nonstop for three years now. i’ve gone through, a lot of enbs. the big ones, the small ones. rudy, tetrachromatic, project enb, you name it. and here’s the one that i finally found that works great, lots of customizability, awesome fps, and looks fucking fantastic. 
it’s called seasons of skyrim. easy install, easy uninstall if you don’t like it. nothing else. includes further darker dungeons as well as revamped exterior fog.
my configuration’s here.
but let’s assume you don’t want to use an enb. that’s fine! there’s a lot of other ways to get dynamic lightning too. i used to use Climates of Tamriel, or ELFX, or Realistic Lighting Overhaul. note that i’m almost certain that RLO hand places light sources, so i don’t know how altered cells would go. you might be able to avoid conflict by loading the changing mod after RLO? but i don’t know for sure. 
if you want help with installing anything/with enbs or are new to it, i’m always down to help. 
other stuff i use -
SKSE is an obvs one. 
LOOT
Save Cleaner
7zip (it’s basically a free version of winzip. cause i’m not about to pay for anything, and i manually install everything.)
wow, you made it to the end? congrats! i spent longer on this than i did sleeping last night. 
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vickie-believe · 4 years
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Day of Dragons Controversy
So today, I was browsing through some games and noticed one that has been released for early alpha that has made me worried as it’s a game that’s likely to swindle people out of their money and brainwash them to support it. 
6/12/19 Day of Dragons has been released on Steam, a supposed survival multiplayer game where you play as of course, a dragon. Similar to the Isle (a dinosaur-concept game). It was successfully kickstarted, raising over half a million dollars in less than a month. All of sound impressive except for a lot of shaddy things done around this game development (links provided below).
For 1, the game showcased as a demo was hugely an asset flip game using assets bought from the Unreal Store. Another is the one ‘developer’ refuses to answer any questions relating to the legality, authenticity and his ability in delivering the game as advertised in his Kickstarter campaign.
The link, https://dayofscams.com/, shows a detailed explanation behind the workings on this scam, especially the toxicity of his discord. There has even been evidence where concept art has been stolen and used to advertise his game further. The developer even goes so far to say there are planning DLC, despite having thousands of dollars kickstarted for this game, explaining that it is needed for “lawsuits”. An enormous amount of controversy and lack of transparency have been talked about this game since its appearance. 
A better analysis of this game and the circumstances around it is this video by IGP, https://www.youtube.com/watch?v=FUew-wBBwp8. When this game first surfaced, I had seen many youtubers play and give a review about its demo - how mind bobbling it is for a ‘demo’. However, as time went on and more vids about it showed more of how little content there was and even less progress the development had - basically, it just looked like milking views to me. IGP gave the most honest one in my opinion, as stated in the vid, as well as the same concerns that I have too. 
All of these was two months ago. And now it’s on Steam as early access for nearly S$20. Two months since I’ve watched and researched about this game and compared the differences between what was showcased then to the steam pictures and videos I see. From my standpoint, it doesn’t look like much compared to before. Most early access games, depending on how well it is from the concept to the gameplay to the worldbuilding, etc, if it’s a game that has impressed me, I’d gladly invest money to support a dev. Day of Dragons, however, is a game that holds too many weak promises even right now for me to invest - I’d rather invest on the Isle or other games like Subnautica: Below Zero, Project Zomboid or The ARK instead. It’s a controversial game that didn’t get handled well and still has too many unanswered questions even today. 
Now to address something, please take this as my two cents. This is my opinion based on my own research and other people’s opinions. When I first heard this game, it sounded like something I could be interested in but I stepped back because I had seen something similar in the pictures and videos about it. I couldn’t put my finger on it until I stumbled back onto Unreal story for a game assignment and realized it was a dragon asset I had seen. I was still unsure about this game, despite the amount of sudden hype out until I watched IGP and began my research. And just as IGP and Jade PG have stated in their vids, this is not a witch hunt and please, don’t go harassing people.
What I want to state is to be careful and judge yourself if this is a game worth supporting. Just like IGP and other youtubers, they do want to see this game flourish as I do but for some of us, it’s too barebone and basic to truly give support until we know that this is a game worth our time, experience and money. Only time will tell if the developers can prove to everyone that the game will be true to their word. You do not need to like or reblog this post to spread the word, only decide if this is a good or bad game or a game that you should wait first until more concrete reviews are done. Also, I probably will get bashed on for this post or having an opinion (since nowadays, opinions and discussions without needing to get into arguments don’t seem to matter a lot)
I just won’t be a supporter of this game and this is my decision. What I am going to do, however, is wait for reviewers like Jim Sterling and TheGamerTron, and many more reliable critics, to review and give their two cents instead. 
And now that I think about it, now that it’s on Steam, I can actually see Jim Sterling more likely to come after it and rip it apart like his previous bad steam game reviews. Soooo yeah. That’s a review I’ll enjoy watching.
Anyone wants popcorn when it does come out? 
Btw it’s a big sad to think about it but also nice to think of it, if TotalBiscuit was alive today, he’d really go after this game with his tophat and powerful cynical criticism for sure. A tip of the hat to you, TB. You were one of the best game critics.
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cannabisexual · 5 years
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I guess this is a timely post now
So with the official announcement of Pokemon Sword and Shield earlier today, I finally have an opportunity to share some of my hopes and wishes for the games when they come out. Some of these might be controversial to you, but controversy sparks conversation so yeah. Also, I'm coming at this as a series vet who loves these games, so please don't @ me and accuse me of being a hater or someone ignorant of Pokemon in general. In no particular order, here are the biggest changes and ideas I hope to see in the Gen 8 games.
A truly open world to explore. We're well past the days when hardware limitations forced Game Freak to create a series of games set in worlds with linear design and only a few branching paths here and there to distract you. If they truly wanted to innovate the series and give it new life, I can't think of a better way to do this.
In a similar vein to the first one, I'd love to see dynamic gym encounters. What I mean is that you are allowed to tackle any gym you want in any order. As you collect badges, every gym that you haven't defeated yet will adjust its team accordingly so that it's appropriate for your party's general levels. This way, there is soooo much more replay value than in standard Pokemon fare. Plus, with the freedom to visit any part of the region at any point, you can build your dream team or even EXPERIMENT with different Pokemon much more easily.
MULTIPLE SAVE SLOTS. I needn't say more.
Remove random encounters entirely, along with tall grass and Pokemon tied to specific parts of the world. Again, we're no longer playing these games on a GameBoy/Advance. The Switch is much more powerful than even the 3DS. This is nothing more than an archaic design choice. They are literally no longer forced to stick with this system, but Game Freak (and many fans) cling to it because it's a series tradition. Instead, have Pokemon encounters be more like it is in the anime, where pretty much anything can be found at any time, so long as it makes some contextual sense. We can generally suspend our disbelief pretty well.
Have an incredibly solid main adventure, but offer players a chance to venture out into other fully-realized regions once that's done. Perhaps this wouldn't (and shouldn't) happen until later, maybe as DLC, but imagine getting to visit Kanto, Johto, whatever, recreated with the same level of scope and detail as Galar. Considering that the layout of Galar seems to be awfully reminiscent of the UK, maybe a short ferry ride to Kalos is possible? Who knows.
More fleshed out characters, like in Black & White. Like seriously? The story in those games was unreal compared to everything else seen up to that point, and since then. It was still your typical "fight 8 gyms, beat the evil organization, capture the legendary pokemon on the cover, then become Champion" stuff, but they did so much more with it that too few people actually took the time to appreciate. I was emotionally invested in what I was doing in the story for the first time.
A fully orchestrated soundtrack. A minor thing, I'll admit, but it would be a nice way to differentiate the games from its predecessors (and would just be easy on the ears).
More meaningful side content, like quests and actually fun and well-designed distractions. For example, I actually really enjoyed the Pokemon Contests in the Hoenn games, simple as they were. What came after that? Yikes, for the most part.
That's basically it. I'm sure I could come up with some more, but this post is already the length of a novella, so I'll end it here.
Tl;dr Game Freak claims to be taking risks and trying new things with these games, I hope that actually turns out to be true and at least some of what I talked about is addressed.
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dig1710fall · 6 years
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Final Game Design Document
In teams of 2-5, create a video game concept and a Game Design Document to describe the following aspects of your game.
Due December 11th as a DOCX & PDF file in the dropbox.
The document should include a cover page with the title, logo, & your names, plus a reference page with links to your sources.
30% of your grade (300 points)
Introduction (25 points)
Style Guide (25 points)
Mechanics  (50 points)
Story (25 points)
UI/UX documentation (25 points)
Systems Designs (25 points)
Technical Documentation (20 points)
Monetization Strategy (30 points)
Costing per features (25 points)
Production Guide (20 points)
Marketing Overview (30 points)
The sections below describe what is required, and will be updated.
1.Introduction
One paragraph describing the video game, think of it as a revised pitch.
This should be written last, after you’ve figured out everything else and have a good sense of what’s important to your game concept.
2. Style Guide
Create a Style Guide for your game design documentation. This plan should concentrate on visuals but also touch on other elements of Aesthetics. The primary focus should be: “What do we want our game to feel like?” Include rules for asset creation, common colors, etc. Include references from other games and if possible try to create some original art (like a main character turnaround, icon mockups, or branding). Remember visual references/examples are key here but must be supported by written justifications of your thought process (a bunch of images is not enough). .
What’s the seed?
Include 1-2 pages of concept art.
Aesthetics - What are you trying to say? All aspects of game aesthetics should drive toward what you want people to feel when playing your game. Extra Credits on Aesthetics vs Graphics
What player types will like your games?
Gamasutra Color in Games
3. Game Mechanics
Rules, player goals (realtime, each level, whole game). Actions the player can take in the world.
Camera perspective, gameplay type.
Modes (stealth, vehicle, swim, etc)
Dynamics: the emergent behaviors that arise from gameplay when Mechanics are put into use. They describe the runtime behavior of the mechanics acting on the player inputs and each others’ outputs over time.
Dynamics work to create aesthetic experiences. For example, challenge is created by elements like time pressure and opponent play.
How to we encourage emergent gameplay?
Add more basic actions
When basic actions combine there are opportunities for emergence. Be willing to discover emergent actions as you discover more about your game mechanics.
Set goals that can be achieved more than one way
Allow players to discover their way of doing things.
Have secondary behaviors in your game (side effects) that occur because of basic actions and change the constraints on a player.
4. Story
Story overview - 1 to 5 paragraphs
Character backgrounds & motivations (eg: hero, villain, party members)World overview (eg: magical crystals are power source, demons roam the land)Player choices
Story curve & Interest curves.
Typical Interest Curves for successful games rely on a pattern made up of a three tier system of interest::
Overall Interest curve -Something that grabs your interest early, followed by a series of interest peaking events and luls, ending with a major climax
Each level’s Interest Curve - New Aesthetics and/or challenges engage the player providing rising interest until the end of the level which is often finished with a final challenge like a boss battle.
Each challenge - Every challenge has a micro interest curve, high interest introduction, rising steps in the challenge, and a culminating pay off.
5. UI/UX documentation
What information we give to the player (health, score, stealth meter, etc).
Game mockup in Photoshop
UI Elements - describe which elements are on-screen all the time, part of the time, or only occasionally.
Control scheme - map out the control scheme for your game, include all systems you plan to ship to.
Localization - which parts of your game require translation? Are there symbols you will use in your game, list them (eg: warning signs, religious symbols, 
6. Systems Designs
What will need to be custom coded for your game?
Describe in-detail: 
combat systems (action or  turn-based)
simulations
weather
map unlocking
crowd AI &/or enemy AI
player content creation
7. Technical Documentation
Platform, engine requirements, graphics technology, major technical hurdles.
Figure out which game engine is the best fit for your game design, consider the release platforms, and similar existing games. List your top two choices for game engines (only 1 can be proprietary). https://en.wikipedia.org/wiki/List_of_game_engines
Write about any Research & Development that would need to be done, where “out of the box” solutions aren’t available and would need to be custom coded (eg: hire a multiplayer programmer to make a Battle Royale type game).
Also look at the graphics requirements, what kinds of platforms are going to be able to run your game? List the type of graphics technologies you would need (eg: pixel art, high res textures, advanced lighting).
https://www.gamesparks.com/blog/game-engine-analysis-and-comparison/
https://www.websitetooltester.com/en/blog/best-game-engine/
8. Monetization Strategy
How will we make money off this game? Put it in a box & sell it, microtransactions, in-game ads, subscription, loot boxes, donations?
How does your monetization strategy fit your target market?  Research similar titles & provide reasoning.
https://theappsolutions.com/blog/marketing/monetize-app/
9. Costing per feature
How much each the major features of your game will cost; for instance, if you’re going to use the Unreal Engine, how much does it cost to license?
Feature Costing template spreadsheet (use the Key Hires tab)
Staff: Will our game require a large number of artists, designers, or programmers? How many of each do we need to hire?
Do we need to purchase the rights to use real-world cars/guns/planes in our game?
Are we using specialized graphics technology like motion capture, photogrammetry, virtual reality? How much does it cost the company to setup?
Is there an online multiplayer component? How much do we spend to rent servers for players to game on?
After release do we keep part of the team around for bug-fixing or DLC?
10. Production Guide
Think of the iteration cycles, first we need a playable prototype.
1. Prototype - How many team members will it take to make the smallest possible version that we can playtest?
2. Demo - The second iteration needs to expand the game and add some graphics, think of this stage as Early Access games that only have parts complete, but could be sold to consumers if you needed the cash.
3. Game Development - Third iteration should include refining graphics & gameplay, and expanding the number of playable levels to make the game longer. This part is what the big studios do well, like EA, Activision-Blizzard, and Ubisoft. Lots of talented people all working on making the game bigger, prettier, and more appealing.
Once you know how many team members you’ll need at each dev stage, estimate the amount of time each stage will take & multiply that by the salaries of the required staff.
Also add the costs of technology, engines, licenses, etc.
Give me an estimate of how much each iteration will cost.
11. Marketing Overview
Who will be buying my game? What is the target audience?
Create a logo for your game to use on the cover page of your GDD.
What kinds of players does my game appeal to?
What merchandise can I sell to fans?
Where should I advertise to reach the maximum number of eyeballs for the minimum cost?
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alwaysbegaming · 7 years
Video
youtube
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crystalnet · 7 years
Text
My Top 10 Video Gamesss
I'm really bored so I'm just gonna do this, fuck it. Top 10 from a guy whose genre of choice is the action-(J)RPG, of which makes up about half this list. I'm gonna try to keep it pretty short and sweet, cuz like who cares, like why am I even doing this who cares. (Digibro says text-blogging is dead, like I need to make videos but like who would want to watch the video of some rando listing things either? Idk, like I don't really get any motivation for anything anymore. But I do like games/JRPGS soooo.... without further ado...). Also I'm doing a 1-game-per-franchise rule 'cuz otherwise it'd be largely Zelda and Final Fantasy because I have good taste, am sheepish and bland, and overly-content with the same 2 franchises. But yeah, I'm digging a little deeper here. 
1. Zelda Breath of the Wild-
This may seem risky, audacious and possibly even sacrilege to put a game that is only like 5 months old on this list, but really this is the only game that I could really confidently put on my top spot. I think this game is just about perfect, and even though its not technically my genre of choice, it comes pretty close to a JRPG, and yet feels more pure than that, and somehow even deeper in a way. I'm just astounded by everything from the mechanics, to the presentation to the flow of this game and more. But especially those things probably. The "flow" of this game for example feels so fucking organic and open-ended that it essentially feels like no other game I've ever encountered. You can wander for hours semi-aimlessly and still have an amazing time and work towards progress. 
The climbing/paragliding thing is just about the coolest mechanic I've ever seen or played in a game and works as a really amazing foundation for one of the underlying aspects of this game, which is sheer unadulterated exploration. And I was saying it somehow reminds of a JRPG even tho it's Zelda and that has everything to do with the deep item-management and collecting, the deep cooking/crafting system, and the huge array of weapons which all transform the combat from being vanilla-as-fuck as it was in previous console Zeldas (barring Skyward I suppose) to really cool, challenging and pretty dang deep, for a Zelda game at least. And that, along with so much of this, including the incredible different experimental non-linearity of it, make this unlike any other than Zelda save the first, revolutionary entry. A lot of the depth also has to do with the crazy deep physics. Did I mention the physics?? And though there's only like 5 dungeons (I easily count Hyrule castle, and this is not including 120 shrines and the various fortresses/mazes), they're really ace and easily rival my favorite Zelda dungeons in the way in which the structure of the dungeons must themselves be manipulated in order to solve their puzzles (my next top 5 is gonna be Top Zelda Dungeons btw..). 
So yeah, this game is just freakin' incredible and this iteration of Hyrule is probably my favorite game world of all time. Every inch of it is beautifully lit, realized, and filled to the brim with little puzzles, shrines, formidable foes and questing galore. Also the horses. The horses are sick. And yeah, climbing to the tops of mountains and paragliding down (or later using Revali's Gale to ascend rapidly) is the most free I've felt in a game since the weirdly amazing web-slinging in Spider-Man 2 (PS2). Also the difference between how weak and basic you feel at first to how you feel toward the end when you have the Master Sword, a crazy good arsenal of weapons that you've curated, all the spells and Shiekah slate magic and all the amiibo-dropped gear attained from an illegal/frowned-upon amiibo deck is freakin awesome and even cooler than the dynamic progression of something like Dark Souls. And the whole first 10-20 hours or so of a new file are especially “special” to me. Not that it gets less fun-- in many ways it gets more fun as you get more capable and experienced-- but the Plateau segment is a master class in tutorial segment design, and the way you learn to live off the land is kind of incredible... There’s this whole Buddhist-esque anti-attachment thing the game forces you to accept regarding early weapons breaking all the time that help make you depend so heavily on scavenging and exploring and always looking for more loot just so that you can survive. You really learn to live off the land, and well that’s beautiful. And everything about all the various mechanics and the world feel so holistic and cohesive and unified in a way that I just haven’t really seen before.  Anyway, yeah I could go on but I think that mostly sums it up. This is the only game where it feels like your actually exploring an amazing natural environment, but without like sore feet and bugs and being sweaty and stuff. It's just all the good stuff involved in taking in a crazy beautiful environ. I already said that but yeah. This game feels restorative, peaceful, meditative. And I never get sick of those lonely little piano chords. It's good. Perfect even. Really a masterwork for me. And the DLC is sweet to boot and still incoming, so yeah. Me likey.  2. Final Fantasy XV-
Where I feel really good picking BotW as my #1, and can do it without hesitation, and it's not even a tough call to make as my favorite entry of its respective franchise, this one is a bit more complex. And like a lot of FF fans would probably rightfully scoff and write me off right away, whereas Zelda fans would probably be more accepting of BotW as the top pick. Because it involves a shit ton of caveats. For one thing, deep deep down, FFXI will actually always be my favorite video game experience of all time. Always. Forever. Sorry not sorry BotW. But I'm not putting that one, because I feel like there's something weird about listing an MMO that I only played for 3 years as a child and can't really revisit in a real capacity. Its sealed in time and perhaps that's what makes it special. Sure I could get on one of the couple of PC servers still going but it wouldn't be the same. Another caveat is FFVII, IX, and XII (Zodiac Age!!) are all, to me, way classier and probably on a technical level "better" than XV. And yet, I'm kind of have this disease where 64-bit games have aged worse for me than any other gen, and while XII is fucking awesome (Zodiac!! ^.^;;), I don't have quite as much fun playing that as XV (though its pretty close...). Somehow, despite all its short-comings, FFXV almost perfectly captures the charm and joy of this series, and all my memories of it, while containing them within a fucking gorgeous-- immaculately so at that-- package that is super freakin' playable compared to older turn-based titles. Like, ATB/turn-based FF will always be more "legit" in a sense, but I can't deny I am an action-JRPG addict and this game hits the sweet-spot for me.
Did I mention how beautiful it is? While some might see the new fixation on open-worlds as kind of redundant-- and BotW has now kind of revealed the flaws in the old triple-A formula for them--, I think this is just a reeeeally good rendition of the "open-world" concept, which is something I always wanted in FF. And while you can't join in with other players like in XI and carve your own path in the world (multiplayer is coming though...), there is a certain feeling of freedom felt in this game that makes so many other FF titles seem so limited (lookin at you XIII). Also, pretty. It's pretttttty. And if BotW's Hyrule is my favorite game-map, Eos is my favorite world in terms of like lore, look, and design. It's freakin cool. It looks real and there are cars and there are modern-looking people like us but there's also crazy monsters, magic, teleportation, robots and evil empires (well those are real). And the monsters seem like something out of an otherworldly Nat. Geo. the way everything is so wonderfully detailed. Its freakin cool Dinotopia shit in this bitch. So yeah, while there are flaws-- notably of which are the lack of customization in character-progression that I love in games like XII Zodiac Age and with the kind of unrealized story which is spread mercilessly across an anime mini-series and OVA-- this game feels like a perfect monument to my favorite series of all time. And like you can play all Nobuo songs while exploring this amazing world. Like seriously that tiny little feature is what puts this over-the-top. Otherwise I might have honestly chosen IX or XII Zodiac Age 'cause they're classy AF and the RPG mechanics are deeper. But fuck it, when I play this, it's basically the best visualizer for an endless Nobuo Uematsu soundtrack I could imagine. And like Shimumura's new stuff is great on top of that. This point falls apart 'cuz I could just play an FF actually composed by Nobuo, but like this way it's like an endless loop of my personal favorite Nobuo. Nobuo... 
But anyway... Yeah I like the look, combat, magic, world, characters, chocobos, and the look again. Also the potential... I think multiplayer could be really, really cool honestly. So while it bears some of the issues all post-Enix-merger FF games have (like weirdly dropping parts of the plot which is like...why???, or the fact that they're having to patch it all year, and are adding stuff (can you say DLC $$$$)), it's still a minor masterpiece for me. And while not as deep, or even as charming as old PS1 FF or 16-bit FF, its just so damn playable. I'm not a good retro-gamer like other people-- I like my games new and bright/shiny, and this game is shiny AF. So yeah. I clearly have to defend the hell out of this, but fuck it, it's great. Like seriously the design of everything? Just walk around and like look at it. LOOK AT IT. Character models!!! Lighting!!! Facial animation and movement!!! Omg. Okay, yeah I'll leave it at that. Don't hate me. 3. Super Smash Bros Wii-
I feel like I don't even have to explain this one. This is quite simply the perfect multiplayer game. And as with BotW and FFXV, I like these latest iterations a lot, which may seem sheepish and like plebian-core but fuck it. Melee was reeeeally fun back in like 2008, but I'm not trying to play that rn. Robin all day. And Cloud?? So yeah, there's just something kind of endlessly sweet about a game where the likes of Mario, Pac-Man, Sonic, Megaman, Cloud, Ryu and... Bayonetta (??) all collide in a game with amazing physics, awesome platform-y freedom-of-movement and a deep competitive scene which almost make this seem like some kind of weird master-game. Like the Master Sword of games. An Einherjar/Valhalla of all videogame character of fame and fortune. So yeah, its great. I can't speak about it to it to the length I did with FF and BotW because I feel like it speaks for itself. Its just pure, unadulterated Nintendo/pan-franchise world-colliding fun. 4. Nier Automata-
Nier/Drakengard lore is fucking crazy, deep as hell, and multi-faceted AF and Yoko Taro is freeeeakin cool and the best game director this side of Hideo Kojima. And where the first Nier is an amazing, lovably imperfect game-- clunky combat, and weird genre-hopping and all-- this one is like freakin' awesome to play front-to-back. Unless you like don't like abruptly inserted bullet-hell segments. But the main combat is irrefutably sick, which is crazy. Platinum games took a reeeeally weird game-world and made it feel super slick despite all the amazing quirks that are inherent to Yoko Taro's games. Also this is one of my like top 5 maybe 3 game soundtracks of all time. It's amazing and reminds me of my favorite Yuki Kajiura soundtrack for .Hack//Sign. Is there a term for awesome vaguely medieval-ish female-vocal heavy mystic-sounding music? 'Cause this game has it in spades and it's freakin sweeeet. Alongside some like soulful adult-contemporary R'n'B ballads? Buy yeah, amazing-feeling combat, a plethora of combos and weapons, a solid amount of depth to character progression, and really fun bullet-hell segments make this game sooooo playable and maybe my favorite action-RPG of all time (FFXV doesn't quite feel like a true action-RPG?)
But then, on top of that it has an amazingly evocative story, with wonderfully dynamic characters who are lovingly revealed over the course of multiple play-through, in a an epic struggle that revels in the philosophy of Sartre, Kierkegaard, and Marx among others. That in itself is freakin' crazy. Games/anime/movies with AI characters or like androids can be so cliche in their exploration of existentialism, and this game can seem like its gonna be like that at first, but it ends up making good on its promises, and functions as just a really cool exploration of a rich philosophical tapestry. And it's all beautifully told, in these really nice semi-muted colors and with these super lovely character models. Plus the open-world is surprisingly great to run around. I love the over-grown human city thing, and the super atmospheric music come together with the aesthetic to make this game so emotional. Like honestly, along with other aspects of the story, this game is sooooo feels-heavy for me. It can be really sad, and there's this amazing dichotomy/friction between how fun it is to play, and how like strait-up bad it can make you feel sometimes. To like even play it. Getting into that would be spoiler-y and stuff, but yeah I'll kind of leave it to there. The story is awesome. 2B and 9S are amazing. The concepts and way this game actually effect you are super unique, and all the presentation-aspects bring it together so beautifully. It's just like... wow. Like play this game. then play it 5 times to get all the endings. 5. Metal Gear Solid V-
I almost have to make the same caveats I did for FFXV for this game as well. Yes, I know, it's not perfect. It partly represents like the downfall of this whole series, and the darker side of video-games in general. There's a pachinko-level pay-wall type thing inserted right into this and there's some behind-the-scene drama involved that strait-up led to Kojima's departure from Konami? (firing??) Idk, idc, I don't have the energy for that, honestly. So maybe I'm a horrible MGS fan, but I'll be damned if I don't love this game unabashedly. I first played it during a time when I had basically spent 5 years not playing any video games besides Smash, and it was an amazing reintroduction into the world of triple-A titles. Emergent gameplay. Openness. The most handsome character model of all time (Big Boss is my daddy). And that Asia song "Only Time Will Tell". Seriously-- something about the way that song synchs up with the feel of sneaking into an Afghani military outpost in the early 1980's any damn way you please is like the story of this game for me, and part of why it's on this list. That song is everything. Like in the context of this game that is. But also outside of it too? But yeah the sheer openness is just incredible. Not open in the same way like Skyrim or BotW is, but in terms of how you complete each and every mission. It feels like your writing the script to your own big action movie every time you set out. Like the game doesn't force anything on you. Did I mention Big Boss is fucking hot. 
And yeah, great music, gameplay and overall presentation, and the cool base-management stuff adds this really cool RTS-ish depth that fleshes out the game wonderfully. Add some solid online PVP, a sweet mech and the gatdamn coolest most open-ended stealth gameplay I'm aware of, and you have yrself a winner. Sorry old, classic MGS, I gotta go with the new model. It's just so damn playable. Like yeah, I know, Konami is like really bad, and fucked up, and like if I really respected Kojima maybe I wouldn't chose this one? But like man I can't help it. I love it soooo much, contemporary triple-AAA-developer-dysfunction and all. Oh and Asia. And the Pere Ubu "Man Who Saved the World". And "Take On Me". Honestly without the tape-collecting/playing this might not be included. But yeah, its clearly great.
6. Dark Souls- Idk, I'm not even a huge Souls guy but this game is kind of breathtaking. I got it for cheap and went in a skeptic, and remained that way for a decent chunk of it, but around the time I was getting to Sen's Fortress things started to click like crazy. This game is undeniable and I'll leave it to the plethora of well-made YouTube analyzers to really get into why. But for me, as far as action-RPGs go, this feels like it has some of the most legit customization and progression of any RPG I've played. It's got an amazing world, with the vertical-nature of the map and way that inter-locking various paths slowly reveal themselves is an amazing thing to behold as the game unfolds. I also just really love the online aspects of this game. I played this game when Dark Souls III was just about to come out and it gave it this kind of spooky feeling. Like I still got invaded a good bit and had help when I wanted it from others, but I could tell it wasn't as busy as it might have been during its initial hey-day. Like playing a weird culty Dreamcast game online in like 2005 (Phantasy Star Online anyone?). This spooky feeling of people being there but not at the same time fits the lore and the world itself really well and that aspect is probably even more exaggerated now (plus the fact that I fuck co-op proves im a n00b). But the fact people were still playing it at all, and still do to this day, speak to how singular and amazing it is. For me, this is just the end-all be-all as far as  archetypal high fantasy worlds go-- at least as far as the darker side of things go. Its a bit heavy metal and dreary for me as far as fantasy goes (I like my shit kinda twee and anime-core), but if I want dark and bleak, with an underlying sense of old-world scenic beauty, this game is unbeatable. Like literally, I can't beat it. That's my one complaint: too hard! I'm a noob, maybe one day I'll git gud and stop getting wrecked-- one can hope... 7. Persona 5
This is weird to put after Dark Souls 'cuz if I'm honest I feel like this game has so much more charm and character and like personality than Dark Souls? Idk, I guess I can make that claim. Like Dark Souls has tons of personality, but like Persona 5? I guess it has to do with my slight preference for action-RPG over turn-based, but this game almost seems like one long ass 100 hour+ trek through sheer charm and personality. Hm, PERSONA-lity? Wow genius. But really, this game is just dripping with unique style and charisma. And I'll be honest, I wen't in expecting a lot and for a solid like 20 hours initially I wasn't all that into it. I'm still kinda an SMT noob so I think I'm just impatient for how long this game takes to reveal itself. It's just freakin big and deep that it literally takes that long and then some to truly get going. But once it does... oh boy does it. I think it might be the coolest turn-based game I've ever played in terms of just the sheer combat itself (sorry all pre FFXI Final Fantasy games???). Equal parts FF at its deepest and classiest and Pokemon at its um. Well idk, it's not as Pokemon as Ni No Kuni, but the Persona-collecting system is freakin great. And the level of challenge the combat/dungeons have seem almost pitch-perfect in a way RPGs rarely do. And then add in all the social links/dating sim components, and the open world, and the weird Sly Cooper-inspired stealthy dungeon-crawling and you have like one of the craziest, coolest most legit JRPGs of all time.
But yeah the saving grace for me is the actual turn-based system/combat itself. For a turn-based, its bizarre how kinetic and speedy it can feel. You have all the time you need to strategize if you so chose, but once you know what your doing it can be like lightning, right up until the point where your arguing with a demon to either fork over some loot or join your party, or else your moving fluidly back into great dungeon-crawling action. And then yeah all the crazy super-Japanese high-school student simulation stuff rounds things out delightfully. Like, I admit I like my RPGs to either be high fantasy or else cyber-punky and this is neither of those. Like I'm not even sure what aesthetic so much of this is... smooth jazz and sassy r'n'b moodiness, and like Japanese high-school-attending outcasts who moonlight as stylish treasure-hunting demon-slaying thieves and fight against the inner-world manifestations of corrupt adults-- like what is that vibe? I really don’t know, but I suppose its something all true otakus understand on some inherent level, even if it does remain mysterious and ever allusive in its charms to me. 
But the story is cool and huge (Seriously, 100+ hours! What?!!?) and plumbs psychological depths and doesn’t pull punches when it comes to getting a little dark, if maybe in a somewhat simplistic way. But yeah, this game oozes charm, like in the way Mona is so undeniable as a side-kick. I mean they’re almost annoying too but then like, no, Mona’s pretty great though. There are things I can almost imagine it doing that would make me like it even more (like the whole day-cycle thing never quite feels as open as I want it to? But like if it was it'd be like 300 hours. Just that thing where you speed through yr day and almost skip right to one scene in-class and then BAM its after-school), but yeah like this nitpick doesn't even fully make sense. It's just that this game is open-ended af and yet it can also sometimes feel kind of like your spending a lot of time clicking through text without a ton of control. But really that's just the like first 20-30 hours. And again the combat is just undeniably solid. So yeah, it's lite-novel-y and when yr not in dungeons it can seem like yr clicking through an anime almost, but I mean that's kind of also what makes it amazing.
And I'll just touch lightly on presentation stuff like the amazing soundtrack and the f a b u l o u s  style of all the menu's and just over-all visual flair of this game, 'cause literally everyone notices that instantly. The dungeons also seem kinda weirdly PS2-looking to me, but like it doesn't matter. This game has a crazy amount of depth and charm that make more immaculate looking triple-A's seem soulless. Plus, yeah like all the menu stuff and like visual segues make it seem so much more stylish than them too even though its clearly not on the same level technically. So yeah, this game’s a lot of win. I was skeptical of the hype honestly, and aspects of Persona 4's world are a little cooler to me still, but man this game is just like... yeah it's good. It's soo long and so written and chock full of a very distinct kind of charm that it seems comparable to having some kind of weird virtual pal inside my ps4 (Does that sound sad ^.^;;). Like it's just cool to know I can always pop it in and hang out with my old pals Ryuji, Ann and Morgana. And Makoto.  For like 100 more hours now. How long is this? Where am I, I've been playing it for 3 days, help!? 8. Odin Sphere Leifthrasir-
I'll have less to say to this 'cuz I'm pretty new to the hype-train and thank god 'cuz I wrote way too much about P5? But yeah, this game is the addictively-awesome side-scrolling action-RPG/Beat-'em-up I didn't know I needed in my life. At first I thought the over-all look was kind of not really my thing, but I've done a full 180, and while its not the like more traditional anime/FF-esque style I'm used to, I've come to see just how beautiful and fresh its style is. And then the combat itself is sweeeeeeet. Endlessly playable and as deep as you'd want a still kinda light-feeling action-RPG to be. Plus there's a deep cooking system which just always takes good action-RPGs or any game over-the-top for me. Most of the game is done exploring these really fun combat-filled levels but some respite is found in the mini-farming and cooking mechanics. And the crafting adds an extra dimension as well. Soooo deep. I also love that it scores you on how stylishly your playing by tracking yr combos. This is one of the more fluid and engagings JRPGs I’ve played, and the hand-drawn look is to die for. So yeah, I'll keep it short and sweet, but the action is great, the characters' various play-styles are wonderfully varied, and the overall presentation is just so unique and cool. Oh and the story ends up being like really legit? Caught me by surprise. It's mostly just good old fashioned sprite-based fun, with a really sick Norse-inspired fantasy aesthetic. A video game's video game (what does that mean?? (you get it)).
9. Dark Cloud-
The true OG "Dark" action-RPG of my dreams and heart-- sorry Dark Souls, you were a decade late. This game encapsulate the joy of PS2-era action-RPGs, a high-point for the genre. The kind of vaguely bland-but-still-unique fantasy look of it (a successful "Ocarina-killer" for my money, on a visual level at least), the procedurally-generated dungeon crawling, and the freakin’ awesome city-building and NPC-interacting make this game pure win. Like yeah, its a bit clunky with its combat, but charmingly so for me. Its mostly just got this really nice sustained vibe of like sheer pleasantness all throughout, and I just can't get enough of its over-all vibe after all these years. Harder to put this one into words... but yeah the city-building and little tiny touches with all the NPC-helping and questing is what make it special for me. Especially the city-building (you get to restore these little towns that have been ravaged and you have to make everyone happy with the way you set things up. So Japanese and so fun..) Like what a cool, weird feature that ends up being great. Idk, its great. I like the vaguely arabian-ish vibe too. It's just...  really good. It's just sheer PS2-style win. So yeah this one is mostly a lot on inarticulate nostalgia but fuck it. 10. .Hack//Infection-
Speaking of inarticulate nostalgia...Now I can't quite say this game is like truly a "good" game? All the way through at least. In some ways its part of a big cash-grab for Bandai-Namco. I'll go with the first one in the series, but its really just a piece of a whole along with 3 other games, that may have been a bit padded and intentionally designed to leach a whopping 200 US from a true dreamer back in the day, who just couldn't help themselves. BUT it's also kind of amazing. Like the combat and dungeon-crawling is a bit cut-and-dry (is it just me or are procedurally generated PS2 dungeons kind of sick?) but its enough. You have tons of party members to choose from, a plethora of magic scrolls to use if you so choose, and your 2 trusty little twin blades with which you can press X to slash with until the cows come home. A game like Kingdom Hearts as an action-RPG seems so much more fluid and kinetic and yet? Well KH is ridic, and if I'm gonna die on some hill for a goofy anime-core action-RPG it'll be this one any day. It combines my favorite aesthetics (mysterious celtic-y high fantasy AND cyber-punk) by way of being a game-within-a-game, and by being about a fictional MMO while not actually being an MMO it's kind of meta AF also. Also, the stuff with the emailing the other party members you meet and the system that has you increasing your bond through these simulated conversations with other players just reeeally gets to me, and seems cooler than Persona confidant-developing honestly. I'm a huge sucker for the original anime, and you got these really sick OVA anime discs with each entry which were set in the real world that the game existed in and even though that shouldn't factor in really, I admit it does. It all comes together as this kind of cool, weird, slightly-trashy anime wet-dream from my childhood at the end of the day. Also, some sick music, sick AF character designs, and an overall concept (that I'll actually defend to the death despite some of the superficial anime plotting/characters) round things out very nicely. Just the fact that this is a game about an MMO... like what a concept (and a decade before that SAO garbage fire shit). Plus Grunty raising. And the G.U. Last Recode remaster is right around the corner, OMG!!!!!!
also rans/runner ups: 11. SSX 3
12. Resident Evil 4
13. Katamari Damacy
14. Super Mario Galaxy
15. No More Heroes
16. Spider-Man 2
17. Catherine
18. Bomberman '93
19. Tekken 4
20. Marvel Vs. Capcom 2
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loudcore · 7 years
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What I’ve Been Playing - June 2017
Homefront: The Revolution This game is currently on sale for $10 with DLC on steam and I picked it up a few days ago. I’m honestly incredibly surprised how good this game actually is for the price. It was one of the most under-performing AAA titles of last year, but my time with it right now is actually fantastic. The atmosphere, graphics and gunplay are great. The acting is alright and the overall mission objectives are fun. It’s literally a dystopian FarCry. Most of the bugs have been fixed up and I think it’s definitely worth a pickup now.
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Gears of War 4 I just picked up GoW4 on a summer sale and I really love this game. I’ve played GoW1 through GoW Judgement and this GoW is definitely one of my favorites. It’s a nice change from the previous ones and the graphics are crazy good for Xbox One. I’m happy to know that buying this allows me to have a copy for PC as well! So far I’m really enjoying the campaign and the multiplayer might be my favorite of the GoW series. I think this series still has life left in it.
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Forza 5 I picked up Forza 5 on a sale for $5, I really don’t have too much to say about this one. It’s literally Forza 4 but better looking and less tracks. The presentation is good but its a bit annoying and doesn’t allow you to skip anything. The driving physics are tough but I enjoy turning all the assists off and so far I haven’t had an issue winning even after raising the difficulty.
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Halo 5 Halo 5 is such a weird game. I honestly love the multiplayer and the new mechanics. I don’t care if it makes it more CoD like, it feels better. What I dislike about this game is just how it doesnt expand in the right areas. Large maps aren’t THAT large, and the maps seem to be all the same theme. It’s really disappointing how ugly and bad these maps are, as they all look like custom forge maps. I’m also disappointed how ugly Halo 5 is in general. Tiny maps, no detail, painfully boring environments. It’s disappointing because Halo 4 on MCC, is an absolutely stunning game in comparison and Halo 5 looks almost like Halo ODST graphically.
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Halo MCC This collection really is one of the best collections I played, if only the multiplayer matchmaking wasn’t complete garbage. They said they would fix the matchmaking but it’s still broken and takes forever to start a match. The ports are so good. Halo 1 - 4, this is the best way to play them and it breathes so much new life into these games. Halo 4 in this collection looks absolutely incredible and the art style for Halo 4 is my favorite. It’s crazy how this game looks better than Halo 5 IMO. All games have coop splitscreen and online coop too.
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Unreal Tournament 2004 One of my favorite childhood games. Played it with some friends for many hours and is still as fun as it was back in the day. Definitely recommend picking it up.
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Black Mesa I followed this game for many years and was so happy when they finally released it. This game looks incredible and it’s the BEST way to play the original Half Life. If you love HL1, you must pick this up. It’s a beautiful recreation.
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Hatred The most controversial game of 2015, picked this up. I actually really love it. It’s so stupid ridiculous and the music/mood is really cool honestly. The game is pretty fun too but is ridiculously hard. I also recommend the recently released third person shooter mod. I’d say pick this up if a game like this interests you.
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Quantum Break Uh, I don’t know what to say about this game. The graphics are mindblowing, honestly the best looking game on Xbox One. The motion captured faces are absolutely outstanding. The story is interesting but the game moves too slowly. The gunplay is bad and the overall gameplay is just bad. This game is better off being just a TV show or story game. Maybe I’ll give it another shot sometime, but there are better games out there.
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Thanks for taking the time to read this. What have you been playing?
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gear-project · 7 years
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How New Characters are Made
Obviously there's plenty of Model Drawing, Detailing, and Animation to be had, for info on that use the "Unreal Engine" and "Animation" tags, also the "Camera Angles" tag.
But that's not all that goes in to making a character.
Take Baiken for example.  Her compressed file data (as a DLC packet) will not only contain her character voicework for battle, episode story, additional story, but also Win quotes, Time up, Ranking voices for people who play Baiken in Ranking Mode, System Voice Data if she's the Announcer, reaction quotes towards EVERYONE's unique Instant Kills (and Faust's enema), PLUS in addition to that, EVERY ACTOR IN THE CAST has to do voice samples reacting to her unique attacks or have their own personal winquotes when defeating Baiken!
In addition, certain characters have special quotes for her (like Johnny's Respect animation, which is unique for EVERY CHARACTER).  In GGX, Baiken's Into quote: "Keep it serious (insult)" varied from character to character too!
Lastly, in recent games, more and more characters are getting rivals (Faust versus Zato for example).  Assuming Asuka R. Kreutz, A.B.A., and Crow Kuruwaba show up, not to mention I-No, Baiken has plenty of Rivals to spar words with!
To top it all off, there's always a chance for a dub, meaning TWICE AS MUCH DIALOGUE!
And Baiken is just ONE CHARACTER in an ever-growing roster.  And that doesn't even account for her Stage which could later be adjusted based on Time-of-day, Weather, or situation.
So next time you play your favorite character, think about how much work they're putting in to make the cast as realistic as possible!
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entergamingxp · 4 years
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Borderlands Legendary Collection – another excellent compilation for the Switch library • Eurogamer.net
The Borderlands Legendary Collection is one of the most fascinating Switch ports we’ve seen in a while – it’s like a technical roadmap for the series, starting off from the last-gen Borderlands, encompassing its sequel and rounding off with the cross-generational Pre-Sequel. Unreal Engine 3 is the core technology in all cases, but its utilisation evolves from game to game with some fascinating results in the transition to Switch – not least that the more ambitious Pre-Sequel looks better and even runs better than Borderlands 2.
Of course, access to the original trilogy also shows the evolution in Gearbox’s craft. Between 2008 and 2012, environments scaled up in complexity, the rendering pipeline improved, and more advanced effects were put to work in cutscenes – there was always a satisfying forward step. And the good news is that by and large, this Switch collection is a good match for the Handsome Collection on PS4 and Xbox One. Perhaps inevitably, the frame-rate target changes from 60fps to 30fps to achieve it on its mobile chipset, while the split-screen mode is also pared back from a maximum of four players to two, but on the plus side you do get Borderlands: Game of the Year Edition included in the mix here. For Switch owners, this creates a very complete package.
Let’s tackle each in turn, then. The Borderlands series has travelled a long road since its 2008 debut. The simple wastelands of the original classic, marked by thick comic-book style edges, laid a template for the series’ style and gameplay loop. Honestly it still has a lot of charm today, even if its environments now feel a little flat and simplistic. On Switch, that makes for a very straightforward port, with a native, fixed 1920×1080 resolution at 30 frames per second that rarely wavers from its target, plus a nigh-on identical experience at 720p in portable mode. There are some omissions up against the other current-gen console versions – anti-aliasing is removed entirely, for example, while shadow quality is pared back. Texture filtering is also of a poor quality, especially noticeable when playing docked.
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Borderlands on Switch – all three games tested, both in docked and portable modes. And yes, we analysed split-screen too.
A lot of these tweaks and compromises stay in place for Borderlands 2. In comparison with the Xbox One release, it’s also clear that post-effects like depth of field and bloom are missing on Switch – but all round it’s still great to see texture detail on enemies is a match for the bigger consoles. Borderlands 2 is the point at which Gearbox’s handling of Unreal tech really started to shine too: environments are bigger, more vertical. We have soft use of physics for flags, and a lovely crepuscular ray effect. Shadows streak around objects occluding the sun – even snowflakes. It’s a lovely effect, and it makes the cut on Switch too. It’s also worth noting effects quality stays at the same level as Xbox One – and that’s perhaps one area that the developer could have tweaked to optimise it further. While gameplay is mostly locked at 30fps, alpha heavy scenes see infrequent but heavy hits to frame-rate.
Last but certainly not least is the Pre-Sequel. Released in 2012, the team went all out to deliver a more narrative-driven game, and on Switch there’s a lot more going on visually. It’s cutscenes galore right from the start, but actual in-in-engine gameplay shows major upgrades over Borderlands 2. It necessitates the implementation of dynamic resolution scaling on Switch, with an 810p to 1080p window. Pre-Sequel also shines on Switch for adding more effects.
Yes, at last, anti-aliasing is fully enabled for this third game and so there’s a much cleaner look to it than the first two. Depth of field is also added at last, while shootouts have a blur to the background of the action that falls in line with Xbox One’s presentation. In actual comparison between the two, it’s surprising how similar the two look – besides the obvious cut in texture filtering. Another cutback on Switch that stands out is a 50 per cent reduction in resolution to transparency effects, creating obvious stair-steps around explosions. It’s not the case for the first two games, but Pre-Sequel – perhaps by necessity of it being more ambitious in its detailing of environments – takes a hit here.
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Borderlands 3 was the last big series entry. Could Gearbox be considering a Switch port to complete the set?
There’s two separate approaches to the Switch ports: Borderlands 1 and 2 play it straight at a locked 1080p and 720p portable, but there is a sense Pre-Sequel is built with adaptability in mind. Enabling dynamic resolution and dropping the effects quality are drawbacks on paper but allows for tangible benefits: added depth of field, bloom, and anti-aliasing – and a better looking and performing game overall. In terms of portable play, it’s curious to see the resolution rarely deviates from 720p, suggesting that flexibility isn’t needed as much on the go. But the fact that flexibility is built into the engine by design not only produces a better-looking game overall, it also runs smoother than its predecessor across the run of play – a remarkable turn of events.
As an overall product, the Legendary Collection is a strong proposition. Perhaps by virtue of its age and its 30fps target, the first game poses no problems for the Nintendo hybrid, bar some fleeting, infrequent and most unnoticeable frame-pacing stutters – which actually manifest occasionally in all three titles. Borderlands 2 is the only game which exhibits any major performance challenges – and even then, only in areas heavy with transparency effects (and the hit to performance is actually reduced in mobile mode, again implicating bandwidth limitations). Borderlands: The Pre-Sequel isn’t perfect – those minor frame-pacing trills still kick off at points – but it’s still very well presented. And likewise the portable play simply flies through at 30fps, up to and including the Pre-Sequel with only Borderlands 2 presenting occasional performance dips. Even split-screen modes across the series hold up pretty well, but there are some understandable performance dips in heavy scenes, again more noticeable in Borderlands 2.
The overwhelming sense here is that Switch is more than up to the task of running all three games well. With a little retooling of Borderlands 2, it would be plain sailing across the board – but as a whole, the Legendary Collection impresses. That so much of the series gets crammed into one package, including all DLC, makes this a great primer before launching into Borderlands 3 – and it will be fascinating to see if Gearbox takes the bull by the horns and attempt to port over its most ambitious Borderlands yet. Gearbox transitioned across to UE4 for its last game, the engine is supported on the Nintendo hardware, and I’d love to see the entire franchise available to play on Switch.
from EnterGamingXP https://entergamingxp.com/2020/06/borderlands-legendary-collection-another-excellent-compilation-for-the-switch-library-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=borderlands-legendary-collection-another-excellent-compilation-for-the-switch-library-%25e2%2580%25a2-eurogamer-net
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terryblount · 4 years
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Azur Lane: Crosswave – Review
The following review is written by guest writer (and friend of Gamer Matters) Ammar “Tohka” Aryani. You can find him stream more waifu games or soldier sims  at twitch.tv/tohka_aryani
A wise person once said that Azur Lane is basically Kancolle, but better in terms of getting people to play their game. But how would the shipfus fight in a third person perspective?
That’s where Azur Lane: Crosswave comes into mind. After a great global release on their mobile counterpart, Yostar Studios announced several plans for 2020 including a multiplatform game after a horrendous disaster on their anime to the point where they would establish their own animation studio based in Japan. Is Azur Lane: Crosswave able to give the mobile player-base what they were seeking? The answer is mixed, and here’s why.
Presentation
The game was developed and published by the duo of Idea Factory (IF) & Compile Heart (CH), which is famously well-known for their flagship title games such as the Hyperdimension Neptunia series. So the art style was what I would expect coming for an established duo. (I mean, they even giving us Neptune as a shipfu for free so I ain’t complaining)
Graphic-wise, it was an overall improvement. The game was developed using the Unreal Engine 4, meaning that it gives a boost in terms of game physics.The User Interface (UI) is pretty smooth and pleases the eyes since it was simple yet easy to navigate through. I wish I could say the same for the 3D models. Some of the 3D models were lacking specific details but in return, the 2D expression from all of the characters available during cutscenes is a new sight to those who are veterans of Azur Lane. So presentation-wise, it’s looking great for the game but it comes down to the gameplay that really matters.
Gameplay
For IF’s classic RPG visual novel storyline combined with a turn-based action battle system, I’m a bit disappointed with the battle system mechanics on this game. The gameplay, on first impression, is very interesting on its own as it follows the mobile’s shoot ’em up style scrolling-screens combined with 3D graphics.
You will be able to control a full fleet with 3 main ships while the other 3 will act as a support, giving you buffs during battle. Overall the gameplay feels a bit repetitive as you will repeat the battle process with mostly the same enemy units as well the long amount of cutscenes. The game does take on the RPG aspect of IF’s signature equipment slots, where you will have to farm for A points (which is used to recruit ships into your fleet) or gold coins (used for equipment upgrades/purchases). But again, you might need to grind for a specific amount of time to get enough points for the ship that you wanted. Once you get enough materials/currency, you can boost the stats on your ship or upgrade their unique skills. It’s a shame that the battles mostly lasted a mere 2-3 minutes depending on the equipment.
And finally, just like the mobile version the rank for every battle depends on an completed objective. The lower the ranking, the less loot you get. But this game, in particular, has a high amount of players that managed to complete a battle in S rank, meaning it’s easy to get the highest ranking in battle most of the time. So basically the player would watch some event cutscenes, load up a battle, defeat the enemies, go to another place for loot or battle, defeat more enemies, earn some resources, see if you can buy something new and repeat.
Oath System
Just like in the mobile game, you can marry your shipfus without having to waste IRL money to buy a wedding ring. (God knows I wasted $100 for that) Once you managed to raise your ship’s affection to max level by fighting battles, you can instantly oath a ship and gain extra stats.
Content
Content-wise, the team of Yostar and Idea Factory did an amazing job of handling the storyline very well. The story focuses on the duo of Suruga,a battleship & Shimakaze, a destroyer that is newcomers to the Sakura Empire faction.
While the storyline isn’t complex, it actually fits really well with the setting of the game itself.
The Eagle Union, Iron Blood, Royal Navy, and Sakura Empire, all based on the 4 main factions during World War II. The nations maintain a peaceful but friendly tension between them, as they face a threat from a mysterious fifth faction: The Sirens. The primary defenses against this faction are the Kan-sen, female androids wielding special weapons and channeling the spirits of historical warships. When a battle with the Sirens leaves a number of physics-defying glowing cubes scattered about Sakura Empire territory, the nations call together a “joint military operation” to collect and research the mysterious new resources.
Azur Lane: Crosswave offers 29 playable ships such as the famous Enterprise, Bismarck and Nagato with 35 ships more on support duties and not available in the primary battle group. The support ships instead give buffs to the ships during battle and generally cost less than the playables. IF and Compile Heart have announced several playable ships to be added via DLCs.
Although the Azur Lane roster has 400+ ships, not all of them make the list and while there are almost 30 playable ships in the game, some of the factions only have a few ships in their arsenal. For example, the Iron Blood faction has only 3 ships while the Sakura Empire fills ⅓ of the roster. ( Give me Zuikaku and I’ll be happy)
But what they lack in the roster list, they make up for it with full voice acting, and the outfits they practically spill out of are rendered in high resolution, which is rare for the mobile players. The expressions coming out from the characters are amazing, providing you can avoid the somewhat lewd art design.
Personal Enjoyment
I’m not gonna lie, I’m used to playing games made by Idea Factory and Azur Lane specifically so these types of games are my bread and butter. I’ve played the game for several hours and to be honest, I feel like I’m playing another Hyperdimension Neptunia series despite having Neptune in my fleet.
Game-wise, I like to grind and farm for equipment and new ships. But the gameplay can be boring after several hours after my soul has departed due to gacha exhaustion. I like the game mainly due to the character interaction. It’s not every day you get to see Bismarck and Hood chatting after what happened to Hood in the mobile game storyline.
Verdict
To be fair, I have mixed feelings about this game. This is due to the short battles and the super long cutscenes. But Azur Lane: Crosswave is overall not a bad game, but there’s nothing special about the game that appeals to the public unless if you’re an Azur Lane hardcore fan or if you have played any of the Hyperdimension Neptunia series. The game itself is a character-driven adventure with simple yet quick battles and a shallow storyline that is surprisingly dialogue-heavy. Overall, if you’re an Azur Lane fan or an experienced Nepper (a person who has played the Neptunia series) chances are you’ll enjoy Azur Lane: Crosswave.
Otherwise, others might be better off playing Doom Eternal.
Review copy purchased by the reviewer
Azur Lane: Crosswave – Review published first on https://touchgen.tumblr.com/
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