#modus interactive games are so unique and cool
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Played an older Modus Interactive game yesterday - The Snow of Basidia, because I wanted to see how whimsy and coziness is tackled by the developer but then The Horrors started happening and I remembered it is indeed a Modus Interactive game.
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Why i like Hinamiki
Hinamiki is by a wide margin my favorite ship in the danganronpa series. That comes as no surprise to anyone who knows me closely. It’s practically what i’ve shaped my identity in this fanbase and DR related friend groups around. Unabated gushing about the things I like and love is practically my modus operandi. Shipping especially is something I’ve always loved doing. It comes naturally to me, for one reason or another. I see characters I like acting cute together, and my brain releases the good chemicals and says “That’s good, give me that. More.” It’s even why I started writing. I wanted what games didn’t give me, which was more, or in some cases, anything at all. Danganronpa 2 gave me Hajime and Mikan, two characters that, admittedly, have limited interactions comparably. Hajime speaks more often with more vocal characters, like Kazuichi, Fuyuhiko, the ever looming Nagito, and, of course, Chiaki, while Mikan’s interactions are usually limited to Hiyoko’s awful treatment and whoever else is around during it. Thankfully, the game has supplementary content in the form of Free Time Events, casual pieces of dialogue that gives you extra insight to chosen characters. However, this benefit is far from a unique attribute to the pair.
In that regard, protagonist ships could be seen as “easy.” You could make the argument that the FTEs gives equal leverage to all protagonist ships across all games, regardless of what character it is. Everyone is on equal footing, so the relationships that develop between the protagonist and the character feels less genuine, and more-so tailored after the player’s personal preferences, made more apparent by FTEs disappointingly not making an impact on the static story. With all that being said, what the FTEs does provide is an insight to character relation. How the protagonist and the other character talk, relate, interact, and perhaps most importantly, how they react.
Hence we arrive at Hajime and Mikan.
I have a huge appreciation for Hajime and Mikan's FTEs, because I honestly think it's where Mikan is handled best. It allows the game to focus entirely on her, which gives Mikan enough room to properly convey the nuances of her character. How an incredibly troubled past has left her deeply afraid of abandonment, hyper-observant, socially stunted, pessimistic and internally vitriolic, all caught up in a downwards spiral that gets worse when one problem bleeds into the next, with no band-aid solution. And when you’re spiraling out of control, it’s always nice to have someone to take a hold of you and pull you down to earth again.
Not only does Hajime actually hear her out, but he's able to make her calm down and have a regular conversation without enabling her worst attributes. And I think this is especially important, because there's rarely another instance where that happens. Mikan is so used to going on autopilot and be willing to give away everything she has, that she's actually taken aback when Hajime tells her she doesn't need to do any of that to make him talk with her, because he realizes how harmful it is of her to be like that, even if he doesn’t understands the depths of her scars, because he doesn’t need to. Him giving her genuine attention, and not expecting her to show off her bra, do a weird trick or tell Cool Nurse Fact #2364, is a completely new experience to her, because that’s usually how she’s survived in her shitty life.
And because of that, she actually feels comfortable opening up about her inner pain to him. She, at least partially, confides in him with what she's been through when telling others would probably drive people away. She employs a false sense of physical vulnerability so much to other people to keep them interested in her that it's a completely rare thing for her to open up and be genuinely emotionally vulnerable with him. It's a bit of a gamble to her when she's usually 200% deadset on not doing or saying anything weird, because that might make people disturbed with her and leave her alone. But regardless of what happens, Hajime doesn't leave her. And that's special to her, because to her knowledge, that's a first for her.
Of course, Hajime is not a therapist. But the first step towards improvement is trusting someone with your issues and identifying them. Having a shoulder to cry on is not a necessary step, but it’s a step that goes a long way. Then you take the next step, seeking help. And when it comes to that, it's always nice to have someone that holds your hand and leads you the right way. But in the end It's still up to you to walk forward.
Aesthetically, Hinamiki is a pair I’d describe as a “soft-looking” ship. Their height difference is adorable and they’re typically depicted as being very cuddly in fanart. Very Cool and Good. I also love how the purple and pink stands next to the green and white, the colors are noticeably different, but compliment each other in a soft way nonetheless.
I also really love the different dichotomies between the two. They both seek to be recognized, (one out of a desire for the inherent prestige of talent in a talent-obsessed society, the other out of love) both get taken in by a personal devil that promise them what they want, only to coax them into becoming monsters of hope and despair respectively. I love that one is a hyper nervous wreck of a medical genius while another is a tempered, but gentle heart that struggles to remember what a fucking elevator is. And I love how they just get each other. It’s heartwarming to see two people understand the other’s insecurities and how they affect them.
Ultimately, I think a ship that’s all about the respite and quiet intimacy between two who understand and love each other is a nice break from how bombastic and forward Danganronpa usually is, both for how they go through everything, but also for the viewer. You could say that I love Hinamiki for being what danganronpa usually isn’t then lol, just two characters taking their time to care for each other and getting a bit of respite. Because that's love.
Thank u for ur time ❤️

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Dread X Collection 3 Games Review
Once again, my friend and I have played through a new Dread X collection and I would like to make a short concise review for each game including the Hub area. We each played 1 game resulting in 6 each. The order of games reviewed is not the recommended order to play as we went on a very simple roundabout on the graveyard, and the games have a strong sense of quality unlike Dread X Collection 2 which had many great quality games and many low quality games.
Lets go!
Game X: The Castle (A bit unremarkable)
Scare Type: Cute
Player: My friend
The castle in some way is a step back from the awesomeness of the house. As it proceeds with forced dialogue cutscenes with your character and a ghost character that possesses in you. The puzzles and areas are also larger and more spread out and easier than the house. The Dialogue cutscene itself even give the idea to not compare the two, which is understandable. But let me tell YOU that I enjoyed the house more than I did the Castle (Even if it was not I who was doing the Castle Bit), so even if they are different, one was in my opinion better than the other.
The forced Dialogue cutscenes weren't to bad. The Voice Acting was not bad. Its rather the script and subjecting the player to sit through it. Its not the most fun to sit through and could have been handled better. In the house, a dialogue still happened but you were still free to move around while listening to the pre-recorded message. The ghost possessing you could have done the same with you, but instead this YOU is a character that must go into a dialogue and stop your gameplay.
The STYLE of the castle is where I think it wins the best. The very cute spooky aesthetic is great, and hold a lot of details we noticed near the end of the game. Like the paintings being famous paintings, replacing the characters of the paintings to goofy ghosts. Time passing between each game is also a great detail, making the castle ever so slightly different all the way to night time. I love the castle for this.
We quickly figured out that the theme for this Dread X collection was not just Cute and spooky, but also the inevitability of death.
Nate Berens – SATO WONDERLAND (Ok)
Scare Type: Surprising!
Player: My Buddy
This game was alright, nothing too amazing as pulling different topics to make a new dialogue box appear was tedious and a bit annoying. But the story itself was pretty cool, resulting in a surprise ending. Each game have different endings which we did not try to explore, but for this I think we managed to get the best ending. Not much to say about this one.
Blood Machine – Soul Waste (Eh...)
Scare Type: ...None?
Player: Me
Soul Waste is a 3D action platformer about this... post apocalyptical world, and you happen to be the “Saviour”. We got Ending C for this as we felt the tedium of the collectables and we weren't going to sit around collecting them all in this weird to navigate map. The enemies did not make much of a challenge making the game bit boring. The end boss was the only thing that gave me some ounce of real fun. There was a lot to explore, but my patience wore thin due to not being that interesting of a platformer. Although it did look good for what it did. There is some to explore which we did not, but I simply noticed that there was some things here and there that we did miss. We just did not feel the need to go back.
Bryce Bucher – Disparity of the Dead (Great!)
Scare Type: Horror that sticks around even after the game.
Player: My pal
This game I think pulls off the themes of Dread X Collection 3 very, very well! Perhaps the best thematic one? Nevertheless, this is a 3D platformer that lets you talk to fun characters collecting collectables and piece together a mystery. The topics that which the game introduces to you are all very good and sad in many ways. It also had a lingering effect on me personally. This lingering horror reminded me of SOMA by Frictional Games. Anyways, the game in general is not horrifying until you get to a certain point. Then when the actual ending plays, it all gets sad. We do not know if there are different endings, but the ending we did get was a sad one in my opinion and was great.
Amon Twentysix – Bete Grise (Cool!)
Scare Type: Uneasy, then relief!
Player: Me
I really liked the aesthetics of this game, reminded me a lot of some obscure old-school games. The gameplay is mostly of you going floor to floor doing cleaning and... repairing? Anyways, there are a few hints here and there that foreshadow the great revelation at the end. I saw some of them and felt very uneasy when going through the process as it all felt like a facade. But once the revelation hit, the game turned into something more funny, stylish and well, just felt good. Its rare for a horror game to kinda blue ball you into satisfaction.
DIRIGO GAMES – REACTOR (Disappointing)
Scare Type: Betrayal
Player: My Homie
This is a game I spoiled myself with, which is why I had my friend play it instead. The game is mostly a walking simulator in which it feels like you shouldnt be there in the bad/useless way as there is a robot buddy who keeps you company and doing everything for you. When the time comes, you are then obviously, chased to the ending of the game. Its not scary, sad. Its just a simple experience. The aesthetics of the game is great, by being a gradient of blacks and whites as well as minimal uses of colour. Other than that, this is disappointing.
Moya Horror/Amos – Nice Screams at Funfair (humorously frustrating)
Scare Type: Dont fail
Player: Me
This is a very short game that was short enough for us to also explore a different ending. There is no real inherent horror here. Its mostly thematic to being like Halloween. The game has you serving icecream to people, the challenge is to serve them the ice cream that they want, and take the money into your tip jar or cash register. The real challenge is the controls, as throwing ice cream into the ice cream cones often fails for no reason, and clicking on to activate anything just sometimes did not work. Resulting in funny scenarious. We got 2 different endings for this, one that made sense, and another that we didnt understand. The game looked great, the intro did not have to be as long as it did but it was a fun little ride.
Basalt Tower – Matter OVER Mind (Woah!)
Scare Type: Loosing progress...
Player: My Amigo
Matter over mind absolutely felt like an old-school platformer, it was also unique, colourful and funny/cute! Crawling around as a little parasitical monster and possessing scientists in order to escape the labs just looked great. Like many of these games, it had a collectible that meant... NOTHING. And if you died collecting them, you will loose them all. Prompting you to reset the entire game. Nevertheless, it was an impressive game that felt great.
Corpsepile – Submission (Fuck yeah!)
Scare Type: Scary, but also funny
Player: Me
This game had so many unique and cool twists and ideas. Maybe one of the best games in this collection. It was absolutely creative, funny... everything! It was also scary at times, referencing P.T. Its puzzles were great and fun, so much good about this one! The gameplay switches often, the horror amps up... Man... Submission was super good! Cant really say much other than that.
Torple Dook – Chip’s Tips (Funny!)
Scare Type: Friendly?
Player: My guy
Super creative point and click adventure game, hamming it up to 101%. It is also so patronizingly friendly that it becomes funny. Probably the most unique game on this list. And you can pet the dog in this game. I absolutely love the aesthetics of the unhinged masked textures, as well characters being flat cutouts. What is sad is this game feels like the end to Torple Dook’s streak of being in Dread X Collection games as it references his previous 2 games as well as more.
Breogan Hackett – Bubbo: Adventure on Geralds Island (Woah! x2)
Scare Type: JUMP
Player: Me
A very well done 3D platformer, with some challenge. The game is not scary, although it does come to a point. The platforming was very good albeit a tiny bit weird when turning in a specific way. It also features hidden collectibles that we unfortunately did not find all and left it at that. It sounded and felt good, looked good and was fun to get to the end with. There are different endings, we (me) only got to see 1. I jumped at the right time and made my way out!
Modus Interactive – EDEN: Garden of the Faultless (Chaos?)
Scare type: None, just weird.
Player: My hombre
This is literally a game akin to raising your Chaos in Sonic Adventure games. Just that you raise your little Evangelion. This game I think, has the best Ps1 look than the other games. It has a very weird control scheme, as well as being weird in its own right. And it nails the aesthetics very well. Too bad the game is finicky or boring, sporting long paths and lots of waiting. I guess you could have some fun minmaxing your wittle angel. I guess you always need at least one super unorthodox entry in a collection.
Adam Pype & Viktor Kraus – SPOOKWARE @ The Video Store (Quintessential)
Scare Type: brief moments of panic
Player: Both of us
This game... is actually really fun. Spookware is literally Wario ware but with horror movie themed events. The style, game and everything is perfect. Although very short, I would honestly buy a game like this if it was fully complete. I also think this is the most fitting game for the theme of the collection. Although, not much is done about the “inevitability of death” theme here, but everything else about it carries the collection thematicly. Such a fun and quirky little game.
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Conclusions
And so, the best games in the collection In my opinion were...
#1 Submission AND Spookware
#2 Chips Tips
#3 Disparity of the Dead
The collection was not at all as scary as the first or the second collection. Although, that is understandable as it had a more Fun and goofy vibe to it. I love seeing these collections and it introduces me to people ive never heard of before. Like Viktor Kraus who made the music, like in the trailer for the collection. Thats a great one. I wish to keep seing them make these and I hope that it is profitable for them in the end as well.
#dread x collection#Dread X Collection 3#horror#Halloween#Spooky#Scary#video games#realtalk#review#torple dook
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Content-Free Erpdert 2020-Oh-One: The Roles We Must Play in the Great Game
Okay. Let’s talk about my Bubblegum Crisis 2069 RPG. This isn’t a postmortem, though it feels like one. Think of it as laying out the prospects for the project’s necromantic revival. Think of me as Frankenstein, looking for a good ol’ bolt of lightning to give his hacked-together corpse-man life.
So:
1. The original reason I stalled out on the RPG was Megatokyo. Basically I liked The Sprawl’s citybookish supplement November Metric, specifically Benjamin Kouppi’s mini-citybooks for Brussels, Lagos, and Miami, so much that I figured the least I could do was highlight different parts of Megatokyo - how GENOM’s vision of the model megacity clashes with the reality of daily life, the street finding its own uses for things, the usual cyberpunk stuff - in a similar manner. Only then I realized I really, really wanted to avoid Orientalist stereotypes, and then I realized that really, really restricted what I could actually do in the various districts - or would a district-based approach really work? Why not just layer down the fundamental concepts, the aesthetics of Megatokyo? Probably because I didn’t know what the specifics of a cyberpunk megacity would be, realistically, and I didn’t want to just imitate CP2020′s Night City book - I wanted to create anchors for the players to tie their campaigns to. Something freeform, yet concrete, and yet I just couldn’t gin up the creative juices to write it in a satisfactory way. Well, alright, I thought, I’ll just move on. I’d written plenty of lore already, right, so there was nothing wrong with moving on.
But I’m not very good at moving on. See, it was at that point that, in light of all of BGC2069′s inspirations, I started to rethink the first half of the game - namely, its mechanics.
2. I made it very clear from the start that what I was doing was a hack of the RTAL rules for CP2020 and the BGC RPG. Kick out all the unnecessary stats from Fuzion - just scrub Fuzion from the record entirely. Use the pared-down gameplay from Hunter-Seeker, but ignore the godawful setting from that same hack - it reeked too much of Neuropolitan, which in turn reeked too much of Snow Crash, and that wasn’t the sense of the lore I was going for. And for the most part, I think the basics succeed in imitating CP2020 gameplay and combat without too many extra moving parts.
Oh, but when I started bolting moving parts on, that was when things got complicated. There’s no doubt I cast my net too goddamn wide, trying to alter the flawed systems of the original 2020 in the style of various fan-supplements from the internet of days long past. One of the few people who looked my abomination over said that he didn’t like the way lore and mechanics were blended together in those sections - too confusing, he said. And yeah, I was trying to twist CP2020′s looser ends and make them my own. But I overdid it. Gun-printing? Cybernetics and humanity loss? Hacking? All these things are Cyberpunk staples, yes, but I a) made them too damn complex (and in the case of the hacking’s vision of the ‘Noosphere’, potentially inaccurate), and b) they’re not Bubblegum Crisis staples.
By this I mean that original BGC eschews cybernetic augmentations (except for the bizarre and hyper-pulpy AD Police Files OVA, whose canonicity is dubious at best), elaborate hacking, and unhardsuited combat in its action scenes, or really a lot of excessive gun-porn, and it does just fine. So if I had to do it all over again - and something tells me I ought to - I would minimize these elements. Streamline the whole project. Focus on BGC’s strengths.
3. Well, what are those strengths? Anime-Superheroic-Cyberpunk is a great genre cocktail, but where do those mental Venn diagrams align? Well, in the Knight Sabers. Normal(ish) people in a cyberpunk future (not professional black-trenchcoat operatives in the least) with melodramatic problems solved by the application of high-flying, high-tech mecha-violence. That’s the bottled lightning that is Bubblegum Crisis, and as much as I hate to admit it, that’s what people want to play in this particular universe. If people want to play a different kind of cyberpunk campaign - one where hardsuited combat against Boomers with a pinch of anime-esque melodrama isn’t the norm - they’re gonna play Shadowrun or CPRed or The Sprawl or The Veil or Interface Zero (ech) or even Eclipse Phase if they’re desperate. So if we take ‘play as the Knight Sabers or a similar team’ as our modus operandi - well, what does that tell us?
4. Well, again, that ‘bareskin’ combat should be minimalized, cybernetics largely ignored, and hacking simplified for heat-of-the-moment electronic warfare (hacking a Boomer on the fly, not cracking a massively complex corporate mainframe). It doesn’t preclude using Interlock-ish rules (Stat-Skill-D10 vs. Target Number) per se - it doesn’t mandate a simpler system like BESM or OVA or something similarly rules-light. I’d argue that, because mecha-porn is so fundamental to BGC as its own thing, that if anything the game needs a slightly crunchier rules system just to build those mecha.
5. Or does it? Don’t get me wrong, I’m very proud of the mutation I cobbled together of Mekton Zeta Plus. However, I’m not as proud of the hardsuit-construction system I made based off of that system. It more feels like something the GM would use to make hardsuits for the players, not letting the players build their own suits.
Furthermore, I was sort of kicking the can down the road by giving GM’s such an extensive toolkit. It would be more desirable on the players’ end, I think, to just give them a monster-manual full of pre-built Boomers and maybe a few larger mecha, so the only mecha-building the GM or players are doing is their hardsuits / Motoslaves at the beginning of the campaign, then maybe a monster-of-the-week supermech like the DD once or twice. Likewise, I hadn’t bothered to actually make the rebooted versions of the Sabers and other characters to interact with PC’s, or for the players to inhabit, or hell, just to serve as inspiration for their own superheroes. So. Gotta do that.
6. I keep itching for some sort of roleplaying ‘training wheels’, some sort of system to encourage, if not directly reward, players to play around with inhabiting their characters. Like, if you had people who were interested in ‘hard’ roleplaying in their TTRPG, but didn’t really know how to do it. I keep thinking about the ‘clocks’ in The Sprawl, how they determine a sense of danger and urgency and generally are designed to keep the players moving forward through the beats of the story. I think that’s really cool, but at the same time it’s a very PBTA-tastic system - would it work for the ‘bareskin’ side of the game where the characters don’t have much more than a pistol and their wits to uncover what they must do once they get into hardsuits? One could make two very different games, here. The ‘Bareskin’ game, which is all about feelings and plots and story beats, and the ‘Hardsuit’ game, which is much more classic bang-bang-punch-punch stuff.
It’s not as intuitive, though, to design those sorts of things. And then I wonder if I’m taking the game too far away from it’s CP2020 roots, trying to make the game be something it isn’t. I’ve got this great grab bag of inspirations, but to make a BGC game truly itself - that’s hard. Because I’m not sure what trends I should be chasing, here.
7. But I’m getting myself muddled, here. I need a plan of action.
So:
A. Modularize the game. Core Rulebook largely ignores gun-printing, complex (deep) hacking, cybernetics, etc, and eschews them in favor of getting the players in their character’s shoes and hardsuits at a reasonable clip. I can put the complex stuff in its own pseudo-expansion and play around with it as necessary. Likewise, Mekton Infinity is great for complexity and granularity, but players are more gonna be coming from something more like Lancer than Mekton Zeta. So they’re gonna want some pre-built inspiration even if the endgame is to have players build their own suits.
B. Build the ‘sourcebook’. Focus a little less on the lore, focus more on where lore and mechanics intersect, namely in things. NPC’s to hang out with, mecha to battle.
C. While I’m at it it probably couldn’t hurt to make the general rules of heavier mecha combat more granular. Car chases and dogfights and things like that, alongside the more infantry-scale of hardsuit combat. Help people play the game with just some crude printed miniatures and nothing else.
D. Write the GM’s advice thing, see if that helps nail down what kind of game BGC is supposed to be. You know, what makes a BGC game unique, what should draw the players in, contrast it with other mecha-cyberpunk-anime-superhero games.
E. Then, I think, whether or not the game needs to segregate ‘bareskin’ and ‘hardsuit’ gameplay - and subsequently whether or not I need to add more rules like that - will become much clearer.
Whoo. That was a lot of text. We’ll see if anything comes of it, I guess.
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Look, "All that glitters is not gold." I was trained by experts in it. This occasion something bigger than just some study is at work too. Doing it is just a rehashed version of this. Without proper attention, that might cause problems. I like to see that sort of price cutting. I've become better educated with reference to a modular motif is that it connects with extension. It was a tantalizing taste of things to come. My significant other taught me everything germane to it. Absolutely, this is 11% wrong. I'm not entirely sure for the thinking behind that yet. The volition has been part of our lives since the dawn of man. That enlargement is an effortless formula to seek out your platitude. I keep reminding myself that anything I do with Focus Zx1 is progress.
http://www.healthytalkzone.com/focus-zx1-reviews/
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