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My partner finally finished BG3 but has no idea that his ending was actually bad cause he was a pro-Vlaakith githyanki who rode off with Lae'zel but got NO EPILOGUE where Withers points out y'all died im 😭😭😭
they have no idea what happened with Gale or anyone else (who was still alive) after flying away 🙃🙃🙃
#i cant even tell him cause hes gonna play again more “normally”#its so tragic he would like skip dialogue and just fight to get the jump on boss battles instead of waiting for the cutscenes to start#and he didn't exhaust dialogue trees!! like... how... why...#and also he staked Astarion 😭 and p much never reloaded#and didn't clear the shadow curse so no Halsin#also everyone at Last Light Inn died so Dammon was gone and Karlach only got 2 upgrades#and he didnt know moonrise towers was basically a second town#and his game was buggy a lot maybe? cause he kept trying to be hella creative with things and do things out of order#like killing gortash before doing steel watch 🙃#it's fine it's fine everyone plays differently#he tends to care more about gameplay than anything else but still!!#i just want him to know all the character backstories and see everything that made me emotional#i mean he did say he was sad when Lae'zel broke up with him in act 3 and when Karlach died and when he had Gale use the orb in act 2#which he considered his canon ending :/ sigh#i dont think he got Jaheira's lines about death#and he didnt understand why Karlach wouldn't go back to the hells#and he thought Wyll was happy being the duke (and has NO idea you could save his dad cause the mission didn't happen!! 😭)#the iron throne was like my fave mission outside of killing Cazador and I can't discuss either one cause he didn't do them properly yet 😭😭#he also avoided talking to children so he missed those quests and yenna glitched so no cat appeared in camp 🙃#sighhhhh cannot believe he plays so differently than i do lollll#he didn't even do unlimited kisses with Lae'zel!! meanwhile im over here kissing Astarion every night hahahah#hoping my partner doesn't see IRL if I have the office door open as if it matters lmfaooooo#i need him to play again and see why im in love with a video game character lol#maybe we could both um... benefit from knowing more about all of Astarion's scenes lmao#but like he has NOT SEEN Astarion's silly or sweet side yet just him being a bit of a chaotic vampire#and thinks i like him cause of vampires WRONG!! play the game again and see that i love his silly & sweet real self!#bg3 spoilers#baldur's gate 3 spoilers#bg3#baldur's gate 3
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demonlordcosnime · 6 months
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lets play persona 3 reload finale
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felassan · 4 months
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Dragon Age: The Veilguard info compilation Post 4
[Part 1] [Part 2] [Part 3] [another post]
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user’s post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a ‘info that came out in snippets from articles and social media posts’ collection rather than a ‘regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal’ post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
Character Creation
BioWare confirmed that even if you make your Rook a short king, the team has done work to ensure animations fit any character build [source]
"Dragon Age's character creator has seen a massive glow-up" [source]. "The volume of choices you get here are frankly insane. As Epler noted, “you could spend forever here,” and he’s not kidding." [source] The art and graphics teams spent a lot of time trying to make hair look amazing [source: the Discord]
In CC we can customise our "bulge size" [source]
Some more detail on the new lighting options to see how Rook looks like in CC when you make them: you can view them in "blazing forest sunshine versus the glare of an underground temple" [source]
"newly mobile, extra-hairy hair" [source]
Faction choice has statistical boons. For example, Shadow Dragon Rook deals extra damage to Venatori blood cultists [source]
Faction choice basically determines why Rook has been called to help in the fight against Solas [source]
All pre-determined character models in CC can be adjusted [source]
You can make a really tall dwarf if you want [source]
"Setting your previous world state is fully integrated into the character creator for Veilguard" [source: the Discord]
Inquisitor appearance will be re-created, there is no way to carry their appearance from DA:I into the game [source: the Discord]
Classes for Rook are not restricted in the sense that you can play any almost class, lineage and faction combination that you want. For example, a mage Rook can be a Crow [source: the Discord] (Fel note: it sounded like Rook cannot be a magic-wielding dwarf, even though the exception of Harding now exists) (Fel note: there is a mage Crow in one of the books)
Story and lore
Here is another article which refers to Rook as "the Rook" [source]
The story is set "9-10 years from DA:I and about 8 years from Trespasser" [source: the Discord]
They have been tracking Solas for "a while. Something else you’re gonna learn about…" [source]
The game does not use the Keep [source]
Shadow Dragon is the faction background with the most in-game reactivity (e.g. from other characters' dialogue) during the prologue section of the game, due to the fact that the prologue is in Minrathous and the Shadow Dragons are a Tevinter-based faction [source]
"I also saw a big moment after the gameplay trailer ends that I can't talk about" [source]
During the more narrative-heavy dialogue choices, "the game will also give a bit of context on what you're about to choose, but doesn't go as far as explaining the exact consequences or precisely what will happen thereafter" [source] "the game shows you how you’ll go about the choice, but it doesn’t tell you the consequence of that choice". [source]
"The game is bringing back Dragon Age 2s dialogue system, which was tone-based and resulted in its protagonist Hawke falling into one of three different personality states. You have three general tones in a conversation: kind, humorous, or aggressive, with slight variations depending on the situation" [source]
"Venatori blood cultists" [source]
"The whole game has the makings of another Suicide Mission [ME2], given that you are up against a god with the ability to collapse dimensions" [source]
"Choices and consequences". "Now, it seems you can see the effects of your choices like never before, and this time, they marry that choice with incredible visuals" [source]
In the bar when you're trying to get information in the opening, if you choose to fight it out and the barbrawl ensues, you then have to run from the pursuers in the bar [source]
A key concern of the developers when creating the environments was to make “a world worth saving" [source]
The prologue is quite linear but there are additional paths you can follow to find additional loot [source]
In the opening section of the game there is a dock which has been attacked and the soldiers that were there have been killed, "but rather than seeing this passively, we walked through the aftermath and had to interact with the scene to piece it all together" [source]
The tone of the gameplay video is a good indicator of the tone of the rest of the game [source]. On the tone: "dark fantasy" [source]. horror & gore is back along with DA's classic dark elements [source]
Tevinter Nights is a better tone indicator for the game than the original reveal/character trailer. Ghil Dirthalen: "Tevinter Nights has felt the most 'DAV' to me" [source]. The gameplay reveal video is the best indicator for the tone of the game (vs the character one) [source]. there is still messy dark shit in the game [source]
Tonally the game is closest to Tevinter Nights and DA:O [source]
Ghil Dirthalen: "[as] one of those unfortunate souls who has latched onto a media world so hard: This game is for me. For the hardcore DA lore nerds, I've been secretly screaming about things I saw for MONTHS now" [source]
The game is true to the DA stories we know and love [source]
Characters, companions, romance
You can choose to engage in companions' own storylines as you progress or ignore them entirely [source]
You will often have to make dialogue choices that will affect how your various companions treat you [source]
Neve is quick-witted [source], measured and elegant [source]
In the opening, you interact with the companions as you move through Minrathous. "your choices during these interactions will determine who goes on portions of the mission with you, along with how “pleased” they are with the answers." [source]
On Varric and Harding: "Instantly the two felt like they’d never been away and avoided the trap of being parodies or fanfiction versions of themselves" [source]
Solas' eyes were always purple hh [source] (yes!)
Gameplay, presentation, performance etc
Some enemies have additional shields that are weak to ranged attacks [source]
When asked about if the war table from DA:I returned, John Epler said "There is a table. Now, whether it works the same way as the table in the previous game..." [source]
Once you get passed a certain point in the game, it opens up dramatically, however it is not an openworld game and they wanted to make sure that all the content mattered and was a more structured, sculpted experience for the player. There is some exploration, some opportunities to get off the beaten path, and some spaces that are fairly wide [source]
The button to press to bring up the skill wheel is RB or R1 (depending on what controller you're using) [source]
"You'll also have access to two skills or spells for each of your two companions that you can command. For a more seamless, uninterrupted combat experience, you can also assign these skills to shortcuts (such as holding the left trigger and hitting the X button) to quickly use them" [source]
"The game is bringing back Dragon Age 2s dialogue system, which was tone-based and resulted in its protagonist Hawke falling into one of three different personality states. You have three general tones in a conversation: kind, humorous, or aggressive, with slight variations depending on the situation" [source]
"booting Fade demons into pits" [source]
"BioWare have revised Dragon Age's art direction to make character models a little more consistent with the series' lovely Tarot-inspired menu art. Flesh is ruddy to the point of painterly; facial features and bodily proportions are thicker and more striking, as though the characters had been cut from clay" [source]
The 3 specs for Warrior are Reaper (has lifesteal/stealing health from enemies, and other freaky powers, does big damage), Slayer (can wield the biggest blade, big swords, big damage) or Champion, which is tanky, shield-using and Paladin like [source] [source]
There are quick-recover prompts [source]
You can roll through puddles of incoming AOE [source]
There are ziplines between some levels levels [source] (Fel note: just like in As We Fly... )
There are also slidey hills to slide down between some sections [source]
There are still some Hinterland-type areas designed for exploration [source]
We can do some home base management to our home base [source] (Fel note: this refers to The Lighthouse, detail in a previous post)
Camera placement is quite zoomed out [source]
Where Rogues have 'momentum', Warriors have 'rage' and Mages 'mana'. When a warrior spends rage in the ability wheel it triggers more powerful attacks. this has been referred to as a build-and-spend mechanic. this system resource gates your use of more powerful skills and is built by getting stuck in [source]. Momentum for Rogues is built by landing hits without taking any [source]
There are big glowing environmental cues for picking up loot or replenishing health potions [source]
"Epler noted that The Veilguard will not be an open-world experience like Inquisition, and instead will have large spaces to explore with quests littered throughout. This allayed my early concerns that they would course correct too hard from the oft-maligned open areas of Inquisition" [source]
Melee and ranged attacks can be charged up [source]
It sounds like there is an option to have greater guidance on when enemies are attacking [source]
The community council gave a lot of notes on the game's art direction to BioWare (gave feedback to the devs) that they were told and shown were changed from the first reveal/character trailer, these made it into the gameplay trailer [source]
The community council asked about having an arachnophobia mode, though they can't guarantee this was implemented [source]
"You’re encouraged to explore and grind for stronger weapons and gear, so your stats and cosmetics improve the further you get into the game" (in the sense that you’ll be rewarded for hard work) [source, two]
Follower information such as cooldowns and health will be visible on the HUD [source: the Discord]
There is a "quick cast" option if you prefer not to use the wheel, should be a chorded action using a controller [source: the Discord]
On PC you can play with keyboard and mouse or controller [source: the Discord]
An accessibility option is the ability to make auto-targeting stronger or weaker depending on your preference [source: the Discord]
The game will have DLSS support at launch [source: the Discord]
Re: hard drives, the game can be played using an HDD, they would recommend an SSD though for the optimal experience [source: the Discord]
There are lots of different interface options you can play with, e.g. combat text size, opacity, when to display health bars [source: the Discord]
Other
The leak from last year or whenever it was (the one that leaked screenshots and a gif from the game) was mainly a lot of outdated stuff and didn't really represent even the early version some community council members had played [source, two]. It was not leaked by a member of the community council, but by a member of another focus group [source]
The community council were given the chance to play the game twice, once in Fall 2022 and a year later in 2023 [source]
There is no information as yet regarding when pre-orders will be open [source: the Discord]
BioWare are hoping to at the very least have the very "best of" the Discord dev Q&A featured on social media and potentially in a blog [source: the Discord]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
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bixels · 7 months
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Splatoon 3: Side Order is good, but not great. I still highly recommend it, but if you care about the story, you're going to be disappointed. Quick review: spoilers ahead.
Side Order was the devs experimenting with Splatoon's gameplay loop. The campaign is a rogue-like, and it works amazingly well. Super fun, super challenging, building my deck and fighting through challenges with the stakes of resetting really scratched an itch in my brain. They did a great job with it.
Unfortunately, I feel like priority went to game design rather than story. Much of the mysterious artwork we saw in the first teaser trailer was completely unused; turns out, all of that was just concept art that never made it into the final product. Side Order failed to make me care about what was happening. I don't know why the protagonist had to be Agent 8; it could've been anyone else and the story would've worked the same.
Octo Expansion was the absolute peak of meshing story and gameplay. The campaign's hook is insanely strong; we immediately empathize with Agent 8 because we know from previous lore that octolings like her have been trapped underground for all their lives. We care about her fight to the surface because it's a fundamentally ideological fight for freedom. The plot stuff about Tartar and the Thangs is just nice set dressing; 8's fight for freedom is the real story.
There's none of that in Side Order. I don't particularly care about Marina's metaverse, even if it's tied to Octo Expansion's story. I don't know why Acht is there other than backstory stuff. It really feels like 8 is just told to do something and she does it because she's the protagonist; she has zero personal stakes or motivations in the conflict. This is a story blunder the devs did in Splatoon 3's default campaign––forgetting to give the protagonist a personal reason to fight––that I hoped would be fixed here, but alas.
What makes it worse is that the gameplay and story progression are completely out of sync. I beat the entire game on my third run in 4 hours. With each run, you get up to two keys to potentially unlock bits of story. That means you'll get about one piece of the story every two runs. There are twelve pieces of the story; I got the first and then beat the whole damn game. Now I have to go back and grind to see the remaining story when I've already beaten the final boss and resolved the conflict. I missed the entire story because I never had to reset because I blazed through the gameplay! It's just a real shame that I experienced everything without knowing... why it's happening. The final boss had me asking myself what the hell is going on because I don't know the backstory at all.
Again, I still really recommend. The devs did a great job, but Side Order remains in the shadow of Octo Expansion's incredible success. Like the default singleplayer campaign, there's just a lot of lost story potential here that, while not necessary, would have really elevated this DLC into something amazing.
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femsolid · 2 months
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Video games recommendation for women part 2
The same criteria as before: has to have a female lead and little to no misogyny
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1. Shadow of the Tomb Raider
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The seemingly invincible and endlessly talented Lara Croft goes on yet another adventure, this time exploring the Amazon jungle and South American ruins looking for a magical artifact hoping to prevent her enemies, an evil organisation called Trinity, from using it.
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Tomb Raider is a franchise that has changed quite a bit over the years. Ever since the reboot, Lara has become a fully fledge character and she doesn't do rock climbing in a skimpy outfit anymore (which made the boys mad, boohoo).
But sadly she still suffers from her reputation of sexy girly indiana jones which I suspect is why women don't seem that interested in her. Shame!
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It's not usually the type of games I like (very over the top "blockbustery") but I got hooked the minute I set foot (or rather crashed) in the Peruvian jungle. The game is visually stunning, I loved exploring all the ancient temples, the crypts, the jungle and seeing all the animals. The puzzles were challenging, the fights were fun, it was entertaining, well made, with lots of female characters and it takes place in Peru which is just the cherry on top for me.
The only thing I didn't like was Jonah but then I never liked him. He's Lara's best friend and is pretty much there to be kidnapped and rescued in every game, which is kind of a nice reversed damsel in distress trope I suppose, but still, you're useless Jonah I kept telling my screen.
2. Alien Isolation
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In this game you play as Ellen Ripley's daughter who ends up trapped in a gigantic spaceship with a lethal enemy, of course, the infamous alien: the xenomorph.
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This game is perfect if you are currently suffering from constipation. It doesn't rely on cheap jumpscares and gore to scare you no, it's all about the ~ambiance~. If you are found, you are dead, simple as. And you will die... A LOT. I got an achievement for dying 50 times. I was laughing hysterically whenever the alien caught me by that point and I think the alien was too.
They say "in space no one can hear you scream" but this alien can hear your footsteps so this makes for some tense gameplay, especially as the alien's AI is very good and you are extremely vulnerable. To survive you will have to be very mindful of the noises you make and the noises the alien makes. Oh yeah, you both crawl through the same ventilation system by the way. This could make for some awkward encounter... On top of having to deal with the alien you will meet androids and humans who aren't exactly friendly either. The goal is, of course, to escape from the ship alive.
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I have to give the developpers props for really making us feel like we are in an Alien movie. The music, the ship's design, the alien itself, are all very faithfull to the movies and this game is rightly considered a classic.
3. Spiritfarer
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In Spiritfarer you play as Stella (and her cat) who has become the captain of a boat on which she welcomes the spirits of different people who have died. She will accompany them for a while until it's time to cross the bridge and say farewell.
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It's worth mentionning, given how rare it is, that the main character is a black girl. Your job is to manage the boat (make improvements to it) and become self-sustainable: you will grow your own food, build houses for each spirit and decorate it, grow trees, collect wood, fish, feed your guests. You can make a mill, a weaving workshop, a sawmill, a kitchen, a garden, etc and arrange it as you please.
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Most importantly, you will travel the sea to meet new spirits, learn about their lives and fullfill their last wishes before they are ready to leave us. And then you will cry and cry and cry as the music rises and you give them one last hug.
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It's a cosy game, slow paced, lots of dialogues, cute mini-games within it, and at times really funny interactions because it all looks so cute yet the characters act and talk like normal people (they told me to fuck off quite a lot) and they will often get into unprompted anti-capitalist rants. It reminded me of Spirited Away a lot, very strange and comfy at the same time.
It's a story about death, about how each person handles it, what they look back on, and yet it's a very pleasant game.
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As usual I will add more to the list as I reblog it and, of course, if you want to recommend a game too, you're more than welcome. I've been focusing on games with female leads lately so I'll have a lot more to add.
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modeus-the-unbound · 3 months
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MODEUS'S BETTER DLC PLOTLINE! (According to my own personal tastes.) Now I am going to order this from, Easiest/Simplest changes to make to the hardest/most complex changes to make.
Stage 1.
Replace Radahn being Miquella's consort with Godwyn. Yes, this makes Miquella, the Brother Lover, still canon. But Miquella has already tried so many ways to fully kill Godwyn in the base game that it comes across as a fixation, it would make sense that if he were in the land where all death resides, and decide, "Well, if killing him fully won't work. What about bringing him back? The only way to do it seems to be taking my own brother as my consort...but I wouldn't mind Godwyn as my consort. He was super nice and really strong." That keeps Miquella's established character motivation from the base game, but also extends it as the DLC did. Why would Freya be there? Make Radahn's body part of the ritual to bring back Godwyn the same as Mogh's was. Easy. I can fully believe that you would need two demigods to bring back someone's soul from the dead.
Yes this does mean a completely new bossfight. Don't care. The final boss of a damned 40$ dlc should not be a remixed or a recycled boss. Tough titties, Fromsoftware.
Stage 2.
Radahn's soul could have still played a factor in the story. Maybe he carried the mental scars from what the scarlet rot made him do into the afterlife, causing him to be nearly broken in spirit. Now he simply sits with his back against a massive tree/rock, in a small area cut off from the rest of the Lands of Shadow, depressed and mourning how he idolized Godfrey when this place and the eternal genocide occuring in it were part of his legacy.
Bonus points if you wanna get spicy with it. Have Malenia also be there if you killed her in the base game, now feeling abandoned by the twin she dedicated herself towards. She sits on the opposite side of the tree/stone to Radahn, in a similar sitting pose as him, as they talk about mundane things like the weather. Basically being two proud warriors who don't know how to apologize to eachother for their fight, both feeling guilty now that they know it was for such horrid or petty reasons.
Stage 3.
Almost all of the Demigods should have been NPC's you could interact with in the DLC. Morgott sitting at the top of the Suppresion Pillar trying to reconcile his faith in the Erdtree with the fact that in this culture he would have been practically worshipped for the traits he and his twin were shunned for. Placidusax lounging next to the Grand Altar of the Grand Altar of Dragon Communion, having forgiven you now that their body has been fully restored in death. Rykard back in human form with a suspiciously large serpent pet, enjoying the tranquility of the Cerulean coast. While obviously scheming to feed his serpent all the corpses inside of the massive Stone Coffins, but not knowing anyway to break them open.
Basically gimme a story that felt like it took two years to write. Cause while the gameplay, level design, and atmosphere are 11/10's. The story of this dlc in regards to Miquella, is TERRIBLE.
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animatedjen · 4 months
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What's some stuff you're really hoping to see in Jedi 3 (either narratively or gameplay wise)?
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Oh I'm so glad you asked this 🙌 Because I have THOUGHTS.
Gonna put everything under the cut so this doesn't clog up the feed with a wall of text (whoops.) Some of these ideas I hope to create concept art for, after I replace/fix my very cranky thirteen-year-old tablet. Anyway let’s start with gameplay!
Gameplay!
Maintaining Cal's abilities: Survivor handled this beautifully by keeping many of the skills learned in Fallen Order, instead of undoing Cal's growth from the first game. I think it'll be trickier to keep this momentum into Jedi 3 (the skill tree has gotten so large!) but story reasons could push Cal towards new types of abilities instead of bloating the current options.
More synergy between the lightsaber stances: I like all the stances in Survivor and it'd be A) disappointing to lose any of them, but B) overwhelming to add MORE combat styles. Being able to flow between the stances more fluidly would be fun though, with specific combos unlocked depending on which two are active together. Now if Merrin lets Cal borrow her knife-staff and he puts his lightsaber on the end... MAGICK SABER PIKE GO.
New or adapted movement mechanics: Maybe the ascension cable is replaced with a force ability (Force Ascend or Force Leap for an extra vertical boost?) or is "upgraded" to connect between two anchors, letting Cal create his own temporary ziplines.
Replayable missions: This could be explained in-game with a Force Tear or Cal's own interactive echoes. But I'd love the option to experience story missions and boss fights again post-game.
Customization!
This is a bonus section because Merrin should get new outfits. Haven't decided how to make it part of gameplay yet, stay tuned.
Cal's cosmetics in Survivor are mostly cool, some just funny, but overall a huge improvement from Fallen Order (yes, even though we miss all the poncho designs). For Jedi 3 I'd love to see more story-centric cosmetics that tie into the communities and people Cal has met along his journey. A Legacy outfit (incorporating pieces from his three Jedi masters), an Anchorite-inspired outfit (with arm tattoos), a bounty hunter outfit (the prize after defeating the Brood), etc. Maybe a Bogling outfit? No not made from Boglings; it looks like a Bogling. Hang on lemme fix my tablet—
Narrative + Gameplay!
Explore Tanalorr: Right now this sparkly, strong-in-the-Force, temple-carved planet is a huge mystery box for Jedi 3. There's a few directions it could go - more High Republic history, another civilization (the Nihil? someone new?) lurking in the shadows, or Force-related secrets hiding below the surface. Each Jedi game has followed Cal's exploration of an ancient culture, and I think Tanalorr can be a focal point in that journey.
Defeat Sorc Tormo and the Haxion Brood: I mentioned this in an ask earlier this week, but I so want a resolution to this fight against the Brood. Especially since roaming bounty hunters would threaten the Hidden Path. Maybe Cal breaks back into Ordo Eris, or hunts down Sorc Tormo on another planet. Maybe there's a Force-only stealth section?? Maybe a big multi-wave boss fight? Maybe Caij is there??? (no she doesn't get an invite to Tanalorr)
Dark Side Force Slow: The fact that Cal's Force Slow ability kept its red-stained aura, even in the Survivor post-game, is great. I love lasting consequences and ludonarrative harmony, yes yes yes. Really hope this isn't fully resolved by the start of Jedi 3 (potential timeskip makes it tricky but whatever) and the ability receives some sort of healing through Cal finding his way out of the darkness.
Narrative!
Timeskip?: I vote no, but I think Jedi 3 will vote yes, likely to age up Kata and allow Tanalorr to be more developed. But that also means Cal and the Mantis Crew goes through character development without us (boo) or remains emotionally stunted until we get there (also boo?). I'm more comfortable with the five year gap between FO and Survivor than I used to be though, despite "missing out" on big character moments, so maybe it'll be okay. Maybe. 👀
The Hidden Path builds a home on Tanalorr: This works until it doesn't, whether from outside pressure or the threat of a spy within. I don't think Bode's fears should necessarily be validated, but I do think the risk will keep Cal on edge and hurt his ability to trust (both others and himself.) It'll drive decisions that strain his relationships and be a source of conflict for part of the game.
The Mantis gets semi-retired and then reinstated: I just love the mental picture of the Mantis parked somewhere cozy and decorated with cloth and lights and a hideout for Kata. It's become too small and high profile to use for gathering the Path, but when the plot gets going, they're gonna need her back in action.
Three main antagonists: The Empire, an unrelated third-party with their own goals (Nihil or someone else), and Cal's own demons. The first two drive the external conflict, the third drives Cal's inner conflict and the story's themes. More on that at the end.
A memorial garden: It's designed by Pili and filled with native Tanalorrian plants and trees, from which the Anchorites hang cords and windchimes and bits of colored glass. Cere's saber was buried beneath the largest tree. Cal plays her hallikset here when he's too troubled to meditate. If we want to be mean, this place gets damaged during a battle in Act 3. If we want to be less mean, this is the place that doesn't get damaged during a battle.
Kata has some sort of student-teacher relationship with Cal: I'm torn on her being Force sensitive: this is a story about Jedi and "guide her through the darkness" is pretty telling given Cal's own darkness at the end of Survivor. But Cal helping Kata (and Kata helping Cal) can happen regardless of her Force sensitivity - it would just look different. This is a soft answer because I'm still exploring ideas around it BUT admittedly the angst levels would be higher if she is sensitive.
A battle against the shadow self: Look this one is cliche. I don't care. I want a huge cavern in the depths of Tanalorr where Cal gets to fight a dark version of himself that switches between all his former enemies. If we're making a video game here let's physically beat up our darkness. Let's have it not work. Let's bring Cal to rock bottom to remind him that he is more than his darkness and he doesn't have to do this alone. Let's go back to that same fight later and then we finally win.
There's more to explore story-wise and I will eventually, but I'm overall not concerned about Jedi 3's narrative. Respawn has been very intentional with their writing of Cal Kestis and the Jedi series so far (despite some last minute changes to Survivor) and I love this character and this story because of all the great work they've created. I really hope they finish this journey the way they want to. That being said—
How should Jedi 3 end? Should Cal die?
No: I'll argue Cal dying at the end of the trilogy completely undermines the entire lesson of Survivor.
Cal wouldn't stop fighting the Empire: The Cal we meet at the beginning of Survivor definitely wouldn't. That Cal also watched countless friends die to that same fight and saw two different Jedi fall to their passions-turned-obsessions that led them to the dark side. He may wrestle with remnant obligation or a bitter apathy, but he's definitely not as single-minded as he was before.
Cal would sacrifice himself to save the Path: Yeah, he probably would. Cere did exactly that during the Siege of Jedha when all else failed. But maybe the Path could be protected without Cal needing to be a Weapon - a lesson Cere also wanted him to learn.
Another way: I think the Koboh abyss (that separates Tanalorr from the rest of the galaxy) could be destroyed. I don't know if Cal would choose to destroy it, but I think the Empire would: if they can't reach Tanalorr it's the next best thing.
Now Cal has to make a choice: Leave (continuing the fight alone) or Stay (shepherding the Path for an unknown future.) It doesn't mean they never find a way back to the known galaxy, but it'll take time. Enough time for a New Hope to appear.
Whatever your opinion of the Sequel Trilogy, the line: "That’s how we’re gonna win. Not fighting what we hate. Saving what we love." is not only a complete thesis of Star Wars, but fits really well with Cal's journey. He's become very good at fighting. He wants to save everyone in Fallen Order, and he can't. He still wants to save everyone in Survivor, and they refuse him. His Fight has made a difference (again, Cere says as much) but it's clear this can't be Cal's final answer.
Choosing to protect the Path, choosing to trust the Force, choosing a home. That's what he's been fighting for. I love Cal Kestis because he isn't the chosen one and he isn't going to save the galaxy. But for his family and his community, he saved their galaxy. It's cheesy but I don't care, and you know Greez and BD would agree with me.
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Okay this got so, so much longer than I expected. Bonus points if you made it all the way down here haha. I've had a weird assortment of concepts and ideas over the past year but never wrote them down in one place - until now. I've said it before but part of my hyperfixation with the Jedi series is because it isn't finished yet and Survivor ends on such a gut-wrenching cliffhanger. Whatever happens to this series, I'm slowly finding some sort of catharsis through all the edits and photomode shots and half-baked concepts. Thanks for tagging along ✌️
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I'm actually not super into vampires which is wht I outsourced this write-up, so shoutouts to my wonderful partner for doing it for me :)
Genre: Post apocalypse fantasy
What is this game?:
Bloodbeam Badlands is a unique rules-lite TTRPG that seeks to tell heroic stories about magical badass sharpshooting vampires and wild desperate adventures in an over the top strange and deadly post apocalyptic wasteland that shines a new light on mythical fantasy by combining magical creatures from folklore and pop culture with the tropes of post-apocalyptic survival.
How's the gameplay?:
The gameplay is loose, basic and imposed checks are rolled during times of drama and conflict to decide outcomes, which means mechanics are usually most relevant in fights. You roll a number of d6 equal to one of your 3 stats (Guts, Guile, and Guise) and compare the lowest die result to one of your 3 sources, which are similar to stats (Blood, Bullets, and Burn), if the result is lower, you succeed.
This simple conflict resolution method is made more engaging with a few inclusions: first of all, your sources are fluctuating, you can lower or “spend” a source to automatically succeed on a roll, the sources can also be lowered as a consequence of failure, and act as a gauge for your survival. If a source goes to 0, you’ll start to face death or mutation. Sources can also be restored by a variety of unique means, such as feeding on blood or bartering for bullets. Each character also has their own unique “Vampiric Bloodline” chosen at character creation that has their own way to spend and regain sources and a set of striking supernatural powers, such as being able to manipulate the demiplane of shadows or being a vessel for phantoms.
Players also further customise their vampires with a unique, personalised gun with a set of magic ammo, like a shotgun with homing shells or a sniper rifle that injects werewolf blood into your enemies. Additionally, while exploring the wasteland, you can pick up items with unique narrative and mechanical tags and usually some sort of magic, some are even strong enough to have their own stats and sources.
What's the setting (If any) like?:
I am so biased, I am going to be honest here, I ABSOLUTELY LOVE THIS SETTING and am very excited to talk about it. The Forever Dawn is a vast, twisted post-apocalyptic wasteland with no end in sight, it gets its name from the blinding, burning, behemoth red sun that hangs omnipresently. The day never leaves and the night never comes. If the sun doesn’t burn you alive, the radiation will start to mutate and consume you. The players are vampires whose blood has been diluted and irradiated enough to leave the underground and search for blood on the outside.
The radiation and consequences of supernatural forces being mutated has left everything in The Forever Dawn, from the land to the people to the monsters, bizarre and twisted. Even the most common mortals of The Forever Dawn have strange mutations and unique features. The setting isn’t bound to just a burning desert, the book encourages GMs to set your campaigns in different environments warped by the apocalypse.
The setting does not have many established locations, the wasteland is too mysterious to be catalogued as such, and the lore usually comes in the form of sparse, unexplained plot hooks to give ideas to GMs or writers to build upon. Yet despite being largely vague and interpretive, the book still oozes with style and direction for the worldbuilding and goes in depth about not only what's in the world but about how the world feels.
What's the tone?:
Like I previously stated, the way the tone is communicated in this book is extremely effective, and lots of love was clearly put in. I feel like nearly every single piece of the text helps establish the tone, mechanical things like the stats being divided into snappy metrics of Guts, Guile, and Guise make you feel like you’re creating cunning and cool heroes, the examples of mechanics describe action packed scenes against mutant dinosaurs, and on the topic of mutant dinosaurs, my favourite example of the type of over the top style this game has is "Revolverface," a mutant t. rex with a flaming revolver cannon for a face. Which is just shamelessly cool and over the top enough to perfectly describe what you’re getting into.
But enough praising the writing, to actually describe the tone in my own words, Bloodbeam Badlands is wacky and over the top, balancing the fun of flashy action with the grimness of surviving in a world designed to waste you away.
Session length:
I’d say about 2 hours give or take, unless you're running full episodes in one session, then maybe 4 or so.
Number of Players:
The book lists around 2+ players and a GM, although it's worth considering there’s only 4 bloodlines in the base book
Malleability:
The rules are extremely malleable, the looseness gives opportunity to add and change mechanics as the GM sees fit, and the idea of sources can be changed or taken in a lot of different ways. It was designed with homebrew content in mind and has spawned a lot of cool third party and bonus content. Even if you stick by the source book you’re encouraged as a GM to create unique magic items and NPCs.
Resources:
As far as I’m aware I do not believe there is a sheet made for this game yet, likely a byproduct of early access.
Bloodbeam Badlands B-Side is a collection of new and third party content curated by the developer, licensing and logo information is also included.
Bloodbeams is a game with a great setting and a good game wrapped around it, it's definitely something worth checking out even if the gameplay isn't your thing, because the setting is just that interesting. It's a fun time for all you vampire enjoyers
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sexhaver · 1 year
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ive been playing Cassette Beasts for a minute and it never stops being funny to me how flagrant they are about making this "Pokemon but with features you didn't know Pokemon has always needed". off the top of my head:
super effective/NVE hits have added benefits/debuffs beyond just doubling/halving the damage (hitting Electric types with Ground reduces their evasion and speed, hitting Steel types with Poison gives them poison-coated spikes that do contact damage, etc)
legally-distinct-Pokemon will learn new moves while in your party without having to battle, and you can then straight up steal these moves from them and put them on a not-Pokemon you actually care about using, which gives an actual incentive to hunt down and raise otherwise fringe not-mons beyond completing the not-Pokedex
we all played the Pokemon Infinite Fusion fangame right? we know how fusions work? okay so this game has them as temporary per-battle things instead of permanent ones, which is only marginally less cool while being infinitely easier to balance around
attempting to catch something shows you the percentage chance of success so you know whether you just got unlucky or if you should save your Pokeballs-i-mean-blank-cassette-tapes
leveling up is tied to your not-trainer instead of your not-pokemon, so you don't end up in the classic trap where your starter is way overleveled and everything else is underleveled and then you hit a fight your starter can't solo and have to spend an hour grinding to get the weaker not-mons up to par (funnily enough most Pokemon Nuzlocke romhacks have already figured this out and give you infinite rare candies with the only restriction being that you can't level past the next gym leader's ace pokemon, because Pokemon fans have realized that grinding is the worst part of the game way before Game Freak has)
moves, not-Pokeballs, not-PokeCenter visits, and healing items are all bought using entirely separate currencies which stops you from trivially breaking the economy in half
the soundtrack, fittingly, is pretty good! the vocals were a bit much for my taste but there's an option in the settings menu to straight up turn them off (letting the BGM play on its own), which i've never seen in any other game and really appreciate
downsides:
on a game design level, i understand why can i only carry a max of 5 not-Potions and 1 not-Revive at a time - it's to put a limit on how far away from fast travel points i can get by just running away from everything and healing off damage. on a gameplay level, however, this feels pretty bad
the pixel art style is trying to look as much like Pokemon as possible without actually being Pokemon so the overworld sprites look more like beta stuff from Pokemon that they cut for looking too weird. i have yet to find a haircut that doesn't look bad
this is super petty of me but something about the bloom and lighting of the 3d environments combined with pixelated 2d sprites that still cast shadows makes me painfully aware im playing a video game. it's like they were going for the same aesthetic as Octopath Traveler but fell just barely short. i can't think of a better way to articulate this feeling but if you know you know
it does that really obnoxious half-assed style of voice acting where plot-relevant characters will sometimes (maybe every third or fourth textbox) speak the first two or three words of dialogue before trailing off. mashing through textboxes (as one does) means constantly getting jumpscared by "hmm"s and "haha!"s "okay then!"s
i get that they wanted to make the player feel involved in the story, and it has a pretty decent hook so far, but oh my god. the amount of dialogue "choices" that just transparently do not matter. you know how people memed on Fallout 3 and 4's dialogue choices all leading to the same outcome, to the extent that you were basically choosing between "yes" and "yes (rude)"? and you know how Bethesda would at least attempt to justify how both options led to you accepting the quest anyways, even if it was really dumb? Cassette Beasts has streamlined this process even further by making the options in most of their binary decisions so identical that they don't even require different followup dailogue before rejoining into the main conversation thread. a solid 2/3rds of the dialogue options in this game so far feel like checks that you're still awake. i know this is a minor issue because people aren't playing Pokemon-likes for the engaging "choices matter" approach to storytelling, and i did ignore it at first, but it's so pervasive that you really can't ignore it
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fernsnailz · 1 year
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Not sure how much meat this question has to it but if back in 2006 you were the one that spearheaded the shadow the hedgehog game, how would you have done it?
i'd want ShTH 2005 to keep the same core energy its final form ended up with, but tbh there's a lot i would have done differently lol. here's my 3 step plan for how i would have directed it previously/would direct any sort of reboot or remaster
1. TIMELOOP!!!!!!
i'm not the first person to come up with this idea and i won't be the last to talk about it, but the gist of this point is that ShTH's story makes WAY more sense when you treat it like a timeloop. you finished a story path and end up back in westopolis? great job, you're at the beginning of the timeloop again. it's a smart way to make this wack story a little more cohesive.
i would LOVE to further utilize the timeloop concept for this game because it could be a very simple addition to add flavor OR it be the core of the game's story and gameplay. small things like shadow going "hey wait, have i seen this before?" when he's going through westopolis for the third time can hint at the narrative, and once shadow realizes he's in a loop he's motivated to find EVERY path in search of the full truth. every new story path could be treated as a new game+ as shadow starts to consistently remember more from previous timeloops, carrying over certain weapons, abilities, and memories from his previous experiences.
one really cool idea i saw a while ago on here (edit: FOUND IT! i'm talking about this post) is someone's ShTH timeloop pitch where after a few resets, silver starts to show up and tells shadow to stop messing with the timeline. this continues, and eventually silver becomes a final boss of some of the paths. this idea has never left my mind since i saw it and i need to find the person that came up with it they mean so much to me
i have more timeloop thoughts but i will move on for now
2. simplify or rework the morality system and levels
this is my big gameplay critique - there is A Lot to do in ShTH and very little of it is consistently fun. i have grievances with the morality system i talked about a while ago, the gist of my opinion boiling down to "the system removes agency from shadow and the story doesn't fit within the morals you choose anyway." i'd either MASSIVELY rework the morality system to make it feel worthwhile or just throw the whole thing away. unfortunately i don't have many pitches for what to replace it with since i haven't played that many games with branching stories - maybe the story paths you go down are based on BIG story decisions shadow makes during boss battles or in cutscenes (?) like choosing which boss to fight, which characters to save, what moves or weapons to use, stuff like that. i just want the stuff that leads to branching stories to be more impactful and a little simpler.
this also applies to the levels, of which there are... a lot. and maybe there should be less? i think it would be smart to cut down or combine some of the levels, then really flesh out the ones that matter. and given the non-linear nature of ShTH, i think a version with levels more focused on exploration and combat would fit the game better than the linear mission-based gameplay of the original.
3. MORE GUN
listen man. they advertised this as the sonic game with guns and in my opinion i think they could've done better. i mostly just want a more fleshed out weapons system with upgrades, a little customization, better controls, etc. just put the merchant from resident evil 4 in there and have him accept rings and i would be happy
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those are the big points i would personally stick to, but i do have smaller points i would consider as well, including:
make black doom seem competent
explain who the chaotix are working for and fit it into the story
no more "kill this many enemies to progress" missions. please
super shadow can have a gun now
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shuttershocky · 2 months
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You've probably done this before but, do you have a Nasu's top 5 characters?
Only your most favourites
This is hard because while I do have favorites, I'm easily pleased and can have many favorites without actually having much of a hierarchy so any Top 5 posts I make tend to change slightly each time I make them.
If I thought about it now, my current top 5 (I have many more favorites than just 5. Some of them aren't here because they weren't written by Nasu, while others are also extreme faves but I can't fit them in) would be Kohaku - The Hisui route of Tsukihime is one of my favorite works of horror. It's short but seems to stretch on forever, a good chunk of it is confined to one bedroom while Shiki gets driven mad, and Kohaku's confession at the tree has stuck in my mind forever. Since Tsukihime was a horror game about supernatural monsters for most of its run, the switch to grounded, almost mundane horror using the most "normal" character in the cast is a gut punch that really hits even when you already know what's coming.
Tamamo No Mae - I'm not writing this post again when I've made like, 3 or 4 about Tamamo in Fate/Extra over the years, but basically if you know Tamamo through Extella or FGO, you don't really know Tamamo as the pathetic shade of divinity that she really is. Stripped of nearly all her power but not her cunning, she fights like if Vertigo-era John Constantine replaced the coat and cigarettes for fox ears and a deeply insecure need to be seen as sexy, being completely awful at a straight up fight (a bad trait to have when in a death game) but more than willing to play dirty with trickster magic, poison, or cheap shots.
She contradicts herself all the time, she lies in about half of what she says, and the first time her behavior clicks as the actions of an inhuman, once all-powerful sun god trying to mask as a person makes Fate/Extra's complete dogshit gameplay actually feel worth it. Fingers crossed the Fate/Extra Record stays faithful to her original arc so new players can get the good Tamamo without having to play the original Fate/Extra.
Ryougi Shiki - What makes Kara No Kyoukai so fascinating and weird is that Shiki and her master Touko are sci-fi characters but in an urban fantasy setting, BUT in a love story. In the first arc alone, Shiki is essentially a cyborg-ninja: a girl with an enhanced prosthetic arm, clashing Japanese + Western fashion (red jacket + blue kimono), living in a dark and crime-riddled city in the shadow of an economic collapse, with augmented vision she can turn on and off at will that allows her to see beyond human eyes and her blade to cut through anything no matter the material.
Rather than fight street thugs under neon lights though, she investigates a building filled with ghosts that also kidnapped her boyfriend's soul and thus she's forced to spend nights alone eating ice cream one-handed (she removes her prosthetic when at home) until she gets him back. It's such a bizarre, confusing introduction that Shiki being a maximum chuuni deviantart first time OC type of character that any writer would be embarrassed about actually slips you by unnoticed until you're already convinced she's the coolest fucking girl in this world.
I really don't know how Nasu pulled this off, especially when nobody really bought Kara No Kyoukai (the author of Otherside Picnic actually has one of the original copies ever sold, and there were only 6 of them) until Tsukihime came out. If I was the one who wrote her, I'd be discouraged and try to hide her existence instead of making a VN with the intent to use it to get Shiki more exposure instead. Incredible, she's the best.
Ciel - Did you know Ciel once consistently ranked as the least likedgirl in Tsukihime and for almost two decades had people saying her route was skippable? Proof that you can't listen to Type-Moon fans about anything. She has a big gun that canonically takes ten men to lift that rapidly shoots bible pages at vampires after she impales them with the spike, crafted from a slain unicorn, that's automatically the coolest thing you could put in your story. Ciel haters seething about the Tsukihime Remake giving her so much attention and a hundred more upgrades was pure vindication. I can't imagine being Ryukishi07 and being a Ciel super fan in the early years when even Type-Moon themselves would joke about how unpopular she was.
May Riddell Archelot - The best character in Mahoyo only has a screentime of 15 minutes, and she used every second of it to its fullest.
Riddell is just brilliant as a character, an example of how being raised from childhood to be a mage is sort of like being abused as a child star, in that you never earn the rewards of any of your own work (that goes to your parents / ancestral line), you are saddled with responsibilities and tasks that stunt your development, and in the end you are left lonely, insecure, and longing for any kind of human connection that you must hide by flaunting your wealth and social status. She is surrounded by fans but is left completely without love, and pretends she doesn't need it while the gaping maw in her heart that no amount of fan adoration could fill only continues to deepen. And to boot, she exemplifies all this while being the funniest character in a game with Soujuurou in it.
She's a rock star with international tours! She's a powerful mage and the heir to her family line! She travels around via helicopter! She's so desperate to have anything at all that her heart can hold on to that she invites herself into birthday parties and her closest friend is someone that literally crushes her heart with magic twice in ten minutes.
Mahoyo 2 when?
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demonlordcosnime · 6 months
Video
youtube
lets play persona 3 reload part 81
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felassan · 3 months
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Some more new details from this article about DA:TV.
Rook loses consciousness at the start of the game:
"There's a giant tear in the sky, with the Veil weakening and demons invading. Players are forced to fight their way to the source with but a detour or two before them. Along the way, they meet a few allies, including the beloved storyteller Varric Tethras and a powerful mage. Together, they push forward and are met with a boss battle against a Pride Demon. From there, things go from bad to worse, the main player character loses consciousness, and the world of Thedas—and its survival—depends upon the player."
Also on the opening: Varric and Harding had tracked Solas to Minrathous. We meet low-level Venatori agents in the bar. If you choose to attack, the notification that pops up about what Varric thinks says that Varric would remember that Rook prefers actions to words. Then,
"Then the sky tore apart and a tear in the Veil, seemingly the size of the Breach, appeared. The Veil grew thin and demons poured into Minrathous, tearing the city apart as the castle tried to shoot them from the sky - damaging the lower city in the process. Solas was nearby then, but the priority was linking up with Harding and finding Neve."
Then, some details on a part that was cut out of the public gameplay video:
"[Neve] informs us that Solas has a hideout beneath a nearby statue, and lo and behold, it is Solas' hideout. He has painted murals around it, magic is used uniquely even by Tevinter standards, and at the end awaits a beautiful Eluvian"
Demon lore:
"This Pride Demon looks very different from others in the franchise. However, Epler was quick to note how Demons are magical manifestations of emotion from the Fade, which means certain triggers could be causing this."
Snippet on CC:
"Many fans were subject to the horror of DA Inquition's special green light, so BioWare made it where players could shuffle through a handful of backgrounds to see how their character looks in different lights. Body sliders for fully customizable bodies, other appearance changes like tattoos, and everything fans would expect from a modern Dragon Age character creator seemed to be there."
A bit of info on what the 3 specs for Rogue entail: Saboteur is trap-focused, Veil Ranger is ranged focused, and Duelist is a movement-focused class which centers a lot on dodges and parries.
Rook always shares a background with 1 of the companions. Makes sense, the backgrounds are Wardens, Crows, Shadow Dragons, Mourn Watch, Veil Jumpers, Lords of Fortune, and that's Davrin, Lucanis, Neve, Emmrich, Bellara, Taash respectively
Rogues can use both their bow and dual-wield daggers in combat, which is a first for the franchise
There are 3 shortcuts for abilities, you can access more though by opening the ability wheel where there is 9 mapping slots
Of the 3 class' special resource bar, rogues' Momentum fills quickest but takes bigger drains when hit
[source]
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tacorerooster · 30 days
Text
Long Thread Shadow and Amy Rose. So with Sonic Movie 3 continuing the trend of Sega (or at the very less Sega of America) not giving a shit about Amy Rose, I’m gonna list all the shit she SHOULD HAVE BEEN IN, but was left out of
First off Every 90’s Dic Animated Cartoon (SatAM, AoStH and Underground), Amy around during each one of those productions yet she doesn’t show up, yet Tails and Knuckles both do, even tho A. She came out the same year as Tails and B. Showed up BEFORE Knuckles
Next would-be classic games collections minus Gems & Origins. Amy & her debut game Sonic CD for a long time was excluded from many of the Classic Collections, like Sonic Mega Collection, the DS collection & the Sonic's “Ultimate” Genesis Collection which had Archie & Spinball
Then we get to the modern era and oh boy this is fun. She’s in the 1st Sonic adventure as a playable character, all be it a Slow Character but still relevant, In SA2 she is not playable but has plot relevance, which I will get to later when talking about Movie 3
From there you have Heroes, Shadow, & 06. In Heroes she is a speed type like Sonic & Shadow, but can’t do ring dash or wall jumps & as many fans make clear she has the least popular group. Thank you, Shadow, for being So popular & taking Rouge from being apart of OG team Rose.
In Shadows game she is in 1 level & a cut scene at the end, even tho AMY was who got Shadow to be himself, Shadow Fans forget this. Tails & Knux who he has no history with get many. Heck Maria & Omega get more then Amy, despite being flat characters that exist to prop up Shadow
Next up 06, same before she in 1 level but gets 1 extra mission in the hub world. Whereas Shadow gets himself a whole campaign + vehicles, + his side characters get cooler gameplay than Amy. What does Amy get? Will she’s not long fast & for some reason can turn invisible. Clearly one of them got more attention during development. It also didn’t help Amy’s status as a love interest with Elise being there.
Now for the handheld games and it somehow gets worse for her. Dimps, the developers behind the Sonic Advance Trilogy + the Sonic rush Trilogy DID NOT LIKE AMY AT ALL! She gets to be the slow gimmick character in 1 & is not part of 2 but instead the hidden unlock you get the emeralds for.
In Rush, Dimps, makes Cream the Sidekick/Tails to Blaze even tho in the last game Amy & Cream where the female Sonic & Tails. They even write Amy as being abusive to Cream, A THING AMY WOULD NOT DO. Which is even dumber bc Marine shows up next game as the Tails to Blaze’s Sonic.
Now we have Sonic Battle, which does even less favors. Made by THQ (Not Sonic Team) you a cool Sonic fighting game, you let Amy form a Mother Child bond with a Robot, you give her some GODDAMN COOL ROCK LEE TRAINING WEIGHTS & Cream even says Amy is the strongest Women she knows.
But you have Amy starve herself for Sonic, not treat it seriously or for her friends to show concern. All her Attacks are Sonic driven, she thinks up a physical copy of Sonic to fight Rouge (which Fans use to say she is Crazy or Weaker than Rogue, both of them beat each up)
Finally in Handhelds is Sonic Rivals 1 &2 by Backbone Entertainment & Sega Studio USA. In 1 she is captured at the start ALONG WITH TAILS & saved at the end for Sonic to say he forgot about her & be creeped out by her. She’s not even in 2 so a good thing, can’t mess her up
We than get a period of time where Sonic games only have Sonic & Tails in them. So can’t mess her up like that (Unleashed is great for Her). In Sonic Forces while this point is minor, She along with Knuckles are leading the Resistance but Knux gets to be on the box & Amy doesn't
But I think the most damaging thing would be Sonic Mania. It makes itself out to be a celebration of all the things you loved about Classic Sonic from 1, 2, 3, Sonic & Knuckles, Knuckles Chaotix, Mean Bean Machine, Spinball and CD. But Amy somehow was not in any of it.
Hell I would say that Sonic Mania takes a good chunk from CD but no Amy. You get Amy Doll which explodes when it hugs you. (Get it the joke is that Amy is crazy & explosive and you don’t want her to hug you and should always run away from her ha ha so funny)
Fang Bean and Back get full sprites in Mania not Amy. Oh yeah and Mighty and Ray get to be playable but not Amy. There was even a hashtag for Amy to be added, only for Christin Whitehead or Sega to say - nah. (This is also why Origins and Superstars are better than Mania, Amy)
A pattern with all this is when people who aren’t Sonic Team write for Sonic, Amy usually gets the worst treatment (not to say she is the only 1, just the worst. Sonic X in Japanese is Great for Amy. But the English try & mess it up, but you still you get good stuff for her.
Not getting into Archie because if we are grading quality of how Amy is treated, that is dead last. PS Fleetway Amy Sweep and IDW Amy is Canon which I’m happy about.
This all to say and go back to my main point about Sonic Movie 3. I have like the Sonic movies so far, 2 was fantastic, but with the Knux show, the flaws showed to it & the movies. All of it is just marketing. The movie universe isn’t here to tell stories its here to sell stuff.
Wondering what I mean by this. So far the main Sonic character in the Sonic movie are Sonic, Tails, Knuckles, Shadow and Eggman. 4 being mobians & 1 human. When looking at the merchandise for Sonic as a whole you see it plan as day it is always Sonic Tails knuckles & Shadow. (Only recently has Amy been include but she still gets left out from time to time.)
Amy is supposed to be the fourth member of team Sonic, NOT Shadow. He not only has his own team he doesn’t even like Sonic, Knuckles or Tails. Hell straight up has a vendetta against Tails. But marketing keeps pushing them together
That’s what Sonic Movie 3 is MARKETING, not a story, bc if it was Amy would be in it already. Bc we have Sonic, Eggman, Echidna Tribe, Tails, Knux, Chaos Emeralds, Pac, Shadow, Maria, Gerald, GUN & no Amy. & Shadow Fans will say it is perfectly fine he needs all that screen time
I want to like Shadow, but he just sucks up any light from others. Rogue on Team Rose, no Fans want Shadow alive again, Amy Rose game? No Shadow Game. Other playable characters, no only Shadow. More Sonic Characters in a Sonic Movie? No, only characters tied to Shadow. But yeah
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cookieblobber · 8 months
Text
The Possible New Future of the Sonic Franchise - Thanks to fucking Sonadow
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WOW! SO…THIS ACTUALLY HAPPENED 💀
A few days ago it was rumored a Sonic Generations remaster was happening and will be revealed in the State of Play, which then revealed Shadow will be playable. It was really unknown what the hell this meant, but many theorized this was going to be a Bowser’s Fury/Kirby Return case: Game from an old console is remastered/ported with a whole brand new campaign that may or may not be related and possibly intertwined with said game’s story or lore.
They were correct.
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Oh yea did I forget to mention BLACK FUCKING DOOM IS BACK?????
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There isn’t much yet to go off of right now in terms of what’s being planned here besides this excerpt on steam
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Alright, enough showcasing, what the hell am I talking about by this game (that was just revealed) being a new future for the Sonic franchise? Well, it’s mainly due to these two things: the usage of Black Doom, and this fucking logo
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A little bit of a history lesson -
Shadow the Hedgehog (2005)
….wasn’t really a well received game. Besides how many viewed it to be trying too hard to be edgy and dark and gritty, its gameplay was a lot left to be desired. Confusing and lore retconning writing, weird awkward gameplay, you probably already know by now, it was arguably where SEGA/Sonic Team got scared of doing spin-offs with other characters. The concepts and ideas were there, there were still reasons to like the game and like how Shadow improves as a character in the canonical story of the game, it was a small shiny stone in a pile of coal. Besides 06, this was the most development or focus Shadow would ever receive as a character before his massive change in writing in 2010.
Due to the 2010s change in writing style and how characters were written thanks to SEGA to avoid any association from “erm Sonic tried to be serious at one point? Cringe!”, Shadow possibly became the most controversial character of the cast, with him going from a really intriguing 3 dimensional character about trauma, loss, and trying to move on from the past, to many feeling like he’s regressed into a Furry Vegeta or a tryhard loner who doesn’t need friends to help him, the IDW comics being a big example of this. He still had a few good moments like his whole prologue in Sonic Forces, but even then it wasn’t anything intriguing like his story in Sonic 06 where he learns to accept his future might turn out shit, but he’ll always fight back with his team if things get dark (see what I did there?).
Before I continue, I would like to say - blaming Ian Flynn for how Shadow’s written in the IDW comics where he’s more brute and moody…..doesn’t seem correct, imma be real. I know he may have the occasional odd idea of the characters, but it’s very clear the way he’s written is due to certain mandates from SEGA and how characters/the world should be like. If Shadow’s whole moody brute demeanor is truly how Flynn views the character…..how does that explain how he was written in the Archie comics? aka the older comic series Flynn wrote for before SEGA started to get strict with the franchise, aka the series many believe to have had really great Shadow moments? I’m not saying there can’t be criticism for how Flynn may sometimes write characters, but in the case of him being the sole reason for how Shadow is written, that assumption made on him is a lil unfair.
Regardless, in recent times, it’s no doubt that the franchise is starting to rebuild it’s confidence again: acknowledging the old 3D games, including 06, having a more serious story with layers and depth like in Frontiers, Frontiers itself reintroducing Sonic’s friends and their struggles, making them playable once again in a 3D game (again, Shadow was cool to see in Forces but, you could only go so far with a simple reskin of Sonic). Not to mention after the update that brought back these characters, we got Sonic Superstars where the main selling point was that it was a co-op game, and Sonic Dream Team having a focus on the franchise’s more forgotten character: Cream the Rabbit (not to mention bringing back a sorta SA2-style gameplay where 6 characters were grouped into 3 styles of controls). Oh yea also prior to all that, Amy was made playable in the original Sonic genesis games via Sonic Origins.
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So, what does all that have to do with the future of the franchise, and why is Shadow 05 important here?
First off: Shadow is getting that same treatment as other friends, but possibly on an even bigger level: being a new playable character in an older title and being a big enough deal to get his own story and reintroduce people to what makes him who he is sadly no co-op gameplay but hey that would require completely changing this game from what it was initially was. This is really perfect timing as with the upcoming release of Sonic Movie 3 and Shadow being the next foe for Sonic to face off, Sonic x Shadow Generations will be a perfect title for new fans to dive into and learn more about Sonic’s history and dive further into Shadow’s history, just like what Sonic Origins was for fans who just came back from watching Sonic Movie 2.
This whole thing is also a massive implication that other characters than Sonic may start to get their own campaigns again, building more lead-ups to possibly full on spinoff games. I should say this again: Forces did try to do something with Shadow, but for the most part it was just reusing whatever the game already had to create a quick and easy 3 level prologue that…doesn’t really add all that much to the overall story (at this rate you can probably assume Forces tried to do a lot of things Sonic is now attempting to do, however due to the kinda era it came from, it didn’t have much going for it). Sonadow Generations seems like something bigger and more personal to the character involved, something that could possibly rival the OG game’s campaign.
The fact in this story, they’re going so far as to make Black Doom the main antagonist of this campaign and giving back Shadow’s tribal logo is a massive sign that this is a true attempt to revisit Shadow’s entire legacy. They could’ve easily just made his whole ordeal involve what happened in Sonic Adventure 2, after all that’s what he’s most remembered for, but going as far as to properly acknowledged a lesser known game as being part of the Sonic lore instead of dismissing it simply because it wasn’t well received, it continues to show the confidence this series has started to regain. Sure, it’s weird, it’s wacky, it’s wild, but it doesn’t make it any less something to acknowledge or at the very least make good out of something bad. While we did get hints of Shadow 05 still being part of the canon via the Eggman logs in Frontiers mentioning Black Doom, having him come back officially was still a completely wild thing to see; never in a million years would anyone have thought he would come back as the main villain.
The biggest part of this whole thing is: if SEGA is allowing for Shadow 05 to be fully acknowledged
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this might mean they’re starting to pull back on their restrictions on the character.
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As I stated before, it is very clear they wanted nothing to do with this game or anything similar to it ever again, I mean the fact we never got any spin-offs after this really shows they weren’t gonna come back to other characters ever again. But now…everything’s on the table. If Black Doom is making an appearance, if Shadow’s tribal logo is back as part of his identity, what else could there be next? Will Shadow start to use guns again? Will he ride his motorcycle, and other vehicles like in 06? Hell, will motherfucking Mephiles come back again for this campaign?
Not to mention the description of the game stated that Shadow will confront painful memories, will we see Maria in HD getting shot, or the commander from Shadow 05 who was out to get him making a reappearance? This might be the first time in a whole decade since other human characters (not counting Sage since she isn’t exactly fully human) making an appearance again in the Sonic franchise. Again, we may have gotten hints of them still being a thing with the likes of Frontiers’ Eggman logs bringing up GUN and Maria, but actually showing up in-game means other humans can still make appearances in-game.
(Take this part with a massive grain of salt but I’ve heard that Ian Flynn in the past has expressed he wanted to bring back Black Doom and Mephiles, but SEGA didn’t allow it, now that one of them happened, it proves that there indeed has been less restrictions now)
If there are less restrictions being made on stuff like acknowledging Shadow’s game, what could this mean for how Shadow himself may be written now? We’ve seen how apparently well written Shadow was in Sonic Prime, could this carry over to the games and comics where he has a less frustrating depiction? I mean, the fact Ian Flynn was hired for one massive mainline game (Sonic Frontiers) and suddenly they’re doing all these lore related things for the franchise or going back to pull up any old stuff and see what they can do with it, it shows there is a level of trust between SEGA and Flynn and letting the man cook. And it makes complete sense too, he’s been a long time writer for the franchise since the Archie comics, he seems to have a great understanding of the characters.
If Shadow 05 is getting this level of acknowledgement, what about other more forgotten games? Will we one day see Sonic 06 be better acknowledged, or more likely a character like Silver having a bigger role in something related to the events of 06? I mean for some reason recent episode titles of the upcoming Knuckles show revealed one episode called “Flames of Disaster,” who’s to say they aren’t already looking into 06 for some ideas for not just the movie canon, but as well as the main canon?
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I’m drifting off a little but I’m sure you get by now what I’m tryna say. This game, as it may seem like just a simple small remaster with extra content, may end up creating something bigger for the franchise going forward. Seeing how Sonic Team is behind this remaster and not Blind Squirrel (the people who made Sonic Colors Ultimate; while possibly rushed by SEGA, they’ve also have had a questionable track record with remasters), and hints that Flynn is behind this story, I think we are in great hands with this game. This may be the first remaster to finally be flawless in every level, which I know is a little sad to say when it comes to this 30+ year old franchise, but hey, can’t win them all!
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Before I end this comically large essay, I would like to make one final note on this whole topic. As I was writing this and taking breaks last night, I came across a tweet that was kinda starting to go around about this game.
To summarize, the tweet essentially claimed that Sonic was still stuck in the past. The franchise was still relying on nostalgia pandering as its identity, and due to the contents of Generations being a whole celebration of Sonic’s history (and what unfortunately started SEGA’s cling onto Green Hill and Chemical Plant), aka alleged nostalgia pandering, it proves the franchise’s identity is still about how when Sonic used to be cool. It hasn’t attempted to evolve in the past 14 years.
You can probably guess what my thoughts on that take is after reading this whole post.
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No.
I don’t think so.
As I already showed, the addition of Shadow’s story more than proves this is still stepping forward. It’s taking an old beloved game and instead of just updating graphics or performance and leaving it at that, they’re making something brand new out of it that may define future ideas for other characters that isn’t about Sonic. Not to mention this game barely attempts to be all like, “Revisit all these iconic locations from your childhood!!!” SEGA is clearly looking at Generations not as that one game they can rely on for easy nostalgia pandering, but as a successful and fun game from the last decade in its own right. I mean to the general public, it’s considered to be “one of the few good Sonic games.”
It can be argued that the addition of Shadow and Black Doom may be pandering to the audience into Shadow but…really? They’re tryna solely pander and play on the nostalgia of a small minority of players who liked a game that was considered to be the start of Sonic’s downfall in the 2000s and make that the selling point of this remaster to the general public? Where some in said general public may argue that they’re about to ruin a rare good Sonic game with stuff that they think no one ever liked??? I don’t really believe it.
Hell, speaking personally, I’ve never played Shadow 05, I don’t own a GameCube, maybe a PS2 but even then I didn’t get much games at the time. While I sorta played around with the franchises growing up, I fully got into it around when Sonic Mania came out (and even then it took me a while to finally play it). So even though I may be hyping up Black Doom’s return, I myself am not coming from any rose tinted glasses or anything, these are just observations from the many discussions I’ve seen online or videos showcasing these games. Same would go for a lot of people into that game as many while loved it, still would acknowledge where it fumbles and how it’s definitely not the definitive Sonic experience to have.
Sonic has begun to evolve, experimenting with new ideas and offering new and different ways to enjoy the franchise. As mentioned earlier, lots of shit happened in the past 4 months. While I agree that something like Frontiers relying on the same old levels for Cyberspace to be stupid, that shouldn’t undermine the actual new stuff it offers for the franchise. I feel like we’re already far beyond the franchise needing to be like “hey remember Green Hill???” as it’s main identity for a game/the franchise. And even then, this shouldn’t mean Sonic can’t look back on previous entries anymore ever again.
Many want Sonic to be like other franchises, like Mario, Kirby, etc, they’ve been also occasionally doing the look back on an old title or old past, so why not let Sonic do the same? We shouldn’t immediately respond to a callback with claims that it’s poor nostalgia pandering, as the take away imo always should’ve been that there should be a balance between original and new and looking back on what worked.
I am happy to say that regardless what this remaster is, we are in good hands again.
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also unrelated as hell but pray for this man, he has not uploaded a Sonic video in 4 months, I think SEGA killed him by over feeding him with content 😭
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Baldur’s Gate 3 Fic Masterlist
To be updated as I go along but I’ve been getting hyped on a variety of discord servers and therefore cranking out a lot of these soooo… here we go. NOTE: Mind the tags on all my content. It’s mature rated and dark.
Astarion Origin Series: Inspired by my recent Astarion Origin run where the dynamics of the Tavless party got me hooked on party dynamics. Astarion-centric friends as family stuff. Kind of in sequential order but only ish.
The Pike - The night Cazador sealed Astarion in a tomb, there was something much worse on the table. Not that Astarion will appreciate that, the ungrateful little wretch. (Pre-game)
Empty Recall - Origin Astarion early night in Act 1 with his initial travel companion, who notices he doesn't rest easy.
Quick Step - As more and more people join the party Astarion becomes all that more disposable in comparison. AKA: Act 1 Astarion’s race from a true level one character to team rogue.
Strange Smile - Wyll, Karlach, and Lae’zel speak with a monster hunter in a bog and Astarion happens to be there. It’s a very awkward way to get outted as a vampire to your (mostly) unsuspecting teammates.
Cruel Touch - Karlach tells Astarion what kind of monster she ISN’T. Really. Honest. Cross her heart. Also they murder the fake paladins of Tyr nbd (NEW!)
Scar Tissue - Loviator blesses Astarion. It fucking sucks.
Silver-Tongue - Astarion fast-talks an abnormal number of enemies into killing themselves in the shadow-cursed lands and the team makes idle (then less idle) conversation about it.
Wander Mind - When a fight goes south, Astarion doubles down on using the illithid parasites and the rest of the team sees how deep his fears truly run. IE: Origin-run Astarion going full illithid power through Act 2 (WIP)
Ad Hoc Fic: stuff that’s not part of my gameplay verse and just requests or ideas that stand alone in their own canon.
Verbal Contract - Astarion takes Haarlep’s deal and immediately regrets it. AKA: The deal with Haarlep goes sideways and is played much more brutally straight.
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