twodollarhero
twodollarhero
seth's blogging zone
23 posts
Probably mostly writing about video games, but something about the word "zone" just really sums it up.
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twodollarhero · 1 year ago
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I really, deeply appreciate these wonderful fathers.
Shoutout to these goofy, depressed Hell Dads who are just trying their best-
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And who love their daughters...
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...More Than Anything. ❤️ ❤️ ❤️
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twodollarhero · 1 year ago
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Extremely rare promotional 2004 Paper Mario: The Thousand-Year Door pop-up diorama set.
Main Blog | Twitter | Patreon | Source: twitter.com user "MarioRPGMerch"
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twodollarhero · 1 year ago
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Alastor’s signature move when annoying Charlie’s loved ones
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twodollarhero · 1 year ago
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Fucker went down to Georgia
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twodollarhero · 1 year ago
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I love the symbolism in this scene. Whilst both Husk and Angel are bound and trapped by their contracts, Angel has a more messy and enveloping commitment to Valentino with some flexibility all around (being able to stay at the hotel and so on) whereas Husk is more tightly bound and his bindings are concentrated showing how Alastair has made a cleaner deal, yet Husk cannot get out of being a bartender at the hotel.
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twodollarhero · 1 year ago
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when you and the homie are trying to emote correctly but you both have autism
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twodollarhero · 2 years ago
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In Mario + Rabbids Sparks of Hope, a glitch may occur on the team summary screen whereby Bowser will uncontrollably spit fire during all of his animations. Bowser will continue to spit fire indefinitely until the menu is exited.
Main Blog | Twitter | Patreon | Small Findings | Source
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twodollarhero · 2 years ago
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I wish I knew how to make my hand drawn art look better on a screen… anyways here’s Alucard.
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twodollarhero · 2 years ago
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twodollarhero · 2 years ago
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🧅WARIO LAND🧅
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twodollarhero · 2 years ago
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Mario Tennis (Camelot, Nintendo, 2000)
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twodollarhero · 2 years ago
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twodollarhero · 2 years ago
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🌈 we love katamari reroll! 💛
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twodollarhero · 2 years ago
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More like "that demo was sick"-min 4
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So I just got done playing the demo for Pikmin 4 and it was like... REALLY cool!
My relationship with Pikmin has always been kinda weird. I've always merely liked the series a lot, when I've always felt that I should love it. On paper, it's exactly what I love about Nintendo: weird, interesting perspectives on a genre that takes a well-worn concept and makes it clean and accessible. Splatoon is the "Nintendo-ified shooter" just as Pikmin is the "Nintendo-ified RTS" or whatever... so why don't I love Pikmin in the same way that I love something like Splatoon? I really haven't ever been able to put my finger on it. My best guess is that I've never really vibed with the world, the story or the characters. Not because the games have been completely devoid of those things, but there's just enough of a wall of glass between it and me to leave my handprints on the windowpane, begging to be let in. Couple that with one or two too many unfriendly design decisions that have long been innate to the franchise and I think I always come away feeling that Pikmin and I would always be like the couple who date, break up and keep trying because - hey, maybe this time it'll work out.
Like any toxic relationship, Pikmin has done a lot of work on themselves and I really think they've changed this time. Playing the demo for Pikmin 4 has graduated my excitement from a tepid "ah shit here we go again" to actual, factual hype. While it isn't a completely frictionless experience, it solves practically every major problem I've ever had with the franchise and - for once - the glass wall has been shattered and I'm able to tip-toe around the shards on the floor.
First of all, the story setup is actually pretty fucking cool this time around? Look, I get it: diehard Pikmin fans are annoyed that it seemingly retcons the scraps of connected lore the series has had leading up to this point. I can sympathize with that, actually -- it would annoy me if that happened to a franchise whose story or lore I was really invested in. But, looking at it from the outside? I genuinely feel like taking our familiarity with Olimar and using his rescue - and possibly "death"? - as a narrative device to set us out in this new entry is a pretty cool idea! I think it gives people a great jumping on point for Pikmin, which I think absolutely feels like Pikmin 4's mission through-and-through. To the point where they even let you just play as your own character this time around. And while the character creator is simple, I really liked being able to make my own weird little guy for a change. All Pikmin characters look like gross, fleshy homunculi, but this one is mine!
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So yeah, I like having my little weirdo here and I'd love to see yours. But it's the new gameplay additions that really turn my crank. The core of it is still very much Pikmin, but they've added some really nice quality of life stuff into this one in addition to just putting together a really pleasurable loop. You aren't just trying to survive and you aren't even really just trying to rescue -- everything you're collecting feeds into satisfying, measurable improvements. Honestly, just the feedback loop that Oatchi alone provides is satisfying enough to carry it for me: rescue enough lost members of your Rescue Corps (or stranded civilians), earn a point of "Pup Drive" and spend those points to make Oatchi even more useful than he is as a baseline, which is already very fucking useful. Uncover raw materials in the world for the weird scientist dude to turn into interesting traversal applications, puzzle solving applications AND player improvement applications, like new pieces of gear that'll allow you to withstand elemental effects. Rather than needing to forage for food every day, you're instead gathering household items in the name of "Sparklium" to repair your ship, which ultimately just rewards you with new cool areas to explore, i.e. it rewards you with more Pikmin 4. And even just in the demo, you've got an expansive little mini open-world to play in that feels super tight and well designed! But that's before you even touch on the caves.
Oh man, the caves. Apparently this is a returning feature from Pikmin 2, but it's been like 15 years since I've played that game so it feels super fresh to me. Even still, according to Pikipedia, Pikmin 2 only had like 14 caves in total. These feel like Pikmin 4's versions of Shrines in Breath of the Wild or Tears of the Kingdom. Little sections of the game that are ripe with rewards, but also super concise little puzzles and challenges that are off the beaten path. And, like Shrines, the sense of elation from seeing one of those blue lids makes me want to stop everything I'm doing to go explore them. The game knows that you'll want to explore them too, by slowing the day's time counter to 1/6th speed. Pikmin 4 has also integrated a system where you can straight up rewind the clock back a few minutes if you want. Like, the game is autosaving every 2-3 minutes and if something crazy happens, you can just rewind back to that previous save state. It's one of those accessibility things that hardcore fans can totally choose not to engage with, but someone like me is happy to have it when I accidentally got all of my Red Pikmin killed and would've been soft locked. It's the little things!
SO ANYWAYS, TL;DR... I really, really dug the Pikmin 4 demo in a way I wasn't expecting. And as someone that was kind of disenfranchised with AAA games - even Nintendo ones - for the first half of 2023... it feels really good to be excited about big budget games again. I love loving stuff.
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twodollarhero · 2 years ago
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Sample drawing of Yoshi used to promote Art Academy: SketchPad for Wii U on Nintendo of America's official site in 2013.
Main Blog | Twitter | Patreon | Small Findings | Source
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twodollarhero · 2 years ago
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wait is this Slip's origin story
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i love this game so much
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twodollarhero · 2 years ago
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play the tumpet bwaaaaa
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