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#2019 goty
spitblaze · 11 months
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if you're wondering why my brain has a stranglehold on octopath traveler of all things: me too. i have no idea how this happened. my hyperfixations are unpredictable and hit like oncoming freight trains and ive stopped trying to pretend i understand how/why outside of like one or two common threads
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waywardsalt · 8 months
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Persona 5 Royal for Game Of The Year 2023
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zombieweek-g · 2 years
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Scenes that are exactly the same
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tigerlyla-of-metinna · 5 months
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I'm doing a tag game!
What are your 3 historical gaming moment?
Anything related to videogames: be it achieving the highest score in the arcade, defeating that final boss after 100 tries, winning a PS5 in a raffle, getting a photo or autograph of a VA, cosplaying a videogame character... anything!
Then tag 5 people (minimum) and let's reminisce. Spread some positivity!
🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆🎆
🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
Here are my 3 personal best (in no particular order)
1.Tekken 3
The first time I truly enjoyed playing a fighting game (I still hate playing PvP in fighting games cuz an actual human is way better at it than me) was when I finally approached a real Tekken pro. A big arcade opened up in my city and I was the only girl who went there every weekend and buy 30 tokens (Php 90.00) to feed the various machines. I saw this tall college dude play King and I was mesmerized watching him pull all of Kings grapples. After several months, I watched him from behind, playing Tekken 3 until I muster up the courage to ask him how he pulled off all his moves. The college dud pulled a piece of paper and pen and began to write down all of Kings' combos and grabs, and gave it to me! Since then I have practiced on every Tekken 3 machine, pulled off all Kings' impressive grapples to a growing audience who couldn't believe their eyes that this little highschool girl is playing Tekken 3 and beating it! Oh and I became good at the games that I reduced my 30 tokens to 5.
2. Resident Evil 2 (PS1)
This game came with the console my mom gave me. First time I popped the disc in and chose Leon S Kennedy on normal mode, I was piled upon by zombies and died. That game over screen traumatized me and I did not pick up RE for months! When I did gave it a second chance, I notice there was a 3rd mode: ARRANGED. It made the game ridiculously easy by giving me all the weapons, and so I plowed through Raccoon City with my machine gun and rocket launcher. It was fun until it wasn't. I decided to play the game on Normal, got eaten and died, then powered through it. Finally beat the game on Normal and Hard. Also went for the S Rank and bonus content. Now I love all horror and survival horror games (Silent Hill, Outlast, Evil Within, etc). It became my favorite genre.
3. The Witcher 3
Had it not for this game, I wouldn't have made The Nilfgaardian Collection or started digital art. I think it was December 2019 (or 16 I dunno, it was Xmas), my brother gave me two choices: TW3 or FF15. I wanted FF15 cuz I have always been a fan of Final Fantasy and TW3 was hyped to the heavens. I wanted to know if the hype was justified and so I got TW3 GOTY edition. The hype... was well deserved! I was hooked, I plat the game, I decided to make fanarts of my fave character (Emhyr) and gave myself a goal: to have the biggest collection of Emhyr and Nilfgaard pics and be known as that crazy chick with an unhealthy obsession to Emhyr and his Nilfgaardian empire. Thus cemented the Nilfgaardian Collection in the fandom!
I taggeth @bittersweetbark, @alphagravy, @rotatingremains, @regis-favorite-raven, @oblakovka, @smehur, @laurikarauchscat, @jawanaka, @traumschwinge, @valandhirwriter
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actingwithportals · 2 years
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[Image Description: Link to a quote retweet by Andrew prahlow that reads: "I can finally say that I’m releasing a deluxe edition of the Echoes of the Eye soundtrack. I’m so excited to to share it with everyone - 6 new tracks and 37 minutes of new arrangements." The original tweet he is quoting is from Kotaku and it reads: "Exclusive: 2019 GOTY Outer Wilds is getting new music, here’s the first single:" with a link to the article attached at the end. There is a photo attached in the original tweet of Riebeck sitting at their campsite on Brittle Hollow, holding their banjo. End Image Description.]
WAKE UP BABES NEW OUTER WILDS ECHOES OF THE EYE MUSIC DROPPED
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chemicalbrew · 5 months
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2023 game list, part 2: more like one game six+ times 🥉
I'll be honest: I separated this year's list into two parts mostly for ease of editing (the first part had ten lengthy entries I got tired of scrolling past long ago), but also... I thought it would be nice to have a clear divide between games I was not quite happy with and the few games that managed to impress me this year. If for some reason you want to see me being salty first, you can click here, but other than that... we're good to get this show on the road!
Ys IX: Monstrum Nox (PC, 2019; 2021 port) [♪ New Life]
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This one will be more of a rapid-fire ramble, because, even though I enjoyed the game and am willing to defend certain aspects of it, there's little doubt that it's one of this series' weaker outings. Really, it making it onto the second half of the list is mostly due to bias and the fact that this series' core systems (most of which any Ys fan is painfully familiar with) are consistently good, mindless fun. Anyway, here's my more scattered thoughts I can't be bothered to stitch together:
The soundtrack is mostly an obvious downgrade and largely forgettable - literally the only tracks that stayed with me even a little are the one linked and, surprisingly, Marionette, Marionette, but that's to be expected of nu-Falcom :(
The amount of references to past games Monstrum Nox has shows good self-awareness and is something I was absolutely not expecting. I'm just familiar enough with Ys to pick up on most of them, so I wonder how subtle they are for those without the knowledge.
I actually loved being confined inside Balduq and forced to explore every nook and cranny of it, even more so because of how it contrasts with the openness of Ys 8. They pulled no stops when it came to committing to the aesthetic, and I was caught off guard with how much I liked it all. A highlight to me is the graffiti you can find all over the streets!
The new gift abilities greatly expand traversal options, even if implementation of them is not exactly free-form. A bold idea and one I enjoyed greatly. Otherwise, there isn't much major change in how exploration and battling works from 8, but there really doesn't need to be, I think. They fixed the fucking raid mechanic, and that's all that matters - even if the equivalent of it feels horribly tacked on.
Most people would say the Monstrum designs are over the top, but I personally don't care. They all slap, especially Doll and Adol himself, of course (I was ogling that long hair even before the game came out, hell yeah). As for their personal arcs, nothing really stands out the way Dana did in 8, despite each character getting their own time to shine, but I can forgive an Ys game for not bothering with complex characters. In particular, the development surrounding Jules and the conundrum with his disabilities, while somewhat barebones, didn't feel disrespectful at all and was a super pleasant surprise.
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(screenshot that doesn't have much to do with anything, I just liked it)
The homunculus twist at the end of the game came out of nowhere and ruined my final impression of the story greatly. That's all, really.
Chained Echoes (PC, 2022) [♪ Standing Tall]
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One of my clearest memories of Chained Echoes is the amount of people I'd seen among circles of RPG fans crying out last December that this is the game that was going to snatch the title of GOTY right from everyone's noses. Admittedly, this is one of those silly cases where I recall being intrigued by the name of the game alone (how often does that even happen these days?), and the rest was just a bonus - yes, even the impressive pixel art and soundtrack.
This makes me think I'd had healthier expectations of this game than most people, but even then… The truth of the matter is that Chained Echoes will never leave the shadows of the classics from the 90s it proudly claims to be inspired by. In trying to make itself stand out and match its own ambitions, it forgets itself and fails to leave a lasting impression - I can certainly say I enjoyed the time I spent, but when I remember more about fighting sentient vegetables than how the game actually ended, something is obviously wrong.
Now, I loved smacking the hell out of those vegetables - the battle system is decently refined for the most part, and values your time greatly. To me, the most notable features of the process are those shamelessly taken from Chrono Cross, and for good reason: if there's anything that game nailed, it's the on-field enemy encounters, automatic resource restoration between battles, and what's probably one of its more well-known ideas - lack of EXP in a conventional sense. Chained Echoes wholeheartedly embraces those conveniences, almost as if to ask 'Why isn't all this standard yet? It's the 2020s!', and I find myself agreeing. The unique systems this game presents on top of everything are hit or miss (particularly the mech combat, the part that remains grindy through the dumb proficiency system), and combat may not be perfectly balanced (if you weren't shredding through mobs with Sierra, what were you even doing?), but… Everything surrounding combat just felt so full of fresh potential, and took so little time besides, with the already quick animations whooshing by at the press of a button, that it was extremely easy to forgive any faults.
There are many creative changes made out of battle as well - the most interesting of them being the reward board. It's simple to explain - very early into the game, you unlock a list of objectives spanning the entire world map, laid out on a grid. The tasks themselves range from 'enter the area' and 'beat this specific monster type' to 'beat a miniboss without taking damage' and 'open every single chest you can find'. The cool part is that, while each square provides a reward on its own, there are bigger fish to fry, as there's a separate list of items you get by filling out squares adjacent to each other! It's genuinely impressive how effective this elegant system is at getting you to engage with the world you explore… at least until you realize how ridiculous the late-game tasks can get. And even here, there are misguided ideas that threaten to ruin the gameplay flow - for example, the gem system, that was likely inspired by its simple and functional counterpart in Xenoblade 1, is exceedingly convoluted and involves lots of boring fishing for item drops for somewhat negligible advantages.
It's when the game stops copying the greats that bigger cracks begin to show, though. As a whole, Echoes' writing is a weak point - both because it seems to favor shock value and piles of barely logical twists over anything coherent towards the finish line, and because this game's sole creator took great pains to write the script entirely by himself, in a language that's not his own (guy's from Germany, if I remember correctly). Being bilingual myself, I'd like to say I can imagine how much of a struggle that must have been, and you seriously have to respect the hustle, but it doesn't mean that the end result of all those efforts isn't faulty and should be safe from criticism.
This is a game that very clearly would have benefited from just one more person looking over the script and flow of the plot - if practically every main party member winds up traumadumping to keep the player's attention as tropes they'd probably seen in Chrono Trigger before play out… once again, something has gone terribly wrong, especially since most of said characters weren't too appealing in the first place. This makes Chained Echoes one of the RPGs where the G part is stronger than the RP part, for better or for worse. But it's fun while it lasts, and not the worst way to spend 40 or so hours!
Pokemon Black (DS, 2011) [♪ Relic Castle]
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Everything went precisely as I predicted, with the exact problems I imagined I would have, but I finally managed to find the mystery of what makes the series tick for people, both on a general and personal level. Pokemon has spat on some of my detrimental gaming tendencies (as in, the urge to explore everywhere that exists and obtain everything that moves) and in the same breath provided an experience that, in all its flaws, either objective ones or stemming from my own misunderstandings, proved to be surprising at every turn. It's, uh, really cool.
Now here is a funny thing: I cheated. In the literal sense. And I did that a lot. Here's what I used in Black, just cause I can put it out there:
full exp share without needing to swap your whole team in (they should just make this a toggle in the settings, the fact that they never have, not even in newer entries, is baffling.)
forcing any Pokemon within the regional dex to spawn. I probably wouldn't do it ever again, cause now that I understand what Pokemon wants to be, I also see there's really no point to forcing Pokemon to appear just to box them - it's harder to get any sort of bond with your creatures going that way. In addition, a lot of the alternate Pokemon at least get shown off in mandatory fights, so there was no point fretting over not getting to see them (you have no clue how happy I was to see N with Reuniclus, it just felt so right). The series is lying to you - the real joys are NOT in catching them all.
Season switcher (since I played 90% of the game in December, and it took less than a month to beat, it kinda sucked seeing the dreary winter variants all the time. I don't really blame the feature itself, it's just that I don't like real-time-sensitive things in games - especially when they're linked to unique rewards. I loved Deerling and the concept behind it, but just because it was December, I'd have been robbed of its illegally adorable spring variant without cheats! Boo.)
Spawning phenomena and random encounters at the press of a button. Probably the key improvement to the experience! Call me spoiled by modern RPGs, but I have grown from disliking pure random encounters to disdaining them, and this allowed me to segregate area exploration (which was enjoyable in its simplicity and layering through the dowsing machine) and making sure my catching and leveling is up to par while I chill out listening to different pieces from this game on loop or catching up with a stream - two goals that, to me, kinda don't mesh that well on their own. Especially with the normally horrible phenomena appearance rate.
Suffice it to say, my experience with this game was not quite the intended one, but I am still glad for it - it allowed me to get over my preconceptions and expectations of this storied series and, at least to some extent, prepared me for whatever entry I will choose to engage with next (likely Black 2). Next time, I won't be bending the game to my whims quite as much, but I feel like my frustrations with this series heavily relying on missable content will always remain.
With this silly kind of disclaimer out of the way, let's try to talk about Pokemon Black itself. The first thing I remember is just how linear it was - you walk through route after route and claim one badge after another until you find yourself facing the champion, which is where the game finally pulls its rug from under your feet. By now, it should be obvious that I enjoy not having to fuss over what to do next, so I found this to be a boon, but I could absolutely understand longtime fans being irritated by how little choice you have in matters.
Speaking of which, Unova robs you of choices in another infamous way - for the duration of the main story, you're forced to use the new additions to the Pokedex. Once again, this is something that bothered me less than it would most people, doubly so because a lot of the seemingly commonly hated new (for their time) designs actually appealed to me a fair bit. If there's only one Trubbish and Vanilluxe fan on this earth, it's me, or however that meme went - I would give my limb and soul for object Pokemon, I think that's one of the best ideas of the series ever.
The graphics certainly aren't much to write home about and didn't truly age gracefully, but nonetheless, they likely stand the test of time better than the entries following would, and are more than serviceable. With sweeping camera angles, detailed Pokemon sprites and larger-than-life vistas greeting you as you bike from town to town, it's clear this game wanted nothing more than to impress players, and I'd argue that it succeeded, given the timeframe of release, and especially the region Unova was inspired by.
The music, however, is where the game really shines - with town themes ranging from sweet and cozy to ones that end up never quite leaving your mind (remember how Driftveil City became a huge meme? Oddly, I feel like that's enough proof of how awesome the soundtrack is), character themes that feel tailor-made and convey more about them than their own dialogue sometimes, and sufficiently catchy battle music (with the standouts, of course, being reserved for the more… legendary encounters).
When it comes to the story, I... appreciate it existing. It was what I came to this game for, but I ended up staying more so for the team that I lovingly chose for myself and that carried me from dungeon to dungeon. It's not bad by any means, and I can see why people want the series to even try something like this again, but what's bold for this series is overdone for many others.
That said, they really nailed basically everything about N, dear god. I love him so much. And while I might not be familiar with how the series usually handles rival characters, I enjoyed getting to compare and contrast between Cheren and Bianca's personal struggles. Cheren's theme is a banger, to boot.
PS. I hope whoever decided Volcarona should evolve at level 59 explodes somewhere, that was NOT worth it.
Shin Megami Tensei IV (3DS, 2013) [♪ Aboveground Urban Area C]
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BEHOLD, MY DEMONS! (pictured: not demons)
Holy shit, an actually fun dungeon crawler from the company behind the ever so boring Etrian Odyssey that I decided to play only thanks to Tumblr memeing on the glorious Black Market theme? Who woulda thunk.
If you say you play this game for the plot, I will not believe you. I'm here for the character design (equal parts silly and god-tier, which, going by my opinion on Xenoblade 2, is just what the doctor ordered), the surprisingly exhilarating kill-or-be-killed battle system designed around finding and capitalizing on weaknesses, coupled with the distinct gameplay loop of fighting, coercing and fusing demons, the incredible atmosphere every grossly pixelated texture seems to ooze, and most of all, what might be one of the greatest soundtracks in all of gaming, to me.
The music is what single-handedly turns what would otherwise be a forgettable, convoluted and at times almost offensive experience into something outstanding. Combined with the broad strokes with which SMT4 sets up and gradually expands its setting, it's jaw-dropping just how big of an impression the game can leave you with while utilizing what feels like the bare minimum in terms of visuals (I mean this in the best way possible! I love when games make the most of their limited resources). It's a shame, then, that these two qualities practically carry the game on their back, riddled with flaws as it otherwise is.
Seriously though, the storylines manage to be simultaneously straightforward and messy somehow, to the point where even the self-proposed 'golden' route is easily questioned by a player who's willing to give it a minute of thought. There's enough to latch onto here for impressionable people, but the truth is, SMT4 loves to oversimplify complex matters in favor of haphazardly committing to extremes, which in turn ruins its leading characters - each in their own way, as they refuse to grow and develop most predictably, even if you go out of your way to give them a chance.
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(how the fuck are you supposed to take a game that has this textbox in it seriously? This is divinity talking, you know)
The worst part about it all is that while it's you, your player character, influencing the world, you're not really given an explanation of how your actions change things until it's already too late and you're left on your own to gape at how you trying to be nice to people actually led to what's functionally an elitist genocide. That is, if you weren't like me and didn't end the game prematurely with the ending that wipes out everyone instead of most people that are baselessly declared filthy and unclean. And if you want to see a path that pretends to be more reasonable, you have to use a guide and jump through hoops and fetch quests beforehand. Yeah, sure, that's fine.
I'm sure there are many more things people more familiar with SMT could critique when it comes to this entry (especially since I mentioned nothing about the Chaos route, which I frankly don't remember), but the fact that even me, a complete newcomer to the series, ended up less than impressed with SMT4's overall message... has to say something, no?
And yet, the experience remains unique and, in the most literal sense of the word, addictive. Maybe it's just my monkey brain willing to give games a pass if their mechanics click with me hard enough, but... It's fun to explore a kingdom and city in turn, to uncover bits and bobs on your map as you hunt for relics, to overwhelm your enemy in a single Press Turn, and even to get lost in the horribly designed Domains, all the while the literal coolest music you've heard in your life keeps playing. And soon enough, you come to feel that strange familiarity and comfort as go through the motions and backtrack to Mikado for the 100th time.
I'll be honest, this shit is why I yearn for more dungeon crawlers to love (that aren't just Brandish...) all the time. Hopefully I'll eventually man up and play another entry in this series, so I can better understand what the core fanbase appreciates and wants from Shin Megami Tensei as a whole.
Octopath Traveler II (PC, 2023) [♪ Cait's Theme]
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(Someone tell me who had to sell their soul to make such gorgeous boss sprites...)
I missed my chance to engage with OT1 back in the day (mostly because I was put off by middling reviews), so to see the series spring back to relevance this year was actually a lovely surprise, especially with me gaining appreciation for HD-2D after playing Live A Live. It really felt like everything had aligned for me to get the most out of Octopath 2! Even more so because this game is a shining example of how to iterate on a sequel.
Most fans say there's barely any reason to return to 1 after playing 2, and they're frankly right. It would be harder to say what 2 did not improve on than to list all the positive changes! But here I am, trying to explain just how many elements had to combine to create my actual favorite RPG of the year. Here we go!
First off, this is the prettiest HD-2D game yet, pulling all the stops when it comes to polishing the style. There are more refined details in the scenery, every sprite looks buttery smooth, and with the new day and night cycle, OT2 is extremely eager to show off just what its lighting engine is capable of. This game is simply a treat to look at no matter what you're doing, and the soundtrack matches the ambition it exhibits.
There are more voiced cutscenes than before and you can let them autoplay - a small but vital quality of life change. The main stories have a decently varied structure compared to the previous game's rigid formulas, and the sidequests generally value quality over quantity (though they're still not much to write home about, and they're a pain in the ass to actually find and keep track of - this game has the most useless journal of any RPG).
One of the core elements of the battle system - the jobs your characters can use - are rebalanced and made easier to understand, and there's more of them to discover for yourself. As a whole, the tools you get to use in battle are greatly expanded, but more on that in a bit.
Lastly, it's easier to witness the cast interact, because they fixed the travel banter system! (Can't believe they made so much of what makes these characters likeable so easy to miss before...) There's more of these interactions to see, too - Crossed Paths, quests tailored to specific character pairings, are a genius addition to the game, if somewhat underutilized. They actually bothered to try and tie the eight stories together, as well, compared to the pathetic whimper the first game ends with! Though whether the attempt was successful is debatable, what's there is not half bad.
While I do believe I would have laid my eyes on this game eventually no matter what, due to the praise it's been getting in circles of RPG fans (I wish OT was more recognized than it already is, even if it is decently popular. The potential the series has is off the charts), what really pushed me was Hikari's very existence. One look at him, and you just know he's gonna be involved in an epic struggle and have to fight for his friends - and that's exactly what he does. It's glorious, and fits the overall message\vibe of the series - that is to say, getting to go on a journey and find new friends for your cause and new experiences - exceptionally well. This is why I, and most people, would probably recommend you start with him, though of course, you're free to do what you want.
Being relatively free to explore instead of roped along to go places like a traditional RPG would is a double-edged sword, especially because Octopath locks in your first chosen character, so they usually get overleveled, but at the same time the game expects you to have a functional (evenly geared and leveled) party of eight by endgame, which you might not be aware of and only have four peeps prepared. This could be solved with a simple toggle to give benched party members the same amount of EXP, or - and they literally do this in the endgame, so why not before?! - let us freely swap any time instead of only getting to do it in towns.
On the other hand, getting to watch eight (seemingly) disjointed stories unfold makes for a refreshing experience where you never know what (or who, at first) you will find. The travelers are divided half and half between two continents, but on my run I screwed it up - I got really curious about what's up north, which led to me finding Osvald early (and his chapter 1 warning scared the crap out of me for no reason, lol), so three characters were from the west and one was from the east. It's not nearly as big of a deal as I make it sound, especially later on with more options available, but before you discover such things and adjust yourself to what the game wants from you, it can feel quite challenging.
Speaking of challenging, I loved how the battle system in this game works - even if it's your typical turn-based bells and whistles with a job system attached, at least at first glance. The jobs themselves, while probably not groundbreaking or anything, still succeed in giving the party members their own ways to shine and even diversifying their movesets, thanks to the mechanic that lets you freely mix and match jobs! You can optimize to your heart's content, or mess around and go with the prettiest outfits.
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(look at them!! just look!!)
The bread and butter of this series, however, the Thing it does to distinguish itself from myriads of other turn-based games, is the Break and Boost systems.
Break is simple enough to explain - each enemy you face boasts a certain number of shields, and before you figure out their weaknesses and break through, you're unlikely to deal any significant damage. Finding weak points can be cumbersome at times, especially if you don't have a Scholar to reveal them for you (I admit to looking them up occasionally instead of wasting SP\BP with Analyze), but it still doesn't take too much time, even less if you know the one trick to it. And your reward for doing so is getting a free turn to dish out damage (or set up buff combos)!
Boosting is an entirely different matter, though. In addition to the usual health and skill points, your party members gain a boost point each turn (provided they didn't use them on the last turn). You can have up to five points in reserve, and you can use up to three in a single turn to augment your chosen move - from simple damage increases to attacking multiple times in a turn (to break shields faster) to making buffs and debuffs last longer… basically everything gets much better if you boost. There are even special moves called Divine Skills that require 3 BP to use in the first place, and funnily enough, they range from game-breaking to actually kind of pathetic.
What's more, each character has special actions in and out of battle that are mostly unique to them - for example, Castti, the apothecary, can concoct powerful brews to aid you or damage the enemy, and in towns, she can chat up NPCs to get information by day or put them to sleep with specialized herbs by night. Meanwhile Hikari, the warrior, can learn skills no one else can by fighting NPCs one-on-one, which can be extraordinarily useful or... something like this:
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The NPCs themselves don't seem too impressive at first, but as you make use of your characters' Path Actions, you realize that most of them have a small story to tell almost entirely through game mechanics, reminding you how vital worldbuilding is to an open-ended game like this. Robbing children of candy with Throne or getting to uncover short, but ridiculously dark backstories with Osvald never got old.
OT2 adds a cherry on top of all these layers by giving each party member another unique move in Latent Powers, which, too, can be either ridiculously overpowered (hello, free concocting?! why yes, I want to give my entire party 2000 HP, 200 SP and 1 BP at literally zero cost!) or incredibly niche (Osvald really got the short end of the stick here - you're better off boosting his actual spells than using his latent, which at best is only useful when Mugging and feels like an afterthought.).
And before all of that even starts, you have to pay attention to how you kit out your party. It's not just about what equipment has the bigger numbers - you need to consider its secondary effects, too, but more importantly, you need to pick the right secondary jobs to have a party that's truly well-rounded. If you explore the world thoroughly enough to unlock lots of job licenses, the sky's your limit, really - but the idea is to have a healthy balance between weapon types and skills while playing into each character's natural strengths.
You'd think having to make so many choices would feel overwhelming, but there's plenty of opportunities for the player to acclimate to the system and make it work for them. And they better learn the ropes quickly, because in boss battles, Octopath expects them to use every one of the tools they have. The game doesn't really go out of its way to explain how your skills can synergize to wreak havoc upon anything that stands in your way (sometimes before the enemy even gets a chance to act!), lending a sort of simple and pure joy to the moment when it all just clicks, when you begin to try out one bonkers combination after the other (does Critical Scope work on magic spells? Just how powerful is poison in Challenge fights? If I make Osvald a thief, will he still hit the damage cap with Aeber's Reckoning?), and they all just… work. Before that point, the game isn't afraid to kick your confused ass to the game over screen, but if you experiment, it won't be too long before you emerge victorious every time. To be rewarded like this for taking in your every option is immensely satisfying.
I also have to give a shout-out to the voice work done for all these battles specifically - every character gets a unique line for every move in every class, and they react to fellow party members breaking enemies or getting low on health. Really, the amount of detail in this one specific regard is just insane. Add to this the fact that you can fight at double speed with a press of a button (sure, this is nothing compared to how 6x turbo mode in Trails spoils you, but it's better than nothing, and for a game like this, it's enough), and battles in OT2 flow like a spring breeze, especially since, due to gear mattering more than level, you're not really encouraged to grind throughout the main story… or stories, as it were.
You'll have to forgive me for spending so long rambling about gameplay intricacies before getting to the game's actual draw - the eight different plots it offers you and the open-ended structure that comes from it. The truth is, most of these stories start out with a bang, but few of them have really enjoyable resolutions, and even less will manage to impress seasoned players.
Not to mention that, aside from the skit-like travel banter, they're completely isolated from one another, further lending to the feeling that your party members are less characters and more movesets. This is likely the most common complaint the series gets, and I have to say, it felt odd at first to me as well, but by now I'm a little tired of seeing people rag on the lack of connection between the stories. Having smaller vignette-like stories instead of an overarching plot is something you never see other RPGs do nowadays, it's one of Octopath's selling points, it's practically its beating heart, and it's something done with purpose. An artistic choice not being something you're used to is no reason to completely disregard it, even if there's room to grow and improve.
And plenty of room there is - while the stories have enough meat to them to enjoy what's happening in the moment, the boss fights in them are as cool as always, and the voice work accompanying all of the scenes is just lovely (though it can be poorly mixed on occasion - looking at you, Ori!), the core of the individual tales is usually somewhat basic and a little underdeveloped, if not downright nonsensical. Ochette's story could probably be put in a Pokemon game with very little changes, and, sorry to say, I don't mean that as a compliment. Having the plot revolve around catching legendary creatures to save the world had me mostly snoozing, controller in hand.
Or take, for example, Partitio and his charming, resourceful butt. It's hard not to love him, but if you think about what he's doing for more than a moment, it doesn't quite make sense - how do you go about squashing capitalism on the entire continent on your own, much less by ushering the world into the industrial era? Isn't that having too much faith in people?
Even Hikari, who started as my favorite and ended just the same (Howard Wang killed it as his voice actor, let's be real), doesn't have a particularly compelling plot going on. His story of having to take off to reclaim his kingdom is, I'd wager, one with more wasted potential than others, given how the whole cursed bloodline subplot just went nowhere. And don't get me started with Throne - I got spoiled on what happened at the end of her story and refused to believe it until the farce was staring me right in the face.
The exception to this would probably be Castti, whose tale of self-discovery and determination, while still playing out by the books, ended up genuinely touching all the same, with a natural escalation of the stakes in it and a wonderful conclusion that integrates gameplay mechanics particularly well, having you personally concoct the remedy to save a whole region and give them peace.
The one thing that elevates every one of these plots, every failure and success of this game, is its soundtrack. I'm not sure if I wholeheartedly prefer this OST to the first game, but they're both just outstanding. While it was easy for me to pick a single favorite to show off, it's hard to overstate just how awesome Yasunori Nishiki's work is as a whole, and we'd be here all day were I to keep pointing out the majority of the music as the masterpiece it is. The themes for various locations are lovingly crafted to suit the mood, with an awesome choice to add ethereal vocals for some of the night themes to make it more atmospheric (my favorites are Roque Island, Tropu'hopu, and, of course, the kingdom of Ku), and the character themes are particularly well thought out, expanding on their personalities in ways the text never quite could. Shout-out to both Agnea's theme and her Song of Hope, and the ways they tie her whole plotline together!
Octopath Traveler II turned out to be my sleeper hit of 2023, and has done so much more for me than I expected it to. Now there's nothing left for me but to yearn for an even more polished and expansive continuation to the series!
A Hat in Time (PC, 2017) [♪ Heating Up Mafia Town]
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I feel like I owe much of my enjoyment of this game to my inexperience. 3D platforming is one of those genres that is practically integral to gaming itself (and collectathons, more specifically, are niche only in the most technical sense), yet before playing A Hat in Time I'd refused to engage with anything of the sort out of sheer principle. "What fun is there in getting perpetually lost while trying to hunt for pointless thingamajigs scattered all over?", I'd think to myself. I'd see people online wax poetic about the old classics like Banjo and Spyro and such and find it all completely incomprehensible.
In comes Hat Kid, and from the word go it's obvious that the name of her game is… silliness. After all, the question isn't 'why should you sow fear in mafia goons and crash onto filming sets', it's 'why shouldn't you do that?'. And as you get roped in by the absurdity of these subplots thrown at you, with so many NPCs having a goofy one-liner or three to say, you realize that behind these layers of charm are solidly crafted sandboxes for you to just enjoy yourself in, coupled with delightful sections that are, for all intents and purposes, obstacle courses.
I enjoyed the latter much more, as I tend to do, but they're two different sides of the same great coin, so to speak. And aside from a couple specific levels that gave me a headache (like the long-ass parade level, the infamous Alpine Skyline hub with how long traversal takes in it, and ESPECIALLY The Twilight Bell. Holy shit, that one just wasn't fun for me after a while), exploration was rewarding, and pretty smooth sailing - with good variation in level structure and near endless attention to detail (be ready to sit there like 'they made a unique animation just for that?!').
A part of what made it so easy to enjoy was how simple the movement in this game is - what you have at your disposal is, essentially, a double jump and a dive, which can be canceled out of. That makes it great for someone like me, who still fears being forced to get acquainted with a complex control scheme in a game with movement as the focus (the 'why press three buttons when one would do' approach), but at the same time… it means that there's only one optimal way to move through the world quickly, so dozens of hours in, I felt as if I could repeat the button combination endlessly in my sleep.
Sure, there's badges that can change your experience substantially - making you dash faster, or turn into an ice statue in lieu of a ground pound, or use a goddamn hookshot, or a bunch of other things, but… having only three slots for them, and knowing one of them will probably be always taken by something like the No Bonk badge (which feels like an essential quality of life feature) is severely limiting. I would love it if there were more slots to prevent constantly having to compromise and switch badges around… or a slightly expanded base moveset for Hat Kid.
On a more positive note, I loved the more tightly directed and difficult experiences that the optional Time Rifts offered. Finding them might not have been half as fun as clearing them, but the reward was more than worth it almost every time. And that's to say nothing of the game's presentation, which is sublime in how stylish it is. I could see people being set off by how the art style feels purposely crude at times, but personally, I couldn't care about that less - it only adds to the charm, in fact.
The music, meanwhile, is peppy and upbeat every step of the way, and fits the mood of the game perfectly. Even though you find yourself revisiting the same levels numerous times, there are always new versions of the tracks you've come to like, and neat twists to the traversal process - it's obvious how much A Hat in Time wants you to relax, be entertained, and enjoy the ride. That might come at the cost of it not telling a particularly gripping story, but it's hard to hold that against the game. Sometimes you just want to bonk mafia goons on the head for a while, you know?
Tower of Heaven (PC - Flash, 2009) [♪ Indignant Divinity]
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There is no prize as precious as that which you have lost.
Tower of Heaven, to me, is about going back to the roots - in the literal sense, as your character gets cast down and smitten by lightning over and over, and in a sense that's more meta, as there's definitely a sort of through-line puncturing the developer's offerings; one that presents itself in subtle ways, but is plain to see regardless with every game you boot up, and every death that makes you chuckle at your own subpar execution. So, in essence, me playing this platformer (on my birthday, no less! good to know there's something you can rely on even on otherwise middling days) became this experience about paying respects to foundations laid in the past so I could better appreciate the legacy they leave in the future.
It's kind of a tall ask for a game this small and niche (and Flash having been murdered in cold blood absolutely does not help! Everyone say thanks to that one post about Flashpoint that was making rounds back in the day, it made my mission to experience this game that much easier!!!), and I do admit to over-exaggerating the feeling, but still, it's hard not to feel affected in any way, as insignificant as it may be, while playing Tower of Heaven. The presentation is subdued and few words, and hours, are spared to explain your situation. It's just you, the blocks and doors that comprise simple levels in front of you... and a godly force seeking to work you hard as you try to go ever higher.
But as you walk through the first door on your way, the soulful music kicks in and begins to swell (if I were any more nerdy, this game would have probably become my favorite example of leitmotif usage at the drop of a hat. People who complain about this soundtrack are cowards), and your journey starts to grow more complex, little by little. As the levels slowly expand, so do the rules the mysterious force encumbers you with - combining to demand you make a singular, perfect path forward for yourself. This feeling of honesty and straightforwardness between designer and player is one of the key things this developer simply never fails at, and a part of what made me fall in love with it all in the first place.
The twists along the way may be small, but none of them feel like a waste, and as the game comes to an end, a familiar theme of standing up for yourself and facing a world unknown comes to the surface, and you can't help but feel... accomplished, if only a little. It was you who started this journey and you who brought it to its inevitable end, after all! But when you see the credits, plainly stating your basic stats, you might gawk a little. Secret rooms? What secret rooms?
With that simple move, you're encouraged to spend just a little while more - looking around, polishing your movement, paying more attention. It's not like the secrets are hard to find (or are, indeed, worth anything - it's incredibly fitting that the rooms contain treasure that is of no tangible worth to the player), but it's the fact that they were there all along that elevates the experience.
Tower of Heaven might not have much to say, but it says what it has to gracefully and concisely, in ways that many other games simply do not. And even as you inevitably fall, it makes you remember - there's always somewhere to go. Always a place to make for yourself. No matter who might be saying otherwise.
Pause Ahead (PC - Flash, 2013) [♪ Hiatus]
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In many ways, this game is treading familiar grounds, but it manages to expand upon them gracefully. There's a greater sense of mystery to this one, and a lovely meta-narrative that never feels overbearing - not to mention the obvious difference in presentation and the gameplay change Pause Ahead is named after.
With a light tap of the Shift button, you can ground the level to a halt... while retaining momentum yourself. Knowing when to stop and go is key to making your way forward, as you're, once again, at times belittled and at other times besought by a mysterious voice. And, of course, you're free to simply abuse and spam this feature just to see the small easter eggs and jokes it hides. As should be by now expected, the little things like this make it feel like no time or space is wasted executing a small, but powerful concept, and iterating on it over time.
As you clear a stage, you are treated to a quick playback of all attempts you've suffered through to get this far, reminding you of your persistence and the power you wield in this strange, somehow lonely world. This may be little more than an escape attempt, but it's uniquely yours, and you're free to take your time with it as you please. This, coupled with small, but consistent details like the messages in the fake pause menu I mentioned, leads to a pleasant feeling that you're getting as much out of this game as you put in, and it's relishing your time spent with it as much as you do.
Just like I said before, there's something about the tight design of these compact experiences that is hard to find elsewhere - a sort of wordless understanding that gradually forms as you experiment with the small pool of options given, and manages to stick in your memory long after you put the game down. And that's to say nothing of the tiny, yet meaningful and insanely catchy soundtrack this game boasts, and the return of secrets to haunt you, this time even more expansive.
In just about every way, Pause Ahead is a solid hidden gem that doesn't ask much of you - at least, not outright - but gives you plenty in return: a challenge to overcome, a moody setting to enjoy, a feeling you'll be seeking and failing to find elsewhere for all time. ...or maybe it's just me?
OverPowered (PC, 2014) [♪ A True Hero and More]
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I honestly think you should close this page right now and go beat this thing - I left you a link right there. I promise it won't take long, and I'm sure you'll come back with a smile on your face.
Obviously, the one thing that makes OverPowered really impressive is the time constraints it was made under - without them, it's probably just a blip on most people's radar, not even worth looking over.
Fortunately or not, I'm not most people, and I simply came into this little game looking for more of what I'd come to expect from the dev - enjoyable platforming, music that sounds like a balm to my ears (I still remember when I was doing research and I audibly went 'THAT flashygoodness?'), and witty humor that aims to subvert expectations - and succeeds every time. I got all of these things and a hearty chuckle or two, so I have no complaints.
Katana ZERO {again 💿💙} (PC, 2019) [♪ Silhouette]
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Killing is the only time we're able to touch that thing we were never able to have.
What can I say? Katana ZERO is significant to me on a personal level, to an extent very few games, if any, ever have been at this point. A lot of this comes from the fact that I… knew it would be so, but at the same time had no clue. It's hard to explain - call it a gut feeling, but even in 2021 I knew there was something outstanding here, something I was tapping into, and even resonating with, but not quite as deeply as I could have been. That knowledge lingered, buzzed in the back of my mind like white noise - even as my hands would begin to ache from how much I'd been playing, how hard I'd been trying to open myself up to the game, even when the memories began to fade a little.
While I was playing, however, I was constantly aware I'd been ignoring the fine details, afraid to rise to the mechanical challenges the game offered, sometimes afraid to admit to myself how much I enjoyed KZ at all - as if it'd been a crime to recognize how it left me yearning in a haze few things can hope to match. When I tried to look back at it, I almost felt desperate to find some flaw, some excuse to lie to myself and mask the passion this game had awakened in me, for a time; and even then, I could only point to how the game's plot fizzles near the end in an attempt to set things up for the future that still hasn't come yet, eager to leave you with a feeling of uncertainty that stings all the more with how pointedly efficient KZ is about nearly everything else.
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(see also: images that get funnier with time)
And even now, putting it to words, I just feel silly and dramatic - probably because, despite everything, a small part of me still feels inexplicable shame, thinks I ought not to be obsessed with something like this, something small and unfinished. An experience that some people (who are very wrong) would say is trying too hard.
It's not silly, though, and I have to remind myself of this often. Every time I come back to this game (and I've come back many times over the year - so many I lost count, including the refresher run I did last week, before writing this. It's amazing how much a passing, almost laughable thought can end up haunting you, but that's neither here nor there), I remember how much there is to love about it - how hard it is not to love it, when you realize just what it is you're dealing with, when everything slots into place and the world before you whirs to life in an almost literal fashion - and live it does, no matter what.
This is a story about finding choice where there is none. It's about discovering the truth, staring it in the face just as it has been watching over you, and resolving to do something about it - with whatever little means you have. Because what matters is trying. Without that, what can you do but remain trapped, objective unfulfilled?
But here's the thing: to most people, it's probably not quite like that. It's hard to describe something that hasn't finished telling itself, after all - but these days, that bothers me far less, if at all. If nothing else, it's hard not to appreciate the irony of it - not knowing the future when once you'd thought you'd all but had it. Even if this story's ending never sees the light of day, I feel like I've come to understand it far better, in its current state.
The unquantifiable, almost mythical extent to which KZ goes to immerse you in its world (or, at the very least, in Zero's shoes), if you let it, is one of its most important qualities. Everything this game does, from the more obvious mechanics like slightly branching dialogue options (with the lovely twist of being able to interrupt people) to the subtle touches like the way KZ uses vibration (one of the very few games to do it right, and I'll die on this hill), hides its (surprisingly plentiful, given its length) secrets in almost plain sight, or takes great care in the details of its entire user interface or goddamn dialogue formatting... it's all in the service of immersion, and that goal is masterfully achieved.
Even after spending more hours than most people would with this game, I keep discovering minute dialogue changes, tiny graphical touches, or new options to try that I can't help but smile at. Yes, some of it stems from the strange sort of fear I had that just... kinda prevented me from exploring, but not all - you'd be surprised at just what you can see if you pay attention to your choices.
And that's to say nothing of how pretty KZ manages to make everything look (and sound - you know you have a problem when you get attached to sound effects), how it perfectly walks the tightrope of letting every happening on screen breathe and speak for itself while still allowing it to remain a spectacle (look, I might not be an expert, but I love how this game frames its cutscenes and uses lighting to enhance things further). It tells you that every moment is precious - simply by wasting nothing itself.
Of course, there are more obvious ways the game respects you and your time: interrupting dialogue doesn't just lead to interesting results, but can also save a bit of time; there are a few clever skips (tied to secrets, as well) built into the levels themselves, and you have an option to respawn instantly when you restart a room (or at literally any time, if you bother to assign a quick restart button). This last thing I want to bring special attention to, because I think it spoiled me beyond belief (just look at me complaining about Celeste earlier!).
On top of this, something awesome that makes a return to Katana ZERO from its predecessors is a dedicated speedrun mode, allowing you to engage with the gameplay and practice on your own terms. And like in the other games, using it is in no way a requirement - while there is an achievement tied to speedrunning the game, nothing in the interface itself urges you to push yourself if you don't want to. The ranking system is as important as you allow it to be, and for my part, I'm mostly content with the meager results I got (bet you were wondering why I put that emoji in the title... hopefully it's clear now. If I get a silver ranking one day, I'll be beyond content.). More action games should aim to be as instantaneous and responsive in all aspects as KZ is, and I'm completely serious about this.
The last (but absolutely never the least) thing I want to bring up is the soundtrack. It's the piece in this elegant puzzle that makes everything come together, it makes every moment shine on its own merits and stay in your heart. It's easy to point to the more obviously appealing tracks that accompany you as you actually play, and the way they perfect tension and release (i.e. Delusive Bunker or the ever-so-awesome Overdose), but there's something to be said about the subtler pieces too. End of the Road never fails to tug at my heartstrings. Hell, hearing Come and See at the end of every run still makes me want to explode. And beyond that, well...
Have you listened to Chemical Brew yet? - Tumblr user chemicalbrew
To conclude, Katana ZERO may lack the universal appeal that true classics have, but I believe that at some point it will have carved out enough of a niche of itself to become a cult classic. I would love nothing more than to have a reason to feature this game on my list a third time (we'll have it one day. I'll keep waiting, this much I know), that's how much my love for it has grown. And, really… I hope it never diminishes.
PS. Believe in yourself! 👹 Also, if you're one of the people who has supported me this year as KZ made me descend into insanity, if you're one of the (surprisingly many) people who I managed to convince to give it a chance with my passion, thank you ever so much. And have a nice 2024!
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whimsyswastry · 4 months
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Well…I got a nasty respiratory infection and consequently spent the past 72 hours bundled on the couch playing BioWare’s Anthem for the first time since 2019.
Now I’m mad because if they hadn’t tried to do both single player and multiplayer with live service, it could’ve been such a fantastic game.
Like, if they’d focused solely on the single player campaign, made it three times as long, but you still had access to the multiplayer maps (just like with DAI) it could’ve been GOTY in my opinion.
The gameplay was fantastic, I ADORE the flying/swimming mechanics, the characters were really intriguing but we didn’t get enough time with them bc the single player campaign is only like 12 hours.
Not to mention the map is the most beautiful scenery I’ve ever seen in a video game.
I just feel so cheated.
I really hope that they integrate the swimming mechanic into DA4 and create a similar flying mechanic in unreal for the next mass effect.
Sigh.
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quaddmgd · 1 year
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Figured I'll make my own GOTY list for each year since 1993 (I haven't played nothing from 1992 and the list would look much worse with missing years)
Anyway, I'm not happy with it, but some of my choices are the only games I played from the year they came out. Then there were years where so many great games were released, it was hard to choose (i.e. between HL2, Halo 2 and MGS3)
1993 - Doom 1994 - System Shock 1995 - Tekken 2 1996 - Quake 1997 - Oddworld: Abe's Oddysee 1998 - Half-Life 1999 - Legacy of Kain: Soul Reaver / Silent Hill 2000 - Perfect Dark 2001 - Metal Gear Solid 2: Sons of Liberty 2002 - Grand Theft Auto: Vice City 2003 - Prince of Persia: Sands of Time 2004 - Metal Gear Solid 3: Snake Eater 2005 - Devil May Cry 3: Dante's Awakening 2006 - Bully 2007 - Halo 3 2008 - Mirror's Edge 2009 - Uncharted 2: Among Thieves 2010 - Metal Gear Solid: Peace Walker 2011 - Batman: Arkham City 2012 - Far Cry 3 2013 - Grand Theft Auto V 2014 - Wolfenstein: The New Order 2015 - Yakuza 0 2016 - DOOM 2017 - RUINER 2018 - Red Dead Redemption 2 2019 - Days Gone 2020 - Black Mesa 2021 - Cruelty Squad 2022 - SIGNALIS
So hard to choose between Soul Reaver and Silent Hill. One captivates with its story and switching between realms, is a technical masterpiece, but is notoriously unfinished. The other one doesn't suit me that much genre-wise, but amazes me with its depth, soundtrack and scare factor even to this day.
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scotianostra · 2 years
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Happy Birthday Jim Kerr who turns 63 today.
Born in Toryglen, Glasgow in 1959,  Kerr attended Holyrood R.C. Secondary School there. In 1977, he was one of the founding members of the 6-piece punk rock band Johnny and the Self Abusers. Calling himself Pripton Weird, he played keyboards and shared vocals with John Milarky. Allan McNeill was also involved with the band, and went on to be the manager of the Pop band Hue and Cry.
The band lasted 8 months, during which time Kerr emerged as one of the main songwriters. In November 1977 they changed their name to Simple Minds, and hardly looked back.
With hits throughout the 80’s and 90’s. He continues to record and tour with Simple Minds,
He currently lives in Taormina, Sicily, where he runs a hotel, Villa Angela. Kerr was married to Chrissie Hynde, lead singer of The Pretenders, in 1984 (divorced, 1990). They had one daughter, Yasmin. He divorced Chrissie and  subsequently married actress Patsy Kensit in 1992 with whom he had a son, James, the marriage to Patsy also ended in divorce.
Of Chrissie Hynde  Jim says “no matter what has happened between us, we are still soul mates. She always knows what will make me laugh.”
Simple Minds marked 40 years since their first single release in November 2019 with a  new 3-CD collection which he admits was a challenge, Kerr said “There’s so many songs and inevitably you gotta make decisions. It is a trip down memory lane, all these milestones within the career of the band. We also can’t separate the music from what was going on in our life at that time because it’s all entwined. In the end, you go with something that you think gives the most cohesive picture of the experience.”
Of course the 40 Years Of Hits World Tour of 2020 never really goty going, it kicked off on 28 February 2020 in Norway, but cancellations followed as the world ground to a halt. The tour was rescheduled to 2022 with over 80 dates across more than 20 countries in spring/summer 2022. Gigs in France, Italy and Spain are happening in the next few weeks, then England and Ireland before the band play Princes Street Gardens in Edinburgh on August 12th, they recently announced they will play a special second show in Edinburgh on 13th August 2022 where all profits will go to UNICEF FOR CHILDREN IN UKRAINE. Against the backdrop of Edinburgh Castle, the band will play their classic ‘New Gold Dream‘ album in full along with greatest hits! The tour concludes in Leeds in September.
In the video Jim and Charlie Burchil tell the story behind Waterfront, how Bass player Derek Forbes played them the opening riff, and Jim, who had recently took a walk along the Clyde Waterfront, came up with the lyric in about half an hour. 
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theclubhero-blog · 2 months
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Baldur’s Gate 3 vendeu “quase o dobro” de Divinity: Original Sin 2
Por Vinicius Torres Oliveira
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Fundador daLarian Studios destacou que o aclamado RPG teve um desempenho além do esperado
É claro que a notícia da participação da Larian Studios na GDC 2024 foi a revelação de que a empresa não irá produzir um DLC para Baldur’s Gate 3 e nem trabalhar na sequência do RPG. Contudo, em meio à repercussão desta bomba, o CEO da companhia, Swen Vicke, falou sobre outra coisa bem relevante do RPG: suas vendas.
Em fevereiro, o título havia superado a incrível marca de dez milhões de jogadores, e agora o executivo indicou que este número pode estar muito maior, superando as próprias expectativas.
“Está quase o dobro Divinity: Original Sin 2 agora, então está se saindo muito bem, já que Divinity: Original Sin 2 foi muito bem-sucedido. Portanto, ultrapassou o que esperávamos”, disse.
Os dados exatos de Divinity 2 nunca foram revelados pela Larian, porém é possível fazer uma breve conjectura aqui. O primeiro jogo, segundo o póprio Vicke em apresentação na GDC 2019, chegou a 2,5 milhões de cópias. No ano passado, ele comentou que o segundo teve “o triplo” disso. Ou seja, cerca de 7,5 milhões. Multiplicado por dois… 15 milhões para Baldur’s Gate 3?
O sucesso do game não é pra menos. O título fez “a limpa” nos prêmios de fim de ano, levando não apenas o famoso GOTY do The Game Awards, mas também seu título de melhor do ano pela premiação da DICE. Além disso, Baldur’s Gate 3 é o Jogo do Ano do GDC Awards 2024! Para a surpresa de absolutamente ninguém, ele leva mais um troféu bem sigfnicativo para casa.
Se você quiser fazer parte desta estatística, o RPG está disponível para PS5, Xbox Series e PC.
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chrismcshell · 5 months
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as we all know, my 2022 Game of the Year was The Elder Scrolls IV: Oblivion (2006). and now i am pleased to announce my GOTY for 2023: Death Stranding (2019)
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enkeynetwork · 1 year
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operationrainfall · 1 year
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2022 oprainfall Awards: Game of the Year (GOTY)
GAME OF THE YEAR (GOTY) Previous Winners 2012: Xenoblade Chronicles (Wii) 2013: Fire Emblem: Awakening (3DS) 2014: Super Smash Bros. (Wii U) 2015: Xenoblade Chronicles X (Wii U) 2016: Hyperdimension Neptunia V-II (Multi) 2017: Persona 5 (PS4) 2018: Valkyria Chronicles 4 (Multi) 2019: Fire Emblem: Three Houses (Switch) 2021: Shin Megami Tensei V (Switch) It’s finally time to crown the oprainfall…
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disserta-games · 1 year
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Há 1 ano atrás eu era uma pessoa que se você viesse me falar sobre jogos souls like eu diria que eram jogos ruins, que eram excessivamente difíceis, que eu não teria competência pra jogar e por fim eu fugiria de você. Até que uns poucos meses após o lançamento de Elden Ring um amigo me ofereceu o jogo emprestado pois naquele mês ele não teria tempo pra jogar devido a uma viagem, eu pensei "Sei que é ruim, mas vou só testar esse negócio para no fim do ano poder dizer que God Of War Ragnarok é o goty com mais propriedade".
Comecei Elden morrendo de medo da dificuldade, então fui de mago pois me disseram que era apelão (e realmente é) e para minha surpresa até que estava gostando do jogo e me divertindo, porém, depois de umas duas semanas aconteceu do dono do jogo o pedir de volta, então foi o jeito dropar e devolver.
Agora vamos começar a falar do grande protagonista dessa história que é Bloodborne. Eu já tinha começado o jogo uma vez em 2017 e outra em 2019, em ambas joguei por volta de 1 hora e faltava morrer de raiva daquele jogo ruim em que eu ficava andando perdido por uma cidade e morrendo toda hora pra uns lobisomens e caras, era mais um souls like chato. Apesar disso eu sempre guardava uma curiosidade sobre esse jogo pois no Twitter sempre que eu via as pessoas falando de Bloodborne era com um amor tão grande que me fazia refletir "algo de especial tem nesse troço".
Até que chegou o fatídico dia em que numa bela noite eu estava mexendo no celular e chegou uma mensagem no grupo da Promotec com uma oferta de Bloodborne no precinho e agindo totalmente por impulso eu acabei comprando.
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Apesar de ter comprado o game, o lançamento de God Of War Ragnarok estava próximo então quando ele chegou apenas o guardei na estante e só após platinar o God decidi o encarar. O fato de eu ter curtido o pouco que joguei do Elden Ring me dava um pouco de esperança de conseguir gostar (e foi meio o que me fez comprar também), mas ainda sim a esperança era pouca.
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Como eu já esperava joguei uns 40 minutos e só passei raiva, fechei o jogo e fui jogar outra coisa, porém, no dia seguinte uma voz na minha cabeça tava dizendo "tenta só mais uma vez" então lá fui eu novamente e dessa vez aconteceu... Joguei por umas 3 horas seguidas e estava finalmente me divertindo, continuava andando perdido pela tal cidade, mas agora com um sentimento de curiosidade em explorar aquele local, também comecei a usar algo que tinha aprendido no Elden que é que as vezes a melhor solução é simplesmente sair correndo e por fim fui começando a me sentir desafiado (de um jeito bom) ao enfrentar os inimigos.
Agora preciso citar dois chefes do início do jogo que foram muito marcantes para mim: Padre Gascoigne e a Fera Sedenta de Sangue. Eu fui destroçado, espancado e humilhado por essa dupla dezenas de vezes, demorando alguns dias em cada um deles, mas foi com eles que "aprendi" a jogar o game pois peguei o jeito das esquivas, dos momentos certos de atacar, um pouco do parry e da noção de que em Bloodborne você tem que ser um pouco mais agressivo, afinal você é O Caçador! Com eles também descobri mais sobre a sensação maravilhosa e gostosa de felicidade após derrotar aquele boss que você tanto sofreu.
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E assim o vício estava instaurado, jogava Bloodborne todos os dias, no trabalho eu ficava pensando em Bloodborne, quando estava estudando me esforçava pra bater as metas do dia logo para poder ir jogar Bloodborne, ficava escutando as trilhas sonoras (que são primorosas inclusive), vendo vídeos sobre o jogo e sobre a lore, comprei a dlc (que foi uma das melhores dlcs que já joguei na vida) e etc.
Falando da DLC, preciso enfatizar o quão maravilhosa ela é, tendo os melhores chefes do jogo e muita lore importantíssima. A luta contra Ludwig no momento em que ele entra na segunda forma usando a espada do luar sagrado e a trilha sonora muda foi um momento em que fiquei em estado de euforia e é um boss que jamais esquecerei, sendo o meu favorito do jogo, além disso temos a belíssima luta contra a Lady Maria, o Órfão de Kos que pra mim foi o chefe mais difícil do game, as melhores armas e etc. The Old Hunters é uma DLC perfeita!
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Outro destaque que preciso fazer é em relação a galera do Twitter. Sempre que eu comentava algo sobre o jogo, postava uma luta contra chefe ou pedia alguma ajuda o pessoal aparecia em peso, comentando muito, ajudando e mostrando muito carinho para com esse game, comecei a interagir diariamente e fazer amizade com várias pessoas que eu mal conhecia antes e acredito muito que essa união com a galera me fez gostar ainda mais de Bloodborne.
Por fim, recentemente zerei o jogo e até o platinei. Foi uma jornada extremamente maravilhosa e divertida e que meio que mudou minha mentalidade, pois no fim do jogo quando chegava em um boss fácil eu ficava triste e quando era muito difícil me dava um prazer imenso pelo desafio. Eu antes nunca imaginaria zerar e muito menos platinar um jogo desses, mas aconteceu e Bloodborne virou um dos meus jogos favoritos da vida e agora pretendo conhecer todo o resto dos souls likes, inclusive já comprei Elden Ring e iniciei um novo save jogando de Samurai pois o medo que eu tinha lá atrás que me fez começar de mago já não existe, quero mais é superar grandes desafios.
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as much as i adore hi-fi rush it’s very strange to be seeing so many mainstream outlets calling it an early GOTY contender when it feels like character action games have gotten so snuffed for things like that in the past. nowhere did i see DMC5 get that level of love back in 2019 (and i don’t think it got a single major GOTY nomination) despite easily being the best action game ever made.
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lococool · 1 year
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Toca felicitar a GOTY 2022, aunque mi gran favorito era Stray. No quita que le de mis felicitaciones al director Hidetaka Miyazaki, por recibir este prestigioso premio que se le otorga a lo mejor del año. No he tenido la oportunidad de jugar Elden Ring, pero como dije en 2019 cuando también Hidetaka Miyazaki gano el GOTY por Sekiro algún día los jugaré. En fin muchas felicidades a todos los que formaron parte de este juego que ya pasarán a los libros de la historia por ser el mejor del 2022.
🎉🔥🔥🎮🏆🎮🔥🔥🎉
👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻👏🏻
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#thegameawards #gameawards2022 #Goty #playstation #sekiro #shadowdietwice #gameoftheyear #mature #review #japan #eldenring #hidetakamiyazaki #history #xbox #billclinton #wtfmemes #geoffkeighley #videogames
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