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#And also many other mechanics of the game being. A game. Implemented into a story/lore bit. Is my bread and butter
nyuuronfly · 6 months
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On Rain World lore and it's implementation within the game.
This is kindof a random ramble I went on in a Discord chat and just feel like sharing elsewhere. (also note this is all primarily in reference to the original game, Survivor's story.)
I honestly think too many miss the forest for the trees a bit with RW, in terms of how important the lore is, if that makes sense. I talked with somebody about first-time experiences with the game and they said they'd watched a number of lore explanation videos on YT before starting, because of some reason along the lines of "I didn't trust the game to deliver its own story properly." To me this is almost saddening to hear because I really feel that misses the point of why the game has it's lore to begin with.
To me, while playing, any tidbits i learned about history or other information contributed to a feeling like the world I was navigating had a very real history that saturated it, yet one that I would be unable to grasp fully. It is an illusory feeling of realness, given how it is experienced. The game is mechanically not designed to incentivize collecting many information pearls, especially when in the original game you can literally just drop them off a cliff and lose them forever. You get the feeling often like you are bound to never be able to get everything, nor would you even probably want to put in the effort, so the illusion actually stays stronger because of that. Your mind wanders speculating about every little detail, whether intention truly existed behind it or not, because it feels like it did. You learned that it might have. Maintaining that illusion while playing I think is the primary reason they were included, not actually the experience of "knowing" the history. Rain World in general seems to have a thematic fixation on the simple idea that individuals have limited perspectives. Joar Jakobsson has said that one of the core ideas behind Rain World was to recreate the life of a "rat in Manhattan." That is to say, a creature that understands how to find food, hide, and live in a complex man-made structure, that cannot understand it's structuring purpose or why it was built. The very core issue of the iterators, is that the solution to the "great problem" intrinsically has to lie with knowledge that could only be obtained from "the other side." They are corporeal beings trying to know something that pertains to something outside corporeal reality. Yet pursuit of knowledge is very important to creatures like ourselves. Collecting any individual pearl is mostly an exercise in doing a lot just for little bits of knowledge. There is a lot of understanding of just how significant wanting to know more is, even something unimportant, when you are left in the dark the way you are in the game. Most information pearls you deliver are literally completely useless to know about, but they feel personally important, especially in how finding them relates to your connection to the iterators. My primary motivation to find pearls in my first play was to spend more time with Moon. On a very real emotional level, Moon felt like my only friend in the world while I played. On a mechanical level, she does literally nothing. But Rain World manages to operate on a very emotional, even instinctual level with how it's designed. I wanted to be in her company and have something to give her. Because I am alone, and lost. So something along those lines is why I felt saddened to hear the sentiment like Rain World somehow "fails" to deliver it's "story." The purpose of the game is not to find pearls and hear about some grand narrative. At it's core, Rain World is a game that's design was inspired by nature, and it's use of history within the world relates to us as a player the way history relates to us as people. It is relayed through people reading from records created by parties with their own perspectives, and connects us abstractly to a sensation that there is more out there than our own lives. That is a feeling you have as a player, and ultimately the true story that Rain World tells is the memories you have playing it. What you did, saw, and felt. The same as how our story is that of our own lives. That is the purpose of the game.
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waxsuyaaa · 2 months
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omg side order was so good
my annoying rant about everything down below⬇️ also if you dont have the dlc dont press the keep reading button
OKAY so for starters it was actually kinda disappointing to see that most of the gameplay has been shown already in the trailer, i would’ve liked to have been surprised..
and there is no feeling of progressing forward like any other storymode since you go to the start every single time you lose and all your achievements disappear unless you get into the boss fight, and only if you win you get one singular key
and all the powerups that you’re used to having just gone. poof. disappear.
i would’ve liked to see npcs that you can actually talk to because somehow there is no button to talk to pearl? like maybe they should have made a feature when you’re right underneath pearl to press A and talk to her for a bit, even if its something simple like “yo! let’s get back on track!”
you can’t even talk to marina and all she asks is if you need something to be hacked, which makes her seem as she’s just there for that mechanic and nothing else— as someone who never played splatoon 2 and doesnt know her personality im not sure what the hype is about for her
we should have been able to go into the elevator and actually walk around and talk to the characters and like salmon run, when it says ‘time to go to work!’ for side order it would say ‘arrived at floor’ or smth like that.. i would give anything to be able to walk around and interact with everyone in the elevator, like if the characters pearl, marina and dedf1sh weren’t there it would function the same
why arent we able to talk to them like. dedf1sh is such a cool character where is the lore? they just stand in a corner and is just there…
it would be so amazing if you could slowly befriend dedf1sh and get exclusive gear/random stuff from the metro or smth from them as the friendship points rack up and they become more open to you
and all the bosses are easy to tell apart from the silhouette and you can easily guess how you’re going to fight them, i want that little moment of mystery as well as not knowing how hard it’s going to be
coloured fingertips dont even seem like a thing anymore, it was just for agent 8 and her blue palette things
it looks as if you have to fight many of the same boss to get the locker key and after it just becomes repetitive and there is no story whatsoever, the villain is a glitchy entity called ‘order’??? like if that same glitchy entity thing switched to agent 4 for like half a frame the entire fandom would go WHOAH WHAT WAS THAT and we’d be talking about it for ten thousand days
the only motive is that you have to save everyone from being grayscaled blablabla but you dont even have any evidence of the character even being there, the character palettes are just a cheap way to implement more weapons, like what do you mean we don’t get the actual characters standing around the outside of the spire.. i want to talk to paul and warabi and ikkan (cough cough i mean quinn and mashup???)
we cant even get these extra characters because 3d modelling is SUCH a LOT of EFFORT for such a huge company like nintendo we should feel so sorry for all the work that they had to do, they put in their best effort (sarcasm)
all the enemies/foes are just remodelled salmon run enemies like battering largo or whatever (they could remodel the enemies but not the bands?? what)
also wheres cypher? i thought the shrimpy character would be a main character that wanders around and sells you stuff but theyre not even in sight
so uhh you can say ‘skill issue’ or smth because OHHH I HAVENT FINISHED THE GAME YEAH THIS PERSON IS JUST COMPLAINING BECAUSE THEYRE BAD AT IT or whatever im just disappointed that it was kinda overhyped and i drew art for a character that didnt even exist (skeleton agent 4)
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exhausted-archivist · 4 months
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In regards to my last reblog on the scale of Thedas, latitude and stuff. I’ve been thinking about how much thought I give all this. Especially because this topic is one I’ve been talking with a lot of people about lately. It crops up a lot with people who, like me enjoy natural world building or are fanfic writers. Or really anyone who sits down and reads the lore at length. More times then not the question of Thedas’s scale comes up.
So, I want to establish I am very well aware that I’m likely giving it more thought than the devs. I have that luxury as a fan and consumer of the series. It is extremely relevant for me because I like making maps for the series, plotting out travel paths, and scaling things for da ttrpg campaigns I write.
So because I think about it a lot, I notice all the many different scales of Thedas in terms of travel time. How the scale they gave the ttrpg doesn’t match up with any scale they established in the main games or books. I think if the devs sat down and thought about establishing a standard scale and also considering just basic stuff we also wouldn’t have the Deep Roads be 2-4 miles / 3.21-6.43 km below sea level and display a lack of geothermal qualities. I think they’d consider how they built a world with at least 9.1 million people and tons of mega fauna such as giants and dragons and 14’/4.26 m tall bears that hunt dragons, all squished into roughly 1/4 of Europe and how much that isn’t really sustainable. How there would be much more impact if nature encroachment in civilization and how common things like that would be in places. Which they do consider it to a degree, I’m not saying they don’t. But I think if they thought about it just to make the world something that holds up a little better to idle musings, it wouldn’t be a bad thing. That the world would feel more real and alive and also narratively give them more to work with.
The contradictions and lack of consideration for the natural world has always been one of my critiques of Dragon Age, among other things. The reason why that is, is mostly because of a noticeable trend the lack of natural world building in fantasy. It’s a topic that has been discussed elsewhere and at length by other people, but to summarize nature is slowly having less and less impact in fantasy even in an ambient quality. Obviously this isn’t a universal statement, nor a universally required thing for a story to explore and have. That there are things that do focus on and explore it, but speaking in general terms, it is a trend in the majority of media.
Which for me is a bummer as it is an aspect of writing and world building I enjoy. I really like themes of man vs nature and to have that you need to have a basic level of natural world building. Which BioWare doesn’t really explore in Dragon Age despite having elements of it - such as how regular raw lyrium is explosive, mages get sick around all lyrium unless it is diluted to a safe amount for mages, and raw lyrium straight up kills them if they’re in the same room.
So then you have questions of how do mages go/handle being underground with such a risk? Dwarves have stone sense but would mages be able to tell when they’re getting close to large lyrium deposits because they’re getting sick? Does this impact grey warden mages? Darkspawn mages?
Things that don’t get fully acknowledged or explored despite being mentioned casually in codices most people don’t read. And they don’t for a couple of reasons such as potential coding issues but also all the questions you’d have to ask:
How would you implement that as a mechanic? Would you lock mage players out of entire areas featuring raw lyrium? Would they take environmental damage if you wanted the players to explore it regardless? Would it be a mechanic only applied by in harder difficulty modes? Do you acknowledge it in banter but not in any other way? Create a way to explain why the pc mage and their mage companions aren’t dropping dead?
BioWare’s answer seems to seemingly just ignore it because it would make gameplay too challenging/punishing and likely might not be fun for a player to deal with. But they compromise by keeping the lore active in the canon through codices and low impact additions. Which is a completely okay solutions, not my preferred but I get why they do it.
When I approach this lore, I do so without expecting them to fully flesh out each nation or know which city has the most resources and the geologically rich lands in said country. Dragon Age, and BioWare in general, relies on semi-soft world building. The world was after all designed for a game. They only need to build out what they need and what hopefully won’t paint them into a corner with future installments.
Additionally, the writing style for Dragon Age doesn’t suit the hard world building that I prefer, I’m quite aware of that but also know that when it comes to talk about world building in any media, there is always the issue of people (like me) who world build for fun and consider all these small aspects but ultimately they aren’t always needed and necessary for the story a game like Dragon Age is telling.
Dragon Age is told with the intention of things being given from an unreliable narrator. Built on the concept of: there’s three sides to the truth, what x thinks happens, what y thinks happens, and then what actually happened. Which works and I love the premise.
That said, I think that it also impacts lore that shouldn’t be subjected to the unreliable narrator. Foundation or anchor lore points to be specific. Which, as we know, BioWare has always struggled with consistency in their lore, particularly with Dragon Age.
Distance is one of those foundational points that shouldn’t change, and it’s also one of those points that you don’t have to give exact travel times. You can leave it vague and stick to the official statements like the ones we have of Ferelden being the size of England (or Ireland depending on the source you use). If you’re going to be giving specifics, then I think being consistent with how long it travels to get to point a to b and not changing it multiple times in one game should be a basic expectation that is met.
Other ones the series has and is pretty consistent with is how we know Thedas has 24 hours a day, they have seasons like we expect, and are in the southern hemisphere.
Do they sometimes slip up because editing doesn’t catch they’ve made a reference that applies only to the northern hemisphere? Yeah, and that’s not bad. There are a lot of people working on the project and things slip through.
I know I have the luxury to think about Thedas in a capacity that allows for the hard world building that I like. I also know I focus on and enjoy aspects of lore that are not exactly popular for their main audience and are pretty niche.
I don’t expect BioWare to world build how I do because I’m not world building for a massive and varied audience. Not even when I do world building for my tabletop games, because I’m catering to a smaller and more specific audience.
Still I think it’s valid and worth pondering these little elements of the world building. For fun, appreciation, and to nurture one’s own creativity and understanding of media, the world, and what they think makes a believable world.
Devs might not have time to consider it but we sure do and that’s half the fun of enjoying media I think.
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crystalelemental · 9 months
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“books-are-my-life-stuff: I think the fact that none of the adaptations that feature Zinnia could agree who Aster was really said a lot. In the manga she seemed to be Zinnia's friend, but in Evolutions she appeared much older, like she's her big sister or her mother, or maybe her teacher.  All that we knew is that she held Lorekeeper position before Zinnia, and someone important to her. Yeah, some parts are left unclear and instead of making us curious, it just ended up confusing and incomplete.“
Which would be fine, if it wasn’t like...such a major part of her.  Who the original Aster was seems pretty important to her current motivations, but we know literally nothing about them.
“books-are-my-life-stuff: The Delta Episode ended up being overly complicated, and had too many plotholes to resolve. Maybe if it already started since the beginning of the game, slowly implemented within the original plot then the postgame part was reserved for the climax, it could have been better. Maybe if it was given more space to expand its plot and additional info it could be better, but yeah it didn't happen, and felt very rushed+messy+confusing all at once.  It's a shame. I think Delta Episode's plot was pretty interesting on paper, and Zinnia is also a very cool character. Oh well, at least Masters gave her the justice she deserved.“
Honestly, I think part of the issue is the pivot to the meteor thing.  Look, I love me some Deoxys, and getting mythicals added as an option to just catch rules.  But I think Zinnia’s inclusion would been best if this were a single game like Emerald, rather than trying to pull Ruby/Sapphire plot.  Have Zinnia reveal herself after the beast awakens, and announce her plan to save the world then, since Steven and the team bosses are floundering at this point.  You still go to Sootopolis to meet with Wallace, but now to pull in the Sky Tower.  That’s where you do your stuff with Zinnia, and the call for Rayquaza to save them.  Have it stop the beast prior to its Primal Reversion, and let the unlocking of that happen just in the player’s hands after the incident.  Let Zinnia “win” in that sense.  Then you can jump into Delta Episode, where you actually have context for Rayquaza.  A big frustration is that Zinnia vaguely hints at you knowing things about the lore that are literally impossible to know without having played before.  Establishing that in advance, then jumping into this stuff with the meteor, gives the player a bit more context about Rayquaza and what it does, and the buildup is now that Rayquaza, like the other two, has a more powerful form that Zinnia is trying to unleash.  You’d be able to follow that angle of the story a lot easier, and could spend less time in Delta Episode with vague exposition while running around, and still end the same way.
Delta Episode is one of those things where, at the time, I remember overall kinda liking it on the grounds that it was cool.  Riding Rayquaza into space to fight Deoxys?  This shit rules.  But the fetch quests and the lore dump that isn’t clear, and multiverse establishment, and the basically everything else...it grew tired on repeat playthroughs.  And it admittedly cuts some of the tension when you can just whip a Master Ball at Deoxys’ face and end the whole sequence in two seconds.  But that’s more an issue of Pokemon mechanics than anything it specifically did wrong.
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avboni · 2 months
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I will be comparing two games within the Sci-Fi category that I had mentioned in my previous post, Star Fox and Destiny. These two games within the industry continue to have massive changes to its storytelling and gameplay.
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Brief summary: You play as Fox McCloud, an anthropomorphic fox that is a leader in a space fleet that must rid the Lylat system free from the evil plans of a mad scientist… For most of the games. Depending on the title, some games differ from one another on who exactly the antagonist is and their end goal.
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I bring up this game in particular as it is one of many games that attempt to try out different formulas in their storytelling and gameplay and it is obvious what the fans want versus what the company keeps trying to do. No one faults them for attempting to add some interesting elements to the story, but how much of a change is too much before it becomes too different from the original IP?
I will be mentioning three games from the series as to compare the adaptations the lore has had over the years of titles. These games include Star Fox 64, Star Fox Assault, and Star Fox Adventures. Star Fox 64 focuses on a young space pilot who travels with his team across the Lylat system to keep it safe from evil forces. Along the way you encounter old friends, old enemies, and even older haunts from the past. So why is adding lore to the characters as well as breadcrumbs of secrets on each mission important to the game?
Creating a game relies on more than just updated graphics and game mechanics, there also needs to be that drive behind the game in order to keep the player not only finishing the story once, but multiple times. Games from over twenty years ago were often meant to be played in a short amount of time, usually a few hours compared to games today where games have sixty plus hours of gameplay.
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What sort of gameplay did Star Fox bring into the gaming world that made it so appealing? There are a few factors that come into play and I will be expanding on this with various viewpoints from the perspective of a fan of the game and as a game designer.
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Image on left: Star Fox Assault (Ground) Image on right: Star Fox 64 3DS
Initially, the game itself is known for being a rail shooter game. Rail shooters are games that keep players on a very limited movement path while the world around them evolves over time. This is a great introduction to shooting games for people who may find a free roaming shooter game too intimidating or difficult to play. A lot of early video games implemented this design when video games started to make use of better graphics to emulate a 3D space or actually shifting into a 3D space.
The first game in the series I will discuss will be Star Fox 64, one of the early games on the Nintendo64. 
Star Fox 64: This game takes place inside an air or ground craft, depending on the mission's location. The game itself is often quoted as one of the best games in the series, regardless of it being a remake of the original game, Star Fox. With improved graphics, added voice acting, secret pathways where adventurous players would find, and additions to the overall game mechanics, it sets up the series to focus on finding new ways to push the limited rail shooter system to new levels. But how far can it go before the game repeats itself? Overall, the game itself brings in fun ways to try out something different with each new title in the series. The game is even considered to be a space opera, if you can believe it! The story is rich with little details and dramatic turns, a lot of people fondly look back at it as a fantastic addition to that genre.
“It's still an excellent game all these years later, with thrilling action, delicate and precise controls, stirring music, humour, spectacle, and edge-of-your-seat excitement.” (Lane, 2023)
Star Fox Assault: A mixture of aircraft gameplay as well as foot soldier gameplay. This is one of the other games that they have in the series that uses this out of aerial and tank combat and has never been favorable among fans. These segments could have been worked with a different type of combat system that allows players to explore the cities they fly over in some sort of new form of warfare.
“However, playing on foot….sort of sucks. If it was as competent as the Arwing parts, this might be an all time favorite. However, it’s not and it often feels like two different games entirely. “ (dollerz, 2024)
The technology the game has is more than capable of handling a person (animal?) in a mech suit of some kind. Unfortunately changes between the highly advanced to the… Not so advanced hinders the game and how it plays out in more than just one way. However, there are times where the Player does gain access to some pretty cool tech on the ground level instead of just a somewhat futuristic gun.
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Image: Star Fox Adventures
Star Fox Adventures: Almost entirely on ground. Adventure exploration game, that completely deviates from the original game plan for the series. This game was changed to be a last minute Star Fox game and was not meant to be a part of the series.
“According to legend, Shigeru Miyamoto was shown footage of Dinosaur Planet and suggested that the game should be re-tooled to incorporate Fox McCloud and company. Rumours also abound that the change wasn’t accepted willingly by all of the Dinosaur Planet team, as the plot had to be rewritten in places to accommodate the Star Fox canon.” (McFerran ,2022)
The gameplay itself falls under a very unique and unfortunately seen as an often disliked feature in collectathon games. These games where you have to collect a certain amount of items before you can progress on the story can make storybeats feel underwhelming at times if the player becomes too frustrated with its repetitive mechanics. After this game received a lot of negative backlash and seen as one of the worst installments to the series (gameplay wise, a lot of the fans enjoyed the story due to a fan favorite character being introduced to the series) Nintendo opted to return back to its futuristic setting in space.
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Brief summary: You are brought back to life after the near extinction of human civilization and must now defend the last remaining human species on Earth in a place called the Last City. A small drone-like piece of equipment who calls himself Ghost, is your new companion that brought you back from the dead. Depending on the character creation you are brought back with one of three types of Player classes Warlock, Titan, or a Hunter and given other worldly powers and must use the last bit of Golden Age technology available after the Collapse of humanity.
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In Destiny, the worlds you explore have once been a part of a greater civilization when humanity reached its Golden Age by a traveling machine god dubbed the Traveler. Sounds intimidating to have a machine god bring you back to life for a war that has been going on for billions of years, so how do you show and tell a story this vast without losing your audience? Story beats that are broken into bite sized chunks, extra lore on the side, and a lot of community effort.
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The Traveler above Earth.
This giant machine first appeared near Jupiter and started to reshape one of its moons into a habitable place. Once humanity officially came in contact with the Traveler on Mars, they were able to study and learn from it to advance their technology to unseen heights. This allowed interstellar travel, major advances in medicine, as well as planetary colonization.
“We called it the Traveler, and its arrival changed us forever. Great cities were built on  Mars and Venus. Mercury became a garden world. Human lifespan tripled. It was a time of miracles.” (The Speaker, 2:04)
Destiny does not only limit itself to science fiction, it also brings in magic to help fill in the gaps to bring in wonder and exploration. However, this does not shy away from using high end technology to its advantage. Shapeships (Jumpship), space motorcycles (Sparrow), and even the Ghost that revives you are part of the advanced technology.
“... While you’d think stepping outside in a Venusian storm would mean your skin would be dissolved by the acid rain, in Destiny’s case that’s not what happens.” (Hadzaman, 2021)
There are people within the game, Exos, who were once human and now are completely machines. The lore behind them consists of a research facility named Clovis Bray Exo Science and Engineering, named after its creator, Clovis Bray that first created these machines to house the human mind. However, his company was not the only one that used this newfound technology in this way. BrayTech (another name given to the company from its many branches) and held a rivalry with another company that also experimented with human to robot machinery, Ishtar Collective.
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An Exo, previously a human.
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Whether you are playing against the enemies of humanity or other Guardians (Players) there is a wide variety of weaponry, magic, and a whole lot of unexplainable science that goes on behind those trigger fingers. Though, magic is also unexplainable science, so double the magic?
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Image: IKELOS_SG_v1.0.3 a weapon from the Mars branch of BrayTech.
A shotgun repurposed with the technological feat of a super intelligent A.I. called Rasputin, a Warmind in game. One of its purposes is meant to monitor the solar system via a vast array of satellites that are scattered across the solar system. Both the Player and the characters within the game use technology like this as a means of protection as well as attack. Other facilities based on various in-game research companies are used to their disposal. While many post-apocalyptic games use weapons from their past, Destiny brings in narratively that these weapons may be “outdated” by a few hundred years, but they are able to be crafted as brand new weapons and armor.
“While in the Destiny universe, weaponry and energy are dictated by the game’s own lore and concepts of how everything functions, it’s clear Bungie’s writing team did their homework on this one. The weapon’s name doesn’t just serve as flavor, but is a simplified demonstration of a foundation of electricity and magnetism.” (Hadzaman ,2021)
This type of narrative within the game allows players to truly be a part of the game itself with its better immersion of actually needing to gather supplies such as blueprints and materials in order to craft them on a machine that literally pulls from them different timelines. (Not the first time that this happened either!)
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So what is any of the above different from other games such as Mass Effect, Borderlands, Anthem, or even other MMOs? One of the reasons is the constant testing and feedback process. In earlier segments of the game's lifespan, gathering resources was a chore that was almost unbearable. Exploits were almost mandatory in order to complete blueprints and quest steps in order to craft items in a timely manner. With live testing that the majority of the other games were unable to do due to not being online based games, adjustments were made readily available. With Destiny being a live game and nearing the major climax of its story, there are bound to be more changes within the coming year.
Image Sources
Journal, J. H. R. G. (2016, April 20). Do a barrel roll: Star Fox Zero review | Technobubble. Reno Gazette-Journal. https://www.rgj.com/story/life/2016/04/20/star-fox-zero-review-technobubble-do-barrel-roll/83282762/
Star Fox: Assault. (2023, December 18). The 500. https://dollerz.com/the-500/374-350-a-positive-outlook/star-fox-assault/
Star Fox 64 3D. (2011, July 17). Eurogamer.net. https://www.eurogamer.net/games/star-fox-64-3d
Star Fox Adventures. (2023). reddit. Retrieved February 11, 2024, from https://www.reddit.com/r/nostalgia/comments/zy9frr/star_fox_adventures/
Albert, W. (2020, April 27). Destiny 2: Will the traveler finally awaken? Game Rant. https://gamerant.com/destiny-2-season-11-darkness-traveler/
Destiny: Exo 02, Mike Jensen. (n.d.). ArtStation. https://www.artstation.com/artwork/NJb2P
Klemke, D. (2014, September 25). Destiny: All Ends are Beginnings. - The Refined Geek. The Refined Geek. https://www.therefinedgeek.com.au/index.php/2014/09/26/destiny-all-ends-are-beginnings/comment-page-1/
Bacon, R. O. (2023, November 30). IKELOS_SG_v1.0.3 god roll - Destiny 2. Shacknews. https://www.shacknews.com/article/137936/destiny-2-ikelos-sg-v1-0-3-god-roll
Duwe, S. (2022, February 23). Here’s how weapon crafting works in Destiny 2. Dot Esports. https://dotesports.com/destiny/news/heres-how-weapon-crafting-works-in-destiny-2
Cited Sources: (APA formatting when finished)
Hadzaman, A. (2021, October 14). The science behind Destiny 2’s Lorentz Driver weapon. Space.com. https://www.space.com/destiny-2-lorentz-driver-science-explained
Hadzaman, A. (2021b, December 9). How realistic are the terraformed planets of Destiny 2? Space.com. https://www.space.com/how-realistic-are-the-terraformed-planets-of-destiny-2
Lane, G. (2023, February 21). Best Star Fox Games of all time. Nintendo Life. https://www.nintendolife.com/guides/best-star-fox-games-of-all-time
McFerran, D. (2022, September 22). The making of: Star Fox Adventures, the game that was once Dinosaur planet. Time Extension. https://www.timeextension.com/features/the-making-of-star-fox-adventures-the-game-that-was-once-dinosaur-planet
Shirrako. (2014, July 17). DESTINY - Intro Opening - Welcome to Destiny [1440p HD] [Video]. YouTube. https://www.youtube.com/watch?v=Ny7XhR4URZE
Star Fox: Assault. (2023b, December 18). The 500. https://dollerz.com/the-500/374-350-a-positive-outlook/star-fox-assault/
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myverycoolproject · 1 year
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Research: What is a soulsbone/ souls-like?
This is my research on soulsbornes/ souls-like subgenre. 
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A soulsborne or Souls-like refers to a subgenre of the RPG genre. It is a more challenging version of a standard RPG, designed to test a player’s skill and patience. The creators of this subgenre is Fromsoftware, a Japanese video game company based in Tokyo. The first game to implement this type of gameplay was Demon souls (2009), which was created and directed by Hidetaka Miyazaki. Miyazaki was inspired by classic Japanese video games such as Legend of Zelda, dragon’s quest and others that were difficult. He also took inspiration from manga, the most inspiring being Kentaro Miura’s Berserk (a dark fantasy series). This subgenre has been adopted by many critics and lots of game with similar mechanics were made. 
This is a criteria of what makes a soulsborne: 
Action RPG- Increasing stats to gain levels and loot mechanics  
Very difficult- A must have where bosses, enemies and environments are dangerous and can be unfair  
Environmental storytelling- story is pieced together by notes, item descriptions and fan theories  
‘Bonfires’- checkpoints that reset the world when the player respawns to them or rests 
Currency- earned through killing enemies but is dropped when player is killed, forcing them to retrieve it. Die again and it is gone forever. This is used to level up and buy things 
Stamina bar- linked to fighting, dodging and other actions. When completely depleted, the player is unable to do those actions. 
Shortcuts- an interesting map with connections and shortcuts to make things easier. 
Combat focused on move sets- the player must learn enemy move sets to have the upper hand such as when and when not to attack. 
Backstabs/ stealth attacks- a powerful attack used on enemies that are alerted or not, deals a lot of damage 
Multiplayer intergation- either leaving notes around the world for players to read or entering another player’s world to kill them or help them.
I like this subgenre because as much as it sometimes can be really annoying and unfair, overcoming that challenge is very rewarding. Locations and enemies all are very interesting with their own little stories. The lore and story for these games is always so imaginative and makes the world seem a lot bigger. 
I want to make a game similar and making sure I tick every box on the criteria as this subgenre is well loved. Even though I will make some changes to the formula, I will still try and keep it to the original.  
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dahniwitchoflight · 2 years
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I Want Pokémon Stadium 3
I think I already made this post a year ago but I’m thinking about it again, and I still really REALLY want Pokémon Stadium 3
I want it to connect to Pokémon Home, and be able to use every single Pokémon with every single Move/Ability/Anything in Battles!
Make it be the default place for the Pokémon competitive scene from now on, have online battles and stuff through it with the focus being on competitive stuff
BUT to go along with New Seasons of Pokémon = New Competitive scene, instead of making a new stadium game every competitive generation, give it Seasons where Different New Gimmicks are the flavor of the Season and just cycle through them in-between adding new ones
(Of course, people playing online with friends can toggle or choose any of the mechanics that they want)
Season 1 = Megas
Season 2 = Z-Move
Season 3 = Dynamax
Season 4= Agile/Strong with the new speed based turn order
Season 5 = Whatever they come out with next in a new region
Maybe some based on obscure themed mechanics, like Shadow Pokémon and how they worked in Colosseum
That way new mainline series games that come out every so often, can stay with their limited Pokémon selections/limited moves/more basic battles which is admittedly easier on the devs to maintain, but with fun new creative stuff to focus on, new Pokémon forms to play with, regional Pokémon, the regions themselves can have more detailed stories and characters and focus more on the lore aspect of things, just be able to play a bit more with the battling formula like Legends did and leave the classic/traditional Battle style with the constantly updated Stadium game
Bring Back funky colored Pokémon that are slightly different colors based on nicknames
BRING BACK THE BATTLE ANNOUNCER/COMMENTER THAT WAS THE BEST
Do the various single player tournaments and cups and gym challenge etc
THEN:
The Minigames
There would obviously be more minigames than 1+2 combined, bring back all the old classics of course but add new ones to do fun new things
DEFINITELY allow you to use Pokémon in your boxes in those minigames, if I want *MY* Magikarp to Jump then I should be able to do that
but stretch it a bit, the minigame where Metapod OR Kakuna could harden, throw in more harden users like Pineco, Silcoon, Cascoon etc
the log slice with either Scyther or Pinsir, throw in a Bisharp or a Gallade or Kleavor as well, anything that Makes Sense for the minigame, but just add some more variety from different generations
Lickitung sushi can also eat with his friend Slurpuff or Snorlax maybe
I Would also love it if somehow it could be made that any Pokémon could run any minigame, but I get some would be easier to implement than others
Rattata Race would be easiest, as that’s just a run and jump scenario on a single plane, the one where you count all the Pokémon that run by would also be simple since they just look left to right and bob in place a bit to count, the mr mime barrier game could just have Pokémon running side to side to make motion sensitive barriers, the Hitmontop spin one is pretty specific, but Claydol could work there too
so many examples
and then the tie-in that would make people really want to run the minigames over and over again fulfilling the gameplay loop, is that winning a minigame awards a stat levelling candy that you can use on any Pokémon in your Stadium Box, Run for Speed, Eat for HP, Slice for Attack etc etc OR win a really hard minigame tourney and maybe even get candies that boost a Pokémon's IV directly
Perhaps with the four player nature of most of the minigames, give them online functionality as well! why not?
AND THEN
CONTEST. MODE.
As a whole-ass DLC Surprise thing
A Carnival Tent gets added next to the Battle Stadium, and the Carnival has just as many Contest Focused Cups and Challenges as the Battle Stadium does
And finally have contests get their own fully updated system to do stuff in
Maybe even as a Perk, the DLC brings back the Spiky Eared Pichu that got lost from the HGSS games, and in this game she evolves into a Contest Pikachu through playing the contest minigames enough to level that stat, that’d be a fun way to bring back that Pokémon
I was thinking perhaps instead of having a separate contests for each type, just have any Pokémon good at any contest stat compete with their opponents in a more Rock>Paper>Scissors>Lizard>Spock round table sort of way where there's four opponents one in each corner, and you choose a Move and choose a target to try and Outshine
And basically it’s about making different builds that you think would be good at Outshining your opponents, Have a Beautiful Pokémon with high Beauty stat and mostly Beautiful moves, but your opponent used a Tough move in your direction which had higher points and their combined stats plus Tough being a good Type against Beauty made it more easier to Outshine your move, so they earned a point in that round instead of you, and after 5 Rounds the person with the most Points wins, with a potential Sudden Death final Round in a Tie
You earn a point during a round only if you manage to Outshine someone else and maybe lose a point if you are Outshined during a round, it could be the case that either everyone targets everyone in a round, or there's a couple 2v2s, or 2 or 3 gang up on one person
It would be an interest system of trying to guess which stat your opponents are running to rock paper scissors them, or running different moves or levelling more contest stats to try and counter builds that would normally be good against yours, making levelling all 5 contest stats (or at least 2) on a Pokémon useful as well, just sprinkle in just a tad of more strategy to Contests in General
But maybe also keep the split type contests, where only Pokémon of a high enough Contest Stat can enter them, and have the All Contest just be a general Round Robin, and of course, online Contests
So Master Beauty Cup only max Level Beauty stat with only Beauty moves can enter, and it truly becomes a round of getting the most Beauty points in a round that you can and Outshining others on Pure beauty alone
Make Shiny Pokémon give extra points in the contests because they’re better at drawing attention and Outshining other Pokémon. Finally, a reason and a ready use to show off Shinies. 
Just turn your Pokémon into Complete Show-Hogs and make Toddlers in Tiara’s moms out of us all
and of course the minigames would be all updated to give out a Contest Stat Candy as well as a regular stat candy, maybe some contest/carnival focused minigames could be added along the DLC as well, like your typical “shoot the target games” with the Pokémon using any special attack that they have
Let me play carnival games with my Pokémon Nintendo that’s all I want I’m begging you please the Switch with Pokemon Home and all the games connecting together is so perfect for this kind of setup
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tlbodine · 3 years
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The Horror Genius of Five Nights At Freddy’s
I’ve been playing FNAF: Help Wanted VR on my Oculus Quest lately (a birthday present to myself -- I know I’m late to that party!) and it’s reignited in me my old love of this series. I know Scott Cawthon’s politics aren’t great, but I don’t think there’s any malice in his heart beyond usual Christian conservative nonsense -- and I think he stepped down as graciously and magnanimously as possible when confronted about it. Time will judge Scott Cawthon’s politics, and that’s not what I’m here to talk about. I want to talk about what makes these games so damn special, from a horror, design, and marketing perspective. I think there’s really SO MUCH to be learned from studying these games and the wider influence they’ve had as intellectual property. 
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What Is FNAF? 
In case you’ve somehow been living under a rock for the last seven years, Five Nights At Freddy’s (hereafter, FNAF) is a horror franchise spanning 17 games (10 main games + some spinoffs and troll games, we’ll get to that), 27 books, a movie deal, and a couple live-action attractions. 
But before it exploded into that kind of tremendous IP, it started out as a single indie pont-and-click game created entirely by one dude, Scott Cawthon. Cawthon had developed other games in the past without much fame or success, including some Christian children’s entertainment. He was working as a cashier at Dollar General and making games in his spare time -- and most of those games got panned. 
So he tried making something different. 
After being criticized that the characters in one of his children’s games looked like soulless, creepy animatronics, Cawthon had his lightbulb moment and created a horror game centered on....creepy animatronics! 
The rest, as they say, is history. 
The Genius of FNAF’s Horror Elements
In the first FNAF game, you play as a night security guard at Freddy Fazbear’s Pizza, a sort of ersatz Chuck-E-Cheese establishment. The animatronics are on free-roaming mode at night, but you don’t want to let them find you in your security room so you have to watch them move through the building on security camera monitors. If they get too close, you can slam your security room doors closed. But be careful, because this restaurant operates on a shoestring budget, and the power will go off if you keep the doors closed too long or flicker the lights too often. And once the lights go out, you’re helpless against the animatronics in the dark. 
Guiding you through your gameplay is a fellow employee, Phone Guy, who calls you each night with some helpful advice. Phone Guy is voiced by Cawthon himself, and listening to his tapes gives you some hints of the game’s underlying story as well as telling you how to play. A few newspaper clippings and other bits of scrap material help to fill in more details of the story. 
Over the next set of games, the story would be further developed, with each new game introducing new mechanics and variations on the theme -- in one, you don a mask to slip past the notice of animatronics; in another, you have to play sound cues to lure an animatronic away from you. By the fourth game, the setup was changed completely, now featuring a child with a flashlight hiding from the monsters outside his door -- nightmarish versions of the beloved child-friendly mascots. The mechanics change just enough between variations to keep things fresh while maintaining a consistent brand. 
There are so many things these games do well from a storytelling and horror perspective: 
Jump Scares: It’s easy to shrug these games off for relying heavily on jump scares, and they absolutely do have a lot of them. But they’re used strategically. In most games, the jump scares are a punishment (a controlled shock, if you will) -- if you play the game perfectly, you’ll never be jump-scared. This is an important design choice that a lot of other horror games don’t follow. 
Atmospheric Dread: These games absolutely deliver horror and tension through every element of design -- some more than others, admittedly. But a combination of sound cues, the overall texture and aesthetic of the world, the “things move when you’re not looking at them” mechanic, all of it works together to create a feeling of unease and paranoia. 
Paranoia: As in most survival horror games, you’re at a disadvantage. You can’t move or defend yourself, really -- all you can do is watch. And so watch you do. Except it’s a false sense of security, because flicking lights and checking cameras uses up precious resources, putting you at greater risk. So you have to balance your compulsive need to check, double-check, and make sure...with methodical resource conservation. The best way to survive these games is to remain calm and focused. It’s a brilliant design choice. 
Visceral Horror: The monster design of the animatronics is absolutely delightful, and there’s a whole range of them to choose from. The sheer size and weight of the creatures, the way they move and position themselves, their grunginess, the deadness of their eyes, the quantity and prominence of their teeth. They are simultaneously adorable and horrifying. 
Implicit Horror: One of the greatest strengths to FNAF as a franchise is that it never wears its story on its sleeve. Instead of outright telling you what’s going on, the story is delivered in bits and pieces that you have to put together yourself -- creating a puzzle for an engaged player to think about and theorize over and consider long after the game is done. But more than that, the nature of the horror itself is such that it becomes increasingly upsetting the more you think on it. The implications of what’s going on in the game world -- that there are decaying bodies tucked away inside mascots that continue to perform for children, that a man dressed in a costume is luring kids away into a private room to kill them, and so forth -- are the epitome of fridge horror. 
The FNAF lore does admittedly start to become fairly ridiculous and convoluted as the franchise wears on. But even ret-conned material manages to be pretty interesting in its own right (and there is nothing in the world keeping you from playing the first four games, or even the first six, and pretending none of the rest exist). 
Another thing I really appreciate about the FNAF franchise is that it’s quite funny, in a way that complements and underscores the horror rather than detracting from it. It’s something a lot of other properties utterly fail to do. 
The Genius of Scott Cawthon’s Marketing 
OK, so FNAF utilizes a multi-prong attack for creating horror and implements it well -- big deal. Why did it explode into a massive IP sensation when other indie horror games that are just as well-made barely made a blip on the radar? 
Well! That’s where the real genius comes in. This game was built and marketed in a way to maximize its franchisability. 
First, the story utilizes instantly identifiable, simple but effective character designs, and then generates more and more instantly identifiable unique characters with each iteration. Having a wealth of characters and clever, unique designs basically paves the way for merchandise and fan-works. (That they’re anthropomorphic animal designs also probably helped -- because that taps into the furry fandom as well without completely alienating non-furries). 
Speaking of fan-work, Scott Cawthon has always been very supportive of fandom, only taking action when people would try to profit off knock-off games and that sort of thing -- basically bad-faith copies. But as far as I know he’s always been super chill with fan-created content, even going so far as to engage directly with the fandom. Which brings me to....
These games were practically designed for streaming, and he took care to deliver them into the hands of influential streamers. Because the games are heavy on jump-scares and scale in difficulty (even including extra-challenging modes after the core game is beaten) they are extremely fun to watch people play. They’re short enough to be easily finished over the duration of a long stream, and they’re episodic -- lending themselves perfectly to a YouTube Lets Play format. One Night = One Video, and now the streamer has weeks of content from your game (but viewers can jump in at any time without really missing much). 
The games are kid-friendly but also genuinely frightening. Because the most disturbing parts of the game’s lore are hinted at rather than made explicit, younger players can easily engage with the game on a more basic surface level, and others can go as deep into the lore as they feel comfortable. There is no blood and gore and violence or even any explicitly stated death in the main game; all of the murder and death is portrayed obliquely by way of 8-bit mini games and tangential references. Making this game terrifying but accessible to youngsters, and then marketing it directly to younger viewers through popular streamers (and later, merchandising deals) is genius -- because it creates a very broad potential audience, and kids tend to spend 100% of their money (birthdays, allowances, etc.) and are most likely to tell their friends about this super scary game, etc. etc.
By creating a puzzle box of lore, and then interacting directly with the fandom -- dropping hints, trolling, essentially creating an ARG of his own lore through his website, in-game easter eggs, and tie-in materials -- Cawthon created a mystery for fandom to solve. And fans LOVE endlessly speculating over convoluted theories. 
Cawthon released these games FAST. He dropped FNAF 2 within months of the first game’s release, and kept up a pace of 1-2 games a year ever since. This steady output ensured the games never dropped out of public consciousness -- and introducing new puzzle pieces for the lore-hungry fans to pore over helped keep the discussion going. 
I think MatPat and The Game Theorists owe a tremendous amount of their own huge success to this game. I think Markiplier does, too, and other big streamers and YouTubers. It’s been fascinating watching the symbiotic relationship between these games and the people who make content about these games. Obviously that’s true for a lot of fandom -- but FNAF feels so special because it really did start so small. It’s a true rags-to-riches sleeper hit and luck absolutely played a role in its growth, but skill is a big part too. 
Take-Aways For Creatives 
I want to be very clear here: I do not think that every piece of media needs to be “IP,” franchisable, an extended universe, or a multimedia sensation. I think there is plenty to be said for creating art of all types, and sometimes that means a standalone story with a small audience. 
But if you do want a chance at real break-out, run-away success and forging a media empire of your own, I think there are some take-aways to be learned from the success of FNAF: 
Persistence. Scott Cawthon studied animation and game-design in the 1990s and released his first game in 2002. He released a bunch of stuff afterward. None of it stuck. It took 12 years to hit on the winning formula, and then another several years of incredibly hard work to push out more titles and stoke the fires before it really became a sensation. Wherever you’re at on your creative journey, don’t give up. You never know when your next thing will be The Thing that breaks you out. 
If you want to sell a lot of something, you have to make it widely appealing to a bunch of people. This means keeping your concept simple to understand (”security guard wards off creepy killer animatronics at a pizza parlor”) and appealing to as wide a segment of the market as you can (ie, a horror story that appeals to both kids and adults). The more hyper-specific your audience, the harder it’s gonna be to find them and the fewer copies of your thing you’ll be selling. 
Know your shit and put your best work out there. I think there’s an impulse to feel like “well, nobody reads this anyway, so why does it matter if it’s no good” (I certainly have fallen into that on multiple occasions) but that’s the wrong way to think about it. You never know when and where your break will come. Put your best work out there and keep on polishing your craft with better and better stuff because eventually one of those things you chuck out there is going to be The Thing. 
Figure out where your target audience hangs out, and who influences them, and then get your thing in the hands of those influencers. Streaming and YouTube were the secret to FNAF’s success. Maybe yours will be BookTube, or Instagram, or a secret cabal of free librarians. I don’t know. But you should try your best to figure out who would like the thing that you’re making, and then figure out how to reach those people, and put all of your energy into that instead of shotgun-blasting your marketing all willy nilly. 
You don’t have to put the whole story on the page. Audiences love puzzles. Fans love mysteries. You can actually leave a lot more unanswered than you think. There’s some value in keeping secrets and leaving things for others to fill in. Remember -- your art is only partly yours. The sandbox belongs to others to play in, too, and you have to let them do that. 
If in doubt, appealing to furries never hurts. 
Do I take all of this advice myself? Not by a long shot. But it’s definitely a lot to think about. 
Now if you’ll excuse me, I have to go beat The Curse of Dreadbear. 
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casualotptrash · 3 years
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Why the Persona 3 FES vs Portable Debate Makes Me Want to Fly Into the Sun Pt. 2
Part 1 | Part 2 | Part 3
Hello everybody and welcome to Part 2 of this emotionally fueled rant. In my previous post I went over a lot of the changes that Persona 3 Portable makes from Persona 3 FES, and how a majority of them can make the game more enjoyable for certain people. This spawned from the comment I see a lot, which is that instead of playing Portable people can just play FES with a controllable party mod and it makes everything hunky dory.
Below I will go over the next thing that infuriates me about this whole discussion: the idea that FES is objectively better because it has cutscenes and is not done in the “visual novel” style of Portable.
To cut to the chase, Portable gets shit on quite a bit for its presentation and some choices available in the game. One of the most popular suggestions I see when someone is asking which game to play is to first play FES and then play Portable for the FeMC route, if they want to see that one. This is in order to get the “real” experience first, and I think that is some bullshit.
It seems people forget completely that Portable has a Male route option! Newsflash, it does. As far as I know, other than the gameplay changes I mentioned in my previous post, the Male route in Portable is exactly the same story-wise as FES. However, I assume this isn’t brought up because people who enjoy FES and don’t like Portable consider the FeMC route the only reason to do a run of Portable. Normally, this wouldn’t be an issue....but this isn’t really the case.
What elevates this into being a part of the reason why I hate this debate is because I see so many people essentially demand that newcomers to the game play FES first. They say it is the “real” way to experience the game, and they say that everyone will have more of an impact from FES and enjoy the game more. Like I said, I see this so often that it frustrates me. Shout out to people who are actually cool about the comparisons and don’t sound like they’re forcing the newcomer into either game. Anyway, there is one glaring, serious issue with this type of statement about FES.
It is completely subjective.
Surprise surprise, an opinion is subjective. Now I know that sounds obvious, but remember I’m talking about the issue where people act like FES is factually better than Portable. So much so that they say it’s the “real” way to experience the game.
I’m going to be real with y’all, I know for a fact that if I had played FES first I would have taken way longer to finish it, might have not even finished it, and definitely wouldn’t have enjoyed it as much. Thankfully I had a family member who got me into Persona, so when discussing which version I would play I decided P3P would be better based off of what he said, and he also happened to have the game on Vita.
I think the main reason that this statement gets thrown around is because 1. FES was the first of the two to come out, so it could be seen as the best experience by the people who played it first or became a sort of “classic” among the fans, and 2. it is coming from a specific crowd in the Persona fandom.
As anyone who steps into the fandom can see, people play Persona for a wide variety of reasons. Some play for the gameplay, and like to challenge themselves to beat the game on the hardest difficulty with one persona only. Others play for the social sim aspect of the game, and enjoy the dating, characters, and social links/confidants. Obviously the story brings most people into the game in the first place, but some might enjoy the story and the lore of the series the most.
I am not trying to knock anyone from any of those categories, but I think the reason that this statement about FES gets thrown around is because it comes from the first and perhaps third category of people.
For the first category of people, they think Portable is too easy (despite a harder difficulty than FES being implemented and the option to just use the tactics like FES) and prefer the FES combat. I have even seen someone try to explain the lack of direct control of party members by saying that the MC wouldn’t be able to “control” the party members and they would do whatever they want, aka the party members would have autonomy if they were real. I can see this being a nice little headcanon about the gameplay, but they also don’t mention that you can do the exact same thing in Portable and set party members to something other than direct command; so it’s not really applicable to the argument of why FES’s combat is better as far as the tactics are concerned.
I assume that the main gripe with the story of Portable from FES fans, aka some changes to the plot with the FeMC route (a rant for another time because the changes to the plot aren’t that well-done in the first place...so they don’t really change the story...) and the overall presentation of the story, is from the third category of people.
This is brought up with two factors: the lack of cutscenes and an overworld in Portable, resulting in a “visual novel” type of presentation. Like I mentioned earlier, this is a bad reason to say that one game is better than the other because it is completely subjective. Some people may really benefit from the cutscenes and overworld, while others might not care that much. That being said, I can understand the issue with the lack of cutscenes a lot more than the issue with the overworld. It makes sense that a cutscene could have a larger emotional impact, depending on if it is well done or not. However, I really don’t understand the problem with the overworld. I suppose it’s cool to see Port Island in 3D...but the mechanics are really not that different in Portable? An argument could be made that moving in the 3D environment makes people feel more connected to the locations, but like I just mentioned the mechanics aren’t too different so a player in Portable is still seeing all of the locations and “moving” around in it. The difference is that they’re just moving a dot instead of a character model. Now I do like the idea of an overworld better, and I agree it’s cool to see your model walking around and to see all of the party members in the dorm and such, but I think it is the weakest point to bring up when trying to say that it affects the plot in any significant way. Lastly, for the lore bits, I assume people in this category like the addition of The Answer, but even opinions on whether or not that is worth it are very divisive.
(Side note, I forgot this in my previous post but Portable also adds the fast travel mechanic like the one P4 has, so instead of needing to run everywhere like in FES you can just fast travel to locations)
However, this is still my subjective opinion on the matter so do with that what you will. Perhaps it does really affect someone’s enjoyment of the game, but claiming it will affect everyone’s enjoyment is just a false statement to try and spout.
If you’re wondering why I haven’t mentioned the second group, it’s because I believe they would either like Portable a bit more or not see much difference between the two. I personally fall into this category. To be honest I don’t think the visual novel style took that much away from the story itself, and I really enjoyed the additional social links with the male party members in the FeMC route. I think it gave them a lot more “life” per say, and elevated their characters from being good to great. I will agree that the lack of cutscenes made some scenes a little less impactful/cool, such as the MC persona awakening, but that didn’t negatively effect my experience with the game as a whole. In fact, Persona 3′s cast is actually my overall favorite of the three neo-Persona games, and in large part because of the additional characterization that Portable gives them.
Well...I think that’s everything I had to say? Overall, just uh don’t try and force someone to play either of the versions because of your own subjective views, don’t act like those views are anything but subjective, and let people come to the decision themselves based on facts about both of the games (Ex. They can decide themselves if no cutscenes would impact them or not rather than someone stating it will impact them less for sure).
I think this all really just boils down to needing a legit, definitive version of the game...but I’ll save that for later :)
(Last side note, I know emulation is a thing but why do people suggest buying/emulating/a mix of that for two games instead of just one game or the other? This is 100% me being lazy but that just seems like a lot of work when you could either buy one game and get the content, or buy another game and get the content in a slightly different way (barring The Answer).)
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ladywhaiyvern · 3 years
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Musings of An Otaku #7- Of Machine Animals and Relics of Old Ones
Ever since life took its course a few years ago, I stepped away from the video game scene to spend time with family. Back and forth hospital trips and long days of surgery among the other stressors of just being in a busy hospital environment would have been a great excuse to lose myself in a game. But for some reason, I just could not for the life of me sit down long enough to get into any games. Mobile games hardly counted in my book. If that was the case then the only “game” I played during that time frame was “Animal Crossing: Pocket Camp.” Hell, that’s the only mobile game I still play now. Religiously. Every day. Do dailies on Pocket Camp and then switch over to New Horizons and do my dailies there. Shit, I wish some of the items they offer in PC were available in NH! I digress. At this point, I had not sat down with say one of the next generation consoles at the time and played a newly released game. 
I guess I am trying to make up for lost playing time now as we are in the middle of pandemic. Limiting the time out in public to essential trips only. No eating out as much as I used to. What better way to pass the time, then catch up on games that I wanted to play but never got around to. Lord knows I have all of them purchased. Just haven’t played a single one yet. Then again, this goes for anything. I still have a very large pile of Anime blu-rays and dvds sitting around that I haven’t touched. Manga on shelves yet to be cracked into. I am working on getting through my Dragonlance books though! Just started book 2 of the Elven Exiles. Things are not looking good for the elves at all. ANYWHO!
Horizon: Zero Dawn. A game I remember seeing trailers and game footage for when it was in development back in the day. I was interested in it then, but then things had happened in life (as I have said). Started picking my way through it early last year. It was different, interesting. Your typical open-world action RPG. Beautiful graphics and landscapes. Didn’t think too much about it as I set it aside for a little while and then came back to it full force. Aloy did not draw me into the world, as much as the lore did. I wanted to find out what the hell happened to the world and why these animal shaped machines were so hell bent on killing everyone. I liked the look of these animal machines. Come on, I absolutely love Power Rangers and the seasons that used animal motifs (or mystical creatures). So, mechanical beasts were nothing new to me. They just were not sentient and hellbent on destruction. I mean, one can argue for a few seasons about it but I’m not here to discuss and argue Power Rangers. This is about Horizon: Zero Dawn. 
I do not recall how many hours I spent going through the main scenario of the game (as I did spend A LOT of that time hiding and planning ambushes on machines). And, well I am the type to go through the entire friggen map and get every single item and complete every quest. Okay, maybe not EVERY quest. I still have the hunting ground trials to do but I’m not really concerned with those as I am getting all the metal flowers, and ancient vessels. What can I say?! I laughed at the recommended level you had to be for the final showdown. I was way over that….and I mean…..wwwwwwwwwwwwwwaaaaaaayyyyy over that. I had the nice ancient amour as well. The one where you had to go around and get the power cells to open up the bunker. The one that has the nice shield factor. Yeah, I liked that. I liked many of the outfits with the added bits and bobs of machines and wiring. It was different and yet still very tribal looking. I also enjoyed the tribal aesthetic. We, as humans went back to the typical hunter/gathering tribal lifestyle after Zero Dawn. Nice to see the different kinships emerge. All the old memories of my cultural anthropology and archeology classes came flooding back which was not bad at all! 
I completed the main scenario the other day and WOW! Overall, that was a damn good game. While I did not connect with Aloy at the start of the game, I did become interested in her side of the story. I mean, seriously she was one of the only people that could unlock things with her genetic connection. The basis of how the world came to be destroyed and basically overthrown by these animal machines is a little on the scary side. We are becoming more and more reliant on technology. And that technology is slowly becoming more and more self aware and sentient. Everything is going that way. Look at our security systems, look at the smart houses, our cars, our smartphones, our smart watches. Machines that help us with cleaning and cooking are completely different then what I grew up with. Machines implanted into the body to help extend someone's life! I saw this first hand with my father and his LVAD (left ventricle assist device). Technology is both amazing and scary at the same time. It can be used for both the good and the bad. Dark and light. Shadow and sun. 
 Shit, I read an article the other day that both China and France are looking to create their own mobile military with biologically engineered supersoldiers. Taken from the New York Post’s article: “The French seek to improve “physical, cognitive, perceptive and psychological capacities,” and could allow for location tracking or connectivity with weapons systems and other soldiers.” https://nypost.com/2020/12/19/france-china-developing-biologically-engineered-super-soldiers/
 And that, my friends, is how the basis of Horizon: Zero Dawn started. No joke, machines built for warfare that went rogue and self-replicated by the use of absorbing plantlife, animal life and human life. Drained the Earth of its resources and caused “Zero Dawn” to be implemented. The basis for these “super soldiers” and “machine warfare” is nothing new to the Sci-fi genre. I mean, it’s been used in many many movie plots, video games, television, anime, manga, comic books and novels. It’s just scary to think that something like this could actually happen. It is not as far fetched as we think. Yes, many of these forms of entertainment have one more aspect going for them that we currently do not. Space travel. Another living planet humans live on. But the overall thought of some rogue machines being capable of self-replication and eradicating human life is still scary. And with any technological form- you know there will be some people who will be dead set on hacking these machines. I mean, even Aloy is hacking the machines to get them onto her side. Which, if you have not overridden one of the bigger machines in the game- it is so worth it! Love just sitting back and watching the machines fight each other! We are not that far from a Cyberpunk dystopian future. Hack the planet! 
I am moving into the DLC of the Frozen Wilds and am pretty close to being done with that as well. As I am enjoying it as I get to play more in this world and explore areas that are new, I am also a little on the disappointed side. I was hoping to learn more about the previous world and it’s demise. Granted, I am not done with the Frozen Wilds. I am in the process of traveling to the Thunderdrum- so I am hoping that will shed some light on these “demonic” machines and maybe expand the lore some more. I am done with the majority of the side quests and gathering the pigments, animal figures, and blue gleam. 
I am really glad that I finally decided to sit down and give this game a try since it’s been on my “to play” list for a few years now. I enjoyed the overall story and despite me not being one to enjoy a whole lot of stealth play- I did enjoy this one. I can definitely see how they set the series up for a sequel. I’m excited to learn exactly where we shall be going in the second game.
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sunnie-808 · 4 years
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10 things I want from the future of Pokémon games are;
1) New Pokeballs. The last ones we’ve had were in Gen 7 and I don’t think Beast balls count considering they don’t have a great catch rate on actual Pokémon.
2) A new Eeveelution. I keep hearing that because Gen 8 broke the cycle of new Eeeveelutions, we won’t be getting anymore, but I like to think that Gamefreak and Pokémon can still continue this trend. I dunno, man, I just wanna see more of em.
3) Pokémon that follow you, but throughout the entire game. And with the addition of them being to scale (as best they can at least). Obviously Pokémon too big can’t go indoors with you, but it would work the same way the Let’s Go games did. Riding certain Pokémon would be great as well. Oh! And flying (like in ORAS) and being able to choose what Pokémon you want to surf with would be amazing.
4) Open world. This could be difficult to implement so I’m going to try and state the bare minimum on how this could work. Overworld Pokémon can still be running around at multiple levels. Obviously the ones that are too high a level wouldn’t be able to be used until a certain amount of badges have been won. And speaking of badges, the gym system would work like in Pokémon Origins (the battle with Brock) where the gym leaders would choose a different set of Pokémon based on how many badges you had so far. Thus you would be allowed to face the gyms in any order you like. There’s more that I can go into, but that would take up too much of this post so I’ll move on.
5) Better character creation overall. The character creations haven’t been too bad, but they can definitely be improved upon. I’m thinking along the lines of more skin tones, more hair colors (and textures), more clothing options, and maybe even more body types? And I think, what would be a cool idea to implement, is to add ages. Like, not specific ages, but whether you’re an adult, teen, or child. For the teen and child options, it would start off like any other Pokémon game - you start in a house living with a mom, or whatever guardian. But as an adult, you can start off living in an apartment, however, instead of a parental figure, they’d be a roommate. They would hold the same function as your parental guardian by healing and such. I just think it’d be a tad more immersive to play this way. And the character creation could play out like creating a sims character.
6) A good post game story. Now, as much as I’d love to say add another region to the post game, I know that’s not likely to happen, but even just a good story line to make the game feel more fleshed out could really make a difference. I’m definitely cool with adding things like the Battle Tower (I know a lot of people love those), but adding immense lore to the end plot would be wonderful as well.
7) Having Pokémon set in a new timeline. I’m thinking more like an ancient Pokémon style game, like a region that would be like ancient Egypt, Greece, Rome, China, or Maya times. That would be really cool to explore. This one I will admit is more of a personal preference of mine, and I doubt it’ll ever see the light of day, but it would be cool to see 😅.
8) More diverse Pokémon regions. I’m totally loving that Pokémon has been expanding their regions outside of just Japan, but there’s so much they haven’t touched upon yet that they could easily make a region. For instance; anywhere within Africa, Australia, and South America. So much diversity and ecosystems to play with, it’s honestly shocking that Pokémon hasn’t done this yet.
9) More regional Pokémon!! I’m totally in love with this concept, and it gets me to look forward to new and upcoming games. I do hope, though, that this isn’t just a fad that will be eliminated from the games, it really does make the Pokémon world feel that much more real to me. I’m also glad that they branched out a bit from when Gen 7 only did regional mons based off only Gen 1 mons. I can’t see why they wouldn’t continue this, but they’ve stopped using fun mechanics in the past, so we’ll see if this continues.
10) Allow the player to choose their own career path. Yea, I know this one is way too far fetched (heh), and this would never be allowed in the mainline games, but I do think this could be a really fun and cool concept. Maybe instead of a Pokémon trainer, you can pursue to be a gym leader, or a Pokémon nurse, or ranger, or professor! It wouldn’t have to be a typical style play, but more of a life simulator. And if you don’t choose the path of a trainer, you’d choose one partner Pokémon like in the Detective Pikachu movie.
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rafespeaks · 4 years
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Pokémon Sword and Shield, From the Eyes of a Veteran (Critique)
I want to preface this by saying I have been playing Pokemon since before I can remember. It has been a staple of my childhood since day one and is an incredibly important franchise to me. I have nothing but love for it, and I wish the franchise success and a long life far into the future. That being said... I have some big issues with this latest generation. Big enough that I’m writing out my thoughts for everyone to see for the first time.
As a note, I am not a competitive player, nor do I think I ever will be. I don’t have the patience or technical mind to focus on all the finite mechanics and breed the statistical ‘very-best’ Pokemon out there. As such, I will not be focusing on those aspects (or at least not nearly as heavily as others might).
Now, let’s begin.
As a starting point, let’s start where Nintendo always does when introducing a new region and generation
The Pokémon
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Every new generation of Pokemon comes with brand-new creatures for everyone to love. However, some generations just have... more than others. The original games had 151 Pokemon total to catch, collect, and love. And from there, more were added. Here’s the count:
Johto: 100 Hoenn: 135 Sinnoh: 107 Unova: 156 Kalos: 72 Alola: 88 Galar: 81
This is not accounting for the new Pokemon introduced in Galar’s DLC, as that has yet to come out, or old Pokemon that were given a Mega Evolution or regional variant. Kalos added 30 Mega Evolutions, plus an additional 20 from ORAS. Alola added 18 regional variants, and Galar added 13 of their own (not counting the DLC Slowpoke) plus 24 Gigantimax forms (25 if you count Flapple & Appletun as separate, and 26 with Melmetal).
Numbers-wise, Galar did... okay. Not great. But okay. It still passed up Kalos, at the very least, which was a huge point of contention among fans when gen 6 came out. However, if I had to sum up my feelings towards the new Pokemon I could do it easily with one phrase: they’re very ‘hit-or-miss’. And while new Pokemon that I don’t care for tend to grow on me over time, there’s just one problem with that. They can’t grow on me if I don’t ever see them.
Don’t get me wrong. I have no problem with old Pokemon being in the new games. In fact that’s something I love! But when you want the players to connect with the new being introduced, you have to give them a chance to do so.
This was the first region in what felt like ages where I went in without a plan of what I wanted on my team. Typically, I go with a simple, easy-to-follow formula. Grass, Fire, and Water take up three slots. Add in a Flying-type, as Water and Flying were highly important for transportation in earlier games. And for coverage, the last two spots go to Electric and Ground or Rock. Anything else, I try to cover for with getting as many dual-types as possible. Simple. Effective. Tried and true.
However, after choosing Scorbunny as my starter, I encountered a problem. There are only two Grass-types to choose from, and neither are particularly good for my strategy. Eldegoss, which I ended up going with, is a pure Grass-type and can ONLY learn Grass-type damaging attacks, unless you want to track down the single Bug-type TR it can learn, or use one of the few compatible Normal-type TMs/TRs.
The second Grass-type is Applin. And while both evolutions have better type coverage, there are still problems. One, Applin on its own is pretty bad. The only moves it knows when caught fresh from the wild are Withdraw and Astonish. While that isn’t too horrible in and of itself, the fact that its evolutionary item can only be obtained near the end of the game makes it a horrible choice. Since I was about to take on Nessa and had no access to this item, I was forced to either choose Eldegoss or something from a previous generation. And since I was trying to use all-new Pokemon, Eldegoss it was. (Though on the upside, I realized it had plenty of potential to be a competitive wall.) Now, if you are intent on getting a Flapple or Appletun, you can persevere and evolve one. Now you have your grass dragon! Great! Except... its level-up moveset is pretty bad to begin with... You will have to dedicate a lot of time to training or hunting down TMs and TRs to make up for this seemingly MASSIVE oversight.
This is just one example, of course. And while coverage isn’t particularly BAD considering all the old Pokemon included, it could be much better.
Continuing on from this topic is another that has had a lot of fans, including me, up in arms.
The Pokédex
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Dexit.
Nearly 900 Pokemon, cut SEVERELY down to 400. It’s unprecedented. It’s unfair to the fans of cut Pokemon, completionists, and old players waiting on transferring all their partners from previous games. Frankly, it sucks. And I think every Pokemon fan can agree, no matter the reason.
While some similar things to this have happened before, it has never been this bad. Unova did it right - the only Pokemon available to the player through the main story of Black and White were the newly introduced ones. After defeating the Elite Four, finishing the game, and the credits are done rolling however, all previous Pokemon were welcome in the region once more. Alola didn’t exclude any older Pokemon, but for the first time in any Pokemon game, we did not get a National ‘Dex. Even so, the Pokemon unavailable natively in Alola were still transferable and usable in the new generation. And while it was a bit disappointing not to get any new entries for some old favorites, it was understandable. Coming up with new world lore is hard work!
Nintendo said that all these Pokemon were cut due to time constraints and limitations with the memory. Unfortunately, these are issues that could be fixed easily, which just... weren’t. Sword and Shield could have gone the same route that Zelda: Breath of the Wild did and simply extended production time. As Shigeru Miyamoto once said, “A delayed game is eventually good, but a rushed game is forever bad.” And it shows in Sword and Shield in so many ways.
The memory limitations is, honestly, just a bad lie in my personal opinion. This opinion is only proven to me by the DLC reintroducing over 200 Pokemon from prior games. It’s not that Nintendo couldn’t - it’s that they didn’t give themselves the time. I had hoped for free updates in the future to remedy this, and that’s what’s happening. But not in a good way. (They also cut a plethora of Pokemon moves, which was also heavily disappointing, but the loss there couldn’t be felt nearly as much as over half of the total Pokemon being straight-up unavailable. Every one of those is someone’s favorite!)
Even if the memory WAS an issue, there are so many things that were, ultimately, unnecessary to me that they could have done without. But I’ll get to that in a minute.
Dexit aside, there’s another issue that needs to be addressed with the Pokedex that I’ve touched on already - distribution of Pokemon. There’s just... way too many, way too fast, and not enough of the new Galar Pokemon to go around. I am a Player who takes the famous tagline ‘gotta catch ‘em all’ fairly seriously. As I progress through the game, I am always compelled to search for every Pokemon on a route and catch, at the very least, the basic form of that Pokemon. While I haven’t managed to complete the Pokedex on my own or build a Living ‘Dex yet, those are both major goals I have.
However, shortly after first stepping into the Wild Area, I was overwhelmed. Too many Pokemon were coming my way, with too many variations in weather meaning it would take ages to catch all the Pokemon available to me in a route before moving forward in the story. While the Wild Area is a marvel, fun to explore, and an amazing way to experience Pokemon, it’s all just too much to throw at you in one huge chunk. Plus, there’s one very annoying, very artificial limitation that just feels completely out of place in a game that traditionally has had nothing quite like this. The Pokemon-catching level cap.
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Now, level caps have been talked about among fans of the series, especially those that would like a sort of ‘hard mode’. This is not what they were talking about. Level caps have been used in previous games to prevent a player from transferring or trading overpowered Pokemon to the game and breezing through it as fast as possible. If you don’t have enough badges, the Pokemon will not listen to you, and you’ll be out of luck until you progress. Fans have suggested extending this level cap to all Pokemon, so that potentially even your starter will refuse to listen once it’s too strong. Personally, I wouldn’t enjoy such a change. But that’s why it’s only really suggested for a hard mode.
The way this level cap was implemented, however, was just... bad... I understand why it was done, but it can be put into practice SO much easier with one simple fix - utilizing Routes like previous generations did and closing off the higher-level areas to the player until they have progressed appropriately.
And that brings me to my next talking point.
Routes VS the Wild Area
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Pokemon routes have always been included in every game, from the very beginning. They are the segue between towns, holding new Pokemon for you to battle and catch, the majority of free items to be found across the world, and a good few trainers to pit your team against once you’ve gotten past the first little chunk of story. To put it simply, routes are necessary. Without them, all the different towns would be one huge city, and specifically in Sword and Shield, there would be nowhere but the Wild Area to catch Pokemon.
That being said, the routes throughout Galar are... pretty tiny. I’d even say pitiful. What’s more, it seems that most of them have a short, straight path forward that discourages exploration and bettering yourself through battles with wild Pokemon and trainers. Sure, there’s the occasional arbitrary blockade that will force you to take the long way around, but once that’s done with, there’s nothing else to keep your interest. Glimwood Tangle in particular made me realize how far back they cut the routes. There was so much potential to make a sprawling forest out of it, and they just... didn’t. It was tiny. I wanted more, but they left it lacking in so much.
There’s an easy solution to this - making the Routes into mini Wild Areas. And, to accommodate all these huge routes, CUT BACK THE WILD AREA. Trust me - it needs to be smaller. This fixes the Pokemon distribution, the level cap issues, and the tiny routes all in one fell swoop. Instead of having one massive area with a bunch of sub-areas, have each route be bigger, with two to three sub-areas. The balance will make it much more impressive in the long run.
Speaking of balance, let’s talk about how this affected the pacing of the game. Even when I was taking my time, it felt like I was always rushing, rushing, rushing on to the next town.  Not to mention, there are far too many options in the story to let you skip over backtracking through a route you’ve already been through. I’ve just finished taking on Milo. I blink. I’m standing in the Pokemon center the next town over, prepping for Nessa’s gym. I just defeated Bea. I blink. Now I’m about to take on Opal. The only time I got a little time to breathe was when I had to travel through the Wild Area to get to the next town. And then it was all just so expansive that I... didn’t want to go back to the story. There were items everywhere. There were Pokemon to catch. I wasn’t done here - I had to explore. I had to find everything. Do all I could. Because that’s what you do in a route, right? You explore and find all the goodies to help you on your journey. So what comes after...?
The Towns
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While the towns are gorgeous and each have their own charm, they all feel... almost empty.
Compare to previous games, and it’s obvious to see. Many buildings don’t allow you to go inside and explore. There is a distinct lack of NPCs. And the ‘big’ cities are decidedly small as a result.
Just take a look at Castelia City and Lumiose City. Both are huge, compared to the rest of the locations in the games. They have many buildings, many NPCs to fill them... People needed a map to avoid getting lost in Lumiose! Even in cities that are smaller scale-wise, such as in Alola, they never feel empty. There are plenty of places to go, people to talk to, and things to explore or interact with. You find new things all the time.
Meanwhile in Galar, the only things that seem to give the towns any purpose are the Pokemon gyms. And that is a massive shame. Especially when in prior games, there have been places I will make my way to, just to sit there and take in every little detail of the location, or where I’ll talk to every NPC and soak up all the lore. I go back to murals and statues and unique buildings. I go back to puzzles and the homes of legendary Pokemon. I go back to enjoy the things I’ve seen in a new light and reminisce about my journey. But in Galar... there seems to be very little to reminisce about.
The Story
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This is the biggest disappointment for me. If all the rest of the game were awful, as long as the story is good, I can overlook it. As long as the story is good, I can enjoy any game. 
This story was not good.
As far as Pokemon stories go, they aren’t all complex, nuanced narratives. In the first games, you fight Team Rocket, who are just in it for the money. In Johto, it’s the same thing, with the addition of a rival that has a touching change of heart in the end. Things get a bit bigger in Hoenn, where the world-ending plots officially start in the form of weather crises caused by Team Aqua and Team Magma. In Sinnoh, the entire universe is threatened when Team Galactic aims to remake the world in their image. In Unova, the morals of you and the rest of the Pokemon world are called into question by PETA-- I mean Team Plasma. In Kalos... rich people want to kill the unworthy poor...? Yeah, I didn’t really get that story much either. And in Alola, you deal with alternate dimension aliens running amok. Safe to say things got quite a bit bigger as time went on.
Now we’re in Galar. Something’s going to happen. Something always happens. But when? How?
We get hints about the Darkest Day. Dynamaxing is still very new and not much is known about it. Sonia is looking into the legendary hero(s) that stopped the Darkest Day. But where’s the evil team? What’s their motivation? Where’s the action? The buildup?? Bede mentions he’s collecting Wishing Stars. Why??? We get to Hammerlocke and learn that the Wishing Stars are for the Chairman. But again, why? He mentions a problem has been bothering Rose concerning all Galar, but it’s such a brief moment that it’s easily dismissed. Where’s the action, or the stakes? Nothing has happened yet except we’re being pushed through the gym challenge as fast as possible.
Fourth gym. No sign of any real trouble yet. Except that jerk Bede just vandalized an ancient mural, just because... he wanted to? Yeah, he’s trying to find Wishing Stars, but literally NO ONE told him to make a spectacle of himself and ruin a piece of history in the process. We’re getting more hints about the past and Galar’s history, but nothing solid on what we’re supposed to be doing. Besides the gyms. EVERYTHING is about the gyms... Oh, and apparently Oleana is the one who asked Bede to collect Wishing Stars. Whatever. What does that have to do with anything?
Five gyms in now, and... Ka-BOOM!
FINALLY!!! Some ACTION!!! Something’s happening at the Power Plant, and Sonia’s detecting a Power Spot! Alright, let’s go! I’m finally going to be able to DO something! I’ll finally be able to see what’s going on and--
“You should leave the investigation on the quaking to the adults. Head to Circhester and get that Gym Badge!”
... What... No! No, I refuse! There must be something to see, even if it’s just Sonia, Leon, and the Chairman standing around after things have already been sorted out. I can talk to them and get a little dialogue on what’s going on! Except they aren’t anywhere to be found. No one around the gym, no one by the Power Plant door, nothing.
Sixth gym. More lore. Seventh gym. Heading out towards Raihan and BOOM! Trouble on Route 9! Leon’s here! NPC says I should go help! Heck yes, I will! It’s about time I got some action out here, it’s almost the end of the game!
Run outside, there’s Leon! And... he dismisses you. Again. Says ‘nope, I’ve got this, gym gym gym, see you!’
No way am I taking that laying down. I’m right on his heels - I should at least be able to see him battling or something, right? But no. In the seconds it takes to run after him, Leon has beaten the threat, he’s gone, and now Hop is waving a news article about the debacle in your face, complete with picture! How the hell did all that happen so fast?! It takes time to write something like that up, never mind the time it must have taken to battle the Dynamaxed Pokemon that Leon faced!
The game is almost over, and what little action you could have seen has been blocked from you because you are a child. And I understand, from a moral perspective, that this is what any sane adult would say to a child. But from a story perspective it is a horribly bad writing choice. It gives you a little taste of the story, a tiny hint at what’s going on, and yanks any real explanation away from you until the very end, where you’re floored by everything happening all at once. But I’m getting ahead of myself.
Finally, Professor Magnolia mentions that the issue the Chairman is worried about is the future of Galar’s energy. But... why? We have seen no hints of a problem with that throughout the entire game. No mention of shortages. Nothing about global warming or sustainability. It seems there’s exactly zero reason for anyone to worry, much less turn this into a huge issue that needs to be addressed. It’s one thing if a crisis is there and people are ignoring it. It’s another matter entirely if there is no crisis whatsoever to be seen, even if you look for it. And even if there was any sort of issue, Leon once again tells you to do nothing. Nothing at all. 
Eighth gym. On to the Championships. Blah blah, tiny snow route, nothing even remotely close to a Victory Road... In Wyndon now. Still bubcus about an evil team or anything that you can actually DO something about. The Semifinals happen. Leon goes missing.
Suddenly, you’re thrown into a situation you know nothing about to save this miserable dope. And when you get to him... he doesn’t even need any saving! He’s just having a pleasant chat with this jerk! Drag his butt out of there, then the Finals happen. Now you’re gearing up to face Leon himself. Only to be stopped by Rose SUMMONING ARMAGEDDON TO SOLVE A NONEXISTENT ENERGY CRISIS HE SEEMINGLY MADE UP.........
It makes no sense whatsoever. And unlike in Unova, where the interruption to your Elite Four challenge made sense, these TWO interruptions did not. Leon even promised to help Rose after he finished his Championship match against you! Why couldn’t Rose wait a single day? Or even a few hours? ... I digress.
Anyway, Rose awakens Eternatus, who is the source of Dynamax energy. (Necrozma & Totem Pokemon vibes much?) Leon goes up to capture it, just as Rose planned, and gets his butt kicked, not as planned. Meanwhile, the player and Hop made themselves useful for once, went to find the Sword and Shield from legend, and used them to call Zacian and Zamazenta. Together, all four of you defeat Eternatus! Yaaay for yooouuu!!!
...
Oh. And you finally have that Championship battle. Get that win squared away. Finally, but also way too soon, the credits role.
Perhaps I may have been a bit harsh about the story. But with very little to make up for it, I feel justified in everything I’ve said here. But I’m still not done. After all, a story can’t have no one helping the protagonist along. Or hindering them. Severely.
The Characters
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Unfortunately, many of the characters were just as bad as the story. However, for the most part, it doesn’t entirely seem like their fault. There just wasn’t enough time spent on them, or the writers handled them poorly.
Let’s start from the beginning.
Hop
He’s a friendly rival. Okay, I can get behind that. But he’s also very self-absorbed throughout the entire story. Why are you even friends with him? He doesn’t once talk to you about anything other than how he’s going to be the next Champion. He cheers you on occasionally, but it’s always overshadowed by him harping on the same things over and over again - his brother is The Best and he will defeat him to become The New Best.
Many people say Hop is very much like Hau. I say that’s an insult to Hau. Hau is a laid-back free spirit who’s only goal starting out is to have fun with his Pokemon. He supports you and gives you items along the way because that’s just his nature. He’s a true friend. And when things get a bit tougher, he realizes he needs to step up and take things seriously if he wants to protect the ones he cares about. So he does.
In my opinion, Hop is more like Green in his approach to you, except a bit more friendly. In fact... I’d say he’s MOST like the Diamond/Pearl/Platinum rival, Barry. They’re both braggarts, self-absorbed, and constantly, casually putting you down even though you’re clearly better than them. Long story short, Hop is infinitely annoying like Barry is annoying. I was shocked at myself for how eager I was to beat Hop evey time, and how uncaring I was when Bede crushed his spirit. Hop’s mopiness and woe-is-me attitude felt very forced, especially since he was always smiling and still constantly talked about how he was going to beat you and Leon both.
Not to mention how his story ultimately ended... But I’ll get to that a little later.
Leon
For as annoying as Hop is, Leon is ten times worse. I can see where Hop got all those self-absorbed tendencies. He strikes a dumb pose every five seconds, goes on about how great and undefeated he is, constantly basks in the attention of his fans... Not an ounce of humility or humbleness in this man. Not to mention, he pretty much abandoned Sonia during their journey together. I couldn’t wait to ruin his whole career. But if there’s one positive thing I can say about him, it’s that his team is legitimately tough. Mostly that demon Charizard.
Sonia
She’s nice enough, and it’s pretty neat to see her on her journey to becoming a full-fledged Professor. But her progression to that ultimate payoff seems pretty rushed, probably because the rest of the story is rushed. Also, she consults with you about many of the legends she digs up, and the dialogue choices ultimately mean YOU are drawing the conclusions while SHE just agrees with them. By all rights, I should be the Professor in this game! 
Marnie
Honestly, I don’t have a strong reaction about Marnie either way. She just seems a bit subdued, we don’t see her very much, and there’s no real character arc that we get to see her go through. She’s the same as when we first saw her, only now she knows she���s not going to be the Champion, because you are. 
Bede
He’s a little jerk. And honestly? I love little jerks. But only if they’re done right.
Green was a jerk rival that was done right. He didn’t see the error of his ways throughout the entire game. However, come the Johto arc, he is now a gym leader, realizes he was treating his Pokemon poorly, and it’s implied he regrets his harshness towards Red.
Silver was another done right. He was a jerk from the very start, and a thief to boot. He hated you, and Team Rocket, and... all the world really. But as the game progressed, he came to realize that he needed to be kind. And by the end of the game, he has a Crobat. While his abrasive personality is still there, he respects you, and realizes you were right.
Bede, on the other hand, was pushed through the plot. First, he was working his hardest for the sake of the Chairman. Then when he was forsaken, hurt, and lost for a purpose... he wasn’t allowed to find his way himself. Instead, Opal snatched him away and demanded that he become the next Fairy-type gym leader. She even went so far as to force him to change his type preference! What happened to Gothorita and Duosion?! (Don’t get me wrong, I love Opal as a character. She’s probably my favorite out of everyone. But still...)
Bede should have come into his own by his own choice. And since he didn’t, the change seems like it... wasn’t a change at all. He’s still harsh towards you and others, and the respect he says he has for you seems insincere.
Piers
Unlike the rest of the gym leaders, Piers takes a slightly more active role in the plot once the ball FINALLY gets rolling. So I figured I’d talk about him, too. Piers seems... a lot like Nanu. Like A LOT. And that doesn’t really seem to fit with his rocker look or job. He just seems depressed and like he doesn’t want to be here. At least he’s a fairly responsible brother, always making sure Marnie is safe. I never did get past that hair though... Never liked it. But I seem to be in the minority there.
Oleana
She’s just... She seems like a Rose-obsessed Lusamine, instead of Ultra Beast-obsessed. Except her manipulation of children is more subtle. Honestly, I can see her being a formidable villain, and actually a much bigger threat than Rose. If only she was given the opportunity to actually DO more things through the game.
Chairman Rose
Rose is... Well, he doesn’t feel like a villain, if that makes any sense? He’s too placid. Mild. Calm. There’s no anger or any kind of intense emotion. Even when he’s disappointed in Bede, I don’t really... believe it. It’s like he ordered an ice cream and realized it doesn’t come with sprinkles. “Oh. That’s very slightly disappointing. But it’s still ice cream so it doesn’t really matter. It’s fine.” Even if you want to do a villain without strong emotions, there are other ways to do it.
Cyrus, jokingly referred to as having depression by the Pokemon fanbase, is a big example of this. He is very non-expressive, with a flat, almost scary look. He always talks analytically, and philosophically. He even openly scorns emotions. But when he does finally get a bit more heated and unhinged towards the end of the game, it’s a serious business. He feels dangerous.
Rose, on the other hand... doesn’t. He has all this supposed passion for Galar and its future. So much so that he’s willing to risk putting people and Pokemon in imminent danger to fix this energy crisis he seems to have made up... So then where is that passion? Where is his anger and frustration towards Leon? Where is his desperation?
It seems to me that the only energy deficit in Galar is in Rose’s behavior.
We’ve covered a lot now, but still not everything. My main gripes are over, but like every Pokemon game, there’s just a bit more.
The Post-Game
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Now the main plot is over, and you’re free to do as you please all across the region. Train up your Pokemon and catch newly available ones, explore places you didn’t go deeper in during the story, get a little extra tidbit of story sometimes... And to its credit, this game did deliver a decent post-game story to follow.
You saved the region. You met the legendary Pokemon. Now you have the Master Ball and it’s implied you can go off and get your featured legendary doggo. Fantastic! But once you make your way into the Slumbering Weald... these guys show up. Oh, and Hop is there moping. And Sonia shows up too, for some reason.
But these guys... These guys were arrogant little jerks from the beginning. And it makes sense once you learn they’re a part of Galar’s royal family - the descendants of the people who supposedly stopped the Darkest Day from happening and saved the region. Of course, now everyone knows that’s not true, and they’re pissed about what this means for them. Their family isn’t anything special. They aren’t anything special. Their status and positions have been taken away and given to Pokemon! It’s insulting to them! (Though they still have a loyal following.)
So what do they do? Pumping Zacian & Zamazenta full of Dynamax energy and causing them to wreak havoc will absolutely turn the people of Galar against them! And the cost? Eh, they don’t much care. As long as the legendary Pokemon look bad and they’re able to retain their status.
Of course, their plan backfires, and in true benevolent legendary fashion, the one legendary they do manage to overload with power does its absolute best to avoid hurting anyone. It’s a touching little story to go on. And what’s more? It actually makes sense! In fact, I would have greatly preferred this story as the main one focused on, rather than the hot garbage we got with Chairman Rose! My only gripe regarding the new story is how ridiculous these two princes are... Really Gamefreak? Swordward and Shieldbert? And that hair?? Do you have no subtlety anymore?
But as for wrapping up the old story... things still fall a bit flat. After the legendaries are calm again and you have your version’s pup, you go after Hop. And he is accepted by the other legendary in the duo. Considering everything he went through to try and get the sword/shield back just now, as well as his concern for and efforts to calm down the legendary, it’s understandable. He’s proven himself in their eyes. But then... he goes and decides to become Sonia’s assistant and work towards being a professor.
How did that happen? Why did it happen? There was no buildup in the slightest before this decision, and it seems very out of character for someone like Hop. He’s not technically minded. While he takes a mild interest in the legends of his home region (who wouldn’t when they’re that fun?), he doesn’t seem interested in doing any actual research. And now that he actually owns a legendary Pokemon, you would expect him to double down on his rivalry with you or at least aspire to do something more... heroic? Exciting? Why would a legendary Pokemon want to hang around when you’re not going to be utilizing them at all?
This extra little story is over very fast. Not only that, but everything you do pertaining to the story is done without having to struggle through a route or many other additional challenges. (Hey, a lot like the main story. Lack of travel/drawn-out struggle leads to pacing issues.)
Additionally, there are no new places to explore after the main story. Which really, REALLY sucks. Every Pokemon game has had more to see afterwards. Kanto had Cerulean Cave. Johto had an entire additional region, plus Mt Silver. Hoenn had lots of legendary Pokemon homes open up to you, plus the Battle Frontier in Emerald. Sinnoh had the entire Battle Zone. Unova had several towns and routes blocked off. Kalos had it’s own last town as well as a couple places you could go for legendaries, like Mewtwo. And Alola had an entire half of Poni Island. Galar has... nothing... Everywhere you can go in Galar, you will have access to before the Championship battle with Leon is over. And that’s a crying shame. They seem to be trying to remedy this with the DLC coming out, but that’s a whole ‘nother can of worms. I’ll get into that later. First, there still something else I want to talk about...
Dynamaxing and Gigantimaxing
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I get why this exists. I really do. Every single region has something that shakes up the way battles are done. Whether it’s more technical, statistic-based changes or something much more obvious. Hold items, double battles, tag battles, triple and rotation battles, Mega Evolving, Z moves, blah blah blah. We all know about that stuff, right? Each of the newer regions has some gimmick to go along with it. This is the Galar version. But unfortunately... when they implemented this change, they decided to get rid of the much-beloved Mega Evolutions entirely.
Now I could understand why they would do this with Z-moves. Dynamaxing is essentially the same thing, with the addition of more HP and the flashy, massive size of Pokemon to go along with it. Though it is disappointing, it’s not really a net loss.
But Mega Evolutions on the other hand... Those were something special.
Mega Evolution could have, potentially, coexisted with Dynamaxing. All it is is making the Pokemon bigger after all, right? A bigger Mega Evolution is doable.
But then the Gigantimax Pokemon come in... and thing start to make less sense. Basically, they made more Mega Evolutions, but named them something different. Why couldn’t they simply be more Megas? People LOVE Mega Evolution Pokemon! No one would have been mad at this! Except the people who, rightfully, say Charizard gets far too much attention. Three Mega Evolutions is a bit much.
But even then, if you’re so insistent on Gigantimax Pokemon being a separate beast entirely, then there’s STILL a way you can make Mega Evolution work in tandem with the new system.
Simply make Gigantimaxed Pokemon a Dynamaxed form of a Mega Evolution.
Okay, I know that was a mouthful and possible hard to wrap your head around, but imagine with me: You’re in a battle. You Mega Evolve your Pokemon. It’s stronger now. But you’re also in the position where you can Dynamax. You do so, and... instead of getting a bigger Mega, your Pokemon changes form a second time. So for example, let’s say you have a Charizard. Mega Evolve it. It is now a Charizard X/Y. Now Dynamax it. It is now the unholy lava abomination you see when you battle Leon. If you had not Mega Evolved beforehand, then it would have grown into a normal, everyday Charizard, But Bigger. 
This also takes away a completely arbitrary restriction - that not every Pokemon of a species can Gigantimax. I’m sure everyone knows by now, but let’s go over it again.
You have an Alcremie. You raised it from a Milcery, evolved it with your favorite Sweet, into your favorite flavor, whatever. Maybe it’s one of the strongest contributors to your team. But when you Dynamax it, it does nothing but get bigger. Then you see Opal’s Alcremie and wonder - how can I get my baby to do that? Is there a special item it needs to hold, or some other requirement?
Nope. Your Alcremie just isn’t good enough. It will never Gigantimax, because it was never capable of doing so in the first place.
With Mega Evolution, there is no limitation. You simply need to give your Pokemon the matching Mega Stone for its species and it can Mega Evolve, simple as that. you don’t need to find that certain special creature, when you already have a perfectly good teammate you’re attached to.
What’s more, Mega Evolution could be performed any time, anywhere, in any battle. Dynamaxing and Gigantimaxing is extremely limited to the Power Spots. Keeping Mega Evolution in would have lessened the disappointment of not being able to use the new mechanic casually. This was something that was heavily advertised when the game was first released, and to find out it’s so limited... I think it left a bad taste in a lot of fans’ mouths.
The DLC
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Now... on to this... I’ve touched on this before, and I’m sure everyone can tell.
I am not happy.
First, the financial aspect. If you are going to charge $30 for a two-part expansion, make it apply to both game versions. This may not mean much to casual players, since they likely bought only one copy of the game. But to people who bought both, or share the two copies with family, this is a massive slap in the face. You would have to pay double, for the same content, so both versions are updated. That is a low, low blow.
Now, the Pokemon. I’m glad they are introducing new Pokemon (most of which seem to be Galarian forms or new Gigantimax forms), but there seems to be little reason why they held off releasing them in the first place. Legendaries, I understand. Others, not so much. And the over-two-hundred Pokemon that are being reintroduced isn’t something that should get a pat on the back. They’re fixing their own mistake. They shot themselves in the foot and now they’re trying to say “Oh look! We’re improving things! This bloody hole is going to be healed now! How great are we?” The only saving grace to this for me is that the Pokemon being reintroduced will be available to everyone (to transfer or trade over) via the free update mentioned before. And even then, there are still Pokemon missing!
The new areas now. While we have seen snippets by now, there has been nothing really definitive to go on. These new areas will be in the style of the Wild Area - that much has been made clear. But that makes me exceedingly nervous. Will they be empty, devoid of NPCs? What will there be to do? Just how big are these areas? If they are, in fact, exactly like the Wild Area... I am going to be deeply disappointed. Aside from battling/catching wild Pokemon and gathering items, there is very, very little to do in the existing Wild Area. But at the same time, if the area the DLC gives us is too small, everything will feel sparse and rushed, just like the story of the game.
Speaking of story, we aren’t really given anything meaningful about the DLC’s story, either. We were vaguely told that the two separate locations will be focused on the themes of ‘Growth’ and ‘Exploration’, and we were introduced to a small handful of characters that will be central to the story, but that’s about it. You’re training in the Isle of Armor, and you’ve been enlisted to explore the Crown Tundra. That’s all we know. Literally anything could happen. And that, again, makes me very nervous.
Gamefreak have said these DLC are supposed to take the place of the story changes a third game would make. But in this instance, I seriously believe Sword and Shield would have benefited from a second pass. Much like Ultra Sun and Ultra Moon had the “Good Ending” over Sun and Moon, I think a follow-up game could have amended a lot of the issues I’ve laid out. Though I couldn’t say if Gamefreak would have actually committed...
The biggest thing to me here is that... this is not necessary. At all. I feel as though these new locations, as well as the new stories, should have been included from the get-go in the base game. For free. Of course, if the scope of these stories is on par with the main storylines of Pokemon games, I can understand. But if it’s much smaller... I just can’t condone this.
It is a blatant cash grab. One that I can find no excuse for whatsoever. This game, and most everything that has come of it, has been such a dumpster fire that it has drained my love of Pokemon and left me with nothing but anger and a deep, dark disappointment. Gamefreak can do better. Nintendo can do better. I know they can. And I am willing to wait for good content.
They’re just not willing to give their fanbase the time to make that happen.
And speaking of blatant cash grabs...
Pokemon Home 
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Pokemon fans have been wanting a cloud-based Pokemon storage system for years. At least, that’s what I’ve heard. But compared to Pokemon Bank’s YEARLY fee of $4.99, Pokemon Home’s premium fee for the same amount of time is quite shocking at $15.99 a pop. 
So what in the world went wrong here? Why is that price justified? While others have tried to explain it away by listing off all the different features, I say it’s not justified at all. And I’ll detail why below.
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You see these graphs? Both of these contain all the points I need to make. And I’ll explain exactly why.
I’ll start from the top of the list and move down.
Transferring Pokemon is only available if you pay money for it. That means that if you want to get the additional Pokemon returning with the DLC releases, you either have to pay for the DLC or you have to pay for Pokemon Home. While transfer between games used to be free, that changed when Pokemon Bank was released. And while many people were understandably upset, the low price and additional storage space that Bank provided was enough for me to accept the change. Pokemon Home, on the other hand, doesn’t deliver enough for its price. It doubles the storage capacity Pokemon Bank had, and it introduces Room Trades. Which, honestly... don’t sound very appealing.
The number of Pokemon that can be deposited for free is... thirty. A single measly box worth. This may be enough for some people, but this, plus the box space in a copy of Sword/Shield, is not even enough to make a Living ‘Dex (if you want to include every different form of Pokemon. Otherwise it’s just barely enough). Not that you could make a Living ‘Dex anyway, with so many Pokemon still cut out. But back to the box capacity. For transferring only, this number might have been okay. But for storage purposes, this is only half a percent of the 6,000 potential Pokemon you could store if you paid up. Not even 1%. It’s 0.5%. It’s outrageous.
Wonder Trades, GTS trades, and Room Trades I’ll do together. For these features, I have little problem with the way they’re set up. The additional slots for trading are actually useful, and it makes sense to put them behind a paywall. This, I would be willing to pay for. Just not pay so much. Especially when this feature was taken out of the base game in the first place. Since the GTS was first introduced in Gen 4 (Sinnoh), it has been a staple of the game and a vital tool for completing the Pokedex, especially if you have no one to trade with in person. Many people were surprised and upset to find that the only trading function left in the base Sword & Shield games was the Surprise Trade, which is essentially Wonder Trade with a new name. However, while it is a little reassuring to have these features free to use, there is still a major limitation. It can only be done on the mobile phone version of Home.
This is something that has never existed before. You have never needed any device other than your gaming console. And to not have trades available in the Switch version as well is completely absurd. How do they expect children to use this? While tablets and smartphones have become more and more common, I doubt the vast majority of children have a device that is purely their own. They will have to nag their parents to download the app, and then further pester them each time they want to trade. Why not have that a part of the Switch version in the first place? It would be much more streamlined. I understand the practicality of having a Home app - I really do. It makes moving from Go to Home easier, I’m sure, and you now have added mobile usage when your Switch is out of range of an internet connection. But blocking features from the Switch makes no sense whatsoever.
Continuing on to the Judge function. Again, this was a feature that was removed from the main game. Not only that, but this time it is locked completely behind the paywall. When this feature came out just last generation, many competitive breeders were ecstatic. They no longer had to jump through hoops to determine that there was a Perfect IV baby in the hundreds, sometimes thousands of eggs they just hatched - they could see it right on the screen. And as a casual player, it was cool to see how many breedjects I ended up with. But it seems Gamefreak gave us a taste of a very good thing, then yanked it away, like candy from a baby.
On to the second chart. I already talked about the trading limitations, so I’ll skip over that. And it makes sense that moving Pokemon from the Switch games would be Switch Home exclusive, in addition to receiving Battle Points. There is nothing on your phone that can make use of BP. However, there are more phone restrictions that make no sense. Why can’t you receive Mystery Gifts or check Battle Data/News on the Switch? It’s certainly capable of it. Mystery Gifts in particular are another frustrating problem on par with the trading issue. The other two features I wouldn’t mind being mobile exclusive.
All in all, Pokemon Home is another hot mess for Gamefreak and Nintendo.
Conclusion
I know I’ve been rough on this new generation. Arceus knows I was pretty brutal, especially where the story was concerned. But that’s only because I know they can do better. Up until this point, we’ve been given some games that were downright masterpieces. I am highly disappointed in the creators, and I hope with all my heart they listen to their fans and do better going forward. Even if that means we have to wait a little longer.
What’s more, I seriously hope they don’t continue to financially extort their market. Charging this much for something so rushed and poorly executed is an insult. And if it continues... I’m afraid of where the Pokemon franchise may be headed.
That’s all. I’m sorry if I stepped on some toes here, but these are all my honest opinions. I hope that some of these things have validated others’ feelings, too, and perhaps that people look at some of these issues in a new light.
PS, I’m sorry for any abrupt tonal shift that might be seen between the “Characters” and “Post-Game” sections. I had to stop writing to go to bed, but then I didn’t get around to finishing until nearly a month later.
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scgdoeswhat · 5 years
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Unpacking The Elementalists Finale
I’d like to dedicate this to my dear Kane anon (and other TE anons) who have been hitting my ask box up for the last several months. I’m sorry this took forever to get out and I know it doesn’t ease the fact that they ixnayed Kane, but hopefully this makes a little more sense of TE’s abrupt ending.
Without further ado...
I’ve been wanting to make this post since Book 2 Chapter 10, but life has been hectic. TE’s finale finally forced my hand and so here I am, with a bunch of theories, points, and thoughts I've had noted since the book came back from its hiatus. First off, now that TE is officially over (😭) we now know that the hiatus was primarily used to tie up all the loose story lines and to give us a tidy ending. The writing in the second half of the book was more solid, concise, and had a clear cut vision of what the writers wanted and where the plot was headed. As much as I hate to say it, the first half of the book may have been overly ambitious. They introduced the Moral Compass, potentially two villains in Kane and Alma, and a plethora of different storylines. I had a number of people tell me through the first five/six chapters of Book 2 that they were confused with the plot because it became too convoluted and hard to follow along. I think they introduced too many elements into the story, which dragged down the arc. Let’s break down some of these individually: The Moral Compass was something we were all excited to see implemented, because it gave us the potential to be an evil MC. In the end, we know it didn’t make much of a difference, save for dialogue and/or violent options. I think this was originally something intended to be greater than what it amounted to, and part of it is the limitations of the medium that the app is and simply, resources. This also ties into…. The plot involving Kane and Alma. I don’t believe having Kane as the Big Bad was supposed to be as defined as it ended up being. The two Sources were written far more ambiguous in the beginning, with the chance that depending on your choices, you could side with either one by the end of the book and/or series. The hiatus streamlined the plot, discarding elements that were difficult to pull off, including multiple MC point of views that may have held the possibility of being evil or choosing Kane, therefore placing Alma as the antagonist. In a narrative story app such as Choices (as opposed to Lovestruck, where the routes have the same players but different stories altogether), I just don’t think this advanced storytelling would have been doable. These plots are primarily linear, and MC being evil/with Kane/etc, it would present a different set of problems, including the fact that this becomes an entirely different story while there is supposed to be one solid ending. (For what it's worth, I enjoy the MC customizability of Choices more.) Looking at the group of friends, obviously Beckett was incredibly fleshed out while the others were not as much. I wanted to delve further into our friends’ backgrounds a bit more, and I think at the beginning of the book, we were on that path. Aster and her wood nymph family was a perfect example of table setting. We had two or three scenes before the hiatus to go to the forest, and I thought the Wand Wars and their involvement against Kane was slated to be more prominent. I think the writers had something bigger planned, but how would it all tie in if players started choosing the evil choices? Again, having too many choices causes a domino effect that makes it nearly impossible to navigate when the story is supposed to end with a particular goal in mind. The chapter where we can receive the wand was a symptom of ending the book early and I think the execution of the actual Wand Wars scene was lacking the emotional punch the initial introduction of it warranted. This is unfortunate because the setup they had in Book 1 made it seem much more violent, disastrous, and full of hate compared to what was shown (i.e. Attuned just being greedy bastards). We were introduced to Shreya's Serene & Sublime business and the potential of family disapproval and lack of support in the beginning, but everything was tied up with the gala chapter. Looking back, I was curious why it was so easy to get so many financial backers this early into the series, but knowing that TE only went for two books makes much more sense why we knew whether S&S succeeded or failed. (Tangent - for anyone who didn't secure backing, is S&S successful at the end of the book?) I think Griffin, his scholarship, and his decision between Natural Sciences and Thief was also slated to be a bigger subplot. We never met his parents, despite them being brought up very early in Book 1. If TE had gone the originally planned three or four books, I have no doubt his family would've been introduced and MC would have needed to help sway his parents (and the committee for the scholarship) whether Griffin continued on the NS or professional Thief path. Doing the Griffin scenes (even as platonic friends) influenced his standing for the scholarship and not doing them made him lose out to Amy, if I'm not mistaken. Question for everyone regarding Zeph and the Thief captaincy: Does he get it in everyone's playthrough? I wonder if the writers always planned for Zeph to get the captaincy or if Griff would have kept it depending on your playthrough if they had all four books to use. Another big plot point that resolved itself out of nowhere was Atlas and MC butting heads over their Sun Source mother. I was not a fan of this storyline at all. I felt like the disagreements between the siblings was unnecessary drama that came off as forced. They tried to explain Atlas' position, and I understood where they were coming from, but Atlas was very unreasonable with their constant “who cares about mom” shtick.
I think this was something that could have been more impactful if there weren't so many plotlines happening and more focus could have been given to it instead of a few screens of Atlas saying they were pissed off before storming away from MC. This was also a plotline that was directly influenced by the Kane/Alma decisions. If MC sides with Kane, it makes much more sense for MC and Atlas to be against each other as opposed to MC being good/siding with Alma.
Five major subplots were opened, but how do you seamlessly weave these elements into a 17-19 chapter book? In my opinion, you can't. Each time something new was introduced, I felt things were glossed over, despite big chunks of chapters being focused on whichever subplot the chapter was about. Throw in the romance and I think it is nearly impossible to resolve each aspect in a complete manner.
What also hurt was the pacing of the series. This was also seen in Book 1, where sometimes a chapter would span one or two days, only for a huge time jump to occur in the next chapter.
So many ideas could have been explored through the course of four books (which is what I believe they had planned), but all the different elements should have been introduced at different times. Instead, Book 2 was an amalgamation of so many ideas but not enough time, space, or resources to thoroughly hash out and have a satisfactory resolution. For what it’s worth, I don’t think it was having too much Beckett that hurt the series. He obviously kept the series afloat and was one of PB's biggest moneymakers in recent history. Despite the constant complaints on tumblr, people fail to realize that the ENTIRE online fandom (FB, IG, Twitter, Tumblr, Reddit, Wiki) comprises maybe 0.5% - 2% of the ENTIRE player fan base. It only made sense that PB capitalized on him because their numbers dictated that the resources should be spent in that manner. The fallout from this was that Beckett was the only one who had his storyline relatively complete, and that was due to the spending power of everyone who romanced him. I think what hurt them the most was the multiple storylines and the indecision of which direction they wanted to go. They had a grand idea of the direction through Book 2 (and Book 3, let’s not lie here) but in-game mechanics and the type of game Choices is made it difficult to pull off. The app wasn’t the correct medium for what they envisioned. In my opinion, the overall story arc had the potential to be brilliant, but again, the app wasn't designed for the type of story the writers wanted to tell.
I also think the timing and having a very short turnaround hurt, as well. Players had high expectations and when you factor in the hype around the other books that were also released on Fridays, TE lost some of its sparkle. Most players didn’t get a chance to miss it for the regular 2-3 months we’ve been trained to wait for sequels. (I recognize that I’m an anomaly and the previous three sentences do not apply to me at all.)
Even with all this, I applaud the writing team for wanting to deliver a story that was worthy of a magical world. I love all the Pend Pals (‘Motley Crue’ for me), the familiars, the side characters, loved to hate the villains, and from someone who is not into Harry Potter lore at all, I was absolutely sucked into the magick universe that the writers built. (Metal Att for life ⚙!)
If TE does return in the future (and I REALLY hope it does), I think it will be even stronger than the first two books because the world building is complete. We know almost everything we need to know now. Instead of using a Book 3 to search for Sun Mama, the family is complete, MC and Atlas are attuned to all the elements, and there are so many open-ended questions that Book 2 left us.
If they implement a time jump where MC and the Pend Pals are all post grad/mid 20s, it also gives the writers a chance to move the story from the Young Adult genre to a more mature setting. We saw this in the later diamond scenes, where the writing appeared similar in their vividness (and coding in the final scene - THANK YOU, glorious writing team) to Open Heart, Bloodbound, and A Courtesan of Rome. This removes the restrictions placed on the group of being college kids, and therefore are almost fully developed with their magick, giving the possibility of moving the story out of a university setting.
If you've made it all the way here to the bottom, thank you for sticking with me and apologies for spelling/grammar since this has all been on my phone 😂 I think this comprises almost all my notes I've been keeping for the last 2 months. Feel free to agree or disagree; I just wanted to post my thoughts on this book and series that I love so much.
Now, I'm going to go back to my holiday (don't worry, I didn't write all of this while on vacay lol) and I'll try to answer asks when I have downtime.
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baphomet-media · 4 years
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Top 10 Games I Played in 2019
Another year has gone by just like that, and here we are with another year’s worth of games played! There were some good releases this year, and I’m excited to talk about them all. Before that, though, let’s touch briefly on the criteria for these lists:
Any game that I played for the first time in 2019 is eligible, regardless of initial release year. Games that I started late in the previous year but spent most of the time playing in the year in question also count.
Ports, remasters, remakes, etc. of games that I have played before do not count.
I have to spend a certain amount of time with a game or the game has to make some kind of significant impact on me to be considered.
Lastly, these are just my opinion out of a very limited pool of games that I was personally able to get to this year, so if a game you played this year doesn’t show up, chances are either I didn’t have a chance to play it, or it just wasn’t personally as impactful to me as some of the others on the list. Now, on to the list!
10. Fire Emblem: Three Houses (Switch)
Developer: Intelligent Systems / Koei Tecmo
Publisher: Nintendo
Genre: Strategy RPG
Release Date: July 26th 2019
Before Three Houses, the only Fire Emblem game I played was Awakening on the 3DS. I mostly enjoyed it, but I couldn’t get into the marriage aspect of the game, and I felt that many of the battles a bit too lacking in any sort of story context other than “There are bad guys here, let’s take them out!”
However, Three Houses really succeeded for me where Awakening failed. The academy was a really great home base and actually gave some meaningful context to most of the battles in the game. I really enjoyed micromanaging the different lessons in the game and tweaking each of my students into exactly the build I wanted for them, however I felt the drawback of this was that there weren’t really a whole lot of different classes to really explore. Most of the game’s character classes are just stronger variations of lower-level classes, and it definitely felt like some skill categories became woefully underutilized as the game went on, so there was no point in training people for them. I also liked recruiting other students to my house, but I felt like the other houses students didn’t really offer anything that my current house already had, so some students ended up feeling mechanically similar to others.
The battles were exactly what you’d expect from Fire Emblem, and gave me a bit of a tabletop RPG vibe, which I enjoyed, particularly when there were large monsters to fight that took up more grid space than standard units.
That being said, the story was really interesting, and I really liked watching everything unfold. I picked the Black Eagles house (because Edelgard is great), but I felt like that story didn’t really do a great job of explaining everything, and expected you to just side with Edelgard on some of her more bold decisions with no explanation as to why what she was doing was right, which felt kind of unfair. The game really wanted you to go through and play each one of the houses stories, but with around 80 hours poured into a single house, I didn’t really feel like there was much point at the end.
Overall, I think Three Houses is a great fit for the Switch and I’m excited to see what the future of Fire Emblem on Switch will look like.
9. Luigi’s Mansion 3 (Switch)
Developer: Next Level Games
Publisher: Nintendo
Genre: Adventure
Release Date: October 31st 2019
When it comes to Luigi’s Mansion, I enjoyed Dark Moon on 3DS back in 2013 while waiting for Animal Crossing: New Leaf to drop, but I never really had much of a reason to come back to it. Still, I really enjoyed the exploration aspect of the game and the attention to detail really impressed me with how nearly everything could be interacted with.
Luigi’s Mansion 3 on Switch is more of what you’d expect from the Luigi’s Mansion series. The game centers around Luigi exploring a haunted hotel to stop King Boo and rescue Mario and his friends. While Dark Moon focused more on a few isolated mansions with different themes, LM3 brings things back to a single gigantic building. This time, each floor of the mansion has a different spooky theme, from ancient Egypt, to classical music, to a floor overgrown with plants. Luigi has to defeat the boss of each floor to reclaim the elevator button for the next floor as he gradually works his way to the top.
Like with previous games in the series, you can expect loads of environmental interaction, such as all the items you can suck up and mess with using the Poltergust, but LM3 brings some new mechanics to the series, including a launchable plunger than you can then pull on to yank certain objects around, as well as the remote-control Gooigi, who is as fun to use as his name is cursed. Gooigi is basically a slime doppelganger for Luigi who can be deployed at any point to assist Luigi with different tasks, or split up for local co-op play. He also has the ability to squeeze through grates and pipes, allowing all sorts of hidden areas that only Gooigi can explore.
LM3 is a game that oozes with charm (no pun intended), though the combat does get a tad repetitive. Also, I was a bit disappointed that there was not more interplay between different floors of the hotel. They’re almost exclusively completely isolated levels, which definitely takes away from the feeling of having a huge building to explore.
8. Blasphemous (PC)
Developer: The Game Kitchen
Publisher: Team17
Genre: Adventure Platformer
Release Date: September 10th 2019
Blasphemous is a game I remember seeing teasers for earlier in 2019, but saw little to no hype for otherwise. However, the concept and the stunning hi-bit pixel art immediately drew me in. The game is a 2D adventure platformer set in a gothic fantasy world reminiscent of Dark Souls. In fact, quite a lot of this game is reminiscent of Dark Souls, with a lore thicker than gravy that’s brimming with little tidbits of information in every NPC dialogue, every item flavor text, and in the bosses you encounter. The world takes inspiration from Christianity, though not actually being about Christianity itself, instead a fictional religion with many similar aspects (an approach I wish more developers would take).
In Blasphemous, you play as The Penitent One as you explore a rotting gothic world and learn more about a strange quasi-religious curse called The Miracle and other fascinating bits of the world. You explore such locations as rotting cathedrals, a frozen mountain, the interior of a colossal bell set upside down into the ground, and more. Along the way, your eyes will feast on some of the most gorgeous pixel art in games this year.
The Penitent One is able to battle with their sword and certain special abilities picked up along the way. While the combat is fairly simple at first, it gets much more deep and nuanced as you go along, dodging enemy attacks, parrying and countering, using spells to buff yourself or shoot projectiles, and much more. Personally, the game feels a lot like Dark Souls meets Castlevania, particularly Symphony of the Night. It’s definitely a lot of fun, though it may not be everyone’s cup of tea due to tone and difficulty.
7. Mario Maker 2 (Switch)
Developer: Nintendo Entertainment Planning & Development
Publisher: Nintendo
Genre: Action Platformer and Level Editor
Release Date: June 28th 2019
I was a big fan of the idea of the original Mario Maker on WiiU, so I was really excited when Mario Maker 2 was announced for Switch with a plethora of new parts, themes, mechanics, and features. I have a pretty big soft spot for classic Mario games, and level editors really get my gamedev side going, so this game pretty much checked all the boxes for me.
I was glad this time around to see an extensive singleplayer mode, where Mario has to play through Nintendo’s own pre-made levels to gain coins to rebuild Peach’s castle after the Undodog resets it all to nothing. It was a great introduction to the game, particularly showcasing what all you can do with the new parts. It was the perfect thing to get any creator’s brain tingling with ideas for their first level.
The editor itself is largely improved from the WiiU, though you’ll almost certainly need a capacitive stylus in order to really take advantage of the Switch’s touch screen, though it’s nice to finally have a Switch game with proper touch screen support, since it seemed like Nintendo had all but forgotten about this part of the device. There are tons of new improvements here, too, such as all modifiers for objects can be accessed by long-pressing on an object. One thing I wasn’t fond of though was the way the Select and Copy modes are accessed, needing to toggle through them and normal edit mode instead of just having a single button for each.
Unfortunately, the Amiibo costumes have not returned, which would have been a great use for Amiibo on Switch (anyone remember that the Switch is Amiibo compatible?), though with the recent release of the Link costume, it seems that Nintendo has plans in mind for these alternate forms.
Fortunately, if you’re not much of a creator, there’s still plenty to do in MM2, as there are tons of ways to play levels online, including an endless challenge mode with different difficulties, browsing top level lists, and a new speedrun mode where levels are available for a limited time and you can grind them to get your best time, playing against the ghosts of other players’ best times.
All in all, I’ve had fun with MM2, and I’m excited to see what Nintendo will bring to the game in future updates (please implement level playlists).
6. Baba Is You (PC)
Developer: Hempuli
Publisher: Hempuli
Genre: Puzzle
Release Date: March 13th 2019
Out of nowhere back in March came a little indie game known as Baba Is You. In this programming puzzle game, each level contains the rules of the level as physical objects that you can push around and recombine to manipulate how the game plays. Each rule statement can (usually) be broken down into three components: an object (such as Water), a verb (such as Is) and a property (such as Stop). Each one of these components can be pushed around at will, and if you line all three of them up you get the statement “Water Is Stop”, meaning that all water tiles in the level do not allow other objects to move over them. If you break this statement, the water loses this blocking property and you can walk over it. It doesn’t stop there, though, and there are tons of combinations and complicated scenarios that will leave your brain hurting after too long. While some of the puzzles are unfortunately rather obtuse in their intended solutions, and the game doesn’t always do a great job of teaching you the skills you’ll need to face harder puzzles, you at least have the option of completing multiple different levels, so it’s rare that you’ll be stuck on just one.
It also helps that the art for the game is a cute but simplistic hand-drawn style that makes it easy to distinguish all the various elements of each level. The only reason this game didn’t rank higher on my list is that I got stuck and I found most of the levels to be a bit too hard for me (shocking, I know).
5. Gato Roboto (PC)
Developer: doinksoft
Publisher: Devolver Digital
Genre: Adventure Platformer
Release Date: May 30th 2019
Gato Roboto is a cute Metroid-like adventure platformer that sees you taking the role of Kiki, a cat who has to explore an alien planet to rescue her master’s crashed ship. Fortunately, while Kiki is defenseless on her own, she is able to pilot a robotic mech suit to run, gun, and jump across different zones of the planet. While a Metroid-esque platformer is nothing new, it’s the charming 1bit graphics and the interesting interplay between power suit mechanics and suitless cat mechanics. Sometimes there are gaps that the suit can’t fit into or walls that you need cat claws to climb, so you’ll have to abandon your robot suit and proceed on foot for a bit. In true Metroid fashion, you’ll acquire many upgrades for your suit as you go along, including movement abilities and health upgrades.
The game is short, but very sweet, and the mechanics are super satisfying. You could maybe finish the game in a few hours, but the controls and speedrun potential will likely keep you coming back for more.
The only downside I have to the game is that there is at least one section where you have to explore extensively on foot, and since you die in a single hit while on foot, it makes for some frustrating moments when you just barely mistime a jump and graze an enemy. Also, at one point I managed to softlock the game by accidentally bypassing a barrier that the player isn’t meant to and getting stuck in a boss area when a required button doesn’t work after you defeat the boss. Fortunately, the developers managed to patch this, so I was able to continue playing after a while.
4. Hollow Knight (PC/Switch)
Developer: Team Cherry
Publisher: Team Cherry
Genre: Adventure Platformer
Release Date: February 24th 2017
I’ll admit, I was a bit late to the party on this one. Hollow Knight released back in 2017 on PC, and while I played it for a bit on there, I didn’t get far and just never had time to come back to it. However, when it was released on Switch in mid 2018, I ended up picking it up again some time later and gradually worked my way through it into 2019. Hollow Knight is a Metroid-esque adventure platformer with light Dark Souls elements set in a dark and dismal world of a fallen insect kingdom. You play as a lone knight who seeks to explore the Hallownest and learn its secrets. Armed only with your Nail, a rusted sword, you explore the caverns and abandoned civilization beneath the town of Dirtmouth.
The game has tons of exploration, and allows the player to explore Hallownest at their own pace with minimal signposting towards destinations. Additionally, the game has an interesting map mechanic where you start off completely without a map and have to rely on memory to navigate the tunnels, however very quickly you’ll be able to purchase a blank map where you can record rooms you’ve been to at each save point. However this map only works for the current area, so for each area you discover, you’ll have to start this process all over, finding a map so you can chart out the area. While this sounds like a pain at first (and definitely can take some adjusting), it’s actually really interesting as you feel like you’re really discovering a forgotten realm and charting out your own personal course through the world. There are also plenty of points for nonlinear progression, as many areas are often open to the player at once, so it’s up to them to choose where to go (or just stumble across new areas at random like me). Each area offers vastly different visuals, from a mushroom-filled series of tunnels, to an elegant garden, to dank sewers, to a city drenched with perpetual underground rain. In each area you’ll explore every nook and cranny to find upgrades and new abilities.
Along the way, you’ll find many badges that you can equip, a la Paper Mario, that give you various passive bonuses and abilities, however you are limited in the number you can have equipped at a time, so strategic planning of which badges to use is crucial.
One of the game’s main features is challenging boss battles. The further you get in the game, the more the balance shifts from exploration to combat, with the late game mostly revolving around hunting down multiple different bosses. Many bosses are optional, however, and some are even hidden, so many players might miss them entirely. Personally, while I found many bosses to be fun challenges, it got kind of tedious to constantly be fighting bosses at every turn, which led to me not completely finishing the game.
3. Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition (Switch)
Developer: Square Enix
Publisher: Square Enix
Genre: RPG
Release Date: September 27th 2019
I’ll admit I slept on Dragon Quest XI when it released for PC and PS4 back in 2017. It was constantly on my “maybe someday” list, but it wasn’t until the Definitive Edition released on Switch back in September that I decided to give it a go, and boy am I glad I did.
DQXI tells the story of a young man who finds out one day that he is the reincarnation of a legendary hero called The Luminary, who is said to defeat an evil known as The Dark One and bring peace to the world. However, he soon finds himself hunted by a corrupt kingdom that has branded him as The Darkspawn, claiming he is responsible for bringing The Dark One to the world and causing disaster. Thus, our hero travels the world, meeting friends along the way, and finding out what it means to be The Luminary.
The game’s plot may seem a bit generic, but that’s the thing. The whole conceit of DQXI is that it’s a classic JRPG at heart, but with a lot of modern touches to make it feel accessible today. So while there are plenty of turn-based battles, MP gauges, and a story that’s simplistic at the surface, there are loads of surprises throughout and lots of mechanical tweaks that drastically improve the quality of life of the game. For instance, as characters level up, they gain skill points that they can spend on a grid of skills to improve their abilities in different disciplines. Usually, each character has a sector of the grid for each weapon type they can use, as well as one section full of character-specific buffs and special abilities. By the end of the game, you’ll be able to unlock nearly every ability, so it becomes more of a matter of deciding which abilities to prioritize based on how you want to customize each character.
Speaking of characters, there’s a pretty full cast of characters to enjoy, and I found myself loving all of them, such as the spunky Veronica, the flamboyant Sylvando, or the warrior princess Jade. Each character has their own battle style, too, including casting spells, using strong weapons, buffing the party, and more.
The game will easily get you over 100 hours of playtime, with myself clocking in at around 120 hours so far. I’m not quite done yet, but I’m almost there. See, there’s a ton to do in DQXI aside from the main story, including crafting and improving items in a quick minigame at your Fun-Size Forge, gambling in the casino, horse racing, side questing, and exploring various parts of the world.
As for quality of life features, there are such things as the Horse Hailer, which allows you to immediately summon a horse on the overworld for quick travel, early access to the Zoom spell, which lets you teleport back to any town, important location, or campsite you’ve visited throughout the world for free, campsites being free healing, a speed-up option in combat, multiple auto-battle options, the ability to quick-heal in the menu, and more. It’s hard to really list everything, but there are tons of instances where you’ll think “Oh, that’s really handy”.
The visuals of the game are fantastic, with lots of that Akira Toriyama style that’s become synonymous with the Dragon Quest series. The characters are all really well designed and memorable, though some of the NPCs have a bit of a case of same-face, which is especially jarring considering that the game’s world is inspired by many diverse real-world cultures, making it odd that people from a Japanese-inspired area look exactly the same as people from an area based on northeast Europe. Still, I think the game otherwise does an excellent job at respecting world cultures, and even incorporates real-world languages into different regions. For example, the in-game city of Gondolia is based heavily on Venice, Italy, and the people of that city sprinkle bits of Italian into their dialogue. It’s a charming touch.
The music for the game sounds really great if you enable the orchestral version. Unfortunately, the game originally released with only a synthesized version of the soundtrack, which sounds terrible by comparison. Unfortunately, I felt that although each of the compositions were very memorable and pleasing, there sometimes didn’t feel like enough of them. The overworld, city, battle, boss battle, and dungeon themes are exactly the same wherever you go in the world, and I felt like that was a missed opportunity to really spice up the soundtrack with more unique themes to each area.
Overall, If you like JRPG’s, you’ll definitely like DQXI. My only complaints are that it can be a tad on the easy side, and that there are a few points of no return in the story that cause certain quests to be locked out without warning.
2. Super Smash Bros. Ultimate (Switch)
Developer: Bandai Namco Studios / Sora Ltd.
Publisher: Nintendo
Genre: Fighting
Release Date: December 7th 2018
Was this really a surprise? A new Smash Bros. game releases the day before my birthday? Of course I’m gonna love it! I had been hyped up for Smash Ultimate for months preceding its release, going as far as watching any gameplay videos on YouTube I could find from various demo events and tournaments around the world. Even after the game’s release, there have been tons of content updates, new fighter DLC, and just so many reasons to come back to the game. It doesn’t hurt that one of the most accessible fighting games of all time is available on a handheld system (literally the only reason I played Smash 3DS). Smash Ultimate stands out in more than just its portability factor, though. While it largely recycles content from previous games, it can be seen as the “Ultimate” Smash Bros game, bringing back every single fighter from the series history, nearly every playable stage, and tons of familiar modes. Not only that, but new content is also present in terms of fighters, stages, and more. Long awaited characters include the Inklings from Splatoon, Ridley from the Metroid series, King K. Rool from Donkey Kong, and surprise guests, including Simon and Richter Belmont from Castlevania. On top of that, a plethora of DLC fighters and stages have been added, with the 5th DLC fighter still upcoming and shrouded in mystery.
Most prominent of the new additions is the game’s approach to a story mode. Unfortunately not as robust as the Subspace Emissary from Super Smash Bros. Brawl, The World of Light is still a welcome addition. In this mode, a strange angelic being called Galeem has turned all of the Smash fighters into evil controlled puppets, except, of course, for Kirby, who sets out to free each of the game’s 70+ fighters from Galeem’s control across a large board of levels, each connected by pathways. Each level features a battle against a copy of one of the game’s fighters possessed by a Spirit, essentially the essence of a video game character, and you have to free the Spirit and claim it by defeating the possessed fighter in a themed battle. This was a really nice way of including references to characters across not only Nintendo’s history, but the whole history of gaming as well, including some characters who do not otherwise appear in Smash, such as Shantae and Rayman. These Spirits, once collected, can be equipped to your character to not only improve your power level, but also offer different buffs, such as resistance to certain attacks, powering up your Smash attacks, starting you off each battle with an item, etc. I definitely enjoyed the World of Light mode, though I felt like it was a tad on the shallow side, and battles could get fairly repetitive after a while.
Fortunately, Smash really shines on its core mechanics, and the most fun I’ve had from the game is exploring all the different characters and finding which ones I like best. My current main is Ganondorf, though I still love playing as Ness and Lucas. Really, this is Smash at its best, and a number of much-needed mechanical tweaks, such as dodge fatigue, directional midair dodging, holding smash move charges, and an overall faster pace make this my favorite Smash game yet.
1. Persona 5 (PS4)
Developer: P-Studio
Publisher: Atlus
Genre: RPG
Release Date: April 4th 2017
Okay, wow. What a game. I’ve never played a Persona or Shin Megami Tensei game before, but buzz for Persona 5 was everywhere, and with the inclusion of P5’s Joker in Smash, I had to check it out. Even though I got to the game nearly two years late, I’m so glad I did.
Persona 5 is an RPG where you take on the role of a high school boy (he doesn’t really have a default name, but the most common name for him is Ren, so that’s what we’ll use) who has gotten tangled up in some legal trouble after intervening in a drunken assault on a woman he witnessed on the street. Turns out, this guy was something of a bigshot, and Ren soon finds himself placed under a form of rehabilitation where he is forced to transfer to the illustrious Shujin Academy in Tokyo. While at Shujin, Ren must live under the guardianship of a man named Shojiro who runs a coffee shop. Ren must stay out of trouble at school and live honestly.
However, trouble almost immediately finds Ren again as he discovers a lecherous teacher is mistreating many of the school’s students, and while investigating, accidentally slips into a strange dimension called the Metaverse, where the twisted perceptions of corrupted people are manifested into reality, and a sprawling Palace exists for the evil teacher. There, Ren meets a strange talking cat named Morgana who offers to help Ren if he will help Morgana find the Treasure at the heart of the Palace. Turns out, the Treasure is the manifestation of what caused the person’s desires to become corrupted, and stealing it causes them to lose their distorted emotions and confess.
Thus, Ren becomes a Phantom Thief, infiltrating Palaces and stealing Treasures by night and masquerading as a humble high school student by day. The Palaces are effectively the game’s dungeons, and this is where combat and exploration take place. Along the way, he’ll discover the power of his Persona, effectively an avatar of the user’s personality that enable them to unleash their true power inside the Metaverse, as well as use special abilities. And of course, you’ll recruit many friends to the Phantom Thieves, all of whom have their own motives and Personae. However, Ren has a special power. Instead of just being limited to one Persona, he has the ability to capture many Persona from the Metaverse by recruiting the game’s enemies or fusing Personae he already has to make more powerful ones. Thus the game has a light monster-collecting aspect to it, as each Persona can be leveled up to unlock new abilities, fused with others, and much more. What’s cool is that each Persona must be persuaded to join you by knocking it down in battle and then speaking to it in whatever way you think it wants to hear.
Outside of Palaces, you’ll investigate your targets, infiltrate a mega-palace called Mementos, as well as managing your free time. You see, Persona 5 allows you a limited amount of time to do everything you want to do, and it’s crucial that you manage your student life as well. This means spending time studying for exams, reading books to improve stats, working part-time jobs for money, playing minigames, and most importantly, hanging out with different NPCs, your teammates and supporters, to boost their friendship levels. As you get higher in friendship with each NPC, you’ll unlock new abilities, some of which are truly game-changing. I really enjoyed this aspect, as it felt like a puzzle trying to figure out how best to use my time. Almost nothing felt wasted, but I knew I wouldn’t have enough time to do everything, so I was always thinking about how best to optimize my time. Unfortunately, you can’t do everything in a single playthrough, but fortunately you can carry a lot of your progress over into New Game+. Some features are actually restricted to NG+, so it makes it feel like that second playthrough is really necessary if you want to see everything.
While the dungeons and the battles are mechanically fairly straightforward JRPG faire, the battles are interesting in that each enemy species has its own strengths and weaknesses, and exploiting weaknesses can knock down the enemy and allow you to take an extra turn, which can lead into strong combos. Furthermore, once all enemies are knocked down, you can perform a powerful All-Out Attack for massive damage. It honestly doesn’t get too much more complicated than that, but there is enough depth to the system to keep you engaged until the end of the game.
Each of the game’s characters are extremely well-designed, and I loved pretty much all of my party members, though Yusuke didn’t click with me as well as some of the others, despite being voiced by the amazing Matt Mercer. My favorite, of course, was the imperious Makoto, who appears little more than a bossy student council president in reality, but explodes into flurries of righteous blows in the Metaverse, alongside her robot motorcycle Persona.
Of course it’s impossible to talk about Persona 5 without mentioning the absolute masterpiece that is this game’s presentation. If you know anything about the game, you’ve likely seen the striking art style used in all of this game’s art and UI. It’s honestly every bit as eye-catching and jaw-dropping as it seems. The music is an utter masterpiece as well, with all manner of swingy jazz tunes, somber piano pieces, heart-pounding rock tracks, all of which come together with the visual style to give you something unlike anything you’ve ever played before and to truly make you feel like a suave Phantom Thief.
I managed to not only get through the main game, but get all the way through a NG+ playthrough back-to-back to get that platinum trophy and not once did I feel bored doing so. I clocked in at around 200 hours in total and it was one of the best gaming experiences of my life. If you like RPGs, time management games, good anime-style stories, or just good games, do NOT pass this one up, especially the upcoming Royal version that’s releasing in March.
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hydralisk98 · 4 years
Link
Here’s my follow-up to my commentary about the game’s lore and list of acknowledgments.
I won’t list the reference links as you (or anyone who do like to research stuff) can figure it out by themselves.
Now, here we go! *starting the fact counter*
I own and played both games the traditional way. (+2)
I know about the Borealis, the Half-Life storyline and Epistle 3. (+3)
I know about the Portal ARG and the new scene retroactively added for it. (+2)
I know about Portal 1 and 2′s beta stages. (+2)
I know about the Ratmann comic. (+1)
I own the magazine Final Hours of Portal 2. (+1)
I know about GLaDOS psychological evolution thanks to Chell’s adventure. (+1)
I know about the Art Therapy and the Perpetual Testing Initiative DLCs. (+2)
I played a little with both the Hammer Editor and the in-game Puzzle Editor. (+2)
I know how much time Chell slept before being awoken by Wheatley. (+1)
I know about Portal Stories Mel, some other mods and their related easter eggs (+0.5)
I know about the plot holes and can fill those out with probable hypotheticals that Valve has probably not worked on because it made as it is actually needed. (+1)
I know about the Portal wiki and Wikia. (+2)
I know about the hidden core in the ascent against Wheatley. (+1)
I know about the fact that GLaDOS has actually let us escape because of her before-mentionned psychological evolution (that is literally a coming-of age) and because we went to the freaking moon with Wheatley. (+1)
I know that Wheatley and the Space Core being in space for extended periods of time and having strong gravitational influence is a plot hole. (+1)
I know that Wheatley has lines if you keep running around in certain corner during the escape. (+1)
I know that turrets, cores and GLaDOS’ body are designed to be realistic enough for being actually implemented in hardware as far as the mechanical parts are concerned. (+1)
I know that GLaDOS was also linked to a BBS system and this system is probably similar to a administration system that Portal Stories Mel’s AEGIS controls in Valve’s canon lore and this system was the same that we have seen for Wheatley during the play in his test chambers. (+1)
I know that Portal 3 is unlikely because they were aware of the Half-Life 2 Episode 2 cliffhanger issue that could still plague Valve even with Half-Life: Alyx development. (+1)
I know about the first two Portal VR demos, which are The Lab and the Aperture Robot Repair demo. (+2)
I somewhat know about the Moon demo and other of the newest VR developments. (+1)
I know about Whealey old voice. (+1)
I know about the Oracle turret. (+1)
I know about the short-lived Portal MUX. (+0.5)
I know about my dream of making vintage computers like those found in many action titles where where there are computer props. (+0)
Now, for the approximate counter I made here... 32 points and I did not mentionned some more I might or not be aware of.
Just go ahead and ask because I sure still have a lot to learn about.
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lilium-tenebris · 5 years
Text
So this is a long rant about Lillian’s morale code, the Crest of Lovicelle’s secondary functionality, and the nature of Grima in this weakened state and how it colors Lillian’s relationship with it. Under the cut cuz boy am I going to get going long on shit. Yeah, this is really long but it’s also really important so *shrug*.
So the first thing I need to make somewhat clear about Lillian is she is not objectively a morally good character, not even close. In her interactions she has been exceptionally kind and friendly (to the best of HER abilities) in most cases and that is genuine. But a nice person is not always a GOOD person in the morale scale of things. Lillian only obtained a concept of good and bad from the occasional children’s book and what not and so her grasping of it is very vague and her ability to understand the IMPORTANCE of that sort of thing is low.
She isn’t evil though, in a typical 9 alignment system she’s a type of neutral though that can vary which of the 3 from route to route. For example Crimson Flower being the only route she becomes OVERLY zelous about the cause itself she becomes Lawful Neutral with Edelgard as the ‘law’ so to speak. In the school phase and many others she’s chillin more at a True Neutral. With the exception of Crimson Flower, but this still applies in it, Lillian is Loyal to PEOPLE not ideals, concepts, a morale system, anything.
She has striven her whole life to be accepted, you would think being the object of worship of a cult would give that impression but it doesn’t in her case. During her time in the Grimist Cult she was ISOLATED, other than strange dehumanizing worshiping rituals she was denied seeing any of her caretakers for any length of time BECAUSE it would humanize her. They did not want a little girl they wanted a god.
Coming to the Church of Seiros was NOT much better for her, and though it’s objectively a step up because of the way it made her feel she views it as worse. Once her connection to Grima came to light and the nature of it’s energy being restrained by her she was simply dehumanized in a  different way. She became basically treated like an artifact, a fragile urn with an evil spirit in it to be set on a shelf to keep the spirit at bay. Anyone with even an inkling  of who she was or what was going on wound up treating her like the plague in order to avoid being the one to crack or shatter the ‘urn’ in this metaphor.
She was only able to spend time around certain people that way such as Professor Hanneman helping him with his research, yet, even there she felt as though that was because of her crest. She was welcome there only because she was an interesting research subject, once again, not a person, whether that reflects his true opinion isn’t known to me and I’ll handle that on a person by person basis RP wise, yet, in the end it’s how she comes to FEEL about it just the same.
Then this years students come in and she manages to connect with Gabriel ( @sol-chorus ) my other character. That helps, he helps, but, Gabriel has his own problems and struggles that make him biased against other students, the houses, and just the system there under based on his experiences with his own crest. Not to mention he is not AWARE of everything listed above as she has been ordered to keep that ‘burden’ to herself as it is ‘hers’ to carry. So he doesn’t realize when he talks down about her joining a houses when she mentions it he’s pushing her into this cycle of isolation he doesn’t know ANYTHING about it.
So that’s where she winds up by the time she is pulled into the 3h main story and conflict by SOMEONE from one of the houses reaching out a hand. In most cases (minus one AU) the students have no IDEA about who or what she is or where she came from and she’s treated as a classmate, a weird classmate, but she’s not the strangest one certainly. And the more the first half of the game goes on the harder Lillian latches onto her classmates, her house, the Professor etc. she is finally somewhere where she’s considered a person. However, warnings from the church sill put her back remind her ‘what’ she is and that juxtaposition of that still haunting her against her new friends and allies is maddening and it takes her minor bitterness towards the Church and inflates it to a silent boiling rage. To the point that she won’t go in the Chapel, like, if she was implemented int he game during no months of any free time, in the WHOLE game would you find her anywhere near the chapel.
In a route such as the Blue Lions, she at least comes to accept a church that is at least fully under Byleth’s leadership, but, she still has lingering resentment for Rhea (who survives) and the old church for what she was put through.
Of course all of that brings us around tot he source of this, Lillian was born a Grim Witch, she was born this Generations Vessel/Host of the weakened spirit o The Fell Dragon, that has been falling deeper and deeper into weakness over the Millennia between this and anything else I’ve written for this lore. It will be centuries before the dragon’s soul can gain enough energy to even try to exist outside of a host again. This puts LIllian in a different position than previous hosts, it does not wish to destroy her, or rather it could not do so even if it wished because that would leave it right where it started. Instead it pursues a more ‘symbiotic’ appearing relationship with her. Because she has been able to hear the voice since she was a small child even when she was ALONE she was connected to the dragon and could hear it frightening and overwhelming as it was. As the conflict breaks out in 3H the Fell Dragon seizes that and Lillian’s new found attachments as a weakness. It may not be able to regain it’s strength and be rid of her but it can use her to decrease the wait time on it rebuilding it’s strength in the long run.
The Crest of Lovicelle acts as a simple magic attack increasing Crest for mechanics but, it’s secondary feature is to act as a road a channel between the dragon and it’s host allowing the host to borrow some of it’s power. However, Grima being ultimately driven by a desire to break free in centuries hence and destroy the world as it is known will not do something like that for free. In order to use this functionality of the crest and activate it’s ‘Breath of Ruin’ factor. This taps into Grima’s base energy and essentially allows Lillian to disintegrate something, walls, people, anything lacking in the kind of divinity Grima possesses can be destroyed by the dragon’s raw ruin factor. However, in order to open IT’S end of the channel Grima requires one thing in return. For each time it’s power is to be borrowed through the crest this way, it wants a human soul. It does not matter who or from where any soul now is able to help the creature regenerate it’s power faster from it’s current weakened stasis. And the point of everything above is to say this: Lillian in some ways is not OPPOSED to using this power, sparingly.
If these people who have finally made Lillian feel like a human being, people who have accepted her are in enough danger she will cave to this offer of power time and again. If her back hits the wall and she can see no other way to protect her house/side she’ll pay the price, one enemies soul (or if desperate enough a simple stranger’s) ceasing to exist is worth the price of admission if that borrowed power will save those she’s come to love. The only thing that effects this use of it is how OFTEN she uses it, for example in Crimson Flower there is a very ‘ends justify the means’ attitude through that WHOLE route and I could see her using this not nearly constantly but maybe 5-8 times throughout the WHOLE five and a half year war (maybe once in the academy phase it depends). Where as in say an Azure Moon Route where that sort of thing may not be as ‘acceptable’ to her allies she may only use it once or twice.
This is more or less despite her reasons for it objectively evil as an action itself, someones soul CEASES to be, it is GONE, they are something worse than dead. She is WELL aware of this fact, don’t doubt that she  is aware not only of this but, that each time she leans on the dragon like this, it becomes a little stronger and she damns some future generation a little bit more. She knows these things she understands them from an objective concept, she can write them on paper and explain them in words and yet-
She doesn’t FEEL them. At least not int he way most people would, she is not REMORSELESS not even close any time she uses this ability it shakes her and she may even isolate herself for a while to try and cope with the evil she commits. But she has a very ‘it had to be done I had no choice, i couldn’t let something HAPPEN to them’. Her allies are worth it, her friends are worth it, these people who would welcome her are worth any suffering, after all she was BORN a monster that is not going to change just because some people are kind enough not to see her that way.
That is what she believes that is what her ENTIRE rearing as a child has brought her to have resonate from her very core. Lillian is a very nice person, if you become friend or ally she would do anything for you to repay that kindness.
Emphasis on anything.
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