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#RPG Maker showdown
rpgmakershowdown · 7 months
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diaryofellen · 1 year
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(claire and russell were included featuring quick bad doodles of mine, to respect that their creators dont like their art being edited)
welcome to the rpg maker protagonist popularity showdown!! a fun and silly little tournament to see which RPG maker protagonist will be crowned the best in all of rpg maker land. ill post the first round polls tomorrow (29th january), and each round will last for 24 hours! the rpg maker fanbase may be small, but if you're passionate for one of these silly pixel people, then make sure to promote the polls for their success
good luck to the protags! (reblogging this, especially if youre an RPG maker-centric blog, would be quite epic)
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Obscure Character Showdown FINALE
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[image ID: the first image is of image is of No Significant Harassment, a shadowy figure standing behind a sleeping pink-red, fox-like creature. their green hands seem to be holding up the floating creature. the second image is of Granger, a girl with green eyes and short, wavy or curly black hair. in her hair is a red hat or ribbon. she's wearing a black turtleneck sweater, blue overalls, and a green coat. end ID]
No Significant Harassment
[NSH has beaten Akama (The Idiot (1951)), Libby Day (Dark Places), Sally Swing (Betty Boop), Shrimp (The Upturned), Oopsy Bear (Care Bears (2007 series)), Hikaru (Hikaru ga Shinda Natsu), and Diggory Graves (Hello from the Hallowoods)] They're just a silly little guy. A jokester. Significant harassment if you will. Anyway, a more in depth run down: They're a city sized supercomputer built by a Buddhist adjacent society to figure out how to transcend the 'Great Cycle' (semi-metaphorical cycle of death and rebirth) in a safer way than the previous method (submerging oneself in the 'void sea' which is a mysterious golden liquid that dissolves whatever it touches). Despite being built for this express purpose NSH never really shows a pressing interest in ascension, even cracking jokes about those who are still looking for a solution. Whether this is due to indifference, dislike of, or humor to cope with being unable to ascend is not clear and really up to interpretation. Example: NSH: I wish them super good luck in that endeavor. How is it going to happen? Have the overseers gnaw through bedrock until their entire can crashes down in the void sea? BSM: Please be respectful when speaking of the Void Sea. Grey Wind, where did you hear this? CW: I really shouldn't say. He's going to attempt some sort of breeding program. Thought you might want to know. NSH: Haha with the slimers, lizards and etceteras? Surely the answer was in a lizard skull all along! He's very flippant, but does care very intensely for those close to him. NSH: Moon? It's me again. NSH: I do not know if you are receiving these. Please signal in any way you can. NSH: I need to talk to you. I need to know you're okay. NSH: … NSH: Its difficult for us to assist you over this distance. NSH: Even more difficult for us to do anything in the midst of these tantrums. NSH: Were going to try everything that we can. NSH: Just hold on a little longer. (Context for previous convo: They genetically engineered a super organism of a slugcat (the species you play as in Rain World) to help reset his coworker/sibling after her collapse and restart her systems. He was so desperate to fix her that he accidentally messed up the slugcat's (Hunter) genetic code and as a result it became riddle with the Rot (relatively similar to aggressive cancer) :( which parallels his other coworker/siblings condition who also has the rot. ) He canonically uses he/they pronouns too! Nonbinary swag! NSH has major internet troll vibes. He has sent a data pearl of "something distasteful" to his neighbors on several(?) occasions and causes chaos. If he had access to the wider internet he'd probably be an influencer So…yeah! Vote NSH this website likes the allure of heavy machinery and stuff like that so… there you go. Kind of a blorbo. End post.
Granger
[Granger has beaten Chopfyt (Oz), Wolfman (Darkwood), Gaap Goemon (Mairimashita! Iruma-kun), Forest Friend (Gris), Turnip (Chicory: A Colorful Tale), Gary (Faith the Unholy Trinity), and Stag Malinay (Krystar First Fragment)] so granger is the main character of the indie game "NeverHome" Chapter one, which is only $1 on Steam, is called NeverHome: Hall of Apathy. if ur a fan of young protags being put in RPG maker horror games, then this is the game for you!! so granger is just that… she wakes up to find herself in a strange, hostile world. she, along with the friends she makes, must solve the various puzzles before them while creatures are out to kill them… and along the way they can uncover the secrets of these never ending halls… her dynamics with the cast is also super fun… each character gets their moment or moments with granger. and what's so cute is that there's unique art for each pair that highlights the fact you cant get through these halls alone!! she also has her own theme song!! here!! https://www.youtube.com/watch?v=d_vwtmIj5cw it's called cyclical tragedy AND HERE IS AN ANALYSIS OF THE THEME!! MUSIC THEORY!!! written by my good friend @HIEMIOLA "cyclical tragedy" embodies the protagonist, granger, through the music theory behind the track and ties itself back into the main track as well. to begin with an overview of the track, the key is D minor and hte time signature is 3/4. the piece begins with a broken minor third starting from the tonic. that is, it begins on the main note and moves along the main chord, D to F. the next set of notes are C to E, which is shifted down a step. the phrase repeats again, this time D to F, then G to E, which is an inverse movement from the original sequence. even in this first part, we could tell that the protagonist begins from square 1 with a simple pattern, then tries it again when it works. however, the inverse breaks that expectation of repetition, thus showing the diverse variations of solutions she comes up with using just the tools she has (the two notes moving in thirds). just like the game, she is given a handful of objects as well as a knife to defend herself and solve the mysteries of the world she exists in. with her creative uses of the items given to her, she continues on her way through the plot. we will keep moving. the melody begins. true to the title of the track, the melody cycles around the same beginning note, D, that she always returns to at her square 1. this is a nod to the save states she is allowed to keep to make sure that we the players don't lose the game, but it also references the health bar that appears as a circle around her avatar. the melody, mapped out, is also moving in an up-down wave movement across the sheet music. granger is creative with the knife she has and the quest items she obtains throughout the story, but she is not entirely reckless. rather, she knows when it is time to return to the safe rooms to rest. to time her returns requires skill because she must run to cover without being caught by varying her path so the enemies don't corner her as she tries to return to the room. most of the time, she is successful, shown through the consistent return to the beginning note. let's keep going. i would like to turn your attention to the main theme briefly. in the bass notes, you can hear arpeggios and outlined chords. this makes up the bulk of the accompaniment in the main game theme. [mod note: the rest of the essay, and some more propaganda, is continued under a cut because tumblr will not process more text than this in an indent. sorry to split it up, please continue below for the rest of the essay and additional propaganda (including art) !]
the third variation of granger's theme also has arpeggiated chords in the accompaniment while the melody features broken chords. at this stage, the pattern switches to eigth notes instead of the quarter notes at first. with greater movement and heightened senses, she runs throughout world and befriends other people, thus interacting further with the environment. while she isn't exactly someone we would call open, she is respectful to the people she first meets and has no problems with asking them for help when she needs it. because of her openness to working together, she speeds up her progress by asking for aid at obstacles that would be too difficult for her to overcome on her own, such as asking a teammate to break things, move things, or reach into smaller holes. fusing the main theme elements with her own theme marks this step as the inciting incident that sets her on the path to escape from this world. we'll continue.
continuing the same part, we hear some secondary fifths. i'm not entirely sure if this is what you call it, but it is a nod to the parallel key, D major. depending on what theory class you take, this could also be considered the other half of the key. i dont know how else to describe it, but i digress. these are glimpses to different dialogue options she could take, glimpses to a different key or a different ending. because this game only has one chapter ending so far, we are unsure of what other paths granger will end up in; we only know that there are certainly other endings she will experience, only to begin the cycle again when the save state is loaded for players to reach another ending. both A major and G major are chords that signify different choices that may lead her elsewhere only for her to return back to the tonic or main note, D. despite this, she keeps going, as will we.
at the midpoint of the track, we see a quick shift in patterns. instead of upward leaps in the notes, the melody falls in stepwise motion. true to the plot, this is another turning point of the game when she is forced to make a choice: continue or stop. after facing the spoiler event, her once determined personality is challenged as she struggles to keep herself and her team together. despite being the headstrong protagonist who spearheaded solutions, even now she finds herself doubting and taking smaller steps, smaller risks.
even after all of this, she rises to the challenge as the melody returns to its beginning sequence. true to a protagonist she gets up again despite the events that transpired and keeps her team moving in their lowest points. the thirds return as she finds more objects to solve more puzzles to open more rooms to save more friends. this repeating part of the track only solidifies her resolve as the piece ends with a broken chord in the main key, her key, of D minor. despite everything that transpired, she stayed true to herself."
the game is also so, so charming with the art, music, and story made by the same person… its so clearly loved and full of passion!! i love listening to the game's ost on occassion!! since it's all on youtube!
ok one last thing thing!! on may 8th, the game hit 100 downloads (on both steam and itch.io). you can see the creator of the game celebrate that with this lovely drawing of granger: https://twitter.com/NeverHome_Game/status/1655761270694633472
so at most, only a bit over 100 people have played the game… id like to say that makes it obscure!!
anyways granger and neverhome!! we love to see our protagonists put in horrific situations and isn't she super cute with a lil bow on her head? she is my daughter…
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honnojis · 8 months
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well rejuv's up against oneshot in the rpg maker showdown thing next. it's been a good run. this is a good game to lose to
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Ah, I should make an intro post huh...
Uh... hi!!! You can call me Mel, or Bunny, or some other name you feel fits! I thought it would be fun to make an agere sideblog, so here it is!
[As this is a sideblog, interactions will come from @chicken-huggit!]
Some things you should know:
♡ If you are not an agere blog and are uncomfortable with me interacting with you, please let me know and I will remove your content from my blog!
♡ I am an adult (21+) [If you're curious abt my exact age, ask in a DM!]
♡ I identify most closely as a demigirl or femme nonbinary. Both she/her and they/them pronouns are cool with me!
♡ I guess I'm what you'd call a flip? Tbh I'm still pretty new to the agere community on here;;
♡ When I regress, I'd say I'm about 4 years old-ish. Other than that, I'm inclined towards older sibling mindset!
♡ I am autistic with other minor mental illnesses I'm not comfortable disclosing.
♡ I'm also a self-shipper! I have an old side blog and no I'm not telling you!!
♡ I'm either bunny or big sibs-ter, no in between with me lol
♡ I don't really have a CG at the moment, however I do have some fictional CGs!
♡ I do sometimes post about mature games. I will tag them appropriately, of course!
Please don't interact if...
♡ You meet the general DNI criteria (no -isms or -ists, etc. Nazis are KOS)
♡ You're a NSFW/Kink Blog. My content is not for you.
♡ You're just going to be a jerk! I've been on the internet longer than most, I'm just gonna block you lol
It's okay to interact if...
♡ You're gonna be chill! Yes, even if you think you're gonna annoy me!
♡ You're another SFW agere blog! I always welcome more friends!
♡ You're a Caregiver! I'm not looking, but I don't mind folks interacting and filling in lol
Things I like and will probably end up posting about at some point:
Helldivers 2
Hazbin Hotel
Stardew Valley
Sanrio
Needy Streamer Overload
Project Zomboid
Hunt: Showdown
Fallout (mostly New Vegas)
RPG Maker Games (think Yume Nikki, OFF, Ib... The "old school" stuff!)
Red Dead Redemption 2
The Owl House
Gravity Falls
Puella Magi Madoka Magica/ Magia Record
Over the Garden Wall
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fioras-resolve · 8 months
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i broadly agree that pokemon should have a showdown-style team maker for competitive play, but the conversation just makes me think about how the core fantasy of pokemon just doesn't map very well onto the idea of competition. like on one end you've got this single-player rpg, where you go on an adventure and form bonds with the pokemon of your choosing over the course of an entire game. and on the other, you have this high-stakes competitive game, where optimization is so necessary that you either take a mercenary position or lose. both fantasies, bonding with your pets and battling like a pro, are valid for a game to make good on, but they come into tension, and might just be mutually exclusive. if you want to win at competitive pokemon, you are not using the team you made in the singleplayer.
but maybe it's not that contradictory. see, there's another example of a competitive turn-based teambuilding game that makes room for both casual and tournament play, and that is magic: the gathering. now, gonna be honest, i haven't played the game in years, should probably fix that once wotc gets their shit together. but the designers realized something about their players. they tended to fit into one of three groups (i know it's more complicated but that's mostly irrelevant here): Timmy-types, who like big numbers and total domination, Spike-types, who play to win and dedicate themselves competitively, and Johnny-types, who want to play the game in a way that feels distinctly theirs. there is space in magic for all three and more.
and we can apply that to pokemon too. yes, the people who win vgc tournaments are almost definitely Spike players, but i've had friends who tried to make quickplay work in their own. one of them used a team of entirely eeveelutions, out of spite to the dominant strategies, and what better example of a Johnny-type player could there be? now, i tend to lean pretty competitive, and there's a tendency among people like me to deride the Johnny-type player. this is the "pick a top tier" argument that we see a lot from Spike-types. i've been guilty of this myself. but it's a good thing that a lot of different people can get different things out of the same game. it makes the community more vibrant, it expands for everybody what this game can be, and it keeps the game alive. but whether it's a contradiction or not, it's a balancing act, and i look forward to seeing how pokemon does it in the years to come
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unitypiner · 2 years
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Tiny thief 2
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Tiny thief 2 mod#
Make sure it successfully installs, otherwise see the note below. STEP 5: Let Filza / iFile finish the cheat installation. STEP 4: Once you tap on the file, you will need to press on 'Install' or 'Installer' from the options on your screen. STEP 3: Using Filza or iFile, browse to where you saved the downloaded. STEP 2: Copy the file over to your iDevice using any of the file managers mentioned above or skip this step if you're downloading from your iDevice. Speed Up Game - do it once, or the game glitches. Never Stop Shooting - Use with RPGs for best result. PreferenceLoader (from Cydia or Sileo). Filza / iMazing or any other file managers for iOS. Modded/Hacked App: Mech Arena: Robot Showdown By Plarium Global Ltd If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, please post your feedback below and help out other fellow members that are encountering issues. NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions & Answers topic. STEP 6: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.
Tiny thief 2 mod#
STEP 5: If the hack is a Mod Menu - which is usually the case nowadays - the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings. STEP 4: Let iGameGod/Filza finish the cheat installation. STEP 3: If necessary, tap on the downloaded file, and then, you will need to press 'Install' from the options on your screen. STEP 2: Once the file has downloaded, tap on it and then you will be prompted on whether you want to open the deb with iGameGod or copy it to Filza. Use Safari/Google Chrome or other iOS browsers to download. Non-Jailbroken & No Jailbreak required hack(s): High Team Power (Can Battle Against Higher Enemy Team Power) PreferenceLoader (from Cydia, Sileo or Zebra). Cydia Substrate, Substitute or libhooker depending on your jailbreak. iGameGod / Filza / iMazing / or any other file managers for iOS. Continued abuse of our services will cause your IP address to be blocked indefinitely.Modded/Hacked App: Heroes & Empires: Idle RPG By Suga Pte. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior. Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Your IP address has been temporarily blocked due to a large number of HTTP requests.
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guerilla935 · 4 years
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My Favorite Fishing in Video Games Where Fishing is Not Core Game Play
A really awesome surprise for me is always to boot up a game that is full of action and suspense to be introduced to a fishing side activity. I have toiled away at fishing in games for hundreds of hours at least. It has gotten so bad in some instances that my friends have asked me why I haven’t just taken the plunge into real fishing. It’s definitely because that is a lot of work and in real life I don’t catch a fish every 30 seconds. They have also wondered why I don’t just play a fishing simulator like Planet Fishing (Shout out to Planet Fishing that’s a great game). And that’s where I have to think for a while. Fishing while you have better things to do like save the world is very special. You aren’t fishing because it’s the objective of the game or because that’s why you are there, you are fishing because it’s fun and maybe you need a break to swing a fishing rod instead of a sword. And then you can stop, and get back to fighting or whatever the rest of the game entails. Below are games that have fishing in them for mostly no reason at all. I have shamelessly spent way to long with my bait in these waters and absolutely loved every second of it and I hope that you (the reader) can find a lot of relaxation in these waters as well.
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Pokemon Series
Since the very first Pokemon game there has been fishing. You get the old rod from some guy and then you are free to fish up as many goldfishes that you want hoping that one of them will grow up to be a 21 foot tall dragon. Pokemon has combined their fishing with their main game play and makes you at least start a battle with the fish you drag onto shore. Now fishing in Pokemon is pretty subpar mainly because a single Pokemon game hasn’t really been known to have more than a handful of Pokemon that you can fish for. Also if you are looking for a strong water type Pokemon you could do a lot better than fishing for it. Typically a Pokemon player will fish about 5-10 times total. And although fishing for Pokemon isn’t all that great it has been in every game for over 20 years and that is pretty impressive. It’s a small detail that makes the world of Pokemon feel like a real world of wild creatures.
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Sonic Adventure DX
In Sonic Adventure DX you are given the choice to play as a lot of different characters, one of which is named Big the Cat. Most of the characters are combat characters that rely on speed and attacks to get through levels, some even wielding rocket launchers and extremely oversized hammers. However when you start the story of Big the Cat you are thrown in a completely opposite direction. Big the Cat is a giant purple cat who lives in the jungle with his best friend Froggy. Froggy accidentally swallows one of the most powerful objects in the Sonic universe and Big the Cat must chase him all over the world trying to fish him out of where he is hiding so that he can eject the Chaos Emerald out of him and they can return to their life in the jungle. The fishing mechanics in this game actually are really good and this is probably because Sega had just put out a series of mildly successful Bass fishing games before releasing this game. Either way its absolutely hilarious that Big the Cat gets to defeat Chaos 6 right before Super Sonic has his showdown with Chaos Perfect.
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Final Fantasy XV
In Final Fantasy XV you play as Noctis and his favorite hobby is fishing. When I first played this game I sped through it and never fished once and reached the end of the game never indulging Noctis in his hobby. When I replayed Final Fantasy XV I fished for 50 hours and then ejected the disc from my console. The fishing in Final Fantasy XV is surprisingly deep with a lot of the vendors supporting what you could call a fishing road trip. In the game it is extremely dangerous to be out at night so I would plan day trips to lakes to maximize the amount of fishing I would get to do. I would prepare days in advance to make sure I could afford the trip and that I had enough supplies to both protect myself at the lake and have enough supplies to last the whole day. Final Fantasy XV really is a game about getting really distracted and fishing is probably its best distraction. My days on the lake were the perfect balance of peaceful and rewarding, this game offers an awesome reward of well planned trips and a good haul of fish.
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Final Fantasy XIV Online
Final Fantasy XIV is the only game I have ever played where the fishing played exactly like its combat. When you are fighting enemies in a dungeon in FFXIV you are constantly adding buffs, landing hits, using consumables, and managing resource bars. When you are fishing in FFXIV you are constantly adding buffs, landing hits, using consumables, and managing resource bars. Note you are doing so at a much more leisurely and less life threatening pace but you are still doing it. I never maxed out the fisher class but I got it into the expansion content which was a really long and relaxing experience. Yet another Final Fantasy title where the real meat of the game is in getting distracted. When you fish you also sell on a player market that fluctuates based on market price just like real fish. You get the relaxing fishing side of the game and also an aggressive economic number crunching side as well. I spent way too long with a real pen and paper deciding how much I should sell for on any particular day and bossing around my two cat girl employees.The MMO aspect of the game adds so much to what you would expect to be a very solitary experience.
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The Legend of Zelda: Twilight Princess
Have you ever gone fishing for hours to receive an empty bottle? That is exactly what kick started my addiction to fishing in Twilight Princess. An empty bottle in Twilight Princess means another way to heal yourself, another way to add oil to a lantern, another way to carry useless water around. The only way to get the 4th bottle in the game is to go to a dedicated fishing spot and fish until you pulled it out of the pond. The actual fishing is pretty weird, it involves motion controls which I still am not entirely sure what they do or how to properly use them but it is really fun to hold the pole in gyroscope and set the lure in the water waiting for fish to come get a nibble. Although the physics with the water make it difficult to see if you have actually gotten a bite or not it still is enjoyable the other 85% of the time it works.
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Stardew Valley
So this one is at the top of every other “fishing in games” list and there is a big reason for that. It’s really good. I think in my first Stardew Valley farm I gave up farming entirely and fished all day every day and stopped to buy food to replenish my energy and go back at it. I really didn’t care about getting rich or making enough money to expand the farm or get to know everyone I actually spent about 50 hours just fishing. The fishing takes some skill and a pretty keen eye but the random jerks of the fish and the rhythm of the game play are so fun to try to master. It’s a part of Stardew Valley that I felt like I was continuously improving on as time went on and it was really fun. I mean I don’t recommend it because you’ll end up moderately poor but it was really fun.
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Fantasy Life
Fantasy Life offers you 12 potential jobs, you could be a brilliant blacksmith or a devious potions maker, a lumberjack or a knight, a hunter or a seamstress. However your inner dad is calling and you decide you want to play through a fantasy RPG as a fisherman, hell yeah. the story is relatively short so you can quickly unlock a lot of locales to fish at and there is a manageable economy system that lets you deal in fish in advantageous ways. You can even pick up cooking on the side and make fancy dinners and sell the fish for higher you can do that as well. Fantasy Life is like a clever mix between Animal Crossing and Final Fantasy XIV and it kind of succeeds and falls short of it. The fishing also takes a good amount of skill and rhythmic approach to master so it doesn’t get boring almost at all until you have cleared the game.
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Maple Story 2
Maple Story 2 is one of the most expressive and cutest games that I have ever played. And the fishing is no different, its all about style. The fishing in Maple Story 2 is monotonous and can get old but you do it for the chibi clout. Because much like the rest of the game you can look however you want and do whatever you want and sometimes you just feel like kicking back and throwing lure in the water at the beach. I never got super into the fishing in this game but it won me over with its adorable design and stylish atmosphere.
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Animal Crossing Series
Of course I had to include the most popular game right now. Animal Crossing has become something of a connection between people when we can’t leave the house. A thing we all have in common on social media and with our friends. My first experience with Animal Crossing really starts with New Horizons and I was completely blown away. The fishing isn’t super complex or difficult but the range of what you can pull out of the water and what you can do with it is absolutely breathtaking. For a game about cartoon people living with humanoid cartoon animals the fish looking photo realistic. And the museum where they can be kept is stunning. The museum looks like it was designed to capture the feel of being in a museum and matches the design of all the great real life aquariums and observatories. Although it is a bit frustrating when your rod breaks it is easy enough to make one (or worst case buy one) to get your bait back in the water.
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Super Smash Bros. Ultimate
Tell me I’m wrong, you can’t. Isabelle getting added to Smash brought a very powerful fishing move that isn’t practical all the time but is really funny. Wouldn’t recommend this game if you are looking to relax and fish but I do recommend hooking your friend with a fish hook and send them flying off screen if you had to.
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Minecraft
I have a very special role in Minecraft when I join a friends server. A role that I assign to myself. While everyone is off getting awesome swords, spelunking for diamonds, and exploring the infinite landscape, I build a small wooden shack and I set up a farm with an irrigation canal and start fishing. A steady supply of food is necessary and while I’m hanging out with my friends in a server I’m happy to be the one to provide it. The fishing in this game is probably the slowest of all the ones on this list but is the most useful. just throwing the fish in the oven creates food that can help keep you and your companions alive for a long time. I think I definitely have my limits with Minecraft fishing and I couldn’t do it for hours on end it is rewarding to set up shop and find a nice place to settle down for a few hours to fish.
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Fire Emblem: Three Houses
This is the only Tactical RPG in this post. Fire Emblem: Three Houses has sections between combat where you can go and talk to your students and do other activities. We aren’t here to discuss other activities though we are here for the fishing. The fishing allows you to catch fish for some reason that I’m sure is good but never intrigued me enough to learn. All I know about the fishing in Fire Emblem: Three Houses is that it’s fun. I started to bust through combat just so that I could get back to fishing. The funniest part about this one is that the fish has a health bar. Pressing the A button at the exact moment finds a way to become easier and still find ways to mess you up. Either way, I’m not that interested in tactical RPGs but I heard there was fishing in this game so I had to play it and it was worth it.
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Jak & Daxter: The Precursor Legacy
In Jak & Daxter, Daxter gets turned into a small animal by dark eco while exploring a dangerous island off the shore of his home with his best friend Jak. To get back to the island to investigate, the pair have to borrow a boat owned by a fisherman who is troubled by an invasive species of poisonous eel that is ruining his haul. He asks Jak to catch fish for him without catching any eels. This fishing mini game can only be done once but it is going to either be something you think is very unique or a huge waste of time. All I’ll say is that the sound that the fish makes when it goes into the net is absolutely a reward in itself it is so satisfying. But anyways, more intense than some other options here but get it done so you can get back to absorbing eco powers and jumping on stuff.
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Shovel Knight
Shovel Knight is a 2D action platformer but you can also fish. And you fish for the best kind of fish, money. You can get some other stuff too like health pickups and magic replenishers but we know what you want. You see that little glint and you pop out the fishing rod and pull out those money bags. If you are devoted enough you can even get a surprise from the Troupple King (long live his highness) if you fish out the right stuff. I don’t even know if I fished all that much when I played Shovel Knight but it’s hilarious that you can.
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NieR: Automata
I did not play a lot of NieR and that’s because I was fishing. I don’t know why all I did was fish but you throw your little robot in the pond and you lean on a magical stool so honestly it was good enough for me.
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Club Penguin
If you know then you know. In hind sight there really wasn’t a whole lot to do in Club Penguin but this mini game really messed me up. You basically get to move up and down, catching fish and avoiding trash and other hazards. Basically trying to do this and catch as much fish as possible to avoid having to ask your parents for real money to pay for snacks to feed a virtual ball of fluff with eyeballs. I don’t really remember how challenging it really was but I remember getting decently high scores to about like 100 fish per round so I guess it was pretty easy if I could do that at age 10.
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Rune Factory 4
I’m gonna be very honest about this one and say that the fishing in Rune Factory 4 is basically just Animal Crossing fishing but more anime. The fish react to the pole the same, the fish almost look the same, and the buttons to respond are the same. What makes this one special is where you can take it. You can fish in the little moat in town, in the lake, in a dungeon full of monsters, in a lake that is eternally the season fall, anywhere. You are constricted by the boundaries of Stardew Valley and that is how much energy you have and how much time you have in the day. It’s still fun to fish but I wish that they had used their fun fantasy setting to give the ability to fish up some cool made up fish instead of strictly things that exist in real life.
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Xenoblade Chronicles 2
Ok, diving, fishing, same thing. Diving in Xenoblade Chronicles 2 is just fishing with your whole body. It works a lot in the same way as Pokemon where you fish up monsters to fight and get the rewards from them. It is a completely optional activity however if you decide to undertake the grind of scavenging in Xenoblade Chronicles 2 then you will never hurt for money ever again. It makes my wonder why Rex stopped being a salvager to do odd jobs because this was PROFITABLE. The main incentive is that there are spots that spawn a certain enemy that drop cores. Cores are like gacha or loot boxes that contain new anime girl partners that deal huge damage in fights. They even have their own side quests and story lines. I spent maybe 30 hours grinding before giving up on this game and while it does become tiresome I really enjoyed the random rewards of possibly getting a new companion or a really cool weapon.
It’s been tossed around that every great RPG has fishing in it. I won’t argue that point but a lot of great RPGs certainly do have fishing in them. Everyone needs a break sometimes and fishing is the perfect activity to remind us to stop and take that break. Even games can get long and without these distractions it might be so much harder to complete these harrowing tasks. Don’t forget to take breaks and just enjoy the sound of the water every once in a while because there’s no rush playing video games.
Honorable Mentions:
Kingdom Hearts: Sora fishing with his bare hands on Destiny Island
Persona 4: Weird aqueduct fishing
Persona 5: Marina fishing life
Sea of Thieves: A pirates life for me
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cloudsrust · 3 years
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Bonjour it is sleep deprived French girl again :) Just wanted to know, what other fandoms are/were you in ? You play a lot of video games ?
Oh damn didnt see this one yesterday,, hope you managed to get some sleep! And ohhh boi- I was in a TON of fandoms since I jump a lot between them (note: I consider being in a fandom as is- I created artwork/headcanons and was obsessed with it for atleast a month or more)
Mhh- think I’ll divide them in “categories”: Been in and never going back for either reasons or disinterest: Creepypasta (first ever fandom I was in- regret;;; except for Slendy man) Rick and Morty (I just casually watch now) Showdown Bandit (Lost interest, too bad for some characters I liked sobs) Batim (Had its chance- but now I lost interest. Bendy is still adorable tho) Villainous (just enjoying the characters rn) Been in and might come back to it: Cuphead (can’t stop loving them characters and King Dice and many other bosses are still in my heart sob) TF2 (Man I love the comic and them homicidal dorks) Sally Face (I loved the aesthetic of that game so much,,, lowkey want to retry making art of it) Hello Puppets (extremely underrated, them puppets be hella creepy and funny all in one- still stanning my boi Nick Nack lmao) SCP (Want to read more of them but I got so much I want to do nghhh;;) Always in my heart someway or another: Undertale (the fandom that made me and my irl best friend get closer :,> doesn’t matter how weird it got I got beautiful memories because of it (also my first cosplay was in this fandom!)) OFF (Might not show it- but I think I’ll die in this fandom dshdgsh) Hollow Knight (Too good too leave and it got some of my fave artists) Deltarune (I’ll surely get back into it when more comes out aaa) Underhero (extremely underrated but absolutely amazing characters, would recommend) Luigi’s Mansion 3 (found so many cool people and friends through it, it was a good time :,>) Smile for Me (comfort game right next to undertale sobs;; the style and characters are perfect and I love it to bits) Currently into: No Straight Roads (duh asdhdh- absolute current obsession right there) A Hat in Time (Lurking again in the fandom- want to do some more fanart cause I miss it;;) OFF (Always down for it) Lobotomy Corp/Library of Ruina (Another absolute obsession- and I’m excited for what LoR is gonna bring next aaa) Animal Crossing/ Enchanted Folk (Both amazing to relax and to look at cute as heck characters) Grey zone(?): Stardew Valley (havent played in so long;; but I used to be hella into it- completed the quests and married Elliot the dork poet sydsdujsh) Drawn to Life (I miss Wilfre and Heather so much sobs;;) Don’t Starve (Was hella into the lore and characters but didnt play much whoops;;) Pokemon (I mean,, it’s there but??? Idk if I can consider myself in the fandom?? Still love it in general) Darkwood (I love the game but havent been much into the fandom or drew much of it;;) Phew- and that’s all on my fandom history kinda ahahah. For games- I don’t play many;; I usually watch gameplays while drawing, writing or working to multitask.  Games I played tho- Practically all Pokemon Gens starting from Platinum (with also serie spin-offs like pokemon ranger and one Mystery Dungeon), all Professor Layton Serie until either Azran Legacy or Miracle Mask (forgot which is the “ending”;;), OFF, Undertale and Deltarune, Animal Crossing Wild World and New Horizons, Hollow Knight, Cuphead, Lobotomy Corp and No Straight Roads. Plus a lot of other rpg maker games. Let’s say I’m for games with a lot of lore and story more than action eh;; Platformers and the like I can deal with ‘em but boss rushes? Cool but they kick my ass so much sdhsdh. OH and my best friend is getting me into playing Ace Attorney (we play together via discord) and lowkey getting into it-.. unfortunately I know some of the twists so heck;;;
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ceramicbird · 3 years
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(idk what kind of genres you’re into so i’ll just splurt a bunch here)
-the good deals section’s always good to look through! there’s usually some really interesting stuff under like 20 bucks in there
-if you go to search you can also search by price range, again lots of good stuff in there
-idk if you’ve played monster prom, but it’s like $7 in the store rn
-Kirby fighters 2 ($20) is SO UNDERRATED but it’s v v good. it’s like kirby smash bros but the story mode’s p fun.
-i’m not sure if you’ve played Night in the woods either ($20) but if you haven’t !! it’s so good. huge huge recommend. hyperfixated on it literally right before yttd so you might’ve seen me posting abt it before fkdkdkdn (this one i can definitely explain more if you want)
-i’ve heard good things abt cozy grove, haven’t played it but it’s $14 rn & the trailer’s really cute fkdndncnd
-kinda similar, cattails (15) looks really cute but i haven’t played it to vouch enough lmao
-enter/exit the gungeon (15 and 10 respectively) is really good, i’ve only played enter but my friend hardcore swears by exit. 2d pixely dungeon crawler
-caveblazers (15) very similar to gungeon, more animated non-offensive blood (not gory at all it’s just. there. you can look up screenshots if you want).
-asked my friend for some & he said the shovel knight games are really good (if you look up shovel knight in the estore a ton of them pop up, the first result’s like 40 & the rest are 10-15). i’ve played showdown & it’s like shovel knight smash bros, if you’re into that
-i’ll always vouch for the obvious (smash, acnh, z:botw, odyssey), when you do wanna spend a bit more (throw mario maker 2 in there actually)
(also /hj but fortnite’s free and you don’t need nintendo online to play it………. hmu)
you are a lifesaver oh my god (actually playing super mario odyssey as we speak hhsfdajfj) i guess i just rly like story based games?? i play a lot of rpgs (though i'm absolute shit at most side scrollers with the exception of like. super paper mario which is one of my top games of all time)
i have heard SUCH good things abt night in the woods!! if i can convince my parents to let me buy it i'll totally give it a go, from the looks of it i'd probably rly like it!!
i am absolutely going to look into these tysm!! (might redownload fortnite for the hell of it,, i tried to play it on switch like once and gave up KSHAFSCH)
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rpgmakershowdown · 7 months
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nerdy-bits · 4 years
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Bounty Board 071: GOTY Talks w/ @Bobbypease
2019 is drawing to a close. Where did this year go!? It just flew by! On this week’s Bounty Board, the crew sits down to discuss the most notable games of the year in preparation for their own Game of the Year Awards. There are a lot of games to talk about, so this episode is a long one!
On this yearly adventure the normal crew is joined by the one, the only, Sawft-Clothez Sommelier: Big Bobby Pease (@Bobbypease). Join them as they get neck deep in debate about the year’s best titles. Bobby nominates Death Stranding for Best Multiplayer, Eric blows a gasket, and the crew continues to marvel Apex Legends’ legendary surprise launch.
NerdyBits Nominees:
GOTY
Control Death Stranding Outer Wilds Jedi: Fallen Order
Best Indie Game
Outer Wilds Katana Zero Untitled Goose Game Creature in the Well River City Girls
Best Ongoing Game
Apex Legends Fortnite: Chapter 2 Destiny 2 Rainbow 6 Siege Warframe FF XIV Sea of Thieves
Best Game Direction
Control Death Stranding Outer Wilds Jedi: Fallen Order
Best Narrative
Control Death Stranding Katana Zero Outer Worlds Jedi: Fallen Order Gris
Best Art Direction
Control Death Stranding Sayonara Wild Hearts Link’s Awakening Gris Katana Zero
Best Score/Music
Cadence of Hyrule Anthem Sayonara Wild Hearts Outer Wilds Borderlands 3
Best Performance
Ashly Burch as Parvati Holcomb (Outer Worlds) Laura Bailey as Kait Diaz (Gears 5) Norman Reedus as Sam Porter Bridges (Death Stranding) Cameron Monaghan as Cal Kestis (Jedi: Fallen Order) Elizabeth Grullon as Second Sister (Jedi: Fallen Order) Matthew Porretta as Casper Darling (Control) Claudia Doumit as Farah (Modern Warfare)
Best Mobile Game
Grindstone What The Golf? Mini Motorways
Best Action Game
Ghost Recon: Breakpoint Devil May Cry 5 Gears of War Division 2 Call of Duty: Modern Warfare Apex Legends
Best Action/Adventure Game
Control Sekiro Star Wars Jedi: Fallen Order Metro Exodus Greedfall
Best RPG
Outer Worlds Disco Elysium Code Vein
Best Strategy Game
Fire Emblem: Three Houses Wargroove Planet Zoo
Best Family Game
Crash Team Racing Luigi’s Mansion 3 Unravel 2 Super Mario Maker 2
Best Sports/Racing
Crash Team Racing What the Golf? MLB The Show 19 F1 2019 Wreckfest Team Sonic Racing FIFA 20
Fighting Game
Mortal Kombat 11 Samurai Showdown Jump Force Super Smash Bros.
Best Multiplayer Game
Call of Duty Apex Legends Death Stranding Borderlands 3
Best Surprise Game
Remnant: From the Ashes Ape Out Outer Wilds Dauntless Darksiders: Genesis Disco Elysium The Surge 2 Apex
You can listen to us below, or on iTunes , Stitcher, Spotify, and Google Play! So whether you have an Apple or Android device, we are available for streaming and download. Give us a rating and a subscribe, we would really appreciate it. You can also catch the episode on YOUTUBE!!!
@LubWub @sketchsawyer @hybridglass @sergeantsodium @Bobbypease
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lechevaliermalfet · 6 years
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Seasonally Appropriate, part I: A Long Look at Castlevania: Symphony of the Night
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So it's Halloween season, and I thought maybe it would be interesting/entertaining for me to tackle some themed content.  So here we go.
Castlevania: Symphony of the Night.
There are few video game series that so clearly fit the season as Castlevania. A series that usually has Dracula as its final boss, with any number of mummies, werewolves, and Frankenstein's monsters prior to the ultimate showdown with Bram Stoker's Wallachian sensation, there are few that are perhaps a better fit for the season.  And this is just a small sample of the horror and horror-adjacent enemies (we've also got your standard zombies, ambulatory skeletons of varying sizes, gargoyles, giant bats, and giant spiders, gorgon heads, Medusa herself, and even the grim reaper).
But despite the parade of classic horror monsters, Castlevania has never really been scary.  It's really always been more of a sort of horror fantasy than anything.  
Most installments prior to Symphony of the Night featured you playing as a muscular hero who is the latest scion of the Belmont clan, a powerful, nearly barbarian folk whose sole heirloom appears to be an enchanted chain whip (with a spiked morning star on the end) which is consecrated for killing vampires and other creatures of the night.  It's a good thing they have it, because Dracula, in life an evil sorcerer, and in death the king of vampires, seems to come back to life every century. Sometimes this happens on its own, sometimes he's resurrected by various disciples.  
Listen, the lore here is neither deep, complex, nor consistent.  Anyway, Symphony of the Night marked an interesting fork in the series development.
Let's look back for a minute at the mid-90s.
More below the cut.
It was the dawn of the fifth generation of video game consoles.  Sony's PlayStation, Sega's Saturn, and Nintendo's N64 (the three consoles of this generation that mattered, and that are worth remembering as more than a footnote) were collectively the vanguard of 3D graphics in game design.  Blocky and pixellated as a lot of those games look, believe it or not, it was an exciting time to be into video gaming. Boundaries were being pushed.  New genres (such as survival horror) were being invented.  And many developers were struggling mightily to find ways to translate their existing franchises into three dimensions.
TV Tropes refers to this phenomenon as the Polygon Ceiling.  Some series, such as Final Fantasy, had a relatively easy, painless transition into 3D.  In fact, RPGs broadly speaking weathered the change with few growing pains, if any. The main reason for this, I think, is simply that the mechanics that defined an RPG had very little to do with how those kinds of games were presented, in terms of graphics.  The switch from 2D to 3D didn't really change anything about the essence of an RPG, and in most cases was actually beneficial.
The same was not true of more action-oriented titles, such as Mega Man, or Contra, or Ninja Gaiden, or... well, Castlevania. For an RPG, the way a player and the player's character(s) interacted with the world was fairly rudimentary, and the specifics were largely (in most cases) inconsequential.  But in an action game, the player's interaction with the game's world is everything. Running, jumping, shooting, slashing, exploring, commandeering vehicles...  The feel of these things was every bit as important as how they looked.  And the specific details of the mechanics were important.  Does the character have a life bar, or do they die in one hit?  Can they control their jump mid-air, or are they committed once they launch themselves?  Is the game a side-scroller, or a top-down action game?  Is there a lot of jumping and verticality to the environments, or is it largely a horizontal affair?  And so on, and so forth.  
The transition to 3D presents a couple of problems, then.
Problem one is a pet theory of mine: 3D gaming compels a certain adherence to reality, at least notionally.  I think that, subconsciously, players are better able to accept the more abstracted characters and environments of a 2D game because its nature as a 2D game means it is not operating in a space the player can recognize as real.  So the abstractions – things like floating platforms, massive leaps, double-jumping, etc. – don't really seem troubling. But 3D environments have to look, if not realistic, then at least plausible given the restrictions or abilities of the setting. Platforms hanging in mid-air are an abstract thing that's du rigeur in a 2D game, but they look really weird in a 3D game without some kind of justification.
Problem two is less theoretical: 3D gaming requires a from-the-ground-up re-think of level design.  Part of the reason the level layouts of a 2D side-scrolling game work at all is that the player has that side-on perspective that lets them see what's over the next rise, and react or plan their movements accordingly.  3D games generally don't allow for that, unless they're going for what's referred to as 2.5D – 3D graphics, but levels laid out and played the same as if they were in 2D.  The reason this is a problem is the domino effect it causes. If you're re-designing the levels, you also have to re-design the way the player interacts with them.  The player character's moveset has to change to accommodate this new setting.  And then you have related problems to solve, which were never an issue in 2D games, such as camera control.
In essence, taking an established series from 2D into 3D changes everything.  The environments, the way the player character interacts with said environments, the character's moveset, and the pacing. Meanwhile, franchises tended to be built on a certain consistency.  You tend to buy a Contra or Castlevania or Mega Man game because you know what those games are like.  The name indicates a certain kind of experience.  So, the dilemma: How do you change literally everything recognizable about your game while preserving the essence of the experience so as to maintain continuity with what the franchise is all about?
Outside of Nintendo's major first-party franchises at the time, most of the heavily action-oriented series that were already big when the 3D revolution either:
Stayed 2D, and saw diminished exposure and popularity as a result (some went portable)
Went 3D, failed (sometimes after multiple tries), and died out in a console generation or two
Which brings us to Castlevania, and the fork in the road.
So, like most developers in the mid- to late 90s, Konami was trying to find ways to make their existing franchises work in 3D.  This was at some point before Metal Gear Solid became their major cash-cow franchise.  
Castlevania was a proven money-maker for them in the U.S.  About the only entry they'd left in Japan had been Dracula X: Rondo of Blood, mainly because it was a game for the TurboGrafx-CD, which was doing almost nonexistent business in the States, and had been from its beginning. Which is a shame, really, because Rondo of Blood was damn near perfect.  The Super NES conversion, Castlevania: Dracula X was good in general, but paled in comparison.  But we'll come to that.
So naturally, the thing to do with their big franchises was to make them over in 3D.  Which is exactly what they were doing with Castlevania on the N64.  The result, Castlevania 64, was to be the the definitive statement of the series on modern consoles.
It... didn't work out that way.
Castlevania 64 went on to become one of the defining examples of what it meant to hit the Polygon Ceiling.  Later that same year (1999), Konami brought out Castlevania: Legacy of Darkness, which expanded on its ideas and made some improvements, but still wasn't all that well received. But there was this other game that came first...
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Koji Igarashi, a programmer at Konami, had put together a B team and gotten permission to make his own spin-off Castlevania game for the PlayStation, titled Castlevania: Symphony of the Night. It was going to be a 2D game, so Konami didn't put much effort into marketing or advertising it, at least not in the U.S.  I don't know about elsewhere in the world, but in the U.S. at least, there was a certain drive to leave 2D gaming behind in favor of 3D.  A certain amount of this (it's difficult to say how much) was admittedly driven by the console manufacturers and software publishers themselves, in an effort to sell more games by making said games look as cutting-edge as possible.  
But gaming in 3D was in a transitional state.  And most transitions are ugly and awkward.  Two-dimensional games like Symphony of the Night or Rayman or Silhouette Mirage lacked a lot of the immediate wow factor that 3D games possessed; they were an iteration on what had come before in a generation when everyone was fixated on what was new and shiny.  But at the same time, they had the benefit of established technique.  Developers had at least two console generations' worth of history to draw upon when it came to designing a 2D game, to help them understand what worked or didn't work, and why.  Many conventions of game design had been pioneered in the 8-bit days – the third console generation – and had been refined in the fourth generation.  This fifth generation and its newer technologies offered the opportunity to refine it further still.  
Time has been unkind to many of these early 3D efforts.  However impressive most of these games looked upon release, many of them have aged poorly.  With controls that are often both clumsy and awkward, and with graphics that frequently looked rudimentary even one console generation removed, they can be hard to go back to.  And I say this despite all my intense personal nostalgia for games in this period. Two-dimensional games, meanwhile, have frequently aged much better.
Symphony of the Night, for example, which went on to become the face of the Castlevania franchise.
It's a little strange to think about Symphony of the Night being the odd one out, nowadays.  It, and all the portable games that chased after its success and were to varying degrees crafted in its image, became what the franchise was known for in the end.  There's a reason the genre is called "Metroidvania". But this was where all that began, and as a non-linear exploration-based side-scrolling game with RPG elements, Symphony of the Night seemed like a weird fit for the series at the time it came out.
There was some precedent for this in the series prior.  Castlevania II: Simon's Quest had seen the player character traversing the Transylvanian countryside looking for bits of Dracula in order to unite and destroy them, and thus break the curse upon him.  It was also a non-linear and exploration-based side-scrolling game.  However, it was bad at communicating with the player and providing the necessary clues to make sense of its challenges.  Castlevania III: Dracula's Curse, meanwhile, featured multiple routes through its levels by the simple expedient of giving the player a discrete choice at the end of most stages leading up to Dracula's castle.  Rondo of Blood featured multiple paths, but presented them more organically, by having branching pathways and hidden routes in the levels themselves, which often led to different subsequent levels when pursued.  
But all of these were mere flirtations with the idea of exploration compared to the sprawling, open mass of content that was Symphony of the Night.
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Likewise, the series typically featured physically imposing, practically barbarian heroes before.  Symphony's immediate predecessor, Dracula X: Rondo of Blood, had about the most characterization the series had seen in any of its heroes with Richter Belmont, who went on his adventure not only because Dracula was a bad, bad man, but also because he had kidnapped Richter's fiancee (along with a few other village girls, and a young lady named Maria Renard, who could also be played once rescued).
In place of the usual pseudo-barbarian hero, Symphony instead features a new playable character, Alucard, Dracula's half-vampire son.  His true name, according to the manual, is Adrian Farenheits Tepes (yes, really), which...  I can't decide whether that's awesome or ridiculous.  Anyway, he goes by Alucard, which of course is his father's name spelled backward, to symbolize his opposition to his father.  
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Alucard first appeared back in Castlevania III: Dracula's Curse, which Igarashi has stated was his favorite game in the series. There, Alucard was one of three possible partner spirits the main character could recruit, after first facing him as a boss enemy.  In that game, Alucard had a weaker version of his father's trademark triple-fireball attack, and the ability to turn into a bat and fly to locations other characters couldn't reach (at the cost of a constant expenditure of special weapon ammo).  There, he was probably the least useful of the three partner spirits.  His bat transformation was really helpful in only a small number of situations, and his attack was weak even when powered up to the three-shot version, unless you could make all three shots hit the same target.  And like all the partner spirits, he was more fragile than the main character.
He's appeared elsewhere in the series since.  In addition to an appearance prior to Symphony in one of the old-school Gameboy entries, he also shows up (under the alias Genya Arikado) in Castlevania: Aria of Sorrow for the Gameboy Advance, as well as in Castlevania: Dawn of Sorrow for the original DS.  His appearance in Symhony of the Night led to a change in how its heroes looked.  Character designer Ayami Kojima has a far more shoujo design sensibility, and as a result the franchise's leads have tended toward being more slender and androgynous ever since, even in the games she didn't design characters for.
But getting back to Symphony of the Night, Alucard was the perfect character for what Igarashi had in mind for the game.  Both in his personal identity and in the kind of character he was, he represented something altogether different from the series norm: a slender, impeccably dressed nobleman in place of a broad-shouldered, leather-clad warrior; a cold, remote swordsman over a muscle-bound whip-swinger.  He served as much as anything else to communicate that Symphony of the Night was headed in a different direction from the rest of the games up to that point.
Most games in the series were fairly typical for side-scrolling action games.  Enemies tended to be weak defensively, but packed a punch, and were intended to soften you up for the bosses.  You had your standard layouts of platforms to navigate between, with spike traps and instant-death falls into bottomless pits as punishment for bad timing of your jumps.  Your player character did not grow as the game progressed: You had a single weapon with which to attack the enemies, though Castlevania allowed you to supplement this with sub-weapons, which you could find scattered throughout the game's stages, and which required ammunition to use.  The game, meanwhile, grew in difficulty as you progressed, requiring you to hone your skills as you went.  What was unique about Castlevania was its difficulty (its particular mechanics put it on the high end of fair, for the standards of the day) and its medieval/gothic horror setting.
Symphony of the Night is still a side-scrolling game, but that's essentially where the similarities end.  Igarashi took a page out of the Metroid playbook, and crafted a non-linear, exploration-based action game.  Then, for good measure, he bolted on some basic RPG elements.  So rather than a linear march to the endgame, the player is allowed – encouraged, even required! – to explore every nook and cranny, gradually acquiring new weapons and abilities as they go, and to revisit old locations with their new-found powers and abilities in order to open up new pathways.
Yet for all the ways it's different from the series that sired it, Symphony of the Night leaned more heavily on the (admittedly somewhat anemic) series lore than any game had previously.
Rondo never saw release in the U.S., which is a goddamned crime, even as I understand perfectly why Konami passed on localizing it.  What we got instead was Castlevania: Dracula X for the Super NES (known as Vampire's Kiss in Europe).  This version of the game has some interesting trade-offs going on.  The graphics are somewhat better, since it's a Super NES game.  However, the music, while nice, doesn't hold a candle to the CD soundtrack featured in the original game.  It also loses out on the multiple routes that were perhaps the defining feature of the TurboGrafx-CD version, which seems more questionable. The result is something that feels very much like a bright, shiny consolation prize.
Symphony of the Night is set in the 1790s, about five years after the events of Rondo of Blood. Alucard himself first appeared in the fifteenth century during the events of Castlevania III, so he's been around a while already; Symphony is therefore tied to two different games in the series.  But as much as there was a shared continuity between installments, their taking place a century apart meant that none of them really required you to have played the previous installments to appreciate the current one. It isn't the first game in the series to revisit a particular point in time and set of characters – the very first sequel did it, after all – but it is the first to show real growth of any kind in those characters. Richter returns in a startling reversal of his original role as vampire hunter, and Maria Renard is all grown up and looking to take care of things on her own.  And while it's true that you still really don't need to have played Rondo of Blood to enjoy Symphony of the Night, there was that added layer of interest for fans of the previous game.
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Among the many other things Symphony gets right is its gameplay.  Overall, the game is a little on the easy side, but that's easy to forgive.  One of the things that makes it easy is simply its design.  As an exploration-based game rather than a linear side-scroller, a lot of the traditional instant-death traps (such as bottomless pits) really don't make a lot of sense from the standpoint of environmental design.  Punishing the player's bad timing is basically antithetical to the design of a game like this. The challenge lies far more in figuring out the correct path to the end, instead.  Instant-death scenarios would be deeply unfair in that context.  Instead of running a gauntlet, the player is navigating a labyrinth.
As befits a game that takes up as much geographical space as Symphony of the Night does, the enemies show wide variation in shape, size, strength, and tactics.  Their placement is likewise well-considered.  Enemies of the same type only rarely occupy more than one region of the game's map, giving each region its own ecosystem.  Many of them pose little threat, playing into the relative easiness of the game.  They're there because fighting them gives you something to do as you traverse the castle.  The real challenge is finding your way through... and, of course, fighting off the bosses.
While many of the bosses pose only a middling challenge, a few encounters are genuinely harrowing, and many of them – Olrox, Granfaloon, and Galamoth, just to name a few – make for fantastic setpiece fights.
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In addition to its gorgeous and varied environments, Symphony also offers the player several different powers and abilities.  Over the course of the game, Alucard gains access to powers that allow him the classic vampire transformations (into a wolf, bat, or mist) which are essential for navigating the environment.  This is in addition to abilities such as double-jumping and being able to walk underwater. There's also a multitude of weapons the player can find, with a variety of abilities and drawbacks, as well as several with hidden moves.
The only place the game really falls apart is in its second half.  After uncovering enough of the castle to find a particular item, then player can then face off against the seemingly final boss, only to discover that this boss isn't so final as previously believed.  In fact, it's just the halfway point.  The game then reveals that there is an entire second castle to explore, where the real final boss is hiding.  This is great in theory.
In practice, it’s somewhat less great.  The second castle is a mirror image of the first; take the castle, rotate it 180 degrees, and you have the second half of the game.  The problems here are manifold.
It's not as interesting to explore, because you've seen all this before.  The color palettes are altered in much of the reverse castle, but the layouts are otherwise exactly as they were in the first castle, right down to all of the secrets.  But at the same time...
It's disorienting, because while essentially familiar, it's also upside-down.  It constantly messes with your ability to navigate without constant reference to the map. And while it would be nice to praise clever level design that works both right side-up and upside-down, the fact that you can double-jump, high-jump, and fly means that pathfinding is trivially easy no matter which way the environment is pointed.  And since you already have all the essential expansions to your moveset...
There's less to get excited about.  Part of the appeal of any good Metroidvania game is the player character's slowly evolving moveset, which allows increased exploration of the game's environment. There's a small thrill at the "Ah-ha!" moment when you realize that your double-jump or ability to fly or turn into mist will allow you to access an area you couldn't reach previously, either granting access to new areas or to yet another new power-up, expanding your moveset further.  But that sense of excitement goes away since you already have all the essential maneuvering capabilities.  It also means...
Since you've already acquired all your essential abilities, there is no direction suggested by limitations upon your movements, as there would usually be in a game like this.  Most Metroidvanias are structured so that there are initially only a few places you can go, with tantalizing hints of what might lie beyond currently accessible regions. Thus, while you're free to explore in the reverse castle, the lack of growing capabilities means every direction is arbitrary.  You spend the whole latter half of the game just going wherever, because one direction is as good as another.
While the game still never gets really hard, the difficulty does spike in the inverted castle.  Unfortunately, it does this mainly by just making the enemies give and take more punishment.  Monsters who served as minor bosses in the first castle now show up as basic enemies.  As a result, the game slows down as you slog your way forward.
The thing is, this doesn't make Symphony of the Night a bad game.  It does mean the latter half falls apart a bit, and is somewhat disapointing as a result.  Most of the time, when I play through it these days, I tend to stop once I reach the inverted castle.  The level of novelty adn inventiveness on display throughout the first half tapers off pretty abruptly in the second half.  But it's still overall a vastly entertaining game, and one that I love.  It’s worth playing through by basically anybody.
Inverted castle aside, Castlevania: Symphony of the Night was a smash hit.  It was one of the first PlayStation games I ever bought, somewhere in the spring of 1999.  
I remember suddenly recalling, out of the blue one day, that I'd read about a Castlevania game for the PlayStation that was a little different from the rest of the series.  That was it.  I knew it existed.  So renting it seemed like the safest bet.
The problem with rentals, of course, is that after the end of the rental period, they actually do expect you to give it back.  And that was a problem, because after just about half an hour spent playing the game, I decided that this was one of the most phenomenal games I'd ever played.  It went without saying that I wanted to own it.  In fact I wound up picking up a copy that night (technically, it was after midnight, so that would really make it the following morning) for $20 at a Wal-Mart that was open 24 hours.  I returned the rental the next day, since I wouldn't be needing it any more.
Really, I think I knew I wanted to own this game the moment I got into the Alchemy Laboratory, the second main area, and the first that really allowed for some exploration at the very beginning.  It was perhaps the first area where everything I loved about the game came together perfectly: the graphics (lushly detailed and lovingly animated), the environments (big, eclectic in theme, and interesting to look at), and the music (as eclectic as the environments, beautifully orchestrated and arranged).  
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I still wind up digging into it for at least a little while every year – and, yes, it's usually around Halloween that I do.  I don't usually go through the inverted castle, as I mentioned before. I have stuff to do, and my enthusiasm usually wanes around that point.  But I did it this year, for old times’ sake.
It’s always a pleasure playing Symphony for the little details here and there throughout the game.  But I especially took notice playing through it earlier this month, since I was playing it to finish it, and to take a more critical look at it.
For all that the PlayStation is routinely (and, let's be honest, correctly) assessed as a system with anemic 2D capabilities, Symphony of the Night is a 2D powerhouse for the standards of its day.  And as pixellated as it looks when viewed on HD TVs or monitors today, it still looks fairly amazing.  
There are all sorts of tiny details that work to sell the environments of the game as places with their own distinct identities.  Birds nest in the belfries of the Cathedral.  The frozen-over sections of the underground caverns have a thin skin of ice on the pools of water there, which will break off, a bit at a time, as you collide with them.  Then you have the rats doing their rat business in the little inaccessible nooks and crannies of the Outer Wall.  For that matter, the Outer Wall's weather will randomly change whenever you enter it: It can be clear, foggy, or raining.  There's no effect on the gameplay; it's purely for effect.  Then there's the way many enemies (not just bosses) have unique and involved death animations.  This is on top of them being already highly detailed as it stands.  And these enemies are rarely repeated throughout the game.  Each area has its own unique ecosystem of enemies which aren’t often found elsewhere in the game.  Seeing the full range of the game’s bestiary is in fact one of the few real joys of exploring the inverted castle.
The only part of the game that’s aged somewhat less gracefully is its 3D graphics, which thankfully don’t matter too much.  There’s actually very little 3D in the game proper, and what’s there is used either as background elements (rushing clouds in the Cathedral and Clock Tower areas, and the clock tower itself), or as a supplement to the 2D graphics (the ice crystals that the Ice Maiden enemies use to shield themselves or shoot at you, the pulsing lake of lava, etc.).  About the only instance of 3D where I cry foul is the wings of the giant bat.  Those are honestly kind of embarrassing.  Everything else is fine, if a bit low-fi.  But I find myself getting pretty nostalgic for that, honestly.  
Still, as easy as it is to get wrapped up in extolling the virtues of Symphony of the Night’s technical mastery, what should be kept in mind is that buried under all the flash is a solid game.  Like the best Metroidvania titles, it challenges you not through your steel-trap reflexes but by your ability to navigate the world, to find the correct way ahead, to ferret out the secrets necessary to success.  Unlike its predecessors, it presents not a gauntlet to be run, but a puzzle to be solved.
Because it amuses me, let’s take a look at some of the localization oddities of Symphony of the Night.
Someone at Konami – I'm about 80 percent sure this was someone on the localization team, not the original Japanese development team – was hell-bent on inserting fantasy and sci-fi literature references into the game.  
The boss Granfaloon takes its name from a word invented by Kurt Vonnegut in his book Cat's Cradle. It's used to describe a collective of people whose commonalities might seem to be significant factors in their association, but which are in fact meaningless in the grand divine plan.  This boss shows up in at least one later game (Aria of Sorrow), and is renamed to the more-appropriate Legion.  
There's a handful of references to The Wizard of Oz, of all things.  These come in the form of three different enemies: a scarecrow who jumps around fairly brainlessly, an enemy called Tin Man which is essentially a steam-powered machine full of blades, and an enemy called simply Lion which is described as being cowardly.  
And then there are the references to J.R.R. Tolkien’s The Silmarillion...
This will be easier as a list:
The Nauglamir: In-game, it’s a necklace that raises the player’s defense.  In The Silmarillion it’s a necklace made by the Dwarves for the Elvish king Thingol, which among other gemstones contained one of the Silmarils – a gem (out of a set of three) containing vast but frustratingly vague magical powers.
The Sword of Hador: In-game, it’s described as belonging to the House of Hador.  This is a reference to The Children of Hurin, which is one of the main tales of The Silmarillion, and more recently was expanded into a book in its own right.  The House of Hador is more famous for its dragon-crested helmet, but the game has a dragon helm as a major piece of Alucard’s equipment already, and the developers probably didn’t want to name one of the more important items after something in an intellectual property they didn’t own.
The Fists of Tulkas: In-game, they’re a set of gauntlets to be equipped for punching enemies. Tulkas in The Silmarillion is a god-like being whose area of divine responsibility is war.
The Mormegil: In-game, it’s described as a black-bladed sword, and by its statistics, it’s especially powerful against holy-aligned enemies.  In The Silmarillion, it’s a sword used by Turin Turambar, of the House of Hador (though it’s not an heirloom of said House), which does indeed have a black blade, and a sinister past.
The Ring of Varda: In-game, it’s a ring that gives stat bonuses to the player.  In The Silmarillion, Varda is a goddess of sorts – the queen of the highest tier of divine beings, just below the creator – who is associated with the stars.
Azaghal: In-game, a unique enemy who appears in exactly one location (the inverted version of Olrox’s quarters, for the curious).  He is an enormous glowing phantom who swings a sword that’s at least twice the size of the player’s character.  In The Silmarillion, he’s a Dwarvish king slain in battle by a dragon.  He has a dragon-crested helm which is given to one of the Elvish princes after his death, which is the same helm that ultimately becomes the heirloom of House Hador, after changing hands a few times.
The Crissaegrim: In-game, it’s the most game-breakingly powerful sword the player can find, being a sword that strikes four times in the amount of time most other swords take to strike once, strikes diagonally upward and downward on two of its strikes, and has the best reach of any of the game’s other swords’ standard attacks. And you don’t have to stop moving to swing it.  In The Silmarillion, it’s a mountain range where the Eagles dwelt.  By the time of The Lord of the Rings, it no longer exists, having sunk into the sea along with much of the land where The Silmarillion takes place.
Castlevania has always borrowed from pop culture to some extent.  The original game borrowed its boss monsters from classic horror movies and literature (Dracula, Frankenstein's monster, and the mummy), and its sequels up to this point borrowed still more.  But the specific things being borrowed in Symphony of the Night have always struck me as weird.  There's something a bit more... universal? (pun unintended) about Dracula or the mummy or the wolf-man or Medusa or...  The list goes on.  The Silmarillion and Cat's Cradle and The Wizard of Oz are more puzzling, at least to me.  Maybe it's just that they're not in the public domain (well, The Wizard of Oz is; the book, at any rate).  Maybe it's because they're not as firmly in the horror genre themselves, or even horror-adjacent.
The success of Symphony of the Night helped propel Koji Igarashi to the position of de facto steward of the franchise.  After Konami's double failure to craft a worthy Castlevania in 3D on the N64, they decided to go smaller-scale for the series, at least for a few years. The next game, Castlevania: Circle of the Moon was released in 2001 for the Gameboy Advance.  While it wasn't directed by Igarashi, it clearly aped Symphony of the Night in most respects.  Regrettably, its overall quality wasn't one of them. Igarashi returned to the director's seat for the next several games in the series.  He got his band back together (Michiru Yamane on music, Ayami Kojima on character designs) for Castlevania: Harmony of Dissonance, which has a somewhat divisive reputation among the fanbase.  The follow-up, Castlevania: Aria of Sorrow, is often considered to be the first truly worthy successor to Symphony. The following games on the DS – Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia – saw diminishing returns.
Igarashi's success with his Metroidvania titles in the series eventually saw him put in charge of a new attempt to make Castlevania in 3D.  The results, Castlevania: Lament of Innocence and Castlevania: Curse of Darkness on the PlayStation 2, were... competent, at least.  I’ll probably talk more about those another time.
The Castlevania franchise ultimately got farmed out to Mercury Steam, a Spanish developer, who took the series in a different direction (though one of their games is at least to some extent a Metroidvania in Igarashi’s mold).
More recently, Igarashi's gotten back in the saddle.  While he's no longer with Konami, he's been toiling away on a Kickstarter project called Bloodstained: Ritual of the Night, which follows aggressively in the footsteps of his Metroidvania games.  His initial Kickstarter pitch leaned heavily into his success with the Castlevania franchise. While Ritual of the Night has yet to be released, his team put together a faux-8-bit homage to Castlevania III titled Bloodstained: Curse of the Moon, which seems to be positioned as a prequel to Ritual of the Night. It's fantastic, and is available for PC and all current consoles.
I’ve spent a lot of time talking about Symphony of the Night; I should probably discuss its availability for whoever is curious. I’ll break this down by systems.
Sony: By far, Sony’s systems have the widest availability for this game.  The original PlayStation disc can be played on a PlayStation, PlayStation 2, or PlayStation 3, or via any halfway decent PlayStation emulator on PC. Almost any computer you can buy today will run PlayStation games just fine with emulation.  In addition, this same version is available digitally as a PS One Classic on PSN, so you can download it version for the PlayStation 3, PlayStation Portable, PS Vita, or PS TV.  Like most single-disc PlayStation games on PSN, it runs about five dollars. Then there’s Castlevania: The Dracula X Chronicles. This is a PSP release whose main purpose was to be a shiny new 2.5D remake of Dracula X: Rondo of Blood, a.k.a. Castlevania: The One That Got Away for many years in the U.S.  However, you can easily unlock Symphony of the Night in it (as well as the original TurboGrafx-CD version of Rondo of Blood). This version of Symphony features a new voice cast and a rewritten script, which may or may not recommend it.  The original game was never going to be High Drama even in some theoretical ideal form, and the original script and hamtastic acting at least gave it a kind of B-grade charm.  As it stands, the newer version’s acting is more professional, but loses some of that overwrought but undersold charm. However, it's completely serviceable, and the fact is that all three games in the collection make it well worth a purchase.  It's available physically (for PSP only) or digitally (for the PSP, PS Vita, and PS TV).  Finally, there’s Castlevania: Requiem, a combo pack for the PS4 which contains both Symphony of the Night and the TurboGrafx version of Rondo of Blood, with the English translations and voice work from the PSP release. These updated versions of the game feature a new song that plays over the ending credits (more on that below).  Castlevania Requiem also allows you to enable filters to soften the sharpness of the image, or to play it stretched fullscreen as well as in the original 4:3 aspect ratio with a variety of frames for vertical letterboxing.
Microsoft: An HD remaster of Symphony of the Night came out early in the Xbox 360's lifespan for Xbox Live Arcade.  It offers a smoothing filter for the graphics, and a frame for the vertical letterboxing (the game itself is still presented in 4:3 aspect ratio with no option to stretch the image).  The script and voice acting are the same as the original version.  There are two brief CGI cutscenes in the original version of the game which were cut from this version to save disk space (originally, Xbox Live Arcade titles had to come in under a certain size limit), but nothing of value here is lost.  The music for the ending credits has also changed from the original version.  The original song, "I Am the Wind", was replaced with a new piece due to licensing issues.  Again, personally, I think nothing of value was lost.  "I Am the Wind" sounded tremendously out of place, tonally, compared to the rest of the game.  In addition to the Xbox 360, this version of the game is also playable on the Xbox One via backward compatibility.
Nintendo: Nothing, sadly.  The closest Nintendo ever got to this game was having a near-perfect port of the Japanese version of Rondo of Blood on the Virtual Console, but the VC's basically shut down at this point.  You can still download games you've already purchased, but new purchases are no longer possible.
PC: No official release of Symphony of the Night has occurred on PC, despite it being an excellent candidate for Steam, because Konami is a shit company run by shit people, and they've decided to leverage all their intellectual properties for pachinko machines these days, which is a very shit thing for them to be doing.  Your best bet for PC is to get the PlayStation disc and download an emulator.
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alicetantenakira · 6 years
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Satsuriku No Tenshi (Angels of Death) review
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I don't know what got in my head after play this RPG Game. The game is really amazing, even thought the graphic and the gameplay is far from beautiful, the story is something else. I believe since the beginning, the game maker, Makoto Sanada want to show the story it self.
For Anyone who didn't know, Angels of Death (Satsuriku no Tenshi) exploded in popularity in Japan through Den-fami Nico Game Magazine, operated by Dwango Co. Ltd., where it was released as a serialized game. The manga is serialized in Comic Gene up until now, it already advance volume 7, just a little bit more before the final showdown. J.C. Staff already release the anime on 6 July 2018. You can watch the first episode in here
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Yeah!!! This my favourite cover so far. Zack (CV: Nobuhiko Okamoto) and Ray (CV: Haruka Chigusa) are look perfect in this cover. Don’t judge the book by cover, this story is not about a big guy protect a little girl, Nope! it’s more beyond that. Both of them have a strange promise you would never understand. Here the summary:
13-year old Rachel awakens to find herself trapped in the basement of an abandoned building. Without any memories, or even a clue as to where she could be, she wanders the building, lost and dizzy. In her search, she comes across a man covered in bandages. He introduces himself as Zack and he wields a grim-reaper like sickle. 
A strange bond is struck between them, strengthened by strange, crazy promises… These two, trapped in this strange building, don't know why fate has placed them there. But they will work together desperately to find a way out…
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arplis · 4 years
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Arplis - News: Save the Earth from invasion in the new Saints Row IV
Nintendo Switch has tons of awesome games available right now! Plus, there are dozens more in the pipeline. When the Switch first launched, there were fewer than a dozen titles available for sale. But, as time goes by, and as game makers realize the popularity of Nintendo's hybrid mobile console, more and more titles are being added to the list all of the time. Here are all the games available right now, in digital and game card form, as well as games that are officially coming to Switch sometime in the future. What's new? New games released and announced games coming soon Here's where you'll find everything new that is either now available in the Switch eShop or as a physical game card, as well as games that have recently been announced as coming to the Switch. New physical game cartridges you can buy right now! Gigantosaurus The Game - March 27 - $40 Saints Row IV - March 27 - $40 Physical game cartridges you can pre-order right now! 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DOOM Eternal - TBD 2020 - $60 Pillars of Eternity II: Deadfire - TBD 2020 - $60 Metroid Prime 4 TBD 2022 eShop titles that have released this month Alder's Blood - $20 AvoCuddle - $13 Baron: Fur Is Gonna Fly - $20 Breeder Homegrown: Director's Cut - $5 Brotherhood United - $7 DOOM 64 - $5 Dude, Stop - $15 Hyperspace Delivery Service - $10 I am Ball - $5 ibb & obb - $13 LA-MULANA - $15 LA-MULANA 2 - $25 Murder by Numbers - $14 R.B.I. Baseball 20 - $30 Save Koch - $16 SeaBed - $18 Wunderling - $15 All Nintendo Switch games Here's where we're storing literally every game Nintendo has launched on Switch, plus an ongoing list of previously announced games coming soon to Switch. Physical game cartridges you can buy right now You can find all of these games right now, either in digital form on the Nintendo eShop or at your local game store. The games are available as physical or digital games. 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Date, time and where to watch The Game Awards 2019
The Game Awards 2019 show will honor the best video games of 2019. The event will take place at the Microsoft Theater in Los Angeles and it will be hosted by Geoff Keighley.
The 2019 Game Awards start time is on December 12th at 8:30 PM ET for US and on December 13th at 01:30 AM GMT for UK.
US East Coast: 8:30 PM ET
US West Coast: 5:30 PM PT
US Central: 7:30 PM CST
London: 1:30 AM GMT (Friday)
Syndey: 11:30 AM AET (Friday)
You can watch the show’s livestream on YouTube and Twitch. Also several new games will be revealed during the show.
You can watch the show’s trailer below.
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Here is also the full list of nominees:
Game of the Year
Control Death Stranding Super Smash Bros. Ultimate Resident Evil 2 Sekiro: Shadows Die Twice The Outer Worlds
Best Game Direction
Control Death Stranding Resident Evil 2 Sekiro: Shadows Die Twice Outer Wilds
Best Narrative
A Plague Tale: Innocence Control Death Stranding Disco Elysium The Outer Worlds
Best Art Direction
Control Death Stranding Gris Sayonara Wild Hearts Sekiro: Shadows Die Twice The Legend of Zelda: Link’s Awakening
Best Score/Music
Cadence of Hyrule Death Stranding Devil May Cry 5 Kingdom Hearts III Sayonara Wild Hearts
Best Audio Design
Call of Duty: Modern Warfare Control Death Stranding Gears 5 Resident Evil 2 Sekiro: Shadows Die Twice
Best Performance
Ashly Burch as Parvati Holcomb, The Outer Worlds Courtney Hope as Jesse Faden, Control Laura Bailey as Kait Diaz, Gears 5 Mads Mikkelsen as Cliff, Death Stranding Matthew Porretta as Dr. Casper Darling, Control Norman Reedus as Sam Porter Bridges, Death Stranding
Best Action Game
Apex Legends Astral Chain Call of Duty: Modern Warfare Devil May Cry 5 Gears 5 Metro Exodus
Best Action/Adventure Game
Borderlands 3 Control Death Stranding Resident Evil 2 The Legend of Zelda: Link’s Awakening Sekiro: Shadows Die Twice
Best RPG
Disco Elysium Final Fantasy XIV Kingdom Hearts III Monster Hunter World: Iceborne The Outer Worlds
Best Fighting Game
Dead or Alive 6 Jump Force Mortal Kombat 11 Samurai Showdown Super Smash Bros. Ultimate
Best Family Game
Luigi’s Mansion 3 Ring Fit Adventure Super Mario Maker 2 Super Smash Bros. Ultimate Yoshi’s Crafted World
Best Strategy Game
Age of Wonders: Planetfall Anno 1800 Fire Emblem: Three Houses Total War: Three Kingdoms Tropico 6 Wargroove
Best Sports/Racing Game
Crash Team Racing Nitro-Fueled DiRT Rally 2.0 eFootball Pro Evolution Soccer 2020 F1 2019 FIFA 20
Best Multiplayer Game
Apex Legends Borderlands 3 Call of Duty: Modern Warfare Tetris 99 Tom Clancy’s The Division 2
Fresh Indie Game Studio
ZA/UM for Disco Elysium Nomada Studio for Gris DeadToast Entertainment for My Friend Pedro Mobius Digital for Outer Wilds Mega Crit for Slay the Spire House House for Untitled Goose Game
Games for Impact
Concrete Genie Gris Kind Words Life is Strange 2 Sea of Solitude
Best Ongoing Game
Apex Legends Destiny 2 Final Fantasy XIV Fortnite Tom Clancy’s Rainbow Six Siege
Best Independent Game
Baba Is You Disco Elysium Katana ZERO Outer Wilds Untitled Goose Game
Best Mobile Game
Call of Duty: Mobile GRINDSTONE Sayonara Wild Hearts Sky: Children of Light What the Golf?
Best Community Support
Apex Legends Destiny 2 Final Fantasy XIV Fortnite Tom Clancy’s Rainbow Six Siege
Best VR/AR Game
Asgard’s Wrath Blood & Truth Beat Saber No Man’s Sky Trover Saves the Universe
Thanks Gamespot.
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