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#and I've not had a chance to test it in actual gameplay
rapidreptile · 4 months
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early working version is out now :)
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replace your lethal company model with a funny hazmat dragon
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sim-berry · 5 months
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Reminders for the upcoming TS4 update!
Simmers, the new expansion pack For Rent comes out on December 7th and as we all know, big updates can mess with your game especially if you use mods. I've learned my lesson from the last few updates and I'd like to give some suggestions to help!
Note: I use the EA App for Sims 4, on a Windows computer. The methods I describe here will probably not apply to MAC users. I also don't know if these work for pirated games so just be careful!
-BACK UP YOUR SAVES. Just in case your save gets corrupted or the update somehow manages to lose your saves (this has happened to me- after the update, my saves were gone). Here's what I do:
Navigate to your "Sims 4" folder. In my case it's Documents>Electronic Arts>Sims 4.
Find your "saves" folder and right-click to copy it.
Paste your copy of your saves folder to your desktop (some people paste to their external hard drive as well, but I'm not sure how to do this)
Right click on your copy to rename it. It's a good idea to write the date on which you copied your folder. Here's my current backup:
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Your saves are now backed up! If you lose your files in the game or they become corrupted, open up your backup folder, then select and copy all the files in the folder and then paste them into your actual saves folder. Your saves will then be restored! You should do this every so often just in case. I try and back up my saves once a month.
-Turn off automatic updates. This way you can choose when to update your game. I personally wait until mod creators start updating their mods and then update the game.
Open the EA App and head to your settings, then the "downloads" tab.
Turn off the "update games automatically" option.
When you're ready, update the game and enjoy!
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-Follow mod creators on social media. If you use mods, it's a good idea to keep up with updates and what the creators are up to. When there's a huge Sims update, many mods (especially script mods) tend to break and need to be updated by the creators. Keeping up with them allows you to see what their plans are for updating the mods. Creators use many different platforms, but from what I've seen most tend to use Tumblr, Patreon, and Twitter/X to post updates. If I find a mod I really like, I always follow the creator. They also deserve tons of support for their amazing work!
-Know which mods are broken and updated. In addition to following mod creators, there are multiple threads that log all mods with each update. They tell us which mods are broken, which are updated, and which were unaffected by the update. If you're experiencing a glitch with a mod, you can report it on these threads. Here are examples of threads from previous updates:
Always check these before writing to an official Sims/EA forum about a glitch. If you use script mods, the bugs you're experiencing will most likely be from these mods. Also, if you use UI mods like UI Cheats, don't freak out if your UI looks like this:
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Your game isn't corrupted, the mod is just outdated. UI Cheats almost always breaks after a big update. The creator of UI Cheats updates frequently, so make sure to check up on their Patreon page.
-Check in with the community if you have a bug. The Sims Forums, r/Sims4 on Reddit, and Simblr are good places to go if you have a question about a bug you're having. r/Sims4 was a lifesaver for everyone who had the dreaded tooth glitch in Growing Together. If you're having a non-mod related bug, chances are others are having it too, so don't feel afraid to ask!
I hope this helps some of my fellow simmers. Good luck with the new update and pack, I can't wait to see how my favorite Simblrs use it in their stories and gameplays!💖
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professor-abeloved · 1 year
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It Loves Within (a review of goodbyes, gratitude, and gay screaming)
i read somewhere that an aspect of the horror genre is pain. and if you're a fan of the it lives anthology, pain is inevitable.
the pain of choosing who has to take jane's place, a game that (doesn't) end(s) in sacrifice, betrayal, and anguish. the pain of losing one's parents, finding family anew (in both blood and found) - only to potentially lose it all.
the pain of an impossible choice: do you end this, once and for all, to save everyone - only to never see them again when you finally return home? do you remain in this world, with gaping wounds patched by temporary bandages, for the life you've never thought you had the chance to live? or do you try try try to bridge it all together, pushing for a world full of potential, a reality still out of reach, but still worth fighting for all the same?
every ending of It Lives Within is tragic in its own way, a bittersweet balm to the trauma-filled fuckaganza of a journey of these characters we know and love.
i'm never going to stop saying thank you to everyone at the @itlivesproject team for making the choice to create and collaborate on this masterpiece. the pain of pixelberry cancelling sequels (er, trilogies) broke my heart, but this fan game is more than a dream come true.
(the rest of this is kind of a rambling review under the cut)
looking back, i'm actually glad that they cancelled it - because i wouldn't trade every second i played ILW for anything. (and my girlfriend knows i've spent numerous all-nighters just playing and/or talking about ILW <3. i tell my therapist it started with abel's first diamond scene--and okay getting side-tracked).
first off, i want to mention all the variants. the It Lives series were unique and notorious for having different branches and endings that carried through to the next book, something which isn't very common in mobile visual novels. since ILW had not one, but two books to reference... hoo boy. coding, writing, making art + sprites for, testing, editing, and hell even just thinking of the different variables and how they impact a third book is such a herculean feat and i applaud everyone on the team for all the blood, sweat, and tears poured into this endeavor.
the gameplay itself was super fun!! i think it hit the right balance of action with timed choices and puzzles (i now want my own crown paperweight), implementing that Nerve Score system that the It Lives series is known for. not only did one have to keep in mind their Nerve, but also their choices between Blood and Shadow that would seal the fate of everyone in this Pixelberry Cinematic Universe (hello, horror Julian HSSgame). it was fun as fuck, i really liked and appreciate the decision of 3 different main endings <3
because the plot was a downright banger. every twist and turn had me on the edge of my seat and frantically screenshotting everything (somehow i've gotten to 20k screenshots, but at least 98% is ILW. the other 2% are random crap and also Choices, lol). it was cool to theorize and guess correctly on some things and still be utterly shocked at the brilliant execution. i can't list every single thing that made me gasp, but the crumbs of foreshadowing are incredible. not just saying this as a tester, but the replay value is nuts. (also the different personalites of sarcastic, genuine, and aggressive are so good).
having character relationships as a core stat was also an organic, lovely choice. i adore how everyone started off at various points (joss at 0 and amalia at 75 iirc?) and could develop differently and sometimes independently of nerve (abel being easy to befriend but having tough nerve to raise because he's going through Some Shit, while jocelyn was more closed off yet had easier nerve to raise). it really colors the ways the main 4 interact with rowan, and i love how even the romance variants played a part in it. from jealousy-laden glances to the famed Union Walk Out, this game was a breath of fresh air to the usual 'i accidentally have 1 flirt point with this LI and somehow they're in love with me' vibe of current mobile VNs. (mattyass is an outlier and doesn't count <3)
speaking of characters!! holy shit they slayed and served, giving closure to our favs from the first book and then some (being pro connor green wasn't in my 2023 bingo card, but it happened! i like that funky lil dude), giving the cast of the second book vital yet natural roles, while letting the new cast shine in their own right.
the It Lives cast is vastly beloved for a reason, and the ILP Team not only nailed every single one of the canon characters, but they breathed new life into them (literally in the case of RF!noah/devon). i'm beyond words to express how amazing it was to not only have my blorbos back, but to be able to see a beautiful devonoah romance and flirt with dan pierce after years of pining and get married to andy kang?!?! the gift just keeps on giving. (i'm just biased in mentioning them because devon, noah, andy, and dan are my ILITW biasline but i'm so happy to have seen stacy, lucas, ava, lily again <3333)
i also adore the ILB crew to bits!! i had the impression they were barely gonna be featured (and valid), but the way the showed up!! the way harper was important and could kick ass while injured??? slay.
and the way everyone interacted in ch19 was some avengers assemble beautiful dream. i don't think i'll ever be that happy again in my life, fr <33
and onto the stars of the show...
it's been an honor to spend time with each and every one of the main crew. jocelyn was someone i was hyped to see, ever since her cameo in the ILB end credits scene. redemption arcs are tricky and while i admittedly felt the initial trepidation... the execution of her development blew me away. it is fantastic and realistic (getting to encourage her to be better or to leave her alone was also a cool mechanic. i love how it's in firm yet empathic encouragement that she works to better herself.). she grew into such a fierce, gruff protector with a heart of gold and fists of fury. i love her so much. her nightmare sequence facing her shadow past self is one of my favorite's. arcs of self-forgiveness vs self-flagellation hit hard, and it moves me to tears to see how far joss has come <33 her route having either a slow burn vibe or a fwb tinge was also an excellent choice !! i enjoyed fwb route (she's so sweet and considerate, putting a blanket over us with a frown lmao) and i can't want to replay for sb + to write fics with her <3
now onto lincoln, my fav mlm cowboy son. i was initially jealous because i thought my girlfriend would be into him + i thought abel and he were exes, but i came around in ch13, iirc. i connect with his arc of wanting to prove your worth to your parents very painfully, and it means a lot to see him know that others' approval will never define him. i'm also happy to see him process his pain and give others a chance - give himself a chance to apologize and let abel in again. he's also fun to torture write for in fics, and somehow he's soulmates with my most complex ILW MC, wan, despite me son-zoning him real bad, so that's just amazing characterization. excited to write more <3
amalia my beloved <33 the brains, brawn, beauty of rowan's rogue monster hunting operations. i love her and her route so much. childhood best friends to lovers always slaps (i mean, cmon thats most of the ILITW ships), and the way it was executed for amalia is chef's kiss. the angst of your best friend not being the person you thought they were was an excellent spin on the trope. but the love she has for you and the love you have for her is something all on your own?? perfection <33 also her dreams of wanting to make a difference, especially what happened with her family is a very relevant experience today, are so inspiring <3 i'm so excited to replay her route with a different mc and also to write her as well <3
AIJDBFHDFJDOK abel aifhsohifOSDHDSIGH okay that's it.
JK abel, my love, my light, my stars. professor dorklord. the reason i've changed my url after these long years. i love him and his sexy sweater vest of sin so much. my favorite scene of all time is when pretending to have a lover's spat with abel in amalia's university AISHFIOG. he's funny, sweet, and charming. i'd listen to his nerdy rambles all night long - and yes, partially an innuendo, and partially that i like nerds who ramble about things. i love how he can be too rational (yet always with a heart <3) yet also so selfless, and i love how he can choose himself and his happiness at the end instead of living with ghosts <3 i love you abel, baby, i'm coming back for youuu in every route, in every wip <3
to ro, my trans-coded, queer-coded power entity <3 i was so happy that MC had powers (not from a suit we had to spend diamonds on), and wow they executed this trope so well. rowan is so well written with 3 different personality types, it's wonderful. y'know, i used to make MCs for every choices book (until i got lazy lol) and i can't believe i have at least 4 MCs again <3 the creativity this game sparks in me i swear to the power. i'll see you soon: ronaldo, genuinely sweet and genuinely terrifying baby boy. wan, my sweet snarky selfless drag queen. amor, you tough dorky tcg-playing sweetheart. reg my flirty failgirl (gender neutral), beanie baby charmer.
shoutout to daddy mattyass for being the GOAT choices antagonist/secret LI. you know i have so much to say about him, but it's almost 2 am and also 90% of my ilw meta is about him anyways <3 love to hate him, hate to love him!! he lives rent free in my mind <33 (but fr, such a compelling character and no one else would've been as satisfying to deal with in the finale. i miss the king of delusion pathetic meow meow <3)
also loving luis, sunny, elena, jessica, milf mayor green, babygirl adrian kim, girlboss marianthe. every npc, every pixel and line of code and text and just everything, every thread that makes up the tapestry of this beautiful, priceless experience.
it lives on, it loves on.
pain is inevitable. it hurts because it's over, it hurts because i love this game with every fibre of my being... but love doesn't really die, does it? it lives on in a different form. the game will always be there. if anything, the fandom is alive with the love that's put into the project, the love that reaches us no matter where we are - even from the fictional town of Westchester to the Power dimension and beyond.
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stinkywormynoob · 10 months
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Thoughts on Worms games from someone who didn't grow up with any
Worms: Armageddon
I barely played this one, I didn't even know how to jump and gave up at the tutorial because I found it to be too unforgiving. Hearing about its popularity seems to have a reverse psychology effect on me, but I want to try it again at some point. I don't find it visually appealing, but the gameplay must be good if people praise it?
Worms 3D
Feels like Mayhem with janky movement physics. The worms in this game are cute, but they tend to look like they're either sad, drunk or have a case of Resting Bitch Face.
Worms Forts: Under Siege
I feel like this game is a spin-off but also not? I played through the tutorial, felt bored and confused simultaneously, didn't want to touch the game for a while afterwards, and just started the campaign yesterday only to feel that way again once I got to a level where I had to actively build. I wished I was doing something else. It was more fun watching the worms' animations than actually playing. I also hate how the camera controls feel. I probably would've liked the cancelled kart game better.
Worms 4: Mayhem
I got this one after WUM, initially to try out the free camera thingy, then test the OpenSpy patch (I haven't tried much, but I heard it doesn't work well, maybe I should just try LAN instead). Maybe I could try modding something oneday, since WUM seems to be modding-unfriendly. I don't want to play the campaign here because I know what kind of "voice acting" it has.
Worms: Revolution
This game makes me feel like an idiot. I like the worms' designs in this though, they have to be my 2nd favourite. I also recognize a lot of animations borrowed from Mayhem.
Worms: Ultimate Mayhem
This was my introductory Worms game. A friend suggested trying it back in February. We played it together via Parsec and it was funny experience. Wormpot helps spicing up the gameplay a lot. Worms flying high and far from overpowered explosions is a type of comedy. In rare occasions worms may get stuck in unexpected places, which is also funny. My first team was one with blue hair and I became attached to it, hence why that detail appears in my art a lot. The worms' design in this game has really grown on me and become my favourite.
Worms: Crazy Golf
I'm far from great and I just don't vibe with it overall.
Worms W.M.D
I'm pretty sure this was my first 2D game. I felt lost (and still do to an extent) with the amount of crafted weapons. Things tend to go wrong, but that can make it fun at times. This was also suggested by a friend, we played it together, and they used some mega destructive weapon (don't remember the name), and... let's just say it didn't always go in their favor.
Worms Rumble
I happened to be fortunate enough that a veteran player gifted me a code, so I bypassed Steam's regional restriction AND didn't spend any of my own money. There are a lot of maxed out players who can casually kick my ass, but there still are middle level and even new players I have a better chance against. As someone whose judgment isn't clouded by nostalgia, I want to say this game is... enjoyable. I only played one Battle Royale type game prior, but I didn't stick with it, maybe I chickened out. I recognize there's a problem with the number of active players: Quick Search rarely gives me Last Worm Standing and Last Squad Stading matches because they're always getting a single digit number of players. I heard there've been no updates lately and suggestions to make the game F2P. Regardless I've passed Level 25 (max is 50) and I'm certain I want to keep playing.
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obiternihili · 8 months
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2, 9, 11, 38
Cool! So tumblr didn't give me a notification that I got this ask!
context is this post:
2. Top 5 games of all time?
A few of the Zelda series could probably make the cut. I go back and forth on Link's Awakening and Majora's Mask for my favorite from that series.
Skyrim modding has eaten months of my life.
Undertale's probably up there
Fuga: Melodies of Steel (and its sequel; they're more like episodes of one game than two standalone games) might take a spot, but it might be a honeymoon effect.
There's a few runners up out there like Night in the Woods, Yoshi's Island, La Mulana, Pokémon: Emerald etc. And a few series I really like but can't in good conscience say are my favorite (Sony's Horizon comes to mind).
But I think of games that I associate with myself maybe the number 5 spot should go to Yu-Gi-Oh: The Sacred Cards. More as a representative of the Yu-Gi-Oh series as a whole and that unspeakable time I tried to become a let's player. Plus it's just a weird unbalanced game.
9. Most hours you've put into a single game?
Easily skyrim, caveat: much of that time is just turning on the game, cocing (using the console to warp without loading a save game) into riverwood, and sprinting to whiterun checking for CTDs, or in other words, testing mods to make sure I didn't make the game explode.
If you don't count mod testing, probably OoT 3D rando, usually still bug testing, but actually playing at the same time.
11. Favorite game genre?
Probably action-adventure.
Like I like puzzles and I like pretty/cute worlds to explore. And I like RPG story crafting.
If I'm honest I tend to prefer games that are easy to moderately difficult over hard. I like power fantasies a bit, I guess, and that's best achieved by earning it.
So zelda-likes, open world games, and certain metroidvanias are pretty much my ideal games. Which isn't to say something like really good writing or music can't propel things like Undertale or Fuga into my top games.
38. An unpopular gaming opinion you have.
I've got a few of those, I think.
Paper Mario's decline began with Super Paper Mario, Sticker Star unfairly gets the blame for it. And the mechanics weren't that bad, people just absolutely refused to learn them because they were too upset at it doing SPM things instead of TTYD things. SS is still deeply flawed, I mean, but it's not like "bad sonic game" bad.
Many gamers want to roleplay when playing or just unwind with a comfort game and not everyone games for the feeling of overcoming shit. And that's entirely valid. But they can be a kind of competing access need: there are kids who need absolute silence to focus on a test, and there are kids who need noise to drown out distractions; both kids are valid, but their needs are antagonistic. If you take the games of gamers who want accomplishment and put easy modes in, often you make more work for devs who have to rebalance the game around both modes. Or, like the more action adventure open world gameplay you inject in the Elder Scrolls, the less of a difficult Table Top traditional/chance and skill check kind of RPG there is for the Morrowind and earlier fans who loved the series for those elements. Likewise, taking someone's animal crossing and adding soulsbourne mechanics to it would change that kind of game entirely. I'm not sure that the answer is "put an easy mode in dark souls" or "don't put an easy mode in dark souls". I don't know what the answer really is but I'm not cleanly on either side of that argument.
I'm starting to be one of those "actually graphics matters" guys. I can't really easily play switch games anymore, it's insane. Aliasing and blur feels like visual noise (unlike texture) and makes me feel tired/annoyed. Plus, like, too much pop in or flickering gives me headaches; I had to drop Legends: Arceus because it made my head hurt. And I notice low framerates now, and it hurts similarly to pop in. Fwiw I think a lot of it's also COVID related; my family used to travel a ton, but now the easiest ways for me to get my "green fix" is a game like Skyrim, BotW, or Horizon: Forbidden West. And I guess playing higher framerate games has just trained my brain to vibe that fast.
Trainers, mods, cheat codes are, so long as it's only used in single player content, cool and great. They do not change level design. If it's hard to set up, then it's a reward for being smart enough to set up, no different than writing down information on a piece of paper to solve a game's puzzle. They're good things.
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Thanks for the asks! Sorry I didn't get the notification.
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lycorisketch · 2 years
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Here to talk about Security Breach. Lots of people have been complaining about stuff, so I wanna give my thoughts.
Please read entire post before commenting
First off, I'm only halfway through the game, so no, I have no experienced everything in the game personally, but I've seen every ending, multiple playthroughs, and many other analysis posts.
Also I'm sorry for the large post, but this all has made me upset and I wanna talk about it.
(Also everyone is entitled to their own opinions, but still, please read)
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So to start, to the people complaining about bugs and the game being unplayable, etc.
I have experienced 3 bugs in total so far, only one of which actually hurt my gameplay, but it was minor and was easily gotten past. It was a bug that gave me the camera layout for an area too early, as it first required you to beat a mission. Because of this, I was unable to properly track the animatronics on the cameras. I died three times, but managed to survive the last as I found a way to do it without the cameras. Overall, not a huge problem and was easily gotten past with a bit of thinking.
Bugs do not mean a game is unplayable. Multiple players have gotten through the game completely, even with some minor bugs. Yes, there will be AI problems with collision and such, but that is how game programming works. So to those of you complaining about the AI being stuck on a door, I suggest you think about how hard it was for developers to even program the AI to track you through a diverse location in the first place.
Some other bugs to note are ones that can stunt gameplay completely. Such as a bug that causes the 3am recharge station to be inaccesible. I have also heard of bugs that have crashed the game on consoles or pc, but games will always have those problems. Even in popular games such as World of Warcraft, which has had thousands of players and development experience over the years, still runs into this type of bug.
I understand it is frustrating and annoying, but Steel Wool has already spoken and said they are working to fix these types of bugs and to optimize the game. You have to understand this will take time. Steel Wool is an indie company who has already had a lot of pressure on them since they began to make this game, and with the delay last year it only worsened for them. Not to mention we are nearing Christmas and these developers and such deserve time to spend with their families. Not listening to people bash the game they have spent 2+ years on.
So to those of you who have spent time complaining about the "gamebreaking" and "annoying" bugs that you yourself may not have even faced, please take this all into consideration. The game should not have been delayed again. Not only because its a function and fun game as is, but also because had it been delayed, you all would have thrown a fit. The game had been delayed 18 hours and people were in outrage because of it. Imagine what would've happened if it had been delayed longer to fix every bug in the game (which by the way isn't even statistically possible given most bugs are found until a large playerbase has played the game and found the bugs as each bug has a slim chance of occuring and would most likely not present during play-testing). No game has been released perfect, so bugs will continue to be found for quite some time.
I will say, if you haven't played the game for yourself, please do not come after me because you watched someone encounter bugs. Bugs will occur, and sometimes the bugs you see in videos were forced by the players (intentional or not). You yourself have no played the game and cannot say whether it is unplayable or not. I respect those who watch gameplay videos or don't have the ability to buy or play the game, hut understand theres a difference between seeing someone play, and actually playing.
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Now onto another topic of complaints. The story. I've seen many posts bashing the game for a lackluster story that doesn't make sense to players or that there is little to no story at all.
I argue against this. Obviously.
As a long time fan of the franchise I have heavily enjoyed this game and its story. The game doesn't force the plot in your face like many other games might. It allows a gameplay experience in which you can choose to either a. pay attention and dig for more info or b. play the game and give only minor or no concern to any plot.
No, you do not have to have read every single book or watched every single Game Theory video to understand this franchise. From day 1, this franchise has prided itself on gameplay first, story second. But to those of us in the community who have actively dug for the story and followed it, this game makes sense.
To find the story you have to get different collectibles, messages, and find references throughout the game. From the old posters of Fazbears Family Diner, the inclusion of certain animatronics, to even as far as design choices, this game has a concrete place in the FNAF story.
The problem is that a shocking small amount of players actually look and acknowledge certain aspects.
There are 6 different endings, with 1 being locked being a hard mode. This itself is not shocking as many story elements have been locked behind a more difficult area of gameplay (ie. Sister Location Ennard fight ending, UCN 50/20 mode, even as far as to include the different minigames present in Fnaf 2 and Fnaf 3). Many players could play 1 ending and call it quits. But I've noticed a lot of people complaining they simply don't make sense or are too happy cheery to be right. And that is a key problem. Some endings are meant to be 'gag' endings that make no sense, while others are heavily linked to the story itself. Sadly, it seems few people have realized this and have taken everything at face-value. And yes, I understand not every player can do the hard mode (I can't even do it myself), but that's why we are meant to work as a community and figure stuff out together.
Some story elements are also locked behind secret areas only accessible at end-game. But if you are to truly look at these areas and their contents, you'll find a lot of story that many have complained was left out (ie. Vanessa backstory).
To those of you complaining about things being removed that were shown in trailers, or accusing Steel Wool of changing the story midway through development, please think. Some aspects from trailers aren't in the game yes, but thats not odd for a game. Some dialogue only serves purpose to engage people into playing the game (ie. Male voice [presumably Afton] at the start of one trailer speaking over the Vanny mask). This dialogue seems to serve only as an engagement tool and to give us as players an idea on the characters. I don't see a way this dialogue would have fit in any capacity no matter if they had changed something or not. It is simply not spoken in a way that could smoothly implemented into gameplay without disrupting the flow.
To those saying Vanessa was supposed to be sweet and caring because of dialogue presenting in one trailer. No. She was never set up to be a character that we as Gregory would trust. The dialogue in which she speaks of 'getting out together' and that the animatronics 'will never stop hunting you' serves only as an engagement and story tool. Vanessa is shown as a character we do not trust, even in the trailer, so those lines serve only for us to link to the story (which I believe I have figured out for the most part).
I will also note, to anyone complaining about a lack of Afton or Vanny presence, the main antagonist in the story is never fully present all the time. Even throughout the other games, we onyl saw Ennard at the end of Sister Location, and heck, we didn't even see Afton for the entirity of the first two games (unless you count the minigames). The Fnaf franchise has always kept secondary antagonists in more light than the primary antagonists, allowing them to pull the strings without being seen.
The FNAF franchise has never outright given its story to players and has always been about picking out the real truth from red herrings, as well as the clues in the game itself. It is a complex puzzle that requires time and effort to put together.
(P.S. To anyone claiming that Fnaf VR and forward are non-canon and should be treated as a separate entity because Steel Wool 'ruined' the story. Kindly leave this community. Steel Wool is an indie company who has poured their hearts into these games, working alongside Scott for it all. So everything you see has been approved by Scott as part of the story.)
So no, the game is not terrible from a gameplay perspective, and no, the game is not lacking in story.
For anyone struggling with the story in Security Breach, whether you have seen the secret stuff or not, feel free to message me. I can discuss how I believe it all fits together, just give me time to respond.
Sincerely,
A Fnaf fan who has been here since the start and is tired of people bashing this game
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bryan360 · 3 years
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My YCCTEAM'S Wireless Switch Pro Controller - Part 10 (Playtime through Super Mario 3D All-Stars game in Super Mario 64 #1)
Hi guys! Miss me of doing my continue YCCTEAM Controller topic reviewing? After using my controller of testing its buttons, batteries results, and doing gyro/motion controls in check, I decided to bring this for my YCCTEAM Controller topic to finished and give the results for how good was my controller is....almost. For my next one that I said from my April 22nd post, I've recording a video of using my controller during playtime with one of my games I choose. This video I did was back in April 18th; before 5 days later til showing my controller's gyro and motion through 👻Luigi's Mansion 3. Link Here
However though, I actually did 3 or 4 recording clips during the same day and I wanted to merge all 4 to make one video during this month of May 2021; instead of doing one at the time in clips. I can thank for my PicsArt app on my iPad Mini 2 to help me doing video edits and it really works! *thumbs up*
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Those screenshots I took back in May 20th, by the way. ⬆️
However, it seems that I can't remove its tradmark on the right side bottom of the recording video. I'm sorry if I'll just leave it like that cause I don't have some money into my Apple account to purchased the PicsArts membership to help me remove its tradmark. At least knowing its small enough to not bother during this video of me playing games with my YCCTEAM Controller I've recorded. Nevertheless, let's get into my next topic part about using my pro switch controller through playtime I've been saving since April 18th. What better ways to show me playing with my controller with a game that I got from last year of Decemeber 2020 as my late Christmas gift: 🌟Super Mario 3D All-Stars! I've waiting for months to ever get started of my new progress through one of three gaming collection at first look. Just hoping that my buddy 🐰🖌Maxwell and his siblings will be ready to bring their reactions; mostly with Maxwell cause he's a big Mario fan and he'll be looking forward of me having fun with this game's progress I'll be bringing soon. Enough talking, let's-a-go for my latest topic part for today!
By the way, the original video's file size number was much larger so I use other video converter sites to turn down the file size smaller; that way I can uploaded through my tumblr blog just as easy.
0:00 to 0:37
Since now this recording video was actually the merge one with different shots I edited by using my PicsArt app, I'll begin saying the first one I did with my pro switch controller is doing Mario's moves through Super Mario 64. You know from my childhood that I happened to play the original Super Mario 64 since childhood. I remember when using my old N64 controller to play as Mario; jumping, running, and walking was a alright experience to begin my journey exercise to rescue Princess Peach from Bowser. Now years later that I got the 3D All-Stars collection version, I'm using my YCCTEAM Controller to get into Super Mario 64 once again. I still got it remember for the controls after learning from my original N64 game years ago, so here I am doing this to test my modern controller at hands. It looks good for starters when I use the left analog stick to move Mario and pressing the A button to perform jumping. I even do altogether while running and pressing the A button to perform a triple jump move.
0:37 to 0:53
Onto the next clip that I edited was pressing the Y button to perform his punching attack; like if I would be using it more often then doing jumping on enemies. At least knowing I've using it for the first boss battle which I'll get to that on my next video next month, by the way. I did five or more times of him throwing punches and the respond works fine. *thumbs up*
0:53 to 1:05
I quickly get into another part by performing Mario's ground pound move attack. I pressed the A button and ZR button while mid air. Just like my previous ones that it can do well when you gonna use for enemies/bosses and doing switching puzzles.
1:06 to 1:52
Finally now we're getting into the last part I've gotten of doing more of Mario's moveset I recorded. First was the jump kick attack after pressing the jump button then pressing X or Y button to kick in midair. Not bad, but barely if using it during my journey to rescue Princess Peach from Bowser sometimes. After that, I'm now doing the running long jump by moving the left analog stick to make Mario run faster a bit. Meanwhile pressing the Y button at the exact time can perform his long jump that I can feel the vibration on my YCCTEAM Controller; which is unexpected to say at least. I should've turned off the controller's vibration off during my recording, though....Just in case if It'll be little annoying when trying to have my gameplay through Super Mario game. Just saying, though. Anyways, I'm doing one more thing before ending this video and give some results about using my YCCTEAM Controller during playtime at first try. This is for the camera adjustment part as I use the right analog stick to move the camera; which Lakitu holding. It's little bit slow though when I'm trying to move the right analog stick quickly, but it was okay when using it for looking things; except looking into Mario's face cause reasons.
Looks like that's all I can bring you in this recording video of how far using my YCCTEAM Controller for Super Mario 64. Just wishing I could bring more of Mario's moves I haven't gone through it yet; such as crouching and doing backwards jumping. I did happened to perform those while not recording, but let's just say they're works fine as well; even could be useful during this game's progress. 🙂👍🏼
My Thoughts:
To my latest topic post for my YCCTEAM Controller review, it was a good start of using it during my playtime with Super Mario 3D All-Stars game and to the controlling respond as well. Testing with Mario's moves of jumping, ground pound attack, and so on was like taking me back when I'm playing with my original N64 controller, except differently since the N64 Controller had one analog stick in the middle bottom in weird design choice honestly. Nevertheless, it was still a good start.
Now if you we're thinking this will be my last topic review post for my YCCTEAM Controller, but I have other recording videos that I'll love to share for next month. So yeah, I'm still continuing this topic til I decided to finished. That being said, I did have good fun testing my controller; especially using through my first gaming progress of Super Mario 3D All-Stars that I promised to share for my upcoming posts soon.
Let's see how my mains reaction after showing my latest topic post for my YCCTEAM Controller.
🐰🖌Maxwell: It was the amazing thing I ever saw! At least during the begin though. ^^* While I give you applause for trying out Super Mario 64 on Switch in this recording, I'll can also give you a thumbs up about this latest topic post for using your YCCTEAM Controller in new test through playtime a bit. 😉👍🏼With this, I'm sure it can work well for your other games like 👻Luigi's Mansion 3 and 👊Super Smash Bros Ultimate. Though you already have.
🐰👊💥May: Indeed. Still our A-Pal will bringing more video recordings for another day soon. So his YCCTEAM Controller topic will continue, but hoping not to long eventually.
🦊⚽️Sam: Yeah. Besides, we like to see if he'll continue his gaming progress through Super Mario 3D All-Stars to share on his posts soon. That and he'll be doing his next items through upcoming topic reviews.
🐰🖌Maxwell and 🐰👊💥May: Huh?
You heard me right, guys. After I'll be done with my YCCTEAM Controller topic soon, I'll get into the next one for my other items that my family give me through stores or brought me online just in case we're still staying in houses til the pandemic can be over. It happens from months ago, by the way.
🐰🖌Maxwell: Guess you'll be doing your busyness through your upcoming topics, huh? Well at least hoping you'll have plenty of time to take it easy and organize your writing. For now though, you'll should keep going on your YCCTEAM Controller topic to continue; we can wait.
Thanks, Maxwell. Also hoping I'll remember when I can sharing one on my Super Mario 3D All-Stars gaming progress in screenshot pics to my Tumblr blog soon; by any chances I'll get. That's all for now. Hope you'll guys will giving a like to my lastest YCCTEAM Controller topic review post. See ya! 🙂👋
Pervious Posts for my YCCTEAM’s Pro Controller Topic:
Wireless Switch Pro Controller for Nintendo Switch/Switch Lite (Part 1) - Link Here #1
My YCCTEAM’s Wireless Switch Pro Controller for Nintendo Switch/Switch Lite Unboxing (Part 2) - Link Here #2
My YCCTEAM’s Wireless Switch Pro Controller for Nintendo Switch/Switch Lite Comparison with my Xbox One (Part 3) - Link Here #3
My YCCTEAM’s Wireless Switch Pro Controller for Nintendo Switch/Switch Lite Comparison with my Nintendo Switch’s Joy-Cons (Part 4) - Link Here #4
Testing Buttons (Part 5) - Link Here #5
Rumble Feature Testing (Part 6) - Link Here #6
Battery Charging Test (Part 7) - Link Here #7
Playtime Battery Life Results (Part 8) - Link Here #8
Gyro and Motion Controls 1st Half (Part 9) - Link Here #9
Gyro and Motion Controls 2nd Half (Part 9.5) - Link Here #10
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itsclydebitches · 4 years
Note
I've noticed more and more people tend to value stories over gameplay in games by a huge margin. I know you havent played it but the best example is Last of Us. That is a solid blockbuster emotional story, but the gameplay is nothing special for the praise it gets. Games can be so much beyond storytelling, but thats usually the most talked about part of popular games. I'd say witcher 3 is another example. Just average gameplay surrounded by above average story/setting.
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In contrast I’m absolutely a story/character sort of person... so you know I think the gameplay is really bad if I’m bothering to criticize it lol. I’ve actually been thinking about Witcher 3 compared to FE:3H a lot and at least with Witcher the gameplay is engaging on one level or another, even if it’s not always as meaningful as it might be:  
Witcher: Open world with a ton of places to explore and beautiful scenery to enjoy. I want to take Geralt places and discover new things
FE:3H: One tiny monastery I got sick of within a few hours. I hate running back and forth to talk to people about the same topic each month 
Witcher: Quests whose stories have been designed to be emotionally compelling and that usually involve following a trail/killing some beast. I want to find out how each quest ends and enjoy the act of solving the problem/dealing with it 
FE:3H: Fetch quests where you literally run to the glowy part on your map, pick up the glowy object, run back to the quest giver. There’s no thought involved. These quests likewise don’t tell us anything significant about the world or the characters
Witcher: Combat that required me to balance weaponry, armor, signs, bombs, and potions. I felt like I had to learn things in order to succeed and frequently failed as I tested out different approaches 
FE:3H: Combat that gives the veneer of the same sort of choice but doesn’t result in the same defeats if you fail to learn/plan correctly. Did you choose a knight or an archer? Give them a ring or a shield? Choose this combat art or the other? It really doesn’t matter in the end
Witcher: A game designed around branching storylines, where lots of choices lead to immediate and obvious differences in the narrative (kill this person vs. letting them live), or have an impact later (Ciri). It made me think carefully about each interaction and I wanted to put that thought into my choices
FE:3H: Masquerading as a choice based game even though it doesn’t really want to be that. Your “choices” are either identical, provide one “correct” answer that messes with the roleplaying aspect and only provides you with support points (which you can easily get elsewhere), or halts the entire game to say, “This is important now! Choose A or B without really understanding what A and B are.” It also endlessly keeps you from making choices. Early on a character asked me if I agreed with the archbishop’s decision to execute a bunch of fighters and I was geared up to make that difficult dialogue decision, with expectations that it would change how I interacted with these characters... but then another character interrupted the conversation, ensuring I never had to make that choice. This happens frequently
TL;DR: perhaps Witcher’s gameplay is average - I personally really enjoyed it - but at least it’s gameplay. FE:3H feels like it’s scrambling to give you things to do because that’s a basic requirement of games, but no thought has been put into what you do, whether that’s fun, if it has a substantial impact on the world, etc. Witcher, Undertale, and I assume The Last of Us too - they all have gameplay that to one extent or another is intertwined with the rest of the story/your character and is also meant to be entertaining on its own. Even if you know nothing about who Geralt is, fighting a werewolf or whatever is still fun. Running the same route to deliver a letter to a nameless background character? Delivering lost items to characters you haven’t gotten the chance to know so you’re just cycling through every object you’ve found and listening to their recorded response? Not so fun. 
So for me there are distinct levels. Gameplay as a whole could be better compared to the stories games are now producing, but most games nevertheless start at a level I’m very happy to accept. FE:3H, meanwhile, feels like it has failed as a game. If you gave me someone other than Geralt I’d still want to run around the Witcher world killing cool monsters. If FE:3H didn’t have its cast I’d have no desire to do any of the monastery stuff or even most of the combat. I agree wholeheartedly that I’d like gameplay to match the level of those those blockbuster stories more... though post-40 hours of FE:3H I’m now really appreciative of games that just manage mildly entertaining gameplay lol 
Also, big FE:3H spoiler under the cut: 
Regarding the whole “cutscene wound is suddenly an issue” aspect I mentally YELLED when Jeralt gets stabbed, you use your time traveling ability, but then you still fail the second time around so he remains dead. You can actually use the ability three times in combat but the cut scene just ignores that for #reasons and the answer for why you can’t change things when you’ve prevented plenty of deaths before is, “It must be fate.” 
Me
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officialdjuk · 5 years
Conversation
What if T.O.M Reviews Castlevania II: Simon's Quest?
T.O.M: This game sucks.
T.O.M: Castlevania 1 and 3 are great classic Nintendo games, but for Castlevania 2: Simon's Quest, the game designers obviously were not thinking straight. At first, it seems like a pretty decent game, a little different from the first in the series but, that's okay. Zelda 2 was different from the first, Mario 2 was different, but they were all good.
T.O.M: The first thing that's strikingly different is the fact that you have to go through towns, talk to people and buy stuff. I never really minded that, it makes it a little more like an adventure story and it's kinda like Zelda, so that's okay. But the first problem comes in when it changes from day to night.
- gameplay of Castlevania II starts -
T.O.M: Why does this need to happen so often? Like, every five minutes? Why does it take so long? Nobody feels like sitting through this every time. How would you like it if you were playin' a game and then every five minutes I came over, and paused it, then counted ten tedious seconds, and then let you continue play the game?
T.O.M: Now, I mean, why did they think that that would be a good idea and interrupt the gameplay, did they think it would be more realistic? I mean, in real life I don't have to stop in my tracks when the sun sets and a fuckin' box doesn't pop up in the air. I mean, this is one of the most annoying features in any game ever. What's the point? Yeah, the, I mean, the monsters are stronger at night and the stores are closed, but why's that necessary and why does the game have to stop? It's fuckin' retarded.
T.O.M: And why do you have to die when you fall in the water? That's the stupidest thing I've ever seen. This guy can go all over fightin' hordes of evil monsters, but he can't even fuckin' swim?
T.O.M: Sometimes I don't feel like goin' down the stairs just to get down to ground level, I mean, there's no reason I should have to do that when I can just take a shortcut and jump down. But, oops! I shouldn't do that, there might be water down there.
T.O.M: Another thing that's really annoying about this game is the fact that you have to buy weapons and items. I mean, still, that's not uncommon, you know like I said: that's the same thing you have to do in many great games, like Zelda, but, lemme explain.
T.O.M: Here you have to collect hearts, which count as money. I mean, that's kinda odd, because usually hearts count as life or energy, y' know, so that's kinda strange. But, y' know that's not the point. The point is that the items you need to buy are too fuckin' expensive, and the hearts don't add up enough. It takes too long to get enough of them to buy something, and it gets boring wandering around killing the same monsters over and over again just so you can buy a Flame Whip or somethin'.
T.O.M: Speaking of Flame Whip, that's pretty weird itself, isn't it? I mean, they were really being creative with that one, the flame whip.
T.O.M: Anyway, about the hearts: It takes too long to buy stuff, and, to add onto the problem, when you die, you lose all your hearts and you have to start all over again. I mean, doing this doesn't add to any of the games' difficulty or challenge, it just makes us have to do more of the same monotonous stuff over again, and it's not fun, it's boring.
T.O.M: Oh, look, I finally got enough hearts to go and buy a plant that I need to cross the swamp, now let me get to the store.
T.O.M: Oh shit, it's fuckin' night time, now the stores are all closed and I have to wait for it to turn day again. Oh well, I might as well kill some zombies in the meantime and stock up on some more hearts.
T.O.M: OH SHIT! Now I gotta start all over again.
T.O.M: One of the worst things in the game are the Pitfalls, which are areas where there's, like, stones or blocks that look like you could walk on them, but instead you just fall through. It's impossible to tell where these spots are the first time walkin' through, so you just have to keep throwin' Holy Water all over to see where they are. It's retarded. Why should I have to do that? Again, it doesn't add up to any of the fun, y' know, challenge of the game. It's just unfair and it's annoying.
T.O.M: In the dungeons, there's no bosses at the end, which is a big disappointment. Every Nintendo gamester knows that at the end of a level or a dungeon labyrinth, whatever, there's always supposed to be a big guy who ya fight. But here, they just got lazy and only put a few bosses in the game and left some of the dungeons just empty like this one. So, most of the dungeons you go through (the mansions, to be exact), there's nothing at the end except for a crystal orb that you can't touch.
T.O.M: In the rest of the Castlevania games, the tradition goes like this: You fight a boss, you defeat him, then an orb comes down and you touch it, there you go, on to the next level. But in Castlevania 2, how would you ever figure out that you're supposed to throw an Oak Stake at that orb? I mean, when you first get the Oak Stake you assume it's a weapon, and you throw it, only to find that it does absolutely nothing, and that you waste it by throwing it, so you have to get it all over again.
T.O.M: There are parts in the game that are definitely not self-explanatory and are too hard to figure out. Take this dead end for example: Would you guess that you're supposed to pass through this wall? How? You have to kneel down by it for like ten seconds. Now, still, that's not enough to make it so cryptic and hidden that we can't figure it out, oh please, give us more for our buck and make it harder so we can wander around the whole game and exhaust every possibility before we find out. Okay. Guess what? You need to have a Red Crystal selected, and be kneeling down, and wait a little while before this magic tornado comes and takes you to the next part of the game.
T.O.M: Most of the townspeople have things to say which aren't important at all, so why do you have to read 'em? Here, in the dungeons, there's books that you may find which actually give you clues about things in the game that you may need to know about. But, when I find these books, half the time it's by accident, so I may hit the button and cancel it out which means I don't even get to read it and I don't have a second chance.
T.O.M: Why can't I do that when it changes from day to night? That would actually be helpful. So, what the game designers figured is this: it isn't absolutely necessary for me to read about how to find Dracula's castle or what I'm supposed to do with an Oak Stake, but what I do need to read, again and again constantly, is: "The morning sun has vanquished the horrible night". How about "vanquished this horrible GAME"?
T.O.M: The only sure way to get through this awful game is to enter a code, but even that is way more tedious than it should be. While most of the Castlevania games have symbols you enter for a code, this one just has a whole bunch of numbers. I mean, like, one of those little parts would be enough for a password. But why four? Like why so many?
T.O.M: In general, I hate games that have passwords like this, because sometimes they have uppercase and lowercase letters. Like the l's, you know, look like I's, the 0's look like O's, the 8's look like 5's so, why does there have to be so many digits? Y'know, like why can't it just be numbers or somethin'? Like, y' know, just numbers and not letters? I mean, it takes me, like, five minutes to enter this code when it should only take, like, five seconds. It's friggin' stupid.
T.O.M: Okay, so, say we enter the code, and we go to Dracula's castle. You'll be pretty disappointed how anticlimactic this game is. It isn't even worth putting in a code, let alone playing the whole game all the way through, which, if you did, I feel bad for you.
T.O.M: I mean, first of all: there's no enemies in Dracula's castle, you just walk all the way through and the only obstacles are just, like, goin' up and down steps, which won't hurt you and they aren't challenging, either. It's just tedious. I mean, what the hell's the point of going through the castle if there's no way to fight? Did the game designers just, like, run out of time or somethin'?
T.O.M: So then, you get up to Dracula, and guess what? He doesn't look anything like Dracula, he looks like a grim reaper and he throws sickles. I mean, did the people who made this game even know what Dracula is? He's a fuckin' vampire.
T.O.M: Alright, on top of everything, Dracula's way too easy. Check this out. This is a trick I discovered myself and so could you, without the help of any strategy guide. When Dracula first appears, he stands there for a while, and he gives you plenty of time to land lots of free hits. Not only does he stand there for a long time, but everything that hits him will stun him and give you even more time.
T.O.M: Naturally, you'll probably be using the flames, because it's one of the most effective weapons in the game. But, using it against Dracula, it makes it simply impossible for him to even do anything. He has no chance. The second you start throwin' that shit at him, you've already won. I mean, why is it that easy? Did they even test this shitty game out before they released it?
T.O.M: What a piece of shit. I mean, I feel horrible that I had to play this game in order to make this video, but I did it to demonstrate its dreadfulness and I forced myself to play it just so that you don't have to. So, you should thank me for telling you to stay away from this horrible steaming pile of goat shit. I mean, I know it's useless complaining about a game that was made back in the late '80s, or early '90s or whatever, but it just blows my mind how fuckin' horrible it is. I mean, it's consistently annoying.
T.O.M: Why? Why is it so bad? If all these problems were changed then we'd have a great trilogy of classic Castlevania games, but, history is history, and we might as well try to count Castlevania 3 as, you know, the second in the series, and leave this awful piece of horse shit alone, as it stands today as one of the biggest fuck-ups of all time.
T.O.M: We rate Castlevania II: Simon's Quest, well. all i say is this: This game sucks. Thanks for listening
Only Toonami, on [adult swim]
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