Tumgik
#best 2021 game for pc
shikhboacademy · 1 year
Text
Tumblr media
Acer Predator Triton 500 SE Gaming/Creator Laptop 
2 notes · View notes
pohutukosplay · 2 years
Photo
Tumblr media
Pōhutukaryl Cosplay as protagonist Sir Henry the dog Best Friend Forever
Wellington Cosplay Photo Fest photoshoot with Dave Roberts Photography Te Ranga a Hiwi, Te Whanganui-a-Tara February 6th 2021
buy me a Ko-Fi?
3 notes · View notes
digitalitstore · 1 month
Text
Unlock Your Productivity: Enhance Your Workspace with Cutting-Edge PC Accessories.
In today’s fast-paced digital landscape, having the right tools can make all the difference in maximizing productivity and comfort. Whether you’re a professional, gamer, or casual user, investing in high-quality PC accessories can transform your computing experience. Let’s explore how PC monitors , keyboards, and mice can revolutionize your workspace, offering unparalleled performance, versatility, and convenience read more.
1 note · View note
toptenbestsellers · 1 year
Photo
Tumblr media
Top 10 Best Gaming PCs of 2022 🔗 https://toptenbestsellers.com/gaming-pcs/best-gaming-pc/ ° ° ° #best #gaming #pc #bestgamingpc #number10 #hp #omen #30L #2022 #2021 #top10 #top10best #toptenbest #toptenbestsellers #highestrated #bestselling #top10products #top10of2022 #bestof #top10lists #top10comparison #comparison #topten #top10bestsellers #tenbest #10best #bestsellers #topten2022 #toptencomparison #toptenproducts Visit toptenbestsellers.com to learn more https://www.instagram.com/p/Cpmj1WiNL-I/?igshid=NGJjMDIxMWI=
0 notes
androfyi · 2 years
Text
Boult Audio Airbass Propods X Bluetooth Truly Wireless in Ear Earbuds with Mic, 32H Playtime, Fast Charging Type-C, Ipx5 Water Resistant, Touch Controls and Voice Assistant (Black)
Boult Audio Airbass Propods X Bluetooth Truly Wireless in Ear Earbuds with Mic, 32H Playtime, Fast Charging Type-C, Ipx5 Water Resistant, Touch Controls and Voice Assistant (Black)
Boult Audio Airbass Propods X Bluetooth Truly Wireless in Ear Earbuds with Mic, 32H Playtime, Fast Charging Type-C, Ipx5 Water Resistant, Touch Controls and Voice Assistant (Black) 3.5 Price: (as of – Details) From the manufacturer
Tumblr media
View On WordPress
0 notes
trandtalk · 2 years
Text
Google's new adventure game takes the Top-Down trip in ancient Mesomerika
Google’s new adventure game takes the Top-Down trip in ancient Mesomerika
Google’s art and culture section has published an interesting new educational game about the ancient Meso America. Credit social media The Dissent of the Serpent Game is now available for playing through your browser or Google Arts & Culture iOS and Android apps. There is a light plot of the Serpent, a small video shows what the beginning of the game is seen. When exploring a museum, Lord…
Tumblr media
View On WordPress
0 notes
strangecrowntiger · 2 years
Text
1 note · View note
lowkeyrobin · 1 month
Note
Heyy :) Can you please write headcanons of dating quackity, but in his earlier eras? (like 2019-21 maybe) ❤
ooooo yes of course!!! ; fun fact I've been watching him since 2018 or so (I don't mean this in a "Oh I'm cooler than you way) ; thank you for the request!! this was fun as hell ; I tried to kinda do it in a chronological order but yeah, I did like stuff and then more details of relationship if that makes sense yk???
QUACKITY ; 2019-2021 era
warnings ; language, talk of drugs, jokes about sex
genre ; fluff
word count ; 858
masterlist
Tumblr media
Raiding Club Penguin with him and Axel was a core memory for you. It was the first true time, however cringe it sounds, that you saw Alex as your best friend.
he'd always try to make you laugh, especially on stream
such a little tease
back in the olden days, we had those Discord server 'wtf is that food' videos
you guys rank some of them and how likely you'd eat them
also ranking Discord memes
so many of them were dumb shit or weird shipart from like 2015 deviantart LMFAO
"guys I know me and y/n are dating but that doesn't mean compare us to Shrek couples!"
"I thought Thanos was your true love?"
"He-He is! Oh my God, stop being so desperate, y/n. ugh"
once he got invited to the Dream SMP, you were all ears and proudly taught him how to play Minecraft
you made his alt skin with the tuxedo, which he didn't wear often, but used in lore some time later
youd often help him with lore ideas
he also got you invited into the SMP where he introduced you to some of his new friends
you knew schlatt and some others, but most of these people were new and it was nice meeting all of them
the fiances are established and then you and quackity are already a think and you also like karl, which creates a weird love rectangle with an open end because you and sapnap are sharing the other two 💀
lore goes fuckin crazy with that
while Karl's off making Kinoko Kingdom and Quackity's running Las Nevadas, you're building El Tropicana, off in the far away jungle biome
Alex would usually stream and translate Mexican soap operas, which you joined in for sometimes
you'd give the characters different voices and twist their words up a bit to make it more entertaining for chat
the amount of drug talk that went into that was wild
also the amount of queer kids bullied in those schools?? yikes on bikes
also the one with that girl who got in trouble for kissing a boy on the playground or whatever that was?? Jesus christ man
youd both act put the scenes on occasion and use Tiger as whatever kid was being yelled at if she was in the room with you
taking a break halfway through stream for him to play guitar and for you to karaoke to fuckin Bo Burnham
also making fake joints out of paper he had laying around and "lighting them up" aka setting paper on fire next to a PC and your faces
Jackbox streams with the Feral Boys until 3am>>>
Paranormal Activity in the middle of the night went so fucking crazy
teaching Bad how to play GTA is your favorite memory with those two
playing horror games and watching him play horror games with Karl while he visited him
how dare he leave you all alone (you couldn't go because you had a busy schedule)
your chats shipping the hell out of you and your dsmp characters
hella fanart and fanfictions man
try not to laugh streams where you always ended up laughing before the ten minute mark because of him
he purposefully does shit to make you laugh
reading fanfiction on stream was a regular activity especially for y/s/n
youd rank the book on a scale from one to ten and how accurate to real life they were
"nahhhh that one doesn't have enough Thanos, two out of ten"
"yknow what... were gonna have our own tier lists... okay?"
"damnit... does this mean I'm not getting laid later?"
"what"
promoting the quackityhq merch religiously
also stealing whichever beanie he wasn't wearing, either the LAFD one or the plain black and blue one
him tying you to a chair and forcing you to laugh was a common stream plot
tweets that were either very inconspicuous about drugs, very sexual, or very old married couple vibes
youd both be frequently trending on twitter
hot wings or dare streams with Bad >>>>
playing girls go games and hoping you wouldn't give his PC a virus
sitting in the inflatable pool fully clothed, playing with children's bath toys
he'd for sure be the type to fall for his best friend
whether it be all the way back then or just now, he could go forever without feeling any feelings but one day they'll show up and the nervousness begins
he'd lend you a hoodie if you were cold in his room and he just straight up begs you to keep it
lots of just staring at you while chat ships you, like genuinley just zones out on your pretty face
would probably doubt his feelings at first and talk to his mom about it and she's like "boy you have a crush. Go ask them the hell out, you're a handsome young man, I'm pretty sure they like you too"
"mOooOooOoOoM"
genuinley spoils you with no good reason and after a while you just accept it
he starts sending good morning and good night texts
he'll repost (or reblog) (he has a secret tumblr) fanart of you two, especially if it's shipart
will constantly send you clips of movie characters making out or kissing and say "this should be us"
120 notes · View notes
abibeur · 2 months
Text
So. I played Side Order (or rather I finished Side Order, aside from a few completion marks that doesn't offer any spoiler stuff!).
I've been seeing stuff on Tumblr, on Discord servers, on YouTube comments by people who were… Not entirely happy with it. Or rather disappointed. "They could have done more…", "This character was underused…", "I preferred the Octo Expansion…", "Let's re-write it for something better…". And let me tell you, I was (and still am) infuriated when reading these. Not because those comments and posts and messages were unfair, unjust and idiotic or anything (well maybe the re-writing thing was uncalled for), but because I actually loved that DLC. I think that's pretty normal to be angry with seeing a thing you love being shit on, even if I get what all of you meant. But I still wanted to share my own thoughts (because why not, I like saying what I think).
First and foremost, let me just say that I have a pretty different relation with Splatoon than most people. I was in since the release of the first game. I didn't play it due to a lack of Wii U, but I watched a lot of videos. And I liked it! I even had Splatoon OCs, I could be considered a fandom veteran at this point! But after some years, I put it at the back of my head as something I loved. When the Switch came out, I didn't have the money for it and no one would buy me one, so I continued to be a PC gamer. And when I saw the news of a Splatoon 2, I dismissed it like it was something silly, "what can you say more about Splatoon!?" I knew there was some new idols, some stuff about a DLC, Callie being kidnapped, but that's all. I dismissed all of this, and as a result I don't have much of an attachment for it. But in 2021, when I saw the news about a third game, I was ecstatic again. And in 2022, when I finally could afford it, I bought a Switch. Not just any Switch, the Splatoon themed one, and I pre-ordered the game. And when it came out, I spent less than a day to finish the story mode, and it was one of the best day of my life, I played Splatoon for 16 entire hours. Splatoon 3 is now my most played game on the Switch, more than 300 hours (that can seem not that much for some of you, but I'm a casual gamer, I don't play every day, so that's still a lot!). I even bought Splatoon 2 and the Octo Expansion after that. Splatoon 2 story mode was incredible, because that's the game I never got to play but more mastered. Octo Expansion was incredible, because it was… incredible. But I still liked Splatoon 3 story mode better. Is it because I've played it before? Because I hadn't the one year of unskippable Off the Hook news to make me like them before the DLC (to be fair I didn't know much of Deep Cut too!)? Because it clicked more on me? Honestly I don't care. It's not important, because it's still my preferences. But let met tell you, when the news of Splatoon 3 DLC dropped, I was roaring. Every crumbs of news and trailers widened my life expectancy. I was finally sharing the hype that you felt for Octo Expansion. And…
Two days ago, I played it. And I loved it. Why? Why did I love it where so many people seem disappointed? This will not be an analysis, I'm not good at those, just… Here's how I see things. Also there will be huge spoilers so if you haven't censored the tags for whatever reason, I will hide it beneath a read more because I'm nice.
First, the gameplay. When I heard it was going to be a roguelite, I was intrigued, because it seemed interesting. I was wondering how it was going to play out, more like The Binding of Isaac, or like Hades… Okay I only played those two. And it was like Hades. But I think the best thing to come out of this gameplay is… Well, the fact is every mission from all other story modes (including octo expansion) are pretty much the same in that they have an intended way to be beaten. Sure, for OE and S3 you have a choice of weapons, and there's probably unorthodox ways to finish them (including speedruns), but it's still organised around a specific way to deal with the levels. You go at one point and there you're done. And that's why I will never re-play the story modes I already finished. I know the ropes, so… Why? But here… The gameplay itself doesn't change much. It's an amalgamation of most Splatoon gameplay since now, Salmon Run, Ranked Match, Octo Expansion levels… But the way you APPROACH this gameplay is different and that's why every thing changes. Because you are now free to choose. You don't want a stage? Choose another one, the cost of a good chip and membux not being that punishing, you want a specific type of chip? Go for it! There is so much fun combos to do, I have fun at every run! They told us it was going to be replayable. And they haven't failed to give. Because when I want to replay a game, then I know it's good. Aside of multiplayer games and games made to be replayable (TBOI, Dishonored…), some of favourite games are Half-Life 2 (my favourite game in general), Hollow Knight and Mario & Luigi Bowser's Inside Story. Once you've finished exploring it all, well there is nothing else. But I still want to experience it again. And again. I have tens and even hundreds of hours on each of them. So yeah. If a game makes me want to replay it, I like it! And also… The final fight. The "phase 2" of the final fight. It was probably the most satisfying gameplay in all of Splatoon. Every path you took? Every path you didn't take? It was there. And you could experience it all together and finally finish your first run, empowered by it, in-game and outside. This was so good. I really wish we will get updates like more stages, bosses or even chips, because wow.
Secondly, the atmosphere. This point will be much shorter, but holy shit this game was incredible to be immersed into. The cold and sanitised atmosphere of the Spire? Amazing. Obvious Portal and liminal spaces vibes, but hey. And the music… Really the music makes a lot of it. The final fight music is absolutely incredible, one more time, and the credits theme is probably my favourite credits theme of every Splatoon game and DLC (that VIOLIN, that heckin' VIOLIN). I wouldn't be able to say which one of Octo Expansion and Side Order's atmospheres was my favourite. I guess I'm less sensitive to childhood memories and such but hey. Both DLC's atmospheres were incredible good.
Finally… The sore point of everything I guess, the story. I guess we expected more. Even myself, I expected something darker, deeper, more mysterious and esoteric… Have I been disappointed. No. I understand that some people were, but I am not. And frankly, I feel like I don't have to be. Like what do we really wished for? More octoling lore? Marina's past uncovered? Mature themes and dark atmosphere? I am just describing Octo Expansion. We didn't need Octo Expansion 2.0. Every theme that I've seen wished for? Octo Expansion tackled them, greatly even. So did we really need to do the same thing again? I feel like Splatoon 3 was the great conclusion of the other games' story modes, where all marine life finally united against the common enemy: mammals, the past of Earth's life coming back for its great revival. And it was a spectacular conclusion. And Side Order was Octo Expansion's conclusion. But it wasn't that bombastic, it was more of a calm conclusion, an epilogue of some sort. Marina wasn't in great danger or anything (well she was but less than we expected), we didn't need to expand the damsel in distress role for confirming Marina and Pearl's relation (which was pretty much hinted on greatly without it lmao), we already knew that. We didn't need some dramatic story about Marina's departure's effect on the one she was close to, like some people predicted for Acht. I think some fan comics explored this way better and Nintendo telling their own version would have been disappointing either for it or for the fan comics' versions! We didn't need more insights on Eight, because once again Octo Expansion ALREADY did this. Eight seems happy with their new name and identity, so why should we uncover more? They already won a lot with Octo Expansion and their sacrifices would have been dull if there were reveals on "who they really are".
Nah. Side Order, how I see it, is a story about fixing the damage made in the Octo Expansion. It's a story about recovery. About finally confirming your place in the world and accepting that everything will not be like you think it will. Acht is not there to expose Marina's errors, Acht is there to show how this recovery can work. She symbolises every octoling Marina left when she quit the army and ESPECIALLY every octoling she swore to help. And she's also there because it would have been less interesting to see an octoling we've never seen before, especially since she is an octoling we knew got Kamabo Co.'d! Every palette is someone we already know, an anchor to the world of Splatoon, and for Eight, an anchor to their memories, as the locker was their palette. As they know more and more people, they know more and more where their place in the world is. And the end of your first run? The start of the final boss phase 2? Yeah the music is Pearl, Marina and Acht's. But it is Eight's pulse that got everything back together. Their heart beating made the world beating again. They found freedom, now they found their place in the world. They're finally complete. Like you complete your palette with every chips at once. Octo Expansion final fight was their last fight for freedom. But I think this was their last fight for identity.
But outside of that, I think Order/Smollusk is more than that. More and more we advance through completing the palettes, we learn that Smollusk is the result of Marina's wish for order in her life (and her fellow octolings') and especially the other octolings developers dreams. And I think that's really important, because after that, we learn that why Smollusk still fights us is because it's… alone. And Acht seemingly understands that. You know why this is? Why it doesn't understand Marina's intentions by "betraying" it? Because Marina, as opposed to the other developers and Acht, found someone. She found her partner for life, the love of her life you could say, she found someone else that could offer her something great. And I think the other developers didn't find that companionship, so they had other goals with the Memverse, and Acht, left behind by Marina, felt this loneliness too, taking refuge in music, so that's why she understood what Smollusk felt. I think Splatoon story is a lot about isolation, solitude and loneliness. The (Inkadian) octolings were chased from the surface, living in the underground, isolated and forced into military life. When they risked survival, they stole the great zapfish and we sent then back into the dark. So they retaliated by stealing it again and also kidnapping Callie, separating Marie from the person she holds dearest (while Callie thought she could offer them company and finally uniting back the two people). Octo Expansion was also about isolation from the surface, for everyone involved and Tartar… Well the mammal (and adjacent) survivors don't really have it well, huh? Judd was made immortal, a great lonely situation for one of the last mammals, even if the professor give him Lil Judd for that (isolating the latter from self expression, oops!), Tartar wanted finally someone who could understand the knowledge he was bearing, and in his final instants was longing to return to the professor and for Grizz… We saw what happened in the logs! But this is not where it ends. The first final Splatfest was literally choosing between the Squid Sister, separating one from the other. And when the Splatocalypse happened, we thought it would be the same, that both option were going to be negative. A endless world of anomy where nothing makes sense against a cold and dystopic dictatorship. But we saw Chaos rather meant a world of differences where anyone can be what they want to be and still be reunited with people. So now we see what Order meant: reuniting people by putting them on equal terms. And at the end, that's what you and Smollusk agreed on! He'd be a difficult final boss and you'd be a formidable opponent for him! Splatfests weren't meant to be divisive or anything, it's just a fun way to see what do people choose in their life. So to face loneliness and meet new and fun people, what will you choose? Chaos or Order?
I guess I understand if it wasn't the story you wanted to see. But I liked it either way, as I also struggle with loneliness and finding my place in the world. And as I also like roguelites!
46 notes · View notes
tooaverageofagamer · 5 months
Text
REVIEW: Inscryption – Daniel Mullins Games
Release Date: 19th October 2021 Available On: PC, PS4, PS5, Nintendo Switch, Xbox One, Xbox Series X/S Genre: Indie Game, Card Battler, Rogue-Like, Card Game, Story Rich, Puzzle, Horror
Review Length: Short (~600 words)
Review Spoilers: Minor
---------------------------------
Tumblr media
Gameplay
Inscryption is an Indie horror, rouge-like, card-battling game. If you want to draw similarities with card-battle games, think of Yu-Gi-Oh or Pokémon cards, but a more simplified version that still requires some strategies. But with all the ways you could possibly play, you’d be sure to find your own cheesed style. Personally, I am not the best at strategy-based games or card games, the hardest card-battle game I’ve played was Club Penguins Card-Jitsu back in the day, but I found Inscrytion to be fun and immersive, even if a little frustrating at the start.
The game is played in ‘Acts’. Act One would possibly bring the most frustration to an average gamer or someone who just isn’t familiar with strategy card games, and as I am both; I was frustrated at the beginning. But, once you’ve ‘failed’ a few times in the first Act and find yourself falling into the game challenge more and more, it can become fun, and you can start to pay attention to the details that the game you and the game will slowly become easier as you gain insight into the fights and bosses presented to you.
The game is filled with puzzles, most are not necessary to the game, but it may help you have better cards to play with or unlock more of the lore of the game.
Once you’ve completed the game for the first time, you unlock challenges that can make gameplay more difficult, if that’s your masochistic jazz.
Story
As to not give away too many details as this is a story-dependent game that should be unspoiled for the average gamer.
At the start, you’re unsure of who you are and just assume you’re playing a blank-slated husk character that represents yourself, which is later proven different. You’re placed in a darkness-encased environment with a strange character that introduces you to their card game in an almost Dungeons & Dragons Games Master manner. The attitude this darkness-encased character has is kept throughout this Act. Once you’re allowed to explore your environment a little, you’re allowed to really intake your enclosure and partake in the puzzles it presents you.
The story is well put together, enraptures, and lets the player piece the story themselves without it being spoon-fed to them. As the game continues into its further Acts, you feel an “Oh woah what” sensation as you start to piece the story together with the snippets you gain access to.
You can unlock more background lore details to the story of the game in the later Acts, but it isn’t necessary to fulfill your average gameplay experience but might be fun to unlock in further playthroughs or if you want to have in-game downtime to explore.
I love both major and minor characters that are introduced to you as you play. They all keep the story heavy-duty glued together nicely. The characters all mesh and conflict with each other well. It’s a joy to watch their interactions with each other and the player, especially once the twists and turns start.
Art Style/Music
Inscryption is beautifully put together. The art style throughout the game changes dramatically, but it does not cause any conflicts to the player's gameplay experience as the Acts progress. I personally LOVE most of the art styles that present themselves in this game.
The music in Inscryption is beautiful to listen to and even have their own little easter eggs if you listen to them closely enough. Act 1, I believe, has the best themes for it environment and bosses, but Act 2 also have great themes also. Some of the tunes might be a bit jarring to listen to at the beginning with their sharp tones and rumbling bases. But once you really get into the vibes and understanding of characters in the game, they’re amazing to engross yourself into the world of inscryption and uncover its story.
[minor spoilers from tune theme names below]
My top songs from the Inscryption OST would be:
1. The Trapper
2. The Scrybe of Magicks
3. The Four Scrybes
4. Deathcard Cabin
The whole of the Inscryption OST is available on Spotify.
Final Comments
I honestly enjoyed Inscryption, especially once I really started to understand and get into the gameplay and story. The story and art styles are the real cream of this crop and really bring the story together.
I highly recommend this game to an average gamer or if you want to try out a card-battling/rogue-like game for the first time.
Cheers,
The Average Gamer ---------------------------------
If you want to chat or get Spoiler-esque game insights, feel free to PM me!
Tumblr media
32 notes · View notes
journalsouppe · 1 year
Text
Tumblr media Tumblr media Tumblr media
Stardew Valley!!! I love a lot about this spread but I wish I didn't use so many pen colors. This is another game I played before I even started journaling so I had to recall a lot of my older thoughts. Sebby's little corner might've been even bigger 😅 (Y'all might even guess where the name PumpkinSouppe came from, but it is also my favorite dish irl)
The Sebastian sticker is by ArcaneGoldArt! They have a whole collection of all the love interests.
Writing typed below!
Rating: 9.3 Played: Fa 2021 Port: PC (steam) Favorite? Y Replayable? Y Recommend? Y
Comments:
Name: Beans
Farm: Soup
German Shepherd
Beach Farm
Spouse: Seb <3
The Junimo are SO cute
only talked to like 7 characters lol I'm so introverted
had so many wiki pages open
LOVE the dungeons and enemies + the hunter log/achievements
It's sometimes pretty creepy
You can put hats on the horse and children lmao
don't like Shane at all (skull emoji)
stopped playing when I got the child, not the biggest fan [but I'm also against sacrifice]
#1 Krobus fan, love him
love my crazy animal names
made a little statue garden
so many eggplant parms
so much fun catching all the legendary fish!
the movies are so pretty and fun
The Sebastian corner: (DO NOT SAY ANYTHING)
(List of his favorite and liked gifts) Frozen tear, obsidian, pumpkin soup, sashimi, void egg, flounder, quartz
motorcycle kiss T^T
LOVE his theme
when he hid behind the tree lmao (I accidentally planted a tree right in front of where he would stand and I thought he would just disappear once a week and I could never find him)
quit smoking for me
he loves Jasmine tea!!!!!!!!!!!!!!!!!!!!!!!!!!!
you can kiss him <3!!!
Frog Sanctuary
Game Dev notes:
really good day/night + seasonal cycle with relation to player mechanics
great progression of unlockable events -- well paced
great long term achievements
amazing cooking mechanics and storage
no definitive objects, very choose your own adventure!
easy controls, nothing memorable
beautiful pixel art and boundaries
Summary:
One of my all time favorite games. It is the gold standard of farming games and even has one of the best fishing mechanics. I played this during the beginning of my health problem during senior year and it really helped me cope a lot. Although I didn't play multiplayer, my friend and I played at the same time. This game has so many cherished memories especially when I got to compare gameplay with my friend. Made by one man, this is such an unbelievable game. There's unlockable events after x amount of years that entice players to continue playing.; There's also no one way to play, for example I was a lot more introverted and only talked to a few characters whereas my friend played more socially. Maybe someday I'll continue playing to complete more achievements. My one gripe is there's a lot of responsibilities to get back into, so it's a little hard to get back into. It's one of the games I can recommend to everyone. It's hard if you makes it hard, cozy if you make it cozy, etc. Excellent designs, animation, gameplay, story, choices, etc. My worry is that this game is so well crafted I'm worried playing other farming games won't live up, I am so excited for ConcernedApe's new game. He is a major inspiration to start making my own games. I have also heard modded Stardew is really good and really worth checking out. All in all, a superb game loved by so many fans. Highly recommend.
58 notes · View notes
androfyi · 2 years
Text
Boult Audio AirBass Z20 TWS, 40H Playtime with Zen Environmental Noise Cancellation, Fast Charging Type-C, IPX5 Water Resistance, Touch Controls and Voice Assistant Bluetooth in Ear Earbuds (Black)
Boult Audio AirBass Z20 TWS, 40H Playtime with Zen Environmental Noise Cancellation, Fast Charging Type-C, IPX5 Water Resistance, Touch Controls and Voice Assistant Bluetooth in Ear Earbuds (Black)
Boult Audio AirBass Z20 TWS, 40H Playtime with Zen Environmental Noise Cancellation, Fast Charging Type-C, IPX5 Water Resistance, Touch Controls and Voice Assistant Bluetooth in Ear Earbuds (Black) Price: (as of – Details) From the manufacturer Touch Controls & Voice Assistant: With one multifunction button, you can play/pause, previous/next track and answer/hang-up calls. Voice assistant…
Tumblr media
View On WordPress
0 notes
satoshi-mochida · 7 months
Text
The Legend of Heroes: Trails through Daybreak coming west in summer 2024 for PS5, PS4, Switch, and PC
Gematsu Source
Tumblr media
NIS America will release The Legend of Heroes: Trails through Daybreak for PlayStation 5, PlayStation 4, Switch, and PC via Steam in summer 2024 in the west, the publisher announced. It will feature English and Japanese audio options, and English text.
Known as The Legend of Heroes: Kuro no Kiseki in Japan, The Legend of Heroes: Trails through Daybreak first launched for PlayStation 4 on September 30, 2021 in Japan and Asia, followed by PlayStation 5 on July 28, 2022. A PC version was released via Steam on the same date in Asia.
Pre-orders for the Collector’s Edition are available now via NIS America Online Store for $99.99, which includes a copy of the game, mini art book, digital soundtrack, hardcover art book, one-disc digipak soundtrack, business card case, movie poster art card set, and a collector’s with “Oct-Genesis” outer sleeve.
Here is an overview of the game, via NIS America:
About
In the aftermath of a brief war, Calvard is enjoying unprecedented economic prosperity. However, the public grows uncertain as the number of immigrants increases and questionable political reform runs rampant. Follow the spriggan Van Arkride on a unique request that will prove more than he bargained for. Will the nation fall into chaos?
The Story So Far…
The spriggan’s life is but one of many professions that has emerged from the Calvard Republic. Be it playing detective, negotiator, or bounty hunter, Van Arkride takes on the kind of work that legitimate sources can’t accept. Whether it’s best left out of the public eye or rooted in the dark corners of the underworld, almost any job is open for consideration. The year is S.1208. A prim-and-proper young lady dressed in the uniform of an esteemed academy visits a rundown multi-tenant building in the Old Town district of Edith, the nation’s capital. With a most dignified gaze, she looks upon the plaque of the door before her. It reads: ‘ARKRIDE Solutions Office: Complicated Matters Only.’ Steeling herself, she knocks on the door three times. “First thing in the morning…?” a relaxed yet surprisingly young voice grumbles with a yawn. From the moment he opens the door to greet her, a new tale begins.
Key Features
A Case in Calvard – Follow the spriggan known as Van Arkride as he takes on a case that will change the nation’s fate…as well as his own. Explore the reaches of the Calvard Republic while immersing yourself in a rich story filled with action and intrigue.
Spriggan to Action – Transition seamlessly between action field battles and turn-based combat with the revamped AT (Action Time) Battle system, and expand your arsenal with new Shard Skills, courtesy of the sixth-generation combat orbment, Xipha.
Between Law and Chaos – Under the Alignment system, your choices and actions affect how your story unfolds. Your propensity towards Law, Chaos, and the shades in-between can influence your status in the city, who will ally with or oppose you, and even what jobs and dialogue options are available to you.
Watch the announcement trailer below. View a new set of screenshots at the gallery.
Announce Trailer
youtube
18 notes · View notes
strangecrowntiger · 2 years
Text
0 notes
chemicalbrew · 4 months
Text
2023 game list, part 1: I love complaining!
Once again continuing what has become an honorable tradition thanks to @smash-64 💜
I tried to promise myself I'd be more organized this year, trying to take notes after I beat things, making lists and gifs and everything, as it has become a consistent yearly undertaking. In truth, what happened is that I felt more overwhelmed by this than I did the last three years. The best explanation I can give is a combination of two facts: this year, while not particularly worse than what came before, still saw my confidence in myself tank a bit (i.e. What does this matter when few people read it and I don't bring much things of value to the table?)...
And the fact that I played very few games that really stuck with me, that I enjoyed enough to see through to the end and feel like that had merit, for a lot of the year. When that wasn't the case, it was more than likely I'd been on my nth playthrough of Katana ZERO of the year (more on that in a later post, hopefully).
I probably need help, don't I?..
games I played, but don't have much to say about at the moment without being prompted, aside from 'I kinda liked them, I guess', ordered best to worst:
Purrfect Apawcalypse trilogy (2019-2021) - series of VNs that's genuinely just good fun as you find yourself attached to the characters before you know it. You'll know if this one is for you at a glance. Also, this is how I found out about Panel Royale! LOL
The Witch's House MV (2018) - good old RPG Maker horror with a few decent twists. The remake has good QOL changes.
Gunbrella (2023) - the plot might be forgettable, but you get a gun that's an umbrella! What's not to enjoy?
Donkey Kong Country 2: Diddy's Kong Quest (1995) - I played this game, but only in the most technical sense. Literally cheated the fun out of it - either that, or this platformer style is not for me.
Coffee Talk: Episode 2 - Hibiscus & Butterfly (2023) - the most upsetting entry on the list. The writer behind the original game has passed away, and his absence is felt keenly even if you're not aware of the fact - because this sequel lacks charm.
Turnip Boy Commits Tax Evasion (2021) - yet another of those cheap and short indie 2D Zelda clones. The definition of the word meh.
Irisu Syndrome (2008) - a unique free puzzle timewaster. Tries to have a story and fails.
dishonorable mentions (the part with the most complaining)
2064: Read Only Memories (PC, 2014) [♪ Home (Not) Sweet Home]
Starts off decent enough, doing the bare minimum to string you along the mystery (which, for most people with standards, wouldn't even be good enough, but I was willing to stick with it for the sake of the neat audiovisual presentation).
As soon as the murder scene is revealed, however, the main plot starts to fall apart, and the longer you spend with the game's writing (which seems to go on and on forever) and characters (about as flat as a pancake fresh off the pan), the more bleak and yawn-inducing they seem (including Turing, who just took longer than everyone else to annoy me).
Do yourself a favor, play VA-11 Hall-A (which this game gratuitously references) instead. You'll get all the benefits of cute pixel art and upbeat soundtrack, but with an actually good story\character cast to match. I swear it says something about 2064 that one of its most exciting moments was seeing throwaway lines from a VA-11 character!
Ori and the Blind Forest: Definitive Edition (PC, 2015) [♪ Climbing the Ginso Tree]
This is a game that won awards back when it came out almost a decade ago. Unfortunately, it feels like it was made to win awards and little more. While the credits scrolling up the screen tried to convince otherwise - with the usual special thanks given to families and pets of the developers - I sat there, unsure of what I was supposed to take from this experience (once again, the less words you try to use to tell your story, the more it usually suffers!).
The heart of any platformer is its movement systems - and, while eventually Ori's tools open up just enough to make you feel at least a little free and alive in its world, they also never go beyond what is almost painfully typical. Double jump, wall climb, ground pound, glide, charged projectile? None of that is going to wow anyone. The way it comes together is not too pleasant, either - Ori's too floaty and the obstacles before him, while painted with a talented stroke, are too unclear in their presentation to make for truly fun traversal. The exception to this is the escape sequences - sure, a lot of the time they're not much less frustrating than the rest of the game, but they're definitely more memorable, to the point where the accompaniment to one was the only part of the soundtrack I could think to showcase.
I don't regret the time I spent on this, per se, but what I can tell you is that it probably didn't deserve the awards. Also, the way the wall jump worked was annoying! Pushing towards the wall to do it feels very counter-intuitive, and with this I found that I much prefer when games have you face away from the wall to register wall jumps, or do not require you to press a direction at all.
Celeste (PC, 2018) [♪ Checking In] + Celeste Classic (2015, played as part of full game) :)
I was in high school when this made waves. I pointedly feigned disinterest as it splashed all over the internet, while making sure to download the soundtrack quickly and listen to it - more than occasionally - over the next three or so years. Lena Raine's work carried me through my school years and empowered me, and all the while I hadn't a clue what playing the game is actually like.
Those were the better days.
Now, the things about this game that seem to appeal the most to a lot of people are how refreshingly simple Madeline's moveset is and how much the game respects your time with death transitions and reloading, and the story it tells through heartfelt cutscenes and gameplay working in sync. To which I boldly say... none of those things are good enough.
Having to climb and manage your stamina adds another layer to navigating the rooms, sure, but to my simple ass, that's one layer too many. To the game's credit, there's a setting to make climbing toggleable instead of requiring you to hold down the trigger, and using that was the only reason I managed to push past the hotel and Oshiro (call me a scrub, it was genuinely overwhelming otherwise), but it still did nothing to change how I feel about this mechanic fundamentally.
I get it, it adds precision and verticality to your movement, and, seeing as you're literally supposed to be scaling a mountain, it's more than a natural inclusion... but its existence did nothing but add pressure for me, somehow. I would frequently forget it's an option at all before realizing the room in question expects me to utilize it. Instead of feeling like climbing expands my options, I felt constricted and awkward.
My second issue is much simpler. I'm a spoiled brat, and Celeste's respawning process involving that annoying whoosh sound effect and a transition that, yes, takes only about a second, but is still not quite instant, was not good enough. I recognize that having it be truly instant would not be ideal, either, but I can't help but wish that was the case.
As for the story... It underwhelmed me even back when I was doing surface level research at the time of release, and it's not impressing me now. It's okay, and I recognize why it would resonate with people - the themes of self-acceptance and resolve are plain to see (and just as plain to mull over). But in my time with the game, Madeline never began feeling less like an avatar for my failures and more like an actual character, never changed into someone I would truly like.
By the time I reached the Mirror Temple, I was certain that this game, in most respects, is just not what I would ever want. I pushed towards the summit anyway, and left it feeling profoundly... nothing.
However... Celeste Classic did not have any of those things! That little prototype gem of a game wastes zero time trying to set the stage and make you feel things with ~a story~, doesn't give you any opportunity to climb whatsoever, and neither does it waste your time having the screen fade to black when you die! And these three things, I reckon, are key to why this smaller version, that's supposed to just be treated as an Easter egg now, a relic of the past, and to be forgotten in favor of the project it grew into... resonated with me so much more! I beat it twice! It's lovely! It's what I actually needed Celeste to be!
IT'S COMPLICATED
AI: The Somnium Files (PC, 2019) [♪ MonzAI] + AI:TSF - Nirvana Initiative (PC, 2022) [♪ Nefarious Institute 1]
Tumblr media
You know how they say not to judge the book by its cover? This is a story of me learning (once again) to judge a game neither by its reception nor by the credentials behind it. When I plowed through this duology, I came to understand that sometimes, lightning might strike just the once.
Of course, most of my bitter feelings about it stem from just how miraculous of a fuck-up Nirvana Initiative ended up being as a sequel (it's impressive how much it had to twist everything its predecessor stood for to even have a chance at making a mediocre point!), but a lot of the disappointment came from the way the first game carries itself in general, and maybe even from the presence this game has among fans. 'Oh, if you want more of the magic and mystery that you so enjoyed in Zero Escape, you have to try this! It'll be just as good!'
I should have had my doubts from the start, given how little I had enjoyed the ZE series after 999. AI1 flounders in many things, like its obtuse, deeply unfun gameplay loop - most of which is pressing random buttons until you see the most ridiculous shit present itself. There's also the overt reliance on stale and perverse jokes, and a story that can barely do much except trudge to the finish line and attempt to convince you the journey was worth it with a trite dance number, of all things.
But the thing is… even with all that, the first entry was somewhat compelling during its runtime, though most of that comes from its bold novelty. The idea of taking advantage of the surreality of dreams to find deeply concealed truths is fun to occasionally ponder, and there's just enough fluff to the places you visit and things you do to string you along for the ride (though having to check the same spots for flavor text on each revisit to very little results is a deep annoyance I have with both entries). The characters actually got a chance to grow (if not by much… this series' urge to be immature at every turn is nothing short of ruinous, sometimes), and their designs strike a wonderful line between outstanding and cringeworthy that makes them just… stick out in your brain, you know?
So while I thought the song and dance (both the literal and the metaphorical) were ultimately not worth much, I was still convinced, fooled by the magic just enough to see things come to an end; and the resolution itself was satisfying and believable, if nothing else. And with how exhausted I felt reaching this point, I figured that'd be enough.
To me, AI1 is all about finding shards of diamonds in the rough, and it doesn't surprise me in the slightest that its fandom runs away with what little they have to try and improve on it (and often succeed). As such, you'd expect its sequel to take advantage of how much room there is to grow, capitalize on this chance to refine things, and use the few strong themes the original presented (value of bonds and family made both by blood and by choice, finding those you can rely on to carry what you have done forward, etc)... right?
Um, yeah, turns out it twists over itself even more than I'd already thought possible in order to make sense (not to mention seemingly forsaking most of that mess right at the true end in order to approach the established universe from a contrived meta angle). If AI1 can be described as having extremely unrefined gameplay coupled with a decently intriguing story, NI is just about the opposite of that.
While I'm glad they bothered to make exploring the dream worlds enjoyable this go around, there's no way in hell that makes it worthwhile to bear witness to the innumerable ways in which this mess of a sequel sullied the already weak foundations laid down by its predecessor. When I had finished that game, I wrote, on impulse, that 'I haven't been this confounded by a sequel's existence since Chrono Cross'. It just… did not need to happen, like, at all.
Nirvana Initiative posed to me one of the worst questions you can have while playing a game, which is…
'Why am I doing this, again?'
Let's be real, it was mostly for the soundtrack. Unlike AI1, this game had passable music! Though having to watch ANOTHER dance number (like half a dozen times, actually! and no, there's no skip button!) just about had me gagging.
That's not even the worst part about that sequence, no - that would have to be the way it almost actively ruins and undermines what's probably the only passable character arc in NI (and even then, you have to squint hard for it to pass your judgement, given how it starts... gotta hand it to this game for managing to have multiple relationships with genuinely questionable setups involving uncomfortable age gaps).
I wanted to feel touched by the new, somewhat expanded narratives, I wanted to see the world grow a little, despite all the grievances I was certain I would have... But not even halfway through the plot, I realized that my true wish was to just move on. I think that's what I'll do here, as well, as even reminiscing on this chaos is quite dreadful.
Tumblr media
Xenoblade Chronicles 3 (Switch, 2022) [♪ Agnus Colony]
Tumblr media
Don't become prey and victim to your own expectations - or to bad advertising.
Xenoblade is a special series, full of wonder and power. Words fail me this year, as they did the year before, when it comes to describing how much of an impact these games - the second entry most of all, a game I think about now and then with a bittersweetness on my heart that I oddly never can get enough of - had had on my mental well-being last year. They might as well have saved me back then, and while getting to experience them was something I'd been planning to do for a while, the specific circumstances it all had happened under were just so special, so exceptional, so wild, that it's hard to think of those days as anything but a gift.
And yet, there are plenty of things in this particular journey I still have to reconcile with. I never settled on what my impression of 1 is, in the end (or, some might say, I never properly played it); I could use a fresher look at 2, and… I never, ever, will finish Xenoblade Chronicles 3. It's a game I once had hopes for, but nowadays don't ever want to think about.
I thought it a privilege, of sorts - the fact that I was there to witness (and acquire) a brand-new release in a series that became dearly important to me. I ended up hearing many things - the trailers, the rumors, the leaks. They all spoke of a definitive resolution to the series, of levels of refinement never seen before, of intrigue so big you can barely take it, of key character appearances we were all dying to see.
Turns out most of what we were so eagerly expecting came with an extra price tag.
The base game of Xenoblade 3 is a mirage, a mere shade of what came before it. The environments are open and vast, but they look more drab than ever - and with the new autowalk feature, it takes even less time to get sick of it. The music takes you on a journey, but you forget what it sounds like far sooner than you'd prefer. The battle system promises lots of options and a nice learning curve, but it only overextends, overwhelms and forces you to grind. The cutscenes look every bit the part of a Xenoblade story, but meander and stretch things out to the point of boredom, which means none of the characters get enough time to grow on the player, either… Though a lot of them would probably go nowhere even given all the time in the world.
And the setting as a whole? Well, it's a simulation, so who cares about it feeling unique or fun? That's the point, the game says, you're supposed to empathize with these characters breaking out of their bonds, out of this miserable existence! Well, I say that things can be made appealing even in decay. You don't have to actively worsen things to make a point.
Future Redeemed is an impressive demonstration of how things could have been. It fixes practically every point where the base game falters - and it is in this part of the game where all those promises that once seemed hollow finally come true. Sort of. The exploration process is smooth as butter in the way none of the games before were, characters are at last back to having defined roles in battle, and all that teasing becomes a thing of the past as 3 acknowledges its own roots and past in full, and you think to yourself… 'If only we'd got this in the base game all along!'
But we didn't. And the credits on Future Redeemed roll far too soon to truly be satisfied. Is this how you wanted the saga to end?
honorable mentions
Butterfly Soup 2 (PC, 2022) [♪ Night Tourist] *I hope you'll forgive me for not finding a GIF for a mostly static VN...
It's so funny. For me it has been two years; for the creator, it'd been five. But I guess time doesn't matter when it comes to maturity, as I feel like both myself and this game have done plenty of growth. And for that, I love it all the more, just as I am now thankful to be able to call Butterfly Soup a short series.
Compared to the first game, the art is more refined, the tone is more consistent, and treatment of serious topics is more grounded - in more ways than one, this sequel is like a fond, yet melancholic look at what you once had, what changed since then, and what you hope to make of things. But between all that, it stays sincere and silly in the best of ways - the ones that make you feel cozy on the darkest of nights, the ones that endear you for a good while yet. Truly, this game was a ray of light in a sea of mediocrity this year.
Road 96 (PC, 2021) [♪ Hit the Road]
Tumblr media
Yeah, I know. The fact that I have played a goddamn walking simulator at the behest of a good pal (who might or might not be reading this, hi on the off chance that you are!) is nothing short of a miracle. Not to mention the fact that I ended up having a good time with it!
I'll put it plain: the vibes of this game are almost impeccable. It wastes little time setting things up - it's the turn of the century, and a massively corrupt government is practically folding in on itself as it closes its borders. It's up to you, as you're literally put into a blank-slate teenager's shoes, to go on a desperate journey and see whether or not you make your way out.
Over the course of Road 96, you do this six times, and the people you meet on the way and choices you make with them may or may not shape not just your own future, but that of the whole country. There's nothing for it, then, but hit the road and see what awaits you, as you sit in a car that's probably stolen, blaring music from your carefully curated tapes… or are dropped off on the wayside with nothing but a paltry backpack to speak of… or find yourself biding your time near a gas station… or… whatever it is the game throws at you, as you hope that the strangers you run into actually deign to help.
Yes, the biggest way this game attempts to stand out is with our good old friend, RNG. Even reading blurbs about it, you cannot escape the all-too-typical claims of 'your own personal journey', 'a thousand unique paths waiting for you' and all that… months later, I find myself unable to decide whether this helped the game or harmed it more, as it's definitely smaller than it makes itself out to be.
As a story hook, this setup is clever and delightful, as I tried to illustrate a moment earlier, but the moment you begin to overthink it, you realize that the randomness aspect clashes hard against the continuity the game tries to establish. You, as the player, indeed learn more about the world and colorful characters in it each time you venture forth, but the avatar you control is supposed to be clueless as ever, setting out on a path that is, in fact, not quite their own any more. It's a weird gripe to have, and I found it an easy one to ignore, but I wish something could be done about it anyway.
As for the rest of the plot, let's just say it's... surprisingly binary, and the supporting cast small and not always compelling in turn. The game sacrifices some of the personal intimacy and uniqueness it has built up to make a sweeping, painfully boring statement of 'freedom good, suppression bad' before credits roll, but as damaging as that is to the overall experience, I feel like one can't deny the fundamental appeal of just being asked to go on a journey with sweeping stakes and truly, truly banging music. Seriously, it was meant to be put on speakers and blasted as the world passes you by!
In a word, Road 96 is ambitious, and in a sentence, it is ambitious, yet falling short of itself. Nonetheless, I was impressed by how it managed to worm its way into my heart for a while.
A Space for the Unbound (PC, 2023) [♪ Don't Have Much Choice]
Tumblr media
Wouldn't you know it? I had actually played two games involving entering people's subconsciousness to solve their problems this year!
Truth be told, I'd been looking forward to this game for about a year, given that it was published by the people behind Coffee Talk (which, if you recall, I had quite enjoyed). The warm and inviting screenshots on the back-then almost empty store page, showing off awesome art and promising a sweet little journey with slice-of-life tropes and a mystery waiting to be solved… well, to say all of that was alluring is to say nothing, really. I just about jumped when I received a notification for this game releasing at last at the beginning of the year, and wasted little time trying to dive in.
The sad thing is, what you see is not always what you get. The cozy, comfortable, sensible vibes of the early game - running around the city, doing chores at your school, naming every stray cat you come across, watching the protagonist's diary fill up as he crosses all the little goals he had set in life off his precious list… Yeah, those things won't last - definitely not long enough to get you attached to characters living in this world.
As the plot begins to unfold, it fumbles over itself trying to introduce various cliches and supernatural elements, to the point where you recognize the whole experience as a tedious drag as you see exactly where it's heading, and think to yourself that you have heard all this before. It's yet another heartfelt story about self-actualization, and as the game hammers it in harder than ever before, you sigh and wish you could go back to the times of bottle cap collecting and cat petting. Sometimes, simpler is better.
Unfortunately, that's not exactly true when it comes to actually playing A Space for the Unbound. The gameplay is as simple as can be - basically all you do is walk around (quite slowly) and interact with things. I can appreciate how linear the game is, for the most part, but I wish it let us accomplish our goals without wasting too much time! Not to mention, if you try to see everything there is, you have to be prepared to deal with quite a few mind-numbingly repetitive mini-games for far longer than you have to. Don't do that. It'll just sully your impression of the game.
If you're somehow still interested in this after reading this messy opinion of mine, don't be too discouraged - you'll see plenty of beautiful sights, hear some cute music, and, maybe, be affected by the story far more than I was. (Besides, for a cat lover, it's always nice to see others appreciate them!) Just... try not to waste too much time with the game's superficial sidequests.
Tales of the Abyss (3DS, 2011 port of a 2006 release) [♪ The Distribution Base]
Tumblr media
There's something ironic in how playing (most of) this game has been one of the best things I have done with my lovely 2DS since I homebrewed it earlier this year... and yet I quite regret not checking how (ahem) easily available the PS2 version is, instead. They may be functionally identical, but the hardware is not - you have no idea how hard some of the goddamn Mieu Fire puzzles become when your character is taking up a mere four or so pixels of an already tiny screen. Man, that was trying my patience at its finest.
These horrors aside, though, what kind of game are we even dealing with here? Well, it’s a Tales game first and foremost. I can’t deny claims that Abyss has a few strengths of its own (most notably, of course, actually bothering to have coherent character development arcs), but it’s not quite enough to obscure the ever-prevalent issues this series has:
exploration and side-questing is still annoyingly obtuse, not to mention traversal is painfully slow in the first half of the game,
some characters (in this case, Anise more so than others, but I'd argue Mieu's whole existence is part of this too) are obligated to suffer because Tales has to meet its unhealthy anime tropes\wackiness quota per game,
the skit system has not, unfortunately, evolved one bit (the amount of times I would skip a skit on accident, because any input halts its playback entirely…),
while I’m inclined to say the battle system is, for the most part, an improvement (the Field of Fonons mechanic is quite a nice change given the foundations of Tales gameplay, I have to admit), any goodwill you might want to give it gets shattered when you realize Free Run breaks bosses in half. And aside from that, it’s just your usual button-mashy fare.
So why did I push on with this game as far as I did, pulling the classic move of quitting right at the final boss instead of, well, any earlier? A lot of that is because I was just in the mood to mash some buttons in bed until I realized I was slightly underleveled for the finale and caught myself groaning at the mere thought of trying to even cheese it. A shame, that, because the ending of this game is pretty wonderful for what it set out to do, and it was the only bit I did not see on my own. It's like my experience with Final Fantasy VI all over again…
That's not all there is to it, though. Abyss has some of what's probably the most involved and curious worldbuilding (once you get past all the awkward made up jargon it loves to throw at you) of any Tales game I know! Not that this says much, because that's a low bar, and I'm not too familiar with the series at large, but it was enough to keep me engaged for a long while. And, as mentioned earlier, it puts in greater efforts than I expected to endear you to the cast as they slowly band together and uncover their own talents, purposes and aims in life - Luke in particular.
I liked him almost immediately - because I'm not too hard to please when it comes to this series, and his design is, I feel, particularly sweet and striking (especially given how nicely the game used the Important Haircut trope with him, and of course, the contrast between him and Asch). But that alone doesn't a good protagonist make - it's the fact that the story allows Luke to make mistakes (from small ones to straight-up catastrophes), get his comeuppance and grow from them organically, at his own pace, that makes him stand out in my mind.
As Luke sheds his sheltered ways of thought and accepts his responsibilities, those that were traveling with him, either out of obligation or by chance, begin to support him more and stand by him in earnest. It all comes together gradually and at a satisfying pace, and is definitely a highlight of the experience to me.
Growth and connection are probably among the biggest themes of the game, so it's nice to see that it applies pretty much equally to both protagonists and antagonists. Sure, it's the job of a Tales' Big Bad faction to be goofy and up to nefarious activities, but beyond that, the group has solid enough chemistry both among themselves and with the party that I actually ended up looking forward to most encounters with them, even if ultimately it felt a little predictable. As an aside, for a game this old, the voice acting was really good and plentiful (though there is none for skits, which sucks), and further piqued my interest in the story along the way.
To conclude, I'd like to say that the biggest thing I learned while playing this game is that I'm a sucker for grounded tales of (ha) self-actualization even this many years later. And also that once you play one Tales game, you truly, to some extent, know them all.
SANABI (PC, 2023) [♪ Warm Hospitality]
Tumblr media
Do you want to know why I ended up playing this one? Of course you do, that wasn't really a question. I only bring this up because the answer can be revealed with a single screenshot:
Tumblr media
...yep, the inspiration is that blatantly on display. I was expecting it, of course - the Katana ZERO community is the only reason I know of SANABI in the first place, and even as you read people's thoughts on it, the extreme similarity is practically all they ever bring up, be it in a positive or negative light. It pleased me and warmed my heart, while also making me feel wary - it's one thing to be inspired by something, and another to actually carve an identity of your own.
That said, KZ is far from the worst thing to try to replicate, particularly when it comes to visuals - SANABI has some awesome scenery that makes me feel right at home. And while the story at times feels so much like an amateurish copy that it leaves me confused more than anything (I'm sure the awkward English translation sadly does not help matters, not to mention the fact that I'd played this game in an unfinished state - you might expect me to write about it again next year!), the gameplay is anything but.
I'm sure there are quite a few platformers out there that have you use what's essentially a grappling hook to swing through the stages, but SANABI is my first experience with something like this, and in this regard the game absolutely manages to shine on its own. Movement is lightning-fast and responsive, enemy targeting is extremely generous - almost to the point of being handholdy (and, of course, they all die in one satisfying hit - as do you, if you set the game to the highest difficulty. It's nice to be given an opportunity to learn the ropes before engaging with the game earnestly!), and there's something to be said about how the level design has that extreme kind of clarity to it that I always appreciate and favors speed over precision, with how spacious everything is.
My only big issues with how the game plays are how it doesn't seem to be designed with a controller in mind (it is an option, but I found myself moving much more precisely with KBM! Me! Someone who never plays games with that!), and, once again, the just-a-bit-too-long death animation\transition. Being able to skip it helps, but I just yearn for no time to be wasted...
9 notes · View notes