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#but its my first art of any of the characters + i was looting my friends' supplies since i was in school LMAO
valcaine · 2 months
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she's summoning the hoes
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+ the process image I got before it went downhill
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DEVBLOG 01: Finding The Game Direction.
This blog post will take the role of being the central mood board (?) for the game that I am developing. It will go into detail about the inspirations for this game, fundamental game info and mechanics, development tools and methods I will use and stuff like that.
About the Game.
The game will be a Topdown 2D pixel art action RPG/loot collector type game. This game will take place on a HUGE open world with a lot of unique regions for the player to discover. They will have towns with many unique interact-able NPCs (and sometimes the player can battle and kill them to get their items), forests, caves, dungeons and so much more! There will be a huge verity of creatures both hostile and friendly that the player may encounter. And sometimes the player can even tame them
And there will be a very complex combat system too!!
Key inspirations for this game.
Where do I even begin ToT
If I were to be honest I’d have about 100 different inspirational elements I can list down for this game but for the sake of being readable I’ll list down only the a few key ones
1. Terraria and Stardew Valley
Probably THE biggest inspiration for this game are these two games (they have had a huge impact on my late childhood)
The game I have in mind will at its core be something like terraria with open world mechanics, tons of bosses and creatures and loot to collect, but it will also be top down like Stardew Valley. But make no mistake I don’t plan to make a rip-off of these games!
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2. The Binding Of Isaac.
The combat system (at its basic level that is, I plan to make the combat mechanics much more complex later on) for my game will be similar to the one seen in TBI. Even though it’s a pretty standard and popular mechanic this game is the first instance I’ve been exposed to it so I shall credit it here :)
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3. Final fantasy (anime), JJK, That Time I got Reincarnated as a Slime, Overlord
These anime are also very important inspos for a lot of my ideas that I wish to incorporate into my game.
Basic Game Info.
Name: I still haven’t come up with a name for this game. If you have any suggestions please let me know ;-;
Game style: this will be a 2d pixel art game with a topdown camera.
Genre: Action RPG and Loot Collector
Combat mechanics: the basic combat mechanic will be the same as the one seen in TBI, where you move the character using the W, A, S, D keys and you attack using the arrow keys. Pressing any arrow key will result in the player initiating an attack in that direction.
There will be two main combat classes each containing their own sub classes.
1 . Mele class
• Sword subclass
• Sword and shield subclass
• Dual sword subclass
• Spear subclass
2. Ranged class
• Bow and Arrow subclass
• Mage subclass
• Projectile launcher (gun) subclass
The Reputation system, Item system and NPC battle system.
See I plan to include a mechanic where depending on the situation you can kill any NPCs which will have a positive or negative on your player reputation. It works like this and is tied to the game’s collectible item system.
See each item you can collect are scarce and limited. For each play through, there will be a set number of a particular item that the world will contain. And guess what, almost all NPCs have the same likelihood as the player to collect these items.
So for example:
Let’s say a single play through of this game can have 10 instances of a common item x, meaning the player or NPCs can only find a maximum of 10 copies of this item for this entire play through.
And the rarer the item, the less copies of it will be available in the game world. (Legendary and Mythical items will only have one instance per play though)
While most items can be traded, some items become bound to the person who discovers it. And these items can not be traded by anyone, and to obtain a bound item from an NPC the player will have to challenge them an kill them to get it. As that is the only way to unbind such an item. And since all items are limited, if an NPC finds a Legendary or Mythical item before the player, the player will never be able to discover or obtain that item unless taken from that NPC
And doing so will forever kill the NPC and bar the player from certain story quests and game endings. And on top of that depending on the situation it may either positively or negatively impact the player’s reputation. A mechanic that determines how other NPCs interact with the player.
Development.
Development has officially started on 02/05/2024!!!
The team: Me ToT, and sometimes I’ll ask my close friends to help out with game assets and stuff cus they are mad talented when it comes to art ✨
Game engine: Unity, I was originally opting to use Godot but I ran into a lot of walls cus there just isn’t enough free tutorials available to implement all the mechanics I want into the my game.
Final words
Just wanted to let you Im still a student so I’ll only be developing this game on my free time and so it will probably take years to finish development. I plan to finish it with in 3 years hopefully. And if you have any suggestions at all please feel free drop them in the comments:)
That’s all for this blog folks!
- Wazda the Great Penguin
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killemwithkawaii · 1 year
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'Strange Nightmares' pre-kickstarter stream lore drops, game and kickstarter info 🎲
[Note: Contains Sally Face video game spoilers. Questions are from stream chat and quotes are (mostly) answers from Steve. Quotes and questions are paraphrased and may be minimally reworded. Feel free to let me know if I missed any key details!]
Watch the stream here
Subscribe to the kickstarter here
Subscribe to the Maestro Media page pre-launch to get an exclusive Gizmo standee
Kickstarter and board game info:
-'Strange Nightmares' is currently a 2-4 player game, but developers at Maestro Media are working on possibly making a single player route
- Base pledge for the kickstarter is $40 (those who subscribe within the first 48 hours will receive a free 2" dark glitter pony figure)
-Game is still in development. There may be expansions to the game which add additional stories and game aspects, depending on how successful the kickstarter is.
- 3 stories in the game at launch, each with multiple endings. Steve has written about 30 storylines, and they are currently working on implementing story number 4.
- The digital version of the board game will be available
- Game takes 45 minutes to an hour to play
-About a 60/40 win to loss ratio, stories get progressively more difficult.
- Game and merch will feature both art from the original video game and fanart
- There will be social media challenges following the kickstarter launch 'please don't break the law doing these challenges... (or don't get caught!)'
- Travis is not in the board game (but he may get a vinyl figure, which will be available through the kickstarter)
-'Strange Boxes' are SF themed loot crates/ puzzles that will be sent out quarterly. They will contain t-shirts and other merch featuring art from various artists, as well as mystery puzzles to solve. You can purchase single boxes, subscribe to receive them as they're released, or purchase all of them and receive them all at once after they've all been released.
- Will there be sheet music in the Strange Boxes? 'No... I never learned music theory... I don't write anything down, its all in my head. I just play what feels good.'
-There will be Kenneth merch
Misc. SF lore and questions for Steve:
- Will Sal return in physical form (in SF2)? 'Depends on your definition of 'physical'.'
- Is Larry a hot dog or hamburger guy? 'He likes both, he just smooshes them together and eats them at the same time.'
- If the characters had voices, is there anyone who you can name? '...I have a particular voice in my head for Sal, I cant think of anyone who sounds like him... Ash sounds like Michelle Trachtenberg or Sarah Michelle Gellar... Larrys voice is like Keaneu Reeves from Bill and Ted but a little less doofy.'
- Steve has not watched the (Featherfall Studios) fan dub, but will watch it eventually
- What happened to Bob (Todds fish)? 'No comment... hes fine, don't worry'
- Are Sal and Larry devious enough to run from the police? 'Probably, it depends on what they did.'
- ' The friends tried to start a band together but it didn't go far... Sal plays guitar, Todd plays keyboard, Ash sings and plays base, Larry plays drums... they didn't play well but they loved it. Played 90s vibe grungy rock. Larry would have definitely been screaming. I didn't come up with a band name... they probably had a big list and kept switching the name.'
- 'Janice's favorite color is yellow.'
- Philip was not one of the people being sacrificed my the cult in ch 5
- Did Sal recognize pastor Phelps as the same person who shot his mom? 'Sort of. He thought it might be the same person, but he wasn't sure.'
- Did Travis ever end up hanging out with Sal? 'Sal tried... They didn't end up hanging out... Travis' feelings were conflicted on becoming friends... he is so stubborn. '
- Have you read any SF fanfiction? 'I haven't... I didn't want it to influence any story decisions.'
- Sal and Travis or Sal and Ash? 'No comments on ships.'
- Why was SF set in the 90s? 'That's when I grew up... a main inspiration was 90s cartoons, so it's set in that time.'
- Was Travis made in a test tube or does he have a mom? 'He has a mom.... I don't wanna give too much away.'
- Do you watch SF cosplay tiktoks? 'Sometimes. If people tag me in stuff I usually watch them... sometimes I search the tags.'
- Are Lisa and Janice friends? 'Of course they're friends!'
- Did Sal ever introduce Soda to Megan? 'No. He wouldn't want to freak Soda out... especially because Chug is freaked out by her. He wouldn't want to go against Chugs wishes. If Soda would have gotten older, maybe he would have.'
- What happened to the art book? 'We had a publisher, but we lost it. We have a new one that's interested... still trying to get it published.'
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miss-3625 · 1 year
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Okay firstly: I forget to post this, which is why I'm only posting it now ^^'
Secondly, these are my thoughts during my own playthrough of Assassin's Creed 2, because I can't talk to anyone in real live about it. You don't have to understand them and don't have to like this post, I just wanted to get them out of my head and maybe someone can relate.
Thirdly, a little warning: this post is longer than the one I posted about AC1 ..
SPOILERS (obviously)
(02.01.2023)
• I like the beginning screen
• YOU CAN CHANGE THE LANGUAGE AND ADD SUBTITLES!!! Big + point
• Ohhh I like the trailer
• LUCY IS BREAKING ME OUT!!!
---
• Well that's one way to introduce us to the new character...
• I like that they use English and Italian words
• Little baby is a fighter
---
• The Eagle Vision can be activated while running!
• (Also the Eagle Vision is different - you no longer see the world from their eyes, which is sad, but I guess this new vision is more practical, because you can see around you quicker)
• YEES FIGHT GIRL!
• You know what, Desmond is asking the right questions. What is the plural of Animus?
• Arrividerci Abstergo
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• Yes I trust you stranger, who helped me escape, but at first helped the organization that kidnapped me :)
• Where are we (in which country)?
• I like Rebecca - she is a sweethart :)
• I like Shaun - he is a sassy ass :)
• (Also I'M RISKING MY SANITY OK SHAUN! >:( )
• I like Shaun's notice board :)
• "Hello Desmond :) Go away >:)" ... well alright
• (He reminds me of Malik :D)
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• New loading screen
• Ok, the new world-generating-thing? LOOKS AMAZING!
• HELLO Ezio :D
• And he got the same scar, nice!
• You can see how much damage the enemies have! Awesome!
• I have a big brother! I like him already :)
• I have a life scale now, instead of a synchronizing scale
• YOU CAN LOOT!!! MONEEEYYY!!!
• 609 FLORINS!
• I like the little "beginning" screen before a mission
• An arrow above the head of people makes it easier to follow (and identify) then
• Weird mask (from the doctors) but I kinda like it
• O.o THERE IS INFORMATION?!
• SOOO MUCH INFORMATION :D
• (that is a really nice detail - in AC1 Desmond (and we) were not giving much information. We were just puched in a mission, in a life nearly a thousand years ago, without much useful information. Now though, we can read about the people and places at any time! Really nice!)
• Ezio disappeared at 17 after a dramatic incident? Well, I have a feeling we're gonna find out what it was..
• ALSO THERE IS A STATISTIC! It shows your synchronization, gaming time and more! :D
• Aww I love these two!
• "Baby brother has much to learn!" "There is no shame in losing, brother!"
• I LOVE the music!
• Aww he helped me up!
• Omg what a beautiful beginning! <3
---
• THE ROUND ABOUT AT THE VIEW POINT LOOKS SO GOOD! (Also love the music during it) Firenze looks so good!
• Also visit Cristina? No, I rather look around! View points to find an all that
• 66 VIEW POINTS?! O.o
• There are DOCTORS, BLACKSMITHS, TAILORS AND ART MERCHANTS?! So much new stuff!!
• A yellow arrow indicates that someone is watching you! If its full, it goes red and you should better get going!
• Also there is a green marker, so you know where you're supposed to go
• (And, other then in AC1, the little map also shows the rooftops and the ground levels and even enemies (red dots) - in AC1, there were just little symbols that showed you, which way the next activity was)
• Firenze is not flat, like the cities in AC1 were, but it is still a great feeling, to run across the rooftops
• There are chests! You can LOOT the CHESTS! 100 florins from a chest!!!
• ... Imagine you're 17 years old and just climb the Santa Maria del Fiore for fun (114 m hight)?!
• AND THEN JUMP DOWN INTO A WAGON FILLED WITH LEAVES?!
• (AND SURVIVE, LIKE THAT JUMP WAS NOTHING SPECIAL?!!!)
• THOSE WOODEN THINGS HANGING FROM THE CRANES SHAKE NOW! (slightly, but still)
• "I'm gonna have a few words with him" - punches him half to death
• Ah, the feathers of Petruccio are probably like the flags in AC1
• I LOVE the mother! XD
• I also love Leonardo! He seems like a real sweetheart! (Also he voiced the Rafiq of Damascus in AC1!) He is probably gonna help me later :) (at least, I hope so)
• Ohhhh secret messages, cryptic warning - I think there is more to dear Giovanni
• THEY DID WHAT TO DEAR MARIA?! >:O
• I SWEAR IF THEY DID SOMETHING TO MY BROTHERS!!
• GIAVANNI IS AN ASSASSIN! Is Federico one too?
• Ezio has a cape :)
• (A cape for just one shoulder ... don't know if I like it)
• The guards are supposed to just kill a 17-year-old for no real reason....
• Feathers and chests grow white in the Eagle Vision, making it easy to see them
• A dark shadow walking mysteriously behind Alberti ... I think I know who was the reason for the imprisonment
• NOOOOOOOOOOOOOOO :'O
---
• ARCHERS!!!
• I like Paola :)
• So the courtesans are like the scholars in AC1, but instead of you walking with them, you can get them at any time and they walk with you
• IS LEONARDO ALSO PART OF THE BROTHERHOOD?!
• SUBJEKT 16?!
• I love the thugs on the rooftops :D "Moving like the WIND" thank you, thank you ;)
• I love how Ezio knocks, but doesn't wait for an answer and opens the door immediately
• HUG!
• But can we all just take in for a moment, that Ezio was immediately on board with having his finger cut of... for a cause he doesn't even know of...
• And the fact that Leonardo immediately helped and protected Ezio, even though he knew him maybe a day or two
• I love Leonardo
• BYE BYE ALBERTI (love Ezios little speech)
• I tear down pieces of paper with my face off the walls and suddenly the guards don't know what I look like anymore?
• I'd like to point out again, that Ezio is 17!!
• SHE DIDN'T KNOW THEY DIED!!!
• THE MUSIC IS NOT HELPING
• There are no beggars but THERE ARE MUSICIANS!!!
• I'M TRYING TO QUIETLY LEAVE THE CITY, NOT PUNCH YOU ALL IN THE FACE
• The fact that 4 dancing women can make 8 hard trained guards leave their posts ...
• It's-a-me, Mario! ....
---
(03.01.23)
• I'm learning to fight.... I'm still not good
• Awww poor madre, here 5 feathers :)
• I'll help Mario!
• But first: view points!
• I miss the throwing knifes...
• Also I'm not suspicious when I'm running anymore :)
• THROWING KNIVES! XD
• BYE BYE VIERI
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• Altaïr :)
• Of course the Codex pages would just lay around randomly in the open like that
• "He is a monster" "What happened..." "He's making me WORK" - relatable
• I CAN MAKE MOOONEYYY
• I get money from my amour, equipment, the feathers and Codex pages? Awesome!
• They are bulling the architect and I'm here for it
• Secret way in the wall!
• ALTAÏR :D
• Oh I definitely will have bette luck. I'll get the amour even if it's the last thing I do
• There is so much to DO in AC2
• I can't go in there .... (the big door, next to the stairs outside of the villa)
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• LEONARDO I'M BACK
• "Anything for you, my friend" <3
• NEW ASSINATION TECHNIQUE!! (and 2 more lives) THEY ARE ASWESOMEEE!!!
• Why are these dummies bleeding, Leonardo?...
• 2 HIDDEN BLADES?!
• (Wait, this idea came from the Codex - the one Altaïr did... Altaïr was already deadly enough with one blade, imagine him with 2)
---
• You can get treasure maps at the art merchants
• Yes, I'll teach your husband a lesson my lady
• I wouldn't have wanted him as my husband too, my poor lady
• The times of the day changes (day and night)
• MY MONEY!
• hello La Volpe :)
• RUNNING WITH TIME AAHHH
• Barely did it ...
• Ohhh I like this (running around this tomb)
• I HAD HIM BUT THE DOOR CLOSED!! >:(
• Francesco you are gonna follow your son
• Is that supposed to be Altaïr on the sacrofaq
---
(04.01.23)
• the Santa Maria del Fiore is preeetttyy big (and empty) from the inside
• I can't make that jump, that's too far away ... but where else am I supposed to go?
• Apparently Ezio COULD make that jump
• Those chandeliers, beams and poles are pretty handy, eh?
• the secret treasure is probably not worth it, but at this point I'm so desperate, that I want to now what is in there
• 25 minutes later for 250 florins in that stupid chest ...
• But hey, I at least did it :')
• THAT JUMP was even more unrealistic?!
• MY GOD?!!! I would NEVER do that in real life...
• MA'AM I'M TRYING TO SAY THIS RESPECTFUL - it is fu*king hard to get to your sarcophagus (which I guess was intentional)
• SOMEONE has anger issues ...
• Quick death for someone with a big mouth
• Also wise words Ezio :3
• Nice one Ezio!
• Another Codex page - LEONARDO!
• It's kinda poetic with which ease Ezio hands over the hidden blade to Leaonardo - it shows a lot of trust
---
(07.01.23)
• Let's go to Tuscany
• Smoke bombs? (THEY ARE AWESOME! I wish there were more)
• Well that was a fast and easy kill - Bye bye Stefano, Requiescat in pace
• The horse follows you again - it's such a sweet little detail :)
• Requiescat in pace Archbishop Salviati
• I like the riding through the open world (but be aware, if you(r horse) knocks a person away, the guards are gonna chase you)
• Seriously, why do the guards put Ezio's wanted poster at like the highest point possible where no normal human will ever see them?!
• Well Bernardo's assassination was also quite easy (not that I'm complaining; I'm surprised that it's going so well)
• ARCHERS!
• wow Ezio has come a long way since the beginning ... Requiescat in pace
• "The Assassin is relentless. We cannot hope to stop him on our own." YOU SHOULD HAVE THOUGHT ABOUT THAT, BEFORE YOU KILL MY FAMILY
• AS IF ONE MUSICIAN WOULDN'T HAVE BEEN ENOUGH BUT 3?! Guys, I need to be SILENT! YOU are LOUD AND ANNOYING
• Aww Ezio really has come a long way. Requiescat in pace Del Salvucci
• Sequence 5 finished
• A GIFT?!
• AWESOME! I can steal from as many people as I want now, without increasing the notoriety in Florence and Tuscany :D
• I like the cape
• LEONARDO MY BELOVED :)
• gone?!
• Venezia? All the more reason to go there ;)
• But first to Monteriggioni
• After a few updates, it is already looking better
• Knife belt upgrade :D
• And now to Tuscany again, because I wanted to get the Assassins Seal there
• Let's infiltrate the Torre Grossa
• I liked this one :)
• So now: to VENEZIA (and Leonardo)
• Or I guess, to the mountains first?
• Leonardo! :D Ahh he's so cute. WILL I FLY?!
• Ahh a chase scene!!
• I did it :) (it was a hell of a bumpy ride and I only hav 2 and a half blue squares left, but I did it)
• (I hope there are never carriage chases again...)
• Forlì is looking sad
• 3 Codex pages!
• And 5 feathers (so far)
• And the 33rd viewpoint :)
• AND another Assassin Seal - nice!
• The seal from Rocca di Ravaldino
• I also enjoyed this one :)
• 4 from 6 now already :)
• Guards change their shifts at morning and night time
• Man Leonardo has a loud voice ... (I could hear him kilometers away)
• Apparently I need to help the madonna to get the pass
• THE WAY YOU DRIVE THE OAR XD
• she became engaged when she was 10?!!
• please stop flirting...
• End of sequence 6
• Desmooonnnd :D
• Desmond has a say in all that is happening? Well, I'm not so sure about that ...
• Aww Shaun the little history nerd ^^
• Open your eyes lets begin! ... (don't ask)
• Hallucinations!
• ALTAÏR!!! :D
• O.o
• With Maria?! The woman that wanted him death?!
• I'm happy for him :)  (It's nice that we see him again)
• Venezia is BIG
• I love that the colours of the guards uniform change (blue in venice, green in forlì, red/yellow in florence)
• YES LET ME BUY IT FOR HIM
• I nearly missed the hug!
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(08.01.23)
• Oh so you're better of on our own, but as soon as I fall behind and fight for you, you tell me to hurry up?! (Rosa)
• "They're shooting at us!" ... no they're not. I helped them, so now they're taking a deep nap ...
• "You work well under pressure" please if you just listened to me during the chase scene, then you would know that's not true
• Coffee
• New climbing technique!
• (Now I can finally climb the viewing point!)
• So.many.archers.!!!
• So the courtesans also fight (if you hired them and are under attack). They have a knife and everything ^^
• It is so cool that the thieves can follow you along the rooftops :D
• Also the voice actor from Federico also voices Ugo. I don't know what to do with the fact
---
(23.01.23)
• Always with the guards
• That didn't work like I planned it,  but I guess that works too
• Bye bye
• I love the music
• End of sequence 7
• Let's get the next Seal! (at the Basilica San Marco)
• Ahhh cool
• AHHH WITH TIME
• THAT TICKING IS MAKING ME NERVOUS
• WHERE DO I NEED TO GO?!
• (and what's wrong with these camera angles ....)
• I DID THEM ALL ON THE FIRST TRY OMG
• Ma'am I REALLY liked this one :) (if you take away the anxiety I felt because of the ticking)
• Ok but seriously, why is there always an woman singing during water sences in games - yes, she sings beautiful, but why?
• they argue like little children XD
• not them standing on the wide bridge, with Ezio in plain sight, and they still don't see him ...
• Yes, don't underestimate the young Assassin >:)
• And he looks straight at Ezio!!
• (New fanfiction idea: Borgia is a secret Assassin, that wanted to protect Giovanni but failed and now wants to help Ezio...)
• (Just kidding ...)
• LEONARDO  :D
• I'm going to fly!
• Well I didn't crash into any houses
• Leonardo is so cute
• Let's hope I get there save and sound
• I CAN KICK THEM OF THE ROOF?! Yeees >:)
• (And I got an achievement for it XD)
• Sequence 8 finished
• Carnevale :D
• A PISTOL?! o.O
• A mask :)
• Wouldn't you like be my date for Carnevale, Leonardo?
• The last tomb! :D
• I GOT THE RUNNER?!!! >:D
• Oh my God ... this (the big/last place in the hidden tomb) is soo big (and beautiful - nice reflections in the water)
• And of course with time again...
• I DID IT ON THE FIRST TRY?! !!! o.O
• I HAVE ALL THE SEALS :D
• Let's go to Monteriggioni!
• THE ARMOUR IS BLACK!!! AND SOOO PRETTY!!! :D (and full life bar)
• But let's get back to Venize
• Let the Carnevale begin!
• The games were very fun, but I wish that Ezio could have enjoyed the games without the constant thought in the back of his head, that he needed to win the games (otherwise he wouldn't have a chance of comming near the Doge) :/
• and of course they had to cheat
• Aannd sequence 9 finished :)
---
(28.01.23)
• Neeew land to exploreeee :)
• Uh my man, you don't look so good ...
• I'll liberate Bartolomeo for you :)
• O.o
• He seems nice?
• "Bella mia"?!
• STOP BEGINNING FIGHTS!!
• "Must.Break.Bone." - I think that is the perfect description for Bartolomeo
• He has a wife?!
• Oh no, it's his sword...
• Even though the mercenaries have no lives (those live squares) they can DIE
• I love the smoke bombs
• Well let's assassinate Dante and Silvio
• IT'S WITH TIIIME!!!
• I did it :)
• Ahh "Military District", makes sense
• End of the sequence :)
• 10 years already? Without his father and brothers and without answers... Oh Ezio :( (already 27, wow - and he is still searching for Pitrucuos feathers ..)
• Leonardo :D
• They looks so cute walking together
• Ahhh finally he has answers (even if just a few)
• 29th Codex Page! Just one more :D
• All 66 viewpoints!! (Seriously compared to AC1 the map of AC2 is BIG - at least that's how it seems to me)
• But where is the last Codex Page? Does Borgia have it?
• The Apple! (It has the same shell as in AC1)
• Uncle Mario? Hello? Nice to see you here?
• Why is it always with TIME?! :O
• Ezio in the clothes/armor of an enemy. Weird to see
• Even if other people knock against you, it's YOUR fault .. of course...
• Oh god, there he is o_o
• DAMN HE'S STRONG
• Uncle Mario :D and the others? Hello?
• "Look how good he fights" "You have improved since the last time, nipote" NO I HAVE NOT, I'M ALMOST DEAD, HELP
• "Your brothers didn't need to die, I just did it to make a point" - oh you are so definitely going to regret saying that
• Well Ezio being the Prophet would make more sense then the Spaniard
• Hello Machiavelli
• You're telling me he spent 10 years of his life being an Assassin AND HE DIDN'T EVEN KNOW IT?! WHY THE HELL WOULD THE OTHERS LET HIM WANDER AROUND AND KILL THOSE PEOPLE AND NOT TELL HIM?!
• Oh Ezio we are Assassins. You are one too by the way. Meet us here at sunset. Bye :)
• ....
• Okay I got goosebumps during the ceremony, not gonna lie (I'm still mad at them tho)
• (It looked funny how they all jumped XD)
• THE APPLE OF EDEN!!!
• AN AN VENETIAN CAPE :D
• End of sequence 11 (how many are there?)
---
So apparently you have to buy/download  sequence 12/13 (which I sadly can't do, so I guess it has to be enough to watch them on YouTube)
(I really liked them ^^ also I LOVE Catarina XD And it was a nice idea to end everything in Florence. There Ezio lived in innocence for the first years of his life, then he lost his family and live there and now he is back, older and wiser, and ready to leave everything behind)
But let's continue with the last sequence :)
• Desmond :D
• Anndd bye Desmond ...
• He is POPE?! :O
• all Codex Pages!! :D
• LEONARDO IN THE VILLA
• Ezio has a beard omg *-*
• But why exactly is the Papal Staff the second Piece of Eden?
• Let's go to Roma :D
• Let's finish everything...
• I don't know what happend - I went through the place like a real Assassin. So stealthy the guards didn't know that I was comming until they had my Hidden Blade in their necks ...
• (I think it's the beard)
• So, let's kill the Pope
• AHH HE KILLED THEM ALL JUST LIKE THAT
• MULTIPLE EZIOS!!!
• okay, the fastest way to kill Borgia is to just use the throwing knives
• Did he make himself invisible? o.O
• OHH OH GOD, OH NO, OH F*CK
• EZIO! :O
• he's alright :)
• Okay, let's do it for real this time ...
• He let him live?
• Wow he is all grown up :')
• Let's see what all this was for
• WHY IS SHE LOOKING AT ME?!
• "You did your part" THEN GIVE HIM ANSWERS, YOU WEIRD GOD-LADY
• also "you anchor him"... okay?
• "The rest is up to you, Desmond" HUH?!!!
• :O
• Ezio has more questions now then before!!! Come back lady!
• "What.The.F*ck" same Demsomd, same
• Let me tell you, I got goosebumps
• THAT WAS IT?!
• Oh wait, no it wasn't
• WARREN >:(
• Bye bye, we'll see each other again ...
• Soo we're all gonna die, because the sun will cook us. That's nice to know :')
• AND THE MUSIC AGAIN!!!
END OF ASSASSINS CREED 2
Feedback:
My God, that was perfect. I absolutely loved it!
I loved the story, the people and the landscapes/cities.
While we started AC1 in an random place/time, AC2 started with Ezio's birth and ended with him (after years and years) getting his revenge for the loss of his father and brothers. We have been longer with Ezio (we basically saw him grow up) and I really like him.
While AC1 was rather simple, AC2 had a lot more of activities to do, which just blew my mind. I greatly enjoyed building up Monteriggioni, getting the Seals for Altaïr's Amour (which is amazing and I'll wear it forever) and exploring the landscapes (because of the treasure chests and feathers you can find).
Also really love the fast travel options (again) and LOVED the flying mission.
The new (and many more) weapons and Hidden Blade techniques are awesome (like I said earlier, I absolutely LOVE the smoke bombs).
Furthermore, I love the whole information we get. Like I said in the beginning, in AC1 we were pretty much without any useful information the whole time. Yes we knew which time it was and where, but other then that, nothing. Now though, we have information about everything. The doctors, the courtesans, the blacksmiths, the people and buildings and I love it!
(Also I'm happy that firstly, we got more Desmond time and secondly, we got to see Altaïr again ^^)
All in all, I absolutely loved Assassin's Creed 2 and I'm excited to play Brotherhood!
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ask-de-writer · 2 years
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SULA’S SONG : Part 68 : PLANS AND ACTIONS : A World of Sea tale (Work In Progress)
Return to the Master Story Index
Return to World of Sea
SULA’S SONG : PLANS AND ACTIONS
Part 68
by
De Writer (Glen Ten-Eyck)
156651  words presently written, WORK IN PROGRESS
Copyright 2022
All  rights reserved. This document may not be copied or distributed on or to any medium or placed in any mass storage system except by the express  written consent of the author.
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Copyright fair use rules for Tumblr users
Users of Tumblr.com are specifically granted the following rights. They may    reblog the story. They may use the characters or original characters in my settings for fan fiction, fan art works, cosplay, or fan musical compositions. I will allow those who do commission art works to  charge for their images.
All sorts of Fan Activity, fiction, art, cosplay, music or anything else is ACTIVELY encouraged!
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NEW TO SULA’S SONG?  READ FROM THE BEGINNING.  
PART 1 is HERE
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On the third night, the Corlis Avenger started its now familiar sweep of the eastern waters from the gathered Corlis fleet.  To the consternation of the Captain's Council, it did not return with the dawn.  The Carlyle, Dorac's Dream, Moonsrise and Cloud Raker were gone too!
“Sneaked off without lights during the night!  How dare they undertake any action without fleet permission!  We should strike them from the fleet rolls for this!  We need every ship and they abandoned us again!”
Captain Sanch, Keeper of the Captain's Council Log, slammed the book shut to get their attention!  “You can't strike them from the fleet rolls!”
“Why not, Sanch?”
“Because you already did that when they went to raid that building raft!  You jelly floaters took their offering of loot but you never got around to rescending that order.  That's why they have been keeping their ships separate from the rest of the fleet.
“Before you say anything about the Avenger, THEY OWN IT.  It is made from materials that they salvaged.  Their crews built it.  Daron, from the Carlyle designed and made the catapult and its ammunition.  Yes, we had some Masters working with them but under their direction.  And they were paid for their work, so we have no claim through that route either.”
“Captain Eorl, of the Periwinkle, here.  What can we do then?”
Sanch pulled a face and shrugged, “First, we can decide that they aren't idiots, risking their ships for nothing.  Re admit them to the fleet.
“Second, do as they already did.  There is an attack fleet on the bottom there.  We lost our claims to it by abandoning it.  They salvaged it for the Avenger and more.  They did not make an established claim either.  When they left them, the wrecks are now up for grabs.  We can detail any of us who have good diving equipment, like hookah rigs or air domes to allow divers to spend the most possible time at the salvage of materials.
“We should send two of our most heavily armed ships to go with them as guardians against Boren attack.
Down well south and some east of the Corlis fleet, the Captains and Masters of all four strike force ships and Danar, commander of the Avenger were meeting on the windswept deck of the Carlyle, under racing clouds.  Though it made the ship pitch and yaw, making footing unstable, everyone there was used to to it.
Danar grinned as he shifted his weight to stay upright.  “This is the best sort of weather for us to make good time!  You think that this is fun?  Try the deck of the Avenger!  We had to shorten sail and slow down to stay with you but it is a really bumpy ride!”
Captain Allison gripped the combing of the hatch cover that he was sitting on as he commented, “I can imagine!  Still, speed is of the essence! Surprise is our only ally if we want to capture that building raft! We need to get there, take out any support ships, cut her free of her anchorage and get the tow started before the Borens get word that we are in their waters!”
Aril chuckled.  She was holding to a stout downhaul line to stay easily upright.  “This breeze is our friend getting there but towing in water like this will be a serious problem.  That raft has nearly five meters below the water line.  It will have the Dragon's own resistance to towing.”
Daron was holding his footing without seeming problems as he reminded them, “It is made that way because it is designed to support the mass of a ninety meter hull during construction or repairs.  If we blow the ballast tanks, she will only draw about one and a half meters.  More wind problems than water drag but far easier and faster on the tow!”
Danar volunteered, “The Avenger is way faster than the rest of you and is made for scouting while unseen.  We could go in first and let you know what we are facing.  If there are only one or two support ships, we can take them and put prisoners on the raft itself.  As soon as you arrive, we can loot them and sink them.”
Aril nodded, “Could work.  If there are enough slaves to crew them, perhaps we could actually capture the ships and bring them with us as part of the whole raid loot!  That would be far more profitable.”
With some further discussion, they adopted the idea of the Avenger scouting ahead.
Further south than they they had any plan of going, Karl, in his large audience chamber aboard the World Strider, was listening to the report of Captain Hallan of the Lesser Hag.
Captain Hallan had seen Karl receive bad news before so he was apprehensive but not overly afraid.  Karl's face was screwed up in distaste, brows drawn down in a V over a wrinkled forehead.  He was leafing carefully through the report of another thing gone awry.  He was paying careful attention to both the damage to the sunken Petral and the unique design of the weapons that put her down.
His voice belied his expression when he spoke to Captain Hallan.  Mildly, he requested, “Would you please approach?  I have some questions in relation to this report.”
Captain Hallan came to the foot of the dais, where he was greeted by one of Karl's animals, who placed a comfortable padded stool for him to sit on.  She also placed a fine cushion on the step of the dais for Karl who came down, carrying the report.
Seating himself comfortably, Karl inquired, “You were shadowing the Petral, correct?”
“That is so, Sir.  As we were both working without running lights, it was not easy to keep track of her.  We lost sight of her for about two hours along about the middle of third nightwatch.  My high lookouts found her by her silhouette against the Long Nebula.  We had to close closer than was proper to keep track of her during the night.
“As light started to show in the east, we retreated to our normal distance.  I had the first high lookout report that the Petral was in trouble just before sunrise.  We came about but held our distance until we were sure of what was happening.”
Captain Hallan gave a twisted smile as he went on, “We never did see any sign of another ship, though it is clear that there was one or more. The Petral sank very swiftly.  Based on what the divers found, I think that it was only one attacker.
“Whatever it was, it fired three rounds that hit the ship.  Again, based on what is in the diver's reports, which I included with my report, I think that one craft discharged them all.  The first struck the bow, low enough to rupture a meter wide hole all the way through the ship and destroy the base of the bowsprit.  That cost the jibs and the mainbrace in a single hit.  The second round hit the rudder and sternpost at the waterline, shattering the rear mast and breaking the main below-decks as well.  With the damage to the mainbrace, a rigging destroyer round which we did recover, caused the main mast to go over, dragging the ship onto her side.  She sank swiftly after that, but would have sunk from the stern hit in any case.”
Karl nodded slowly, “I saw that from your report.  Pity that we could not recover the hull breaching round.  That rigging destroyer that you brought back is a puzzle.  How could they launch such a massive weapon?  The hull breacher must be hugely massive too.  How else could it drive half the length of a ship, even a small one like the Petral?
“I will put my armorers and ship builders to the problem.  If this came solely from the Corlis fleet, we have the most dangerous enemy this war could have.  Someone who THINKS!”
TO BE CONTINUED
<==Previous   Next==>
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lecterandpayne · 8 days
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What I think while I’m roaming around the heartland with Arthur.
I’m playing RDR2 with realisation that the journey with Art is coming closer its end (my first playthrough). I saw walkthrough before; However, as any game I’ve played, nothing likes playing it myself. Rockstar has done really incredible game with incredible story and character. 
I think everyone played this game has their own relation with Art and John. For me, Art trust in his rights of freedom above all capitalism. Sadly, captialism comes where human goes. He know he done bad thing and he is not happy with it. When I just roam alone, hunting, exploring, helping, looting other gangs sometimes, I feel that’s all he want, free life. Humankind builds such b**lsh*t systems that lasso ourselves; money, status, heaven and hell. When you look at the wilderness of heartland, you see the freedom, then you see Cornwall Train  and you feel sad because the true freedom is coming to end. F**k civilization.
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DM Tip: Getting Organized
Hey you, yes YOU, the person who has a sideblog where they reblog all their d&d content to use as a later reference. 
Why the HELL aren't you tagging your shit? Why are you just tossing my stuff (and I presume other people's) into a great big pile and expecting you're going to be able to so find it weeks or months or gods help you, years later? I go hunting in the tags of my own work for validation all the time, so don’t pretend I can’t see you reblogging 3-10 of my posts in a row without a way of sorting them. 
Take it from someone who’s had to hack their way through innumerable backlogs of their own making looking for one particular image/idea: you need a system, something that will let you access the content you want with the smallest amount of brain/time investment possible. This advice doesn’t only apply to tumblr, It applies to being a dungeonmaster as well, as any good idea you don’t write down is as good as lost. 
So, as a public service I’m going to go through a few different methods I’ve found helpful in keeping my ideas organized, and how you can use them to improve as a storyteller.
First step Journals
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See all these? These represent the last 10 or so years of bad ideas, stray thoughts, and anxious scribblings I’ve had while trying to be a better dungeonmaster. The seeds of my best campaigns and my very worst mistakes are in there, as are the fundamentals of my current novel and a hundred other projects ranging somewhere between pre-production and the cutting room floor.  If I didn’t have these notebooks on hand, all those ideas would have just slipped into the aether, rather than having a way for me to reference them later. Every time I’m 50-100% through a journal, I go through it and type everything into a google doc, sorting it into dnd/non-dnd related stuff, and then further subdividing it into plot ideas, random concepts, future projects, or mechanical improvements.  Every journal gets its own google doc, and from there I suddenly have a decade of ideas at my fingertips, ready to recall. 
Next up, DM Binder: 
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This right here? This is your tome of wonders, your tome of wily wizard tricks, that ubiquitous book that DMs are always pictured with whenever they get fantasy fanart of themselves. Every beginner dungeonmater knows how handy it is to have the DMG or other rulebook on hand so you can quickly page through and address a specific ruling or look something up, but eventually you get enough of a sense of how things should work that you don’t necessarily need to do that all the time. 
The instinct to have a book close at hand is a good one, you just need to upgrade the book in line with your skills. That’s where the DM binder comes in, a collection of everything you think you’d need to look up without being weighed down by all the stuff you already have on lock. Fill it with all the cool 3rd party systems you stumble across online, printouts of your own homebrew rules, and resources that help you cover for weaknesses in your natural talents. 
For instance, here’s what’s in my DM binder right now: 
Bulk grid paper if I need to draw something to explain it to the players
Writeups on the 3rd party XP and Talent point systems I use for levelup
Simplified encounter building rules if I need to create an encounter on the fly. Stand in monster stats. 
A one page d1000 list of character traits if I need to create an NPC on the fly. along with nearly 10,000 names. 
My simplified loot generation rules, along with a printout of various items that I can use to fill out a horde/magic item shop without having to go into my treasury docs (which is where I keep the good shit) 
A writer’s reference guide to different terrain types and the terminology used to refer to different parts of them. 
Random town/location/dungeon/quest/villain motivation lists. 
Collection of homebrew/3rd systems, separated by combat/downtime/etc
Generic dungeon layouts for different terrain types in case my party stumbles into something I didn’t plan, or if I get very, very lazy. 
Under the cut I’m going to go into a few more means to get organized, including a tried and true method of organizing your d&d sideblog that’ll turn your cluttered pile of notes into a solid archive. 
Google DOCs
Google drive is in invaluable tool if you’re going to be keeping notes, especially because you now have the ability to link between docs. Keep a whole folder full of ideas, and open a new subfolder for each of your campaigns. 
I highly recommend having a “random brainstorming” folder per campaign, while maintaining an actual physical journal specifically for at-table campaign knowledge. That way if you need to look something up, you can page through the handy guide you’ve made for yourself, rather than having to wade through all your ideas on past or future adventures. 
PDFs
there’s a lot of really good d&d content out there on Drivethru rpg, r/unearthed arcana and the DMsguild, but trying to sift through all of it for one particular piece of information is going to drive you mad. 
Make a D&d folder, and then a folder for every sort of thing you might want to sort: monsters, dm tools, adventures, settings, player stuff, each with as many subfolders as you think you might need. Also be sure to have a “ sorted through” folder if you’re like me and like transferring things like items or subclasses into their own docs. 
Tumblr Tags
Circling back to what started this post, I’d highly reccomend developing a tagging system if you want to keep a reference blog, one wiht a bit more detail than just tagging things “art” or “d&d” 
When you’re looking back through old ideas, you’ll generally want to tag things in one of three ways: 
Practical tags like “Mechanics” if you want to access general information on a topic
Hyper Specific tags like “Barfights” if you want to remember niche posts.  
or general tags like “Aesthetic: spooky” if you want to go wide and get inspiration from a lot of different ideas at once. 
Hope that helps some of you out there, even if it only saves you a little bit of time in the future, or inspires you to create some new tools for yourself. 
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satanfemme · 2 years
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THANK U for talking about the part in the batman where he straight up says hes going to be working against looting in the comedown from a massive crisis thereby implying its equally as destructive as the other crimes hes been fighting throughout the whole film!!!!! i interpreted that line the same way and was shocked that i havent heard anyone else speak about it, whether it was intended that way or not it feels really insidious to place that line of dialogue in such a high profile movie. wrt ur other post id be curious to hear more of your thoughts on this riddler ?
god yeah. glad I'm not the only one weirded out by that line then, I was a bit worried I was being too much of a kill joy but like it WAS a weird line and the movie WAS full of fucked up political messages.
also my thoughts on the riddler are that the "political activist fighting oppression - but also he kills a baby so obviously he's the bad guy" trope fucking sucks ass. imo they didn't even give him any believable motivation for the terrorist attack at the end (why would he want to harm all the struggling normal citizens in the city???? his whole THING was targeting the politicians who do that). and up until that terrorist thing he was honestly JUST as much of a vigilante as batman except... uhm.... way better at the job. considering he actually whistleblowed major political corruption AND did something about it. what did the batman do before the riddler? join gang fights? lol. the riddler was more of a hero than the batman was (the riddler even made a point to only target the corrupt!!! which was why batman's "good cop" friend was fine. the riddler had superhero morals) and I'd bet money that's why they tacked on the ending which felt so out of touch with everything else - to make the villain seem less correct, and also probably to milk that sweet sweet "superhero as a cop and first responder" imagery. "see, you CAN trust the government and the activists just want to kill everyone. uwu". anyways.
politics aside, I am also just a little in love with the riddler as a character too, I thought the riddles and detective work he brought to the table were fun, especially for a superhero movie (solving a mystery is inherently way more of a plot than like half the mcu). I thought his tactical outfit was cute (don't boo me I'm right, it was cute), he had tboy swag, and also - and I'm allowed to say this - his neurodivergent swag was enamoring. critical media analysis brain off I love a mentally ill queen. would loveeeee to do group therapy with that guy. I couldn't fix him but I could gossip about anarcho/communist theory with him. + I want to see what he would make for art therapy. I think if I vented to him he'd get it and say something just as insane back. kisses him sweetly, my little skrungly.
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beskarberry · 3 years
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Devil’s Advocate
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Bargaining with Beskar, Chapter 5
(The Mandalorian x f!reader)
“That your girl over there?” Mando followed their gaze wordlessly, reluctant to make friends right now while he was busy waiting for you to call him back to your side. “Thought so.” The stranger took a long drag on an inhalant, blowing vibrant pink clouds into the smoky room. “Sorry for your loss, Elios always gets what he wants.” Mando turned again to the stranger, fixing them with his black hole glare, but they only shrugged; watching the drinking game unfold between you and the devil himself.
Rating: Explicit
Word count: 11.2k whoops
Content warnings: VICES: gambling/smoking/drinking (reader drinks) Introduction of chapter-specific OC characters. Lots of angst to fluff, sexy times of course.
A/N: This might be more self indulgent than the first chapters but not because of the smut. I kinda go off about fancy clothes so long descriptions of costumes are a big chunk of this chapter.
<-Previous Next->
You hated everything about Canto Bight.
Everything about the city was so... artificial. The stadium flood lights, the glowing neon signs, even the ocean herself had been excavated from the planet’s stubborn sandstone surface instead of eroded naturally by the march of time. To you it was like looking at Corellia’s gold painted twin, a monument to the hubris of all sentient life.
 Even the patrons of the gilded city were fake; their clothes, their makeup, their personalities. Every aspect of them was perfectly curated to deceive and lie, whatever fanciful display would work best to cheat their way to the jackpot. You almost wished you could look past the falseness of it, experience the visual fanfare of light and color that reflected on every surface. You wanted the music and the art and the decor that had been so carefully picked and placed to mean something to you, to sparkle in your heart just as it sparkled in the eyes of the teeming masses. But, all for naught, the gleaming metropolis stung your eyes; and you turned away from it to admire the quaint little space that actually mattered to you.
 You shared the tight quarters of the cockpit with the two strange boys that had recently whisked you away to the stars. Mando was seated in the pilot's chair with his tiny green son perched in his lap, trying to get him to eat his dinner without making so much of a mess. You had already eaten, and you were turning the last hunter’s puck over in your hand, reluctant to get this chase started and take away from the familial scene beside you. It would have to happen sooner or later, and you gave the puck a squeeze to fire up the projector. A ghostly blue fog glowed up into the space above your palm, and the face that looked back at you was surprisingly fair; if not for his crimson skin and long black horns you wouldn’t have known he was Devaronian by his elegant features alone.
 Elios Blackwater was a dapper debonair, his high cheekbones angled sharply under devious eyes towards a sly, sharp toothed grin. The puck notes didn’t specify what he was wanted for, though from the looks of his charming smile and shifting eyes it could easily be anything from a gamblers quarrel to breaking hearts, with a higher reward for being returned alive rather than dead. He would most likely be in a heavily inhabited area, probably as close to Canto Bight’s aurelian heart as possible. You didn’t know why Mando had taken a bounty puck for such a densely populated world, and you would have loved to know what his plan was to get to the city’s casino center before you had arrived in his life. A pair of ragamuffin bounty hunters and their floating baby bucket would stick out like sore thumbs in this gilded mecca of gamblers. If you were going to get to your quarry without being arrested, you were going to have to blend in.
 “We’re going to have to do something about...this.” You said, waving your hand in front of your partner’s ferocious attire, though truthfully you weren’t dressed any more appropriately for the mission at hand. “They’ll see us coming a mile away.”
 He glanced down at himself with a tilt of his helmet, ignoring the mess his son was making of his meal. “What do you have in mind?”
 You weren’t entirely sure yet. From where the Crest was parked you could see the glittering city’s reflection sparkling on the water far ahead of you down the beach, a sight most would find alluring, but to you it was just harsh glare. Nearby where you had landed were other space craft parked up and down the gravelly, machine-carved beach; the pleasure cruisers of wealthy betters made your little scrapheap look even worse than it already did. You watched out the cockpit’s transperisteel window, noting the movement of patrons and their attending droids loading skiffs with piles of luggage, and got yourself a mighty fine idea.
"I think so, but you're probably not going to like it. Stay here." You rose from your seat and kissed the baby on the head, earning yourself a soft, mush-mouthed chirp before you slid down the ladder and let yourself out of the old rust bucket and into the salty sea air of the Cantonican night. Gravel crunched under your boots, and you took a moment to turn and glance back at the Crest, catching the faintest flicker of scope glare where Mando was nervously watching you from the flight deck. Ahead of you a large cruiser was being unloaded by droids, the owners having long since made their way to the casinos, and you made yourself known to the robotic servants with your most charming damsel-in-distress voice.
"Hello! Excuse me! My luggage is too heavy to carry, can you help me? It's just over here on my ship..." The droid nearest you made a stiff bowing motion and tottered after you with the loaded hoverskiff floating along behind. You guided the droid up the open ramp and into the bowels of the ship to where your difficult luggage lay. It never stood a chance, bits of wire and duraplast flew across the cabin like confetti from the blaster shot to its head. Mando lowered his gun back to his holster, freeing his hands to help you haul the skiff into the narrow cabin space, then quickly close the ramp behind you.
The sled took up most of the walking space in the ship, so you got up on top of it and began looting through the stolen designer bags, pulling resplendent finery out into the hazy light. The first tote was full of piles of silk sewn for something with more arms than the two of you put together, so most of those items were tossed to the floor. The second bag was just capes, each a unique and lovely pattern, but nothing more. You demolished the remaining bags, making piles on the floor for ‘maybes’ and ‘definitely-nots’ until you found what you were looking for: a humanoid woman’s clothes.
Most of the unknown lady’s elegant garments would be just slightly too big on you, but you were able to settle on a soft, garnet colored evening gown that would go just above your knees, with extra length in the back. It had a sloping neckline that plunged at your cleavage, and around the bell of the skirt were silver rhinestones that caught the light of the cabin like dewdrops, the weight of them giving the dress a wistful sway. You wouldn't be able to carry much in such a revealing article, but a blaster and a knife alone had gotten you out of more trouble than you would care to admit.
You were fishing through the feminine things for something to do about your hair when you caught Mando in the corner of your eye. He was leaning against the hull wall, just watching you as you made a fat mess of the Razor's interior. You smiled down at him from your floating perch and held up the fanciful garment that you had picked out for him to see. "You like it?"
"It doesn't suit you, mesh’la." He said with a lazy tilt of his helmet. You had begun to mentally keep track of all the Mando’a he used around you, and you were starting to notice his frequent use of affectionates. You spun slightly so he could get a good look at how the fabric moved in the light, but the hunter gear you currently had on took away from the loveliness of the expensive clothes. You guessed he preferred your killer garb anyway over the flimsy, delicate fabric. Or nothing at all.
"Well, it’ll have to do, and if you don't start picking something out for yourself I’m going to dress you up like a dandy.”
He sighed, long and tired before turning his attention to the silken pile on the floor. You went back to the luggage, finding some knee high boots that were close enough to your size, but had a heel height that was going to make your ankles cry. You picked out some tasteless accessories: some bracelets, and big, jewel-encrusted hair pins to wear as well. The glitzier that you were, the less you would be noticed in this bass-ackward town. When you had made your frivolous selections you hopped off the skiff to help Mando with his costume. He was worse at finding something to wear than you were, having only picked out some of his own black leather gloves and two pairs of pants that were not made for human legs. Mandalorian armor did not come off as far as your metal man was concerned, and you were going to have to find a way to hide his bulk. You convinced him to lose his cloak, chest belts, and the bandoliers on his hips and boots, anything to lighten the load. Loose silks and stiff fiber combos would be your best friend, and you cobbled together what you could for your beskar-burdened buddy.
After what seemed like an eternity you had him dressed to the nines, or at least the eights. You had covered his chest plate in a black silk shirt and stiff black vest. The shirt had wide bottomed sleeves and neat, tight cuffs that hid his vambraces well, but you still made him wear a cinched-waist blazer plus a long, black and silver cape that almost reached the floor. You found a dark red pocket square that matched your dress and tucked it into the pocket of his vest, a subtle, but unmistakable announcement to the world that he was there with you. It was a ridiculous amount of fabric on top of an already massive mountain of metal, but the look was very in-style for Canto Bight. All together he actually passed for something besides a murder machine, and you gave yourself a mental pat on the back for a job well done. Mando held still for you while you fussed with his outfit with only the occasional huff. As much as he didn't like the idea of walking so boldly through the gilded city, he did enjoy your brazen touch each time you added another article of clothing.
“And now for the finishing touch.” There was nothing you could do about his helmet, so you were just going to have to make it look as nice as you could. You hadn’t changed into your chosen disguise yet, so you strode through the messy cabin with ease until you reached the lock box next to the cot. Inside you found the krayt’s teeth that you had gifted him and pulled them out into the light, waving them at him as you stretched over the heaps of fabric on the ground. He raised his hands in protest.
“What if I lose them?”
“You can wear these or you can wear whatever the hell this is.” You held up an enormous chain of jewels that looked like it belonged in the treasure case at an arcade instead of around somebody's neck. “Besides, I know you won't lose them, you like them too much.” He tilted his helmet at you with disdain, and you realized that was precisely the reason he didn’t want to wear them, such lovely gifts should be kept safe and secure. But he let you press the precious trinkets into the recess of his helmet where his human cheeks would be anyway. The frozen pools of moonlight tied everything about his sin-city look into a perfect, glittery bow. You had grown to admire the look of him in his cultural armor, the ferocity of it, the utility and strength of the beskar that shined no matter how much damage it took; and you were a bit sad to see it hidden. The look of the man standing before you had a wildly different feel, though it was not one you were opposed to.
“You look nice, Din.” The sound of his own name coming from your lips made his heart swell, and he reached out for your hand on instinct to pull your knuckles to his brow in the sweet gesture of his people that you both now used. His movements caused the finery he was masquerading in to catch the cabin’s hazy light, and you got excited to put on your own costume and join him in looking like a fool. When he let your hand fall, you bounded over to your pile, throwing the hunting clothes off of yourself as you went. When you were standing there in nothing but your Tattooinian muck boots you cast a sly glance over your shoulder. As expected, the single black eye of your Mandalorian was locked on your almost-naked form, and you realized that in the time you had been together he had never seen you fully naked; just the parts of you he needed to get to in the moment. “How’s this? You like this better?”
When he didn’t answer right away you looked down at yourself and saw what he was staring at. You had forgotten about the marks of conquest he had put there when he had been driven to a sexual frenzy by the last quarry’s poison, still dotting your thighs with dark purple splotches. Not once had you been upset with him for his actions, you were just thankful you both made it through the ordeal alive, but he still looked at the damning marks with shame. He had been forced to break his protector’s oath against his will, inflicting injury to your precious body with his own two hands. You waited until his visor made its way back up to meet your eyes, and you reached out for him to give you his hand. He sheepishly obeyed, and you brought his hand to your lips, kissing at the all-black leather slowly until you heard him sigh through his modulator. You would forgive him a hundred times if you had to, and then a hundred more if it meant he could forgive himself. You pulled his hands to your waist and leaned up against him, enjoying the feel of new clothes on your skin and letting your hands run up his silken arms. “Well you can have this,” You nodded down at your bare everything with a mischievous grin, “As soon as we catch this fucko.” 
This was the last bounty you would need before you made the trip back to Nevarro, but you were still on the fence about how completing your mission made you feel. On one hand you would be free of the Guild’s relentless hunters, but on the other your partnership with the strange metal man and his adorable beanbag of a son would come to a close. You turned back to your outfit and began cinching a pair of thigh holsters to your legs, hiding your wincing face as the leather closed around your bruises; a blaster on one leg and a knife on the other. You pulled on the dress and fixed up your hair as best you could, then stepped out of your good boots and into the slutty knee-highs. There was only one loose end to take care of.
 “Where’s baby?” You glanced around the messy cabin, looking for your foundling. In the corner under a pile of capes there was movement, and you cleared the flashy finery away to reveal your bestest little friend. Big, glittering orbs looked up at you from the pile of fabric, and a tiny toothy grin shined from his cute baby face. “Heya booger, you ready to go?” You scooped him up in your arms for a hug before picking a big shiny scarf up to wrap him up with, then placed him carefully down in one of the gaudy designer bags. “If anyone asks, he is a pet.” The child didn’t seem to care, he was just happy to be included, waving his little pudgy baby hands up at you to hold. You squeezed his tiny paw, then turned to Mando, “You ready to go, Lord Beskar?”
He glanced down at himself, tilting his palms up and shrugging. “I guess so, I feel ridiculous.”
“Good enough!” You made for the exit ramp with a big stride, and almost broke your damn ankle on the first step, falling gracelessly into the arms of your partner. He caught you with ease, and your cheeks went red with his strong, gentle hands on you again for the hundredth time. You got to your feet, but you would be leaning heavily on him for most of the night until the boots were broken in. With you hanging off of his arm the two of you looked like a proper couple, just heading out for a night on the town instead of two bloodthirsty bounty hunters on the prowl. You might let yourself pretend though, just for the night.
You took a transport speeder from the beach to the city’s entrance, then made your way through the gilded streets, following the red blink of the bounty fob towards your quarry. You had to stop multiple times, the fucking boots making your feet hurt like you knew they would. Mando stood patiently with you each time, and more than once offered to just carry you. His visor would glide from side to side, always on the alert for anyone that might be following you, or worse, hunting you down. The tracking fob led you to the most obvious choice of casino: the tallest, brightest, shiniest temple of vice smack dab in the city’s center. 
The front entryway was dominated by a roaring, gushing fountain, shooting geysers in a perfectly timed pattern high into the Cantonican night sky. The fountain was lit up with bright, multicolored spotlights so that every stream of water and drop of spray glittered back in defiance of the stars that had inspired them. Inside, the casino floor was packed with patrons, ranging in size and species in an infinite array of wealth and power. Chandeliers hung high above you from the soaring cathedral ceilings, sending sparkling lights racing around the endless room like shooting stars. Every surface was bright and gleaming, dozens of pillars and statues illuminated by blinding limelight. Even the floor was magnificent, black and white marble with huge inlaid stars, guiding gamblers through the limitless space towards their wildest desires. Again you wished you could appreciate the extravagance of it all, though the way the lights streamed like mercury over the beskar of your pretend date made something else sparkle behind your eyes. 
 The smell of inhalants and alcohol burned in your nose, and you took a moment to make sure your purse puppy’s face was covered with something so he wouldn’t have to endure it as much as you were. The sound of gamblers and music and roaring competition was louder than the screams of the hyperspace engine aboard the Crest, the cacophony of it all making you anxious. You were thankful that you weren’t hunting this bounty alone, and you still held on to Mando tightly, letting him lead you over the cosmic marble floor through the streaming masses. The people paid you no mind, moving out of the way without casting a second glance. Your costumes were working exactly as you had intended, and you applauded yourself for how well you had deceived the City of Lies.
You had guessed that if your bounty would be anywhere, it would be at the center of attention, and you were right. Elios Blackwater sat at the atrium bar, surrounded by beautiful and interesting people. The glint of gold jewelry caught the radiant casino lights every time he moved, drawing the eyes of all those around him. He was telling some kind of wild story that had his little crowd hooked on every word, though you could tell from a distance he was all bullshit. Immediately you knew this was a man that was used to having everything he desired, never being denied a single whim in all his days. A plan began to simmer in your skull, and you knew right away your partner was not going to like it. If you were going to get the quarry alone, you were going to have to persuade him to leave the company of his fans, and you only knew one sure-fire method for a man of Blackwater’s tastes. You let yourself off of your escorts’ arm to turn and face him, pulling his hands to your hips and letting your own rest on his shoulders so that to any outsiders you two would be just another pair of passionate dancers making their way through the counterfeit cosmos. 
“Mando, do you trust me?” His hidden eyes were still glancing around the room, scanning for any lurking threats.
“Of course.” His words went right over your head, his ears too full of the sounds of potential danger to really hear you. You huffed and ran your hands to his bedazzled helmet, pulling it down to meet your eyes. 
“Pay attention, bucket boy. I need to hear you say it and know that you mean it. Do you trust me?”  He cocked his head, confused that you would have to ask twice. 
“Yes, ner cyar’ika, I trust you.”
“Good.” You let your hands fall back to his armored shoulders, pressing yourself up against him tighter. Your fingers fidgeted in the heavy material of his cloak, he was going to hate this. “Because I need to do something. Alone.” 
That got his attention fast. 
“No, it’s too dangerous here. I want you where I can protect you. What if there’s hunters?”
“I know, I need you to cover me, but from a distance. I think I can convince Elios to walk right into the carbonite freezer, but I can’t do it with you looming over me.” You wrapped your hands around the back of his helmet, pulling him down so that his forehead met with yours. “I wouldn’t ask you to do this if I didn’t think it would work.” He sighed between your hands, the steam of his breath slipping out from under the helmet’s edge. There was nothing he would rather not do than be away from you, but he did trust you, and he nodded against your embrace.
“I’ll call for you as soon as I’m ready, ok? Just keep your eyes on me, and don’t cause a scene. No matter what.” You couldn’t kiss him like you wanted to, but you still pressed your lips to the side of his beskar before letting go, pulling yourself away from his tender grasp. His hands still floated in the space where you had been as you turned away from him and made your way to the bar, the heavy purse bumping against your weaponized thighs with every flint and tinder step of your sky high heels. As you got closer to the bounty you could hear the shreds of his conversation starting to make their way over the noise of the casino.
“...And I said ‘Darlin’ if you didn’t want to take it home with you, ya shouldn’t have put it in your mouth!” The way he was telling his story gave you the impression that it wasn’t one you wanted to hear, and you started to regret your foolhardy plan. Gold rings and precious jewels sparkled all the way from his fingers to the caps on his horns, making it impossible for most to look away, a fact made apparent by his captivated audience. The beautiful boozers laughed and cheered at his every word, though from his stupidass sounding story you wondered how much of the affection was alcohol induced. You pulled a seat up at the bar a few stools away from the crowd and ordered yourself a shot of spotchka and a couple packs of cookies. You slipped the snacks into your bag for Din’s foundling, you would be needing him for your plan to work as well; and the promise of treats would keep his bright-eyed attention on you. 
The taste of spotchka was vile, but you had started your journey though the galaxy on the gigantic starcruisers that were built on your homeworld of Corellia, and you had gotten to know the taste of the sailor-favorite drink at a tender age. You sipped at your brew, listening casually to the Devaronian’s conversation, but never turned your eyes to him. Every once in a while another bar patron would swagger up beside you to offer you another shot. You turned down anything you didn’t order yourself, but you started telling them fabricated stories about your life among the stars, most of which were wild tales of fancy from old holovids you had seen. You wished you could turn around and find your favorite rust bucket, wherever he may be hiding among the festivities, and give him something to reassure him. A nod or a wave, anything to let him know you weren’t just making him jealous on purpose. 
Soon you were throwing back brightly glowing shots of brew, and a handful of interested patrons had gathered around you to hear about how you had jerry-rigged a star cruiser to run on spotchka when you were a space pirate smuggling kyber crystals for the resistance, among other things. When you had your head tilted back you cast a glance towards the bounty, and saw what you had been waiting for. His hooded eyes were watching you intently, he didn’t like that someone was getting any of the attention pie that he believed was his alone, and you knew it wouldn’t be long before he had to do something about it. Soon enough the dapper devil rose from his entourage, running a painted claw through his long dark hair before making his way to you, sauntering with every step.
Hook.
“Well hello there, darlin’, name’s Elios. What’s a pretty little thing like you doing chugging spotchka when you could be drinkin’ something as fine as you are?” The debonair’s words were long and slow, making sure that every drawn syllable would be heard. “Bartender! Get this lovely lady a real drink, if ya please.” You weren’t sure what counted as a ‘real drink’, but the dark liquid that was slid over to you stank even worse than spotchka with the strength of its proof. Elios couldn’t stand that someone else might be having more fun than he was, and he was determined to put you out of commission. He wanted to do it in such a way that you would be thanking him for it, preferably while on your knees. “What’s yer name, baby cakes?”
From the other side of the busy casino you could feel the void of a visor making the hair on the back of your neck stand on end. Mando was standing on the far side of the slot machines where the light was just a little less glaring, so motionless he might have been part of the decorations. He wasn’t sure what your plan was, or how you would talk the quarry into being captured without gaining the suspicion of the wandering security enforcers. He bristled whenever a bar patron started trying to make nice with you, and only got progressively more frustrated when more and more started hanging around you. When he saw the bounty slink his way over to you he wanted to dash across the marble floor and break his fucking neck just for being in your airspace. ‘Don’t make a scene, no matter what’ is what you had told him, and you had asked him to trust you. So he did as he was asked. Watching, waiting.
“Hmm, I don’t think you could handle it.” Oh, Elios didn’t like that one bit, nobody told Mr. Blackwater ‘no’ without consequences. He swirled a glass of the same dark liquid around in one perfectly manicured hand, his polished claws clicking on the side of the glass. You continued to ignore him, but you started on the new drink in front of you. Yucky, at least spotchka was familiar. He took your acceptance of the drink as an invitation to join you at the bar. 
“You’re awful sly, baby cakes, tell me yer name so I can make you forget it later.” His pointed teeth flashed out from his crooked smile, and you could smell the stench of expensive cologne and aftershave. You rolled your eyes big and wide so he could see just how unimpressed you were, but your nose was burning from how bad he smelled. This was a bad idea, but only because of how well it was going to work. Fresher soap, where are you?
“I’ll tell you what, if you can out-drink me, I’ll tell you my name.” His wicked smile split his face, showing off rows of brilliant white fangs. Party-boy could probably hold a few good shots, but you were raised by sailors, and you were gonna drink his ass under the table. 
“You’re on, sweet cheeks. Bartender! Another round!” Another set of shot glasses plinked to the counter, and vanished just as fast. Elios was eyeing you up and down, seeing if you were all bark and no bite. If he could just get you drunk enough…
Far from where you were drinking the Mandalorian you had asked to trust in you was furious, trying not to thumb the handle of his blaster that poked out from the side of his hip under his cloak. It would be so easy, he could hit the target from here and it would be over, you would be back by his side and not being drooled over by that fucking pathetic excuse for a man. 
“He has that effect on people.”
Mando’s helmet snapped on the sounds’ source, so lost in vicious thoughts that he didn’t hear the stranger come to lean against the wall by him. They were tall and thin, translucent green skin and a mop of hair-like cilia growing from their head to their flowy chiffon clothes. They looked exhausted. “That your girl over there?” Mando followed their gaze wordlessly, reluctant to make friends right now while he was busy waiting for you to call him back to your side. “Thought so.” The stranger took a long drag on an inhalant, blowing vibrant pink clouds into the smoky room. “Sorry for your loss, Elios always gets what he wants.” Mando turned again to the stranger, fixing them with his black hole glare, but they only shrugged; watching the drinking game unfold between you and the devil himself. 
“Another!” You hollered, but the glasses were already in front of you, then gone again. The Devaronian hissed back the sting of the high-dollar liquor, shaking his long mane that had started to come undone. You pretended to reel from the liquor's effects, leaning back just a tad too far on your seat. “Again!” The third round of shots came and went, and Elios nearly fell off his stool. Right where I want you. You waved at the bartender for the fourth and final shot that would probably put the devil right on his ass, but that’s not where you were headed with this show of tenacity. You had to get him alone before you made your capture, or the security enforcers that littered the casino floor would descend on you like vultures. 
You waited til he had thrown his drink back before you tilted yours, purposely spilling a few drops down your front so the booze would trickle down between your breasts. Elios nearly choked, and you knew you had his full, undivided attention. Din, I’m so sorry.
“Woo! I don’t think I can do any more, Mister Blackwater, you win.” you feigned, holding the back of your hand up to your forehead, trying to convince him that the room was spinning for both of you and not just him. His sultry laugh made your skin crawl.
“Please, call me Elios.”
Line.
“Well, Elios, you still wanna know my name? You’re gonna have to work for it.” You placed a hand on his leg, running your fingers up his thigh and around the edge of his waist, pulling at his pockets seductively to drive the point home. Does he have SCALES? What the fuck ew ew ew. He took the hint like a drunk takes to spotchka, flashing you a slurred smile. 
“Well… sugar lips, we can take this... elsewhere.” 
“Sure thing, Elios, lemme just have my attendant take my Poochie up to my room.” You held the heavy purse up so he could see the big black eyes hiding in its depths. 
“What the fuck is that thing?”
“He’s a pet, obviously.”
“What kind’a fuckin’ pet?”
“Purebred.” Your quick answer seemed good enough for Mr. Drinky, and he nodded like that made perfect sense. You raised your fist to the air and snapped your fingers.
The human fortress was at your side in a heartbeat, towering above the two of you. You stuffed the purse in his hands before he could ask where to point his gun. “Here, take Poochums up to my room, mama’s not coming home tonight, if y’know what I mean. Get him washed and fed, and don’t forget to scrub his feet!” 
“Yes Ma’am.” The bag was lifted carefully from your fake-drunk hands, and you tried to flash him your best ‘Please-don’t-be-mad-at-me-I-hate-this-too’ face at your partner, but you guessed the look was lost on his visor. The scene did not escape Elios’s eyes like you had hoped it would. 
“Now what in the Mmmmaker’s Mammaries is that big ass fuckin’ thing? That some kinda droid? It’s damn fancy.” Shit balls of hell.
“Uh.. Yes! This is the finest in personal assistant droid technology! See, look.” You grabbed Mando’s empty arm and pulled back sharply on the fabric, revealing the delicate button panel of his vambrace. “Only the best money could buy...” 
“I gotta get me one of those...” Elios stared bewildered as your personal petsitting droid turned and left. “Well, honey tits, you wanna take this upstairs?” Ugh.
“Oh suurrre… Oh Mr. Blackwater I’m ~soooo~ drunk ahaha…” You were barely buzzed, and you worried that your life among the stars had given your liver bigger balls than a bounty hunter. You wobbled on your stool, for phase two of your plan to work you would have to delay Elios as long as possible. You watched as the man whose heart you had stolen faded away from you, the fancy purse hooped over his shoulder and knocking up against his leg, cape billowing behind him as he went. Alright, Baby Beans, it’s up to you now!
Din was seething under his helmet, pissed as shit that this was what your elaborate ‘plan’ entailed. He was trying not to storm through the casino as he left to take your ‘Poochums’ up to your room, whatever the hell that fucking meant. How could he be so fucking stupid? This was exactly the same ruse you had tried to pull on him from day one. Seduction was your real talent, luring your lovers to their untimely demise. How many times had you pulled this stunt? Was this your master plan all along? Ouch. Play with his heart until you were free of your Guild warrant? Ow. You were just using him to get to Nevarro, then you would fuck off to the stars and leave him behind. After everything you had been through, he was just another notch on your bedp- 
“OUCH!” 
Din looked down to his side where the pain he was trying to ignore was coming from, and saw a fat green paw sticking out of the ugly expensive purse, digging vicious talons into the side of his leg. His foundling was trying to burrow through his thigh, and his claws might actually have drawn blood. “What, womp rat? What do you want?” There was something in the baby’s other hand, something golden and flashy. Din reached into the bag and pulled the embossed card from his son’s grasp. What’s this? There was a set of numbers etched in gold filigree in the top of the card, their shimmer blasting away the destructive void he had been spiraling into.
Key card! PENTHOUSE key card! You had tricked the bounty into getting close enough to you that you could pick his pocket without him noticing. You were luring Elios right into a trap, and your Mandalorian was the snare. Din felt a mix of emotion ranging from relief to shame, how could he even think for one second that you might be deceiving him? You had asked him to trust you, and he couldn’t even contain his jealousy long enough to make it through one hunt. He felt like such an ass, you were putting your skills to good use, at great risk to your own safety, just like he had asked you to from the beginning. This wasn’t just his hunt anymore, it was a joint effort between the two of you, and it was his turn to run the next leg of the relay. The heavy, silver-laced cloak was tossed to the side as he raced to the elevator, fluttering away behind him as he flew to beat you there.
Meanwhile, you were trying to keep the bounty from falling flat on his face, and the only way to do that was to hold him up yourself. His hands were all over you, the nick of sharp, neat claws catching on the fabric of your evening dress and scratching along your skin. I’m gonna break those fingers, motherfucker. He was slurring his words, making disgusting promises of what he was gonna do to you when you reached his private penthouse. You were just out of range of his boozehole, the lippy thing trying to steal a taste of you. Wobbly steps slowed you both down to almost a crawl, which was exactly what you were trying to do, anything to give Mando time to find the hotel room first. You passed a discarded cloak on the floor, the familiar silver inlay catching the light, and you worried that you might have pushed your partner too far. What if he left? What if he didn’t see the keycard and I’m heading up alone? Please be there, Din. Please don’t leave me with this fucking creep. You both reached the elevator, and Elios fumbled to find his wallet, thankfully having a spare key that he didn’t know he needed. The doors opened, and you realized you would be stuck in your own personal hell for the entire trip up to the top floor suite. Fucking super. 
Elios was getting impatient during the ride up, and it took every fiber of your being to keep from retching as his well-moisturized hands ran up and down your spine. The elevator door opened directly into the penthouse, and his perfectly manicured claws dug into your ass to usher you into the room. The top floor suite was dark, save for the lights of Canto Bight shining in through the cathedral windows. You took a mental note of the speeder parked out on the balcony, you would be needing it later. The Devaronian was at your ear, breathing hot, boozy steam around your neck until he was facing you. He went to bite at your mouth, but you stopped him with a finger to his lips.
"I wouldn't do that, if I were you." You whispered in your most convincing lust-laden voice. The devil chuckled and ran his slimy, forked tongue around the halting digit. Barf.
"Oh yeah, baby cakes? Why’s that?"
You batted your eyelashes and bit your lip into a wry smile before meeting his half-lidded eyes. "Because... you're going to make Daddy very angry."
His lips turned upwards in an aroused sneer, flashing his dazzling, daggerlike teeth, "How could getting a taste of that fiery little mouth’a yours make me angry, darlin’?"
Sinker.
"I'm not talking about you, I'm talking about him."
Elios didn't even have a chance to turn around to see where your eyes were looking before a black and silver fist broke his nose and sent his perfect teeth soaring across the room, throwing him down to the marble floor. Seeing his busted prettyboy face bleeding at your feet made you feel so relieved that a vicious shiver made its way from your head to your toes, and you let your body shake the devil’s touch off of you like a big wet bantha.
"Fuck! Oh fucking hell, Mando, you have -no idea- how hard it was to keep that up, he’s so gross! I’m gonna chuck his ass in carbonite so fucking hard his horns’ll break off!" Your partner was still squared up, just waiting for the interloper to try and get up and fight. He wanted the bounty to get up, flail, scream, any excuse to hit him again. But Blackwater was out cold, staining the white marble floor with his blood.
"You looked like you were handling it."
The deadpan tone of his voice told you that wasn't exactly a compliment, remembering the jealousy that had seethed out of him on Tatooine after that Trandoshan had tried to capture you. You had two choices: you could either try to defend yourself and your unconventional bounty catching method, or you could turn that jealousy in your favor. He didn’t remember much from his toxic encounter with the Ardennian, but you knew that every filthy, possessive thing he had said to you that night was still somewhere in that chrome dome of his; and you became determined to bring them to the light. You crossed one arm over your chest, raising the other to tap a finger against the corner of your lips.
"Oh? You didn't like that, did you? Didn't like that he had his hands on me? Touching things that don’t belong to him?" He didn't answer, but the creaking of leather from his fists tightening told you what you already knew. "Tell me, Mando."
"N-no." His visor remained fixed on the unconscious body still bleeding on the floor. Not good enough.
"No what?"
"No. I didn't like that." His voice was low and raspy, but only because he was trying to keep the boiling rage in his chest from blowing his fucking helmet off.
"Tell me what you didn't like." You stepped over the quarry to your man, running your fingers from his balled fists over his silk and steel arms until you were at his shoulders. You could feel the slightest shudder under all his layers at your touch.
"I didn't like him touching you. Nobody should put their hands on you, cyar'ika" His fists lowered to his sides but his visor was still on the floor. You let your hands wander up his neck to the bejeweled recesses of his helmet and turned him to meet your eyes.
"Why not?"
"B-because..."
"I want to hear you say it."
"Because you are mine." He growled through his helmet so hard that you swore you saw it vibrate, sending a delicious tingle though your spine. Atta boy.
“Again.”
“You are mine!” Even behind the beskar you could hear the clench of his teeth biting back deeper desires. His hands went to your waist, pulling you tightly to his chest. The fire coming off of him was scalding, you had pushed your luck too far with this one, and you could feel the volcano inside his ribcage boiling over. He was furious. His heavy armored head pushed against your brow, and you let your thumbs wrap around the bottom of his helmet to find the thinnest sliver of skin where the metal met the man.
“That’s right, I’m all yours.” When you had said that line to him the first time, you had been plotting your escape from his clutches, but as the reassuring words left your lips you knew there was nobody else in the galaxy you would have running their hands up your sides; and you mentally crossed ‘seduction’ off of your list of hunting skills for good. His oath of me'dinuir had swore him to your side alone, and now you knew without a shred of doubt that you wanted it to go both ways; whether you were Mandalorian or not.
You kissed at the bottom of his visor, so close to getting to feel the true, living flesh of him, and yet so far. You had to have him, you had to purge the demon’s touch from your body with the purifying fire of your protector’s rage. A choked, needy groan made its way out of the modulator, and you felt the heat of his breath on your skin. How desperately you wanted to taste it, fill your mouth with the flavor of him to replace the vile spotchka. You pushed up on his jaw, giving you just a tiny glance at his scruffy chin, and you forced your kisses into the tight, unyielding space of the beskar prison. It wasn’t enough for you, but it was a start, and you could feel his body starting to unwind at your touch. “Kiss me. Please, Mando.”
“Cyar'ika, it's not safe here.” He hated the sound of his own words, the denial of them crushing his very soul. You glanced around the dark penthouse and saw you were alone save for the crumpled devil on the floor and the designer purse that had been stashed in the corner of the room, its occupant still working on the bags of cookies. No eyes on us.
“I won’t look, just... lift your helmet a tiny bit, tin man, I need you, I need to kiss you.” You guessed you were safe enough from prying eyes, but you wouldn’t spill his name to the night just in case there were any sneaky listeners. You squeezed your own eyes shut and nipped at the armors edge again, and just ever-so-slightly began to push up on the unforgiving metal with your thumbs. You were just waiting for his hands to shoot up, to grab your wrists and halt your actions, but they were locked to your sides. Inch by inch you gradually lifted the armor, he would have all the time in the world to stop you, but when you felt the heat of his lips crash against yours you almost let your knees buckle out from under you. His strong arms were tight on your back, pulling you into him so he could kiss you harder.
So much better than spotchka. He was delicious, his taste, his feel, his scent, everything about him was intoxicating. So much more so than the despicable brew you had been throwing back all night, and a thousand times better than anything Elios could have offered. Blech. You realized then why the bounty had smelled so bad to you, though his perfume was expensive and his clothes freshly pressed, he was wrong for you. The wrongness was so overwhelming that it had nearly made you lose your drink, and you didn’t realize how wrong something could be until you tried to compare it to what was right. Din was right, he smelled of leather and beskar and the sweat of a man that had nearly combusted when someone else was at your side. And fresher soap! Thank the Maker.
A soft leather hand went to your head, pulling you into him so he could taste you better. His tongue ran over your lips, darting into you to find yours so they could dance together. You bit him playfully, and the way his breath hitched in his throat sent the fire of your core shooting all the way to your fingertips; and you knew right then that not even kissing his forbidden face would be enough for you. You pulled yourself from his lips, the snap of teeth following your retreat, reluctant to let you leave from the heat of the moment. Carefully, you let the beskar slide back down to cover him, and the anguished whine he let out into the night air almost broke your heart.
“I know, I know, I’m so mean to you, aren’t I?” With him covered you glanced around the room until you saw the private bar. With your thumbs hooked in the pockets of his borrowed vest you guided the two of you towards it until the granite countertop knocked against your ass. You used his shoulders for leverage, hopping up onto the cold surface and wrapping your knees round his waist, happy to find exactly what you were expecting to throbbing between your legs. He pushed himself against you, the feel of his stolen silks on your holstered thighs giving you goosebumps. His heavy metal head fell against your shoulder, and you wrapped your arms around him to hold him close while he ground up against your heat. He couldn’t contain himself around you, though you wouldn’t want him to if he could. You rocked your hips in time with his needy thrusts, and the growls in your ear almost made you think he would come undone with his pants still on. Can’t have that now, can we? "Mando, please fuck me, I can't wait anymore."
You heard thunder rumble out of his chest, sending electricity from where he was pressed to your shoulder straight down to where he was pulsing against your core. He was going to bring you the stars, alright, but not the ones in the night sky. He pulled back so he could look into your eyes from behind his visor, bringing a hand up to caress your pleading face.
"No, I don't want to fuck you." Your eyes shot wide, shocked that he wouldn't want you when he was rutting so hard into you that you could almost feel the dampness of precum through his layers. He saw your face and shook his head. "Elios wanted to fuck you, all of those creeps at the bar wanted to fuck you.” His helmet shook, trying to loosen the words he wanted to say. “No... I- I want to be better than them, I want to give you something else, s-something more.” He was struggling, his inexperience making it difficult to say what was on his mind. All he knew was that he didn’t want to be like them, he wanted to be worthy of you in ways they never could.
“Then make love to me instead.”
 “Yes!” The words leaving your lips were like music to his ears, so much more lovely than any song. “I want to do that! I want to make love to you, cyar’ika, if you’ll have me?”
You laughed, nodding your head to hide your bright red cheeks. How he managed to be so ferocious and so sweet on the same day was a mystery you didn’t want to solve. He quickly glanced around the room one more time just to be sure you were alone, the light of the gilded city sending streaks of color over the charms you had pressed to his cheeks. Satisfied that you were the only ones awake in the room, he leaned away from you to rip the constricting blazer off of himself so hard the fabric around his chest and shoulders started to tear. Beskar plates twinkled in the limelight, sending stars flying around the room while he worked his pants open. The sight of him springing into view made your heart flutter, among other things. Long and strong, a pearl of precum glimmering in the dark of the penthouse. His hands went to your legs, the leather of his palms snagging on the straps still belted to your thighs as he pushed the elegant fabric of your dress up to your waist. 
“You’re soaked.” You wished you could see what he saw through his visor, the sound of hitched breath telling you he could see you blooming for him clear as day, drinking you in with his hidden eyes. He hooked a thumb in the wet fabric of your panties to pull them out of the way, using his other hand to grip his cock and run the tip over your entrance, bumping against your clit while he lubed himself with your slick. You had to lean back until you were laying on the cold granite countertop, tilting your hips to the edge of the bar so he could see all of you on display. He pressed himself up and in, filling you slowly so he could indulge in every inch that disappeared inside. Your stretched walls clenched around him, making him shiver with each coiled squeeze. The Mandalorian you were giving yourself to pulled himself out of you carefully before thrusting back into you again, fighting every animalistic urge to just plow you into the bar. He was going to make good on his word, he wasn’t going to just fuck you.
But maybe he should have.
“Bing!” 
The penthouse elevator door chimed, and both of you pointed blasters on the figure that walked out from the pink haze of the lift into the dark of the room. “Elios? I know you’re up here, I’m just going to get- Oh. There you are.” The stranger spotted the crumpled, unconscious body on the floor, crossing the room until they stood over him. “About time someone split that beautiful lip of yours, Lee-lo.” The stranger that Mando had run into on the casino floor turned their tired eyes to the pair of you, noticing your obvious state of passion. “Oh please, don’t stop on my account, that’s not the worst thing I’ve walked into up here.” They squinted in the dark, then gasped softly, “Wait, it’s you! Oh good! I saw you when you were dancing and was just heartbroken when Lee-lo came between you.” The tall stranger did a little dance. “Fucking Elios.” They kicked at the Devaronian on the floor, “All he lives for is breaking hearts. I’m glad you two made up.”
The wisp of a stranger bent down to the motionless figure on the floor, yanking one of the gold rings from his horns. They said something too low for you to hear, then got up and left in another cloud of pink smoke, the elevator door closing behind them.
You both lowered your blasters, trying to wrap your collective heads around what had just happened. Mando was still buried to the hilt inside you, and you could feel him pulsing with need; but he had been right from the beginning. You weren’t safe here.
“That’s probably not the only spare key. We should go.” You whispered, trying to get your blaster back to its holster under your dress. He groaned, he was getting sick of being torn away from you. He pulled himself almost all the way out, thrust in one more time for good luck, and released himself with a pop! He pulled you to your feet, helping you down from the bar and onto the Maker-forsaken boots you still had on. Fuck these. You ripped the boots off, chucking them somewhere into the dark and crossed the room barefoot to where the oversized purse held the foundling. You were happy to see him all tuckered out in a pile of cookie wrappers, probably not the healthiest thing for him, but it worked. Behind you, your armored companion was hauling the quarry over his shoulder none too gently, ‘accidentally’ knocking his bloody head against the wall as he turned back to you. You both made for the balcony door to the speeder you had noticed earlier, tossing the bounty in the back seat like a bag of garbage. 
The ride back to the Crest was thick with anticipation, you weren't finished with each other just yet. Mando pulled the speeder right up to the ramp so you wouldn’t have to walk across sharp gravel, chucking the bounty in after you so hard he slid through the messy cabin and smashed into the wall. You slung the damned devil into the carbonite chamber, punching the freeze button with gusto. The ramp closed behind your armored companion, barely giving you a chance to get up onto the hoverskiff that still dominated the cabin floor before the lights went off. You yanked the dress over your head, listening for the sound of more fabric hitting the floor, then the clanking of beskar being tossed carelessly aside. Belts and snaps and zippers went flying, and you had to try not to laugh at the absurd amount of clothes he had to take off. The skiff tilted with new weight, and the body of a Mandalorian was on top of you, warm lips hunting for yours.
He’s naked! Every piece of armor and shred of clothing was gone, and the feel of bare skin against your body was electrifying. His mouth crashed against yours, fervent kisses desperate to taste you again. You let your fingers tangle in his hair, pulling him into you to kiss back. He was hungry for you, biting at your mouth and tongue like a man starved. Plush lips made their way from your mouth down your neck, nipping at your throat and sucking the tender skin until you had bruises to match the ones on your thighs. His hands wandered down your body, rubbing at your breast and teasing your nipples until you were gasping for more. The devious digits moved on until his hand was between your legs, pushing at your folds and finding your clit to spin circles on. He was becoming an expert at finding what made you squirm and whine from his touch, rolling callused fingertips into you until you were making a delicious mess on the pile of stolen silk. 
But he wasn’t done there. The fuzzy kisses went from your breast down your belly to where his fingers were working into you. He pulled his hands from your soaked cunt and replaced them with his face, pushing his tongue up against the tiny ball of nerves that had so much power over you. Short, quick circles between long, languid licks had you arching your back and pulling his hair, demanding more. Lost in the heat of your thighs he was happy to give you everything, pushing the smooth muscle of his mouth into your slit and upwards against your clit until you were seeing stars again. 
Your hands couldn’t stop exploring him, from his thick head of curls to the strength of his shoulders. The muscles kept going, tight coils on his back and the warm, rigid wall of his chest. The trail of fuzz on his belly went up farther than you were expecting it to, and the fine hairs tickled your fingers on almost every inch of his skin. Your hands trailed over the numerous, vicious scars that marred his flesh like a road map of every near-death experience he had lived through. Gashes on his arms and burns on his sides had healed over into smooth, textureless skin, the marks of a seasoned hunter that nobody but their barer had ever seen.
Having drank his fill, he pulled his face from the apex of your thighs, pushing your knees apart and quickly sheathing himself in you with a ragged groan. Mando’a praises poured from his lips, some you were familiar but many you weren’t, though all of them made your heart flutter. Strong hands wrapped around your knees to keep you in place on the wobbly sled while he pounded into you, the feeling of bare skin on the backs of your legs making you wish you could see him in the light. But the darkness was the greatest keeper of secrets, hiding your love making from the condemnation of his creed. 
Make love. Though the phrase was just another on the long list of euphemisms used for sex, the pair of words weighed heavy with meaning in their new context. You wanted to explore the concept the way your hands explored his body, but the fire of your core was thrumming with heat, demanding your undivided attention. Din fell forward to your chest, the sweat of his efforts sticking to your breasts. Wandering kisses sent fire over your skin as he made his way over your peaks, sucking hard on their tender buds. Beskar-strong hips rocked against yours until you saw fireworks again, bearing down so hard on him with your orgasm that he sank his teeth into the crook of your shoulder. Bites made their way from where he had surely drawn blood on your flesh up your neck til they turned to kisses again. His brow pushed against your forehead, though your lips were right there he still defaulted to the only show of affection his armored inheritance allowed. Hot gasps of air puffed over your skin from the heat of his breath, and you knew he was close. You locked your legs around him, forcing him to pump every last drop of himself into you, painting your walls with his seed until it was spilling down your ass onto the piles of clothes.
The strength of his arms gave up, and he let himself fall against you, his face pushed against your cheek. You could feel his bristles brushing over your skin as his breath heaved, soft but scratchy. His hands wrapped under you and up your back, hugging you to his bare chest so hard the air was squeezed from your lungs. Fuzzy-lipped kisses dotted your cheeks and face, taking extra time to kiss your lips, each one a promise of more to come. You dragged your nails over his back, making him groan and shake at the touch. Never had anyone to scratch that itch, have you, tinman? Tight muscles loosened under your careful touch, making him sink harder onto you until you couldn’t tell where he ended and you began. 
You wanted to stay there forever, but as the sweat on your bodies cooled it became sticky and made pulling yourselves apart a chore. Both of you reluctantly made your way off of the skiff, clinging to the walls of the cabin while he hunted for his helmet in the dark. Lights came on gradually once his bucket was back in place so you could find your own clothes, and when you had both gotten yourselves put back together you piled everything you had stolen onto the hoverskiff and pushed it back down the ramp of the Crest. The Mandalorian was back in his beskar, and he cocked his vambrace back and shot a wall of fire onto the little sled, incinerating all evidence of your thievery and passion. The bonfire burned brightly on the gravelly beach of the Cantonican ocean, sending flaming ash into the light of the new dawn. 
You decided to keep the red pocket square that you had tucked in on his costume, though you weren't sure what you would need it for again. Sentimental. You went to the supply crates where your backpack and droid mask were kept so you could squirrel the thing away, when you caught the familiar glowing blue of spotchka at the bottom of the larder. The horrible color made you fucking nauseous after today, but even more distressing was that you realized it was just sitting there unsecured when there was an impish child onboard that could easily get into the bottled brew and make himself sick, or worse.
“Din, we need to put this somewhere safer.”  You held the liquid lantern up for him to see what you were talking about. “What if our foundling gets into it? He might get really sick or-”
“Our?”
Shit. “Sorry, your foundling. Your foundling might get-” Din crossed the small space of the cabin until he was standing close to you, the child in question tucked against his chest. The baby’s big, nebulous eyes glittered up at you, and you couldn’t help reaching out to rub his sail-like ears. He chirped happily at your touch, and as much as you wanted to keep your eyes on him, his father was towering over you, making you squirm under his tilted glare. 
“Say that again.”
“Your foundling.”
“No. The other word.”
“Our?” 
“All of it.”
“Our foundling?”  His helmet cocked to the other side, doing his big metal bird impression. The arm that wasn’t holding the child pulled you up against his chest, squeezed right against the baby in question. The familiar galaxy-erasing hug made you realize how many times you had thought of the child as your own, he was your little buddy, your missing baby when he had been stolen away, your secret weapon that you had hidden in your purse. But he wasn’t your child, he was Din’s, so for him to also be considered as yours…
“Ours.” Above you the word was spoken like it was new, as strange on his tongue as Mando’a was to you. “Our foundling. I like that.”
You couldn’t turn your head up to look at the man who had you wrapped against himself so tightly, but you could smile at the green little child that was flashing you his adorable toothy grin. You little fart, you thought with a laugh, you’re gonna make me go all soft. Almost as though the creature could hear your thoughts he squealed in delight, patting your cheeks with his fat baby paws. You let your arms circle around the boys that had made your life a roller coaster of emotion blasting through the endless sea of stars. It might be a hell of a ride, but you weren't ready to get off any time soon. The memory of the sands of Tatooine where you had been trying to forget the dangers of the universe was starting to fade away, replaced by the moment you were losing yourself in. You were happy to see it go, though your past self would be shocked at how comfortable you had gotten with a magic alien baby and a man with no face.
“Yeah… I like it too.” You hummed into the beskar, feeling Din’s arms tighten even more. You were glad he couldn’t see your face, because the lovely smile had vanished. This is all going to end soon. You buried your face in the tiny space between the foundling and his father’s armor, trying to ignore where the coaster’s rails ended. Only one stop left.
Nevarro, here we come.
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yostresswritinggirl · 3 years
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hi!! i can't send asks from my side blog (dandelion-dreams) but i was on reddit looking at genshin theories and i saw this theory about paimon maybe being from khaenri'ah and being the unknown god that separates the twins. and it made me think about how we basically don't know anything about paimon and other characters have commented about never seeing something like paimon before so that's a little sus. i was curious to see what you thought about these theories?
Yo, actually this one I've known about for quite some time now and my opinions on this may actually replicate the theories you've read about.
The existence of Paimon had always been questionable and I really think she's related to either of those, honestly. First of all, in-game features of Paimon are frequently mentioned meta a lot of times, the most recent one being Rosalia (who commented on her ability to appear and disappear out of thin air).
And then the different symbolisms and shared themes. Mihoyo likes subtlety and hiding things in plain sight, more so they value logos/symbols a lot in their games:
- Paimon in demonology is named after one of the nine kings of hell. More so, Mihoyo patterns their named archons after "72 Demons named in the Ars Goetia (a mysterious Grimoire on Demonology found in the 17th century)." Barbatos, Rex Lapis/Morax, AND Paimon are included. This could hint on higher power for our companion.
- Paimon's shirt also has an odd symbol of treyarch, a symbol you see in the game on a very specific location. You can ALSO see this symbol behind the lines on the opening scene of the game. In the domains, specifically behind the tree you loot. I've also seen official art of the tree where five floating symbols similar to Paimon's headpiece floats over it.
- The Unknown God and Paimon also share the black star symbolism, counterpart to that of the siblings.
- Paimon's neck piece or weird scarf also has such abyssal designs on it I've never seen on others. Someone made a point about this but I kind of forgot.
- Paimon in several in-game lines had been called out for being overly observant of the traveller (by Albedo). Had also hinted that she doesn't need any kind of additional power (If you pick the line for Paimon when talking to Sucrose about Albedo), and even being seen as 'overly defensive' when justifying the stars when Scaramouche talked about the fake sky.
- With that in mind, meeting Paimon was also a questionable occurrence for someone who knows how to fly. How'd she even end up in a lake? It's already stated that Paimon doesn't KNOW how to swim so during animations when you swim, she ends up floating above the water. Could she not have done this during that time? It could be hinted that it was intentional for the purpose of meeting the traveler, and/or she had seemingly fallen from the sky, with the only known floating piece of land being Celestia.
- EDIT: I forgot to mention ahahaha that Paimon wear a HALO. However! This halo is actually not connected in the back, this usually corresponds to a broken halo which means different things: Such as falling from grace, self-destruction, and all that shenanigans.
Khaenri'ah is still quite a topic that's very hard to discuss because of its vagueness. But if by chance that Kaeya, owner of the eyes that resemble that of the Unknown God, then the possibility of Paimon being related to Khaenri'ah is much more convincing than I thought it would be.
Overall, I am a firm believer of the 'Paimon is sus' side of Genshin. However I have yet to delve into whether Honkai can give more details about it, as only my brother had dived into Honkai Impact. But the dummy skims through dialogue so fast he might be useless anyways.
Sorry this took a while, I was out in the beach doing beach stuff hehe, I hope my words were useful at least aaaaa
Second edit: I'd like to reiterate a point that I've seen and that was the fact that both Venti's Wind Sprite form and Paimon were called/recognized as an Elf in the game. Could it be that Paimon is instead a sprite of some kind too? The existence of Elves in a game like Genshin is quite confusing tho and that rare occurrence of similarity feels like a major ploy than anything.
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xbaebsae · 4 years
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Changes and Deleted Content Part 2 - Far Cry 5: Features and Missions
This is a small passion project series of posts where I share some insight of what’s hidden in the game(s) files, but also some general observations. The main focus will be on character changes or deletions with a few words about functions and deprecated missions.
What will not be touched upon are a lot of the things the Resistance Mod on PC restores, namely deleted store weapons and clothes, weather systems and general gameplay related things like skinning animations. I also won’t go into audio files and their content, as @lulu2992 is already working on an amazing series for FC5 that summarizes them per character.
This part will be significantly shorter Edit from post finishing-Angy: This post turned out really damn long despite only discussing some scrapped or changed features and a couple of deprecated mission strings. I still hope you find this as interesting to read as I found writing and investigating it :)
1. Changed and Scrapped Features
1.1 Guns/Fangs for Hire
Just for reference, the release version of the game has 9 unique GFH/FFH available + 3 slots for random specialists you can hire throughout the world.
Among the game’s UI textures for tutorials is this image, showing an earlier version of the GFH screen.
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What this indicates is that the planned amount for active GFHs you can have was originally 4; or the top row could function as some sort of favorites tab. We will probably never know for certain. 
Interestingly though, this version has slots for 20 GFHs in total, 18 either filled a character icon or a locked symbol, suggesting the originally planned unique GFH count was 18.
Considering almost every NPC in-game has spawn-able archetypes with battle audio fully in place it is possible that we were supposed to be able to recruit more of them. I will return to the matter of recruitment shortly.
Another thing I’d like to open up for consideration is that there may have been plans for (ex-)cultist GFHs or at least areas where they act friendly towards the deputy. Reason for this assumption is the fact that cultists have recorded lines for when you meet them (spawn them), aim weapons at them (the taunts GFH and friendlies do too), along with idle lines when you use mods to spawn them as friendly followers. The game has no purpose for most of these lines, as you never walk into peaceful cultists outside of the intro. In the intro you have no weapons to aim at anyone, making it impossible to trigger these lines. 
You may argue they were recorded for the arcade, but the Seeds are also featured in it and have none of those. However, they may also be a leftover from scrapped missions that would feature cultists that don’t shoot you on sight. 
Additionally to that early menu screenshot, I have also found an old reddit thread discussing the game’s Uplay page near release because of the following image:
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Unfortunately I was not able to find this particular page myself anymore, and knowing how short lived everything is nowadays, it might be lost in time forever. The commenters discuss that the three additional slots here refer to potential DLC characters, but we don’t get to use any of the DLC companions in the main game (nor do the DLCs share the main game’s art direction). So, this might be another indicator for additionally planned GFH/FFH we never got to see.
One of these was likely the Eagle FFH called ‘’Freedom’’ (Character/Unique/FFH_Eagle_Freedom), which was partially restored through mods on PC as its loaders and everything are still present. It is unknown why this was scrapped.
It also appears that there once were inventory (purchaseable?) items for almost each GFH (Boomer and Jess have none), as these placeholder icons exist inside the game’s ui\icons\inventory folder:
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Possible functions: Quest items you needed to obtain to recruit them (implying changed missions); Gift items (for potential level up?)
Now to return to the matter of recruitment: Deprecated mission strings suggest that originally you had to hire unique GFHs similarly to random ones; and that was part of quest lines. These lines appear in ‘oasisstrings’, the game’s main language file(s):
HIRE Jess RECRUIT Adelaide Drubman ADD Adelaide to your squad
In light of the old GFH screen I actually looked up the definition of ‘Squad’, and on wikipedia it is listed that a Squad is a team of 5+ members, further strengthening the theory that originally you could have 4 active GFH (plus the Deputy they’d be 5, therefore a squad). 
1.2 In-game Wiki menu
Some of the previous Far Cry titles have a sort of wiki menu that features short bios of characters, explanations of locations, resources and weaponry. New Dawn sort of brought part of this back with the ‘Survival Guide’ (accessible from the pause menu), but 5 does not have this at all. However, in the ui files there are still texture leftovers, implying this feature was planned and it had sections for Animals, Base Jumps, Characters, Destructible Structures, Fish, Locations, Parking Spots (Garages), Plants and Treasure Hunts. The following image shows the ‘undiscovered’ symbols arranged in that order.
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Again, no text entries along with a lot of duplicate and unfinished images imply this was scrapped early.
You can view the additional images (minus characters, because they will be handled in the next posts) here.
2. Abandoned Missions
This section will focus on mission strings that still exist in ‘oasisstrings’. For the sake of readability I removed the style code the game uses and the line numbers. You can easily find them by searching part of the text in the files or website listed in References. Please keep in mind that only the mission titles themselves are 100% like that in the files, any assumption as to what they might have been used for is purely speculative, but I attempt to always provide a reasonable explanation with evidence for the theories presented. Also I am not perfect, so it is possible I missed something in-game. In that case please do correct me!
2.1. Investigation Type objectives
There is a set of objectives listed that imply a different setup for Willis Huntley’s mission. It introduces the objectives PHOTOGRAPH, TAG, LISTEN and INTERROGATE:
PHOTOGRAPH potential property PHOTOGRAPH an animal slaughter TAG the target PHOTOGRAPH the target LISTEN to the conversation INTERROGATE the target PHOTOGRAPH cult signs and rituals: BRING the photos back to Willis
The release build mission has you tail someone and steal a VHS tape. None of the above objectives appear. It’s interesting to see that at one point there were mechanics in consideration that included intel gathering.
2.2. Quest centered around Melvin
The only Melvin I could find in relation to Far Cry 5 is Nadine Abercrombie’s grandfather. Melvin Abercrombie joined the cult. It isn’t assured that these objectives refer to him, but if they do it’d mean a potential mission where you speak to a lower ranked cultist.
Please Note that mission strings are not always in correct order.
TALK to Melvin LOOT Melvin's corpse REACH Melvin's house WAIT for Melvin to arrive GO MEET Melvin
2.3. The ‘Redeemer’ Objectives
At some point there was a quest-line revolving around something called the ‘Redeemer’ in Holland Valley. I could not find out what this thing really was supposed to be, but it sounds like it was either a boat or a submarine (???). In this line it appears that the garage in Fall’s End had actual relevance.
FIND a similar engine BRING engine to Mary's garage TALK to Mary's assistant TOW Redeemer Back the Garage (this typo is also in the file) SUBMERGE the Redeemer FLIP the Redeemer upside down GET IN the Tow Truck PUT the Redeemer on the Flat Bed
What this also implies is the inclusion of tow trucks and that there was a ‘Mary’s assistant’ character.
2.4. A few seperate Entries before we focus on plot relevant ones
In light of the afore mentioned wiki menues there is also an objective type that goes very well with its character section:
DISCOVER this character.
This could be attached to unknown entries in the character list.
There also is an unused objective called:
FIND the cow in the field
Which at first glance made me believe it was related to the mission at Cattle co., but it is not used there or anywhere else. I suppose we will never find out what was so special about this mysterious cow.
TAKE Joseph's writings
is also an interesting entry, as it is not related to the mission where you burn his book. This is again an unused string with unknown original purpose.
2.5. Mary May and John Seed
There are two particularly interesting unused mission objectives in relation to these two characters. 
For one, it looks like originally we were supposed to rescue Mary May from John’s ranch:
RESCUE Mary May From John Seed's Ranch
This could either be a replacement for saving her in Fall’s End or it is a mission that appeared later on in which John possibly captured her. It gets more possible applications with the next one, though.
FIND John and Mary May's secrets
Now, this one caught my attention immediately, because there are two big things that come to mind in terms of possible application. It could refer back to the novel Absolution in which Mary May gets captured and tattooed by John, heavily implying that part of the plot that made it to the novel was originally intended to be shown in the game (we will get back to this in the character episode when talking about Holly). 
Additionally, keeping the previous objective in mind, it could also imply that Mary has been converted during her capture (or her capture was planned) and played a different role in the story overall. Of course, all of this is only speculation as we will probably never know, but the objective specifically says ‘John AND Mary May’s secrets’, refering to shared secrets, not just one of Mary herself (which would fit more into the tattoo theory). 
   If you have ever even considered the possibility that Ubisoft might have cut a lot of stuff from the Whitetail region of the game, the rest of this Mission section should finally prove this to you. I’d like to make clear here that this is unbiased. I have tried to dig up deleted content equally in all regions but it just turns out that this is the one they really went wild with. There is nothing that stands out in terms of deleted or changed missions in the Henbane area and the Holland Valley content is mostly not that plot relevant minus the last examples just mentioned.
2.6. Eli and the Wolf’s Den
In the final version of the game we are told that Eli is an important character, but he is not very active in any way. Where Mary May assists you on the way to John’s Ranch and Tracey and the others at the prison fight by your side in defense missions, Eli will stay at the Wolf’s Den and have you run his errands for him. Just like the other mentioned characters he has full fight capabilities though. His AI is capable of using that bow, despite him never leaving the bunker.
As it turns out, he used to be a far more active character and there were multiple ways you could encounter him for the first time. For reference: In the game as it is now you will only meet him when he and his people rescue the deputy after Jacob’s first trial. You cannot enter the Wolf’s Den prior to this point.
Inside the game’s animations folders are these three subfolders including the respective files (JJ and Key03 is how Eli is often referred to in the files, I will get back to this in the character post):
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This means there were three ways that you would encounter Eli: Inside a cabin, through being captured in a net or by being released by Perkins. This was most likely Doc Perkins, giving her a bit more significance in the game.
The main cutscene files for these are not present anymore, only the animations remain so I could not find out where the exact locations for these were supposed to be at. I however, loaded these animations into a game cutscene so we get to look at them anyway. I have chosen Jacob’s death cutscene for the simple reason that there’s only the player + 1 NPC, it is daytime and there’s no intrusive DOF blurring everything. The video below shows all of them. 
Keep in mind that only the player animation matters in the first two! Ignore the rest. The third one features Doc Perkins and has her animation applied to her. As you can see it is very very unfinished, but it shows that she possibly unties the deputy or opens an animal cage, then drives away in a car.
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This unused mission string supports the theory of these different ways further, as it implies that you met him somewhere and he would guide you to the den:
FOLLOW Eli into the Wolf's Den
There are several other objectives that suggest a more active Eli, who might have accompanied you on some missions:
WAIT for Eli to arrive GO with Eli GO inside the Wolf's Den
2.7. Jacob and the Veteran Center
Before swan diving down a very deep rabbit hole, let’s address this unused mission string first:
TALK to Deputy Pratt
Sounds very unspectacular and like something you would do at some point, but this is never an objective in the game. The intended function will forever remain unknown most likely, but possibilities are vast, especially with the upcoming abandoned objectives.
There are hints at an alternate useage of Jacob’s bunker (specifically called bunker here and not armory). Mission strings are:
FIND a way out of Jacob's Bunker LEAVE Jacob's Bunker
Again, on first sight you’d think these are just what’s there in-game. But they aren’t. During the final mission it goes from RESCUE Deputy Pratt straight to ESCAPE Jacob’s Armory. There is no indicator that you’d need to find a way out. The objectives above hint that it was similar to John’s and Faith’s bunker initially, where you had to do a few more things before escaping. 
An observation derived from the game’s subtitle file is that at one point there might have been a differentiation between ‘Armory’ and ‘Bunker’ as, most likely, a random NPC says "I don't know where Jacob's bunker is. I'm not sure anybody does, but it's out there somewhere." The armory is (other than John’s and Faith’s bunkers) directly next to a main road, next to McKinley Dam. It is quite impossible to miss. Therefore this statement, along with the inconsistent switch between calling it ‘armory’, ‘bunker’ or ‘gate’, could mean there was originally a different bunker and the armory really functioned as such. 
Before moving on to more mission strings, there is one more subtitle entry worth mentioning: "When you tried to arrest Joseph, Jacob got wind of it and things got real crazy here in the Whitetail Mountains." It heavily implies that at some point, Joseph’s family might not have been intended to be present during the opening, and they instead found out about the arrest afterwards. As far fetched as it sounds at first, it does check out with the inactivity and absence of the three heralds after you cuff Joseph (and in case you ever wondered what the three of them are doing while you guide Joseph outside, they de-spawn and are gone as soon as you turn around).
But enough about that and let’s get back to more missions we never got to see.
For instance there is:
GO TO the Veteran's Center
Which, as most of you know, is impossible during the game because you get repositioned everytime you attempt to go close. This string implies a different kind of mission at some point. 
HUNT Jacob
No, this also does not appear in the game. The final mission goes from DESTROY Wolf Beacons to KILL Jacob Seed. Possibility in combination with the previous entry is that you were supposed to follow him back to the Veteran Center and that’s where the final fight would be. It could also imply a different kind of trial.
Small observation because we are talking about the final fight: The Prima Games’ guide (based on a pre-release build of the game, it will be featured more prominently in the next post) depicts Jacob at the bottom of the mountain during this encounter. WIth a lot of perseverance I’m sure you can somehow manage to replicate this in-game. But it is interesting regardless that they chose this image. It might imply that at some point he was not positioned on top of the hill, and instead closer to the area he finally dies in.
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Before we move on, here are a few other interesting unused strings:
TRAIN TRAIN yourself INTERACT with Jacob for finishing takedown TALK to Jacob
They imply a different way to end the fight along with the possibility to talk to Jacob at some point (unrelated to each other mind you). I have no clue in what kind of scenario you were supposed to talk to him. The only explanation I have is that trials were possibly supposed to be different at some point and maybe they had more intentions to explore the whole brainwashed aspect of it to the point you casually took strolls around St Francis. Now before you say I just made that up, I implore you to wait till after the next part to call me out on it, because there are reasons I offer that possibility up for discussion here.
TRAIN and TRAIN yourself might not be linked to this region at all. But it is interesting to have these sort of objectives as they form the ‘Train, Hunt, Kill, Sacrifice’ part of the region’s theme, when you refer back to other mission strings: TRAIN (yourself), HUNT Jacob, KILL Jacob Seed.
Now to get to the main part. If you ever used mods on PC that let you access the Veteran Center, you will have noticed that the AI acts very strange. Your assigned GFH might wander around, aim at nothing or even attack civillians. Cultists inside the area will not always attack you, while civillians will do. This is most likely why the developers were so quick to patch out the tricks to access the region without mods.
I have seen multiple speculations circling around, but the one that always struck me as the most plausible one is that there was some kind of mission after Pratt rescues you from the cage. It is a very discontinuous cutscene, in which you transition from the cage directly to the top floor of the Veteran Center, implying there were no problems for Pratt and the Deputy to get there, despite having to cross the entire guarded frontyard and going through multiple building floors to get to the office. So, naturally I wasted some time of my life trying to dig up stuff that proves this theory right and I...well I did find something.
Important note so you understand what’s going on here: It is very common in games to load objects underneath the map (outside of sight of the player) to assure they are properly loaded in when they are needed. I have seen posts circulating around which depicted Pratt underneath the building, suggesting they eventually had an area planned there. The more likely case is that Pratt was loaded there for later use in a cutscene.
Why am I saying that? Well, this following screenshot was taken underneath the map during the cutscene where Pratt rescues the deputy and it transitions to the top of the building. I have changed the time to daytime for a bit better visibility.
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What you see here is an entirely unused set of either cutscene or gameplay elements. A truck, Jacob (who’s absent in the cutscene we see), Pratt, a random NPC, a bag, a small table (unseen in cutscene), a single door (unseen in cutscene), a double door and 3 small pieces of paper (only two are in cutscene). I have kept watch on these assets for the entirety of the cutscene and none of them were moved into place. Meaning that all of these were here to be used in either a different cutscene or even a gameplay segment.
It brings me back to the mission theory, where there was a potential stealth segment between leaving the cage and entering the office.  Maybe there was an alternate cutscene for the case where you’d be caught and the one we see in the game is the one after successfully sneaking up there? We will never know for certain again but it is one possible explanation as to why these assets even still exist. It would also check out with the TALK to Deputy Pratt mission string, as you maybe had to speak to him after reaching a certain area.
Here are also some additional screenshots of the room in front of the office:
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It was modelled and filled with a few detail props we never get to see much of.
Another potential mission, which would explain the broken AI behavior better, is the already mentioned theory that they might have planned to do more with the whole brainwashing aspect. Cultists inside the Vet Center area do not shoot and are allied, while civillians act hostile, implying while the player is there they are considered to be allied to cultists. TALK to Deputy Pratt, TALK to Jacob or TRAIN (yourself) could have taken place during this also. Something that could support this theory is also this unused timelapse marking days passing:
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3. The Game’s Title and Closing Words
Internally the game is often called ‘fc zeta’, ‘zeta’ or ‘fcz’. So *sigh* of course I tried to find a deeper meaning behind it all and came to the sixth letter of the Greek alphabet ‘Zeta’. If you count Far Cry: Primal as a real standalone title, Far Cry 5 is the sixth Far Cry release. But because the Greek were special snowflakes or something, the sixth letter actually has the value of 7. So Zeta is actually 7 despite being the sixth. If you count Blood Dragon as a Far Cry release it’d mean FC5 is the 7th release. However, these theories exclude all the expansions and stuff for earlier Far Cry games.
Another indicator that Zeta might have been more than just a number, is this texture used as a decal on some clothing materials:
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I have not found someone in-game who has this anywhere, and they might just disable the transparency and use it only for the American flag. But still, why would they make such a decal texture in the first place? Maybe very early name of the cult or resistance group? 
Before closing this incredibly long essay, here is an old, unused version of the logo found in the files :)
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Phew, we finally reached the end. If you made it all the way down here: CONGRATULATIONS you just read a long af essay! Again, i’d like to remind you that a lot of what you’ve read is pure speculation. I tried to prove my arguments as best as I could with evidence that I provided but only Ubisoft knows what really happened. And they are unlikely to tell us.
The next post will focus on the expansive character list and I may split it into parts because there is a lot to say and show about some characters. 
I hope you have a nice day and thank you for reading ♥
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References:
text.farcry.info (website where you can look through Oasisstrings yourself!) languages\english\oasisstrings.oasis.bin languages\english\oasisstrings_subtitles.oasis.bin animations\narrative\cin_key03_q01_b00_meet_jj_cabin animations\narrative\cin_key03_q01_b00_meet_jj_net animations\narrative\cin_key03_q01_b00_meet_jj_release domino\user\fcz_proto_ld domino\user\zeta_dlcm ui\resources\textures\04_menu\tooltips ui\resources\textures\06_icons\inventory ui\resources\textures\05_hud\tutorials\_images __Unknown\XBT\AE800D066AB2E84A.xbt __Unknown\XBT\FD080AA2BBABE691.xbt Zeta on Wikipedia (english) Squad on Wikipedia (english) Prima Games guide (2018, collector’s edition, print and digital) reddit.com/r/farcry/comments/89nsf1/so_theres_3_missing_guns_for_hire_here_maybe_3/ __Unknown\BIK\C6AB10EDBC81E933.bik
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thatgamefromthatad · 3 years
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3 more games like Merge Mansion - the genre is evolving!
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More and more games like Merge Mansion (two-item merge games) are being released and I can hardly keep up, but I’m glad because I find this genre so satisfying! Here I’ll review three more relatively new games, which are all unique in that they break off quite a bit from the original Merge Mansion, and include their own mechanics not seen in the other Merge Mansion-esque games I’ve covered!
You can see my original Games like Merge Mansion review here, although it’s quite outdated as many of those games have made significant changes since I wrote that in early March. I’ll try to add some updates to the original post sometime in the near future to better reflect that current status of each of those games. You can also find links to the other two-item merge games I’ve previously reviewed in my final ranking at the end!
Read my full reviews of Plantopia, Merge Adventure and City Boom below:
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Plantopia: Merge Garden (Early Access)
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Developer: Voodoo
Release Date: May 7, 2020 (Early Access)
This game is an interesting one because I only found it recently and started seeing ads for it recently although it’s apparently been around for about a year. I’m thinking it was soft launched and only recently made available in my region. The title screen indicates it’s still early access so that would make sense.
An initial release/soft launch date of May 2020 would actually make it older than Merge Mansion, which I believe was released in Sept. 2020. However I’m not sure about the exact timeline as they could have been in development/soft launched around the same time and the games are actually quite different overall so the basic similarities could be a coincidence.
This game truly amazed me because although it has the basic elements of what I would consider a Merge Mansion-like game, that being the two-item merge mechanic on a two-dimensional grid-like board viewed from the top, with item generators and item collection objectives, it’s otherwise very different from the other two-item merge games I’ve played. There are at least three separate boards, possibly more considering the tool shed and flower lab unlock a bit later in the game, and instead of completing objectives by getting items right off the board, you use items from the greenhouse and tool shed boards to start growing plants and then harvest the resources. The flower lab adds an additional step, as you can take the plants you’ve harvested to that board and merge them further to create bouquets and oils etc.
This game is probably the most complex and challenging out of all the two-item merge games I’ve played, which I think makes it more fun but less relaxing. Basically if I want something to play mindlessly while chilling out and watching YouTube videos I would play Merge Mansion or Merge Friends, but when I want to play something more advanced and for a longer period of time I play Plantopia.
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🌼 Art: 3/3 (although I mostly prefer all 2D art, this game does the 3D/2D mixture better than some other games and I just love the colors and style of the different plants, boards and products. It all feels very “cottagecore” as the kids these days would say lol. The 2D character designs are also OK and pretty cute)
🌼 Story: 2/3 (it’s definitely a step above the “moving into this old mansion with my grandparents” story, I did get to know the characters a little better and some of the objectives are plot-related, such as growing aloe to help another character with his sunburn, or growing a special flower that reminds another character of her late husband etc. But I wasn’t really feeling like I wanted to learn more, and the storyline didn’t have a huge influence on my overall experience)
🌼 Gameplay: 5/5 (definitely the strongest game in terms of gameplay in my opinion, like I said it is more challenging and there’s more to think about but it makes for a really fun and varied experience!)
🌼 Variety: 2/3 (although there are three whole boards and you unlock different plants as you go along, there isn’t as much variety in the merging part since you basically just merge seeds into sprouts, sprouts into younger plants etc. until you have the full plant to place in a plot. You know exactly what you’re merging up to and there’s no thrill of discovering a new item by merging up. The items also come from boxes or from preset, unmovable generators so there’s no fun in discovering new generators either. But it is cool that each plant has its own planting requirements like more water, more fertilizer, more light etc.)
🌼 Playtime vs. Wait Time: 4/4 (another huge advantage of this game, there’s no energy system so you can play for very long, the only time constraint is waiting for plants to grow)
🌼 Overall Enjoyment: 4/5 (I’m definitely very impressed with this game but the things I mentioned in the Variety section are probably the biggest thing that prevents me from giving it a 5/5 overall. It is exciting when you unlock something new by progressing through the game but I especially enjoy moving up item ranks and discovering new generators, so in that area this game didn’t really do it for me. But otherwise it’s really a great game and a very unique entry within this genre!)
🌼 Total: 20/23
Merge Adventure - Dragons!
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Developer: Ludigames
Release Date: March 25, 2021
First of all, even though the full name of this game includes the word dragons, I haven’t seen a single dragon unless one was mentioned in the written adventure logs, which I don’t usually read.
With that out of the way, this is another very unique game in terms of merge games as it is also an RPG. Some of the items you merge on the board are used to equip your hero, while others are used to unlock new adventures that yield different loot upon completion. You don’t actually get to engage in battles since the adventures themselves run on an idle system where you just get an adventure log to read to how your hero is doing and then collect the loot after a certain period of time. It is definitely something new for two-item merge games and deserves credit for the unique concept, but execution-wise it unfortunately fell short in a lot of ways.
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🗡 Art: 1/3 (the art here isn’t necessarily awful but it is on the uglier side compared to a lot of the other games in this genre, specifically the board pieces. Maybe I’m biased because I prefer fun and colorful items, and these items involve a lot of wood and metal and such, but the board often seems so monochrome I can’t even tell certain items apart or remember which item track they belong to. Some of the level 1 items are just differently-shaped scraps of metal. The hero design isn’t bad but I only have one character to base that opinion on. We’ll get to that later)
🗡 Story: 2/3 (I honestly can’t remember if there’s an overarching plot but I will give it a point for the adventure logs, even though I usually don’t read them, it is cool that you can read what your character’s doing and how they obtained the loot they ultimately bring back)
🗡 Gameplay: 2/5 (I want to give it more points for being unique but despite the interesting concept I did have trouble with the gameplay. First of all, it has one of the smallest boards out of all the games I’ve played and a lot of different generators, which guarantees your board will become clogged very quickly. The numbers in the corners of each tile are supposed to help you keep track of what level items you have I presume, but they only make an already cluttered board look more cluttered, and the fact that I already couldn’t tell some of the item designs apart means having all the items crowded and jumbled makes for a very confusing and frustrating experience. Getting new items through loot from adventures seemed cool but then led to more frustration with more items to squeeze onto my fully packed board. Also I have no clue how to get more heroes, I’ve only had one this whole time playing so far, so there’s not much more to the RPG experience other than equipping more powerful items)
🗡 Variety: 2/3 (technically there’s a wide variety of items but as mentioned previously the very monochrome nature of the items makes the experience feel less varied and you can barely enjoy discovering new items when you’re just trying to find space on the board 90% of the time. Also, most of the item tracks just go: item, bigger item, bigger fancier item, biggest fanciest item, or, piece of item, more pieces of item, mostly put-together item, fully assembled item)
🗡 Playtime vs. Wait Time: 1/4 (your time is limited by the energy system, generators needing to refill AND waiting for your hero to return from an adventure)
🗡 Overall Enjoyment: 2/5 (sadly I didn’t really enjoy this game, although I guess my favorite part would be merging up weapons and other equippable items to make my hero more powerful, which isn’t something I could really do in any of these other games)
🗡 Total: 10/23
City Boom
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Developer: Playwind Ltd.
Release Date: April 9, 2021
This game is very interesting as it’s the only merge game I’ve personally played that has you compete against other players. This game actually works pretty much exactly like a game I played loooooong ago called Coin Masters, where you gain coins by attacking or raiding other people’s bases while spending coins to build up your own base. The main difference here of course is that the other way to get coins is to merge items and complete requests, while in Coin Masters it was like a slot machine thing. I checked and they are not made by the same developer.
Anywho, the multiplayer aspect of this game was exciting since I definitely have a competitive streak, and I’ve been playing every day to try and climb up the leaderboard (I’m in the top 1,000 so far lol!) However this game is still new and pretty wonky, and it aggressively tries to get you to buy things, much more than any of the other two-item merge games. Also, this game is one of those games that’s very reliant on a constant internet connection so if you don’t have great internet (which I don’t) you will have a lot of issues with the game freezing, just a heads up.
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💰 Art: 3/3 (I got to admit I’m a sucker for the cute, colorful and cartoony, and I just can’t get enough of the silly little cats in this game 😂 I appreciate that the 3D art style in this game is very consistent in all parts of the game, and this game also has 3D animated sections: for example, when you go to attack another player a cat rolls up in a little tank and rockets fly around)
💰 Story: 2/3 (there isn’t really a linear story but I give it a point for the different themed areas you progress through as you grow your town, plus the personality put into the cat characters)
💰 Gameplay: 3/5 (I do enjoy this game, especially the fact that I get to compete against other players, but there are a few issues. This game has a lot of limited time events, there’s seriously like 2 or 3 running at a time and seem to change every day, which does add some fun and variety, but creates a unique problem of having event-specific items on the board that I don’t know what to do with when the event ends. I don’t know if that event will come back again or if those items are just completely useless and should be sold now. Currently they’re just keeping my board very clogged. Also, this game really aggressively pushes overpriced microtransactions, which can get very annoying, but I will say that I was still able to play and enjoy the game a fair amount without paying anything. Lastly, the items make a really off putting clunk sound when they merge. May not seem important but it makes the merges less satisfying for me personally)
💰 Variety: 2/3 (There is a variety of event items but as far as the main items there’s very little variety, basically just four categories of items, so I put this in the middle)
💰 Playtime vs. Wait Time: 2/4 (what I like is that there are a lot of chances to get extra energy but what I don’t like is that rather than having energy refresh one at a time every few minutes, you have to wait like half an hour for all the energy to refill at once)
💰 Overall Enjoyment: 4/5 (honestly despite all my criticisms of it I kept coming back to this game, I really enjoy the competitive aspect and none of the problems with it are to the point where it seriously impedes my ability to play. That’s why I kind of have a separate category for overall enjoyment to begin with, because even if a game scores well or poorly in specific categories that won’t necessarily reflect my overall experience)
💰 Total: 16/23
Rankings
Plantopia (scored the same as Travel Town but after playing Travel Town for a while I’ve gotten more bored with it. Plantopia is the new reigning champion! 🎉)
Travel Town
Merge Design
Mergedom: Home Design
Merge Friends
Miss Merge
Merge Mansion
City Boom (scored the same as Merge Mansion but I preferred it less)
Merge Life (note: the linked review is outdated as the game has undergone a lot of updates since I wrote it, I will update it at some point but take the current version with a grain of salt)
Merge Matters
Merge Villa
Merge Adventure (scores the same as Merge Villa but I think I was a little harsh on Merge Villa to begin with, this game is much less playable)
Thank you so much for reading!!! I hope these reviews helped you if you enjoy merge games as much as I do! 💖 You can find more of my full game reviews here and follow me for more stuff about mobile games. Have a great day 🥳
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self-loving-vampire · 3 years
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Ultima VII Part Two: Serpent Isle (1993)
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Summary
Serpent Isle is a direct sequel to the Black Gate. The arrival of the Guardian has been prevented and his cult has been outlawed and disbanded, but his most loyal follower has escaped to a place called the Serpent Isle to enact their backup plan.
But the Serpent Isle is not just an island, it is another world that you find yourself in after sailing your ship between the Serpent Pillars (yes, you get isekai’d while already living in another world).
This strange land is populated by people who fled from your lord long ago, and it seems to be suffering from an apocalyptic event that you soon experience for yourself, as a magical storm teleports your companions away and replaces most of the potent items you arrived with with random junk.
So your goals are clear: Recover your items, find the Guardian’s followers, and try to prevent the world’s destruction.
In many ways, Serpent Isle can feel like a more linear and limited game than the Black Gate (for one, you can’t own and freely sail a ship), but there are actually many things that I think it actually does better.
I played it using Exult and the SI Fixes mod.
Freedom
While Serpent Isle is not fully linear, it is definitely not nearly as open as the Black Gate was.
Where the Black Gate lets you travel nearly anywhere in the world almost immediately, even enabling several forms of transportation for this purpose, Serpent Isle initially allows only one section of the island to be explored with the rest opening up as one progresses through the game.
To its credit, the way in which these areas are locked off are sometimes reasonable and do not feel arbitrary. For instance, Moonshade is an island and nearly every ship in the land have been wrecked by the same magical storms that affected your party at the start of the game, so reaching it is not as simple as just buying a boat and going there.
There are other cases, however, where the restrictions do feel nonsensical. Such as the way the Bull Tower pikemen demand obscene amounts of money for the captain’s release but will happily accept a single much less valuable gold bar instead (since acquiring those is tied to a plot point). Then there’s all the stuff with the Hound of Doskar...
On the positive side, you can deal with various parts of the game in whatever order you desire within these limitations. This includes resolving the central quests in each of the land’s three cities in your own preferred order.
However, the game is still lacking in alternate solutions for quests in general. There are some decisions to be made, but they are rather minor in the grand scheme of things.
Character Creation/Customization
This aspect of the games is just as barebones as the Black Gate. You can only select your name, gender, and portrait. Your starting stats are pre-set and there are no further decisions to be made there.
However, Serpent Isle does have a marginal benefit over the Black Gate in that how you spend your training points matters a lot more, since you can’t just automatically max out your stats by completing the expansion.
Even then, there is not much to the character creation here at all.
Story/Setting
I think this is one of the game’s stronger points. The Black Gate may have had a larger world with more total settlements, but Serpent Isle’s three cities of Monitor, Fawn, and Moonshade are each significantly larger than the average Black Gate town and, most importantly, this world feels more dynamic.
Due to the way many of the game’s quests and events work, Serpent Isle manages to feel more alive than its predecessor. I will not spoil the details, but you often feel like something is always happening and like new developments are organically finding you rather than you having to actively search for them.
As has become typical of the Ultima series, the setting this time around is also centered around virtues, but in this case it goes beyond the Eight Virtues you mastered in the last trilogy.
Serpent Isle’s three cities are inhabited by the descendants of people who fled the reign of Lord British and who resent his edict of the eight virtues. The knights of Monitor considered Valor to be the highest virtue, the sailors of Fawn wanted to elevate Beauty as a virtue, and the mages of Moonshade did not feel that their profession should be associated with the virtue of Honesty.
But in addition to all that, much of the game revolves around learning about and mastering the ancient Ophidian virtue system, which functions differently from what you are used to. 
The Ophidian virtues are divided into Order (Ethicality, Discipline, Logic) and Chaos (Tolerance, Enthusiasm, Emotion). The forces composing both sides must be in balance to achieve a new set of principles (Harmony arising from Ethicality + Tolerance, Dedication from Discipline + Enthusiasm, and Rationality from Logic + Emotion).
The incoming apocalypse you face in the game is the result of a cosmic imbalance in these forces. The ancient Ophidians polarized into Order and Chaos factions that warred each other, with Order winning the war and destroying the Chaos Serpent, which causes the universe to begin unravelling.
While this game does have an antagonist, resolving this imbalance remains the most significant part of the game in terms of story.
The game also has multiple big scripted scenes that did not quite exist in the Black Gate, and the world as a whole changes dramatically partway through as a result of a certain event.
Immersion
As previously mentioned, things like the quest design and more dynamic world can help make this game more immersive than Black Gate in some ways. I am reasonably certain that some of the NPC schedules are a bit more complex this time around as well.
There are also a few new things, such as a frozen wasteland up north that you need warm clothes to traverse without freezing.
Apart from that, all the features mentioned in the Black Gate are still present here, such as weather, day/night cycles, and more.
But really I think one of the most significant differences is actually just the fact that you are significantly less overpowered than in the Black Gate and have less allies. I feel like that changes the feel of the game a lot on its own in ways that have to be experienced to be fully understood.
Gameplay
Combat is, as in Black Gate, automatic and uninteresting, though it is slightly more difficult now overall.
The rest of the gameplay is largely the same as in the Black Gate as well, though dialogue has been slightly expanded with more complex trees.
Really the main difference comes down to the differences in the world and available items rather than any mechanical changes.
Some of the most significant items are a ring (obtained from the Silver Seed expansion) that provides infinite magical reagents and a magical goblet that provides endless nourishment. These things are not nearly as broken as what the Forge of Virtue provides in the Black Gate, but are still nice conveniences.
While this game has less towns than its predecessor, it does have larger and more interesting dungeons overall. The one issue with them is that some of the puzzles in them are not very interesting (often amounting to just placing items on pedestals and such).
This is also where I should talk about one of the game’s major flaws: It is the first one where the influence of Electronic Arts began to manifest. It is nothing too major at this point (just wait until we get to Ultima 8 and especially Ultima 9) but it does mean there are some questlines that were left unfinished due to EA rushing things.
It’s not just questlines either. The towns were supposed to be larger and with more content, the player was meant to eventually gain a ship they could freely sail like in the Black Gate, and a major plot element had to be changed. The Silver Seed expansion in particular feels incomplete and inconsequential in terms of story, and is largely centered around four dungeons to explore for unique loot (both the dungeons and the loot are reasonably good at least).
I also dislike just how many plot-critical items are in the game. I would like to use my backpack space for other things.
The game also offers a decent amount of locations to explore, including many optional curiosities unrelated to the main quest.
Aesthetics
While the engine and graphics are largely the same as in the Black Gate, there have been graphical upgrades, most notably in the form of significantly more detailed and lifelike portraits for NPCs.
But I would say that the biggest aesthetic changes here have more to do with the game’s design and atmosphere. 
Serpent Isle is a far more unfriendly place than Britannia, and you will be accosted by assassins and deceivers during your quest. It makes for a more grim adventure.
The whole game has a much darker tone than any in the series since Ultima 5, I think. The world is completely falling apart due to the imbalance, with storms obliterating Fawn’s fleet, goblins making significant gains in their war against Monitor, and plagues are starting to break out. You do get the sense as you explore the world that this is a land experiencing its final days.
And things only get worse from here too.
I also like how unique several of the locations are. The city of Monitor is not just a walled city, it is populated by knights who organize into three different commands that rule the city. Meanwhile the city of Fawn is completely unlike any other in the series, being built entirely over the sea.
It is good stuff, and I wish they had had the time to expand and develop these locations as they had originally planned.
Accessibility
Exactly as good in this regard as the Black Gate, I think. Even the increased difficulty (which is still not enough to make this a “hard” game by any means) does not really matter since at the start of the game you get a magical hourglass that can be used to resurrect any fallen party members and the local monks will take care of your own mortality as well.
If there’s frustrations to be had here, they may come more from some of the less intuitive puzzles than anything and plot points than anything. The core gameplay is still extremely simple.
While the game can theoretically be played on its own, I strongly recommend playing at least the Black Gate first to learn a little about the events that led to this whole expedition. The two games really are part of the same package.
Conclusion
Between the Black Gate and Serpent Isle, I always got the impression that the Black Gate was the more popular of the two. I can understand why, as Serpent Isle was a bit rushed and lacks the open exploration that has defined the previous games in the series.
Despite this, I remember loving it about as much as the Black Gate largely because of the atmosphere and how the game feels. It is a particularly easy recommendation for those who enjoyed the previous game, as the engine and mechanics remain largely the same.
I also recommend this game for anyone who may be interested in following the story or looking for an immersive experience, but who doesn’t want to bother too much with stuff like combat or numbers. Even just watching the NPCs go about their day can be fun in this game.
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Kingdom Hearts 3 broke my heart.
I am a fan of Kingdom Hearts. i've been here through the first game and even though I grew up without the money to play every game I stuck with the series as best I could. In fact I've bought multiple copies of games on multiple systems and beat a couple of the games not just once but 3 or more times. Here is a list of the things I've done involving this series.
1: I bought KH1/2/COM on more than one system such as ps2,3, and 4. 2: I've played and beaten on the hardest difficulty on each main installment (except critical mode of 3) 3: I have 100% KH1 which might not seem like a big deal but it is the only game I have 100% ever. Got all the trophies and so on. 4: I stuck with the story and even recently before 3 came out played and beat most of the games. (except DDD since it wasn't my kind of deal since I don't like the flowmotion part of the combat.)
You could say I'm a fan of the games and have done what I can to in general keep up with the series as well as have enjoyed the series.
But then 3 came out and I was just not happy with it. After waiting for so long and playing the game and screaming and ranting about certain plot points that just don't make sense to me (KH is notoriously hard to keep up with plot wise and I am just not the brightest person in the world when it comes to shit. Like I really need some things explained outright for me and to some degree do not mind spoilers for some things) I swore off KH the entirety from now on cause it was just that bad of a game for me. It wasn't a horrible game but the direction they started taking it in was just so far removed from what the original 2 games in the numerical series were that this was just NOT Kingdom Hearts at all. Sure you can say it is a love letter to the biggest of fans but I can say that a letter to regular fans was something it needed to do more than cater to such a rabid fanbase compared to a regular fanbase. I thought this was unfair and then bought Memory of Melody. That is now the worst game in the series to me. So I dived into what people thought and looked at a ton of youtubers who played the game and saw what they thought. I looked at reviews of non youtubers and read what they thought and the game has made the fanbase more divided than anything I'd ever seen from a fanbase. So I replayed the game with the intent to write down all I felt on the game to give it a fair review. Like I said I'm a filthy casual and I can give stuff a large break when it comes to media and have a large understanding of what that thing is meant to be. Sometimes a product is meant to be a certain way and we have to enjoy it for what it is and I can try and do that. I mean I love the WWE and Yugioh and anyone who is a part of those fanbases knows in their hearts (kek hearts) how bad those things can be at times. So I played the game and wrote down all the thoughts I had on it and Some might be easy to explain while others are in general probably at least fair on how I feel about it.
Kingdom Hearts is a series not meant for the new comer. It knows what it wants to be and does that thing. It isn't here to make everyone happy and that is just absolutely fine in general. I've been a fan and it makes me happy that the game is one long story that I can appreciate and make call backs to in stuff. I remember being so rewarded when I looked at my then best friend who skipped over chain of memories (I had to emulate it but I think it was fair of me to do so since I bought the game 3 times since now that I have the money to do so) and said he knew what happened because he saw the cutscene of Sora reaching the top and Namine betraying him by putting him into a pod. I laughed at him cause he was a fool who knew nothing of how the story went cause he foolishly just thought he didn't NEED to play the game. This made me more invested into the series than he was. I stuck with the series reading up articles and even watching videos on the series for stuff I missed out on since again i couldn't afford everything. They were building a story over a decade long and at the end it just didn't do it for me. It's not that the story wasn't the end of the series in general. Heck gotta make dat' money Y'all but in general this was the end of a saga for Xehanort and it just didn't cut it. But maybe I'm not starting at the right spot to give my feelings on it. Maybe I'm coming fresh off a game play and feeling a rant building for multiple reasons. So let me start with the positives before I bury the list under a pile of problems for me.
So I'll be putting things in order of good, mixed, bad. They will be somewhat fair and if they have an answer you have my sincerest apologies but remember I'm slightly the "dumb" and would in general like to just get simple straight answers. Something simple and clean if you would. On that note
1: The starting song is a god damned banger - Face my fears is up there with sanctuary which is better than Simple and clean. To be fair though simple and clean was made in like a flight and pretty much is nonsensical to the game in general. However it is a good song. How could it not be with one of japans best pop artists? Have you heard sakura drops? Colors? Traveling? Apples and cinnamon? Fuck man this song is just really good. 2: The game looks great - Sure the game might not look like ps2 graphics anymore but this isn't a bad thing it just is a different thing. The only time I thought it looked bad was during the pirates area where they had to make real people. Sometimes it is better to have a different art theme and even if something is just ok at best during it it can still be over all great. Everyone looked good during it. It just in general looked like a new version of KH entirely. 3: You can power up keyblades - One of the best parts of the game is powering up keyblades. Now sure mickey saying "we should have powered up our keyblades" is a stupid line in general when they are magic items and not fully meant to break form normal stuff but i think the ability to latch onto a key and make that sucker your main key is a great idea. Finally I can power up keys like sweet memories or the kingdom key and go through the cutscenes with the keyblade never changing and it look like it's meant to be there. 4: The whole getting treasure for sinking ships - Even if in general people might not like the ship combat the idea of being a pirate and stealing treasure from a ship when you sink one of the large ones is one of the best thematical ideas in the game. You can just sail the ocean and just pirate ship for loot if you wanted to and since you get xp during it and get your ship to be better it just is a great idea in its entirety. 5: Rikus keyblade - That is one of the better keyblades. I'm not gonna lie but the final fantasy cloud based keyblades where they are more realistic have been one of my favorite designs and I am sad i can't throw it on sora. I like the idea of an actual blade instead of a blunt weapon in the game since it just feels cooler sometimes. Riku getting a keyblade that not only looks more like a sword but is also still a key for a more modern car is one of the cooler things they have ever put in. 6: The call back to union cross players - This was a little lover note to people who played the game. They grabbed a ton of names and threw them in as you threw hundreds of keyblades at the giant heartless storm mob thing. I think it is great and even if I didn't play one of the names that pops up is my actual name so I find that pretty cool whenever I see it.
And that is it. Those are the best parts of KH3 to me. Everything else is either a mixed bag or just not good. I'm sure you can tell which one has more in it. As for the stuff that is in the middle of both good and bad let me make it clear that some stuff that is bad will probably be talked about in the bad section because it needs its own commentary.
1: All the party members - I always was a little sad having to remove one of the characters in my party to add the one new person they wanted to add in and was always sad at that limitation but with 3 you can now have ALL THE MEMBERS. This is great because now I have access to all of my forms with donal...... Oh right, they're not in the game anymore. 2: Nice to one and done an area - Back in the day when I first played the original first game I never went back cause I beat the level and thought it was extra stuff. When I got older and playued through 2 I was a little impatient and just didn't want to keep going back. Now as I am older and wiser and more patient I just do the thing cause it's a part of the game and deal. Thankfully it is all in one trip which is good CAUSE I DON'T WANNA FUCKING PLAY THESE LEVELS EVER AGAIN. 3: I'm gonna say it and people are gonna question me (probably not I'm not a large content creator thus people probably don't care about my opinion so strange of you to be here reading this) but I fucking hate winnie the pooh. I don't like him as a person and I'm just not a fan of his entire world. I only like Eeyore and not cause "gosh that's how I feel" Eeyore is the fucking man. He never lets his bad mood get him down and he powers through even when life is shit. Good for him man. Love that guy. Such a trooper. I just don't like pooh but the levels. God Kingdom Hearts mini games are just mostly not fun in general so not having to play so many mini games in poohs level is fantastic. EXCEPT EVERY WORLD HAS A DAMNED MINI GAME IN IT. 4: Speaking of mini games the ship combat is fine. - It's just, fine. 5: I had so much money - I don't remember playing any other game having so much money. I remember caring and investing and even trying to get money to spend on stuff in some points and in here it just.... I never spent it until i got bored and started using food. I didn't use food until the last world and beyond cause I wanted to finish the game faster. I mean the change of pace having money is nice but there was nothing really to do with it. Maybe I should have bought Hayner, Pence and Olette a ton of pretzels with it. 6: Playing as any other keyblade wielder - Man this was one of those great moments that I was excited to do. Having played as many other characters during other games was always nice and refreshing and being able to do so here was great. It got me excited to play as Mickey again since I got to use him a few times in KH2 or to be able to use Ventus or Aqua again cause they were gonna be saved and be able to fight in the upcoming battle. That is you know. If they are used in the game more than one time each. 7: Giant heartless battle - One of the best moments in the game was the "goofy just died" moment. Not because The goof man "died" but because you got to solo fight a crowd of enemies and in this game it was so cool to have that call back. The shit icing on that beautiful cake was having to use the train to win. Like it just felt like I was making no progress and I can't on my own fight the enemies and no matter how hard you try you can never stop the enemies ever. 8: The what if scenario - The group dying was pretty cool and was a great what if but would have been better if they didn't come back to the past and have Ventus run up and think it was Terra again. It was cool for the lingering will to step in and help but even then the whole situation was so stupid that it could have been written better. What if instead of doing the whole scenario it was a mind fuckery to sora to put him down mentally like they had been trying to entire game. What if it showed him losing and that it was possible? Instead we got this long winded scenario where people didn't learn from their first mistake and tried to go run up to Terra when in that moment Aqua when Ven tried going should have grabbed his shoulder and said "you know it's not him so let's just get ready to fight"
Those are the mixed bag moments I was commenting on. Some things are fine and aren't really an issue except the are a part of a bigger problem in itself which makes them a mixed bag. The last part's I'll be writing about are pretty much a giant rant or asking questions to things. There are problematic points I'll be making as well. So now let's look at the bad stuff in KH3. However, before I get into it, I want to also write down the not as bad stuff as well as some of the really big stuff so I'll make sure to point out when it is a gripe that isn't the worst thing in the world compared to it actually being not good.
1: Nitpick/The social media is dumb - Look I'm not much of a social media person and I know todays kids and teens are all about that jazz and such but man this part of the game is pretty dumb. I am in no way too old to "get hip with it grandpa" and think social media is a bad thing. Times and things change but WHY IS THIS A THING? Sora and friends are out saving the world and probably do not know about current phones since they are so busy. They would be like really old people trying to catch up with todays world and just in general should not have time enough to do it. Sure giving a phone is fine which whatever they can just add in ways to contact which again makes the phone fine but social media is dumb. What platform are they on? Who is following them? What world is this being sent to in general? Does anyone really care?
2: Nitpick/Why 7 VS 13? - I think the number is just really off. Ok look the original organization 13 was fine. Having 14 members in it wasn't a big deal and sure fighting them seperately and not all in one game made me a little sad until final mix came out but at least i got to fight Marluxia in all his pretty boy glory. The point I make is they just seem to have stuck with the 13 which is fine I guess? It just seemed like it was more or less there for no real reason. Sure we would have to fight every single Xehanort around such as Ansem, Xemnas, Terranort, Xigbar who works with old man Xehanort, Young Xehanort, Old man Xehanort. If you also in general wanted him to have each good guy fight a bad guy we would need one for each single keyblade wielder to come out. So let's say Kairi and Axel were just gonna join in so we can have for whatever reason Xion and Roxas just pop out to fight people. We would have need for a total of 7 enemies to fight. Let's just use these guys here as people for people to fight. We can have terranort fight someone before he comes back as lingering will to fight and get his body back. We can have Kairi fight Xion until she defects in general and fights another person with her. We can have axel fight Xemnas so he can get revenge and then have him lose and Roxas can come out. So on and so forth until we have just enough for each person to be matched with another person. You wouldn't need to stretch and find whatever you can and just fill the numbers. You could have at that point just filled it with villains you knew you wanted on your team. Not just bring back generic dudes who don't even need to be here. I'll get more into that in a moment but the numbers just seem off and could have been anything not 7 v 13 but like I said. Nitpick.
3: The plot of Sora flying around this time is a little weak. - So Sora lost his powers and needs to get them back. So he fucks off for a bit until he can regain the powers. Wouldn't it be better if he also trained with Kairi and Axel? What about just going into the realm of darkness to help the others get Aqua? What if instead of just going back and forth to each Disney world like he normally did he in general just.....trained. See the point of the other games was "close the keyholes of the world so heartless stop getting in. Stop those nobodies from opening Kindom Hearts." Kind like saving the world is a great motivation to have compared to "fuck off until you are good or something". It's one of the biggest issues in general. Now if he was told something more substantial than "you need the power of waking" than it would have made the grind through much better. Add in a new plot element for him to need to travel to lands in general so he can earn the power of waking. Send him to places to get that shit instead of "get stronger". You think I can't just do that shit with story? Shit's boring man lemme do stuff.
4: You cannot turn off attractions - That is without playing critical mode. Man Attractions are in general one of the worst parts of the game. Sure I find it hilarious when I'm fighting an important boss (such as Xemnas) and I last hit him with a merry go round but in general they just suck. They aren't fun and they slow the games combat down with a cinematic. Sure they can be "avoided" and I "don't have to use them" but they exist in the game. They are the creators vision and he wants you to use them. If they didn't want it to be a huge part of the games combat system they wouldn't add it in and the fact that it shows up so often just kinda proves they want you to use the thing. Combat in here is very floaty if you haven't noticed and a more grounded approach is sometimes best. This is what the attractions do since they still try and attack you thus getting closer to the attraction in the first place. It's really a jarring object. Telling me not to use it while having the chance to actually accidentally press the button is frustrating. It's the smaller version of telling someone don't be mad when they are mad or try not to be depressed. It's hard to avoid and the answer isn't just "don't do it." Especially when the game puts in abilities to make them more prominent such as extending the time on them. Another point on this is that if the developer wanted them to be optional they wouldn't sometimes be mandatory or even show up during boss fights. Either this was an added on horse shit thing where Disney was like "add attractions or we're done" or Nomura just was like "i recently went to disney land and you gotta put this in it's dope". Joke aside it is one of the worst parts of the game since I can't turn them off and it is hard to get around them. Let me turn them off fully or let them be used as an ability where you can add them in if you want it. Customization should be more of a thing than a gimmick you keep getting. Also they show up so often and I believe in every enemy spawn group. Multiple times even if you miss it the first time. Having so much prominence placed onto this one mechanic just shows they went in hard on it and sure if it was just the rock titan or just the horde of heartless at the end or maybe even rare I wouldn't find it much of a problem but it is EVERY FREAKING COMBAT. I hit that button on accident more times than I wanted to that in general I was trying to use a spell but I missed it by seconds or something and the carnival ride started up and I just said "god dammit" and had to end it dealing a burst of damage since you can't just stop it, it has to go full swing. Also only in critical mode is kind of bullshit. Add it to every mode in the game and it'll be less of an issue.
5: Nitpick/Sora is an idiot - Look I don't mean the whole "he's so stupid now he just is always happy or has dumb dialogue" I mean the idiot tried to touch fire and instead of water magic which he now has and I spammed on the fire balls he walked up to a freaking inferno of flames and just tried to see if it was hot by touching it with his bare hands. Shit Sora you dumb fuck Goofy had a better idea than the mage and the main character and he's not always the brightest. Fuck you.
6: There is too much stuff in this game - Way too many mechanics and most of them are on forever. You have so much you can do such as the shotlock, Flowmotion, Carnival rides, Extra forms, Summoning the fat cat dream pokemon, so many mini games,  just so much shit and I'm sure I forgot something. Now look I can let go of the whole "cat" thing because it is a summon and those are normal but in general it just feels like the entire game was overloaded with everything from every other game EXCEPT for cards and if we don't have cards for character upgrades or something it feels like a waste. (that's a joke) The point is that there is too much stuff and it's all filler and fluff and we can just have a nice game without 10,000 things to learn in the first section of the game.
7: Nitpick/ I think the selfies are just dumb - I've taken a total of maybe 5 selfies. All of which are to show a single person in that specific moment. Selfies don't really do much in the world we play in for KH3 and I just think it is in general a dumb game mechanic. However it is not required to do so it's not a big deal to have in. Just another nitpick.
8: Food and cooking - Look, this is not monster hunter. This is not another game where food is an important detail and sure I don't mind the addition of it if you really wanna put it in but it does make the game easier when used. In that direction fine making a game easier isn't a bad thing, however, constantly telling me now is a good time to find ingredients for little chef is annoying every time. I could figure it out if I really wanted it but in general since it is an optional mechanic to which I can just buy the parts for it and even the food at a kupo shop than what is the point in adding in the game play mechanics for it? The mini games are dumb and take too long to do for such a small mini game. Crack and egg get soup. Nothing else but crack an egg. So than the game is too short for a mechanic I'm supposed to do often? Why not add in a larger game so that I can help him create the object one time to see if he likes it and then when he adds it on I can order the object from him. Don't add it into the kupo store if I you want me to make it and don't make me make it be so tedious if you want me to make it. Also why is sora cooking at all? It's Remys passion not mine. He's even shown to run a packed restaurant all on his own at the end of the game in the credits scene.
9: More customization please - Here's a major issue I have with the game. There is less customization compared to other games. This is strange as in general it seems to be the same. The problem is this. I have to use flowmotion in the game. It is not an option because in certain levels it is a legitimate requirement to use for moving elsas castle. It is required in a couple other places as well but the point still stands. I need to have them equipped in order to make progress. The fact that in KH2 I could turn off big moves from team members but cannot now takes the agency away from me from making my fighting style more what I want to do. This means in order for me to really enjoy the game I have to really accept mechanics I was not a fan of in DDD. Maybe having an option for character customization such as turning off forms, and what special attacks you wanna do would be nice instead of giving everything under the sun. Do I want to be a fast mobile fighter? Than make that a character level abiliy choice instead of just making me have it from the start and also making it mandatory for levels. Allow me to remove the big moves with my team and stop making them always on since I never liked them. Sure I can ignore them but it comes down to the same thing as the attractions. Sometimes you cannot avoid hitting the wrong thing. This also goes into the whole magic sucking ass in this game. Every spell is offensive and thus it just feels like it is the same. Wanna do a little small thing with some damage? Wanna do massive damage comparatively? It just feels like they wanted to simplify the whole having a summon, having a spell, having 2 items on or something along those lines. This stops you from having more options on your character and just stream lines you in to a generic build. I didn't use ice once past the first time finding out its pretty much a fire ball. I used cure, fire, water, thunder. Thunder for crowds, fire for damage, water for crowds also because I just stopped caring and cura cause I heal all my damage cause DONALD NEVER HEALS YOU. WE'RE 4000 GAMES IN MAKE DONALD HEAL BETTER. This again comes back to the limits. Let me turn them off since I do not like them. If they worked as magic they would be better cause the magic sucks ass in the game. I mostly after a while stopped doing any real care in magic and just used healing. This also comes back to the original abilities in second form that you can unlock via smacking them with your keyblade. They would be nice since the magic in the game again sucks ass so having something to use magic bar that is not cure would be a nice touch.
10: For a guy who lost his powers I sure have a ton of abilities right away - Remember when in the beginning of each game you lost all your powers and had to slowly unlock everything and it would come to you not just willy nilly? Man those were the days. Could earn powers for reasons. I'm not helpless in the game if I can run up mountains or sky scrapers. If I can glide with the shotlock from one spot to another. I'm too strong if anything at the start and it just makes you feel like the game is padding time before the small amount of story at the end that matters. This could have literally been with the final chapter prologue and it would have worked fine. But no, we didn't get that. That leads into us just spending time until something happens. The story has its own issues (which I will touch up on near the end) and it has some really bad pacing issues. There is bad pacing, and then there is bad writing because of bad pacing. Why not put some shit in the middle. Show I'm getting better instead of just having me just do everything all at once.  That's not really an issue if they space parts of it in or let me play as the other characters while sora is fucking off for power. Imagine if they added in more parts with Riku while Sora quests for strength. Imagine us going through the land of darkness instead of just Disney world after Disney world. Imagine what we could have had had it not just been all the Disney stuff then the finale all at once. It wasn't bad pacing for the end to pick up, it was bad pacing for there to be nothing in the middle. This is where the final fantasy characters could have been nice. Adding in the end of the Cloud and Sephiroth stuff so we can fight for more power there. Having us talk with Leon and the gang while they battle with some heartless just in the area and needing help. This would have made better pacing since it would have cut the monotony of the Disney grind. There are times when you just sit there waiting for stuff to happen as you run through world after world waiting for plot in general to just move forward. This does not mean it is bad pacing, this just means there is nothing important going on and leads to the story just falling short of being gripping and engaging. I again bring up the final fantasy characters because let's face it, if they did exist it would give something in general more time to flesh out. There is nothing to do but repeated disney movies that either play out like normal or that you play no real part in since it is after the story in the whole movie. Sure it was great to see what happened with boo and the monsters but Randall just is there and I'm sure he was gone at the end of the first movie. In fact after using my Disney plus account (#notsponsored) to just hit the end of the movie it shows him in a trailer getting beat with a shovel. He probably got back but still.
11: The combat is too "floaty" - I'm in the sky like fucking constantly man. Like all the time. Which is a bad thing since the fucking god damned level creation is now just a tall hallway. See I say tallway (patent pending) beause the level of the game is still pretty small but now it just also goes up a long way. I know this because there are so many flashing walls that there should be seizure warnings in the beginning of the game. It doesn't stop either since in general you have to climb high and doing so brings you ledges and if you have to hit people flying then you are gonna fall. Sure we can use magic but magic runs out and is complete ass. Now look this isn't just me saying it can happen since it does right in the hercules area. The first area where they could have been testing thing and probably did which means someone dealt with this shit and said it was fine enough to pass. That's just bad game mechanics right there. If you want me to be floaty in combat that do not put ledges I can fall down in your game. I do not want to climb all the way back to the top just to get into more fights I might fall down because of. Maybe make the parts I'm on bigger platforms. It just seems they want us to use the attractions because you can't fall off the safe attractions. Another thing is that it isn't just combat that is "floaty" but your movement is also a little too fast. Making larger areas and then making us speed up into a sprint is fine but having me stop right next to a save spot inches too short of touching it only for me to Vroom Vroom right over it because of how fast and far I move is god damned infuriating. It also continues combat wise as an issue in that once you get the ability to knock people up you start going into air combat and smacking them away and you can do that so much since in general the areas you fight in are so large that you can knock a single heartless out of the spawning area enough that you have to run back to fight it.
12: Proud mode is a fucking joke - I think I died a total of one time in proud mode which is probably more than others. See the difficulty has been said to be really easy on this games play through and I'm inclined to believe them. Here is the thing. I know critical mode now exists. I just don't like it. See critical mode was doable in 2 since it was just again harder stuff but in this it is no longer you playing KH3. It is you playing Dark Souls which if I wanted to play that kind of game I'd pop in my copy of bloodborne or turn on my copy of dakr souls 2 which in general I'm not a huge fan of so I stopped playing those games. Difficulty in a game is fine but there is going from hard to fuck why am I playing dark souls? No I'm not the kind of guy who says anything hard is dark souls because I grew up in the era of gaming where games had one difficulty and you had to learn to "get gud" or deal with never winning. Even if I was never good at games I didn't shy away from things being difficult. There is however an exception that the game changes so drastically that there is no happy medium between pants shittingly hard or baby mode. The other thing is that in general DLC should not dictate if a game is good on its own. DLC is meant to enhance the fucking experience and should not make me want to have to buy something (this was free) to get a god damned happy experience out of something that cost me top dollar to begin with. If I need your DLC to have fun or enjoy the story than you clearly missed the damned mark. DLC is extra boss battles. It is final mix of the game when it comes out. It turns your vanilla play through into more than what it once was. It adds aesthetics to the game not makes the game difficult and if it does it doesn't make the game different to such a degree that I'd rather fucking play a game that was created to be that difficult because their combat system is hand crafted for said difficulty. Secondly on that list of being too easy who the fuck thought kupo coins was a good idea. I literally just stopped giving a shit since I could use my now always full magic bar since magic is ass to heal when I needed it and to just run away with my big fucking area during battles and not take damage until I could go in and do slappies for a while before running away and gauging if I need to heal and then if I died come back to life. With all the power moves and free attractions each combat I could have beaten proud mode without gimping myself by trying to not use attractions. The forms didn't help with that either because I would just second form and have a brand new powerful thing to do since it was right there. Not only that but rage form is a full heal and why am I heartless sora again? Either way rage form into run away fast because I run like I'm form kenya with all the movement abilities and then with kupo coin and magic makes the difficulty in here easier than "just don't use it". Mostly because it is implemented in the game and they want you to use it. Telling someone not to use the thing is again stupid because if they didn't want me to use it they would remove the feature. This is no longer a kids game. I'm over 10 years older than I once was and I'm a big boy and want to not be treated like a child. Sure they could be putting it in for kids but why not just have it in easy mode since kids will either do easy mode or know they want that extra challenge.
13: Many of the fights and heartless are just not that good compared to earlier games - So firstly the giant horde of heartless was cool one time. Each time you fight it it gets more and more boring and feels like a cop out on trying to make a good battle and a "oh man this is such a cool idea lets use it alot more than we need to". For a game that was in development for 6 years you think they would have more varied enemies and fights and by that I mean more better heartless. Also some of the heartless are just kinda eh in general. Not only that but the places we visit feel like the heartless are kinda thrown in there and they just made way less enemies than normal. Maybe that is me forgetting if other games did the same thing but I can remember many places having more unique enemies that made more sense. Like why is the monkey heartless here? This is not the time to return to monke or some shit like that and it makes 0 sense when I have to fight it in more than one area. How about the lady heartless with the umbrella. Doesn't fit in every single place it shows up and just feels like it is there. Sometimes they do a nice job putting in certain heartless such as the reindeer which I thought was a nice touch but i don't remember them interacting at all with the reindeer from frozen. I also in general remember each heartless having a newer form such as the fat heartless eventually turned into fire breathers and then eventually into shield dudes. They do not make a reappearance but the fat ones show up all over the place and it would be nice to fight things that are great for the area. Some just also have eh designs and the game just feels poorly made because of it. Some bosses are just boring as well. In fact off the top of my head I can't really remember one I like but I sure as shit can remember the one I hated most which happens to be the airship section where you board a machine gun heartless to fight that sky bird thing in the pirates section. I even found the robots in general tedious because they were hard to beat without the use of the robot suits and felt like another tacked on gimmick to use to make combat more easy. Had they been a single section and not everywhere in the store it would have been cooler but instead we had many fights to do with robots who almost always wrecked my shit. In fact it ruined combat a little for me in general and made the section of toy story a little less good. See most of these issues I have with the places are the grand scale of things and having to go back and forth with them with having really unmemorable heartless for the most part and just not finding the game to be that great with some of the more important parts. Enemies help to flesh the game out to be cooler and as much as I love the generic heartless the worlds make the heartless cooler by making them change to be better suited for the world they are in. Having extra enemies like nobodies and unversed without having much of a reason to have them there other than "you remember this right?" seems like a waste of design chances. Some just either were frustrating tank sponges and the others were just not good. The other issue is some bosses appeared numerous times and just didn't feel impressive when fighting them since they just keep coming back. The giant heartless who I saw in hercules mode coming back on the bridge where you first meet Baymax makes the scene not great since it is a simple color swap at most and it is the same thing again. A lot of the bosses in general just feel ok at best too design wise. I can look back at many of the designs and just name really enjoyable ones who are better than the ones we got here. Honestly the designs are just so much of a let down I don't even wanna revisit the stages which is good because the game just isnt that much fun. One of the more unfun parts of enemies is also the shield stuff they have sometimes which is just more ways to give them extra health. Why not just in general just give them more health since it is just a way to beef them up? Not only are they now mostly damage sponges but the fact that some turn into shielded damage sponges just makes me less happy to fight things. The worst version of unfun boss happens to be the lich at the end when you need to rescue everyone from it. The thing is that it not only takes forever and makes you have to fight it numerous times but it also has the ability to make you unlock from it and in such large areas that becomes tedious to deal with lengthening the entire fight from the already long fight it is.
14: Quick speed round of things I don't like that are just not as good as earlier games - Magic sucks in this game. It's all relatively the same since it is all offensive. Aero was in general the same as thunder since it is aoe with a secondary effect. Water, Fire, Ice are all the same as they shoot a ball of the element that homing devices onto an enemy and when not in general locked on fucks off wherever. I miss the older spells and how they worked and felt more unique in 2 while also having more than just offense. Maybe introduce more spells to the next main entry based on the spells of every other game? I'm just not a fan of some of these worlds as they are all new. I haven't had a chance to catch most of the new movies (even thought I have disney plus which is great you should totally buy it #stillnotsponsored) I just don't like some of the places and the mini games in the don't help. Slight inconvenience but making me have to press x as I load new levels is kinda dumb. Maximus should be a party member. Give me him instead of eugene. Why do I need the flowmotion to progress? Hooray WATER LEVELS MY FAVORITE. Crabs. Watch me beat davy jones in a 4 on 1 battle.Darkubes are dumb. Jesus christ Jiminy shut up I'm trying to grind in the best place for the end game. Oh look it's an organization member maybe I can figh....nah they gone now. THERE ARE SO MANY CUTSCENES.
15: 2 final things before the story issues - Playing as other characters, keyblade forms. One of the biggest gripes I had in this was each time I used a new keyblade i wanted to fight with it and not transform into a new form because I do not like the new forms. They do nothing for me and since they kind of all are ok at best that it just kinda feels meh to me to use them. I pretty much used the kingdom key because second form was fine and stayed a keyblade. If anything I would rather have a new style of fighting like second form in general like the original forms are in KH2. I like valor and wisdom form and as cool of a call back as it was for the 2 first keyblades to be given to you I don't like the final ability to be used which makes me less inclined to find a weapon I do like. Which leads into my second final gripe. I was really excited to play as multiple keyblade wielders. Playing as mickey in 2 was super fucking cool and I miss that. Playing as Aqua and Riku in this made me hope for eventual fights at the end where it was each person fought someone else and you would get an ability to play through a final area for extra boss fights as any character for extra gameplay. I was excited to see what Axel and Kairi could do since in general they finally had moments to shine. You could make them fight and even if they did win just have them lose via cutscene and bring back Roxas and have Xion turn to your side. So many issues I have with that because it goes into another issue of.......
16: Everyone but Sora is fucking worthless - I have seen Dragonball GT and the main main main main main issue I have with that show is no one matters except Goku. See in other series characters could fight and kill or do something against the not main villain and be worth a damn but when GT happened everyone kinda just. Became worthless. No one could win a fight except Goku especially near the end when they had him fight 7 dragons. Sora does the same here when he has to be involved the final boss rush in the game. I'd have liked to see other characters stand out but even then he is the only one who can fight Xehanort when Mickey failed to do anything. It was all sora. Even waking Aqua was all sora. The only time someone did something was when Aqua fought Vanitas and still got her shit kicked in at the end during the cinematic and at that point he just didn't wanna fight 3 people. This is a shame because as I already said it would have been cooler to have those characters fight people and it matter. Let's break down the people who would be on our side Riku Kairi Axel Roxas Terra Ven Aqua Xion Sora Mickey Thats a total of 10 different people to play as. That would have made the final boss fights unique and super cool. You say that would have taken so much time and I say "Cool" but it would have been cooler to fight as these different characters. If they put in 2 extra just do them all. It is the most let down of let downs in gameplay mechanics. Who could they have fought in the game? Let's look at the villains Xigbar Marluxia Terranort Young Xehanort Xemnas Ansem Larxene Luxord Older Xehanort Evil Clone Riku Vanitas Saix Xion There are 12 total people to fight that are not the original Xehanort and each one could be fought with someone totally different. If Xion fights twice but wasn't really trying the first time she can be fine for the second battle. Let's give everyone a person to fight. Let's get the easy ones out of the way. Remember the ones who we fight first don't matter as much because each person not Older Xehanort do not matter even if they are him in other forms. Terra as the lingering will is gonna fight Terranort and get his body back. Riku can fight Ansem who tries to use his darkness and their past against him. Kairi can fight Xion who is noticed to not even be trying and then kairi can be captured to still do the ending they planned for. Xion who now defects can join and fight Larxene Axel can fight Xemnas and lose leaving him almost die while Roxas can jump out and fight him instead Ventus can finally defeat Vanitas Aqua can fight and defeat Xigbar who she has some history with Sora can fight and defeat Luxord so he can give him the card he was going to give. This fight can be more simple than the others and Sora can have to fight against the other Riku Mickey can fight Marluxia Before losing his fight with Xemnas Axel can fight and beat Saix We get to the final battle and while Sora who ran off to find Kairi he has to get through Younger Xehanort to get to the older one.
Look at that clean battle line up. Throw them in the correct order and you can have fights with so many people and even do the stuff needed for it to make the story go smoothly. Everyone gets to be unique and have their day in the sun. The final fight would be sora and gang fighting Xehanort and since the end game would be choose who fights who you can literally have over 120 different fights total if you leave out Donald and Goofy from the sora versions of fights. Heck allow us to fight the final boss final main form and we can in general have even more as we fight him with each character.
17: What is the difference between a heart and a soul? - This is a simple question because they keep saying we don't need the bodies cause we still have their hearts and I'm just having troubles figuring out if the story writers know the damn difference between a heart which is a physical thing or a concept of the soul which is the metaphysical thing. You know like what makes you you.
18: Why doesn't Axel have 2 keyblades? - Like I like that he holds it the way he does, it's very him very unique and all that but if Roxas can have 2 and he gets one from Xion who is no longer a part of him because she is right there than why can't Axel who is specifically a dual wielder of weapons get 2 of them? I mean give the main a sword that is like a Chinese Dao sword combo. It literally is a blade that turns into 2 blades. Like don't even tell me that shit is unable to happen cause Ventus fucking gets that strange keyblade because it is unique to his style so if that is how it works and they all have based on their personality he should have two. Especially since it would be a great call back to my favorite Axel line in the entire series. "Two!?"
19: Clone Riku should not be a boss - Remember when we beat the shit out of Riku as Sora and then Riku clone and then Riku beat Riku clones ass? He's not a challenge. "He was given more darkness powers" Nice, cool cop out there. Fuck you.
20: Why kill everyone just to set up a story line when you could just do it better - So this one is a little subjective. Need sora to meet Chirithy or whatever its name is and maybe set up remind dlc or whatever but in the end you could have just broke his spirit from his body and put him in the other world by making Xehanort who tried taking him over show him everyone dying and it causing Sora to blank out and travel there as a spirit or some shit. It could have worked just as fine allowing the rest of everyone else to go fight the enemies at the end giving sora time to eventually wake up and join in while Donald and Goofy protect him. Then when he wakes up Luxord who could have said "I'll handle the boy when he wakes up could have just did what he wanted to do with the card then. It's just a dumb moment and we could have instead of dumb gameplay where we have to put ourselves back together and have to save everyone and re watch a stupid ass cutscene just watched a cutscene and went back while everyone handled what they needed to.
So before I get into the final 4 parts to get into I hope that you know I was trying to be really fair with a bunch of these and not just looking for things to gripe about. When I didn't understand things I made myself look up to make sure I understood and didn't just bitch about it for the sake of bitching. These last 4 things are kind of in general I beleive super fair.
1: The battles stop as you talk with each person - Nothing kills a fight sequence like starting it, defeating a single enemy in it, talking with a full blown conversation to them, then as they die restart with another fight scene to do it with every single person in the fight. WHY WOULD MARLUXIA AND LARXENE ALLOW LUXORD TO GIVE HIM A CARD? Why would they stop fighting? Why would Ansem, Xemnas, and Young Xehanort watch as one of the others fell and talked? Why would any sane fucking person do that? It makes 0 sense and ruins that boss rush.
2: I know you need to set up another game but fuck you - You literally made the happiest of endings where everything is the best for everyone ever and I MEAN EVERYONE except for Sora and Kairi. Fucking fuck you man. I'm not even mad that that was the ending but when everyone comes up fucking peaches and cream I tend to question the product even if they need to set up story. They can do it better, do what you did at the end of 2 and send a message in a bottle and say "there are still other worlds out there that need us, just not in this universe" or some shit like that. Shit if in general they can have emotions in games than have sora have to jump into the game. You already said my microwave can feel love so than if he can be in that rex universe than he can just go in after he has a nice break with all of his friends.
3: No - Xehanort was not a good guy the entire time. He literally murdered people and stole a childs body and ripped the emotions out of another child and made them not whole. He got a child so angry he murdered his new sorta dad. He pretty much was the whole reason anything bad happened and he was "misguided and wanted to good but did bad to do so". Then in the end he's forgiven and everything is fucking fine? Then he turns into a good guy and goes into the big heart in the sky. This is the kind of writing that literally kills off stories for at least me. Not everyone needs a second chance and sometimes people are just evil. We need stories that have people die at the end sometimes. I know it is fantasy and it can be all rainbows and butterflies but dear god Steven Universe was literally "no you" and that was the end of the entire fucking series. This is the same thing. It might not be "no you" but fuck this ending. This was a story that was supposed to end a 17 year long story and the end of this single part literally spits in the face of people who played it by saying "hey guys, he wasn't bad, he is sorry now". That is complete and utter horse shit. I don't mind that this is not the end of the series. I don't care because if I stuck around this long I would do the same if the story had a satisfying ending. Fuck man in the new game he's even evil then unless that is just how Kairi remembers him but let's face it. The gang would have told her what happened and this is just horse shit in general. This is a fucking stupid story and I literally am fine with alternate realities since time travel and other dumb stuff has been the main name of the game the entire fucking time but let's face it. This is one of the worst ideas for an ending for a villain. The buold up is fucking massive and the payout is just sad.
4: NO - Fucking xigbar. I don't even know how to put this into words how much of a let down it is for Xigbar, Fucking XIGBAR to be the next main enemy. (or at least it looks that way). Fucking we could have had Luxord. We could have had Marluxia. We could have had Demyx. We could have had fucking I don't know Vexen. We could have had fucking anyone but we get Xigbar. You could have slapped any other character onto his scenes and gotten the same amount of out of nowhere shit to explain him being next but it is fucking xigbar. Fucking unreal.
So yeah. That's my massive wrap up on KH3 and I personally do not know where I stand from here. Maybe if the next game doesn't play like shit in 400 years when Nomura gets off his ass and lets us have kingdom hearts 3.76 tie in to 4 which is oddly enough a main title and not a second part of 3 I'll see how it plays. Until then I think I'm gonna sit hereand never touch 3 again and never finish Melody of Memory.
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fycarmensandiego · 4 years
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1995 Animation Magazine article
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After months of trying to find a library to supply this over interlibrary loan, I’ve finally managed to get a copy of the cover story from February 1995′s Animation Magazine, about Where on Earth. Aside from the truly cringetastic headline on the cover, the article itself is poorly written and just as poorly researched (for example, saying that Carmine appears on the cartoon), but it does have snippets from interviews with several execs at both Brøderbund and Dic.
A scanned copy of the article (featuring some concept art of Carmen, Ivy, Zack, and a nameless goon in regrettably low quality) is available in my online archive, or read the text (with some spelling and punctuation corrections) below the cut.
Lady in Red by Morrie Gelman, special to Animation Magazine
The commercial television version of Carmen Sandiego, the lady in the stylish red hat and shoes who steals national treasures such as all of the sushi in Japan is, surprisingly, the most successful program ever produced by DIC Entertainment. Maybe not so surprising, since with more than 4 million units sold since 1985, Where in the World Is Carmen Sandiego?, currently out in a junior version on CD-ROM, is computer software’s best-selling history and geography title ever.
Carmen is the first software character ever to make the leap to television. In addition to the DIC-produced Where on Earth Is Carmen Sandiego? educational/entertainment series for Fox, Where in the World Is Carmen Sandiego?, a game show, is in its fourth season on PBS.
It was four years from the time Andy Heyward, president and C.E.O. of DIC, spotted Carmen as a computer game designed by Brøderbund Software to provide young people with exposure to world geography and cultures before it ever got on commercial television.
Heyward read a story about Where in the World Is Carmen Sandiego? in the business section of the Los Angeles Times. He went to the Northern California community of Novato, where Brøderbund Software is based, and met with company officials. He said at the time, “I would like to option the property,” and then took it over to CBS.
DIC had the property in development at CBS for three consecutive years. It was still in the running when Heyward had lunch with Margaret Loesch, president of Fox Children’s Network at the Big Boy restaurant in Burbank.
“CBS developed it and at the final bell decided that educational programming was too risky,” Heyward recalls.
At a NATPE in the early ’90s, Barbara Kriesman, the FCC attorney in charge of the Video Services Division, was the main speaker at a children’s seminar. The seminar was focused on compliance with the recently enacted Children’s Television Act requiring broadcasters to air programming that meets the educational and informational needs of children. Stations were told, in effect, they would lose their licenses if they did not comply.
It was clear that Fox had to protect itself. Margaret Loesch is a very competitive person. She was ready to take a chance.
Heyward told her of DIC’s developing Carmen Sandiego with CBS. She asked if it was picked up yet and he said, “No, it wasn’t.”
Loesch said Fox would pick up the series if it could have an exclusive.
According to Heyward, Loesch made “a big pitch” on why Fox would be a more competitive environment for Carmen Sandiego. Heyward listened and agreed, finally saying, “OK, let’s go.” The show made its debut on Fox’s Saturday morning line-up from 11:30 to noon last February as Where on Earth Is Carmen Sandiego?
By Heyward’s evaluation, Carmen has been more successful than any “educational” show, ever, especially because “kids don’t think of it as an educational show.”
That it be highly entertaining was DIC’s hope and aspiration from the start.
“We work very hard to get a lot of stuff in there that kids learn from,” Heyward says. “The production has not only cel animation but computer graphics, source footage and live action.”
Heyward confirms that “Carmen Sandiego is far and away the most successful program we’ve ever produced.”
For Robby London, senior vice president, creative affairs at DIC, Carmen Sandiego is the company’s “flagship” program and one of his “favorite, favorite topics to talk about.”
While London admits that everybody always says that some show or another is “unique,” that label is totally valid for Carmen.
Some of the things that make Carmen unique are the many disparate production elements not often seen on Saturday morning television.
Carmen includes regular cel animation to carry the narrative forward. Silicon Graphics Inc.’s computer animation takes characters from place to place throughout the world, allowing viewers to learn about the places. Within the SGI platform, still photos are used, such as source footage of Franklin Delano Roosevelt making a speech, along all sorts of other visuals, including graphs.
Another component is “limited animation,” which is quick, little, perhaps 5-second, images of a rather silly animation that is in a completely different style from the regular cel animation. Live action appears throughout the episodes in terms of the players playing at home on the computer against Carmen Sandiego. This is the whole basis by which DIC tells the story.
Michael Maliani was executive producer and producer of Where on Earth Is Carmen Sandiego? the first season of the show. With DIC currently working on the third season, Joe Barruso, who previously directed the show, is now producer.
Maliani, who was in at the earliest stages of development, remembers that “What we were trying to do was make something entertaining and educational. We wanted to be different. We really wanted to make it interesting to watch. That’s why we wanted to have so many elements.”
Kids like variety, Maliani contends. With that in mind, DIC decided to produce Carmen with different media, including standard cel animation, other computer graphics and some live-action added in. “We thought we could show the educational stuff without being boring,” Maliani explains. “We didn’t want to make the show a lecture. We wanted to weave the education into the plot.”
Like the computer game, the DIC series is full of visual and spoken clues about the mysteries Carmen Sandiego, her cunning cat Carmine and her gang of goofball thieves stealing such ambitious treasures as the roof off the Taj Mahal and statues from Easter Island. Viewers (players in the computer game) get help in trying to stop Carmen and her henchmen form the ACME Detective Agency. The DIC series (and now Where in the World Is Carmen Sandiego? Junior Detective Edition on CD-ROM as well) features the young characters Zack and Ivy who report to The Chief. The plot of each episode (and the objective of the computer game) is to follow geography-based clues and “bag the bad guys, recover the stolen loot and put Carmen Sandiego and Carmine in the clink.”
Along the way, viewers learn such facts as the height and location of Mt. Everest, and that the Sphinx in Egypt has the body of a lion with the head and breast of a man.
“We knew we were going to fit right in the 6 to 11 age demographic,” explains Maliani, “but we wanted to make Carmen a little more sophisticated so we could get the older kids.”
A major difference between Carmen the computer game and the commercial TV series is in visualizing the capers. The computer game offers as a premise that the Eiffel Tower or the Taj Mahal is stolen. DIC’s production team had to estimate the weight of the Taj Mahal and then figure out what it would take to lift it.
DIC’s researchers established that four Russian helicopters could hoist the estimated weight of the Taj Mahal roof.
The next problem was how to accomplish the feat. DIC’s solution? Use a laser to cut off the roof. Add hooks to it and lift it off.
“We had to figure this stuff out,” Maliani notes. “It’s kind of fake but almost real.”
London explains that many shows on Saturday morning have had a degree of pro-social values. One of the things that is different about Carmen from all these other shows, according to London, is that Fox and DIC took the “conservative high road” that pro-social is not sufficient to fulfill the mandate of the Children’s Television Act.
“Carmen can’t just show good moral values and teach little lessons in living,” he points out. “It must have a measurable curriculum that actually teaches information, not just lessons in living.”
Among the consultants on Carmen is Dr. Peter Kovaric, a professor at UCLA in the Graduate School of Education, who is also director of the school’s educational technology unit. Kovaric is an acknowledged expert on using technology, such as television, to teach kids.
He reviews all Carmen scripts and helps DIC’s production team conceptualize shows. “It’s an exemplary relationship,” affirms Kovaric.
“One of the very good things about Carmen is that it is a commercial venture and is reasonably successful. That may help lower the reluctance of broadcasters to try something new and different,” he observes.
DIC also employs Barbara Wong, a teacher and principal of Baldwin Middle School in the Alhambra (Calif.) school district. Wong credits the DIC production team with being “very concerned” about having quality programming for kids. “They’re very in tune with people like myself and very open.”
Carmen, she points out, “has a lot of elements in it that readily apply to a teaching situation.”
Wong explains that while Carmen is not a “surrogate teacher,” the show does quality as “a nice addendum – a nice resource to have.”
Wong gets screen credit as Curriculum Consultant. Kovaric is Educational Consultant.
According to London, Carmen, in addition to gaining an educational seal of approval, invariably wins its time period. In the Sept. 1993 to July 1994 Nielsen data, Fox’s Saturday morning line-up, which includes Mighty Morphin’ Power Rangers, X-Men, Bobby’s World, Tiny Toons, Taz-Mania, Eek the Cat and Carmen demonstrates the last is one of the top shows not only with kids 2 to 11 but with persons 6 to 17.
It averaged a 6.0 rating with kids 2 to 11 and 5.1 with the older demo, suggesting that as an educational program it’s holding its own handily against traditional animated entertainment, including action/adventure.
Another measure of Carmen’s appeal is that in the same Nielsen measured time-span, “the lady in the red hat” has more viewers than Beekman’s World and Bill Nye combined – not only with kids 2 to 11 but with persons 2 and over.
“It’s by no means a loss leader,” emphasizes London. “It’s not even number one by default. It really holds up Fox’s ratings.”
Maliani, who is senior vice president in charge of development, knows he risks sounding hokey but points out that in his 10 years with DIC he has wanted to try “to make a difference.” In Carmen Sandiego, he says, “we have a property where you could actually learn.”
In large measure, Maliani speaks for everyone connected with the Carmen Sandiego property when he comments: “This is the one show that really meant a lot to me and I gave it my all. I gave it everything I had and everything I could think of creatively. I wanted it to be special.”
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Carmen Sandiego began life as a computer game – a history, geography, educational title – by way of Brøderbund Software Inc., Novato, Calif., a diversified consumer software company. Founded by Douglas Carlston, Brøderbund is one of the hottest names in educational software publishing.
For the recent holiday season Brøderbund published Where in the World Is Carmen Sandiego? Junior Detective Edition, an icon- and dialog-based CD-ROM product designated for 5- to 8-year-olds.
But Carmen Sandiego isn’t just a game. The software series inspired two TV shows for kids: DIC Entertainment’s animated adventure Where on Earth Is Carmen Sandiego? On the Fox Kids Network, and the PBS game show, Where in the World Is Carmen Sandiego? produced by WGBH Boston and WQED Pittsburgh.
Brøderbund constantly works at new ways to update the original product. Software titles include Where in the USA Is Carmen Sandiego?, Where in Space Is Carmen Sandiego?, Where in Time Is Carmen Sandiego? and Where in America’s Past Is Carmen Sandiego? in addition to the signature Where in the World Is Carmen Sandiego?
Brøderbund has creative input on every Where on Earth Is Carmen Sandiego? script, but not necessarily every storyboard.
Ken Goldstein, publisher of Brøderbund’s Education and Entertainment Products Group, describes his company relationship with DIC Entertainment as “very healthy.”
He was deeply involved in the first season of the DIC/Fox series, establishing the working relationship and the new ground rules. Since then he’s passed on regular contact to his staff, yet still signs off on every set of script notes (drafts of every script are read by Brøderbund staff and every storyboard reviewed).
For the most part, the DIC series scripts are different from those used by Brøderbund, but there’s some synergy. Brøderbund has introduced a new character into its most recent software, Stretch the Crime Dog, described as “a lovable, clue-sniffing, crime-busting canine” who works for the ACME Detective Agency.
Reciprocally, the software is now using agents Zack and Ivy and The Chief from the DIC animated TV series.
“Carmen is a perennial for us,” notes Goldstein. “It really is an evergreen product, a premier intellectual property. I’m delighted to manage its existence.” According to Goldstein, Carmen Jr. will probably go Gold in the software business, which is 100,000 pieces, within a couple of months.
Brøderbund, Goldstein also reports, does a lot of licensing, including T-shirts, mouse pads and backpacks, among other items. Carmen is also very much an international product. Goldstein says Carmen software is “very big” in Spain and Mexico, and also especially popular in Israel.
There’s a Japanese version of Carmen, plus a cartridge version on Nintendo and Sega, which has not done as well as Brøderbund would like. “I don’t think it’s the right venue for that product,” Goldstein remarks.
Brøderbund is stepping up to a new level of international distribution on March 1, opening its own Brøderbund Europe office and publishing localized versions of new Carmen products from that time forward.
By Brøderbund’s design and demand, there are no guns or other weapons in the Carmen Sandiego TV show or software. The Carmen character does have henchmen, but, points out Goldstein, “it’s very much ‘Three Stooges.’ They botch things and they use such things as big suction cups, funny gadgets and outlandish vehicles, but there are never any guns, no bombs, no grenades, no violence. They never threaten the detectives. It’s all a game of wits.”
Brøderbund also has been very careful not to portray stereotypes, to make sure with the software that all different types of international cultures are reflected positively. DIC is equally sensitive about portraying stereotypes and respecting different cultures.
“Computers have revolutionized the teaching world, and now classrooms will never be the same,” suggests one reviewer of Carmen software.
“Programs like Carmen let students explore their own paths of learning,” points out another.
Morrie Gelman is the president of Ventures in Media, a market research, information packaging and television development firm.
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bronsonthurman · 3 years
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An Overwatch Player's Lament
I am writing an Overwatch article for a general audience--as such I am putting a lot of time into making it general interest. But as an Overwatch player who has been here since I pre-ordered Origins edition, I want to chime in while recent announcements are still relevant. If for no other reason so I don’t get sucked into the subreddit. Overwatch has been a bumpy ride.
It came heralded by such slick media that many of us were instantly sold on the characters. The cinematic score is also highly adept, sometimes so tearfully triumphant that I wonder if they aren’t targeting tear ducts with sonic frequencies. At release it was technically strong; the art style allowed them to be near cinematic without weighing down the game, while its net code produced too few hiccups to mention. Such factors disguised the thinness of the actual offerings--a single queue in a single mode was the entire game, with all those fascinating heroes arbitrarily picked from a roster with narrative crushing results.
Since then it has been a roller-coaster of balance changes, new features, major new systems, before even considering the inescapable impact of new maps and heroes. Every few months a major initiative is announced to address problems Blizzard created, unmanageable hero stacks, wildly varying team play, and toxicity, a category into which I will lump not just the reporting and endorsing updates, but also the competitive and arcade expansions. All of these changes stemmed from a need to separate player populations that Blizzard had put into direct conflict: solo run-and-gunners and tactics-strategy gamers. In the future I will explore this conflict in greater detail.
Of all of these, certainly 2:2:2 was the most decisive intervention in this clash. It was a rare concession to the mental game by mechanically requiring the teamwork that the objectives format rewarded with victory. Simultaneously the numerous death match, free-for-all modes random heroes, kept crying to run-and-gunners that it was still their game too. This from a title that is still only considering a ping system for Overwatch 2 and which hides most of it’s communications option behind custom binding and weighs it down with cosmetic emotes, voice-lines, and sprays that are there to reinforce the loot box economy. It is a sad irony that first person shooters, intended for running-and-gunning, values the minimal teamwork required for battle royale more than Overwatch does the maximal teamwork it requires.
Now for Overwatch 2 PVP they have announced 1:2:2, an initiative to reduce the team play by reducing the team and reworking tanks into brawlers. This step feels like a rejection to team players. We have too long been forced into solo strategies for surviving no-team matches, we’ve watched Genji get play of the game for our masterful graviton surge, and have gone unrecognized for game winning plays while Overwatch singles out players for their individual accomplishments.
One of my first impressions was that maybe Overwatch should just be an entertainment franchise. From the Overwatch 2 story trailer I doubt Disney would be any worse--the writing had plenty of trite Hollywood fluff already. Now looking back at the journey, and knowing the actual origins of Overwatch, I can’t help but start to feel a little betrayed. It is widely known Overwatch is the result of a cancelled MMO, the failed Project Titan. In retrospect it seems that under the highly polished exterior, Overwatch was a cobbled together effort to save sunk costs, and it shows in the mechanics. Why its ancestral MMO failed seems obvious; the dev team seems disinterested in the team aspect in particular and pushing the envelope in general. They just shipped a generic game in a gorgeous skin, doing nothing original except leveraging that aesthetic to normalize selling cosmetic loot boxes in a full priced game.
Overwatch feels like the leading edge of a wave of unfortunate game development paradigms. I am beginning to feel ashamed for promoting it, for introducing it to new players. This reinforces my trend away from console gaming. I am now playing far fewer video games in general in favor of game theory and indie development. I will save my money and innovate games myself if I have to. I have lightly prototyped systems that address Overwatch’s issues; unfortunately, I suspect that Blizzard is perfectly capable of solving these issues, but won’t. Ultimately the purse strings will choke off such innovation and the developers in charge are the ones who satisfy the money managers by working within generic game design.
Blizzard is hemorrhaging players and it is easy to see why. I am one of them. Over the last decade the weight of massive profitability has crushed the process of game development--this article concerns Overwatch, and thus Blizzard, but every major player is equally vulnerable to these criticisms of business practice. Add crypto-miners blocking participation in PC gaming, Google and Amazon showing simultaneous ineptness and determination to be part of the problem, and Apple being satisfied with owning the majority of the gaming market with mobile games that you’ve never heard of, it adds up to a rather bleak time for gaming fandom. For me the remaining appeal and possibility of interactive gaming rests in what ever Flash-like 2D sprite based games I can make. Don’t get me wrong, I would love to have a great AAA gaming experience. I am just not sure anyone makes those anymore. Certainly not expecting to get one from Blizzard.
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