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#doom rpg
dark-drawssss · 1 year
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turning sexist meme that is actually funny into ageist meme that's hopefully funny.
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doom-nerdo-666 · 9 months
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(Image by -dead_slender- from r/Doom)
Remember when i tried analyzing different iterations of Doom's demons?
I thought about doing the same for the weapons, even if there's things that are either too obvious or easy to miss.
There's obvious things like D3 giving most of them reloading or 2016/Eternal adding alt fires but also less known things like the recently leaked D64 early sprites, the SSG in D64 having a pushback, D64 chainsaw being faster, D3ROE Xbox gives the pistol a lantern, 2016’s Plasma Rifle having a bit more damage/less ammo useage than Eternal’s or how some Plasma projectile/Rockets may have smaller radius than in older iterations.
(There's also the upgrades in 2016/Eternal to make things more complicated... i hope i don't think i'll have to mention Mighty Doom's upgrades or very specific RPG stuff)
And while the demons post was mostly D1/2 originating stuff, i made the weapons based post also include stuff like grenades or machine/chainguns and “rail gun” esque guns.
(And the Unmaker vs Unmaykr)
Probably because “modern” weapons having iterations is a bit more likely than later demons having more iterations.
Because “adding enough good info” is a focus, i’d obviously try to look for other people’s analysis and prespectives just for the sake of adding the right info.
Another thing is “honorable mentions” like the unused Doom rifles mentioned in the assault rifle section, Holy Water Pistol and Eternal’s cut pistol, 2016 MP’s Grenade Launcher and other “rail-gun” esque guns or even the sniper rifle in D2RPG.
Anyway, let's see how much trivia i can add:
Fists:
Doomguy's hands always had their own slot and were basic melee attacks, with Berserk giving a damage boost and lasting until the level ends.
He had brass knuckles in his left hand but people forget this.
(And despite being silent, they still alert enemies)
D3's fists are kinda similar but Berserk makes them more devastating (Pretty sure they even lock the player into this, while making you faster and invulnerable) and are temporary while you hear screams and have a weird blurry thing in your vision.
And the D3 marine's hands are naked (While the RoE engineer gets his hands decomposed by the Artifact lol).
2016/Eternal make them a dedicated button (One has a generic "gun butt" animation and the other finally uses a fist) and Berserk is obviously more devastating.
The main thing here is the Glory Kill mechanic and Eternal then adds in the Blood Punch.
Eternal's default fist is weak but it's still strong enough to break cracks in walls i guess.
I think in early versions of Doom, there could've been a knife but we all know about the rifle bayonet blades.
Honorable mention? Even D3's flash light was kind of a melee weapon.
And of course: Doomguy is left handed (Or actually uses both hands).
Chainsaw:
Starts off as a basic "brrrrr" melee weapon (Which doesn't have a "knockback" effect on killed enemies like other weapons do) that can kinda stunlock enemies.
In vanilla Doom, i think the Chainsaw replaces the Fist unless you pick up Berserk (Please don't tell me this is another Mandela effect situation).
D64's is faster and has a unique double blade design (And eventually the Doom Hunter carries a tribute to it).
D3 is almost like the classic in 3D (And from what i recall, was devastating).
2016/Eternal make it rely on fuel tanks and instakill enemies for ammo pickups with cool animations, though Eternal also gives it one rechargeable pip for the sake of fodder enemies.
But there's different levels of how much fuel is required based on enemy categories.
Almost every 2016 enemy can be chainsawed but Eternal prevents chainsaw use over super heavies, bosses and most ambient except Tentacles.
(They also make it tied to a dedicated button)
In D2RPG, you could use this to destroy corpses for stuff and the previous RPG game had an axe.
Honorable mentions? Crucible and Sentinel Hammer kinda.
Pistol:
Doom's starter weapon, which is serviceable enough until you find other/enough weapons.
In D3 it was alright since i'm pretty sure it had seperate bullet ammo from the Assault Rifle and Chaingun (Each had their own ammo i think?).
Xbox version of RoE also attachs a lantern to it.
2016 makes it a unique laser gun with infinite ammo whose shots can be charged and upgraded to deal more damage (And the MP had another laser pistol but red).
Eternal had its pistol cut, even thought it has a cool "repeater"-like fire that made it seem satisfying.
Honorable mention: The Holy Water Pistol from D2RPG which scares most demons, can be refilled from some water sources and can even heal the player.
Assault Rifle/Machinegun:
From the iconic box art, to Doomguy and Zombieman's sprites to the unused variations of rifles in the alpha/beta versions, this idea was destined for Doom.
D3 finally had an assault rifle and it was alright, even had an ammo counter screen and a sound effect/signal/feedback for when ammo in a clip is low.
2016 adds one that sort of fills the classic Chaingun role and can be upgraded with Micro Missiles (Whose no-reload upgrade makes a great combo with the Rich Get Richer rune) and Tactical Scope (Whose upgrades are more damage, faster movement and piercing enemies).
As for Eternal's Heavy Cannon: Percision Bolt can lead to explosive headshots and its Micro Missiles will obviously have more damage/less time based stuff but even Heavy Cannon kills lead to a temporary Micro Missible buff with Primary Charger).
Honorable mention? I think 2016's files has an unused Nail-gun somewhere, as a cut weapon.
Also, the Burst Rifle/Repeater from 2016 MP.
Visually? Heavy Cannon is red and looks huge but D3 has the tiny screen counting ammo.
Chaingun:
Its design was probably inspired by the similar weapon in Wolfenstein 3D and it took until D3 for the Assault Rifle to become the basic bullet firing weapon while the "Chaingun" becomes more akin to what Quake 2 introduced.
In the classics, it's a basic fast firing weapon whose first shot or two can be accurate, hence why people use it to snipe enemies or shootable switches.
Though naturally, it gets less accurate the further you are from your targets.
D3 added both reloading and a wind up mechanic (Both being present seems a bit too much but at least the damage it delt was fine).
2016 still has wind up but it kinda shoots within that part, while Eternal gets rid of it (Though in E3 2019, i think it still had wind down after firing) and paints its bullets blue for fun.
2016 has the Gatling Rotator (Which can be upgraded to be incendiary i think) while Eternal has the Energy Shield.
Mobile Turret is 3 barrels in 2016 and 4 in Eternal (And Eternal's version can be upgraded to let you move faster).
Ammo is technically required to use Eternal CG's Energy Shield, but it's cool that this feature can even become a projectile.
Visuals, the Eternal chaingun looks like it shoots energy but the 64 one also has those holes in the barrels and shot blue first.
Combat Shotgun:
In early sprites, the end of the barrel had a "thick ring" like thing around it.
A basic weapon that seems to be consistent.
D64 has no proper reloading animation.
D3's iteration is infamous for its spread and damage output.
2016 is recovered from the cancelled Doom 4.
Its alt fires are the explosive shot (When fully upgraded, there's cluster bombs it seems) and Charged Burst (When fully upgraded, if you succeed on this triple fire then the next fire will deal more damage i guess).
Eternal replaces these with the Sticky Bomb (Its capacity is later increased to 5) and Full Auto (It can reach a point where it makes enemies drop shells and increase movement speed).
Eternal SG's Full Auto could've had a "Rapid Hit Scale" feature.
I like how Eternal's design is more "honest" about its alt fires.
Super Shotgun:
In pre-release versions, there's an unused design that even had a frame similar to one of the base SG's reloading frames.
Classic SSG has vertical spread while base SG doesn't.
RoE brings back the SSG which was absent from the main game and i guess it was alright, sort of compensating for the main SG (And because the SSG's workings, it's like one of the few weapons that technically has no "reloading").
Eternal's is obviously the most unique one, from its Sentinel design to the meathook (And its Flaming Hook upgrade).
2016 looked out of place in a setting with very advanced tech, which is a contrast to older SSG's fitting the low tech aspect of Doom's future.
And 2016 could've also been upgraded to shoot really fast and penetrate enemies that even the "shoot one shell at a time" mode of firing becomes OP.
Meanwhile, D64's kinda had a pushback effect on you and again, no proper reloading animation.
And i guess the PS1 port made it look ugly but then the Final Doom PS1 port fixed it.
Rocket Launcher:
In some early versions, there was an unused sprite for a sideways "missile launcher".
The classic RL fired in a fast enough pace and later versions fire rockets in a slower speed.
In some cases, you can "rocket jump" to push yourself to a different place but then there's the infinite height stuff to consider (For better or worse, depending on the situation).
In vanilla Doom, if you use the wallrun bug to outrun your rockets, they go through you.
D64's RL can also kinda push the player back like the SSG in the same game.
I also think D64's rockets spawn a bit differently from the player compared to the D1/2 version.
2016 is slow but introduces Lock-On Burst and Remote Detonation.
One can be upgraded to reach multitargeting and the other can make detonated rockets drop pieces of sharpnel and even not destroy the rockets in this mode.
For Eternal's versions: One gets feedback to indicate proximity and can falter enemies, while the other also has a multitarget sort of thing.
I think Lock-On Burst also has differences in each game, where one has rockets deal less damage but the other doesn't.
Eternal's RL also has the projectile coming from the RL's model itself, which i think was discovered by BloodShot9001 in a video.
Eternal's is the most unique visually because of its Cultist/open chamber design and even its rockets have a different skin compared to the ones in the rocket ammo pickup.
I think Eternal also has a smaller radius for its rocket projectile compared to classsic Doom.
Grenades:
I like the look of D3 grenades because of how low-tech they look.
They have the typical "bounce of walls/floors but instantly explode when touching enemies" idea as expected.
They also have a bit of a timer so you can throw them a little later to time your attacks.
(I think they're based off Q2 grenades)
2016's Frag Grenade looks a bit more like a sci-fi M67 but it works as a side item and it can slap enemies before exploding.
And Inventory items can recharge, even if there's still pickups.
Eternal's Frag Grenades are sphere shaped (Which means different physics) and can be used without interruption thanks to the shoulder based Equipment Launcher.
Upgrades include decreased cooldown, faltering effect, making enemies drop scatter bombs and a double fire before recharge.
Honorable mention: The Grenade Launcher from 2016 multiplayer.
And i guess all those other inventory items in both games (MP included) and the fact that Eternal has an unused double Equip Launcher upgrade.
Plasma Rifle:
In early versions, it could shot green stuff instead of blue.
The classic one kinda stands out because of the "recoil" frame that blocks you from shooting when you stop firing.
With how this weapon changed over time, there's the subtle difference between the speed of the projectiles being fired and how fast the projectiles travel.
This might be why people think that in 2016/Eternal it deals less damage even if i'm pretty sure both these recent versions added a subtle splash damage on enemies (And Eternal makes them visually pop).
2016's PR has a faster fire rate than Eternal's, bigger maximum capacity and might do more damage.
2016 PR has a Stun Bomb and Eternal has the Microwave Beam, which was originally going to let you heat up more than one enemy at once.
(Though i think the same beam can hurt another enemy while focused on one you locked it on)
I like how Eternal's Heat Blast can heat up projectiles after use but i think 2016's Heat Blast had a 360 radius damage around the player, so i kinda like that too.
Eternal's Heat Blast also has different levels of power depending on how much you charge it up.
Also note how in some games, projectiles look shiny but in others look like bubbles or something: Do people care about these specific visual differences?
D64's was slower and had an energy tube that made noise while D3's looked weird i guess.
Ballista/Gauss Cannon:
One's a UAC creation and the other is of Sentinel origin, but both are like Doom's take on the Quake rail-gun (There's also 2 other weapons like this in 2016's multiplayer).
Also: Gauss/Ballista jumping is a thing.
People say the Gauss cannon feels more powerfull but to be fair, the Ballista has more unique alt fires.
Both Gauss cannon alt fires feel like "wait until the shot deals more damage and some upgrades enable faster movement" while Arbalist is an exploding dart (Can be upgraded to let you fire the next one in less time) and Destroyer Blade is a powerfull horizontal spread projectile (Its upgrades are pretty much "more damage" and also a bit of falter on enemies).
Honorable mention? D2RPG had a sniper rifle which could deal great damage with headshots but would also wobble around for added difficulty.
BFG9000:
The iconic big gun with the funny name and based off toys (Like some of the others).
Originally meant to shoot "Christmas Lights" that bounced off ceilings/floors, it instead shoots a green projectile that does damage while an invisible tracer system is activated from the player's view and enemies are hit by it if the player is aimed at where the projectile hits.
All this time, this iconic weapon was more of a weird silent shotgun.
Its design also displays 2 things in the upper back area that make it seem like you have to attach it to your shoulders.
D64's variation looks different and is slightly slower but still mostly the same.
D3 redesigns the weapon not just visually but also mechanically, with one example being having unique ammo instead of plasma cells.
And its projectiles have proximity damaging tendrils taken from Quake 2.
You can also not only reload it but charge its projectile, though if you charge for too long, the weapon can explode and kill you.
(There's also the electric chip inside the projectile and the Sabaoth)
2016 simplifies what D3 introduced and gives it its own dedicated button, so it's more of a "panic button" sort of thing.
And its design is clearly inspired by the 2005 movie.
(I think 2016's BFG was originally going to have mods like the other weapons, like a flamethrower attack or the BFG10K from Quake 3)
Eternal's iteration looks different (And is now part of the weapon wheel) but it's still mostly there.
Something i thought about was how you never really see the front of the "classic" style BFG except in D2RPG, That one Symbiote Doomguy doll, Fallout 4's Creation Club Doom thing and i guess Rage 2.
Honorable mention? 2016 multiplayer's Tesla Rocket and i guess the BFG grenade from Doom VFR.
Unmaker/Unmaykr:
One from Hell, the other from Urdak.
And one also uses cell ammo while the other shares ammo with the BFG.
Unmaker starts off weak but is upgraded to fire faster and more shots (Same keys used to shut down those portals in the Mother Demon's stage) while the Unmaykr is already the way it is but requires Empyrean keys from Slayer Gate arenas.
Unmaker is actually hitscan so its "projectiles" are just a visual effect.
I think the reason why the Unmaykr isn't as liked is because of the arena format with mobile enemies, whereas the Unmaker is still part of the classic format where enemies aren't as mobile/smart and because of D64's encounters, a fully upgraded Unmaker can surpass the BFG9000.
(But in situations with less space for the BFG tendrils and some encounters with super heavies, you might end up giving the Unmaykr a chance)
And the Unmaker is blatantly Hellish while the Unmaykr looks like another sci-fi gun because of Urdak's aesthetic: If Urdak had more to its theme or if Doom has a different type of Heaven, i guess this weapon could've looked even more "Christian" than the Holy Water Pistol.
Honorable mention? 2016 MP's reaper i guess.
And also the Dark Claw from the Doom Bible.
Of course, never forget the original Unmaker from the same document that was supposed to hurt pure demons the most, former humans the least and cybernetic demons partially.
Edit: It's also worth mentioning that "Unmaker" is a name from the Doom bible while in the D64 files, the gun is called something akin to "Laser gun" and there's a screenshot of early D64 and a leaked sprite that suggest an early design of the weapon: Which looks like a flamethrower somehow.
Soul Cube:
Because it also shows up in D2RPG and has a different design in it (Is it from the same lore? I dunno).
But does it heal you in D2RPG? I also dunno lol.
Honorable mentions? I guess the Siphon Grenade from 2016 and the RoE Artifact.
Extinguisher:
Yes it was in 2 games: DRPG and Doom VFR and in both it's used to put out fires.
Though in DRPG it's part of the arsenal and in VFR it's used like once i think.
Anyway:
This didn't turn out as good as the demons one, because weapons are a different area.
There's still areas/data i overlooked like ammo pickups amount and how the player automatically switches to another gun in certain cases.
Or stuff outright wrong and misremembered.
Maybe i could update this post to add more info, who knows.
As far as resources go:
BloodShot9001
DOOMGUY BOT
Decino
Doomwiki
UnderTheMayo
elysiumgaming2866
tsiripas
IDrinkLava
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unusedcactus · 2 years
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there is an "archvile" in like the second level of doom rpg
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protosaru · 4 months
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So like. I hate horror games but I'm here for the dating sim. I love them all...
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maleyanderecafe · 2 months
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Doom Stones (RPG Maker)
Created by: @lunariamv
Genre: Horror/Adventure
Lunari has actually made two RPG maker games with male yanderes in them, so I'll be doing a recommendation on their other game, Akeno Delusion sometime in the future. This game focuses on grief and timeloops, trying to save someone who has died in her childhood and trying to reverse it to happen. This story has two (?) yanderes in it to my surprise, and is pretty fun and heartwarming near the end.
The story starts out with Yuuka alone at home in the rain. Bored, she calls her friend Souta to get him to come over to hang out with him, something that he agrees to happily. After waiting for a while, Yuuka still hasn't seen Souta, so she goes out to the woods to find him, only to find out that he's been killed. This basically traumatizes her to the point of not really talking to anyone anymore, as she feels that it's her fault that Souta died. In this time, there is only one person that talks to her, a guy named Raden. He goes up to her and suggests the concept of going back in time, something that Yuuka puts off at first, however, Raden gives her two "blessed stones" so that she can go back. Desperate to bring back Souta, she uses them and she is transported back in time to before Souta comes over to Yuuka's house. There are 7 (8ish) endings for this game.
The first ending has Yuuka call Souta again, feeling overjoyed and happy for finally hearing his voice again. He asks Souta not to come over, as she doesn't want him to die again. However, even though he does comply, later on, Yuuka looks out the window, only to find Souta's body, dead outside, having been killed. She cries, begging the stones for another chance.
The second ending has Yuuka call Souta, and ask him to bring a weapon as it is dangerous. Souta agrees and is able to come to the house unharmed. The two of them embrace as Yuuka is happy that he finally didn't die this time, and Souta confesses to Yuuka, stating that he loves her, and that he will protect her by bringing her somewhere safe. Here he sees that Souta is covered in blood, presumably having killed his killer. She gets scared as Souta approaches her and ends up stabbing him with a kitchen knife. She again begs the stones for another chance.
Yuuka can also go out to try to find Souta. Taking the flower path, she will wind endlessly, until the point where she gets lost. She ends up starving to death on the flower path, as she cannot find her way out, only thinking about if Souta were to try to find her that he would also meet the same fate.
If Yuuka brings a knife and goes through the forest path, she will encounter the killer before Souta gets killed. If she decides to attack the killer, she will try to do so, only to kill Souta instead. She ends up crying in lament that she ended up hurting and killing Souta.
If Yuuka instead decides to protect Souta, she will be able to slash at the killer, but gets stabbed as a result. The killer is able to run away, and as she dies, she asks Souta to run and survive. Souta looks at her, stating that he'd rather die than live without her and promptly stabs himself and falls next to her, the two of them dying together.
If Yuuka is able to reach the house with a knife, she will peek inside and see the killer and Souta talking. Upon barging in, she finds that Raden is there. Raden, upon seeing Yuuka promptly stabs Souta in front of her, killing him instantly. As she morns over him, Raden unveils what this all is about. She can, if she has brought over matches also burn the entire house down with Raden in it.
Raden explains that he fell in love with her since she was little, but as she only relied on Souta, he grew jealous. He did end up killing Raden in the original timeline and gave her the stones so that it would give her false hope. He wished using this that it would finally prove to her that there was never going to be a happy ending with Souta, only him. He even mentions that in their world, the only person who ever really talks to Souta is him, as everyone else is scared of her. Even her relationship with her father is strenuous at best, and Souta believes the only good person in this world is Yuuka. The only way to escape was to go with him and if she refused then he would trap her in this timeloop forever.
If Yuuka accepts, Raden will bring her out of the timeloop as promised, however keep her chained up. It's implied that he tortures her as well while keeping her prisoner. Yuuka feels betrayed by this, believing that Raden is just someone who enjoys her pain, only staying sane by dissociating and thinking about Souta.
If Yuuka fakes accepting, she will instead stab Raden multiple times, killing him. She realized on the ending where she was able to successfully attack Raden that he was able to be killed. She takes the stones and wishes herself out of the loop. We get to see Yuuka finally being able to move on after that, no longer feeling the guilt of getting Souta killed, even realizing that her overdependence on Souta was what was keeping her back and finally being able to grow stronger.
We get a final goodbye from Souta. The Souta in the time looped world wasn't the real Souta, however, conveys the thoughts of Souta in his last moments of life. Souta apologizes for not being able to be with Yuuka anymore and that he wished he had more time. Despite this, he knows that Yuuka will be able to move past this, even wishing that she would forget about him so that she can be happy.
There is a conversation between Raden and the being who gives him the stones. The being explains that the stones cannot actually go back in time, only give a pocket dimension that he can imagine anything can happen. If the world ends, Raden will be stuck in there in some sort of limbo. The being explains that stones like these are not actually all that special in their world, citing them closer to children's toys rather than anything extraordinary. Despite the risks, Raden still accepts these stones and uses them.
We get a final goodbye from Raden as well. Raden realizes that Yuuka can never forgive him nor does he expect her to. He knows that his actions were wrong and that he knew both his thoughts and the stones made the situation a lot worse. While he is bored in the world he's trapped in, the only real comfort he has is thinking about Yuuka. He genuinely wishes that Yuuka will be happy and was always sad when he saw Yuuka depressed after Souta's death. He hopes that one day he will see Yuuka once again.
Like I've said many times, I'm a big fan of time loop stories. It is always a good way to explore how a yandere breaks down, or how a character copes with having to deal with the same thing over and over again. Doom Stones takes this in a different direction, not seeing the yandere themselves break down due to not saving the darling, but actually the opposite, with the main character being unable to let go of a guilt that she had to deal with in the past. This kind of turns the concept on it's head as now it deals with the development that Yuuka has to go through, rather than Raden or Souta. We see how greatly this event affects her life, even destroying her relationships at school, making her wallow in her past and how she's unable to move forwards because of it, and in the true ending, she can finally move forward after realizing that she can finally let go. I like this arc for her as we can see just how Yuuka is able to improve after the events of using the time stones, as well as all of the failure she has to go through before she can reach the improvement. It's either that or simply give up and leave it all into Raden's hands, which is a bad choice as it doesn't really let Yuuka let go of her guilt.
Souta as a yandere wasn't a huge surprise to me as much as Raden though since I suspected that the person that she had so much guilt about could have been the one who framed his death. His moments of yandere still are more directed towards Souta in a more selfless way, as compared to Raden, as the two times he does have a yandere like ending, it either is under the idea to protect Yuuka or to die with her. Because the version of Souta isn't the actual Souta but rather a projection that Raden made to trap Yuuka in the world, it does make me wonder if the original Souta was originally like this, or if Raden's yandere nature rubbed off of this version. Raden does state that Souta has always been like this, so it might actually be something that the original Souta could have done, but since we never really got to know him, it's hard to say if Raden was lying or not. It does imply that Souta did in fact kill or greatly injured Raden in one of the endings, the one where he is able to get to Yuuka's house and tries to entrap her, though considering in this world Souta is never allowed to live, it could have just been a failsafe so that Yuuka would end up stabbing Souta in the end. The other ending, where Yuuka does get stabbed in protecting Yuuka has Souta state that he'd rather die than live in a world without her, which leads into committing suicide in front of her. I think this specific action might be something that the original Souta was more likely to do, considering it seems in his last moments in his original life he wishes that he could be with Yuuka for longer, so the guilt of having leave her again was too much. I might be looking into it too much and maybe Souta does just generally have yandere characteristics, but it is fun to think about.
Raden is the big yandere in this one, and while I did suspect him considering he was the only other character in the game besides Souta and Yuuka, I didn't think that both of them would be yanderes. Really suspicious that he just so happened to have these stones on him so that Yuuka can go back in time. If Souta is the more selfless yandere, then Raden is the more selfish one, being the original person who killed Souta in the first place. He seems to be closer to a purity yandere as he views everyone else besides Yuuka as worthless or lesser, finding only comfort in her. He puts her in this time loop just for her to relive her nightmare over and over again and realize that she can never end up with Souta no matter what she tries. In the ending where Yuuka does give up, Raden chains her up and tortures her, making sure that she knows that she is his. Even while he dies in the other ending, Raden still confesses his love towards her, even if it's obvious that she will never love him back. I really like the idea that some of his yandere actions rubbed off on the fake Souta in the time loop as not only would it show just how much he is control of the world but also to show the softer side he has as well. He kind of comes off as redeemed in the end, knowing that what he did was wrong and that she will never love him back, yet still trying to continue after her. He at least is aware of his actions and wants Yuuka to be happy despite everything.
This game really follows the charon style to a T and that is a really good thing. I was streaming this game for a friend and she didn't even realize that this wasn't actually a charon game. That's pretty impressive all things saying.
Overall though, I do really like this game. I think it's a good view into again how great time loops are, and being able to see the character development for Yuuka as well as how we have two yanderes in the story, both the more selfless and the more selfish.
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r-aindr0p · 3 months
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Back to Rolloposting with a few drawings aaaa
Couldve just drawn different outfits but I wanted to add a bit of atmosphere with them. Took the opportunity to try two different ways of coloring and compare them, kinda, one with blended colors and soft edges and the other one with no blending or blurring
No real context, just went with the flow and whatever music I was listening to
3rd pic transaltion : My struggles, my weaknesses. I know them. Oh how I wish it would stop…
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vintagerpg · 4 months
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As is my tradition, let’s start off the year with some adventure gamebooks, this time from the Fighting Fantasy line. I’m going to jump around to some I particularly enjoy, starting with FF3, The Forest of Doom (1983). I very much enjoy Iain McCaig’s cover art — autumnal tones and lizard folk, what’s not to love? The interiors are by Malcolm Barter. After devouring so many Russ Nicholson-illustrated FF’s, Barter’s line work seems jarringly clean, but I like it and he actually employs a variety of stylistic choices that are grittier than they seem at first blush.
I probably enjoy this one more than it deserves. It is constructed on a loop, which is nice, because you get lots of chances to not succeed at your quest (which is rather dull — find the hammer, return the hammer) and try again, but subsequent trips don’t account for the things you’ve already done (like the monsters you’ve killed, for instance). I don’t really see a good way of fixing that problem, either, at least not without ballooning the page count. There are also a ton of items to get and use, but none of them are particularly exciting. And it might be a me-problem, but I can’t seem to find a genuinely optimal path through the book; there is always some need to retread. I don’t love that.
Still, it’s a literal walk in the woods, which is a delight after the first two volumes taking place underground and inside. I love the atmosphere of it, and the number of weirdos who are hanging out in what is seemingly not that large a forest. Not the most earth-shattering FF, but not the worst by a good measure.
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devileaterjaek · 28 days
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Have you played ARC : DOOM
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By @momatoes
A TTRPG where you Defeat the Apocalypse
Stories you make and play in ARC run against a timer. While heroes navigate and transform the world around them, the real-time Doomsday Clock ticks to an irreversibly cataclysmic event. 
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forcefeedingsoup · 1 month
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in case you need to hear this today:
you don't have to be good at games to have fun playing them. It's okay if you can't even beat the CPUs. Games are meant to be enjoyed, and they aren't necessarily meant to be played aggressively.
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dark-drawssss · 1 year
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the idea of every Doomguy being together and causing chaos sounds like a fun AU idea. but I've seen you include only 4 of em, and I'm pretty sure that 'arenaguy' is suppost to be Doomguys much younger self, but I could have my lore knowledge wrong. do you intend on maybe adding more of them? like Phobos (character), technically not Doomguy but he's still cool. or John Grim from the movie, or ROE and TLM guy's from Doom 3's expansions, or even Stan from DooM rpg2. not having Joan Dark is fine tho
lol thanks, and yeah I do want to include more. Also the ArenaGuy IS the same person as the Doom Slayer (before the events of the first Doom game happened), but I only found out that later one since before that I thought that he's basically an alternatively ver of him (same way that Doom Marine/Doom3Guy is alt ver of him, but they're still different as people). Now, onto the actual question:
Phobos - tbh, I didn't even knew that he was an actual character and whenever I saw him I just thought that he was recolored ver of Doom (ArenaGuy's name in Quake 3) and that it might've been an inside thing between Quake fans. I do feel bad for him, and his lack of trust and more personality traits make him hard to fit in to the AU, but I could come up with something (sadly, it would prob be on my Insta story since I talk about the AU a lot there, sorry :c). John Grim - Yes I did watch both of the movies (wouldn't recommend but it's not too terrible) and I do like John (he's the only reason I even cared about his-somewhat-bitchy-sister staying alive), but I don't think he deserves the nickname that is "DoomGuy" (at least yet), needs to work on his demon killing. So for now he's an "eh" on whenever I think of adding him. ROEguy - Oh this fucker.... I'm sorry but he fucking sucks: shows no remorse for killing his friends, taking souls because he needs to show down time for a bit, survives only because of the plot armor, seems like an bigger asshole than he shows, and the worst of all, he stole Doom Marine's kill! The only positives I can give about him is that he shows a tinybit more personality than the Doom3Guy, by actually being interested in the Marian history and smiling. However his interest is something I didn't know about until reading about it, and him smiling is either smirking in that one scene (cocky bi-a-ch) or smiling to his friends (because he has friends, while the Marine was new and didn't know anybody). If anyone else likes him that's fine, at least his pants are kinda cool I guess. TLMguy - At least ROEguy HAS a personality and characteristics, this mf doesn't even show his face and I couldn't tell you anything about his character even if you held a rocket launcher in front of my head. Not to mention that you really expect me to believe he made it through all that alone when they and their team got their asses kicked by Imp's 6 hours after the invasion just began (not to mention the ending messing with the "Doom Marine is the only survivor", but I hc that their ship got shot down by demons because they could warn people on earth about Betruger's whole plan). Safe to say, neither of these two are close to even dreaming of being "Doom" Stan Blazkowicz - Sorry but I'm not familiar with Doom RPG yet so I'm unsure, but I am praying that he's a good "DoomGuy". And Joan Dark - She's a bitch and another "strong female character" that shows slightly more emotions than them, but still either bland or an asshole. Sad to say that so far, Crash isn't having another girl join the gang.
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doom-nerdo-666 · 1 year
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Everyone knows about the "rip and tear" 90's Doom comic that had a legacy in both the series and fanbase.
But Doom had another comic: A digital comic made for Doom 2 RPG that also acts as an intro of the same game.
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Unlike the other comic, this one is serious, even though D2RPG itself has a goofy tone.
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This comic could have been lost media, specially because of the game it's related to.
Here's a link to the full comic, feel free to back it up because you never know...
And just in case, here's some RPG id games reverse engineering projects:
Speaking of, i can't be the only one that remembers vague talks about Doom Eternal having an upcoming comic book.
One that was supposed to tell a story between Eternal and 2016.
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vexwerewolf · 1 year
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unusedcactus · 2 years
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playing doom rpg. this is almost doom flavored SMT
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efangamez · 9 months
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GRIM's theme, "Before the Whispering Gate", is out now on YouTube!
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GRIM is a tabletop roleplaying game inspired by classic 3D retro FPS games, giving players the same fast-paced and visceral combat as close to the originals as possible. Armed with an arsenal of unique and powerful weaponry, you will delve deep into the core of Gamma Rho Iota Mu to stop the spreading corruption of an Old God. Trudge through seas of gore, uncover dark and illusive secrets, and tear down countless eldritch enemies with your friends in this 24-page handbook that is both easy to understand and difficult to master.
GRIM releases on September 16th, 2023, on itch.io, DriveThruRPG, and Kofi.
For updates and more rad games, follow EfanGamez on all platforms below!
Itch.io: https://efangamez.itch.io/
DriveThruRPG: https://www.drivethrurpg.com/browse.p...
Kofi: https://ko-fi.com/efangamez
Patreon: https://patreon.com/EfanGamez
Community Discord: https://discord.gg/AYwSFenyUE
Music commissioned by Eric Castiglia. Find them on Fiverr here!: https://www.fiverr.com/ericcastiglia
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thelostbaystudio · 9 months
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Hey folks,
the pre-launch KS page of OUTER RIM: UPRISING is live! ORU is a bundle for the sci-fi survival horror RPG Mothership. The bundle is packed with 15+ 100% original entries from seasoned indie Mothership designers. All items are 1 Edition (which means the new one!) compatible. Below is some info on the bundle and pics of some entries.
OrU builds a huge setting, at the fringes of the galaxy, where corrupt corps fight rebel factions. Each item of the bundle can be used independently, but the items are also tied together by a common implied setting, sharing NPCs, story lines etc. A Campaign Handbook acts as the connective tissue of the bundle: adding factions, procedures, locations etc.
Half of the bundle items are written in a system neutral way, and can be used with any RPG.
We've just ignited the pre-launch page here https://www.kickstarter.com/projects/thelostbay/outer-rim-uprising, if you dig the project give it a follow, as indie publishers it means a hell of lot to receive the community support.
About this, if you are a blogger, streamer, podcaster and want to talk about this, see drafts or organize an actual play please reach out we'd be happy to help.
Below are some details on a couple of entries, they are sick!
The Hunger in Achernar, zine by D. Kenny (designer of Nirvana on fire)
Survive the void-haunted halls of a cursed derelict; solve the mystery of a missing ship, an experimental hyperdrive test, and a cultist plot; or save the galaxy from a taint leaking through a crack in the universe. Choose one in “The Hunger in Achernar”, a MOTHERSHIP RPG adventure.
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BLINK, zine by David Blandy (designer of Eco MOFOS!)
In this short guide to faster-than-light travel, we’ll show you how to bring the mind-bending possibilities of instantaneous jumping between two distant points in space to your game.
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Rusted to the Core, zine by Chris Airiau
The androids on Poe-V Station are on strike. Descend through the gas giant’s toxic clouds to uncover how the source of this disruption goes deeper than worker mistreatment. A faction-based adventure.
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Surviving Machine parts, zine by Zach Hazard Vaupen
Out in the fringes of the system, a type of cybernetic implants called Machine Parts are popular with those who are savvy enough to find and afford them. Commonly made with recalled corpo tech and stolen military/alien technology, these implants are highly illegal and especially dangerous. This document covers 12 different Machine Parts and their consequences. Can you survive Machine Parts?
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Sentience Assessment Procedure, player facing accessory, by Nyhur (Alien Armory) and IKO
SAP cutting-edge, neuro-semantic analysis technology allows management, officials, and security personnel to perform human/android triage effectively. SAP toolkit is portable, works in any-G environment, and can also be performed remotely.
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Outer Rim: Uprising Campaign Handbook, zine by all the designers of the bundle
The connective tissue of the bundle
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I'll stop here :) that's roughly one third of the items included in the bundle, I'll share more info in the next few weeks
Give it a follow here: https://www.kickstarter.com/projects/thelostbay/outer-rim-uprising
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