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#i sadly had to spoil myself and watch an entire playthrough of the game
skeletalheartattack · 2 years
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Hey, question!
Does Viewtiful Elvis from the godhand game counts for your collection of silly failure men?
Just asking.
i literally gasped upon seeing this ask: YES!!!!
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of course he counts!!!! he's an absolute goof, he's got a great voice, and he's such a fun design. he's honestly gotta be my favourite out of the main 4 demons of the game. like if you watch or play the game, he's such a fun character, like there's a moment when you first encounter him and he smokes his cigar, then just tosses it to the floor and stomping it out to look cool, before kinda stumbling a bit to pick it back up and going back to smoke it, it's very charming to me and i love him.
i ESPECIALLY love how his demon form looks, like i genuinely love his design so much i can't put it into words, like you don't understand:
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he shoots fireballs n stuff from his mouth and bites you if you don't dodge him from the front, it's a very fun fight (just from watching it atleast). i think i just really like characters with a monster form a lot, just look at Zarbon for example!! i just gaze and smile :)
one thing i absolutely love in Godhand near the end is the respect Gene has for him, even quoting "If you weren't a demon, we could've been friends", and saying stuff like "If you see the big guy in hell, tell him I said hi" and like anytime i rewatch gameplay of Godhand and hear those quotes i get emotional 🙄👋 (me fanning myself to hide my tears)
i love a clumbsy character, and viewtiful elvis is such a good contender for silly failure men. but he's not a failure to me babes :)
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casualarsonist · 5 years
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RDR2 Last Impressions
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Click here for my formal review of the game:
https://casualarsonist.tumblr.com/post/179824865660/red-dead-redemption-2-review-ps4
Full disclosure, I haven’t finished RDR2 yet. I’ve put close to eighy hours into the thing, at a guess, and I still haven’t finished it. There was a time I was hoping to 100% it, and while that’s not an impossible task, it is exceedingly time consuming, and not something that I’m ever likely going to care enough to do. The last few hours of my time were spent just begging for it to end, and failing that, I simply reached the point where I finally stopped caring about finding everything, put down the control, and left. Late into my run, once everything in the game finally opened up, I did feel a gentle nudge that gave me the energy where there was none before to keep pursuing the side-activities and challenges. But everything in the game only opens up in the epilogue - the last eight of nearly one hundred hours, once the main story has been completed. It’s unprecedented, in my experience. And it’s impressive, if frustrating. But it’s also incredibly draining to waste so much time trying to figure out ways to do things that you don’t realise can’t be done until after the main part of the game is effectively finished. And by the time the game comes round to letting you have free-reign, it’s been going on far too long for you to care anymore. 
My final impressions of Red Dead Redemption 2 are...mixed. The main issue being that the problems I identified much earlier in my playthrough never resolved themselves, and only became more frustrating as I was exposed to them again and again. My horse never stopped veering into trees, or into rocks, or into people in towns and giving me a wanted level. I never really managed to completely master the temperamental, complicated, and unresponsive controls. The game never stopped feeling like it was a bloated copycat of its predecessor, enslaved by the tropes its towering forerunner established. One of the biggest issues I experienced was during one of the multi-stage side missions that exist in the world to be stumbled upon by unsuspecting travellers. These missions are one of the most valuable parts of the game’s design, filling the world with organic moments that advance themselves with the passing of time, but are unmarked for the player, meaning that your thirst for exploration is the only thing that can help you find and unlock these stories. One of these ambient side-missions involves helping a railway foreman with the construction of part of the line. You have to track down an employee stealing from him, and later chase off some aggressive competitors, and after a time the construction of the railway is supposed to progress along its intended route until it’s finished. Mine did not. Instead, after I had cleared the land for the company’s advance, my railway just up and disappeared. I first discovered this when I unwittingly rode into a sky-coloured chasm in the ground, tumbling for a good 30 seconds before reloading the game. Once, maybe twice, a blank, featureless ridge of flattened gravel would load in, but nine times out of ten, it would simply be a void - a massive hole in the ground that let you see through into other parts of the map. If your horse fell in, anything it was carrying would be lost, which caused me to nearly break my controller after I lost the first perfect raccoon skin I’d found in dozens of hours. This void cordoned off an enormous section of the eastern part of the world, meaning that if ever I wanted to travel from west to east I’d have to divert my journey by three or four minutes to skirt around it, and if ever I forgot that it was there, well, too bad. This enormous glitch was never fixed in the weeks I played this game, and was a thorn in my side for dozens of hours, and had the game not been quite so long, perhaps this issue wouldn’t have progressed into such frustrating territory, but with the amount of time I spent in its company it became a real burden, which is analagous to much of my experience with RDR2. 
After those eighty hours I felt that the game failed to rise above its flaws. It’s often a breathtaking experience, but it’s a tiresome and frustrating one too. Which isn’t to say that it’s not worth the price - I honestly don’t think I’ve ever gotten more of ‘my money’s worth’ out of a game than when playing RDR2; I mean, how can one complain when there’s so much to do? Make no mistake, it’s not that Red Dead lacks value in any kind of tangible sense, but my overall satisfaction in the experience was noticeably waning for something that was seven years in the making and with all that money thrown at it; for something that should have been a generation-defining experience. No, sadly, what RDR2 represents is a triumph of efforts and budgets beyond anything else. It’s a testament to what a massive team of developers and artists can do with infinite money, as much as it is a testament to the bloated product of such a lengthy and ambitious project. For all its virtues, RDR2 is not a particularly well-made game. In fact, all the apocryphal tales of its creation simply serve to render more starkly how lacking it is in terms of its core design. It is by far the most cumbersome of Rockstar’s games, easily the least fun to actually play, to control, and while I was initially happy to credit this as a commitment to recreating the slow, methodical pacing of life in the time in which it is set, at this point I’m far more certain that it’s actually just shitty design. Picking up God of War after putting RDR2 down was a breath of fresh air, and as Kratos smashed his fist through the lid of chests in order to wholly retrieve whatever spoils lay within, I came to realise that having to watch Arthur crouch down, creak open a lid, and one-by-one take out each individual item again and again and again had left me somewhat traumatised. God of War is an engaging experience, but rarely forces the player into inconvenience for the sake of immersion; it only ever asks you to do things that it plans on rewarding you for doing. Every chest has a useful item in it, every corner of the game has something worth seeing. Collectibles are hidden, but not obscured, and in following your instincts you can find treasures that are both practical enhancements to your character, and small emotional rewards that positively reinforce your behaviour. There is plenty of exploration to be done, but there are no true dead-ends. There is a point to everything. And while the hack-and-slash genre is, in my opinion, mechanically crude and difficult to innovate, God of War is a superbly refined product. RDR2 is not. 
I would compare it to assembling a ten-thousand piece puzzle. There’s a certain respect that such a mammoth undertaking earns, undoubtedly. Whether you enjoy that kind of thing or not, you can’t help but admire it. But it’s an activity of diminishing returns, and after a while you find yourself just looking at the box to see the finished product. In the same way, after a time I wanted to skip out on RDR2 and read the wiki. In lieu of that, I found myself just railroading the story missions towards the end, which isn’t difficult, given that the entire second half of the game is a series of dumb shooting galleries. There’s a very clear turning point, after which literally every single mission follows the same formula, and that formula always revolves around killing everything in sight, which feels even more out of place given that it runs parallel to your character more frequently voicing his doubts about the gang’s brutality. It’s no coincidence that during this latter half of the story is where it becomes abundantly clear that the game’s shooting mechanics are terrible. Lock on, fire, lock on, fire, for five to ten minutes straight. All depth falls out of the bottom of the gameplay, and it feels like the team either ran out of time or inspiration and just phoned in the final ten hours of the main story. When the game finally reaches its climax, the tension in the story is squandered as it forces you into a pointless, repetitive, and overlong fist-fight, and then things finish up with little sense of closure. For those that played RDR1, Marston’s death feels like a fitting, if crushing, end point for that character. But there is little of that sense of satisfying drama here. Instead, the game’s epilogue, rather than wrapping up loose ends, takes the place of the ending of the third act. Again, while I might have initially thought of it as a bold move, that feeling quickly wore away in favour of the opinion that it’s just shit writing. 
It’s not entirely mismanaged, though. The fact that the game forces the player to follow through with the debt collections for a long time before offering a choice, and then eventually forcing them to let the debtors go, is an example of the gameplay smartly imparting the definite shift in Morgan’s personality. It understands your discomfort at having to enforce them, and then slowly changes its own rules to reflect the changing mindset of the character. And the game is superb at retrofitting a backstory to the existing characters carried backwards from RDR1: Dutch’s final speech of RDR1 is repeated almost verbatim here as a ploy to get himself out of a bind, and in that moment completely redefines his end in the first game from a man musing on his own animal nature, to a shyster, full of empty words and devoid of real convictions and values; a pathetic human being. But for the largest part, the moments of genuine pathos are disrupted by the irreverence of the world, or by the repetition of ideas for the sake of drawing out the story, or by the disconnect between the narrative and the gameplay.
Red Dead Redemption 2 feels like two games serving separate, conflicting interests. On one hand it’s a third-person survival game that relishes the grind; a slow, methodical approach. It suffers from many of that genre’s flaws, such as unrefined controls, and a struggle to strike a balance between labour and frustration, but its dedication to the realism of its interactivity endears at times. On the other hand, it’s also a typical Rockstar narrative of crime, morality, and revenge - largely humourous, but retrofitted into a bloated body that doesn’t match it. It’s a teenager’s head sewed to an old man’s torso, with a brash intention that its creaking frame can’t properly execute. Rockstar’s writing style is a bad fit for the introspective themes the narrative aims for; the Housers cannot help themselves but plant their tongues firmly in their cheeks, and while the era in which the game is set is ripe for parody, that parody doesn’t mesh with the seriousness of the main character’s struggle. John Marston was a man whose nature was never legitimately contradicted by the gameplay. In RDR2, ‘Arthur Morgan the character’ can be in the middle of a crisis of conscience when the player decides it’s time for ‘Arthur Morgan the avatar’ to start the bandit challenges, leaving a trail of bodies in their wake. It’s just too disjointed. And I don’t care what genre you’re talking about, or what kind of achievements the game itself has earned, a 3:100 story-to-content ratio is never going to offer a wholly satisfying experience. No matter the price, you’ll definitely get your money’s worth here, but whether that’s going to feel like a good thing or a bad thing at the end, well, that’s an outcome a little less certain. 
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zhaoly · 6 years
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ok really long post ahead, sorry for mobile users since i dont think the spoiler break works on mobile iirc
i finally finished the main quest for fo4.. um.... was that it?? that was kinda my first reaction lol. ok i have SO many thoughts as i always do when i finish a game.. maybe more for this one tho
so i ended up doing both the minutemen and bos endings because they split relatively late in the story so i just made two separate saves... they were basically the same except i thought following liberty prime was kinda fun lol. i liked watching him pick up a behemoth and then just throwing it to the ground
so now that i’ve like... finished the game.... i guess i can see why people complain that fo4 is more of an fps than an rpg
like.... i’ve dumped a ton of hours into this game, but that’s mostly because i’ve spent a lot of time building settlements lol. besides that, the story does seem to be lacking a bit. i think it definitely had potential, but nothing was really fleshed out that well... like if i try to think back on what i did, i’m like.. ??
maybe part of that is because four main factions was a little ambitious? i just feel like there wasn’t much opportunity to actually get to know each faction and like actually feel like you were involved with them
1) minutemen - i mean, you got a shitton of radiant quests from preston (which drove me crazy very early on and got modded out)... and then what? you claim settlements and that’s about it. reclaiming the castle is as deep as the story gets. besides that all you have is radiant quests
also there were like... zero named characters besides preston who were actually really involved with the minutement. like there was ronnie shaw but she just ends being a merchant later, and i didn’t even get the proper armory quest from her because my game glitched out. so basically she was just a unique merchant for me
and like... who else is there?? there’s the sanctuary crew and some named settlers but none of them are really part of the “minutemen.” so like you didn’t really get to talk to members of the faction and stuff and actually feel like you were immersed in the story. like i know that the story is that you’re rebuilding the minutemen so there’s supposed to be no one but preston, but later on as you claim settlements and expand the minutement and stuff there’s still nothing... no new story, quest, npcs... you have to do some dungeon clearing quests for some of the named settlers but that’s literally it.
i liked their general “for the people” thing but like... they never really expanded on it... they did end up being one of the two factions that i sided with because of their cause but i just think the story (or lack thereof, really) with them was pretty bland
2) railroad - well i was considering joining them very early on cause i do think their cause is decent, i like deacon, and i accidentally spoiled for myself that danse is a synth (i like danse because i mean you know me and my beef)... but then i felt like they were a little too focused on the synths. like that was literally just their entire cause. and i just felt like that was just too narrow.
and you met these characters that you really just.... met and then nothing ever happened later with them! like high rise, mister tims, idk what the point of drummer boy was, etc..
and again there were just a ton of radiant quests... at least they were all finite, but like there was what? helping that one safehouse (forgot the name), mila quests, and pam’s caches. the ticonderoga quest was kinda interesting but i wish there was something more besides “here’s ticonderoga. oh whoops it gets destroyed later. haha!”
3) institute - well i disliked them right off the bat because they were the ones who not only MURDERED MY HUSBAND but also KIDNAPPED AND BRAINWASHED MY CHILD (yes i consider it brainwashing)????? like come on. i take this stuff very personally man. it’s the same reason why i joined the stormcloaks in skyrim (before realizing what a bunch of racist assholes they are but.... i digress) cause i was like WHY tf would i join a group that tried to execute me with absolutely zero cause
so i’m just like why would i join a group that murdered my husband (right in front of my eyes i might add) and kidnapped my child. hello??? like yeah i hated the fact that they gave you a goddamn baby in the first place, but since i had it i was like WELL I AM OUTRAGED THAT THEY DID THIS TO MY CHILD.
then there was the whole deal with them actually taking real people (and presumably murdering them) and replacing them with synth copies. i HATED that a lot and it was a big turnoff on top of all of my personal grievances against them. their elitist attitude towards the commonwealth was annoying as fuck as well as their manufacturing of gen 3 synths for what was basically slave labor. also there were like random conversations that would occur between scientists and synths and the scientists were such assholes.
oooooh and the part where you ask shaun why he decided to let you out of your cryo pod and he’s like “well... i suppose that i just wanted to see what would happen” and i was like BITCH WHAT?????? EXCUSE ME?????? THAT’S YOUR REASON?? 
like the shaun/father thing was an interesting twist in the story... but it def was not enough to make me want to join the institute. esp with that craphole reason that he gave me for letting me out of the cryo pod. and like the dude is basically a stranger to you, why tf would you just join the institute bc he’s “”””family””””? i suppose they tried to make it a more difficult dilemma by really trying to push your character’s story in the “i’m looking for my son!!!!!!!!!!!!!!!!!!!!” direction before you actually find out what happened to shaun, but i didnt find that a very compelling plot point in the first place.... so it had pretty much no bearing on my decision
also. the synth shaun. he made the synth shaun which is like super weird and a little creepy. like this kid’s never gonna age.... i mean 50 years from now he’s gonna be a 60 y-o in a 10 y-o’s body!!!!!!!! who tf thought that was a good idea?? i mean i’m on the “gen 3 synths are truly sentient” train cause the game basically does nothing to show you otherwise. you have institute scientists telling you that they aren’t, but literally everything in the game shows you that they are. also danse
and then their cause... they say they’re the “best hope for humanity” and stuff but like what are they actually doing to help humanity. the only beneficial thing they did was create gmos like that huge pumpkin (while replacing roger ww in the process which as i mentioned before was something i hated). besides that, wtf are they doing besides hiding away in their blindingly white laboratories experimenting w/ synths?? 
anyway yeah i hated the institute but i guess in terms of “story” they did a little better than the railroad and minutemen. but they honestly got a helping hand from the fact that shaun was involved with them and a large part of the story early on was looking around for information about shaun and being able to ask npcs about the institute. however once you proceeded past a certain point they also fell into a very boring routine of having a handful of radiant quests available and not much else involving them
4) bos - well.... i def felt like they were super culty when i first went onto the prydwen. and i really dont like their stance on gen 3s and non-feral ghouls. but i do like that theyre out and about clearing the commonwealth of super mutants, ferals, and raiders lol. 
i really really hate the whole danse thing tho and how close-minded they are about him :( i did see that there was actually cut content where you could challenge maxson and danse would get his rank back and i kinda wish that they actually implemented that. i dont really want the elder role but i’d like the chance to do something where you could shift the bos’s opinion on gen 3s, even if only slightly... like THAT would be a good story element, come on! 
but w/e. i really didnt like them at first but i like their aesthetic compared to everyone else and their general cause (at least theyre not like opening fire on the slog, right... ?) ..
anyway i might just stick with their ending as my “main” playthrough cause afaict they’re not much diff from the minutemen ending except i get the sentinel rank, and you actually have some named people that you can interact with about your choice.
ok im actually really tired of writing this post... i actually have so many more thoughts haha but i dunno if i’ll be able to get them all out because as if on cue i’m getting tired around midnight.. anyway
yeah so the story was eh and i wish it went more in depth. like, even though i wasnt super fond of fnv’s story, i did think it was more immersive and detailed... i think fo4 had a lot of potential but sadly didn’t quite deliver. tbh i think the game couldve gone without the railroad if four factions really did just spread them too thin while in development.
like i think the part of the story with kellogg was good... the whole thing about trying to find the identity of this guy, searching his home, searching for him, looking through his memories, etc was pretty interesting. i liked how we were able to see his backstory and something about him that wasn’t just “dude who murdered my husband.” like that was all good stuff! but the story REALLY deteriorated after that... i mean you just end up having to kill the guy and then he’s just out of the story completely.
oh and like related to that--what was that whole deal with nick speaking in kellogg’s voice briefly after you finish in the memory den??? why would they just throw in a line like that and not expand on it at all???? that bugged me SO MUCH because again there was so much potential there!!! if kellogg had somehow gotten into nick’s mind you could be presented with so many new options. like how do you get him out? can you get him out? who do you go to for help? etc etc etc NOT JUST SOME THROWAWAY LINE THAT ACTUALLY DOES NOTHING AHHH
speaking of which. fo4 seems to do that a LOT. like maybe it’s recency bias bc i really dont remember all the details of fnv to be able to compare, but i feel like fo4 has a ton of little throwaway things that are interesting details but aren’t expanded on at all. like not even a little bit. i think there needs to be a certain balance between details and mini stories... like fo4 dangled SO many of these little details in your face that you just never got to expand on at all.. i love an interesting world where you can discover things that dont really have an impact on the main story or anything but these scraps just drove me crazy.
also there were like... no vaults??? i feel like fnv had a lot more... fo4 has vault 95 for cait (and a kinda boring purpose/story imo). the vault of triggermen where you find nick. the vault for refining human genes. vault 81. and that’s it.. i felt like i spent a lot more time in vaults in fnv? and they had some creepier stories/experiments too
ok like my brain... is really slowing down but i will at least get a few more thoughts down before i go to sleep
SETTLEMENTS. LORD HELP ME. again, a great concept with so much potential but poor execution. i really enjoyed settlements--with mods. vanilla settlements are just so horribly lacking. for one thing not being able to clean up your settlement is just terrible. you really would just have to leave piles of trash, garbage, debris, 200-YEAR-OLD SKELETONS, etc, lying around your settlement!!!!! where you’re supposed to have people living!!
settlers themselves also have some pretty terrible ai. theyre stupid af. their pathing is godawful. i am extremely proud of them when they actually are able to successfully navigate a structure i built because it is such a goddamn struggle for them! like they’re literally coded to take the shortest possible straight line path so i get tons of them walking into walls trying to get to their destination instead of walking around them, going through doorways, using stairs etc (yes theyre all navmeshed)... it’s actually so aggravating
also settlements themselves are incredibly and frustratingly buggy. the resources getting messed up in your pip boy bug is super annoying. there’s a shit ton of other bugs with them that i’m just too tired to list but i’m like ahhh god i feel like i’m playing a beta version of this shit! also what’s up with them spawning on top of buildings in sanctuary?
ok yeah i have a lot of crticisms for the game so it may not seem like i enjoyed it but i actually did. i think the story was decent up until after you finished kellogg’s part, cause after that it just got really boring (which is lame because seriously, the story gets boring after you can start decided which faction/s you want to join??)
but mods def contributed a lot to my enjoyment, esp my settlement mods... like most of my mods are settlement mods lol. so like... if i played vanilla fo4 i do doubt that i’d have enjoyed it as much. i do actually like the fps aspect of it, but i think there are too many places that are overloaded with enemies.. so you’re constantly fighting shit. it gets kind of annoying after a while.
OH THAT JUST REMINDED ME. GUNNERS. another thing that had potential but ended up just being... ??? raiders but fancier??? you could literally switch out all the gunners for raiders and nothing would change. when i first encountered them i was really excited cause i thought it was a new side faction but they’re literally just... raiders. but fancy. it’s disappointing af. there’s no story behind them... you can get into gunners plaza and find some holotapes from the leader and some members but then there’s nothing else! you don’t ever get to find out what the story is behind all of it! again with dangling some details in front of your face and then just never expanding on it at all. ugh gunners were seriously a big disappointment for me.
okay i’m actually done now cause i’m tired and typing this out actually took a lot of time lol. i still have a ton of thoughts but i need to sleep. lame
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