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#level or reloading a save over and over again to get things right. very neat to see that explored in fiction
worddevourer · 2 years
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GDQ Run of Full Spectrum Hero
"$15 donation from 'Twunky Kong': 'Always love watching Genders Done Quick.  Great cause, and I look forward to seeing you destroy a classic today.  Good luck.'"
"Are we all set up?"
"Yup."
"Then next up we have the Glitch run of Full Spectrum Hero, done by FloLikeWater," says the announcer, and things go a bit quiet.
"You wanna kick this off?" says one of the people on the couch, "maybe share a bit of the theory of the run?"
"Uhh, yeah," says the person sitting on the chair out front.  "Basically, we're gonna break things completely during character creation, by exploiting the way the math works.  Time starts now, by the way, and ends when I get to the win screen."
"Right, and the math is?"
"Okay, so- This is me, as you can see -gender is basically stored as an 8-bit unsigned integer, which is just a fancy way of saying it's 0 to 255.  And it’s a major mechanic.  The problem, though, is that the way it's designed, even though it can be 0 to 255, it's only supposed to be 0-15, with a bit in another variable tracking masculine or feminine."
"So, most of the possible numbers aren't even used."
"Exactly! Yeah!  And what's 'acceptable' for you is mostly calculated based on the number you have in that range, as is aggro calculation.  So, okay, first critical point; during character creation, you have to take an extremely low gender value.  Now, for this run, I'm going to set it to 3, because that actually makes the next trick way easier to pull off, because it makes the frames easier to time.  Now we're just gonna key in some default values for the rest of this; it doesn't really matter for the run.  Then, we actually have to break things, and I'll let the couch explain this while I try and get it to work."
"Yeah," says one of the people on the couch, "so basically, this is a really trick you can do when selecting your gender.  That neat little graphic that shows what level you have and switches between them isn't actually just for show.  When it depletes, the number is actually going down."
"Gah.  Yeah, this usually takes a few tries."
"The thing is that the trigger for it to switch and start going up again is that it causes an underflow.  So, basically, because it's supposed to be 0 to 255, if you try to tell it to be -1, it becomes 255.  And that's what causes it to start going back up.  Now, normally that doesn't matter because this happens in a matter of milliseconds, but if you pause at just the right instant-
"Got it!"
"Yeah, like that, you can actually save and quit, and when you reload, it doesn't remember that it's supposed to be counting back up."
“So right now, we are at the theoretical maximum Masc value of 255, about 16 times as high as it’s supposed to be.”
“The Masc-imum, if you will.”
“Boo!”
“Everyone’s a critic.”
“We can’t actually change any more stats or it’ll notice we’re way out of bounds, and it’ll reset us.”
“Okay, and you want to give us some context for what a 255 does?”
“Well, it causes some major issues for normal progression.  Normally, you want your Presentation to basically match your active Gender.  The problem is, uh…  We’re working with numbers that are too big for that.  There literally aren’t presentation options at this level.  The reason you want to match is that higher Deviance cause aggression from NPCs.  Normally, a Deviance of about…  10?  Is enough to cause hostility.  If you go above 25, you’re basically going to max out aggro.  We’re sitting at around 240.”
The audience laughs.
“Yeah.  So, with very few exceptions, we’re in a cage match with the world.  Battle Royale, baby.”
“With the exception of your mother.”
“Mhm.  I kind of skimmed over that there, but yeah, she doesn’t have an aggro state.  She ‘aggros’ at 0, but it doesn’t do anything because she’s your mom and she loves you regardless.”
“Something the world could do with more of.”
“Agreed.  And, now that I’m outside, everyone’s aggro. So, we’re gonna be doing a lot of dodging, because I don’t have time to fight.”
“So what’s our goal?”
“Well, eventually, we want to get to the Strictured Castle and beat the Grand Enforcer, but we actually need to get geared up first, and that’s why we’re running towards a shop. A specific one.  You want to explain?”
“Yeah, sure. Basically, the shopkeeper we’re looking for loves manly men.  Like, he’s got items that scale with masculinity, and he gives you discounts the higher your gender is, if it’s Masc.  He’s going to attack us on sight because we’re at 240 deviance, but there’s a trick you can do while an area’s loading in; basically, it takes a second for aggro to take effect, and you can open the shop interface in that time.  And, because our Gender is 16 times bigger than it’s supposed to be…”
There’s laughter from the audience.
“Yeah, those numbers aren’t supposed to be that low.”
“So, we’ve got items we shouldn’t have yet, available for $1, which is not how that’s supposed to work.  And the best part is, uh…  He doesn’t change sell-back value?  We can actually sell these back to him for more than we paid in the first place, so I’m going to do that a couple times so I can stock up on supplies.”
“Besides supplies, we’re going to pick up the unique gear, which in this case is the Man-o-war badge, the Projection-M, and the Scroll of Toxic Masculinity, as well as some non-unique gear.”
“All three of them key off of your Masc value, and we’ve got a really high value there.  Toxic is usually bad in normal runs, but the Max HP % damage doesn’t matter because the only fight we’re going to get in will be over by the time it would matter. Altogether, we’re doing about… 8X what a normal maxed-out setup would deal?  At level 1?”
“It’s completely absurd.”
“Absolutely absurd.”
“Now, for my next trick, we’ve got another sequence break because of the underflow.  Basically, the Strictured Castle is right near the starting area, but there are guards at the gate who don’t let you through to the loading zone.  They’re pretty hard to aggro without attacking first, and they’re never supposed to chase you.  Their ‘chase’ aggro level is at 64 Deviance, which is double what’s supposed to be achievable, since the most you’ll get is Gender 15 one way, and Presentation 15 the other, which puts you at about 30 Deviance.”
“But we’re at 240.”
“But we’re at 240. So…”
The crowd laughs.
“Oh, and you’ll love this. They just sort of…”  Laughter.
“Yeah, they aren’t supposed to move, so they don’t actually have an animation for it.  They just float towards you menacingly.”
“And I should probably clarify, the reason we need to aggro them is because they actually have a damage cap right now.  You need to drink from the Chalice of Freedom to uncap the damage, but uh… That’s gated behind a lot of story progression we don’t have time for right now, so we can’t just kill them and walk by.”
“Yup.  And with that…  Alright! In the Castle in good time.”
There’s scattered applause.
“Most dungeons force you to do some puzzles but this one’s straight into the boss.”
“And the good news is that you don’t have a damage cap here.”
“Yeah, he’s not coded to have one because you weren’t supposed to be fighting him while it was there.”
“We’ve got three phases, and they’ll go quick.  Do you want to count them down?”
“Alright.  With me?”
“Three!” and the audience gets the picture and shouts along.
“Phase done.  Skip cutscene, and-
“Two!”
“Nearly got hit, but that’s another phase.  Time ends after the next phase.”
“One!”
“There’s like 3 seconds of monologuing here which-  Time! Which normally gets you some chip damage, but we’re doing a lot of damage.”
The crowd applauds.
“So, I’ve got a minute or two, right?”
“A bit, yeah.”
“Great.  So, I just wanted to say that I’m really happy to be able to bring this to GDQ this year.  I think Full Spectrum Hero is one of those things we’ve all heard about but most of us have never tried.  It’s old, it’s clunky, it lacks a lot of nuance, but it was also extremely formative in the genre.  If you follow the normal progression, it’s really surreal to recognize that so much of what we expect these days actually looks a lot like what’s already there in this. I really love it, even despite its flaws, and I’m really glad I got to share it today.”
“Alright!” says the announcer.  “Well, we’ve been glad to have you here.  Next up...”
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lazzledazzler · 3 years
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Lazzle's Rune Factory 5 Review
Alright so here are my thoughts and experiences with RF5! This is a big boy so buckle in earthmates...
Obviously this review will contain spoilers, read at your own risk.
Initial thoughts upon playing...
Great opening! I enjoyed the jazz music~ I did feel like it leaned a bit more towards the male player though. It definitely feels like a rune factory game. It's familiar, and controls are easy to get accustomed to for the most part. The mold is there and rf5 doesn't stray too far from its predecessors which is comforting for veterans. That being said, I'm not going to pull any punches and will critique this game harshly. Keep in mind as updates for the game are released not all things discussed in this review will be as relevant overtime!
Let's hear some thoughts on...
The story/plot. The plot is enjoyable overall. I'm not crazy about the whole Seed organization thing but it was a neat idea. They address the Sechs Territory and it is confirmed that the game takes place some decades after RF4. But by the end of it, I didn't feel like I really accomplished anything because it felt like I barely did anything really. Also they left a lot of stuff unanswered. I'm not even sure I understood the message they were sending, if they were trying to send a message at all. The main story is too short, and it doesn't involve enough of the townsfolk. You're basically doing everything yourself in secret the whole time and the townsfolk barely know what's actually going on. Out of the love interests, Lucas plays the largest part in the story, followed by Priscilla and Scarlett. The story feels targeted at male audiences--at least that's how I felt. You, the player, have a larger role in the game, much like in RF3 and I was glad to see this. As of right now there are only two arcs. Praying for DLC 3rd arc...!
Protagonists. The latest protagonists to join the crew of Earthmates are...decent. Their designs are nothing special unfortunately, though I appreciate Alice's more than Ares's. Appearance-wise they lack personality and creativity. Personality wise I am pleasantly surprised with how sociable they are. They're not exactly quick witted and sassy like Lest/Frey were in rf4, or as endearing as Micah in rf3, but they have a certain realness to them that makes their reactions to things believable. I'm certain Xseed will see to making them a bit more sarcastic in their localizing efforts, so let's all look forward to that. Overall though, while I appreciate their mannerisms, they don't really measure up to all the previous amnesiacs we've grown to love over the decades.
Characters. Overall I enjoy all the characters introduced in Rune Factory 5! I feel like there is someone for everyone in this game on some level. The voice acting was pretty good for every character. The designs are very much Rune factory. Like OG runefa, compared to rf4 ( 4 kind of strayed from their usual style) which I like. Characters still have their own signature quirks that you find endearing. Although I would have liked to see more variety? Like we've had mermaids, univir, half monsters, vampires, etc in previous titles but rf5 only gives us the usual (half) elf, dwarf, and then a succubus (physically she doesn't have unique features aside from the ears and heart eyes), and some were-people. I was hoping for something more unique to really give that classic runefa vibe.
Dungeons/Battles. I'm pretty split on this one. On the one hand, the dungeons have more depth due to the 3D aspects. They've included more contraptions that are very fun to see even if they aren't executed that well. So I'm grateful for that. On the other hand, the dungeons are insanely short imo. It doesn't take long at all to get to the boss. The puzzles are also pretty subpar and few compared to RF4. Fighting monsters is similar to the other games. You can lock on now but I only use it when I'm trying to use my Seed Circle. The lock on feature is actually counter-intuitive and makes it harder to dodge. Weapon mechanics have shifted a bit. There’s a feature that makes you invincible to damage if you time the R button dash correctly. Axes and Hammers are significantly slower than in older games? Like. I thought I was in slow motion it was so slow. Lances are also harder to use as well? I'm questioning my sanity here. I don't know if it's a bug or intentional either.
Farming. Not much has changed from previous games mechanics wise. They added new types of special crops which is neat. The camera view changes to overhead when you go near your fields though, and it can make you dizzy/uncomfortable. It actually makes it a bit difficult to see at times so I wish there was a way to adjust the angle. If you are tilling corn or dried weeds to improve the soil, you need to place them separately if you don't want to use the entire stack. Otherwise, it will till the entire stack on the land if you place them all down at once. The flower shop is unlocked late in the story. Weird thing to do considering you need flowers to make medicine. Not to mention the fact that you wont have access to the fertilizer that increases defense against typhoons? During typhoon season? Thinking emoji...
The town. I have to say Rigbarth's design is poor compared to Sharance, Selphia, etc. It's too big and it takes too long to get around. Everything is too spaced out and there aren't enough warp points to make it easier on players. I don't want to walk an entire mile up a hill to talk to one person and then walk all the way down to the beach to speak to another. It doesn’t really feel like a ‘town’.
OST/BGM. Music was good, though nothing really stood out to me where I'd go "damn this slaps" or something. I think they might've had some old soundtracks from rf2 or something because it felt really nostalgic at times.
We need an exterminator. (Bugs Bugs Bugs)
Marvelous, I don't know how to tell you this buuut...your customers are NOT your testers. When you release a game, you need to make sure it's not littered with glitches because customers don't enjoy dealing with them and will drop the game!
Here are some of the types of glitches I encountered:
Crashing. Game would randomly crash or freeze and close at any moment. Sooooo frustrating! Sometimes you get lucky with the autosave feature, but the autosave only activates every morning at 6am in your room and then when you warp to a dungeon level/floor. So when you're in the middle of your daily tasks in town and it crashes, you have to start all over. Marveloussss no one enjoys losing their progress in a game I promise you that much.
Lag. The dialogue bar is seriously slow, especially after loading your file. Crafting/Cooking screen lags. When you press the Y button to skip through dialogue it lags like hell. Pretty much after every time you load the game will lag, the audio will lag if you're in a battle, everything is just. so. slow.
Repeating dialogue. So if you close your game entirely (or if it crashes) naturally you'll reload your file to continue where you left off. There's a bug that will cause all NPCs to repeat the last dialogue that occurred from whatever plot related thing you did last. So for example, if the last thing you did in the story was unlock Ludmilla, everyone in town will naturally have some dialogue about her. But even after seeing all this dialogue and even saving, if the game is closed and reloaded you'll have to read all that dialogue again from townsfolk. It got really annoying after a while.
Monster taming. One time I tamed a monster but once I named it and hit 'ok' the monster never showed up in my barns? Just. gone. Okaaaay then...? Additionally, I expanded one of my monster barns but all of the monsters I tamed wouldn't appear in the added room. You get 4 monsters for each room but the monsters I tamed would show up in the original room. Meaning I had like 7 monsters in one room! I tried to bring them into the newly added room but they would just warp back to the other room. Sad.
Pond Glitch. I fished in the pond located in Sasayaki Forest and left the fish I caught but didn't want laying around the water's edge. If you leave fish around the pond's edge and go to sleep, the next morning you will be teleported to the pond and trigger the fairy dialogue as if you had thrown all of the fish into the pond??? So the dialogue of her telling you she wants 'X item, not this!' will trigger over and over for all of the fish you left at the water's edge. RIP.
Party member Bug. I had Martin in my party and I made him leave. Then when I went into my monster barns to get a monster pal to join me instead it showed me Martin's portrait???? Also I've encountered a bug where I can no longer ask anyone to join my party for some unknown reason. The R &L button prompt was just gone when I reloaded.
Errors. When cooking or crafting, the dialogue box shows up sometimes...
Typos. Random average typo here and there. Not a real biggie but there is one instance where the heroine will use the japanese male pronoun "boku" instead of "watashi" which really convinced me that this game was completely intended for men lol.
Let's talk about Pros
The good stuff. The stuff that makes you all warm and fuzzy inside.
Plot Advancing. Now I'm gonna put this as a pro because I'm certain the average player will enjoy this even though I do not. There are now markers on the map to show you where to go to advance the plot. This is all well and dandy, but it also made the story less appealing for me because you don't need to go around town and speak to residents for clues or assistance to advance anything in the story.
3D Graphics The 3D models are all amazing. The interior designs of the houses/buildings are also incredibly detailed and realistic.
Collecting items. Now there's a feature that will allow you to collect items into your inventory just by walking over them. This is pretty neat and welcome for the most part. Once the item is sparkling, you can walk over it and it'll go into your rucksack automatically. This also makes lumbering and mining go much faster. Yay!
The miraculous L pocket. Now you can customize the categories that appear in your L pocket by going to the rucksack tab in the menu. This is a super neat feature that makes things easier on players who want to manage their items in a format that suits them.
Weapon/Tool Toggling. You can now toggle between your equipped weapon and tool by pressing the left or right buttons on the trackpad.
Collecting lumber/material stone. Oh lord this is probably the most welcome improvement moving forward from the previous game. You can now put all of the lumber and material stone from your inventory into its storage at once. This also applies to fodder for tamed monsters. Well done Hakama.
Autosave. This feature is a welcome addition to the series. The game will save your data every morning and every time you enter a dungeon. Autosave has really saved my ass a few times when I made a huge error in judgement so I'm incredibly grateful for this feature. And it doesn't save over your actual save file--there's a separate autosave file at the very top. So if you messed up something but already saved on your main file, you can still salvage your mistake by reloading the autosave! I just wish it activated a bit more often sometimes.
Warping. Now we can warp to each level in a dungeon as well as certain places on the map in town. It's pretty convenient for the most part.
Increased party members. Now you can have up to 3 members in your party! Hooray! Party members act more intelligently than in older games. Scarlett can use the Seed circle to assist you in fights. I think she also tosses healing potions at you occasionally. So far, no one has tossed a dish at me if I haven't eaten like Kiel and Clorica did in rf4. But I have been hit by a failed dish (from reinhardt?) and a healing potion (from scarlett). Scarlett, Priscilla, and Reinhardt are the most helpful when dungeon crawling in my experience. Some of them however, (looking at you Doug) don't shut the hell up with their one line of dialogue they have and repeat it constantly.
Seed Circle. This neat feature allows you to capture monsters. By charging it and releasing you can capture monsters for the bounty system or add them to your party temporarily. If you throw it without charging it, you can stun monsters in place momentarily or grab things from far away. When stunning monsters, it can also give you the monster's drop item occasionally. Unfortunately it uses a lot of RP so it can be difficult at times.
Combo attacks. This is a neat feature that I appreciate and use often for boss fights. They do some serious damage so it's good to save them for the bosses. The actual cutscenes aren't that impressive, and feel kind of subpar when you get down to it but I think it's a start in the right direction.
Farm Dragons. I'm listing this as a pro although I really just see it as a new feature. Farm dragons have fields on their backs that you can place monster barns on and farm on. Giving them certain crystals will give your fields boosts in certain criteria, like length of growth, soil quality, you get it. I personally don't use the crystals because I couldn't give a shit lmao I have men and women to woo here. But if you're into this kinda thing then it's a pro.
Storage. When opening your storage box, fridge, etc. you can actually hit the R & L buttons to switch between ALL of your other storages. Looooove thissss. Great addition. So much faster to put items away in their respective places.
Crafting/Forging. Now we can also use the R & L buttons to alternate between the different weapon types/accessory/gear types instead of having to exit the menu and going back in each time you want to make something different.
Cooking. More recipes have been added. Yay!
Days are longer now. More time to get shit doneeeee ayyyy
Fishing. They've added many more fish to the game! Now the player will shout something when you get a bite, making it easier for you to hit B at the right moment. Nice. Also if you fail or press B too early, the fish doesn't vanish most of the time. Also nice. There is now a feature to fish with another person's assistance. Once a day you can investigate the sign near the fishing station and someone might offer to lend you a hand. Press the B button at the right moments on the slider and you can get a rare fish that can't be caught normally.
Monsters. New types of monsters! Love the designs. Even the monsters that are the same but just have different skins are really neat. They look great in the 3D format too. You can even ride with up to two people on certain monsters! Some bosses had awesome designs while others...were bad.
New Types of Furniture. The carpenter store has a wide arrange of furniture you can buy for your home. It also has wallpapers and stuff which is really neat. Though unfortunately you can't even sit on some of the furniture so that's a shame.
Events. Now there is a system where events are triggered by approaching an icon on the map. This is probably an improvement to RF4's randomized system, though personally I found it annoying because it meant that I had to see the events before I could just enter a building normally. Sometimes I just wanted to get shit done and not have to read through walls of text for someone's love event when I just want to buy something.
Voiced Lines. The protagonist seems to have more voiced lines, as do other characters. Good!
Let's talk about Cons
Not including glitches. Oh boy. So many cons. Where do I start?
Dialogue. Probably the most notable con in the entire game. The dialogue is drastically minimal in comparison to previous games, especially rf4. There is probably a quarter of the amount of dialogue compared to rf4's insane amount of content if not less. Townsfolk repeat themselves. Often. Too often. Am I playing Harvest Moon? Originally I thought it was because the dialogue is randomized, but I think it's actually because more dialogue is unlocked as you raise townspeople's FP. Despite this, there's no linear build up where you start off as acquaintances and eventually become very close like in rf4 because of how sporadic the LP/FP is. Townsfolk don't even talk to each other. One of the greatest perks about runefa is the conversations townsfolk can have with one another. Residents randomly gathering in small groups to talk about anything. Previously you could add someone to your party and sometimes a dialogue will occur if you speak to the right person at the right time with that person in your party. This is nonexistent now. The only time they do this in rf5 is during the festivals. But, it will only trigger if you have unlocked all the characters in each marriageable lineup and they can't be in your party. The residents will talk about one another but that's pretty much it outside of town events. They got rid of all the minor dialogue that occurs too. Trying to sleep in someone's bed while they're right there? They wont comment. Inspecting objects in stores while the shopkeeper is present? Wont say anything. Take a character with you to a dungeon/boss fight? Their lips are sealed. Where's my sense of community? :(
FP/LP This ties into the dialogue issue. The rate at which LP/FP increases is sporadic as hell. You can go from 1FP/LP to 4FP/LP just by giving a gift sometimes. I wouldn't even speak to people and their affinity increased by like triple for no reason. Then it increases by like 2% for the longest time. Argh!!!
Graphics. I don't consider myself very picky when it comes to graphics. I don't really mind that the foliage and scenery are at the level of a ps2 game at best. I tried playing on my television initially, but the lag and camera operability was too much so I fully switched (haha puns) to handheld. One thing that sucked is that I literally cannot tell the difference between medicinal herbs, antidote grasses, and green grasses without the captions because the graphics are so indistinguishable. So when you're trying to pick up multiples of those items by holding the A button, you're just randomly walking over anything green in the hopes that you'll get the right ones...
Lack of Sound Effects. Something I noticed is they got rid of the sound effects that will play when you complete a puzzle or add someone to your party. When you try to brush a monster there's no sound for the '♪' they make when you successfully brush them. So it was hard for me to tell if I had actually brushed them or not. I was a bit saddened by the lack of cute sounds.
Too much free range. From the very beginning of the game, you're allowed to go pretty much wherever you want when leaving town. It was too easy to stumble into high enemy level territory without knowing, so when I was like level 5 so I got KO'd immediately.
Artwork. The portraits seem to be lower in quality somehow. Runefa has always had shitty portrait art imo but this time it's even worse. Many character's eyes looked fucked up. Though the 3D models are insanely good for mostly every character except Terry. Terry's 3D model looks Terryfying and I prefer his portrait.
Festivals. They've added some new festivals. Some I enjoy. Some not so much. They changed the format of the eating contest. It's horrible. Good luck with that one.
L pocket + R button? They got rid of the feature that lets you skip to the other end of your items when opening the L pocket by pressing R button. I really liked that feature because it made it faster to reach my items so I was bummed that they got rid of it.
Gotta go fast. Now when you speak to someone, it doesn't 'stop time' as you might say it did in previous games. So people are still moving about as you speak to someone, making it harder to catch up to people! Annoying!!!
Catch and release? Not in my farming simulator! Say goodbye to being able to toss a fish you caught back into the water. In fact, say goodbye to tossing anything you don't want anymore into the water. Now you just have an army of fish flopping on the ground around you. And with the auto pick up feature, they're probably going to end up in your inventory anyways once you try to move. There are still certain ponds with fairies that you can toss stuff into, but you'll have to deal with the fairy harping at you for giving her something she doesn't want.
Shop Hours. Oh god. The shop owners don't even open their stores at the correct hours? It says open at 9am. If you speak to them they won't open their store until like 9:07??? But Priscilla and Lucy will show up to work their part-time jobs at around 8:30am and you can buy stuff through them before 9am. So the actual shop owners (for the bread shop and general store) are pointless usually. Additionally, if the store is empty (but open) you can no longer add a shopkeeper into your party and then enter their store with them to buy things from them. Why. Just why. When you want to buy something that only a specific person sells (Only Hina sells fish, only Heinz sells misc items) you have to wait for them to finally decide to work in their own store. Wonderful.
Monster Item drops. Maybe I'm crazy but the monster drops are seriously a lot harder to get than in previous games. Especially boss drops. It's almost impossible to get the rare drops now. I don't even want to try anymore. And as far as I know, the only place to buy monster items is through Heinz, but his items are actually misc. items, not specifically monster drops. So you'll be lucky to check his store (whenever tf he decides to actually work) for any monster items you might want instead of farming for the drops. Sighs.
Difficulty. This game is too easy. There is little to no challenge whatsoever. I had to increase the difficulty setting to hard mode and it was still too easy. I beat it at level 139, never once did I need to grind or level. In fact, your character levels up way too quickly for the pace of the story. I had zero trouble with any of the bosses and even the final boss was a breeze. Quite sad. Though because I am not new to the franchise, it's likely that newcomers would have some trouble in the later parts of the story.
Fishing cons. Idk how you fck up fishing but they sure did. You have to stand further back now because the pole is so long that you'll miss the fish you're aiming for. In fact, it's seriously hard to aim period. You'll end up recasting more often than not. Fish come in the various sizes but they don't seem to have the darker or faded characteristics that can indicate whether it's a rare fish or not. The graphics make it hard to tell. The pros that i've already mentioned are welcomed but it doesn't negate the fact that I do not enjoy fishing like I did in previous games.
Mining/Lumbering Cons. You can no longer strike three times consecutively when mining/lumbering. This sucks lol. Even when you upgrade your axe or hammer, powering up the tool does nothing for getting wood and material stone--it only expands the area of your strike. So it takes longer to get wood/stone from stumps and rocks now since you have to strike the full 9 times but it's not too bad. It's also harder to aim now as well so that's also unfortunate.
Seasonal Fields? Kiss them goodbye! That's right, there are no seasonal fields in rf5 because devs are insane! You instead have the farm dragons that seem to look seasonal based on the fact that they are designed after elements like earth, water, and fire. But no, these dragons are simply extra fields for you to use. Here's a spoiler: you're not going to use those fields. You're just not. They're kinda useless unless you're obsessed with farming. Now you have to grow your crops out of season like the sad farmer that you are.
Farming cons. Seeds no longer tell you how long it takes to grow the crop. Why. As of June 29th, they fixed this with an update. But I still had to play the whole game without it so fuck you marvelous. The joystick is really sensitive? So when you're trying to use a fertilizer or something on your field you're likely to place it on the wrong 4x4 tile, wasting your fertilizer. So it’s best to hold down the R button when farming. Also the crops look uglie as hell.
Sleeping and warping cutscenes. Just like in rf4 there's a cutscene when you go to sleep that can be skipped easily by pressing A. In rf5, there's a cutscene to sleep and a cutscene when waking up. It takes a bit more than a second to skip these scenes so it gets annoying after a while. Warping is this new feature that replaces our beloved escape spell. Overall I appreciate the feature but I hate it for two reasons. One: there's an annoying ass cutscene for it each time you use it that could be much shorter. And Two: townsfolk now use warp even when inside the town. In previous games, someone exiting your party in town would just manually run to wherever they need to be. So you could easily chase after them if you need to talk to them or give them something. Now, party members use warp regardless of where you are at the time. So say you have someone at 7 hearts and you want to try confessing to them. You would have them join your party, save your game, and then have them leave your party and immediately speak to them and confess before they can run off. If it doesn't work you reload until it does. In RF5 this wouldn't work anymore because they will warp. Now you would have to save, run around town trying to find this person and hope they accept the confession. Otherwise you'll have to play hide and seek again because reloading your file will randomize the resident's locations (if they are not working in a shop)!!!! I often just waited until a festival day because then they will be at the plaza for most of the day and it has a warp point there.
Crafting/Forging/Cooking. They've removed the feature where you can press Y on the ingredients in the menu to add more of that particular item. I miss this feature :'(
Lacks incentive. There is no trophy room from my knowledge. The final dungeon that is meant to be like the sharance maze/rune prana isn't that hard to beat for skilled players and is only 20 floors. After you beat the main story and this dungeon there's not much else to do really.
Request Board. Unlike in rf4, you need to make sure you have accepted requests before you complete them or else it will not count. Previously, you could complete all sorts of tasks and Eliza would still recognize your work even if you accept their request after the fact. ie, shipping goods, harvesting crops, etc. So make sure you don't harvest your special crops before accepting the request it's for!
Return of the "Loli" Dragons... Yeah you read that right. We got more dragons in children's(???) bodies with skimpy clothes. I don't know anymore????¿¿¿
Can't marry the Milfs or Dilfs. Tragic.
Still no homo. Grow up Marvelous.
Reverse Proposal? Reverse Uno card-- Laid low by the patriarchy. You now have to buy the double bed and craft an engagement ring to propose to your man if you're playing as Alice. Marvelous this isn't what we meant when we said we wanted equal rightsssssss This can be seen as a pro if you're a softhearted babey who doesn't like rejecting bachelors' proposals because you feel bad :'( But this is a con for me because I don't want to spend money and materials on a double bed dammit!!!
Misc. Still can't stack dishes or fish. There's no green elemental fairy???All the other elemental ones are there except the green one? why??? Still can't tame the giant Wooly. Some bosses that have insanely awesome designs cannot be tamed and makes me wanna eat glass.
Let's talk about Love~
Relationships. We want them. And half of us only play these games for them. I've only played as the female heroine so far but I'll be updating this review as soon as I finish with the bachelorettes as the male hero.
Confessions
As usual, we must raise the love points of our beloved to 7 hearts before we can attempt to date them. However unlike in rf4, if you fail at a confession once, you will need to raise the LP up an entire level before you can try again with any chance of success. It's imperative you save before attempting a confession now.
Love Events
Each love interest has two love events that must be seen before you can date them. They're reminiscent of older game's style but I felt they could have been a biiiit more interactive or so? Or involved the town a bit more for some of them.
Dating
Once you get your honey to be your bf/gf, you get to choose the nicknames as usual. Then you can go on dates. The first three (non-festival) dates are actually events. You need to see all three events to get married.
Marriage Event
The final event you need to clear before you can marry your sweetie. In my honest opinion, so far for the boys, these events were rather disappointing. They lacked the drama and angst that sort of 'test' the love between the two when compared to rf4. Also this is a huge con for me personally and a minor spoiler but there are no special cutscenes at the end of the marriage event like in rf4. Instead, the cutscene takes place during your actual wedding. I was saddened by this because it took away the depth from the marriage events and the actual character? As it is just a cut and paste type of thing instead of an original cutscene for each person. They lack individualism this way. Also it kinda felt like a way for devs to avoid gay relationships and cut corners :^/....sus.
First comes love, then comes marriage, then comes...
Children!!!!!! This is actually one of the coolest additions in the game. Just like in rf3, you can have up to 3 children again! Your first child will resemble you, and you will have the option to choose its gender as well as its personality. There are 6 different children, (3 boys and 3 girls), all with different hairstyles, mannerisms, and seiyuus. Your answers will determine which child you get. A year after your first child is born, you will get the option to have a second child. You'll end up with twins, both resembling your partner. You won't get to choose the genders (it will be a boy and girl) but you will get to choose the personalities once more. The children all have canon names too and each kid is incredibly cute. And of course, you're still able to take your kid with you in your party~ ...Though you can only take one kid with you at a time.
So is RF5 good?
Yeah it's a fun game! My theory is that Marvelous forced the devs to release the game earlier than they were ready for, and that's why it's so lacking. But that doesn't mean it's not worth playing! I'd rate it 3.5/5 stars hehe. Not nearly as good as RF4 (full stop 5/5), or RF3 (4/5) but enjoyable nonetheless. I wouldn't recommend it as a first game to play from the series for newcomers though, I feel it's best for vets who can overlook all the cons thanks to loyalty and nostalgia. By the time it’s released in the West, the bugs should all be dealt with too.
So! Definitely buy this game! We want the series to continue and we want RF6 to be better than this--and hopefully Marvelous will make sure of that next time. If you're not a picky person I think you'll enjoy rf5 a lot. If you're like me and have high standards then, well, still pick it up and let it run its course. Then dust off rf4sp and cleanse your gaming palette >;^)
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spnsmile · 4 years
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Day 10:Sweet Rides 🌸 15x14 aftermath @winchester-reload
in which Castiel learns of Mrs. Butters moving on without her lads in the Bunker. How about the angel?
Castiel knew immediately something was wrong. It was telling by how the grassy front lawn was well-trimmed in exact centimeters. 
At first, he thought maybe Dean had an incredible surge of energy to do house chores other than frying burgers, the man had gifted hands with precision to cut things, which was okay since the extra work could keep Dean from his daily dose of oil. He would've dismissed the thought had it not for the second clue.
The front metal door was glaring shine like a mirror. Cas stared.
So maybe Sam got carried away with cleaning too... Nothing new with that, he was the "neat-freak" as Dean said. The number of times he polishes his hair might just have the same effect on others. Or not.
Worried, he entered the Bunker to find Dean almost at eye level in the middle of the room. Castiel’s eye rounded as he ran to the rail exclaiming-
"Dean!?"
"Hey, look who's late at the party?" Dean said like he’s not ten feet from the floor. Castiel cranes his neck and saw that Dean was holding a wrench while on top of a steel ladder, fixing the plumbing. Sam's by the table preparing some spell while Jack sits there, finishing his milkshake and half eaten piece of pastry.
Castiel calmed himself. They were all okay.
"What happened here?" he descended the stairs.
"Cas," Jack beams, "Welcome back, you want some cake?"
"No, I... maybe later... Did something happen?" Castiel stepped near the ladder to keep it still. Dean was precariously swinging and it was distracting him. 
"Nothing serious, Cas. Just need to redo the warding, it got messed up when the Bunker went on full power." Sam answered.
"Warding? Why? Did you guys get attacked?" he moved when Dean jumped down, landing in front of him with their space paper thin. Dean looked awfully handsome as always but something was different. He looked fresh and clean and... Castiel’s nostril flared. Did Dean use some lavender...?
"Understatement for Mary Poppins. Want some tomato juice? My glass is still half full,"
"You drink tomato juice now?"
Jack nodded, "Mrs. Butters said he needs to watch out for cholesterol."
Castiel turned. "Who?"
"Oh, the wood nymph who lived here with the Men of Letters in the 50s. She’s the guardian of the Bunker.”
"She's the sweetest, most awesome gal" Dean gushed, "I mean she can cook, bake, prepare us snacks while on a hunt! She does laundry and she can even power up the Bunker, can you believe we're running this gem half baked?"
Castiel didn’t know where to begin at the load of information, so he focused on the supernatural stuff.
"A woodnymph? How? They’re magical creatures who lived in the mountains forests, the rivers or the streams and are very powerful and territorial, how did one end up here?”
“The Men of Letters tricked her,” Sam sighed, “They used her to get rid of monsters, Cas... like she’s some anti-monster machine.”
“Gowdawful sons of bitches but yeah, they were saving the world.” Dean grumbled, “but they could’ve been honest with her in the first place.”
Castiel considered Dean for a moment, the lavender scent still lingering around him. Something about his hair or his clothes? The he realized it’s the scent of the wood nymph that’s enveloped Dean’s clothes and skin.
“Get rid of it,” he said, a little annoyed.
“What?”
“Take a shower then tell me where she is, now.”
“She’s gone, Cas,” Jack answered, “Just this morning. She missed her home.”
“And that's why we can't have everything nice." Dean agreed.
Cas squinted, "What does that mean?”
“ET gone home.” Dean smiled but Castiel sensed his gloom. He knew E.T, how could he not when Dean kept asking Jack to do the finger thing?
"She was really nice Cas,” Jack said sincerely, “she looked after me and spoke to me about second chances, she was really sweet...well, until she locked me in the dungeon-”
"She did what?"
"After poisoning my system to weaken me."
"She what?!" Castiel blinked in disbelief. Dean snorted.
"He's fine, you think we'd let anyone hurt him when you’re not around? It's Sam you should hear, he went on a date with Eileen and got laid-"
"Thank you, Dean,” Sam shook his head as Jack grinned.
"She pulled out Sam's nails," he said in awe, "and nearly had Sam and Dean kill me."
Cas' mouth dropped open. He glared seething at Dean accusingly who finishes his juice with a shrug.
"It's natural someone gotta try to kill us each day, right?"
"And you?" Cas prompted, "What exactly did she do to you? Hug you so hard you almost smelled like her?”
"Jealous boyfriend, you can’t complain. You know how she multi-dimensionally vacuumed your feathers all over the place and called my room a bird house?" Dean laughed.
"She was in your room?”
"She was in his room, folding all his underthings." Sam sniggered. Dean glared at him with Cas giving him a look when he took his angel blade out. "That's it, which forest is she from?”
Dean pulled his elbow back, "Aw come on, dude, chill. She fixed the television in the Dean cave we accidentally knocked off the wall because someone couldn’t hold their--
“Dean!” Sam barked, “Language! There’s a kid here!”
“Awh, christ!” Dean cursed, “Come on.” Castiel allowed Dean to drag him to the kitchen where he served the angel a glass of tomato juice.
“Is this going to be your new diet?”
“Do you disapprove?”
“No, it’s actually good. She certainly has a knack for human care if she noticed how you’ve been... overdoing your intake of junk foods.”
“The juice is not that awful. Anyway, I bet she and her lads got a nice thing going on around here before Abaddon killed them all.” the hard note in his voice didn’t go unnoticed to Castiel who studied Dean’s face quietly.
“You want to tell me something, Dean?”
“Yep. Stop me with the tomato. It’ll kill my sense of taste.”
“You have tomato on your burger. Tell me or that tv’s in danger.”
Dean rolled his eyes. “Well, you know, she kept her self preserved here since the 50s, Cas? She really missed her home. And I was thinking if things go bad, I don’t want you ending up like that.”
“Being stuck in the Bunker?” he caught Dean’s solemn eyes.
“Yeah... also being alone, waiting...it was a sweet ride, Cas, but if we don’t come back and you missed home, especially if you miss home, you gotta go okay? Don’t suspend yourself here, don’t wait. I was sorry for her, but if it happened to you...I’d... I don’t want that.”
“Hmmm” Cas nodded, “I will definitely miss home.” He stared at Dean hard, “That’s why I keep coming back to it no matter how many times I got pulled away because... I always want to be home.”
Dean blinked in surprise with red tinge flaming on his cheeks when he seemingly understood and that’s the most important thing. Castiel held his gaze in all seriousness.
“Dean, you know she had to go because no one important for her was here anymore,” Castiel clarified, “She had a reason to stay, Dean. They were gone so she moved on. It’s only natural.”
Dean nodded, but still bowed. “She still loved them even though they’re the reason she’s...”
“You can’t teach the heart reason, right?” Cas amended, “and if they were really nice to her then maybe she was happy here too. There’s no need to be sad for her, Dean.”
“Yeah, I know... just, I keep thinking about you... how in the end, we all have to go at the of the road...” Dean paused looking wary and tired, “I just wished the road just goes on, you know... I’m still afraid of that vacant seat, Cas.”
“Of course.” Castiel nodded. “So you have to save a seat for me because I’m coming along. I’m not losing you.”
Dean looked so thunderstruck, Castiel just wanted to offer him pies and burgers to make him happy again. Won’t force him the tomato juice, Dean needs his coffee too. But after awhile, his smile returned with a flicker of light in his eyes.
“Can’t get rid of you even in death, huh?” Dean sighed relaxing now.
"I’m afraid not. And now that it’s cleared, where are your underthings?” Castiel demanded. “Did she touch that Scooby doo...?”
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bronanlynch · 3 years
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bi-ish weekly update
time sure passes huh. meant to do one last week but I wrote like 5000 words on Wednesday instead, and I’m not really sure what happened yesterday but maybe Thursday is my new day for these
listening: two for the price of one this week since I’m excited about both of them. first of all, obviously, is the Sangfielle theme by Jack de Quidt because it’s time for a new season of Friends at the Table. I love their description of this season’s music
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the other thing I’ve been listening to is the new album from one of my fave bands, You’re Welcome from A Day to Remember. this is by far not the most musically interesting or complex song on the album but it is about, as far as I can tell, a bad breakup with a vampire and I love it for that just on principle, but also it’s fun! a fun pop punk-esque bop about breaking up with a vampire!
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reading: since last time when I talked about many romance novels I was reading, I mostly just read more romance novels because sometimes that is all the brain can handle. shout out to KJ Charles for writing a historical romance with a nonbinary main characters, you really do love to see it. I appreciate that she puts trans characters in her books, and I hope that someday she writes one with a trans man as a main character, because that truly would be a book targeted directly at me.
I’ve also been reading the Kate Kane, Paranormal Investigator series by Alexis Hall (author of Affair of the Mysterious Letter, a weird fantasy queer Sherlock Holmes retelling that absolutely fucking slaps, highly recommend).
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this is his author bio from the Kate Kane books, which really just sets the tone and also. what a fucking life goal
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anyway. series starts with Iron & Velvet which is currently on sale, which is why I bought it, and it also fucking slaps. I’m like halfway through the last book right now but they have all been good and fun. Kate is like. archetypal disaster p.i. but done in an interesting way (i.e. the narrative actually addresses the depression and the alcoholism in a way that I personally really appreciated), and also pretty much every woman in the ~supernatural community she encounters is an ex or someone she will flirt/hook up with at some point, which is an accurate representation of every irl queer space I’ve ever been part of. she dates a vampire for a while. hot morally questionable vampire lady. the vampire power structure names positions after tarot cards it’s very fun and sexy and tailored specifically toward my interests. also she lives in the same part of London as my ex-girlfriend so it’s. fun to recognize place names and be like. oh I went there on a date once huh
watching: started watching Turn A Gundam because a twitter friend recommended it as being fun and also very different then any other Gundam series and they were right on both counts. the premise of it is ‘what if a bunch of people went to live on the moon and some people stayed on earth, the moon people got real into super advanced technology and the earth people are larping the 19th century, and now the moon people want to come back’ so there’s a fun mix of visual styles. would love to see serious analytical writing on this show by someone more versed in discussing indigeneity/colonialism than me though because there are things that I’m a little bit hmmm at but I don’t know enough to be able to explain why or know if that’s the right response to have
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don’t know what’s up with the dude on the left’s sunglasses but my friend has promised me the fashion choices only get weirder
I know about the ‘wow cool robots’ meme but some of the mech designs are very cool and visually distinct both from each other and from the standard blocky humanoid shape that lots of mechs are, so that’s fun to see. and they’re all different sizes too, which for me at least makes it easier to get a sense of the scale of the conflict/threat. when they’re all the same size it’s easy for me to forget they’re like 40 feet tall but when some of them are 40 feet and some of them are like 10 feet it’s a lot easier to be like. oh. oh shit. these are big and destructive and scary as hell
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there are mini versions of this big mech that are like. the size of one of its feet
also there’s some fun stuff about how the way society relates to a mech and what a mech is used for can change over time, which is part of what is maybe inspiring me to get back into trying to write games, because between Turn A and the fic I was writing about Integrity Friendsatthetable I was like. hey what if a hack of The Ground Itself by Everest Pipkin, a game about a place changing over time, except instead of a place it’s a mech
playing: finished Knife of Dunwall finally! please clap! I was kinda half-expecting not to keep to low chaos in the last mission because there are so many overseers but I did it! I did do a bunch of accidentally getting into fights, killing a bunch of people, and then reloading an earlier save so I could go back and not kill those people but it’s fine. anyway. fun game, fun level once I got the hang of it, and I do feel like I accomplished something a lil bit difficult so that’s a nice feeling. definitely harder than the main game. also, very sad about Billie and gay for Delilah. she shows up just to threaten you and then disappears again, and I think that’s pretty hot of her. also love the narrative parallels of having the choice to spare Billie and then the game ending with Corvo about to decide whether to spare Daud or not. I just think that’s neat
making: made some Thai green curry last week from this recipe, which was tasty and not too hard to make, but has just enough specialty ingredients to make it a lil bit too expensive to make too often. our grocery store only ever has lemongrass when we’re looking for things that look kinda like lemongrass but aren’t, and didn’t have any when we need it so we just used extra lemongrass paste and lime juice for the lemongrass, and for the kaffir lime leaves, which we were also supposed to substitute with lemongrass but. it’s fine it was still tasty
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writing: a lot somehow, although it’s been over two weeks since last time I did one of these so I guess that makes sense. I wrote a couple of things for 15 Days of Friends at the Table, including Broun, Milli, and Thisbe cottagecore roommates, Clem and Gucci bickering/flirting, and an extended dream sequence that makes me very sad about Integrity (I’m very proud of the last one, I know it has a very small target audience because Sokrates/Integrity is very much a rarepair in an already small fandom, there are 6 works in the tag, 4 of them are by me, 2 of them are by the same other person, and one of those is a gift for me so. it’s mostly just me, but I think I wrote something pretty good)
also meant to write more for Persona 5 Girls Week, although so far I’ve only written one thing, a quick fluff fic which for once requires very little knowledge of the source material. meant to write something for today’s prompt but instead I had two job interviews and then cooked dinner for my household so that probably will not happen and I will probably watch more Gundam instead
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annakie · 4 years
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An Annotated Mass Effect Playthrough, Part Eight
List of Posts: 0 1 2 3 4 5 6 7 8 9
I accidentally messed up the numbering on part Seven’s link to post six, so if you missed post six (or yesterday’s part seven), the numbering up there is correct.
Wherein we get back out into the galaxy, explore, help some people, and kill some others!
So now that we have Liara, it’s time to really dig into the galaxy.  We have a few people we talked to on the CItadel who need help, and maybe we’ll stumble into a few more things along the way.
First of all, let’s check out the galaxy map...
Hey wait a sec, what’s this?
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Petra Nebula!?  Oh hey, another new addition by the ME1 Recalibrated mod.
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Gorgeous map, only one system available.
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Heeeey we recognize this place, we’ll get to go there in.... two games!
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Can’t land there (or anywhere in the system) but it’s cool that it exists! There are a couple of other neat little things in the system I didn’t screenshot so that you can have a cool new experience yourself if you decide to use the mod on your next playthrough.
What I really miss from ME3, by the way, is the % markers which note when you’ve fully explored a system or if there’s more stuff to find there.
Anyway, my PLAN had been to take a screenshot of each planet or spacecraft before I entered it to help orient the playthrough better, and then the non-screenshotting couple of hours happened, so we lost some of that along the way, sorry.  
Still, let’s see what kind of trouble we can get ourselves into.
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I love this planet.  The lava juuuuust below the surface, peeking out.  Just some of the coolest terrain in the game.
What a great view, let’s get a little clo--
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OOPS.
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I meant to do that.
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Wide open spaces with no fears of a thresher maw living in the lava! ...I hope?
Ah, here’s our objective, a distress signal being sent from this location, let’s see if we can help...
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FUCKING GETH AMBUSH.
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Aw yeah, jumping over those explosives like a pro!
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...most of the time.
Well this planet was a bust.  Let’s see if we can actually help someone.
Another planet, scanned a few things, not sure what we’re doing here but hey, I found a lone building!
Ah yes, a prefab which is totally different from all the prefabs we’ll enter because the creates are stacked in a different configuration.
Honestly they should have put one of these prefabs in ME3 for Old Times Sake. (The ones that actually look like homes/labs/whatever make so much more sense.)
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Annnd we’re being attacked.  Not sure why, but here we go!
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Awww yeah, Throw!  And Ash and Kaidan managing to be useful I think?
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Except they let a guy slip by us, but luckily there’s a convenient explosive nearby.  That got ‘em.
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OK back to facing forward OH FUCK A KROGAN.
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Kaidan’s biotics and my shotgun, a favorite combination.  Now stay down!
Sweet, level up!
And that fight’s over, time to explore this pla...
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Whew, thanks Kaidan.
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This guy thought he could sneak past me.  Well me, my shotgun and my 20 shield strength sure showed him.
ME1 combat is so... messy though.  I mean, I honestly still enjoy it, but I’m in the camp that agrees combat gets better every game, Andromeda included.  Of course, I just REALLY LOVE Vanguarding in ME3... charging into a group of enemies, hitting Nova, spamming charge again praying that I’ll find a good target to charge to in time.  ME1 combat is basically all just... spam abilities from cover and hope your companions are doing something useful.  Being a Vanguard is more about style over substance in ME here.  I mean you do get some really useful abilities, but your shotgun isn’t that much use unless things get too close.
Which, you know, they do pretty often.
Anyway, remember... I WILL DESTROY YOU!!!
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FUCK I hadn’t been back to the Citadel to pick up Nassana Dantius’ quest yet.  Let’s just reload the quicksave from outside and we’ll... come back and do this the right way later and see the entire quest.
I do this more often than I care to admit.
Also no screenshot for this but... I also found Wrex’s personal quest planet and recognized it only when I saw the building, since it’s in a pretty memorable location.  Still, grabbed everything else off the planet so it’ll be quick when it’s time to go back and do that quest.
Well let’s go back to poking around the galaxy.
Message coming in.  Patching it through.
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Ah, yeah, hey Hackett.  What’s that?  You’ve got some dirty work you need me to do for you?  Cool, be right there.
Before the ME2 DLC Arrival came out, Hackett was one of Mass Effect’s biggest mysteries.  Who is this guy?  Why is he telling us to do things?  Does he have some secret agenda?  Why is he so sketchy?  Our Shepards seemed to trust him but WOW he sure did send us on some touchy missions.  Speculation was all over the place on what he looked like and what he was really doing.
Turns out, he’s just a pretty cool guy who wants you to take on all the secret spy missions the Alliance doesn’t want to take credit for.
I wish I’d saved it, but just a week or two ago I saw a pretty great post circulating about Hackett.  He IS the guy that’s going to make sure a job gets done, even if he’s not going to do it himself.  He’s the back-room Admiral with the squeaky clean image up front.  He’s the Gus Fring of the Alliance.
Also getting Lance Riddick to voice him was great.  Just a real authoritative, steady guy who you actually want to trust.  
And it turns out he looks basically exactly like most people thought, but maybe with a few more scars. (I mean, he really looks a lot like Lance Riddick, tbh)  But we don’t know that yet.  For now, let the mystery be.
Time to actually go help someone.
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Ah yeah, Chairman Burns, we do negotiate with terrorists, in this case.  But they needed negotiating with.
Maxing out the Paragon-meter is worth it for moments like this.  These guys have probably suffered and it’s no surprise that no one has really listened.  Sounds like a lot about the galaxy hasn’t changed since we got out there.
This is also an excellent moment for Kaidan.
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Being able to let Kaidan reason with them is fantastic.  Although he probably ultimately doesn’t make a difference mechanics wise, it’d be nice if maybe the check is easier if he’s here.  I don’t know.  But Kaidan knows, even if he’s one of the “lucky” ones who “only” gets migraines.  
One of the grossest posts I’ve seen about Kaidan are people who argue she shouldn’t be on the team because of his implants and since he has a “disability”.  Or that it’s “kinder” to sacrifice him on Virmire.  That’s some real gross ablism you’ve got there.  
Anyway, I love being able to keep this situation under control. Burns actually comes through if you do, even if those guys probably go to prison for awhile for terrorism.  Better than being dead.
Time for... another planet!
Again, didn’t take a screencap of this one but... there’s a missing survey team? I must have picked this quest up in the elevators, because normally you get it on Noveria.  Anyway,  Let’s go find them on Trebin, I’m sure they just can’t broadcast anymore or something.  It’s cool
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FUCK. SHIT SHIT SHIT.  FUCK!!!
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I probably could have actually used Warp or Throw or even Barrier there but... too late now!  We lived!
I was all ready to blame this on Cerberus, but creepily, there’s no explanation for who huskified them or why.   I’m still going to blame Cerberus, seems like something they’d do.
Well, time to move on.
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Honestly, I can’t believe anyone who says ME1 isn’t beautiful.
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And driving the Mako is FUN in places like this!
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Oh there’s a camp up ahead, we’re here to find the remaining crew of a crashed ship for our new friend in the Citadel Tower.  
Again, no footage/screenshot but eventually you find where the mercenaries tracked down Willem (the brother) and killed them.  Shit.  We were too late.  I actually tear up sometimes telling Garoth that his brother died.  They held out for awhile, too, but we were too late.
It would have been nice if, say, if the very first thing we did after leaving the Citadel was to come here, we could have saved him, but I guess this quest is another way of Bioware telling us that sometimes, there’s just nothing you can do to change things.
One more quest this update, then we’re stopping back off at the Citadel next.
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Presrop, one of the most well-known of the sidequest planets. (OKok, technically it’s a moon.)
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One of my favorite landing sequences, just because the stars make it so... dramatic.
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I mean DAMN.
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Klendagon's most striking feature is, of course, the Great Rift valley that stretches across the southern hemisphere. What is most fascinating about the Rift is that it does not appear to be natural. The geological record suggests it is the result of a "glancing blow" by a mass accelerator round of unimaginable destructive power. This occurred some thirty-seven million years ago.
It took a solid three minutes of Flycam flying to get that closeup shot, btw.  I actually flew all the way in the first time I came here, and didn’t take screenshots.  Took about six minutes.  The updated texture is impressive.
Well, Hackett sent us here, let’s deal with Major Kyle.
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Being nice and non-threatening gets you into places.
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I’ll admit, before I came in here, I decided to cheat in enough paragon points to max out Paragon already.  For me personally, I’m trying to make sure this is an “ultimate” playthrough, a save file I can just use over and over from here on out.  I want everything to import into ME3 the first time around with all the plot flags set how I want them without messing with Gibbed’s Savegame Editor, so making sure I can convince everyone how I want them to is important.  So hey, Major Kyle, stand down.
I don’t think I’ve ever played as a Ruthless Shepard in ME1, or if I have, it’s been so long I’ve forgotten how it goes.  But he was the commanding officer at the battle of Torfan, and your CO if you’re Ruthless.  He’s also a reminder of how serious PTSD can be, and what it can do to a person.  
I also love this tidbit from the Wiki, which I didn’t know since I’d never done these particular choices before:
(In Mass Effect 2)  If Martin Burns was not saved in 2183, a news report on the Citadel will announce that Kyle is trying to form an all-biotic community as the reparations were not given to L2 biotics and they have become even more alienated from galactic society.
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I really liked that if you reason with him, he doesn’t give you any trouble and turns himself in like he says.
Hey, this negotiation thing is easy when you’re the best person in the galaxy at it!!
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moczothe1st · 6 years
Text
Let’s Play Fire Emblem: Genealogy of the Holy War - Part 3 : Isn’t it Ayronic?
Part 2
Welcome back to Let’s Play Fire Emblem IV: The Name is Very Long.  When we left off, we were in Evans Castle, preparing to fight back a terribly dangerous and exciting attack on our way of life!  So you know what that means… time to learn about new gameplay mechanics whoo!
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Welcome to the castle screen, wherein you start every chapter except the first one.  In here we can have characters visit the local town, wait to heal up, assign them to guard the castle, and obviously decide who will be in the army you sortie for each map. There’s no character limit, so you can send everyone; and unless they end up totally shitty and useless (ALEC AND NOISH) you might as well, honestly.  
Let’s start off by visiting the village.  
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As you can see, there are six options when in the castle town, and you’ll be needing about four of them.
Blacksmith: Repairs your weapons and staves for money. The better the weapon, the more it costs, but characters with good weapons have the easiest time making money because…
Arena: Fight in gladiator matches to earn experience points and money. Only characters that can fight, obviously; those who don’t have an offensive weapon to bring in need not apply.  There are seven fights to go through in each chapter, each harder than the one before it, and honestly there are some characters who simply cannot make it through them all, period (ALEC AND NOISH). But you should always try to get everyone as far as they can for the extra EXP and the sweet, sweet money.  
Also, it can be save scummed. See, Genealogy is super huge, so it lets you save the game at the start of every turn, as long as none of your characters have spent their turn. Using the arena does not count as using a turn.  So there’s nothing stopping you from saving and reloading after victories until you get favorable RNG in terms of winning battles and gaining levels. But that would be morally wrong.  Bwhahahaha.
Pawnbroker: Buys and sells weapons/items. Because characters cannot trade weapons to each other, because this game was designed by the Devil, the only way to move an item from one character to another is to have them sell it to the Pawnbroker and then buy it back with a different person.  
Augury: Look up what units are approaching a Romance with each other, and how many kills a unit has. Interesting, but not super useful since your control over Romances are fairly limited (if two characters are showing up as ready to romance here, then you have to be very lucky to stop it), and knowing how many kills they’ve gotten is neat but doesn’t actually help anything.
Supply: Store items you don’t have room for. Really aren’t enough items in the game to bother with this, because if a character doesn’t have room to hold something, they should probably sell it to someone who can put it to use.  
Armory: Sells a limited supply of new weapons for better prices than the pawn shop, but you can’t sell your own things to them and their supply is limited.  Restocks occasionally throughout the campaign, so check it every chapter. To start:
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Nothing great, but I have Finn buy the Javelin to give him a distance option, upgrade Lex to a Steel Axe (but do not sell his Iron Axe! It’s important later, seriously!) and have Arden buy the Slim Sword to help his accuracy a little. I also go to the Pawnshop, and sell Sigurd’s Steel Sword to let Alec buy it.  Now it’s time to cheese the shit out of properly and politely face the Arena. It’s super tedious to both do and watch, so I’ll do the basics first and then proceed to do it off-screen with everyone.
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Step 1: Enter the arena and pick a weapon to use.  
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Step 2: Be told who your enemy will be, so if they’re not a good match for the weapon you picked you might as well just quit, go back, and pick a different one if you can.  
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Step 3: Kick ass. All battles in the arena are to the finish; units will just keep attacking like in normal battles until one is defeated. Don’t worry if you lose; you don’t die, it will just leave your unit back in the castle with 1HP.  Conversely, if they win, they’re healed to full.  
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Step 4: Get money! Each tier gives you a 500 more than the tier before it, so winning all of them is a pretty hefty payday.  
Now, let’s do this. See you in sixty years.  
Sigurd:  7 wins, gained two levels. +2 HP, +1 Skill, +1 Strength, +1 Speed, +1 Luck
Quan:  7 Wins, gained three levels. +2 HP, +1 Skill, +1 Strength,  + 1 Luck, +2 Defense
Arden: 5 wins, gained one level.  +1 HP +1 Speed
Noish: 3 wins, gained one level. +1 Speed +1 Defense
Lex: Five wins, gained three levels.  +2 HP, +2 Luck, +3 Defense
Azel: 3 wins, gained one level. +1 HP, +1 Skill, +1 Speed, +1 Magic, +1 Luck
Ethlyn: 3 wins, gained one level. +1 Skill, +1 Strength, +1 Luck, +1 Defense
Alec: 3 wins, gained one level. +1 HP, +1 Resistance
Finn: 4 Wins, gained one level. +1 HP, +1 Skill, +1 Speed
Midir: 5 wins, gained two crappy levels. +2 HP, +1 Skill
Not… great. I was hoping more people would be able to win, but tier four is a super fast sword guy that tripped a lot of people up, and tier six is a stupid fast wind mage that tended to crush the people who made it past him. Only Sigurd and Quan were badass enough to finish the whole thing. I’ll try again with some of them near the end of the chapter, after they’ve gained some levels in the field.
That done, let’s head right on out, and meet the Verdane invasion. I assume they’re still coming, even though we spent ten million years in the arena.
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So here we go. Three enemy castles, one neutral castle at Nordion, and our home base in Evans. There are also three villages; one directly south of Evans, one to the south-central portion of the map near the second enemy castle, Marpha, and one directly to the west of that. All of them just give out money and lore info, so if you miss one it isn’t a huge loss, but we’ll try to get them all anyway. And of course, before we do anything else, checking the menu screen…
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Shows Quan and Finn have a conversation to have.  We send them out of the castle to chat.
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Quan: Thank you, Finn.
Finn: Even so, I am but a page… It honors me to have your confidence, but I doubt I’ll be much use to you.  
Quan: Is that so? In that case, what better time than now for a spot of hands-on training? Draw, Finn!
Finn: Yes, sir!
This conversation gives Finn a permanent +1 to Strength, Skill, and Defense, and now you start to see why he is better than Alec and Noish. This is not the last time Quan or Ethlyn just randomly gives him an awesome present; apparently the Lenster Royal Family are great bosses.   We deploy the rest of the army, move them as far toward Genoa as they can travel, and end our turn. No enemies are close enough to reach us or to reach any of the villages, so the enemy phase goes by quickly, and…
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(Oh, hey, story is happening. You might remember Prince Jamke from the chapter start cutscene. He is handsome, young, and not smirking like a jackass, so you probably guessed he was the good prince. Well, you weren’t wrong.)
Jamke: You need to get as far away as you can before Gandolf finds out!
Aideen: Pardon me, Prince Jamke, but are you not joining us?
Jamke: No. I won’t stand for my brothers’ vile ways, but I won’t just betray my father, either. I’m going back to the capital. I’m going to try, one more time, to convince my father.
Aideen: You’re right… we must do all we can to end this war as soon as possible. Prince Jamke, I would sooner not burden you alone, but you are our only hope to persuade King Batur to end this.
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(Oh good, the obnoxious child character is joining the cast. I really love how everything needs to have one of those.)
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(Jamke, you’re okay in my book.)
Jamke: If Aideen hadn’t insisted on letting you go too, you’d still be sitting in chains. Now, what did you promise to do?
Dew: I know, I know. I promised Aideen too. I’m washin’ my hands of thievin’ from now on. Can I go now?
Jamke: I’ll take your word for it. Now, go already!
(Jamke heads back to Verdane Castle, and we zoom in to Marpha to see Bandana Rapist learning his life has gone wrong.)
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Gandolf: Gah! Damn my rat of a brother! Boys! We’re taking the wench and the brat back! If they put up a fight, kill ‘em if you have to!
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Well, on the down side, we got an entire second army heading our way now. That’s not ideal. But hey, two new characters! Let’s check ‘em out.
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First, Aideen, the team’s first Priest. Her class can’t fight at all until they promote, and she has no abilities at all, so she’s not gonna be super good for dealing with this army that’s right next to her. But hey, she’ll be wonderful when we get her home, because she’s a much better healer than Ethlyn. Her magic is higher, and her Mend staff is better than Ethlyn’s Heal staff on top of that; I might have them trade out later, but for now they can stick where they are.  In addition, her speed, luck, and resistance are all solid, so she can do a very good job of tanking against mage units when we run into some.  She does have Minor Ullur Blood, but can’t get the greatest benefit from it because the weapon it empowers is Bows, which can’t use. It does improve her HP Growths by +20% and her Luck growths by +30%. She can also have a conversation with Ethlyn that will get her a gift. They did grow up next door to each other, after all.  
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And… then there’s Dew. He’s… I just hate him so much.  As you can see, he is a melee unit despite having Strength and Defense that are total garbage.  His Speed and Luck are excellent, so he’ll dodge well, and he’s level 1 so he’ll grow quickly, but at this point in the game he will break like cheap glass under any attack at all.  
That said, he’s not worthless, and in fact is very useful if leveled up.  He comes with three abilities that are all quite excellent: Steal, which lets him take the gold from any enemy he lands a hit on; Sol, which has a chance of causing any damage he causes to heal him; and Bargain, which cuts the prices in half for him when shopping at stores.  Plus, as a Thief, he is the only class that can give his gold to any other unit, where most units can only give gold to their own Lover.  So you see, his primary role in the army for the foreseeable future will be to rob the shit out of axe dudes who can’t hit him, and then give that money to people who are useful.  Then, with luck, he will gain a few levels while doing this and his reasonably good growths will give him the stats to actually contribute to the army.
TL;DR, I hate Dew but I’mma use him anyway because he’s actually not a bad unit, despite having a very slow start. I just hate him anyway because I’m a miserable child-hating bastard. 
I have Aideen run away, and have Dew camp out on the village nearby. He basically can’t be hit by the axe units of Verdane as long as he’s standing on a defensive terrain of some sort, and while he won’t kill anything, he can at least chip away and steal some gold.  
Back to the main army, we move south to start the attack on Kinbaith’s army. He himself isn’t anything special, and his army is mostly crap despite his two Leadership Stars buffing them, but he’s a pain in the ass for one specific reason:
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Note that little bag icon next to his Hand Axe? That symbolizes an item which will drop when the enemy is killed, ending up in the inventory of whoever kills them. Now since units cannot trade items because of the dark influence of Satan Who Is the Devil, this means you preferably want any unit with a drop item to be killed by someone who can put it to good use right away. This is annoying from the very get go and never stops being annoying.  This is actually one of the less terrible ones; the only person who can use the Hand Axe at all is Lex, so we want Lex to kill Kinbaith if at all possible. At least Lex can fight, so that ain’t too bad. Time to rock!  
First, the unit going for the nearby village gets to meet Sigurd.  
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I don’t think he enjoyed the meeting. It’s okay, neither did I, that level was pretty crap.  Everyone else has been put onto a forest to let Kinbaith’s idiot squad crash against us like waves upon the sand. Let’s watch.  
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I would like to thank my kids for their expert dodging.  Don’t know how Noish pulled it off, since he has been playing the game like he has a magnet in his face, but hey. Only one person took a hit, and two kills. And Dew is so guaranteed to dodge the enemy didn’t even take a swing at him. Wimps. I start off my turn by having Aideen run away, and letting him take a shot of his own.  
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God, look at that shit damage. Everything about you is bad, Dew. Thanks for the money, though. Other characters take their shots at the units Noish weakened in his bout of random matrix dodging. Azel, Quan, Noish, and Sigurd all get kills of weakened enemies, but only one person gains a level on this turn…  
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And he’s starting to scare me. Just… who is this guy. I’ve never had Finn turn out this good, never. He’s going from ‘pretty okay’ to ‘endgame tier’ with surprising speed.  I’m not complaining, exactly, but I’m starting to worry if he’s sucking the power out of everyone else to fuel his demonic rise.  
Um… end turn, I guess. We broke the back of Kinbaith’s army and the rest are set to charge a giant wall of metal once again. That should be funny.
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… Unless Alec ruins this for me. Don’t ruin this for me, Alec.
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… Why would he go after Midir? The one person who could counter him?
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Guys. There’s a whole other army of people who can’t fight back against you.
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I shouldn’t be having to give you tactical advice!
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… You know, I mean, I shouldn’t complain, this was pretty great for me. But it’s almost frustrating to see it happening.  
The enemy phase ends when the little army near Dew takes on swing at him; the commander has a small shot to connect, and tries. It doesn’t work.
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This may take awhile. I have him attack and rob another random axe dude, and then go back up to the main army and rock shit out.  Arden! Kill!
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I’m almost relieved that wasn’t amazing. It feels more normal. FINN! KILL!
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BEHOLD MY POWER! NOISH! FAIL ME!
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We’ve grown so amazing that even Noish can’t fail us anymore! Bwhahahahahaahahha… BWAHAHAHAHAHAHA!  SIGURD, TEACH KINBAITH TO FEAR ME!
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LEEEEEEEEEEEEEEEEEXXXXXX!
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HAAAAAAAAAAAAHAHAHAHHHAHAHAHAHAHAHA *cough cough* I’m… sorry. I mean. I’m not used to things lining up so beautifully on this run, so I went a little mad with power. That was just… that was goddamn textbook. And Lex even gained a perfect level to cap it off and… what’s happening. Is this joy? I’m feeling joy.  *sigh* It’s nice. It won’t last, but it’s nice.  
Two enemies left. Azel walks up and eats the archer….
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*sniff* I may cry. One guy left and three people to four people to hit him with.  Just to be safe, I run Ethlyn in to heal Alec, then feed the last kill to him and Midir.
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Midir takes a hit, just to make me unhappy after his perfect performance, but he gets the kill. I’ll allow it. End. Turn.
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… Yeah, before we do anything with Ayra, we need to get people down there to help Dew. He has a 6% chance to die and I don’t trust those odds.  Ethlyn heals up Midir, and then takes the nearby village.  
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(Well, I have good news for you, then.)
Woman who wasn’t paying attention: Barely a month goes by without him settin’ his army on us. It’s terrifyin’! King Batur, his father, used to do such a fine job of keeping him check. I can hardly imagine what’s goin’ on… anyway, glad you stopped by!
Great conversationalist, that one.  Run, run, run to the southwest, my minions!  Go and save the annoying child character!
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Who is, to be fair, not doing super bad. Would have liked some strength there, but I can live with more speed. Lower that 6% chance to die until I can get some friends your way.
Back with the main army, Aideen has finally reached the team. I have her and Midir chat setting them up to one day have beautiful romance.
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Midir: I’m so sorry I failed to protect you. Please, forgive me…
Aideen: The important part is that you’re safe as well, Midir. Please, don’t worry about it. You gave your all to protect me, and I couldn’t thank you enough for that, even if you didn’t succeed. For now, I’d like you to remain with Sigurd. He could use your strength.
(Ordinarily I would challenge that assumption, but in this case she’s actually not wrong. Midir has been rocking out this run.)
Midir: Certainly, Milady. He’s done so much for me, for you, and for all of Jungby. I’ll do all I can to return his kindness.
That done, we have Aideen heal his ouchies and move the army down another run toward Dew. We’re coming, little dude! Slowly are we coming!
Right after we have more conversations!
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Aideen: Please accept my apologies. I’ve put the people of Chalphy through nothing but danger…
Sigurd: Don’t worry about it. Everyone will be glad to know you’re safe. You’ve nothing to worry about anymore. The road back to Jungby is secure for you, when you’re ready.
Aideen: No, I wish to remain here. Injuries are inevitable in war. As a humble servant of the gods, it is my duty to stay here and aid the wounded.
Sigurd: Say… Aideen, as I recall, you declined to pursue a knighthood and instead joined the clergy. Am I right? I shouldn’t be surprised, knowing how easily people warm to you, and you them. I’d do well to learn from your example!
Aideen: Thank you, Lord Sigurd, but that isn’t entirely true. Initially, I sought priesthood in a bid to help me find my sister. Even now, I still believe this is the answer I seek.
Sigurd: You mean Bridget… I’d heard she went missing as a child. So all this time, Aideen, you’ve been praying for her sake, haven’t you?
Aideen: Yes. I know we’ll meet someday. No matter what happens, I must give her this: her sacred birthright, the bow Yewfelle!
… … … I am suddenly very much looking forward to meeting Bridget, oh yes.  The army moves southwest again, Quan and Alec stopping in range of Verdane’s second army, and Ethlyn stopping next to Aideen. One more conversation to have…
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Aideen: It’s difficult to convey my thanks, but please, take this staff. I think you’ll have more use for it than me.
Ethlyn: Is this… a Return staff?! Oh, thank you, Aideen! I’ll put it to good use to help us all.
Yes, thank you, Aideen! The Return staff let’s Ethlyn warp a unit back to our home base from anywhere on the map, which is very helpful if unexpected enemies appear or you just want to get a new unit home to run the Arena.  Even better, it gives Ethlyn roughly triple the experience of healing someone, so it helps her levels shoot up much faster. All in all, a great new toy.  
With that, we move Alec and Quan into range of the enemy, and end our turn. Let’s see how this goes.
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… Not great. Alec dodges, but Quan takes two hits despite being parked on a forest. My own dumb fault, I forgot to unequip his Javelin.  Luckily, nobody else can get to him, and the rest of the team is near enough to help on our next turn. Rest of the team! Help!
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Well… Lex helps, anyway. Alec reminds us he’s here to disappoint, taking a shot that puts his health in the danger zone. I have him run back to Aideen, and move Quan to save himself, as he was always destined to do.
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With that out of the way, he runs back to his wife for a kiss and hot cocoa, while Sigurd runs forward to assassinate the enemy commander.
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… Almost. Dew lightly pokes another gentleman, and… *sigh*… I might have screwed up. They have 0% chance to hit Dew, so... End turn…
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Yeah, picture this exact scene six times as Sigurd steals all the experience for himself. Dammit, did not think this through.
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…. I mean… I totally planned this. Yeah. All part of my master scheme.
The only exceptions to the remorseless one-sided slaughter are one guy who goes up to hit Lex… and misses… and the Commander, who takes another shot at Dew… and misses. When my turn comes around again, I have Midir execute Lex’s attacker. He levels…
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And you know, forget Aideen, I want to marry Midir at this point.  Finn runs down to Javelin the second-to-last soldier, who is attacking the village Dew was sheltering in. Ethlyn runs down to join them, giving the commander another target; I’d like Dew to get the kill, but on the way there I want him to have 100% perfect health just to be safe. She levels up from healing the little bastard.
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… What is with you this run, honey? You’re letting your husband and brother down. Still, we have things mostly under control, so…
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Well fuck you too, buddy. And worse, the commander I wanted Dew to kill foils my scheme and takes a shot at Finn instead.  
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So Finn is wounded, badly. Reinforcements are coming. Time to run! Ethlyn heals Finn and they both make a break for it. I leave just Dew, sitting on a tree, as a distraction. Without that commander, nothing can hit him, so he’ll be a perfect roadblock as long as he stays on defensive terrain. It’s time for the rest of the team to go… *twitch*… go… try to recruit Ayra.  You might think with Kinbaith dead she’d be friendly. This is not true. And getting near her is incredibly risky for one. Big. Reason.
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Astra is a venerable Fire Emblem special ability, and Ayra is (unless I’m mistaken) the first user of it, back when it was really broken. Later versions have those five strikes do half damage, but Ayra’s is just five normally-powered strikes in a row. If she hits you with that, pretty much any unit will die. And if they don’t die, they might kill her, because she’s not very durable. So I need someone she can’t Astra and who definitely won’t be able to kill her, to act as a distraction…. Huh…
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Hahahaha, no. Maybe if you hadn’t spent this whole game being a sack of garbage and had gotten some good levels, but as you are now she won’t even need Astra to kick your ass. Get back in the corner, Alec. We will be using Finn, who will run from her when she gets close. Run like a coward. End turn!
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I realize it doesn’t look like it, but I’m totally winning this map.
Finn gets close enough to Ayra to set her off. The idea is to have her run after him around the forest while Sigurd runs in, kills all her little buddies, and takes the castle. Once Shanan is free, then she can be reasoned with. Sigurd is ready, Finn is close enough… I think… and a few helpful units are near enough to draw a little pressure off Dew while we work. End turn…
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Shit her little handaxe bros came out after us first!  This could go badly. This… this could be bad. Please don’t be bad, game, please…
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…………. I mean… I planned this. Yeah.
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Did not plan that though. Azel is supposed to be support but he could die here and ruin my happy accident cunning plan with Finn if he gets attacked and hit again.  
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Oh God bless you, you beautiful caped madman.  
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…. Here she comes. I heal Azel, move the rest of the army away from Ayra, and… and pray, mostly. Go after Finn. Go after Finn you evil bitch. Please. Please, he set you off.
Meanwhile, Verdane’s army pulls some stupid stuff. Most of them go after Lex, who levels from it, but Azel gets a few as well and also gains.  
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Tolerable, if not the raw perfection I’m used to this chapter. Noish gets some ‘love’ and levels up too, but I didn’t screencap that because he got literally nothing. No points. In anything. I hate him so much.  
On my turn, we’re in a very precarious situation. Ayra is in a position where she could chase Finn, Quan, or Sigurd, and I can’t be sure who she’ll go for.  Meanwhile, the army itself is outnumbered by Verdane. This is turning into a shitshow, so my first priority even above Ayra is to thin the enemy’s numbers. Alec and Azel start by getting kills and…
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… Huh. It finally happened. Even Alec doesn’t want to be associated with Noish anymore. Damn.  Dew plinks away at the enemy yet again, gaining his second level.
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Maybe Noish’s role in the army is to inspire everyone else to not be like him? I know it sounds like I’m joking, but everyone else on the team scores a kill without being damaged.
Meanwhile, Quan, Finn, and Sigurd are all still in Ayra’s range. Two are parked on forests with spears to give them weapon advantage. One is not. This will be… ugly.
Please, game. Show some mercy.
The enemy phase goes perfectly fine for most of it. Nobody levels, but nobody dies and that’s a fair damn trade in my book.
And then Ayra goes for Finn.
Come on Finn…
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BELIEVE IN YOURSELF, FINN…
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*sigh* Astra.
Reset! I figured I’d lose at least one to her, but still. Frustration. 
Restarting from the beginning of the turn, things proceed identically up to that point. Dew gets a slightly different level because I send him a different unit, changing the RNG of his level; a point of Speed instead of a point of Defense, not really a fair trade for him, but otherwise it’s the same.
This time, with Sigurd and co, I have them not kill Ayra’s buddies, and instead have them run like terrified children. Sigurd toward the castle, Quan and Finn away.  Maybe this will work.
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YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!  Okay. For now, we just need to have Quan and Finn up there stay out of her range at all costs, while Sigurd goes and besieges the castle by himself. That is much more realistic than fighting Ayra. Trust me.
Game is saved, and I win. Eventually. I start my turn with Aideen healing, and unlike Ethlyn she knows how we do here.
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Welcome to the team, Ms. Of Jungby.  I’m very pleased to see you here. From here, I have the team rush out to meet Verdane head on, kicking ass, taking names, and nobody levels up except Alec.
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Eh, still better than Noish!
Now, this was super risky and I might very well regret it. But, unless I’m wrong there’s just not enough of them left to really kill anyone; pretty much everyone is full health and they’re guarding each other’s back in a big way. Hopefully I’m not wrong.
If I am wrong, well, I did just save. Two resets is not bad.
Quan and Finn run away like frightened children, and Sigurd goes to storm the castle.   Nothing much happens, though; the castle guard has tons of health, but can’t hit Sigurd because hand-axes are inaccurate against swords. Then he immediately kills himself rushing against Siggy again on the enemy phase. Now all we need is for the main army to live!
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… Ethlyn, if you fuck this up for me, I swear.
Thankfully, the others all go for Dew and miss him, so we’re pretty set. All that’s left of Verdane’s army on the map is two archers, two axe dudes, and Ayra. And soon, not even that.  Sigurd wrecks axe-dude number one, levels,
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I’ll take it. And while we’re on the subject, I will also take the castle! 
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Sigurd: What’s the matter? Why are you silent? I want to know why you were held here.
Shanan: You’re not one of Kinbaith’s lot… are you?
Sigurd: We’ve dealt with Kinbaith. There’s nothing to be afraid of anymore.
Shanan: Oh! So Ayra doesn’t have to keep fighting! My Aunt Ayra was forced to fight ‘cause Kinbaith had me! Please! You’ve got to help her!
Sigurd: That swordswoman. Huh. I thought there was something amiss about her… Very well! I’ll let her know that you’re safe. Now, what’s your name?
Shanan: Shanan. I’m Shanan, the prince of Isaach…
(OH. Um. Well. Awkward.)
Sigurd: Isaach’s prince, you say… I can barely begin to imagine what you’ve been through, Shanan. For now, though, you’re welcome to stay with our army. Don’t worry. One day, you’ll make it home. I’ll do all I can to ensure that.
(Awwwwwwwwwww, Sigurd, you big old softie.)
Oifey: Pardon me, sire, but we’re currently at war with Isaach. If we’re going to harbor its prince, shouldn’t we inform the king?
Sigurd: He’s a child, Oifey. That war has nothing to do with him. I’ll find a way to get him home safely, but for now, we need to look after him.
Oifey: Understood, sire. … Just as I thought. Lord Sigurd really is such a kind man…
Well, we got the castle, and with that the worst part of the map is over, so I believe it’s time to call this update.  Next week, we chat with Ayra, finally get to feed Gandolf his own bandana, experience some delicious plot development, and see perhaps the most pathetic romance in gaming.  Look forward to it!  
Total Resets: 1.  Better than I was expecting, honestly! 
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zachsgamejournal · 3 years
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COMPLETED: Mega Man Legends
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Move over Sahelanthropus, I got all the walking mechs I need right here.
This game is great!
I BEAT IT!
I think it took about 8 hours (not counting a few reload/restarts here an there). While a few of the games I’ve played recently also took around the same amount of time, I kept feeling...frustrated about my progress. Mega Man Legends, on the other-hand, was a constant joy to play! I’m so blown away by how great this 1997 game is. I could gush over it all day, but Imma try to be focused...
The Story
This is where the game started off light and unimpressive, but ultimately turned out quite well. The story felt very basic: “The world needs crystal energy (refracters), and I play a ‘Digger’ that looks for them be exploring ancient ruins. But while I’m a well-meaning digger, there are ill-meaning pirates to worry about.” While the story wasn’t much, it did present the story very cinematically. The cutscenes told the story the gameplay couldn’t, but they didn’t overwhelm the player like Metal Gear Solid. 
The player eventually crash-lands on an island with a city and lots of people. The player may speak with these people, even performing sidequests and developing relationships. The characters aren’t super deep, but they all have some personality and story. It helps build the charm of this world. I really appreciated it.
The antagonists are a family of pirate siblings. Tron Bonne is interesting in that she’s a bit of a brat, but has affections for Mega Man. She’s also moved by his heroism and genuineness. She finds herself emotionally conflicted between her older brother who insists on being “bad” and her feelings for Mega Man that shows there’s a better way to live. Though this is mostly used for comedic effect, it also makes her the most interesting and well-rounded character. At one point, Mega Man thinks he may have killed the pirates (including Tron) in a major battle. The heroes treat this as an unintended tragedy, and do not rejoice in their victory (I love it!), then later, Mega Man finds Tron alive is over-the-moon. She’s put off by it, but conflicted. After Mega Man defeats the trio again, the eldest brother, Tiesel, offers his honorable recognition of Mega Man’s superiority and offers to leave in peace. Tron is surprised and touched, but then it turns out to be a ploy.
It’s all pretty silly but still engaging character development.
The game’s story contains quite a bit of mystery. Why are Reaverbots activating? What’s hidden beneath the island? What’s the connection? It’s revealed that these ancient ruins (which are from a more advanced civilization) actually contain a weapon. This weapon feels that humans are over-populating and that it should  purge the island as a population control effort. Mega Man finds this cruel and stops it. In the process, it’s revealed that Mega Man has a deep connection to system that wanted to purge the island. It’s hinted that he may serve some deeper purpose: maybe to act as the moral compass of unfeeling, ant-human protocol? The message I got was that humans destroyed the earth, causing a great flood and societal/technological collapse. So then machines were created to limit human influence, but their purpose is so old and outdated, it’s become an artifact itself.
There’s a fun twist here where Mega Man is captured. But the pirates realize that it’s more important to save the island than defeat Mega Man, so they release him and support his victory against the boss.
It’s still not super deep, but much deeper than I realized. And with all the various characters and personalities, it’s one of the best story experiences I’ve had in a game (though a bit goofy).
The Graphics
Are great! There’s a few issues. I think PS1 games pre-1998 had a different look and feel than post 1998 (and then again, post 2000). It feels like early game artists were still trying to figure out 3D modeling with limited hardware. So a lot of the best known tricks hadn’t been discovered yet. So MML definitely has a few Pre-1997 qualities, but it also has plenty of areas where it really looks great.
The savior is the cartoon-styled graphics. Most characters have solid-color clothes and accessories with few details. Because the art is consistent throughout, it just feels right. And then the facial animations are great. Games like Tomb Raider, Resident Evil, and Metal Gear Solid had in-game cutscenes, but the characters’ faces were unanimated. Sometimes they’d bob their heads to imply speaking--but it was all kinda goofy. MML, on the other hand, included moving mouths and changing face expressions during cutscenes. It really sold the cinematic vibe and is quite impressive for  PS1 game.
So even though technical limitations really prevent this game from looking great, the art-direction and advanced facial animations keep this game looking great!
The Gameplay
1. Controls
Unfortunately, the controls kind of suck. Mega Man controls somewhat like a tank. A tank that can move side ways. While games like Mario 64 had free 3D movement with a camera that tried to keep up--MML has a camera that stays firmly facing forward that only rotates when the player rotates MM.
It’s a little off-putting. If I push “down”, MM runs toward the screen: completely facing the opposite direction of the camera. In most 3D platformers, the camera would try to rotate behind the character. Not MM. It keeps facing the same direction. When I stop moving, MM turns back to face the same direction as the camera.
I think they were trying to make shooting and combat easier. And I think their head was in the right place. But it makes the game hard to learn. Still, once you get used to it, it works ok. This is the worst part of the game, but the difficulty is well balanced that I don’t feel punished by the controls.
2. Combat
The combat isn’t super deep, but that also means it’s not overbearing. The combat feels more like Crash Bandicoot, with each enemy having an attack pattern that must be learned and subverted. But mostly, you just got to know when to shoot it. So it keeps the combat accessible while also interesting and mentally challenging. This is better than a lot of American Shooters that just have you fight a variety of projectile based enemies--run, dodge, shoot...
Adding depth to the combat is a cool customizable Buster (gun). You can collect a variety of parts that boost Attack, Range, Attack Speed, and “Reload”. Some parts affect more than 1 stat, allowing the player to try a variety of combinations to boost their effectiveness and compliment their play-style. You may also change configurations based on the boss or enemy type. It’s a simple, and fun system that adds plenty of depth to what could have been a straightforward action title.
What’s also neat about these parts: they’re often rewards for side-quests. Such quests might be rebuilding a clubhouse, participating in game shows, or finding a lost loved-one. It’s great because it provides a lot of bonus quests for the player that meaningful and rewarding both as an experience and on a material level.
The boss fights are also pretty interesting, assuming you’re properly equipped. They can be a bit challenging or confusing, but they’re quite diverse. Maybe you’re defending the town from bull-dozer bots, or engaged in air-to-air battles, there’s plenty of unique experiences. I was especially impressed with the walking-mech battle. I think there’s another boss just as tall, but this involved a very destructible city block. It reminded me of the Sahelanthropus battle of Metal Gear Solid V...or does that battle remind me of this? Either way--it was just more icing on top of a great experience.
3. Adventure/Pacing
I like to differentiate between action and action-adventure. Action, to me, is very linearity and to the point. Action adventure often asks the player to do more than fight their way to the exit, but to discover the path to the exit. Even better, they allow the player to discover much of the game--allowing for maximized freedom in progress.
Zelda Games are often the best examples of letting the player set their own pace and find their own way. Ocarina of Time is a true stand-out here. The game doesn’t tell you want to do, but pushes you in the right directions. Still, you’re not often limited to one set order of events to proceed and can do some quests in any order. Mega Man Legends does this as well.
Once you get past the first hour or so, the game really opens up. There’s people to talk to, secrets to find, and there’s rarely a rush to complete the next objective. You’re free to grind for resources and buy that gun upgrade, or just push through--relying purely on your skill to overcome challenges. But what really makes the game like this work is the “down time”.
Dark Forces 2, Mysteries of the Sith, and Jedi Outcast are fun action games--but there’s only one thing to do: fight your way to the end. Even if there’s sub-objectives to the over-all level, there’s no freedom. While several Mega Man battles take place in the town, the city is usually a place of no combat. But there’s plenty to do, secrets to find, and characters to interact with. And once a dungeon has been defeated, it’s nice to go back and look for secrets or grind. It makes the game way more diverse and I feel more in control as a player.
This is really important. Because the Star Wars games (and even Thief) are sooo straightforward and 1-dimensional, I get fatigued very quickly. And seeing as I like to beat a game before moving on, I get frustrated. I feel like these games are in the way of me finding happiness. Not a good reason to play games. But MML made me happy to play it. Even if I didn’t feel like taking on the next dungeon, I could do side quests or grind on an easier dungeon and not feel like I’ve wasted time. It all helps me succeed in the future. And that gives me joy.
Mega Man Legends is joy!
I started this game way back in 1997 or 1998, and I restarted it many times since. This was the first time I beat it, and I love it--absolutely. Likely a top 10 game for me. I hope to add this to my rotation of games to replay till the end of my days--but then again, I’m curious if Mega Man Legends 2 will outshine it??
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entergamingxp · 4 years
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Gears Tactics Review (PC) — Time to Switch Gears
April 27, 2020 9:00 AM EST
Effectively blending the Gears of War universe with strategy gameplay, Gears Tactics is a fast-paced experience that succeeds on both fronts.
In the last few weeks before I started up Gears Tactics to review, I had played through Gears 5 since I hadn’t quite gotten to it when it released last fall. Since it’s been some time since playing Gears of War 4, I felt familiarizing myself with the gameplay elements of Gears again would be good context for how the developers at Splash Damage and The Coalition would approach a tactics game take on the third-person shooter series.
Thankfully, when I started up Gears Tactics and went through its opening levels, I didn’t feel nearly the whiplash that I expected coming to it from Gears 5. While it took some time to adjust to the feel of playing a squad tactics game versus a third-person shooter, through and through, Gears Tactics is still very much a Gears game, just interpreted differently. All of the familiar elements that fans would expect from the series have been translated authentically into a new genre, and now it just makes me wonder why we didn’t have a strategy Gears of War game a lot sooner.
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The core campaign of Gears Tactics takes place over a decade before the events of the original Gears of War and follows the story of Gabe Diaz, who is the father of Gears 5’s protagonist, Kate Diaz. After being enlisted by veteran COG soldier Sid Redburn, Gabe and Sid go on a mission to recruit Gears to hunt down Ukkon, a Locust scientist that would lead to the creation of the Locust’s most dangerous foes like the Brumak and Corpser, while encountering other challenges and rising tension to try and save humanity.
As a prequel to the events of the first game, Gears Tactics slightly treads some familiar ground and scenery for series’ fans, but its production value and extra dimensions to the lore shouldn’t make you doubt that it’s a Gears game all the same. Each mission starts and ends with excellently-produced cutscenes that feel like they could be right at home in Gears 5, and given Gabe’s relationship with Kate, longtime fans are in for some interesting connections and revelations. Though it may not be one of the series’ deepest or most interesting stories, Gears Tactics still offers worthwhile moments that fans will want to experience for themselves.
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“Gears Tactics is still very much a Gears game, just interpreted differently.”
To put it in the simplest way, Gears Tactics is essentially Gears of War meets XCOM, as its gameplay borrows liberally from the mechanics that have made XCOM the household name in squad-based tactics games. The core elements of XCOM’s gameplay–commanding a squad of characters, using action points to command them, and Overwatch–are all here as you might expect them to be. While things might feel familiar at first if you’ve played any XCOM game before, Gears Tactics takes the foundation of what works well in XCOM and layers in its own elements to make it feel like a more distinctly Gears of War experience.
Make no mistake, even though Gears Tactics is in a completely different style of play from the core games, it still looks and feels like a Gears of War game in the right ways. All of the small touches from the series are here; you can chainsaw Locust into a bloody mess, slide into cover, turn enemies into globs of meat with a Mulcher, and kick Tickers into groups of baddies for an explosive surprise. Even the distinctive Gears guitar riff that plays once you’ve cleared the battlefield of enemies makes its way into Gears Tactics, making it feel right in line with the games that have come before it.
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“Gears Tactics takes the foundation of what works well in XCOM and layers in its own elements to make it feel like a more distinctly Gears of War experience.”
However, Gears Tactics isn���t just simply Gears of XCOM. Though its core gameplay is largely inspired by XCOM, Gears Tactics makes a few fundamental changes that reinterpret how it plays. By comparison, Gears Tactics is meant to feel like a much faster-paced and action-driven experience, largely because each unit has three actions per turn compared to two in XCOM. This small but impactful change in Gears Tactics gives players a much larger degree of flexibility, as you can now move a unit, fire at an enemy, and use an ability or reload all in the same turn. Gears Tactics also frees players from the constraints of a grid-based movement system, as instead you can move and place units wherever you see fit, with the distance they can move being governed by the amount of action points they have left. With so many areas offering cover that your characters can use to mount their defenses, the battlefield naturally sort of has a “grid-like structure” to begin with, and gives some agency to how and where you are moving.
One of XCOM’s signature abilities, Overwatch, similarly has a neat overhaul in Gears Tactics by having players drag a cone onto a section of the map to determine what area they will guard. It’s a simple but effective implementation that not only easily shows players how far a unit’s Overwatch will see an incoming enemy, but also affects its range and accuracy. Dragging the Overwatch cone out will increase its spread but decrease its accuracy, while keeping its range closer and less spread out from your character will make them way more likely to deal greater damage to an approaching enemy.
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“Splash Damage and The Coalition have given players a lot to work with to make their squad their own in Gears Tactics.”
Though these larger overall changes are a big departure from the limitations that XCOM purposefully imposes on players to increase tension, Gears Tactics doesn’t let up in any way on difficulty or challenge (including whether you decide to play with Ironman Mode enabled or not). But while Gears Tactics has changed up some of the rules of XCOM, what really sets it apart are the Gears-inspired gameplay touches that add extra depth and elements to a strong tactical gameplay foundation. The ways that Splash Damage and The Coalition have integrated some of Gears’ most familiar elements are more than just fan service, but actually have vital roles in the gameplay and can wildly change up your tactics.
Executions especially are one of the best aspects of the series that Gears Tactics implements into a strategy game setting. Once you get an enemy unit down to a certain amount of health, they’ll be downed and vulnerable to an execution by one of your units. Aside from witnessing the gory scenes that we’ve come to know and love from the Gears games, executions in Gears Tactics also have the benefit of giving each of your other units an extra action that round, making them hugely advantageous to, well…execute. In one round of a level where I executed three enemy Locust Drones with one of my Snipers, I was able to gain basically an entire extra turn with all of my other squad members, allowing me to set up a devastating turn for the next wave of enemies.
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“Gears Tactics goes all out with customization for each unit, and it’s one of the game’s best elements that I hope makes its way into future mainline Gears titles.”
Players in Gears Tactics will command a squad of up to four characters throughout the campaign, which is usually divided in a level between one or two “hero” characters that are crucial to the story (such as Gabe or Sid), and assorted Gears soldiers that you’ll recruit along the way. Each of your soldiers is based on one of five classes (Support, Vanguard, Scout, Sniper, and Heavy) that have their own specialized abilities and weapon preferences. While you can’t change the fundamentals of these classes like what primary weapon they’re using and their feature set, over the course of the campaign you’ll be able to gain new weapon parts that can alter different stats like damage, accuracy, and ammo capacity, along with using skill points to unlock new abilities or passive skills. Each class features their own distinctive skill trees with several paths and specializations, as Splash Damage and The Coalition have given players a lot to work with to make their squad their own in Gears Tactics.
The extensive array of customization options for your squad members in Gears Tactics also adds a whole other level to make each character feel distinct from one another. When I first started gaining new Gears Recruits that I could add to my squad, I spent more than a fair share of time just tweaking the various settings and custom features that you can add to them. While they start out randomly generated, Recruits can be completely altered to your liking compared to hero units, other than their race, gender, and class. You can alter their hairstyle and color, name, and customize each of their weapons and armor down to their color, metal finish, adding a design pattern, and more. Gears Tactics goes all out with customization for each unit, and it’s one of the game’s best elements that I hope makes its way into future mainline Gears titles.
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“Each of the bosses that you come up against feature some of the most iconic big bads in the Gears universe, and they’re all thrilling to engage with in their own ways.”
When taking your squad members out onto the battlefield, the core gameplay of Gears Tactics–like the third-person shooter series that inspired it–revolves heavily around utilizing cover and staying aggressive against enemies, maybe even more so than in the core Gears games. With the game being turn-based, players will really have to put a lot of consideration into where they are moving their units and how they are covered, as a unit placed in poor cover or a bad position can easily be overwhelmed by an approaching enemy squad. While Gears Tactics might be challenging for those that may not play a ton of strategy games (or even for those that do), it’s a flexible experience that prioritizes speed and action over hunkering down and playing too defensively.
Like in the core Gears games, each Locust enemy unit that you come up against in Gears Tactics has their own unique ways of being taken down that you’ll have to utilize on the battlefield. At first you’ll come up against units like Drones and Wretches that aren’t huge threats but can overwhelm you with their numbers. Later on you’ll be facing more specialized Locust units like the Grenadier, which can do heavy damage to characters up-close, Snipers that will pin your characters in place, and others that you’ll need to exploit their weaknesses in order to take them out effectively. Gears Tactics can get pretty challenging with the number of enemies that you’ll have to fight in a map, making it easy to get overwhelmed. However, the way it tutorializes each enemy type and teaches the player how to deal with them feels smart and well-developed, especially once things get much more difficult later in the game.
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“Gears Tactics still feels remarkably in line with the rest of the series and is a thrilling, worthwhile experience that Gears fans and strategy game veterans will enjoy.”
This all culminates in several boss fights during the campaign of Gears Tactics, which put all of the player’s tactical skills to the test and are some of the best encounters in the game as a whole. Each of the bosses that you come up against feature some of the most iconic big bads in the Gears universe, and they’re all thrilling to engage with in their own ways, especially once you figure out their attack patterns and weaknesses to take them down. The very first boss fight that you’ll engage in at the end of the first chapter has your squad going up against a towering Brumak, equipped with homing missiles, chainguns, and a deadly stomp attack if your characters get too close. While at first this fight felt like an overwhelming challenge, once I figured out the key strategies that I needed to employ–splitting up my squad members and keeping my distance–the Brumak fight became a thrill where everything I learned in the game up to that point clicked into place.
Gears Tactics at first seems like a straightforward premise that blends two incredibly popular franchises together, but that shouldn’t be mistaken for it lacking depth or fun. Despite playing in a completely different style compared to the core Gears games, Gears Tactics still feels remarkably in line with the rest of the series and is a thrilling, worthwhile experience that Gears fans and strategy game veterans will enjoy, while being completely accessible to newcomers. If you consider Gears as chocolate and XCOM as peanut butter, Gears Tactics is how they meet: a combination of ingredients you’ve likely had before, but together, they just work so damn well.
April 27, 2020 9:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/04/gears-tactics-review-pc-time-to-switch-gears/?utm_source=rss&utm_medium=rss&utm_campaign=gears-tactics-review-pc-time-to-switch-gears
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abundantchewtoys · 5 years
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HS Epi, Meat p6 reaction
I gotta say, snatching people from the Game Over timeline was a good way to invest us back into these characters. Plus, unlike the post-canon selves, they don't have 'certain victory' all written over them - by which I mean that I think it's unlikely they would be killed outside Universe C, since its existence and their ability to live in it was their Ultimate Reward. Admittedly, the planet they've inherited is less than ideal, but that was never stipulated in the rules.
Meanwhile, John himself with his retcon powers remains more earthed in the plot, also because this was the timeline he originated from in the first place. Still unsure how the fact there's 1 John but 2 versions of his selves will get resolved though.
I kind of doubt the New Game Plus versions (Cosmic Reset? still unsure on what to call them) are going to be joining their adult selves in Universe C, though the idea of the post-canon selves serving as guardians amuses me. I also doubt the NGP's are going to create their own timeline in Universe C to inhabit, with John joining them after 7 years. They would be deprived of 7 years of John, and even though he mostly kept to himself in the post-canon timeline, that would kind of suck, and not even Dirk creating an Autoresponder for John could bridge the time difference adequately. So, I figure they might just pick up one of the spare teen Johns (or rather, export one from the timeline, just like how John is now duplicating the Game Over selves). Maybe the one (John) that John sent to LOWAS when he went back to consult Terezi.
... Hmm, after seeing Blaperile checking out the Load Game & Save Game links on Homestuck, I think I've decided to call this new timeline the Reload timeline!! :D
Anyway, I suppose we're in for a perspective switch back to John now, and indeed like I said previously, I think LOLAR is the most likely candidate. It wouldn't feel entirely right for John to leave Rose hanging for now in favour of, say, fetching Dirk first.
---
"The sky is really blue. But it’s a different kind of blue than Earth C’s sky; it’s less, somehow, like someone took a photo of the sky and turned the contrast down a little, just enough to make the clouds blend into the horizon." ... This is Andrew Hussie criticizing his own art, isn't it? Hahah! This must be LOLAR, so I guess it's back to John now, since we're in Command Prompt Land again.
"That is to say, it isn’t the kind of sky promised by a paradise planet. Just an ordinary one." Oh sure, that's the in-story explanation: it lacks promise.
"You realize suddenly how much you’ve missed the ordinary, as opposed to the supposedly perfect." Oooh, heheh, guess John got bored by the idyllic parts of Earth C.
"You’ve been away from home almost as many years as you lived there. It’s not just the sky. Everything else is exactly and nothing like you remembered it: the scent of damp grass, the quality of the air, the solitude." Wait what? John went back to Earth?? What plot point could he mess up there without messing up the events leading up to the Reload timeline? ... Has he travelled back to his own atmospheric page? Since he says he's "home", it isn't the exile's future or Dirk and Roxy's. Guess it'll be either John's actual home or Jane's, but... What could he do here that wouldn't mess up the timeline?? ... Steal Jane's Dad just before she Enters? No, wait, she tried to follow him around on LOCAH...
Yeah, Blaperile's correct in that if he sees his Dad, he'll be very sad.
"A woodpecker raps away incessantly at the tree with the tire swing outside your old bedroom window." XDSFSFSF, so it's really his home, in the past! ... I would rather like him to visit his Dad's past, but I doubt we'll ever see his childhood. Still, what could Rose have sent him here to retrieve?
"You couldn’t think of anywhere else to go, so you and your little army are sitting in a circle in your old backyard exactly one week before the meteors hit." Hopy shit, he didn't zap them to blankspace???? Hah, I guess John's at school and Dad's at work. And the neighbours... Well, the suburb might be deserted during office hours, actually. Would be funny if in the background, an elder crazy cat lady is seen ogling them from behind her curtains, or something.
Wow, okay, so, in case he's already went and fetched... everyone of the B1 and B2 kids, and his "little army" is complete, this must be a time skip! That must've been an awkward meeting altogether! Welp, so much for the conversation with Terezi, and seeing Karkat & Kanaya's response (in case he fetched Jane right about the time she was on LOFAF).
"It’s you, Rose, Dave, Jade, and all four of your teenage progenitors, each dressed in god tier garb. No trolls. No one who can die" Yep... Guess, like some of the platform conversations, as well as the LOMAX ones, we'll just have to imagine all the fluff. It's the Meat path for a reason, after all. We're jumping straight to the Meat of the rest of the "meat-up". :mspa:
"No one who can die from anything less than a heroic sacrifice. At least, this is what you assume to be the reasoning for Rose’s instructions to assemble your party this way." Well, Rose might have had a Light vision showing only they went to confront Caliborn, so then this is just self-fullfilling prophecy. Guess we're left with the idea that, in the abandoned session, everything might still have gone to shit, if no-one of these kids came back. We know how the confrontation between Aranea and )(IC went, and how the trolls fared against them all. Eeesh, I hope that's not the fate in store for these versions of Terezi, Kanaya and Karkat. One Game Over death for them was enough.
"Wind slices down the street, between the neat rows of bungalows. It’s chilly, carrying air from the mountaintops with it. Even that feels different. The wind moves through you now, under your skin and right into your bones, skimming their hollows the same way it does the homes of your salamander neighbors, or the open mailbox in front of your childhood house." The wind still skims the void, but the boy is part of the wind now. Hey, I didn't know of the mountains near John's home. Are they in the direction of Pipe lake?
"The smell of a cake baking wafts from the open window and the sick stench of browning sugar fills the yard. You used to hate that too, but now it makes you want to—" ... PFffff, so Dad IS home. Unless he put a cake in the oven and put a timer on, we know he owns a timer. Now I picture Dad seeing a bunch of people in coloured pyjamas in his yard and immediately putting a cake on. Those poor, homeless clowns deserve some real food after all. :mspa:
"> Dude, don’t cry in front of all the cool teen versions of your friends.
You hold back your tears with a big, ugly snort." Aww... I actually thought he wanted to just run in and hug his Dad, actually. But this...
"Jake is sort of ruining the mood anyway by bouncing away on your old Green Slime pogo. Doesn’t he realize how dangerous that thing is? Of course not. The fool." Jake, stop, what are you doing. Behave yourself, man! It's like he's a goddamned empty-headed consort.
"Dave fractures the silence by broaching a subject that’s on everyone’s mind but yours, apparently." Why he's an adult now?
"DAVE: so whats gonna happen to everyone we left in the wrecked time line" ... How thoughtful, actually. I mean, John can't just dismiss them as irrelevant. No matter the actual state of the timeline and their relevance to the ending, Kanaya's Rose's girlfriend, Terezi is Dave's ex, Karkat is still John's buddy and the mayor is the mayor! The other dudes, PM and the villains, as well as the sprites though, are less relevant to this party. Hope John doesn't say the timeline has vanished into the void by now, like Alt Future Dave's.
"JOHN: uh, well. JOHN: i don’t know actually. i’ve been to that time line four times now and it always pretty much goes to shit." It also happens to be your timeline. So, what does he count as his separate appearances in the timeline, then? He appeared in Dave's room, out in LOHAC, on LOFAF, on Derse, went back to LOHAC, appeared after Game Over, zapped back to meet with Terezi, and now he's zapped back to retrieve everyone! Maybe he's taking some of those appearances as a single one. Like the original Game Over is one, Reload is two, and then some other times?
"DAVE: oh ROSE: This has been bothering me as well. Is Kanaya going to be ok? ROSE: And by Kanaya, I guess I mean... everyone?" I knew it. ... Can Kanaya be a euphemism for everyone from now on? :mspa:
"DAVE: yeah what about karkat DAVE: and terezi DAVE: and the MAYOR?? JADE: oh my god!!!!! DAVE: what JADE: actually dave, i hate to say it but... JADE: i think john might have actually saved the mayor by bringing us all here?" Okay, Jade is indeed fine again. Hey, yeah, she was about to threaten the mayor to get Dave to cooperate, wasn't she? Ooooh, this marks it, this is the first time every B1 kid was featured in the same conversation. What a unique accomplishment!
"DAVE: jade that is seriously uncool JADE: i KNOW! JADE: i was gonna kick him right into the lava! DAVE: that is fucked up on so many levels i dont even know where to begin DAVE: its like an escher staircase of cartoon villainy" Yes, Grimbark Jade wasn't all bark! But her idea of villainy was childish on some levels still, because that's just what she's like!
"DAVE: i got nothing DAVE: its so DAVE: so... JADE: grimbark? :B woof woof DAVE: jesus no jade its stone cold evil DAVE: i cant believe you just said that shit and then woofed at me DAVE: i cant DAVE: i cant even look at you right now" Yes, Dave was really attached to the mayor in this timeline, even more so than in the final timeline leading to Universe C. But uh, welp, I hope this doesn't cause any fractures! We got to remember, they aren't in the best place here, emotionally. All of them still have all these unresolved psychological issues, more so than the post-canon selves.
"JOHN: uh, everyone, can we...
Everyone turns to look at you immediately, like you’re an authority. Which you kind of are." Yes, John, you can't bring a group of teenagers together as an adult without knowing something about handling emotional outbursts. Face it... You're a dad now. :P Or at least a big brother.
"You are struck with the sudden and uncomfortable realization that you are the only adult in the yard. You’ve never felt like an adult until this moment. Eighteen came and went and nothing really changed except that you’re pretty certain you could grow a bitchin’ mustache now if you wanted." That's just how it is, you feel like the same vaguely irresponsible person until you are trust back into a group of people where the age difference is felt the hardest. And heheh, now I'm reminded of Davesprite's note impersonating Dad, chiding John about growing facial hair in his absence. :P
"And you might even have one by now, if you didn’t feel a sense of duty to uphold the sacred Egbert family tradition of shaving at least once per day, even if it isn’t really necessary. You owe at least that much to the memory of your departed father." Aww.
"JOHN: let’s chill out for a minute. i’m sure this is all very confusing to all of you. JOHN: about the time line you’re leaving behind... yeah, i get it. it’s weird. JOHN: i’ve already left one major time line behind. well, two if you count the one i just came from, where we’re all adults. JOHN: the truth is, i have no idea what happens to these time lines and all the people living in them, when i just... zap out of them, to use my retcon powers to change stuff?" For doomed timelines it's simple: you either die and become a ghost, you go back to change the timeline, or you get erased when someone does the second thing. But for John's retconned timelines, yeah, it's not as clear. If it doesn't work like with doomed timelines, there's already a bunch of duplicate timelines out there with associated ghosts in the dreambubbles. Meaning a lot of new confused human ghosts, which we haven't seen anything of until now. I wonder, dead or alive, if any of these duplicates will be brought up again. Well, besides a John like I've already theorized.
"JOHN: they might stop existing completely. i don’t know. JOHN: the thing is, we can’t really think about it. JOHN: it’s tough, but if we’re all acting like heroes here, and trying to do the right thing, then we have to put it all behind us. JOHN: it’s a sacrifice we’re making. JOHN: i mean, we’re risking our lives by fighting a powerful monster, sure." This would be a rousing speech if you weren't the one to have kidnapped them. And, seeing as you're an adult and they're teens, kidnap is still the right word here. Can't wait to hear input from the B2 kids about this, actually. Dirk could blow all John's arguments of the table in a heartbeat, actually. Heheh. HEARTbeat.
"JOHN: but the sacrifice i’m talking about... is saying goodbye to the life we thought we belonged to, and all the people in it. JOHN: probably forever. JOHN: it sucks, and i’m sorry i had to ask this of you all. JOHN: but there’s no other way. JOHN: everyone who has ever existed, and will ever exist, is counting on us... i think? JOHN: so... JOHN: yeah.
> Shrug." So on the one hand, John acknowledges he might have left Earth C forgood, but on the other hand he saw it as a goodbye, not a farewell. Still, he's right to address the threat Lord English poses to Paradox Space as well as the continued existence of the universes inside Genesis Frogs. I mean, the continued existence without threat of annihilation by a time travelling mobster.
"It’s all you can think to do to punctuate your speech of lukewarm inspirational value. Judging from the confused looks from the others, all of them may share your assessment of your own oratorical skills, except for one person. She’s perked up at your spiel, regarding you with alert and admiring eyes." Boyfriend material, isn't he, Roxy? :P Yeah, how's John going to take this rehash of their first meeting. It's one thing to long back to a moment, but to revisit it, him an adult and she a teen? Awwwwkwwwwaaaard.
"ROXY: that was a fine ass speech and idk if i speak for the rest of my peeps here but im fuckin psyched ROXY: lets do this shit" Well yeah, Roxy did have her shit together the best out of everyone. She overcame her character flaw (the drinking) on her own.
"She *wonks* at you." Her typos transcend media.
" JOHN: uh.
You weren’t prepared to get passively hit on by the Definitely Not Legal version of a girl you used to have a crush on at the age she was when you first met her, only a few hours after you watched the Actually Legal version of her engage in passionate hand-holding with her possibly aromantic skeleton alien monster girlfriend. You start to sweat, and again the unwelcome odor of undercooked meat emanating from your body makes itself known to your nose." Of course Roxy is more okay to hit on him, see her Dad crush. Meanwhile, John has all this *history* he's thinking about. Also, he might actually don't want to interfere with the "whatever" that is Roxy/Calliope! That would be sportive of him, if it were true. Lastly, how many times is the meat-odored sweat going to remind John which path he's in, hahah. ... Is it the same in the Candy path, some sickening sweet smell sticking to him? Crumbs of sugar in his hair?
"You quickly distance your mind from any additional discomfiting thoughts about your old and semi-ex flame, and propel yourself into a wildly unrehearsed tactical planning session. You review each of your abilities, strengths, and weaknesses, and then cobble together a reasonably sound approach to besieging a young and bratty version of Lord English by way of surprise attack. The planning is mostly disorganized and structureless, although some common themes that often recur involve you and your original three friends leading the charge, since you are the oldest and wisest, and therefore the strongest, with the exception of Jade, whose gaudy array of powers make her the most formidable of the group, bar none. Aside from that, it appears the consensus is that the melee will likely devolve into an absolute free-for-all—at least going by the general patterns of incoherent banter, shit-talking, and points of pedantic tactical disagreement plaguing the jam session. You overhear someone making mention of... a huge, gay hope bubble? That can’t be right, but you didn’t catch who said it. A flamboyant pink spell? Yeah, this conversation is off the rails now." Yeah, these guys were never good at the finesses of planning things out. Partially due to their teen problems, but in the final timeline before Collide, they weren't really planning anything either beyond deciding how to split up. ... How and where did the Hope and Heart powers of Jake and Dirk become known to the B2 kids, though? Did John whisk them away at a later point in their timeline, after Brain Ghost Dirk had already manifested and Jake was killed once by Aranea? Oh, and only by rereading do I understand John designated himself as the oldest and wisest and strongest barring Jade, I thought he meant all four B1 kids, that couldn't be right.
"At the precise moment you believe the meeting has outlasted its usefulness, Jake does you the favor of effectively pounding the gavel for adjournment by rocking back a bit too far on your lawn pogo and launching himself over the top of the ride on the next bounce. He face-plants right into the dirt." Still the cosmic butt monkey then. Gotta love the juxtaposition with his more 'mature' version on the previous page. Also, maybe Blaperile is right and the Hope & Heart powers were speculated on, not actually witnessed. Unless Rose had a Light epiphany.
"Dirk goes to help your yard clean the Jake off its dirt." ... Yes. That is definitely a thing that can be really happening.
"Jade follows, to help out. It seems she wants to chat with Jake, considering it’s the first time they’ve met, from her perspective. Some eruptions of chatter can be heard from other members of the group." Aww, okay, it's time for a platform conversation parallel. Who'll approach John then, Roxy? But Rose would want to talk to her at some point, too.
"It’s easy to forget, since the reunion between your friends and all your young relatives happened so long ago from your point of view, but this is all quite novel to everyone here. They’ve hardly had a moment to process it, since your plan to drag them all off to fight Lord English has understandably stolen the thunder of an otherwise poignant homecoming. Poor kids, you think." Wow, this alienation is really something. It must be jarring to experience some shit for the semi-second time, seeing people with baggage that, from your perspective, they've already cast aside.
"You decide to give the teens some space to work through their shit before you take off to save the universe." Off screen reunion time! But where will John head to?
"You end up wandering all the way around to the other side of your house," Is he going to meet Dad by accident? Or at least watch him from a distance? I figured he couldn't do much in the yard without being noticed if Dad was home, but maybe I was wrong. I like Blaperile's idea that John will leave him a note. He could forge one, making it look like Nanna wrote it, actually. ... Or maybe he will write something his teen self wouldn't know how to put into words, yet...
"Your dad’s sitting right there, smoking his pipe and operating his professional-looking, boring, gray PDA. He’s got the kitchen timer set up on his desk, and you can hear the notes of his favorite fatherly jazz album filtering out through the window, which is open only an inch." Oh, so Dad is home!! Guess he was to engrossed in his interests to notice anything amiss, and John was ignorant of his Dad's actions that day, apparently. ... No mention of the Crosbytop, but then that might have been too silly for this emotional moment. Poor John. He won't be able to contact him without messing up the timeline, and anything less than direct contact (a note, PDA message) might ring hollow in his ears too. It's sad to think, but there's no saving his Dad, not without creating another timeline, and that might have unforeseen consequences. But John might still have thought about it, or start thinking about it. Unless he feels that doing so would rob the event of importance, plus that he would start feeling obligated to save everyone's loved ones once he started. His Dad raised him better than to be so self-centered!
"The sun is hitting the glass in such a way that you can’t see his face." Oh, he's facing the window? I thought he was sitting behind the desk, but apparently he was somewhere else, near the grammophone, perhaps. Also, featureless guardian, that never stopped being a thing!
"> This is probably the last time you’ll ever have the chance to talk to him...
The urge is overwhelming. But you can’t, and not just because your feet won’t move and your throat is closing up. It’s just that... it would be a really bad idea to bother him. It would totally freak him out, to have an adult version of his son show up out of the blue and knock on his window like a creep. He probably wouldn’t even recognize you."
:/ True enough.
But John didn't think about rewriting the timeline to save him so much as how his immediate action would be responded to in the moment.
"> Fair enough. It’s time to go, John." The narrative prompts are a lot more lenient and respectful than in Homestuck proper.
"You return to the backyard. Your teen friends have split off into genetically segmented groups: Roxy and Rose sitting in the grass, Jade and your shared ecto-parents laughing together by the Green Slime pogo, and the Striders leaning against the farthest fence, with a tense foot and a half of space between them. It’s heartwarming." I think the Strider conversation is going about as good as on LOPAK. Hopefully even smoother, because the original took a while to get going.
Though it must be a tad painful for John to watch all this unfold, seeing as he can't have the reunion he so desires.
"But something doesn’t feel right about it to you, possibly for selfish reasons. It’s the selfishness of your own perspective, of wanting the memories you had of the reunion between all these people to be the most notable and legitimate manifestation of this event. To see the moment echo, or play out all over again, to overhear the heartfelt confessions repeat themselves... It feels cheap. To you, that is. To the man who lived through it all before and selfishly doesn’t want to have the memory tarnished with a tawdry reprisal" Yeah, John was hoping that lending them legitimacy through the retcon would improve on the conversations being had. And his memory of the event he experienced was already so gilded, his expectations were sky-high in this regard. ... I feel like the narration might be acknowledging the grown-up fans in this.
"You wonder. Do you see these teen versions of your friends as “real”? Are you treating them, at Rose’s behest, as simple puppets? Doing your part to insist they fill friend-shaped recesses in an essential plan to stabilize all else that can be considered important, a distinction no longer applying to them? Do you care at all about whatever fate it may be that you are sentencing these children to? Are you becoming as complicit in the fatalistic evils of Paradox Space as Lord English himself? Are you becoming a monster, John Egbert?" These are good questions for John to have. Because for him to not have qualms, he would be the monster he fears to become. John has to open his heart to them. Blaperile has a good point though, John might have felt this alienated from the post-canon versions of his friends too, whether he realizes it or not. That could explain him losing touch with them. But yeah. He's here now, adult or not. He's got to make due, and see if he can't reconnect with either version of his friends. He'll become a better friend for it.
John never had a problem with meeting another version of himself like the other kids had, but maybe it was all along because that kind of existential crisis is only caused in him through meeting people he should love but feels alienated from: Dad, these versions of his friends, all the ghosts in the dreambubbles...
"JOHN: uh, hey kids... ROSE: Please, Adult John, don’t do that." Oh hell yes. Better nip that denominator in the bud, Rose. (Heh, Rosebud.)
"It’s obvious that she’s trying very hard to hide her apprehension. ROSE: Is it time to go? JOHN: yeah. JOHN: i mean... JOHN: no, if you want to be technical. i can zap us in wherever, whenever. we have all the time in the universe if we want it. ROSE: But if we don’t leave now, you’re afraid we never will? JOHN: heh."
I love how in-tune Rose and John are, no matter how much time and space has separated them.
"JOHN: i guess it’s true that people don’t really change. they just grow up?
Rose gives Roxy a strange look, appearing to silently acknowledge an entire conversation that has been taking place, using a great volume of words that aren’t being spoken." Heh, Rose and Roxy's conversation on the platform was about their moms and how different or not the other was to that person. I take it their conversation went in the same direction this time around. I think John's response is just more proof to the veracity of the claim. Also, more proof on the pile of the ultimate self, on the side, actually. The idea being kind of like, they're the same person but different due to the circumstance.
" ROSE: I guess.
She smiles." Also, for Rose it must be nice to see the boy she knew still lives inside the man she doesn't know yet.
"> Get the show on the road. JOHN: okay everyone... i’ve never zapped this many people before so let’s all just... JOHN: uh, hold hands, maybe? in a circle, i mean. that should work. DAVE: god this is so lame JADE: its not lame its perfect!!! DAVE: nah JOHN: shh! JOHN: alright. is everyone ready, then?" Kumbaya, my lord, kumbaya. :P Dirk, Jake and Jane didn't get any lines yet, that'll be something for a later page. ... Hah, Blaperile has a good point. John zapped a planet away, twice! Why would this bother him now? :P
... Is the Masterpiece really up next, wow. (After a scene change to Universe C.)
"Only Jade says yes enthusiastically." God, I really missed simply happy Jade. We might still see her on Universe C, but it's with the knowledge she spent three years without any real sapient friends but Jaspersprite & Nannasprite.
"The last thing you hear before zapping away is your dad’s kitchen timer going off in his study." Time's up! Appropriate, if they're really going to confront Jake now.
I got to say, it would be very nice seeing the Masterpiece how it really happened, and not what Caliborn told us. I wonder what he lied about, if anything. It would seem noteworthy to mention John was an adult, but then again, humans might all look alike to cherubs. It's true that Arquiusprite wasn't mentioned on the character list, but I blaim it on Equius being Voided out, it's been a theme before. It's his aspect, the Expatriate's sign hid the cue ball from Doc Scratch' sight, Gamzee used Equius blood to erase himself from the tomb, and so on.
I also think there are odds that characters without dialogue are not mentioned on the character list, like WV. Though it would be weird for Equius/Arquiusprite to be the only troll without dialogue. Davepeta represents the Collide timeline's Nepeta, so that explains her absence from the list.
Still, it would need to be explained how Arquiusprite got there and from what timeline. My money is on him uploading himself through Lil' Seb.
... I thought of something. If we start from the assumption Caliborn's Earth is Earth C in the far future, and not put their by say Condy after Game Over, then logically Lil' Seb, Arquiusprite and Gamzee are all from the Collide timeline.
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vicicicici-blog1 · 6 years
Text
alright back on this shit
____________________________________________________ 20xx/06/14
I can't do it.
I've tried to call the police over the past few days, and every time I find myself shrinking away from the phone.
I don't know why, I've never felt like this before.
For now, I've made a decision. I'm in a good spot right now, since I've joined the club. I'm going to keep surveying the place, and see what I can do to raise my rank. in the meantime, I'm going to keep making these notes as evidence, and when Alex gets home, I'm going to show him what I've found.
Alex, when you read this: I know people are dying. I know it's silly to get worried about a police call like this. I'm sorry for all of that.
But for now, I think this is the best I can do.
The next meeting is tomorrow.
_____________________________________________________ 20xx/06/15
I'm back from the meeting. It's a little easier to explain what happened this time.
From what I can tell, people don't necessarily go to every single meeting, as there were fewer people there this time. I'm also not sure if, maybe, some of them might've been different people. After all, everyone was wearing those masks.
Today, for the meeting, it was a broadcast from another branch  - 02NS, I think it said. It turns out the floor of the arena also operates as a screen for everyone to watch. How much money has gone into this?
Over the broadcast was another member of the club, wearing a beaver mask, and another woman, wearing a red fox mask, and carrying a gun. She was setting up a drone of some kind, and in barely a minute she'd swapped the perspective over to the drone. In the new image, I could see a black van, and now, the noises of screaming and crying, coming from a separate recording. Everyone in the room began screaming wildly, as the announcer came back on.
"Good afternoon everyone! Today, 02NS Blue Beaver has worked hard with her dear sister 02NS Red Fox, notable sharpshoot [NAME REDACTED] in order to bring us a wonderful hunt!"
From the screen, popped up a few images, all of boys of varying ages, though my best guess is that they were mostly around high school age.
"Start making your bets for parts! After all, [NAME REDACTED] is gonna need to know where to avoid aiming!"
Parts.
It doesn't take a genius to know what that means.
Everyone around me was screaming prices at the top of their lungs, even [NAME REDACTED], and the women in bird masks began typing everything being yelled out. [NAME REDACTED] pointed at one boy, bone thin with curly blonde hair, begging for even just a slice from his neck.
I have no clue what anyone could even want with a neck, let alone a slice of one.
After a few minutes, the announcer came back on, quieting everyone.
"Alright, the top bets have come in! Miss [NAME REDACTED] is all set to go! Now, it's time for the fun! Three... two... one! NOW!"
The back door of the van opened up, and the five or so boys in the pictures were pushed out, all of them either terrified to the point of tears or looking away, quietly but desperately. The second they saw the girl with the gun, they all bolted into the woods. The announcer called it a ten second head start.
Then, the drone flew up high in the air, giving us a shot of the area, a wooded area where it was almost impossible to see where they were going. It was also completely caged in.
Once ten seconds had passed, Red Fox sprinted off, going in the direction of one guy, whose photos and size clearly painted him as a football player of great skill. The drone, seemingly knowing where they all were, zeroed in on him, as he'd already managed to make it close to the gated end from the direction he ran. When he made it to the clearing, he seemed to realize that too - with a better look from his perspective, the gate was imposing, made of barbed wire, and standing roughly fifteen feet in the air. The bar at the top glowed hot red.
Even so, the young man grabbed onto the fence, and started climbing. The barbs already began digging in his hands, leaving his hands a sticky, bloody mess as he kept going. When he finally got to the top bar, he made a quick grab for it, only to recoil in pain, as smoke came off of it, and fell back down to the ground.
"OOOOH! You'd think it was obvious that the bar was burning hot, huh? Sorry for all those muscular hand lovers out there, hoping to take a nice set home!”
I heard a small, disappointed sigh from close by. I'm really glad the mask covered my face, because the face I made would've outed my sickened expression to everyone there immediately.
He rolled over, grasping at his hand, when out of the bushes, Red Fox had come out, gun aimed. He looked up at her, and before he had time to even realize it, she shot him three times in the back. His body slumped over to the side, leaving his surprised face left turned on camera. Once again, the crowd went wild.
She reloaded her gun, and moved on to her next target, the drone zeroing in on the boy that [NAME REDACTED] aimed to get a slice of. He hadn't stopped crying since he ran off. It took her barely seconds before she caught up to him, shooting him square in the back with one shot. I'm not sure if he was even dead when she ran off for her next target.
One by one, she took them all down with ease. The longest one it took managed to figure out a place to hide that even the drone couldn't zero in on, but he ended up being found when he suddenly started choking up. I think he was having an asthma attack. She shot him in the neck. The other two besides that were shot in the side and the head respectively. If any bodies are found grouped together with missing parts and bullet wounds in those specific places, here is your case story.
This time, I stayed for a little longer, looking around at the stuff inside. Those casino-like machines I was looking at before consisted of mostly computers, giving access to videos of past murders and an online shop, and then some actual casino games, which many of the members were lined up to play. After a while I didn't wan't to be there any more, so I left. As sickening as it is, I'm going to try and go back again next week, and this time I'll make sure the hidden mic works.
I also just realized I forgot to take a closer look at the benefits package. Between work and the stress of this investigation, I just left it be. I'm too tired right now, I'll look at it tomorrow. _____________________________________ 20xx/06/16
I took a look in the benefits package today.
It wasn't anything special on the outside, just a thin black fabric bag, adorned with a zipper and a white rabbit on the side. I wasn't expecting too much out of it.
On the inside, it was mostly booklets, as well as a small black box, labelled "LEVEL 1 SURPRISE GIFT". First, it would be best to go over the booklets first.
The first, and largest booklet went over the club activities, what's available from the club, the club's public website (which I am surprised exists) and, most importantly, the ranking system.
It's based on purchases. Every little thing purchased from either the website or at the club directly is directly funneled into your overall rank, allowing access to more things such as a free vpn, free at-home access to the video collection archived at the site, special purchase items, the list goes on.
I checked the site, which requires the branch name, number, and mask type in order to enter the site. I'm only Level 1, so I'm limited to the purchase of innocuous items, like gardening tools and decorative knives. I think when I go to work, I'll leave my login information somewhere for my coworker to find, maybe disguise it as something left behind by a customer. At the very least, I can tip someone off to this that way, instead of trying and failing to call the police.
The next booklet was some sort of showcase for some of their notable contracted killers and corporations. It's pretty shocking to go through, some of these people are legitimately famous, like [LOL I HAD TO GET RID OF THIS HUGE AMOUNT OF INFO SHE LISTED. IM HONESTLY SURPRISED BY SOME OF THIS STUFF TOO A LOT OF THEM ARE PREETY WELL KNOWN FOR DOING GOOD SHIT SUCKS YOU CANT READ THEM BUT AT LEAST YOU GET ONE] the only company that I didn't recognize came at the very end of the book, a company called "FDN". They apparently provide their test subjects for a variety of shows and productions, particularly for this club. The booklet provides no help in explaining what their name might stand for, and the only thing that pops up when I look it up is stuff about the stock market.
The other booklets included just have stuff about methods of death, little magazine-style tests for finding out your preferred death styles, and ideal choices of item brands to use for the express purpose of death. I mostly skimmed through these.
Finally, there was the box. I wanted to save it for last, just in case it was actually a bomb, or a severed finger, or something. It was explained, in the first booklet, that new members get a commemorative item at random, be it something useful for inflicting really small acts of harm, like a tiny decorated knife or a vial of nonlethal poison, or souvenir things like a necklace with a bead filled with a previous victim's blood, or knife tip that broke while stabbing someone. It didn’t say anything about actual body parts or bombs, though it wouldn’t surprise me if it just didn’t need to.
I seemed to get something that was both a weapon and a commemorative item. Inside, wrapped in a neat circle and perched on a silk pillow like an expensive necklace, was maybe about about two feet of thin barbed wire, that looked sharp enough to prick someone's finger at even the softest touch. It was also partially covered in dried blood.
I want to throw it out, but it's important evidence. Alex, I'm putting it and everything else in the locker for safe keeping. ________________________________________________
dumbass bitch this is why your dead i bet
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symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
There’s a cute bit in the Philip K. Dick story “Do Androids Dream of Electric Sheep?” where one character warns another about the lurking threat of kipple, all the useless objects that clutter up our lives.
“When nobody’s around, kipple reproduces itself,” he says. “No one can win against kipple, except temporarily and maybe in one spot, like in my apartment...but eventually I'll die or go away, and then the kipple will again take over. It's a universal principle operating throughout the universe; the entire universe is moving toward a final state of total, absolute kippleization.”
Games are full of kipple. Empty cardboard boxes, old crates, coffee mugs, desks piled high with papers you can’t read and manila folders you can never open.
But Arkane’s latest, Prey, does something neat with kipple -- it weaponizes it.
Like most games you might call "immersive sims" (Deus Ex, Thief, BioShock, System Shock), Prey asks players to spend a lot of time rooting around in cabinets, trash cans and other nooks/crannies in search of hidden gems: useful resources buried in the rubbish.
Unlike those other games, Prey makes that rote and repetitive action scary. It introduces an enemy early on called the Mimic, a common but utterly alien creatures that tends to hide by taking the form of a piece of kipple, then leaping out when the player draws close.
While the nuts and bolts of actually fighting Mimics once they’re revealed can be annoying (they’re small and move erratically), their sheer existence make every otherwise innocuous, kipple-strewn corner of Prey’s Talos I space station feel threatening and alive.
And shucks, that space station. Can we just take a minute to appreciate the way Prey handles space, and sets the player up to tell their own stories within it? 
The game came out a month ago at this point and I know it may have slipped past a lot of people (there are a lot of games!) but after finishing it, I wanted to quickly call out some of the neat things Prey does that are worth celebrating.
Holistic level design
Prey takes place on Talos I, a fictional space station orbiting Earth’s moon. Once the player moves past the opening scene, pretty much the entire station is accessible, and the player can also get outside and jet around the station’s exterior (though they take damage if they go too far.)
That means pretty much every space in the game is understandable and accessible from multiple perspectives, both internally and externally.
A player can spend five hours moving through the station from the Arboretum to the Hardware Labs, then exit into space through an airlock and retrace their path externally in a few minutes. If they happen to float by a viewport on the way, they might glimpse the aftermath of a particularly frenetic fight they had two hours ago, or spot the open hatch of a maintenance duct they crawled through to circumvent said fight.
This is important because it reinforces the illusion that the player is somewhere else. It makes Talos I feel like a real place, a holistic environment that can be explored, learned, and mastered.
This kind of environmental design isn’t easy -- there’s a reason most games run through a linear series of discrete levels -- but when done right, it helps the player feel embodied in your game.
There are lots of great examples of other games that nail this sort of holistic level design, but I’m just going to take the lazy way out and say it’s like Dark Souls. That game had fantastic, complicated environments that all fit together perfectly, lulling players into feeling that they were exploring a real place. Prey achieves something very similar, with the added benefit of being set on a floating space station that can be circumnavigated from the outside.
Dynamic enemy placement
Also like Dark Souls, the lion’s share of Prey is devoid of friendly life. Thus, the game's interlocking environments are chiefly defined by what enemies you find there and what stuff you can pick up.
The enemies also respawn or repopulate across Talos I in some fashion, ensuring (for better and for worse) that players can never fully relax when backtracking. More importantly, there are moments when the nature and number of enemies spread across the station changes in accordance with the narrative.
That gives players new challenges in known settings, keeping those locations feeling fresh and, more importantly, rewarding players for learning and exploiting the environments of Talos I.
Fluctuating power curves
Prey takes a lot of direct inspiration from games like System Shock, Thief, and Deus Ex, asking players to navigate Talos I while fighting/tricking/sneaking past enemies and collecting items, weapons and upgrades.
Since those resources are placed throughout the station and basically the whole thing is open to players from the jump, there are lots of different paths players can carve through the game -- and lots of ways that progression can be impacted by how threats shift and change.
For example, let me lay out my emotional journey through Prey. After about an hour, I was intrigued and felt pretty safe: I had plenty of healing items, a weapon or two, and (naive) trust that the game’s designers had balanced the difficulty level (Normal) so that I couldn’t totally ruin myself.
This seems fine
Five hours in, I was ruined.
I’d burned through all of my healing items, ammunition, and upgrade tools. All I had left was a wrench and a few EMP grenades, which were useless against the monstrosities that stood between me and everything I needed  -- a shotgun, for example, or the fabrication plans for medkits.
I considered restarting the game, but decided to stick with it and sneak past everything in my way. I was terrified. Prey was the worst!
Ten hours in, Prey felt too easy. I’d managed to get both a shotgun and the medkit plans, as well as some schematics for other Useful Things. I was practically bursting with ammo and healing items, and I’d learned the enemies and environments well enough to know no fear.
This is it, I thought. This is the part in every game where you make the jump from underpowered to overpowered. Assuming the endgame was nigh, I caught myself thinking wistfully about how much more immersive and real Talos I had felt when I was inching through it in total abject terror. It would be kind of nice to go back to being underpowered, I thought.
Twenty hours in, I decided it wasn’t actually that nice! I was totally out of healing items (again), out of ammo (again!) and barely surviving as I sprinted across the station, using every trick I knew to try and get away from the enemy.
By this point I’d cleaned out most of Talos I and was having a hard time replenishing my resources and  getting from zone to zone, much less accomplishing quest objectives. With no immediate endgame in sight, I thought again about giving up -- or at least reloading an earlier save.
After ~26 hours of play, I finished Prey. I had to make some late-game upgrade choices to counter troublesome enemies, and chase some side objectives that took me through new (resource-rich) areas of the station, but at the end I felt, if not godlike, at least god-ish.
Most games like this take you from the same start to the same end; the player starts at the bottom of a smooth power curve and spends the game climbing to the top. Prey stands out because it affords the player space to slip, fall, and get back up again, only to slip up in a totally new and terrifying way.
I mean space in a literal sense as much as a figurative one. When lead designer Ricardo Bare talked to Gamasutra earlier this year about the team’s approach to level design, he said the goal was to create a kind of “mega-dungeon” in space “with lots of immersive, simulation-based systems.”
Enter the Mega-Dungeon
By way of example he mentioned the studio’s 2002 first-person RPG Arx Fatalis, which took place inside a giant network of caves.
But my dumb stupid brain went somewhere else -- to the sorts of “mega-dungeons” that are popular in some tabletop role-playing game circles, especially in the 20th century.
If you didn't play D&D or whatever in the '90s, know that these were often sprawling, isolated areas with ridiculously complicated layouts (think like, a 12-level underground dungeon surrounded by a network of caves) and, most importantly, threat levels that varied depending on how far players were willing to explore.
That means players could effectively set their own difficulty by choosing how deep to delve. Pair that with the relative freedom tabletop RPGs afford players in choosing how to circumvent challenges, and you get an experience that's often light on narrative (there's something real bad going on in these caves/dungeons/ruins! Check it out!) but well-suited to letting players tell the story they want to tell.
Making games that give players lots of room to tell their own stories is tricky business. I think if you look at Prey, you'll find some good examples of how that can be done well. 
Players can go almost anywhere and do almost anything (including finishing the game) relatively early on, but Talos I’s interconnected environments are filled with enemies of varying difficulty, letting players choose how to play and what to risk. The threats in those environments change over time, rewarding players for learning the levels and increasing the odds they’ll go through dramatic shifts in power level as they adapt to new challenges.
Of course, there’s a big downside to all this that you’ve probably already sussed out. Prey gives the player finite resources, but the enemies seem nigh-infinite. You might clear out a section of the station, only to come back hours later and find fresh monstrosities lying in wait for you.
That has a chilling effect on the player’s creativity; after all, why risk experimenting with new weapons and tactics when you know that freezing an enemy with the industrial-strength glue gun and bashing them to death with your wrench will A) be ammo-efficient B) totally work and C) present minimal risk of damage?
70 percent of the time, this works every time
This problem really rears its head in the end-game, when the player is likely to be criss-crossing Talos I and facing new enemies while moving through spaces that have already been picked clean.
Still, it's a minor complication in an otherwise great example of good level design and interesting power/challenge systems. I know a ton of interesting games will come out this year (like every year!) but if you have the means to take a look at Prey, do so! 
And if you want a bit more from Ricardo “Mega-Dungeon” Bare, check out this hour-long conversation Gamasutra Editor-In-Chief Kris Graft and Contributing Editor Bryant Francis had with him while streaming Prey on our Twitch channel last month. (I’m not in it, so it should be pretty watchable!)
Alternate blog titles: Beat, Prey, Love; Prey You Catch Me; Let Us Prey; The Prey's The Thing
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
There’s a cute bit in the Philip K. Dick story “Do Androids Dream of Electric Sheep?” where one character warns another about the lurking threat of kipple, all the useless objects that clutter up our lives.
“When nobody’s around, kipple reproduces itself,” he says. “No one can win against kipple, except temporarily and maybe in one spot, like in my apartment...but eventually I'll die or go away, and then the kipple will again take over. It's a universal principle operating throughout the universe; the entire universe is moving toward a final state of total, absolute kippleization.”
Games are full of kipple. Empty cardboard boxes, old crates, coffee mugs, desks piled high with papers you can’t read and manila folders you can never open.
But Arkane’s latest, Prey, does something neat with kipple -- it weaponizes it.
Like most games you might call "immersive sims" (Deus Ex, Thief, BioShock, System Shock), Prey asks players to spend a lot of time rooting around in cabinets, trash cans and other nooks/crannies in search of hidden gems: useful resources buried in the rubbish.
Unlike those other games, Prey makes that rote and repetitive action scary. It introduces an enemy early on called the Mimic, a common but utterly alien creatures that tends to hide by taking the form of a piece of kipple, then leaping out when the player draws close.
While the nuts and bolts of actually fighting Mimics once they’re revealed can be annoying (they’re small and move erratically), their sheer existence make every otherwise innocuous, kipple-strewn corner of Prey’s Talos I space station feel threatening and alive.
And shucks, that space station. Can we just take a minute to appreciate the way Prey handles space, and sets the player up to tell their own stories within it? 
The game came out a month ago at this point and I know it may have slipped past a lot of people (there are a lot of games!) but after finishing it, I wanted to quickly call out some of the neat things Prey does that are worth celebrating.
Holistic level design
Prey takes place on Talos I, a fictional space station orbiting Earth’s moon. Once the player moves past the opening scene, pretty much the entire station is accessible, and the player can also get outside and jet around the station’s exterior (though they take damage if they go too far.)
That means pretty much every space in the game is understandable and accessible from multiple perspectives, both internally and externally.
A player can spend five hours moving through the station from the Arboretum to the Hardware Labs, then exit into space through an airlock and retrace their path externally in a few minutes. If they happen to float by a viewport on the way, they might glimpse the aftermath of a particularly frenetic fight they had two hours ago, or spot the open hatch of a maintenance duct they crawled through to circumvent said fight.
This is important because it reinforces the illusion that the player is somewhere else. It makes Talos I feel like a real place, a holistic environment that can be explored, learned, and mastered.
This kind of environmental design isn’t easy -- there’s a reason most games run through a linear series of discrete levels -- but when done right, it helps the player feel embodied in your game.
There are lots of great examples of other games that nail this sort of holistic level design, but I’m just going to take the lazy way out and say it’s like Dark Souls. That game had fantastic, complicated environments that all fit together perfectly, lulling players into feeling that they were exploring a real place. Prey achieves something very similar, with the added benefit of being set on a floating space station that can be circumnavigated from the outside.
Dynamic enemy placement
Also like Dark Souls, the lion’s share of Prey is devoid of friendly life. Thus, the game's interlocking environments are chiefly defined by what enemies you find there and what stuff you can pick up.
The enemies also respawn or repopulate across Talos I in some fashion, ensuring (for better and for worse) that players can never fully relax when backtracking. More importantly, there are moments when the nature and number of enemies spread across the station changes in accordance with the narrative.
That gives players new challenges in known settings, keeping those locations feeling fresh and, more importantly, rewarding players for learning and exploiting the environments of Talos I.
Fluctuating power curves
Prey takes a lot of direct inspiration from games like System Shock, Thief, and Deus Ex, asking players to navigate Talos I while fighting/tricking/sneaking past enemies and collecting items, weapons and upgrades.
Since those resources are placed throughout the station and basically the whole thing is open to players from the jump, there are lots of different paths players can carve through the game -- and lots of ways that progression can be impacted by how threats shift and change.
For example, let me lay out my emotional journey through Prey. After about an hour, I was intrigued and felt pretty safe: I had plenty of healing items, a weapon or two, and (naive) trust that the game’s designers had balanced the difficulty level (Normal) so that I couldn’t totally ruin myself.
This seems fine
Five hours in, I was ruined.
I’d burned through all of my healing items, ammunition, and upgrade tools. All I had left was a wrench and a few EMP grenades, which were useless against the monstrosities that stood between me and everything I needed  -- a shotgun, for example, or the fabrication plans for medkits.
I considered restarting the game, but decided to stick with it and sneak past everything in my way. I was terrified. Prey was the worst!
Ten hours in, Prey felt too easy. I’d managed to get both a shotgun and the medkit plans, as well as some schematics for other Useful Things. I was practically bursting with ammo and healing items, and I’d learned the enemies and environments well enough to know no fear.
This is it, I thought. This is the part in every game where you make the jump from underpowered to overpowered. Assuming the endgame was nigh, I caught myself thinking wistfully about how much more immersive and real Talos I had felt when I was inching through it in total abject terror. It would be kind of nice to go back to being underpowered, I thought.
Twenty hours in, I decided it wasn’t actually that nice! I was totally out of healing items (again), out of ammo (again!) and barely surviving as I sprinted across the station, using every trick I knew to try and get away from the enemy.
By this point I’d cleaned out most of Talos I and was having a hard time replenishing my resources and  getting from zone to zone, much less accomplishing quest objectives. With no immediate endgame in sight, I thought again about giving up -- or at least reloading an earlier save.
After ~26 hours of play, I finished Prey. I had to make some late-game upgrade choices to counter troublesome enemies, and chase some side objectives that took me through new (resource-rich) areas of the station, but at the end I felt, if not godlike, at least god-ish.
Most games like this take you from the same start to the same end; the player starts at the bottom of a smooth power curve and spends the game climbing to the top. Prey stands out because it affords the player space to slip, fall, and get back up again, only to slip up in a totally new and terrifying way.
I mean space in a literal sense as much as a figurative one. When lead designer Ricardo Bare talked to Gamasutra earlier this year about the team’s approach to level design, he said the goal was to create a kind of “mega-dungeon” in space “with lots of immersive, simulation-based systems.”
Enter the Mega-Dungeon
By way of example he mentioned the studio’s 2002 first-person RPG Arx Fatalis, which took place inside a giant network of caves.
But my dumb stupid brain went somewhere else -- to the sorts of “mega-dungeons” that are popular in some tabletop role-playing game circles, especially in the 20th century.
If you didn't play D&D or whatever in the '90s, know that these were often sprawling, isolated areas with ridiculously complicated layouts (think like, a 12-level underground dungeon surrounded by a network of caves) and, most importantly, threat levels that varied depending on how far players were willing to explore.
That means players could effectively set their own difficulty by choosing how deep to delve. Pair that with the relative freedom tabletop RPGs afford players in choosing how to circumvent challenges, and you get an experience that's often light on narrative (there's something real bad going on in these caves/dungeons/ruins! Check it out!) but well-suited to letting players tell the story they want to tell.
Making games that give players lots of room to tell their own stories is tricky business. I think if you look at Prey, you'll find some good examples of how that can be done well. 
Players can go almost anywhere and do almost anything (including finishing the game) relatively early on, but Talos I’s interconnected environments are filled with enemies of varying difficulty, letting players choose how to play and what to risk. The threats in those environments change over time, rewarding players for learning the levels and increasing the odds they’ll go through dramatic shifts in power level as they adapt to new challenges.
Of course, there’s a big downside to all this that you’ve probably already sussed out. Prey gives the player finite resources, but the enemies seem nigh-infinite. You might clear out a section of the station, only to come back hours later and find fresh monstrosities lying in wait for you.
That has a chilling effect on the player’s creativity; after all, why risk experimenting with new weapons and tactics when you know that freezing an enemy with the industrial-strength glue gun and bashing them to death with your wrench will A) be ammo-efficient B) totally work and C) present minimal risk of damage?
70 percent of the time, this works every time
This problem really rears its head in the end-game, when the player is likely to be criss-crossing Talos I and facing new enemies while moving through spaces that have already been picked clean.
Still, it's a minor complication in an otherwise great example of good level design and interesting power/challenge systems. I know a ton of interesting games will come out this year (like every year!) but if you have the means to take a look at Prey, do so! 
And if you want a bit more from Ricardo “Mega-Dungeon” Bare, check out this hour-long conversation Gamasutra Editor-In-Chief Kris Graft and Contributing Editor Bryant Francis had with him while streaming Prey on our Twitch channel last month. (I’m not in it, so it should be pretty watchable!)
Alternate titles for this blog: Beat, Prey, Love; Prey You Catch Me; Let Us Prey
0 notes