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#like all my favorite games are linear
silent-partner-412 · 10 months
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i love linearity. i love small levels with intricate level design and handcrafted challenges. i love intentionally designed difficulty curves. i resent the narrative coming from seemingly every 2010s gaming youtuber that freedom and open game design is inherently better than linear design because good lord it’s just not true at all
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zelda-posting · 2 months
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tears of the kingdom could have been so good if it were built around like, its story or its characters instead of being a clunky shell to show off the mechanic no one asked for that it forces you to use
#*#text#totk#mechanics#i had fun scuttling around in the depths for a while but that got old eventually. for obvious reasons#what i liked about zelda games was always the atmosphere and character interactions#like. one of my favorite games is twilight princess. which is. deeply unserious in many ways#bit it COMMITTED to its setting and what the writers went ham making sure#that it was still full of whimsy and affection.#totk doesn't have that. the characters are all 1) instruction manuals or 2) vehicles for what small and disparate semblances of plot#survived whatever disaster must have happened in development that made them cannibalize several different ideas#and stick them into the shell for the fucking. arm#totk plays like a gallery or again just an engine for the building thing.#it's pretty. the music is good. the building thing is well made. but as a zelda game totk Fucking Tanks#i HATE overinvolved mechanics. i HATE having to stop and rely on a Whole Process that i have to keep stocked#to get anything done. i've always liked loz again bc of characters and whimsy but also bc it's always been mechanically vert streamlined#and accessible to someone like me who is disabled and finds fiddling EXTREMELY tedious#you have one required tool per dungeon and they're QUICK they're SIMPLE they're A GOOD TIME#totk. to me. is just clunky and has no redeeming qualities outside of again being pretty and still sort of nominally letting you run around#collecting things. some of the side quests were cute. but even then the characters were very.#THE THING ABOUT ZELDA GAMES IS THAT IM used TO THEM BEING ABOUT. NOT JUST THE FUNCTION!!!!!!#there were things— many of them! sometimes most of them even!!!— there just for fun. again almost especially The Characters#totk is so goddamn UTILITARIAN on all levels ITS. CLUNKY and BORING i don't WANT to have to do 30 things just so i can do something else.#hey nintendo. if you have to force people to play your game. like if you specifically have an ''open'' game and then subsequently have to#manufacturer MANY blocks and caveats to the idea of ''do whatever have fun!!'' so that it's''but only how WE want you to''. maybe thats bad.#maybe you've done a bad job. if again. you have to FORCE players to go about things in the way and order that you want. it's no fun.#like even zelda games where you have less options and linear progression feel less restrictive bc like. they don't fucking punish you.#for. playing the game. you just can't do things. totk really punishes you for going off script. which like. why even do that.#anyway. this is all probably incoherent. i'm right tho.#wow there are so many typos. pretend there are not <3
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tigergender · 8 months
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I'm ngl the longer it's been since I've played TOTK the less I like it I think
#do not get me wrong i think the game is fun to play and that was like 80% of where my concern lied#but godddd the story sucks so bad. i love the draconification bit with zelda but the rest. augh#why do we need Another ancient civilization literally appearing out of nowhere and infesting hyrule with its ruins#they got rid of all the sheikah stuff with literally no explanation to shove the zonai into the region#but why are we even focusing on the ancient civilizations again????#it would have made so much more sense to focus on hyrule in the present day. work with the npcs to make hyrule greater than it was#move on from the calamity and turn hyrule into a strong bustling country#the zonai were hinted at in botw but they feel so shoehorned in because they have nothing to do with anything in botw#i dont care about the secret stones we had champion abilities#i dont care about the sages the champion descendants had the champions to look up to#i dont care about rauru and sonia because sonia got fridged hard and rauru's character is flat. pleasant but flat#and i dont care at all about ganondorf because the most interesting thing he ever does is do the gmod face#its so frustrating watching the same 'woah secret stones! sages??' cutscene 4 times with Da New Sages and its so frustrating#watching the other characters speculate what happened to zelda and chase down her ghostly paper trail#when like. i can see her in the sky. she's over there guys#the memories were one of my favorite things in botw bc they all subtly stitched together the story of what happened#in totk they are incredibly plot dense and very linear and very confusing to watch out of order. which is easy to do#the one where sonia gets murked is like. the third memory i found#id at least be more interested in all the zonai stuff if link was the one to get teleported to the past while zelda has to try and save him#giving zelda agency. craziest thing they could have done#ok sorry this is a Lot of salt but just. raaaaagh#maybe my expectations were astronomical but outside of gameplay totk brings nothing good to the table imo#i'd significantly rather they made botw2 more gameplay focused where you can do something like make meaningful changes to the map#tarrey town style#than try to shove a whole different zelda game's plot into a carefully constructed preexisting world#i think the zonai story would be cool in its own game but not botw
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addoves · 11 months
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i think in terms of dungeon and battle style berseria is my least favorite. you can really tell where arise branched off from this game. the story and characters are really good and fun though so that makes up for it
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age-of-moonknight · 2 years
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“Horoscope,” Moon Knight (Vol. 9/2021), #5.
Writer: Jed MacKay; Penciler and Inker: Alessandro Cappuccio; Colorist: Rachelle Rosenberg; Letterer: Cory Petit
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three--rings · 3 months
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One of the largest projects I've been working on is this typeset and book version of 999: 9 Hours, 9 Persons, 9 Doors, one of my very favorite video games. (Which later became the first game in the Zero Escape franchise.)
The game is a visual novel and escape room game combo with multiple routes and endings leading to a true ending. So this version is structured like a Choose-your-own-Adventure book where you flip to different pages depending on your choices.
I also made it possible to skip all the less linear escape/puzzle sequences because they don't read very cohesively. But they do contain a lot of funny or revealing lines so I didn't want to eliminate them entirely.
I should also mention one of the reasons for doing this is that I wanted to preserve the original text of the game from the Nintendo DS version from 2010. When it was remastered/ported to PC and Switch a lot of the dialogue was rewritten very much for the worse. As well as making the novel sections optional, which destroys a lot of the point and atmosphere of the game.
The book is a full leather casebind, with stenciled titles. The leather was honestly a little too thick and required a lot of paring, which is terrifying because any slip could ruin it. And the final satin finish I put on made a lot of the leather flaws look worse and more obvious, which is annoying. It was my first time doing faux raised bands on the spine, and they came out nice.
My printer decided to fuck with me while printing this one and the color alignment is off. This is my second attempt at printing it and it's better than the first but still not great. But I wasn't gonna waste so much paper again.
And no, I'm not planning on doing the sequels. I can't imagine trying to deal with VLR's 28 endings when doing 6 was this challenging and annoying. And the sequels are perfectly represented by their existing playable versions, unlike 999.
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plorpl · 8 months
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More info (and insane screenshots) from the House MD DS game for those who want to know.
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Way, way too much info under the break!!
The game took me about 5 hours to play total, including pauses for screenshots and cackling laughter. There are 5 cases, and each one has: the main case, a clinic patient, and a small subplot about Cuddy that strings through all 5 cases and concludes at the end of the game. It's extremely linear. To solve the case, you do activities when you are prompted, each having its own types of mini games. Activities include: examining the patient, ddx-ing, running tests, running labs, questioning the patient/friends/family, and searching houses/other areas for clues. All of these mini games suck. The best one is when House has to have an epiphany so you play brick breaker with his brain:
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WHEN YOU DDX THEY USE THE MOUSE BITES PHOTO
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You'll notice here that the visuals are a little uncanny valley. The likenesses are... not good.
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The worst offender is 13, who always looks just a little bit off.
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One of my favorite parts of the game is that you get graded on your performance and if you do bad, Cuddy doms you.
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And when you do good, Wilson kind of negs you?? Feels like the people who made this game were obsessed with him (same). The contrast in these two screenshots really gets me.
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More insane top screen screenshots without context:
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Honestly, some of my favorites need both screens to really be appreciated:
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I do not recommend playing it, really. These are the best parts, and the game itself is slow and can be frustrating. There is also... a lot of problematic nonsense. Worse than the show. Not going to try to make excuses here.
That being said, it's surreal. House is like a bad stand up comic for most of the game, and so much is out of character - House visits the patient FIRST THING every case, the whole team misses very obvious deductive leaps, there's no gay sex, etc, etc, etc. But at the same time, the people who made the game clearly had a love for the show. It follows the typical structure of an episode faithfully and has some detailed, satisfying visuals in it. Everyone's clothes change each episode, even in their little bottom of the screen sprites. This Wilson makes me happy with his show-accurate mug and hand gesture:
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And there are some nice interiors/exteriors of the hospital and better rendered pictures that make me smile:
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It made me and my friends laugh a lot. And it also makes me a little sad. I spent a lot of my childhood playing shitty licensed games like this (remember the madagascar one???), but they are mostly a thing of the past. I know they were cash-grab trash, but it's odd that there's this genre of game that doesn't really get made any more. I guess what I'm saying is that I'm glad this game exists.
Anyway, here's an upsetting House and Wilson for the road:
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since AAPI month is winding down here in the US I thought I'd recommend a few RPGs made by Asian designers that I've personally reviewed. Please consider throwing a few bucks to these folks, they're all working with some really fascinating stuff:
Moriah, by Kyle Tam
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A narrative, dark linear pathway about climbing a sacred mountain the prevent the gods' wrath from annihilating the world. Genuinely one of my favorite narrative voices in RPGs to this day. Horrifically violent and grim, but I think some of you sickos who like self-mutilation, human sacrifice, and imagery out of the binding of Isaac will dig it.
Navathem's End by Sinta Posadas and Pam Punzalan
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Taking elements from both PBTA and Blades in the Dark, Navathem's End is a beefy, beautifully illustrated fantasy game where players act as agents of an organization fighting against the consequences of the Gods. I really liked some of this game's unique twists on character advancement, I think this game is ripe for a long campaign if you're trying to shift your table away from D&D.
Spectres of Brocken by Aaron Lim
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Mech fantasy meets high school AU. Spectres of Brocken lets you establish rivalries and romances while in a military training academy, and then play them out on the battlefield after a timejump. I think Lim explicitly is basing this off of Fire Emblem: Three Houses, but if you've ever imagined being stabbed by your high school crush in a spear-wielding death machine, you should read through this one!
Apocalypse Keys by Rae Nedjadi
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Hellboy meets Men in Black meets sad gay found family that'll eventually have to kill each other. Play as agents of the DIVISION that hunts down monsters threatening your world, while struggling to keep your own monstrous impulses in check. Perfect for monsterfuckers, as well as folks who thought Monster of the Week wasn't queer enough.
Ten Thousand Days for the Sword by Emily Zhu
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Emily Zhu is my favorite tabletop designer. Their prose is immaculate, their brain is enormous, and their design is out of this world. Play as wuxia warriors battling in a cyberpunky city, using hundreds of martial arts techniques (such as Horse and Turn into a Demon) to best rival factions. Genuinely such a cool and fascinating game, I played a small campaign of it and it was SO MUCH FUN, thanks in no small part to Zhu's phenomenal writing.
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bobacupcake · 11 months
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anyways heres my twitter exodus social media rankings as someone whos income is tied directly to my following so i am stuck in this hell loop until i get paid enough to hire a socialmedia manager for our game studio
tumblr - i mean come on guys. ive been here for 11 years. i met th love of my life and became her friend via tumblr ask memes here. whats more to say. theres obviously things i would change but out of all of them this one is the one i feel most comfortable using. you guys always have my back 7/10
twitter - awful. awful. awful. i hate you. you took everything from me. we used to have cotweets. i was going to collab with my friends and post them as a cotweet. you bastard. 0/10
cohost - favorite out of all the new sites. in terms of functionality i dont have too much reason to use it because its ux is super similar to tumblr but the community and vibes are great. its run by actually cool people. you can put css in posts. i have seen so many cool posts. 10/10
bluesky - honestly not too bad from the usability angle. big thing keeping it down is its another VC funded thing so it will eventually become awful but for now its decent. its basically twitter but before it got bought out by musk and also you can pick the algorithm your feed runs on kind of like tumblr (so like you can make your default a completely linear timeline of only the people you follow. or a completely linear timeline of only your mutuals). if any of them become the proper "twitter successor" i want to believe it will be this one . not that i Hope its this one but i feel like if it isnt this one its going to be threads and i dont want it to be threads. 5/10
hive - it was mobile only and i needed to update my phone to use it so i never did. i dont know if people still use this one i dont think they do ?/10
mastodon - idk why i cant get into mastodon i have tried so many times i am just not feeling it. 4/10 for me but 8/10 objectively
threads - bad. bad. meta product. privacy violations so bad its banned in the eu. algorithm driven feed with 50 million celebrities i dont know and dont care about. mobile only. pleae dont let this be the one. please i dont want to use threads. i dont want to have to use threads. please. please. please you guys
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northern-passage · 11 months
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just found one of my favorite pieces of writing advice when it comes to interactive fiction, i think if you've read literally any of my work, it will be pretty obvious how much i use this in my own writing. i actually couldn't remember where i read this for the first time and on a whim i went through my twitter likes and found it in a thread. i'm going to transcribe it for ease of reading, but this is all coming from Alexander Freed (@/AlexanderMFreed on twitter)
he has a website here with other compiled writing advice about branching narratives and game design, though he never posted this there and hasn't really updated recently (but still check it out. there's some specific entries about writing romance, branching and linear & other game writing advice)
original twitter thread here
It's Tuesday night and I feel like teaching some of what I've learned in 15 years of branching narrative video game writing. Let's go in-depth about one incredibly specific subject: neutral / fallthrough / catchall response options!
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Player ownership of the protagonist in choice-based branching narrative games (a la BioWare, Telltale, mobile narrative games, etc) is a vital aspect of the form.
The ability for the audience to shape a Player Character, to develop that character's inner life in their own mind, is unmatched in any other medium.
The Player determines the character's actions and THE MOTIVATIONS for those actions. The character's psychology can literally be as complex as the Player can imagine. However, this works best when there's enough space for the Player to develop those motivations. No game can offer enough options to support every interpretation imaginable; much of the character has to live in the Player's head, without necessarily appearing on the screen.
That's complicated. We're going to unpack it.
Generally, when presenting choices to a Player, we want those choices to be as interesting and compelling as possible.
But compelling, dramatic choices tend to be revealing of character. And no game can support hundreds of options at every choice point for every possible character motivation a Player might imagine.
This sort of narrative CANNOT maintain its integrity if the Player is forced to constantly "rewrite" their characterization of the Player Character on the fly. You want your Player to feel like they have more than enough viable options at any given moment.
At the simplest level of writing, this is where "fallthrough" responses come in.
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In the examples above, each moment contains a response which furthers the story but doesn't imply a huge emotional choice for the Player. The Player is asked to choose A or B, agree or disagree, but can sidestep the issue altogether if desired.
These "neutral" responses are vital if both A and B don't appeal to the Player... or if, perhaps, the Player likes A but not the WAY A is being expressed. Milquetoast option C works for anyone; thus, the Player is never forced to break character because of a lack of options.
Questions work well for this sort of neutral option. Tacit agreement and dead silence also serve, in certain sorts of stories--as a Player, I know what's going on in my silent character's head and the game won't contradict it.
The important thing is that I'm never forced to take a path that's outright WRONG for my character. Even if other characters misinterpret the Player Character's motivation, my character's inner life remains internally consistent.
"Neutral" responses aren't the only ways to go, though. Some responses are appropriate for any character because they're tied to the base character concept.
Here, for example (from @/seankmckeever's X-Files), the Player is a marine on a mission. The Player can respond abrasively to her partner's fear or look into the issue (out of compassion or genuine belief), but our fallthrough is actually the TOP response.
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There's no version of our marine who would absolutely break character by picking "Stay calm and on mission." It's not blandly neutral; rather, it reinforces aspects of the character we can be sure of and gives the Player an option if nothing else works.
Different sorts of narratives will use different sorts of fallthroughs. A comedy might treat the option to say something funny as a fallthrough, of sorts--it's entertaining and will never violate the characterization the Player has created.
In a quest-driven RPG, a fallthrough response can often boil down to "How do I move to the next step of this quest?"
That said, the strongest moments in a narrative will often have no "fallthrough" response at all. They'll work by creating multiple responses that, by overlapping, cover all reasonable Player Character actions while still leaving room for the Player to ascribe motivation.
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revretch · 2 years
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This is definitely an unpopular opinion, but I think when video games were embraced as art it caused a loss of appreciation for the unique way that video games are art (even the people who loved gameplay above all else proudly not considering it art). The play became just a vehicle for linear storytelling, 2d art and 3d modeled art. Don't get me wrong, I also love these art forms! But it was really sad to see gameplay stripped down to bare formulaic skeletons, when gameplay should be art itself.
Portal, Undertale, and Prince of Persia are some examples of games whose stories and art cannot be separated from their gameplay. For a while, in the late 00s-early 10s, there was a wave of both AAA and indie games like this. The gameplay was a central part of the dynamic, not something to quietly prop up the other two. The Wii really expanded on this potential. And that's not getting into all the fun possibilities of dance and music integration DDR and Guitar Hero opened up!
And of course, my favorite--interactive fiction, like parser fiction and point-and-click adventures. The sprawling tree of possible interactions blurs the line between game and story in a way it's difficult to classify as either! Watching a linear playthrough could never capture the experience of navigating it yourself, because there were so many possible combinations, not just a different order of events.
And everyone was always pushing to find something new. Now, even with the vast potential of VR, I haven't seen a lot of that.
I miss you, gameplay as art.
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maddgical-boy · 21 days
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maladaptive/immersive daydreaming ask game! (*¯︶¯*).。o○O☁️
send in a number (or multiple) and if you feel like it, an accompanying paracosm/para!
(apologies for how wordy these are. i am not a man known for my brevity)
reblog and have fun with these! (and if you reblog this or send me an ask, i'll send you one too)
how long have you been daydreaming for? (bonus if you can remember: what was your first daydream scenario/paracosm?)
if your paracosm had a popular fandom, what do you think it'd be like?
do you have any paracosms that aren't huge, but that you fall back on when The Time Is Right™️?
WOULD YOU RATHER: have your daydreams projected onto a screen attached to your head at all times OR be entirely unable to daydream ever again for the rest of your life?
what para of yours is most like you? self inserts and paraselves don't count!
how did you come up with your paras' names? did they come to you randomly or did you spend hours researching name websites?
imagine your paras have at least a basic knowledge of driving (or even just like, cars). can they parallel park? (bonus points if you explain it like in this post)
do you do extensive worldbuilding for your paracosms? if you do, what are some of your favorite elements?
if your paras found out you were their creator, how would they react?
if you have a self insert/paraself, how similar are they to you?
is there any time of the day where you can't/don't daydream?
are your daydreams linear and structured, or do you jump all over the place?
what's a song you've been daydreaming to lately, and what's your favorite moment in said daydream?
do your paras age with you, or are their ages static? does it feel weird to be older than a para you were previously the same age as?
if you had the opportunity to leave this world and live in your paracosm forever, would you? why or why not?
(if you have multiple) which paracosm of yours is most grounded in reality? which is most fantastical?
make one of those "[blank] spoilers without context" memes for your paracosms. then explain it (or don't :))
who is your second favorite para, and why aren't they your favorite?
what would your paras' typing styles be like? do they use lots of emojis? sign off each text like a letter? type with lots of weird spaces and ellipses?
do you move a lot when daydreaming, and if so, in what ways?
have you ever wanted to make a piece of media of your paracosm (comic, animation, visual novel, novel, tv show, etc.)? what are elements that would be apart of it?
when you actively want to start daydreaming, what is your mind's process? do you tune back in like it's a tv show? flip through imaginary files? let it come naturally?
do you ever daydream about yourself (not a self insert, just you)?
do you have any two paras that are polar opposites to one another? (they don't even have to exist in the same universe, just in general)
what para would you absolutely hate in real life?
FREEBIE! drop some long-winded lore or some memes or whatever you want ^▽^
when you experience a daydream block or crash, what are things you do to try and fix it? (or ways you cope. lmao i get it)
for fictparacosms, do your daydreams affect how you perceive the media and/or the fandom?
if you ever write down things about your daydreams (truly anything at all — notes, dialogues, descriptions, etc), share a random snippet with no context.
if your paras had madd/daydreamed immersively, what would they daydream about?
for any pairings (romantic, platonic, familial, whatever), what is the dynamic between your paras like?
if you could make a bingo of common elements of your daydreams (paracosm-specific or not), what would be on some of the squares?
if you have tried to make your paras in character makers (picrew, meiker, etc), what is an aspect of your para that these makers never/rarely have?
are your daydreams clear in your mind's eye?
if you have multiple paracosms, what would it be like if they had a crossover?
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silverbirching · 9 months
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SO WE'RE EXCITED ABOUT HADES 2, RIGHT
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At least we had all better be, while I'm waving this broken bottle around.
Look guys I'm a Classical mythology wonk. And I don't mean like, "hey I read the Percy Jackson books, they were neat", I mean when I close my eyes before I sleep I pray to every god who might conceivably be listening that Linear A gets deciphered in my lifetime. I mean I've got a giant metal print of Circe Invidiosa by John Waterhouse in my bedroom. I mean that if you make the mistake of mentioning Hadestown in my presence you have unwittingly activated the trap card of "Sam talks about his string-and-sandwich board conspiracy theory about how Persephone was a terrifying eldritch queen of the dead and the entire greek world was scared shitless of her, so maybe knock it off with all these tender waifs in flower crowns, artists of the last two thousand years for two solid hours."
(The Percy Jackson books are extremely neat, btw)
So cut to 2020, the year of shit, and here comes a game from one of my favorite studios of all time, about one of my favorite subjects of all time, and it's gorgeous and deep and full of stupid gay drama and the art melts my eyeballs and the voice acting (true to Supergiant tradition) is basically indistinguishable from foreplay. So I played it. I played the absolute balls off of it.
AND THEY'RE MAKING A SEQUEL, HOLY SHIT
so the Thing about Chthonic deities is the underworld really creeped the Ancient Greeks out, so there's not a lot of writing about them that has survived to the present day, since if they were worshipped it was usually by mystery cults or more in an avoidant "please please please don't notice me I've been a good boy please" kind of way.
Hence why our favorite bisexual softboi dreamboat Zagreus doesn't really feature much in the mythology, except he was probably an offshoot of Dionysus and usually got synchronized with him, Hades himself, or Mycenaen Poseidon. They make a joke about this in Hades, btw (they make a fucking JOKE SONG about in in Hades).
BUT DID YOU KNOW ZAGREUS HAD A SISTER!?
Her name is Melinoë, and she's also cited from very limited sources, but I want to show y'all the brilliant Apostolos Athansssakis' translation of one of the view sources we have, the Hymn to Melinoë:
I call upon Melinoë, saffron-cloaked nymph of the earth, whom revered Persephone bore by the mouth of the Kokytos river upon the sacred bed of Kronian Zeus. In the guise of Plouton Zeus tricked Persephone and through wiley plots bedded her; a two-bodied specter sprang forth from Persephone's fury. This specter drives mortals to madness with her airy apparitions as she appears in weird shapes and strange forms, now plain to the eye, now shadowy, now shining in the darkness— all this in unnerving attacks in the gloom of night. O goddess, O queen of those below, I beseech you to banish the soul's frenzy to the ends of the earth, show to the initiates a kindly and holy face.
My guess would be is that Supergiant will not have her be the child of Zeus under false pretenses (there's sources that indicate Zagreus is also a child of Zeus) but still. Dope. Rad as hell. Zag's baby sister is a twin-bodied goddess of nightmares and I am excited a normal amount.
Also Apollo is gonna be in this one, you guys.
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Look at this magnificent pain-in-the-ass. I can already tell you he's going to be 10,000% annoying, and I am completely here for it.
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arcadekitten · 12 days
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[MY WISHMAKER Spoilers!]
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I just played MY WISHMAKER last night and I loved it, so I wanted to give you my thoughts!
Arcade, you are SO SNEAKY AND CLEVER!!! I saw those promo images and was like "oh dear, he has a gunshot wound, what happened?" only to boot up the game and find out HIS WHOLE ARM WAS MISSING! You really can't tell when he's facing right, so I applaud you for hiding it so well.
I LOVE how sassy The Wishmaker is! I was expecting it/them(? I'll just go with them for now) to be kind of highfalutin and regal 'cause they're a deity and all but I really love how you went in this completely other direction! I think it does make sense since The Wishmaker obviously has to, like, grant people's wishes (in some way at least), so having a more casual manner of speech would probably make them less intimidated.
Also! I loved how you implemented the QTEs! I feel like it spices up the gameplay and is a nice little nod to your fans who played My Neighbor Enide. Even though I messed up all of them, though I SWEAR the Vas one was not my fault! I was mashing that Z button for dear life, but my laptop decided to type it into Edge for some reason!? I didn't even have it open!
Oh, and I see you were able to figure out the mouse movement? You said you'd have to move around using the arrow keys, which I was fine with, but I was pleasantly surprised when I booted up the game and I could move with the mouse too! It really completed the experience.
I don't really have much to say about the story, not because it's bad, but because it's so shrouded in mystery that my cogs are still turning as to what it could mean. I did really like the puzzles, though! And I did notice those key items you hid away...
I have plenty of theories I've been ruminating on even before MW, but I don't wanna put them here because 1) since this is an ask it might make you feel obligated to comment on them somehow which you are not and I don't want you to do, and 2) I think I would start rambling and make this ask a mile long LOL.
That's about everything I could think of off the top of my head! Overall, I really enjoyed it, and I hope you the best in all the other chapters and games you plan to make. I'm sure I'll enjoy them just as much, if not even more. Take care!
Haha yes! ♡ I know some people have been asking why Reginald has two arms in the promo images and it's like...it's meant to be a surprise, silly!
Also for our little Wishmaker character, yes! I adore them very much and I'm very excited for people to see more of them and learn their real name!! Another one of my favorites to be sure ♡ Not sure how I'll tag them in posts yet until their name reveal... clock, maybe? Just to avoid confusion? This character can be referred to with any pronouns, but for clarification that in games and in my posts they will only be referred to with "they" and the occasional "it"
I'm happy the QTEs are received well! (Granted they were a bit harder at first haha!) I'm happy to include them in future chapters as I feel future chapters will definitely be more linear and dialogue heavy and so I hope they can spice up the gameplay and keep things interesting and maybe just a tad more immersive! ♡
As for mouse movement controls it's kinda like a "Well yes, but actually no". You CAN move using the mouse if you really want to but you also have to be aware that you could accidentally hit an object's hitbox and activate its event. And you can't back out of an event once it has been activated like in typical point-and-clicks. (There's only so far I can push the engine with my experience level!) It's for this reason (and the surprise of QTE's!) that WASD/Arrow Key movement is recommended!
Thank you so much! ♡ I am so very happy to hear you enjoyed the experience and I love to hear what people have been brewing up regarding the story and the mysteries still unfolding (even though I can't say anything about it yet!) and I can't wait until I can have more to show you all! I'm really excited for it and I hope everyone will be too! ♡♡♡
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forestkodama · 1 month
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I am absolutely loving the Dreen reveal in the current arc, because all of the information we are getting makes me believe that these creatures are actually Player Characters entering the GG universe to dungeon crawl in the same way that we play MMOs. From the perspective of an NPC, it is totally believable that these freaky beings pop in and out of the timeline as a "normal person" perceive it. Much like comic books and as explored in Watchman, the reader/player can drop into the game and story at any point (especially true for MMOs compared to other more-linear styles of games), and we have witnessed the Dreen do that .
Specifically, and I'm biased because it is the MMO that I played the longest and thus have the best familiarity with, I think the Foglios are making some great classic World of Warcraft references. Thotep talking about "murder hobos" is pretty generic gaming, but 40 of them? Classic WoW 40 mans! Similarly, Gil talking about how the Dreen worked for the empire, didn't say much, were given tasks and just did them - side quests! And then there is today's page:
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This is such a great way to describe what a raid does of setting up positions, discussing tactics right in front of a boss before pulling aggro. And mounting it at the gates of the capital? What, like the head of Onyxia?!
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(Though I played Horde, so her head [along with Nefarian, her brother, when that raid was completed, but it was far less frequent to see] was on a large pole in Orgrimmar.) And it was epic! Literaly, the rewards you received were Epic-level (purple grade).
I am very happy to go down these memories again in one of my favorite web comics!
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infinitebrians · 5 months
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Favorite Games of 2023 Part Final: Pokemon Crystal Clear Clown Edition
Pokemon Crystal Clear is a romhack for the Gameboy Color game that mainly advertises itself as Pokemon Crystal modified so now it is entirely playable as a free roaming open world. Clown Edition is just what I called the rom of the game after creating and injecting a pokemon trainer sprite sheet into the game so I can play as my own character, Clown. I played the whole game on my New 3ds XL, it took a quite a bit of effort to get this exact version of the game working on my 3ds. It was incredibly worth it, this is not just my favorite game, but favorite 'game experience', and even easily my new pick for all time favorite pokemon game in the series.
The game itself was fun and a refreshing new way to experience a pokemon game but the overall experience of getting the game working on a hacked 3ds and playing with my own created sprites was in itself a very fun bit of hobby work. It has revived my love for playing older games on real hardware, something that I have found myself continuing to do this year. Also, seeing my own art in the game and said art feel cohesive with the world ruled and I want to experience that more in some other way. This game made me more into pokemon than I have felt with official releases in a pretty long while, and I even liked my time playing Scarlet. I loved playing on a handheld, I loved seeing the really well made art from gen 2, and I loved being able to put a bit of myself into the game as well.
Apologies for how rambley this gets, I really liked the game but still somehow found it hard to really organize my thoughts on why exactly.
I wanted to revisit this hack after briefly trying it in 2018 because of this excellent Hazel video (https://youtu.be/96YimpRHQHs). The video details various life stories while talking about favorite locations in the games getting me to think about my own favorite spots in the games and where I was personally at the time. The video also got me to start realizing that Porygon might be one of my favorite pokemon in the series and caused me to make drawings of them that I'm still quite fond of. This then made me recall Crystal Clear which contains a feature of surprisingly deep character customization including a wide selection of possible starter picks one of which being Porygon. So, compelled by the allure of having a fun adventure with a cyber duck, I picked up my hacked 3ds and started the game again.
Crystal Clear is a game that allowed for me to be even more creative about how to approach building my team and creating my own adventure out of playing pokemon. It's not for everyone, it wasn't even for me the first time I tried this game back in 2018. Crystal Clear definitely lends itself much more to the idea of creating your own fun than typical linear pokemon games where if you're not interested in that more free form exploration, the game would feel aimless. I even felt this when starting this playthrough, but the goal of pokedex completion was what encouraged to explore and discover Crystal Clear's world. The game was always surprising me in both the number of quality of life features it provided as well as fun new areas to explore or to better make the world more connected. Over time, the game felt more at home to me from getting more familiar with locations and developing a new sense of fondness for several towns in Johto I frequented. The change from a linear progression to that open ended one gave me a better sense of the world and towns had a bit more life to them as places felt more inviting to hang around in.
I love this game's implementation of the pokedex. It has been designed so it will display just about every piece of information about a pokemon, where to find them, when they evolve, what moves they learn, and so on. While the presentation is definitely clunky due to having to have all of that information on a GBC screen, I found this such an invaluable tool to have in game that for the first time in the entire pokemon series I was heavily making use of the in game pokedex for its intended purpose. Being able to look up relevant information for pokemon all entirely in game without having to have a phone/computer nearby with bulbapedia open all the time is just greatly appreciated. While the desire to keep some mystery around pokemon and how they evolve or what moves they'll learn can be part of the fun with the series, I think I just prefer being able to tell quickly if this is a stone evolution pokemon or not.
This was the first time I ever completed a pokedex in any pokemon game, something I've always wanted to do but never fully committed to the whole process. This is because of my own laziness toward how challenging that always was in proper releases due to so many pokemon being obscured behind multiple games and others being locked behind real world timed events. That or the fact that later games in the series just outright make the the act of getting a truly complete pokedex feel almost impossible. Instead, I finally accomplished a completed pokedex in a romhack that was made to make that sort of challenge feel reasonable with modified drop pools and changed events so everything within that one game is catchable. While now possible, I still found myself challenged with a game world spanning adventure of looking behind every rock, tree, and patch of grass to find every funny little guy I could. One particular memory was me spending maybe a week insisting on finding a dragonite in an encounter to catch which has a 1% chance of happening rather than spending the time leveling and evolving one instead. A very, very long process of hitting a tree over and over but made hilarious when later repeating the process for a tyranitar, another 1% chance encounter rate, was done in minutes. It was really fun having a plan ahead with how I was going to get every pokemon, constantly using expshare and other things to level guys to get them to evolve while try catching other guys. The ultimate reward of that certificate is still a pretty hilariously small, though I still kind of want to figure out a way to print mine out.
What made this game so special to me was simply just adding Clown to it. A simple change that was a surprisingly complicated process of getting a crash course on how GBC color palettes and size limitations worked and getting my hacked 3ds up to date on its software. Creating the various Clown sprite drawings was fun, I always liked working in those sorts of strict limitations. Then finally getting the injection to work and seeing my own art in game on real hardware felt surreal, something in this handheld game console I've had forever, on a game I loved for years has something I made in it. Even the process of getting all of this working, as tedious as it was moving game saves and getting color values just right, made this whole experience more special to me.
Something I figured while playing this as well as also from now having also played Dragon Warrior 1+2 and also currently Final Fantasy 5, I really love playing things on a handheld. Playing games on a handheld device has been so much more compelling of a thing to me than ever than playing on a proper TV/computer. The aspect of being able to just let the console sit on my desk and simply open and close it when interested made the feeling of investing myself into a game so much easier to approach. I want to just keep playing more old games on a handheld now, I'm already planning on other games to play and how I should definitely hack my Vita. My friends keep tempting me with one of those emulator handhelds and I don't even need one but they look really cool though.
I have so much respect for people who make fan works, hacks, and other unofficial projects it has been just amazing to see passion projects happen all the time in the gaming community. Playing this romhack that's been a years long, ongoing project in two different eras (2018 and then again in 2023) of it's existence has only further cemented my admiration. People wanting to be creative and open about their love for this form of art is such a wonderful thing to behold. These moments of creative passion being shared to everyone feels so important, reminding that the projects with the biggest budgets and names are not the end all be all of the medium, despite their desperation to be so. Thank you so much for wanting to share such lovely things with the world.
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