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#so they can play any game created for them. people are not developing switch games for pcs with rtx 3080s and 32gb of ram.
hacknet · 1 year
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me when i understand how console video game development works
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zerbu · 3 months
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Project Squealer BIG REVEAL
Calling all mystery buffs, adventure seekers, and gumshoe wannabes!
I am developing MY OWN INDIE GAME under the working title PROJECT SQUEALER! In this action-packed adventure RPG game, a disease called Laughter Pox has plagued the town, and it's up to three kid detectives to investigate!
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These days, I'm mostly known for making mods for The Sims 4, but I've been interested in game development as far back as 2009. In fact, I originally bought The Sims 3 for PC back in 2012 as a tool to plan out characters and worlds, before becoming hooked on the gameplay. For a long time, The Sims was my main creative outlet, but I was still coming up with game ideas in the background.
Skip ahead to mid 2016: while playing with my Go to School mod, I needed to create some child characters to fill the school with. I created two rival teams of kid detectives, and came up backstories and mysteries for them to solve. I ended up liking these characters far more than any other characters I had created. They felt like my creative masterpiece, begging for something bigger than just creations made in a character creator.
That's when "Project Squealer" started brewing in my brain. This indie RPG wasn't just some vague idea; I was developing full-blown stories, environments, and gameplay planned for my kid detectives. I also had the perfect art style in my head. Emphasis on in my head.
Turns out, bringing my dream art style to life was way harder than I thought. So hard, in fact, that I spent the next few years learning how to create art. It took until 2020 to finally have character and environment art that could (almost) pass for pro-level game stuff. Not only that, the project was undergoing what indie devs refer to as scope creep. I kept adding more and more ideas to the design doc, making the game more complex and pushing the release date even further into the future. In 2018, I even decided to move from 2D to 3D, and switched engines from MonoGame to Unity (and later to Unreal Engine 5 in 2023).
Now, it's 2024, and I'm finally, finally ready to announce what I've been working on for the past 6 years!
Project Squealer is the working title for my own indie game about a team of three kid detectives: Orlo (middle), Von (left) and Zoros (right). Together, they go on adventures and solve mysteries… or at least they would, if they weren't constantly having their business stolen by a rival detective team.
In this action-packed adventure game, a mysterious disease known as Laughter Pox has plagued the town, causing people to laugh hysterically. Where is it coming from? How can it be cured? It's up to our detectives to find out! If they can convince others to trust them with such an important mission, that is!
Project Squealer uses a hybrid of 2D and 3D graphics to create a 2D cartoon look with full 3D movement. Characters and some organic objects are 2D sprites that move with the camera. Most environments, objects and buildings are 3D, but have texture-based outlines to give it a 2D look.
The game features a variety of different quests, characters, abilities, enemies, locations, weapons and items. In addition to the main storyline, you can help out NPCs by performing "errands" for them, which will unlock cool rewards and even side missions.
Unlike many RPG games, Project Squealer won't include a character level system, because I want the player to be able to progress using their own skill, not by grinding levels. One of the game's main design philosophies is that there are few, if any, permanent upgrades. Weapons will eventually break, status effects that make your stronger will eventually expire, etc.
Project Squealer is still in relatively early development. I plan to post more information, screenshots, and eventually even videos, as it gets closer to release. Follow my Twitter for quicker updates: https://twitter.com/ZerbuTabek
Your support and feedback is welcome, and will help improve the game!
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felassan · 1 year
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Some more snippets of interest and insight from Mark Darrah, from some older Mark Darrah on Games YouTube videos where he was livestreaming playing Dragon Age: Origins some months ago. (The source of each snippet is linked after each point.)
"I would be incredibly surprised if we did see Desire Demons [in future games], but possibly. I saw some updated concept art." [source]
Chat asked "Do you think we are going to be able to spend points on attributes again in DA4 or nah?" and Mark replied "I don't know if they'll do attribute points, I suspect not...?" [source]
Chat asked "Do you think DA4 would be able to read DA:I saves since they're both using Frostbite?" and Mark replied "Oh, it doesn't matter, the reading the save games is nothing to do with Frostbite. The reason why Inquisition uses the Keep instead of save game reading is because of cross-generational stuff, we didn't want people locked to a platform. So I think it's quite possible that DA4 will use the Keep. I don't think they'll do save game reading, because the Keep exists already". Chat followed up, "I wonder if DA:I was made to even create plot flag data at all, what with the Keep already being a cross-game option" and Mark said "DA:I does store plot-flags in their save games, but yes, the intention was always to store them in the Keep, not to mine them out of save games". [source]
Chat asked "Would Oghren be done differently today?" Mark replied, "I do think Oghren would be done differently. He either needs to be more serious, as he's always treating his trauma with alcohol, or he needs to be somehow made more comedic. But I don't know that BioWare would make a character like Oghren again". [source]
They won't drop the name Dragon Age even if they switch in-world ages. Chat asked "DA5 should wrap up the Dragon Age series, and then any new game should be set centuries ahead of the Dragon Age". Mark replied "I mean if you wanted a massive reboot you could set it a long time in the future, have a new Dragon Age, that they've called it that for some reason, but I don't think there's a need for that." [source]
He also talked more generally about DA:O and the franchise in general. These bits are collected under a cut due to length.
One of the reasons why Dragon Age hasn't kept the same protagonist and has moved around the world a lot is because DA:O wasn't originally really intended to have a sequel, so it leaves a lot of dangling things depending on the choices you make (different rulers, many different states for some characters like Alistair, etc) [source]
What happened to Dragon Age Journeys? Facebook gaming died [source]
Game of Thrones was floating around in the studio during the time of the development of Baldur's Gate 2. "I do think it was at least consulted, it was read. What GoT did to fantasy in its moment was sort've show you could have a bit more politics, a bit more human-human conflict" [source]
On a hypothetical DA:O remaster: Tech-wise, there aren't that many people who know how to work with the engine, although it's a relatively simple engine. If they used a different engine it wouldn't be a remaster but a remake. For a remaster, you'd keep the same engine and turn the knobs as far as they could go, which would limit how far you could take it. Chat said "the Aurora [DA:O] engine isn't really being maintained, there's nothing to actually remaster there" and Mark replied "the code exists, it's in EA's repositories, you could get it running, updated DirectX version, remaster all the textures, you could do that" [source]
On this he also said "it's not gonna happen unless they can get the money from EA to do it as an external project and bring in external people, because otherwise you're just taking people from other things. Or unless EA suddenly decides that BioWare can hire 50 people, which seems...". "If you took something like Mass Effect and updated its Unreal version, that would be a massive amount of work just to do that. You don't really get anything for just doing that, particularly. You might be able to have it run at a higher resolution" [source]
The fact that MELE actually did well means that the chance of a remaster for DA is significantly higher than it was before. But EA doesn't like spending money. The devs had been trying to do a ME remaster since shortly after the last gen started, so basically since 2014 [source]
If they ever did a remaster of DA:O you would definitely see an improvement in textures on the consoles, even if you did nothing else, simply by including the "things that already exist" (as the original 360 version had its textures smooshed down from hi-res). DA:I you could make look better just by turning the knobs up further, as most of its stuff is already authored at higher resolutions [source]
Chat asked "'This might be better answered in a video, but what are your thoughts on remakes?''. Mark replied "I think it really depends on the game, some games are very much a product of their moment so they don't, a remake is always gonna fall a little flat. Remaster, you're just kind've re-establishing that. I think you can remaster anything. Remakes, some things should just be allowed to be a product of their time" [source]
Chat asked "Was there ever interest in making games like Diamondback and Wicked Grace playable minigames like Lodestone in Fable or Gwent for example?" There was a design for a dwarven chess game that the devs were thinking about doing for DA:I, "but no, time is time". Mark thinks that they may have had the rules for Wicked Grace at one point but "I don't know that there was ever much desire for it" [source]
The art direction in DAII is much more intentional than it was in DA:O. In DA:O and other fantasy games from that time period, it wasn't very intentional, and was more just 'generic English countryside from a certain time period' [source]
Chat commented about wanting a Dragon Age MMO in future. Mark replied "I don't think you're gonna see a Dragon Age MMO. MMOs are incredibly expensive to create and maintain. It was very interesting to watch Bethesda make an MMO of Elder Scrolls and make pretty much the same statements and mistakes as were made on SW:TOR just years later" [source]
Chat commented about wanting a Dragon Age RTS game in future. Mark replied "You could certainly see, especially like a DA:O RTS, but there aren't as many RTS devs around as there were once upon a time." When chat mentioned that a Mass Effect RTS could succeed, he added "I think if you were gonna do a Mass Effect RTS you'd definitely want space combat to be part of the game" [source]
Chat asked "What DA game would you remake?" Mark replied "I don't know, that's hard to say, some of the older ones are too a product of their time to easily be remade" [source]
Chat asked "How complex was Origins to make in terms of gameplay?" Mark replied, "I'm not sure what you're asking in terms of complexity of gameplay, it's a very long game with a lot of abilities. The underlying rules are not, it's not as intricate in terms of individual bits of balance as something like a shooter, lootershooter or fighting game is. RPGs are more about, sort've piling enough stuff on it so that it kind've gets balanced through volume as opposed to balanced through individual bits of, through the actual core mechanic. Honestly one of the issues with Anthem is that I think that a lot of the people on the team weren't familiar with that style of development, and so the inner most core of that game isn't tuned to the same degree that potentially a shooter company like Bungee would do" [source]
"Lyrium [potions] restore mana, I think. Which we have never explained"
Chat asked "Why are party members auto-levelled to the same level as the party/main character when you get them in Origins? I.e. in Knights of the Old Republic they were always level 6." Mark replied "the reason they're odd levelled is exactly because of KOTOR. If they're not odd levelled, what was happening was a lot of people just never levelled them up, so you ended up taking a character and they were Level 6 and they just died [source]
"The Leliana thing [Leliana coming back in DA:I if she was killed in DA:O], it's pretty weak but an explanation was given. A lot of the other ones are.. not even bothered to be given" [source]
On-screen Leliana had dialogue telling the Chantry's version of the story of how the Golden City became Black and the Magisters released the Taint. "I don't think the Chantry is lying so much as applying an argument on top of something they don't really understand" [source]
(pls note that in places there is a bit of paraphrasing of the info, the best source is always the primary source with full quotes in their original context)
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yyako · 6 months
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There Are No Credits in Sun Haven: 1.3 Edition
Sun Haven's 1.3 patch, adding lots of new art, vfx, new characters and additional writing drops today. What it will not contain is a list of the artists who created that art, crafted those vfx, designed those characters, and wrote the new writing that went into the patch, nor will it contain the names of anyone who previously contributed to the game. All "credits" seen in the game go to Kickstarter backers only. This has been a known issue in the game for as long as it's been in development-- my partner worked on the game and he's had a chance to talk with other ex-Sun Haven devs about these problems.
I really wanted to be nice and try not to hurt the people still working on the game. At this point, though, I think it will hurt more people to be silent. Pixel Sprout is hiring basically every position and I'd feel bad if I didn't warn people away from this scumbag company.
A couple of things: in the game industry there's not a single game that's made without any pain, stress, or mis-development. It's a creative field and a job; those things are inevitable. I wouldn't be out here saying that Pixel Sprout is a bad company if the development was rocky but they paid their workers fairly and gave them credits. But the fact of the matter is that they don't pay their workers fairly, and they don't give credit.
So I've already gone over the credit thing. Let's talk about pay! The director, Bruce, doesn't want his employees to talk about pay, which is always a good sign [sarcasm]. I only know 2 salaries, but they're both illustrative. My partner was one of the best-paid members on the team, being paid $15/hr for a highly specialized skill. This was significantly lower than his usual rate, and he didn't get a raise until two years of work had passed. Though my partner was expected to function as an almost full time, exclusive employee, he was on the books as a contract worker-- meaning he had to do his own taxes and received no medical insurance.
The other salary I know was for one of the lead writers, who quit explosively and alleged that he was earning $7/hr for his specialized work. Though I don't have any more precise numbers, I know that Bruce hires aggressively in countries with weak economies so that he can pay those workers below the American minimum wage-- and those positions are specialized work like pixel art.
Now, about those credits... I think people understand why they're important, but let me make it clear: even if you as a layperson don't usually look at credits, they're extremely important to the people credited because credits are how you get work. The games industry is very insular: everyone knows someone who worked on some game, so it's hard to break into. It's easier to break into if you can point at a game you've worked on and others can go and check to see that you're not lying. Not including credits in your game robs people of the ability to get jobs. It's gravely serious.
I'm going to end this post by once again saying that I'm not calling for a boycott, and you can decide for yourself if you want to play the game, knowing that playing it isn't going to affect whether or not credits get added. But please, do NOT submit an application to work for them until you know you'll be compensated for your work through credits. And keep pestering the developers about it. It's not going to make the credits happen (see: how hard they've been failing to produce a Switch release), but if we can annoy the director, my petty heart will be warmed.
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romanceclub-lovers · 2 months
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Interview with author Aleksandra Remy
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Questions for Aleksandra
❔Question: Which of all the men you have created could you imagine as your life partner?
🗨️Answer: Killian.
❔ Question: Do you have a favorite movie or TV series?
🗨️Answer: From TV series I always highlight Game of Thrones, from cinema I am highly likely to like everything with McConaughey, my favorite films contain a lot of works by Tarantino, Guy Ritchie or Nolan.
❔Question: As the visual lead screenwriter of the Garden of Eden story, you are aware of all the nuances of the visuals, plot, and development)
Do you have any favorites in this story? If you were the player, who would you lead a thread with?
🗨️Answer: Yes, I liked the last scenes with Jin Doo-yeong so much that I decided to choose a branch with him. Switched from Castiel...
❔ Question: Is it difficult to be the author of some of the most discussed and popular stories of the Romance Club?
🗨️Answer: I don’t know how difficult it is in a general sense, but it’s definitely more difficult than people think) There are many nuances here that will morally destroy an unprepared person. We must remember that any success has a second side to the coin. But if your nerves are strong, you can... get used to a lot of things.
❔ Question: How do you feel about various fandom theories? If the hypothesis turns out to be correct, does this make you happy as the author or, on the contrary, alarming, stimulating you to add even more ornateness and unexpected moments to the plot?
🗨️Answer: It’s good if the theory is close to correct. This means that the person correctly put together the pieces of the complete picture that I scattered throughout the plot, and I really like this. In general, any creativity, it seems to me, in one way or another pushes for reflection and reasoning, and that’s why I love it.
❔Question: Aleksandra, you are an active user of social networks, you often communicate with fans (for which a huge THANK YOU). Doesn't such active interaction with the fandom tire you? Or, on the contrary, does it give you strength and desire to write?
🗨️Answer: Sometimes it’s tiring, but it’s okay, it’s difficult for me to always be at the peak of social activity. Then I simply reduce the time I spend on social networks and crawl back into my introvert hole, where I mostly work and communicate little. I gain moral strength and something else, and return later.
Questions about the novels...
❔Question: How are names for heroes chosen?
🗨️Answer: Through a search and a list of names related to the country I need + melody, so that I myself like it and suit the hero. If the plot requires it, then I also select it by meaning. Most often I can’t name the heroine precisely because her name plays a plot role.
(And because I don't like writing in first person *laughing emoji* )
❔Question: Was the character of any of the characters taken from a real person? (maybe from an acquaintance or friend)
🗨️Answer: No, the main characters are more likely to have a drop of my character traits than others, so you can feel them better. But at the same time, each hero has his own unique character, background, etc.
If we talk about friends or acquaintances, then I can take someone’s experience as a reference. For example, the situation with Eva's childhood. This happened to someone close to me, with whom I empathize on all levels, and with her permission, I transformed her feelings and my artistic vision of the situation into this plot point. And it hurts me every time I write or think about this, but I also understand that such things are worth writing about, even necessary.
❔Question: You yourself, as the author, already know the ending of the stories. Can he change? Maybe depending on the reaction of the fandom or the opinion of the author himself may change?
🗨️Answer: I don’t think it’s possible to change the ending in any way. KCD ended exactly as I had planned in the early stages of developing the story, it will be the same with Nile, and with the prequel too.
❔Question: Why is there such a low threshold for choosing oneiromancy stats in "Song of the Crimson Nile"? Does this mean that there is a balance and it is possible to save up for all elections according to different stats? In addition, it was mentioned in the story that in very rare cases, shesmu have a predisposition to both directions of dark magic...
🗨️Answer: (*mysterious silence*) :)))
❔Question: How would you characterize Amen? Is he a positive hero or a negative one?
🗨️Answer: I think I have neither positive nor negative heroes, it's too boring. Even Livius himself has one or two not the best character traits, and this is normal. The same applies to Amen, there is both good and bad in him, because the world is not black and white. It's time for people to get used to it)
❔Question: What gave you the idea of using time skipping in KFS? Do you think this was a good move? Will this happen in other stories?
🗨️Answer: I don’t see anything terrible about the timeskip; it was necessary for Kali. Firstly, because of working with a large period of time (but in general, I noticed that in all my stories I work with several points in the timeline, the present and the past, to which we return), secondly, because the heroines of the first plan were too young, I wanted to show how carefree youth slipped through their fingers, forcing them to change, become smarter and more responsible in order to enter the game.
And girls now play dice not for wishes, but for human lives.
❔Question: Will the fate of Radha be revealed in the KFS, the future formation of Indira as the head of the Basu clan? Judging by the family tree, the eldest of the twins, besides Indira, did not have any more children, nor did she have a union with any other man except Radha.
🗨️Answer: Indira’s emergence as an heiress is too far from the events described, but Radha’s fate will be known to us.
❔Question: Are there plans for hidden endings in KFS and SCN? (Such as in KCD, where independent Amala mercilessly kills Amrit even in a branch with him)
🗨️Answer: I don’t know yet. Initially, those endings were just endings, I designated them hidden when I realized that to reach them you need not just stats, but a combination of choices. This is possible in both Nile and the prequel.
Questions from subscribers...
❔Question: One point is interesting. I began to notice that in all three stories the theme of connection, purpose, and truth runs through all three stories. I really like this theme in general, and especially how it manifests itself in your short stories. I wonder how this happens? Do you intentionally put such meaning into stories and relationships with your favorites, or does it come out naturally, intuitively?
🗨️Answer: I wouldn’t say that this is on purpose, because I myself really like this trope, and I’m not the only one. But still, I understand that there are certain similarities in all three stories. However:
Amrit's fiancée, Amala, is precisely his destiny, like fate, to be his ideal partner. Set treats Eva less poetically, she paid off the debt, and she is not the only one with him. But the romantic component of this connection will also be revealed. With Ram, everything is completely different, but I can’t give you the details ahead of time, you’ll find out for yourself.
❔Question: It became interesting, will there be any explanations or hints given as to what kind of traps await Evthys from Amen and how she can avoid them?
🗨️Answer: Amen's traps are the least of Eva's problems. I think you've already noticed that the plot is moving away from the hunt, and something worse is looming on the horizon.
According to my plans, we were introduced to hunting in the first season, and then we begin another plot block. It was fun to read the guesses about the endings involving capture and hunting. I thought: "Eh, guys... hunting is just the beginning."
❔Question: Choosing for diamonds with Ash (Set) in the latest update greatly affects romantic relationships? Is it possible to take this choice simply for the sake of his protection and patronage, leading a branch with another favorite?
🗨️Answer: All elections with Set are romance. You can improve your relationship with him in order to gain his favor, but up to a certain point. You will understand which one.
❔Question: Which story is easier for you to write? KFS or SCN?
Did you encounter any difficulties while creating the plot?
🗨️Answer: Both stories feel very different, sometimes there are difficulties with one, sometimes with the other. But in any case, I find an outlet in both short stories. They are fun to write.
❔Question: What 2-3 words or phrases or aphorisms could you describe each of your stories?
🗨️Answer: Kali: "Everyone has the same end" Nile: "When trouble comes, open the gates" prequel: " What goes around comes around"
❔Question: Is there a character in your short stories that you don’t like and irritate you, but without them the story wouldn’t have worked out?
🗨️Answer: They all piss me off sometimes.
❔Question: The thread with Gabriel in KCD... Was there one? Why was he so unfairly cut off or at least not given a choice where to save his life?
🗨️Answer: The thread with Gabriel is a sad misunderstanding, of course, he deserved a better fate, and at least one ending with him alive was worth doing.
❔Question: Where does such love for the frog come from in your tg channel?? When did it arise?
🗨️Answer: This frog is funny and absurd, like me, I feel a mental unity with it. Lately people have been telling me that I look like her. I don’t know whether to be happy or... what to do...
❔Question: Do you have qualities that you consider to be your shortcomings?
🗨️Answer: Yes, and a lot. If I can’t deal with them, I turn them into my advantage. For example, I am choleric, and sometimes it’s hard for me to restrain irritation or anger, and in general this cannot be restrained, honestly, I tried. So I convert them into energy for the gym and for work, use them as a charge boost or something like that. Otherwise I turn into a true psycho.
❔Question: Do you ever plan to write a book based on "Kali. Call of Darkness" and "Kali. Flame of Samsara", combining the events of these eras in one work?
🗨️Answer: I don’t think so. I don’t yet feel the desire to return to books, but this thing is very exciting, I have no doubts.
❔Question: What basic, main, qualities or character traits of Ash, Amen, Livius and Agnia could you name?
🗨️Answer:
Amen - devotion, loyalty.
Agnia - love of freedom.
Livius - kindness, warmth towards this world.
Set - spontaneity, trust in impulse, chaos.
❔Question: Aleksandra, would you like to have another pet besides a dog?
🗨️Answer: Not yet, I am as monogamous as possible in terms of pets, I like to love one to the maximum. All love to Hermes (her dog), I'm not even ready for a second dog.
❔Question: Aleksndra, thank you for agreeing to answer our questions! If possible, in conclusion we would like to ask you to say a few words to our subscribers who love your stories and are looking forward to their continuation and new short stories by you!. Thank you!
🗨️Answer: I would like to thank everyone for their support and interest in the stories, I am happy to try and work, knowing that I am doing this for you!
Source: 50 Shades of Romance Club
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myguiltyartpleasure · 5 months
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Cozy games recommendations! part 2
As I promised here is another one bunch of cozy games. This time it's not stardew-like only.
Carto
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PC, PS, iOS, Xbox, Nintendo switch (I've completed it for 8.5 hours without any rush)
I don't really see this game in lists of recommended cozy games, but it really deserves to be mentioned! It has interesting concept and beautiful art style. You're playing as a kid, who can change landscape by making changes in their map. You've lost from you grandma, you're trying to find her and all map pieces that were lost. It's a bit of a puzzle, you're travelling through different areas and see different people. It's quite short, but I loved it a lot.
Potion Craft
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PC, PS, iOS, Xbox, Nintendo switch (I've played for 32 hours. There are still things to do and developers still release new content)
You're and alchemist in medieval kind of town. You need to create potions according to customer's request (there is no time limit, so don't worry about it). Brewing potions has it's own mechanics, which is easy to get used to. There is no plot, just some optional goals. The final one appears to be creating philosopher's stone. This is a kind of a repetitive game kill some time.
Unpacking
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PC, PS, iOS, Xbox, Nintendo switch (I've played for 8 hours)
You're a person going through different stages of life. There are boxes with personal stuff to unpack and to put in places the way you want to. And I've just realized that "Unpacking" isn't just about things, but also about person's own life and problems, which is shown quite subtle. It's very relaxing and cozy
Cloud Gardens
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PC, PS, iOS, Xbox, Nintendo switch (I have about 8 hours, but there are still things to do)
The world seems to be post-apocalyptical and you're helping the life to thrive again. Place plants to overgrown ruins and trash to create better scenery. If you love this kind of post-apocalyptical view, you'll like it. Just relax and pick places for plants to grow
Dorfromantik
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PC, Nintendo switch (I have about 16 hours)
Place tiles with few rules to create as big area as possible. No plot or quests, just beautiful landscape to create. Apparently there is also a board Dorfromantik game, but I haven't tried it
PowerWash Simulator
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PC, PS, iOS, Xbox, Nintendo switch (I have about 120 hours)
You basically just washing different surfaces with pressure washer, but it's really satisfying. There are stories from customers and missing cat, but I usually got too involved in washing process to track them. There is coop mode and paid additional content, but there is enough locations if you don't want to pay extra
Storyteller
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PC, iOS, Android, Nintendo switch (I have about 4 hours)
You have a book to fill with stories. You can create ones that asked to be completed or create some weird stories. All you have is a page, characters, scenes and actions to create your fable. I've created number of gay marriages and game allowed me to 😄
What's your definition of cozy game? I have some more to share, but they don't always match the "cozy" term, so I'd love to hear your opinion
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kpopnstarwars · 4 months
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Stray Kids Playing Mario Wonder: Headcanons
A/N: so i've been playing mario wonder with my sister and suddenly inspiration hit, hope yall enjoy this because i sure as hell did
tw: swearing but like once
chan:
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has to play yoshi because he's Secretly Awful at Video Games™ 1.0
once he realises he can slurp things up with yoshi's tongue he does it constantly, even when there's nothing to attack, and continues to imitate the noise long after the boys have finished playing
does this really cute facial expression that looks nothing like yoshi but the boys don't tell him that because he looks really smol and adorable
plays blue yoshi because he likes 'his little purple booties'
fake cries with Yoshi every time he does the weird fluttering thing after a jump
100% puffs his cheeks out every time he catches stuff in Yoshi's mouth
in general a precious cutie patootie when they play so the boys don't yell at him when he dies by falling into lava for the 30000th time
more under the cut
minho:
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takes out every single enemy they come across, regardless if it needs to be killed or not
the boys switch on the badge that gives money when enemies are killed but then lino maxes out the coins so they switch it back off
plays blue toad secretly wishes he could be toadette but he's not gonna take it from felix
his favourite power up is the fire because with it he is DEADLY - best believe he'll be keeping it, enemies aren't getting near him with that shit
willing and able to steal people's controllers if they can't jump somewhere so he can do it for them
in general, he's super deadly and not to be messed with, carries a lot of the time and develops a tunnel vision mode where he can filter out the antics going on around him (mainly screaming because changbin died again)
changbin:
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Secretly Awful at Video Games™ 2.0
delivers a huge speech about his love for bowser every time he appears, followed by an optional peaches duet with felix
lives for the boss fights even though they're not all that, cheers very loudly every time he hits bowser junior
gets personally offended if he gets attacked by one of the npc characters, gets even more offended when he inevitably fails to kill them
tries to move around when there are cut scenes (everyone can just hear him fiddling with his joystick)
started off playing daisy (hyun took peach) but then got banned so is a yoshi - he took red yoshi because he thinks he's the most badass
in general, he is the reason why the boys playing mario wonder is so chaotic
hyunjin:
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refuses to be anyone but peach
extra dramatic when he dies, and cries irl whenever peach hits her head on the ceilings until minho threatens to feed him tissues
makes everyone stop if he wants to investigate some tubes, then sulks if there was nothing there
laughs hysterically whenever one of the yoshis have to carry an elephant powered up character, and tries to jump on chan/changbin's back at any given moment because his 'legs are tired'
actually manages to not die despite not being invincible like the yoshis or nabbit but is also sort of useless
enjoys the scenery in the background way too much (thinks the fluff puff peaks are super aesthetic, and it's fair enough)
in general, he's very dramatic (who's surprised) and highkey thrives off the chaos changbin creates
jisung:
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huge chaos along with changbin
is actually good but plays nabbit because he tends to try to do crazy things and die so the boys ban him from playing a player that takes enemy damage
purposefully takes the power ups even though they don't work on him just to deprive minho everyone else
can and will freestyle/hum over the music while he runs around in the game, jumping on shit
loud screeching ensues every time they get a wonder seed and change into goombas/other trippy things because he thinks it's so cute
in general, just as chaotic as changbin but dies less + his freestyling over the music is kinda cool
felix:
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plays toadette
massive cutie when he plays
copies game characters noises except in his extremely low voice or sings peaches when bowser comes on screen
always makes sure to squeeze changbin's biceps console changbin when he dies
always the one to revive people when they die, which leads to minho not letting anyone else revive him apart from felix
in general is seriously cracked but always waits for everyone to catch up when he plays (that one time when chan couldn't for the life of him climb up that one wall)
seungmin:
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cracked
ruthless
purposely avoids people if they need reviving
fights with jeongin to get top of the flagpole
does rock paper scissors with jeongin every time they play to see who is mario and who is luigi
has to have the little crown about his head at all times, if not, he's going to do anything in his ability to get it back
roasts anyone who dies by falling off stuff (mainly changbin)
likes to dash while hitting enemies away with his trunk when he's got the elephant power up
in general, he's deadly and jumps with terrifying precision - this boy is never gonna die because of skill issue
jeongin:
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alternates between luigi and mario because of seungmin
secretly likes luigi more but he knows seungmin wants mario so pretends he also wants mario
sometimes looks up the secret easter eggs etc. but he normally spots them before he needs to look it up
favourite power up is the bubble one because he likes jumping on the bubbles
makes sure to sit as far away from hyunjin as he can otherwise hyunjin will deafen him/cling onto him/do that thing where he agressively messes up jeongin's hair
in general, he's good - not as good as felix but he's unflappable and not distractable so tends to be seungmin's main contender
stray kids taglist: @sleepyleeji
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paleopinesofficial · 9 months
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PALEO PINES FAQs
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What consoles are you on
We are available on Steam, PS4, PS5, Xbox One, Xbox Series X, and Nintendo Switch.
How can I support the development of Paleo Pines?
We are so excited you want to get more involved! The best way you can support us is to follow us on social media @PaleoPines or grab the game on any of the platforms available!
Will the game have co-op/multiplayer?
Paleo Pines is a single-player experience! We’re definitely keeping them in the back of our minds, but it won’t be part of this release.
Will the game be in real-time? Will I lose my dinosaurs if I don’t play for a while?
In Paleo Pines, dinos will only run away if you neglect them during active gameplay, so please be nice to your dino friends!
Is there any promotional content?
Not yet, but we hope there will be!
Will the game have mod support?
Currently it is not in our plans to include mod support for the game.
Will Paleo Pines be available in other languages?
Paleo Pines will be available in English, German, French, Italian, Korean, Spanish, Simplified Chinese, Traditional Chinese, Russian, Japanese, and Brazilian Portuguese.
Is this game identical on all platforms, including the Switch version having an in-game achievement system?
Currently platform-specific features/meta features are only supported on a per-platform basis. Specifically, there is* not* an in-game achievement system for Switch.
Are there any bonuses for having save data from a different video game?
There are no bonuses for other game saves at present.
How will taming work?
A collection of cheeky dinosaurs roam the wild areas waiting to become your friends, as well as ranch helpers. Get their attention by mimicking their calls with your flute, then seal the deal with a tasty treat and trustworthy nose boop! Then gain their trust by creating cozy pens and learning what keeps them happy. Dinos might leave your island if they’re not happy - don’t worry though, you can always find them again and regain their trust!
Will Paleo Pines be free?
Paleo Pines is a premium game experience. We haven’t announced a price yet but will as soon as we can!
Will Paleo Pines have dating elements or relationships with the NPCs?
We are not currently planning on adding dating elements to the game. However, you can complete questlines for the NPCs and affect a positive change in their lives!
Will Paleo Pines also be available on Mac?
In the current plans, Paleo Pines will not be available on Mac.
Are there plans for early access?
There will not be early access, but we have a free demo on Steam!
Will there be seasonal changes in the game?
There are three seasons in the game which can affect the weather, available crops, and dino migration patterns. Triassea is a time of new crops and new life, where pleasantly cloudy days are broken up by occasional light and pleasant rainfall. Jurrasos is a hotter, more tropical time of year. It is rarely cloudy, and never stormy, perfect for beach picnics! Cretumnus is the blustery time of year, normally cloudy with rain showing up a bit more frequently.
What do you think the appropriate age to be able to play Paleo Pines will be?
We want to have the game accessible to as many people who want to play it as possible. We will try to keep the controls simple and intuitive to make sure everyone has a playing experience that is fun whilst still giving you lots of options and things to do in the game.
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Will we have to build up the ranch from scratch?
You start with a simple ranch and a little bit of land, and as the game progresses you can turn the neglected land into a beautiful and friendly home.
What will be customizable in game?
Paleo Pines is a place where you can express your individuality and creativity; no two ranches are the same! You can use decor to build a romantic garden, give your ranch a cozy woodland vibe, or go full-on-farmer with rows and rows of tilled soil. You can decide where to grow produce, or which spaces to dedicate to your dinos, including how big and what shape you want their pens to be. Your dinos can move around freely, so feel free to make communal areas too! Furthermore, you can customize your character as you like with a variety of features, curate a colorful collection of clothing and change your style using the wardrobe!
Will dinosaurs be adjusted if their depictions are drastically updated?
We love the latest science as it unfolds. Natalia, our paleontology adviser, is a key part in keeping us in the loop. If something exciting is revealed, we'll try to incorporate it if possible!
Can dinos at the ranch get sick?
The dinos cannot get sick, but if you forget to feed and take care of them, they might decide to leave your ranch.
Are dino genders fixed or randomised?
Most dinos do not have genders, except what you choose to imagine. However, some of the NPCs have their own trusty steeds who at times are referred to by their gendered pronouns.
Will the dinos come in different colors/patterns?
Yes! Each dino will have a pool of colours, and some dinos will have multiple patterns. These different colors/patterns will be spawned procedurally or under certain conditions!
Can my dinosaurs die? What happens if I forget to feed them?
Dinos will never die or kill each other. If you do neglect your dino, it will simply leave your ranch.
Why was Lucky chosen as the main dino?
We wish we had a better answer other than it's always been Lucky and we've never for a second considered another dino as she has always just felt perfectly right. She is an embodiment of what Paleo Pines is all about - friendship and exploration. Even after years of developing the game, we still feel happy when we look at her and that's the emotion that we hope is shared by others when they play!
Do the dinosaurs have varying personalities or all pretty much the same depending on their species?
There are a few different personality types, and any species can have them. But the species themselves have got bags of personality in their animations!
Is there a limit to how many dinos the player can have on their ranch?
You can have as many dinos on your ranch that you are able to keep happy! But keeping a dino happy in the long term requires a dreamstone, and there are a finite number of dreamstones in the game.
Will there be a chance of random mutation?
Since there is no breeding in the game, dinos will not mutate. However, there are various combinations of dino patterns and colors, some that are more rare than others.
Can we name our dinos?
Yes! All dinos can be named and renamed, except Lucky.
How will the dinos sound? Realistic or more cute?
It’s going to be more cute than realistic or terrifying. For example, large dinos have big low honks and small dinos might have chirps or trills. We’re also designing for melody to be important in the game, which will tie in to the sound design of the dinos.
What is Pippin’s Gender?
Pippin is a non-binary character who uses they/them pronouns. It has always been our vision for Paleo Pines to have a diverse, inclusive community with characters that may reflect any player’s identity or orientation.
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Which game engine is the team using?
We are developing in the Unity game engine.
Will there be controller support?
Absolutely! Actually, this is how a lot of us are testing the game already.
What program do you use for 3D modelling?
We use Blender for our 3D work.
Is there anything permanently missable, even rewards for fulfilling specific conditions?
Nothing aside from cases where this is desirable. For example: Granny comes to your ranch the day after you receive your farming tools.If you haven't used the tools yet, she will give you a farming tutorial, and give you seeds. If you have already used them, she comments on how you seem to know what you're doing, and gives you seeds. Either way you get seeds. But you can only see one of the two possible dialogues - the other is missable.
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fruitymarcy · 1 year
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I want another Sega console so bad, the Dreamcast was so revolutionary and imagining what Sega could do with a new console nowadays is awesome to think about. Reminder, the Dreamcast was super powerful for its time and had the first real online play of any console. It had classics from the Sonic Adventure games to Crazy Taxi to Jet Set Radio. Sega pulled out all the stops for the Dreamcast and it’s a shame they couldn’t recover trust from fans
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That’s really the biggest thing I think, Sega fans had watched them fail with the Saturn and decided to switch to the new PlayStation, and instead of getting a Dreamcast many just waited for the PlayStation 2. It’s sad because you can tell Sega really tried and the developers worked hard to deliver experiences that would wow players. And they did! They wowed those who played and the console did well enough early on, but the incoming PlayStation 2 meant so many people just waited for that. And Sega wasn’t gonna win over any new fans with how the Saturn had failed, so they couldn’t really cut into Nintendo’s player base anymore, and that was how they briefly became king with the Genesis. So really no matter how hard Sega tried with the Dreamcast it was doomed in a lot of ways from the get go. Maybe they could’ve done better but I don’t see a world where they won in that landscape where they’d already lost so many fans
With Sonic’s recent astronomic rise in popularity from the movies to Frontiers to the IDW comics—I think Sega could make a console comeback if they wanted to. Especially given how the PlayStation 5 and Xbox Series X, as much as I love the ps5 I gotta admit, these consoles, they don’t have many exclusive games. They’ve got a few but even then many are cross generational. God of War Ragnarok, Spider-Man Miles Morales, Halo Infinite—these games are playable on ps4 or Xbox One and so many fans are disappointed in Sony and Microsoft’s output of exclusives because of that
And while Nintendo is flourishing with the Switch it’s important to consider that if Sega made a comeback they probably wouldn’t want to COMPETE with Nintendo, moreso win over their fans without asking them to abandon Nintendo entirely. Back in the day it was “Genesis does what Nintendon’t” but I think now with how many people are willing to buy multiple consoles for games, Sega would rather compete with PlayStation and Xbox than Nintendo. Just ask Nintendo fans to buy a Sega console in ADDITION to the Switch, and go after the others instead. Nintendo is on top right now. PlayStation, while doing fine, is far from their peak and are losing goodwill with fans. Then you see Xbox which is struggling to convince people to buy their consoles and have decided to just sell their games on pc too since Microsoft owns Windows anyway…which while it’s good for someone like me who has a gaming pc and no Xbox, it’s not the best business model to keep people buying Xbox consoles
All of that is to say that I think Sega could make a console comeback if they made a competitively priced console with a bit more power then PlayStation 5 and Xbox Series X, and invested heavily into creating games that will wow people again. Like, Sonic Frontiers is great but if they wanted to make a new console they’d need to give Sonic Team a much larger budget and team to create an experience that will feel truly next gen. And that would go for every title, the games Sega released would need to be impressive. They’d need a console at around the same price and as powerful as their competitors while simultaneously delivering better games in popular franchises and creating new game series as well
I don’t see Sega making a new console anytime soon. But if they did I think they’d have a chance. However, I think their best chance at a console comeback is to wait. Take Sonic Frontiers, Yakuza: Like a Dragon, Super Monkey Ball: Banana Mania—take these successes and build upon them. Make better and better games, which yes means investing more money into them, and they’d not only make a better return (which could help fund a return to the console space) but also would make fans happy with Sega again and make new fans as well!
Sonic Frontiers’s sales numbers aren’t out yet for the United States as of writing this. Bur we have Japan’s numbers, and in Japan it did better than any Sonic game since 2001. The best selling Sonic game in TWENTY YEARS. And that’s because Sonic Team put in the effort and Sega let them delay the game by a year to better the experience. The thing is Sonic is doing great and Sega is doing better overall than before at delivering quality content for game series in general. They could make a comeback, whether soon or far into the future. I really think they could do it
Sorry for this long ramble, I’m a big Sonic and Sega fangirl lol. If anyone’s read all the way to the bottom I appreciate that, and I’d love to hear your thoughts in the reblogs or replies!
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warm-mojito · 11 months
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hi, just stumbled upon your account in the jet lag tag (thanks for the drinking game)! i've never heard of blaseball before, and unfortunately it seems i'm late to the party, but i'd love to learn what it was about! i love weird cool internet things
Hoo boy, I'm glad you enjoyed the Drinking Game! I sure can try my best to explain what Blaseball was. But quick warning, it's a lot.
Okay, so at its core, Blaseball was a Baseball Simulator, where you could bet fake money on simulated games, where players could die mid game. Hence the name Blaseball, which is a mixture of Blood, and Baseball.
Blaseball games took 30 minutes to an hour to play out, and would start new games at the top of the hour. Seasons would last a week, with generally the schedule being 2 weeks of games, followed by an average of 2 weeks of "Siesta", a time where no games were going, and almost nothing happened, that gave the developers time to crush bugs, and implement new features.
At the end of each season there was an election, where fans (us), could use the money we made betting, to buy votes, to vote in the election. Every season there was the big thing to vote on, The Decrees, which had wide sweeping implications on how Blaseball would continue to be played; as well as smaller things to vote on that impacted team performance, such as legendary items, or custom modifications that protected players from some fates.
To be clear, in Season 1 there was no death, and nothing weird going on, everything just seemed like your standard baseball game, very reminisciant of the 1968 book, "The Universal Baseball Association, Inc., J Henry Waugh, Prop." By Robert Coover. That said, there was one very peculiar thing, and that was the decrees.
In season 1, the decrees were listed as:
Redistribute Wealth: The top five players from the Internet Series champion will be distributed to five other random teams in the league.
Relegation: The last place team in the league will be eliminated from the league, and replaced with a new team.
The Forbidden Book: It is Forbidden.
Obviously, The Forbidden Book was the one that was voted on, and that's when they really put the Blood, in Blaseball, as immediately after opening the book, the umpires went Rogue, and the best player, Jaylen Hotdogfingers (Please note this was July 2020, well before EEAAO), was incinerated, by one. In addition a Hellmouth would swallow the Moab dessert, and the team that was formerly known as the Moab Sunbeams, would henceforth be known as the Hellmouth Sunbeams.
The final change was that Blaseball received a Subtitle, and this subtitle was "The Discipline Era". There are a few eras of Blaseball, there is the Discipline Era, The Coffee Cup, The Expansion Era, Short Circuits, and The Coronation Era. Each one functions as essentially the next chapter of the story.
This said, it is regrettable that I have gotten this far into my summary of Blaseball without talking about the community that formed around it. It was passionate. It was bright. It was essentric. To this day there are few players, that had any playtime, that do not have at least one piece of fan art for them. There is a music collective that started up, that is called The Garages that made songs about the game, that are incredible (If you like Ska Punk I highly recommend their album The Skarages), which got their name from the in game team, The Seattle Garages. All of this for a list of names on a webpage. There was not official art of anyone in Blaseball. No physical descriptions. No personality included. The fans breathed life into the characters adding some, and the developers (The Game Band, who also created a game called Where Cards Fall that you actually can go play on Steam and Switch still) embraced it, and basically said all of it was canon and none of it was canon.
Did the fans have their fair share of drama? Of course, any time you group 10k+ people together, of course not all of them are going to get along. I mostly avoided this by spending most of my time on Twitter for Blaseball, instead of in discords, and using the Block Button liberally.
I could go point by point down the story of Blaseball, but I imagine that if you're still reading at this point, that you'll probably want to go do that yourself, and you can! Blaseball originally had a Fandom wiki, however they realized that the company Fandom sucked, so the fans in the Society for Internet Blaseball Research (SIBR for short), created a new wiki which can be found at Blaseball.wiki, from there you can learn about everything that happened, it's very well organized.
Last Friday, June 2nd, The Game Band announced after a 4 month hiatus that Blaseball would not be coming back, and that we would not be seeing an end to The Coronation Era. The reasons of which are complicated, and many. One of the developers tweeted out in the hours leading up to the announcement "(quote from man who died by a thousand cuts): what are you gonna do, stab me one thousand times", which is likely the situation, as sometimes it isn't 1 big cut that does it, but 1000 little ones.
I hope this helps you understand what Blaseball was, I am open to answering further questions in DMs.
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vergess · 2 years
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I've seen a couple people talk about Linux. Is it worth it for someone who basically uses their laptop like an app machine? I play don't starve together, I have firefox, and I write, aaannnnnd that's about it. It slows down sometimes when I'm playing different games but I always thought that was what I get for not having the space, or the desk, for a desktop.
Oh, you are actually the ideal candidate.
If you primarily use your computer for web browsing, media consumption, office work and/or steam games, you are THE target audience for Linux desktop OSes.
The only people who I wouldn't recommend make the jump are people who do very specialized art, like 3D modelling and animation from scratch (blender works on linux but little else in that field), and people who do high end or competitive gaming without the use of steam.
I keep specifying steam, because the steam launcher has a bunch of whateverthefuck going on that makes it basically trivial to run steam supported games on linux. They even provide the setting for it inside the linux version of Steam, called "proton compatibilty layer." Which is very roughly versions of all the files that a game would normally be able to call from the windows OS, only with linux information in this. So there's very little impact on hardware performance.
There can even be improvements in performance because the actual operating system is so lightweight that there are more hardware resources available to the game.
Personally, I find that the thing that is the most improved in terms of response is actually Firefox. On Windows, launchingfirefox always took me upwards of 10 seconds. Once open, it worked like a dream, but for whatever reason Window shated actually opening the program for me.
On linux, it's instant. If there's a loading speed, it's too short for me to notice in the time it takes to move my eyes from the firefox option in the start menu, to the center of the screen where the window actually opens.
Plus, and this is something I LOVE for using linux as an "app machine," the linux software manager actually works. If you've ever use an app store on your phone, a software manager is basically the same function. You isntall programs from it, and then it updates and secures them automatically for you.
Compare that to windows, where most programs need to be downloaded as .exe files from the developer, then installed manually by you, then either you check for updates on the website manually or the program checks automatically whenever it opens, and then you have to download a whole other fucking exe file to run the update.
None of that bullshit.
You install it in the software manager and then any time your computer runs system updates, it will also update all the software.
Fucking magnificent. I live for that shit. In fact, it's such an integral feature and so much better from a use perspective that windows tried to re=create it with the windows store. Only their version sucks ass and has like no fucking useful programs. So then windows users tried to re-create it with a system called Chocolate Software Management For WIndows . And, credit where it is due, if a program has choco support it does work beautifully!
It's just that very few programs do.
Meanwhile, back on linux, they even introduced a feature called flatpacking that allows people who make programs to basically just.... pops it into the software store, so even weird shit like the specific game mod for FFXIV that I personally use has its own software manager entry.
Anyway, okay, TLDR:
You are literally, almost as if divinely crafted, the ideal kind of user for switching to Linux.
I like Linux Mint in XFCE, but many people swear that Ubuntu is the place to start. Which one I recommend to you would come down to whether you prefer the "feel" and "look" of older windows like XP and 7, or MacOS and newer Windows like 11. For the older style, do Mint. For the newer, try Ubuntu.
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sapphire-weapon · 6 months
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I think what a lot of people don't understand about OG vs remake, is that they're completely different tones/atmospheres. A lot of people don't seem to get that older OG games are tongue and cheek horror. They were supposed to pack in laughs and use cheesy, overdone tropes for fun. When 5 and 6 happened, that aspect was removed. The same characters and their relation to each other still existed, but in a climate where it just didn't work. Important relationships like Chris and Leon, Ada and Leon, even Sherry and Leon began to heavily depend on hinted off screen scenarios, which made for lazy story telling and choices/arcs that make no sense.
That's the major part that remakes are trying to fix. Resident Evil is no longer a comedy horror. There's a new audience and we're getting darker, realistic themes with rewritten relationships, so that the story can hopefully continue and end in a way that makes sense.
OGs mistake was switching tone with no warning, but expecting the same tropes to work. It was stupid decision that placed quick profit and marketing over quality, hence why 5 and 6 are not held in positive regard.
i... don't know how much i agree with this take.
OG RE4 is really the only game in the series that you could say was a "comedy horror." everything else was either unintentionally funny (because of bad voice acting or something) or it was just simply made by shinji mikami, who has a very distinct brand of dark humor that seeps into his games whether he intends it to or not.
like i don't know how much you can honestly say that RE0, REmake, RE2, or RE3 were intended comedies. they had moments of levity in them, but that wasn't the focus.
resident evil created the survival horror genre, and the man who created resident evil described the genre as "that feeling you get when an enemy is bearing down on you and you only have one bullet left and you manage to pull off a headshot."
that's what he was going for in these games. that feeling plus the camp of romero movies and kaiju films. the camp is intentional. the comedy is not (usually).
what actually changed was a difference in design philosophy. mikami's goal has always been to make a good game first and then slap a story around it. that's why OG RE4's story was slapped together in three weeks and why it was the one thing mikami asked be changed/improved for the remake.
the remakes can have their cake and eat it, too, because the baseline work for the majority of the combat systems and the stories is already done for them. they can focus on improving both without sacrificing either, like how mikami sacrificed story quality in favor of higher gameplay quality.
mikami's design philosophy helped jettison RE into the juggernaut status that it has, but it's the design philosophy of the remakes that will keep it there. modern audiences care more about story than vidya audiences from 1996-2005 did. most people back then skipped the cutscenes for any game they were playing. but now it's not enough to just have a "serviceable" story. a game now has to have at the very least a decent story.
and for RE to be as huge as it is, it's expected to have better than a decent story. it needs to, in order to survive. so the remake crew is being tasked with elevating a series with just a barely serviceable storyline into a series with a relatively good storyline that has coherent character development and distinct arcs.
capcom fucked up with RE6 not because of a genre shift. they fucked up because they tried to throw every popular vidya trend at the time into one game without understanding what made those features popular in the first place.
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fridge-reviews · 1 year
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Shadowrun Combo Review
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Developer: Harebrained Schemes Publisher: Paradox Interactive Rrp: £10.79 (Gog.com), £10.99 (Humblebundle, Steam) and £11.39 (Epic) Released: 25th July 2013 Available on: Gog.com, Humblebundle, Steam and Epic Played Using: Mouse and Keyboard Approximate game length: 12 Hours (for the base campaign)
Shadowrunners are the ones who do the dirty jobs that the Corporations need doing but also don't want their names attached. As far as the System is concerned, they don't exist, they're a ghost. So who better to break into a rival Corps officies and steal some secrets or perform a hit or simply deliver a package you don't trust your colleauges to handle. They're a nessecary evil in the modern world of 2054.
The Shadowrun games are is based off of the tabletop RPG Shadowrun, which was created by Jordan Weisman. I mention this because Jordan Weisman is also the lead designer of Shadowrun Returns. The world of Shadowrun is a cyperpunk dystopia where corporations run the world... sounds like every cyberpunk dystopia right? Well the key difference with Shadowrun is that magic has returned and now the world has elves, dwarfs, trolls and orks along with a number of other creatures. Since these games came from a tabletop RPG it makes sense that they would be CRPG's (Computer Role Playing Games) with turn based tactical combat that is similar to the likes of Xcom, and yes that does include the chance to hit ratio stat that I swear lies to you sometimes.
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With all three of these titles you get to select which campaign to play when you choose to start a new game. By default there's only one in each title (with exception of Dragonfall which includes the campaign from Shadowrun Returns) but more can be added through Nexus mods and the Steam Workshop (assuming you're playing the Steam version). What makes this work so well is that there is no voiceacting anywhere within these games, so as long as the writing is good any user generated campaign can be as good as the one that comes as standard.
As is the case with most RPG's you start on the character creation screen where you get to choose your gender, race, archetype (think class) and etiquette. When you pick your race you get to choose between humans, elves, dwarves, orks and trolls. The race you pick will dictate your starting stats, for example a troll is stronger and tougher than an elf but is also stupider and less charismatic. Your choice of race can also have an influence on conversation options though this isn't seen often. All the races, apart from humans, are thought of as 'metahuman' which is part of the lore of the Shadowrun universe lore so I won't go into it. Once you have your race chosen you can pick your archetype, you have the choices of; street samurai, mage, decker, shaman, rigger and physical adept. There's also an option to pick none for those who wish to completely customise an archetype. The last thing you do (with exception of naming the character) is choose two etiquettes. These represent your character knowing how to speak and carry themselves while dealing with people from certain backgrounds. You won't talk to an aristocrate the same way that you speak to a common street thug, for example and visa versa.
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In all three games your character will gain 'karma' which is used to increase attributes and skills. However, unlike most RPGs you won't gain karma simply by killing creatures. Instead karma comes from completing quests such as the sidequests that can be found. The amount of these side quests (at least in the base campaigns) is very much dependant on which campaign you're playing. In Dead Man's Switch, which is the Shadowrun Returns campaign there aren't that many but in Dragonfall there are quite a few to find. Of course, what I've said only relates to those campaigns another user made campaign might be absolutely chock full of them.
Along with the karma you are often rewarded with money for the tasks you perform, the currency in this case being Nuyen. You'll be needing the money as well in order to buy better equipment (there is no raiding of bodies), spells and hiring in other Shadowrunners.
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The Shadowrun universe has its own vernacular that you'll grow to understand as you play, although if you want a quick guide there's a glossary within the help menu. The help menu is also where you can find information on the various actions you can perform in the game, just in case you forgot.
I can only really speak on the campaign that was provided by the developers but from what I experienced I'd say this game is well worth a look, especially for those who like RPG's and fancy something outside of the usual fantasy fare. And if you like what you play of the game, perhaps try your hand with the editor that comes packaged with the game to create your own story.
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Shadowrun: Dragonfall – Directors Cut
Developer: Harebrained Schemes Publisher: Paradox Interactive Rrp: £10.99 (Humblebundle, Steam),£11.09 (Gog.com) and £11.39 (Epic) Released: 18th September 2014 Available on: Humblebundle, Steam, Gog.com and Epic Played Using: Mouse and Keyboard Approximate game length: 20 Hours (for the base campaign) The first thing I want to say about Shadowrun: Dragonfall is that this isn't a sequel to Shadowrun Returns, nor is it a side story. No, this is its own game set in the same world but in a different location. If I were to make a comparison to another franchise I would say that these two are linked together in the same way that Fallout 3 and Fallout New Vegas are (ignoring the fact those are made by different developers). One acknowledges the existance of the other but the events of either game has no impact on the other.
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Most of the things I would say about Shadowrun: Dragonfall (which henceforth shall be refered to as Dragonfall and Returns respectively) are the same as with Returns, which makes sense since they share the same engine. However, there are two main differences between Dragonfall and Returns the first of which is the change in UI. To me, Dragonfall's UI just looks a lot cleaner and easier to parse, while I understand that that is mostly cosmetic I really did find the change to be an improvement. The second difference, and its a huge one, are your companions... In Returns built in campaign you had to hire in help or were occassionally given an NPC to accompany you. But in Dragonfall your given a team who will remain with you throughout the campaign. They will comment on your decisions and will even change their attitude toward you, for good or ill. They'll also level up and you get a hand in influencing that by picking between two skills when they do. Eventually you'll even get the chance to perform loyalty missions for them that will have an effect later in the game.
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I also found that the story within the campaign of Dragonfall was much more indepth, I can say for certain it was longer than the one included in Returns. There were more characters to interact with and eventually form a bond with. I grew to know the reasonably sized hub area and went out of my way to explore it all. ----
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Shadowrun: Hong King – Extended Edition
Developer: Harebrained Schemes Publisher: Paradox Interactive Rrp: £14.69 (Gog.com), £14.99 (Humblebundle, Steam) and £15.49 (Epic) Released: 20th August 2015 Available on: Gog.com, Humblebundle, Steam and Epic Played Using: Mouse and Keyboard Approximate game length: 20 Hours (for the base campaign)
Seeing that so far I've covered the previous two of the Shadowrun games and had to handwave the similarities already I think it's best to focus on what Shadowrun: Hong Kong does differently to the other two. Firstly, when creating your character a new skill has appeared attached to the 'Body' attribute called 'Cyber Affinity'. This new skill unlocks more potent cyberware and grants bonuses relating to it. You also finish up the creation process by giving your character not only a street name but also a first and last name.
Secondly, hacking has been changed. In the previous games performing a hack within cyberspace was a skill check. For those not in the know, a skill check is when a game system compares your characters numerical skill against the challenge of the task; ie the check requires your characters strength to be 6 or more and your character has a strength of 8, that means they've passed the check. But the way hacking works in Shadowrun: Hong Kong is with an actual mini-game, or rather two mini games. The first is a simple case of simon says, you don't actually need to do this part but the more successful inputs you make the more time you will get with the hack. The second mini-game requires you to match seven symbols that fade in and out and select the correct one from a list.
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Third, and lastly, this iteration of the game has a few voiced and illustrated cutscenes. This might seem a bit strange to comment on but when combined with the actual content of the story within the game they really help sell some of the horrific imagery involved.
One of the things I really love about the Shadowrun universe is that the choices you make are rarely black and white. There is almost always a downside that you'll have to contend with at some point, even if its relatively minor.
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All three of these games are great, if you like a story heavy RPG, which I do. However, you need to be willing to actually read and I know many people have something of an aversion to that. If you get the chance to get a hold of these games I really do recommend it!
If these games appealed to you perhaps try;
Xcom: Enemy Unknown Mutant Year Zero: Road to Eden Divinity Original Sin 2: Definitive Edition
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If you’d like to support me I’ve just started a Ko-fi, the reviews will continue to be posted donation or not.
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tigerqueen767 · 7 months
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His name is actually Augustus but he's either called Gus (by his friends) or Oggie (by his family.) He enjoys science fiction, reading romantic things, playing a card game - his favourite is called MYTHIC - and building robots with his dad, Lucas. They built a few toy cars together too. (His mum's name is Julia.) He plays the violin in a band called The Sons. Or Pandemonium... He and Mike are still arguing over the name.
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Gus is a Shifter. He has the power to control l energy. He mostly uses it to capture light and electricity and spit it back out at his enemies. There are thousands of Shifters in the world I created and a lot of them are extremely dangerous and evil people. Shifters are the primary villains that they fight so it's good that the group has one on their side.
Gus has been to five different schools in his life and has been bullied in all of them. Including his current school. This is one of the reasons he has a strong sense of justice and he freaks out if he sees another kid getting bullied. He's really good at defending himself others but not good at defending himself.
His name is Ryan and he likes dancing, music, skateboarding, action and crime movies and cooking. He's actually a really great cook. 😁 He plays the drums in band, The Sons.
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He carries blades on the battlefield alongside Gus. His most prominent weapon is this humungous axe. He also has machetes and whips - whips with spikes. 😈
Ryan defends Gus when he can't do it himself. (It's not like he can just use his powers, he'd be discovered then.) He quickly becomes the greatest friend he's ever had.
Ryan finds it hard to see the good in his enemies. In his eyes if you do something bad everything else you do is now suspect. This is an unfortunate but important trait for the plot.
His name is Michael. He likes practising magic and with his magic cards. He also likes fashion, although he'd never admit it, giving gifts, and eating/snacking. He's a very talkative person. He often borea people by going on long tangents. What's interesting is that half of what he says is a lie - or at least extremely exaggerated. He plays the trumpet in the band called Pandemonium.
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He uses advanced technology on the battlefield alongside Ryan. He straps these advanced guns on both of his arms that eject bullets, digital webs and all kinds of signals. The webs can catch people before they fall and the guns also switch to drill mode which helps if he wants to tear down a wall. He also rides a hoverboard.
Before joining the heroes' side Michael was a cowardly bully who hurt a ton of people at school out of anger. He bullied with the help of his 'friends' Zackary and Adrian, who he calls Zack and A.J.
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Zack is the one on the left.
His parents are always fighting and bickering like children and they ignore him most of time when he's at home. Too busy with their careers to care if he's doing something abnoxious or cruel. They never even knew that he was a bully. Whenever they talk to him it's always in a dismissive or disappointed tone. Mike always felt like they didn't even want to be parents. Once when he was younger and fatter (about ten years old) his mum straight up called him a pig to his face.
He never got over that.
His name is Seth. He's autistic, likes playing basketball his guitar and with his pet parrot. And he jogs around the block from time to time.
I think Seth might be the least developed character in the book. I'm not even sure what weapons he uses. I know I'm giving him a glider though (inspired by genshin impact.) He still does have an arc in the story though.
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Because Seth was autistic he was picked on for acting and speaking in a strange way all the time. He kind of just gave up on interacting with kids his age entirely. Until Mike comes along and helps him communicate better and coaxes him out of his shell.
There's a ton of other things I want to say but these are the basics.
Any questions? 😁
I'll answer them all as best as I can.
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chaoticsimlish · 11 months
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Get To Know Me
I was tagged by the sweet and endlessly talented @salemssimblr for this! Apologies it took so long to get to it, wanted to wait until I was on my desktop again haha
What’s your favourite sims death? Gotta be laughing to death! I had a sim for a legacy challenge propose to her girlfriend once and her girlfriend was already in a silly goofy mood but rejected her and then proceeded to laugh to death. I hadn't even known that could happen and was caught completely off guard!
2. Alpha CC or Maxis Match? I tend to lean more towards Maxis Match stuff but I really have move of a blend happening
3. Do you cheat when your sims gain weight? Nah if it happens it happens, you can't have a sim push out four babies for a legacy and still have a stick lol
4. Do you use move objects? Definitely do! Even switched back to my old keyboard because it is better equipped for handling move objects in build mode!
5. Favorite mod? More columns in CAS! I cannot make sims without it!
6. First expansion/game/stuff pack you got? I bought every expansion/game pack/stuff pack that came out until My First Pets Stuff so it'd be Outdoor Retreat! I only recently caved to that stupid stuff back, always swore I'd never put money down on a DLC for a DLC but it was on super sale and I think I'd like to have rats in game
7. Do you pronounce “live mode” like aLIVE or LIVing? Liv definitely, I know in context it's LIVE mode but I have never said it like that
8. Who’s your favorite sim that you’ve made? Probably Monty! My green haired sim I made originally to submit to a story that someone else was doing. I have the most back story on her! If not her than my boy Kaz who was made to be a bachelor in my bachelor challenge that ended abruptly when the save got corrupted and life made it hard to play! Kaz still to this day remains my favorite base to use when making male sims :3
9. Have you made a simself? A long time ago! I should probably make a new one
10. What sim traits do you give yourself? Creative, Clumsy, and Geek!
11. Which is your favorite EA hair color? I really like the darker brown and the auburn-y red
12. Favorite EA hair? I rarely use the EA hairs lol I don't really have an answer for this!
13. Favorite life stage? YA for sure because it has the most stuff to do but also I started playing Sims 4 when I was 20 so I was a YA when I got to play with it and it has always just felt like a good home base life stage!
14. Are you a builder or are you in it for the gameplay? When I do get to play, I'm in it for the gameplay! I honestly hate building from scratch because nothing ever seems right so I usually tweak builds I find in the gallery! I also really hate how much time it takes to decorate and clutter things up!
15. Are you a CC creator? I used to be! First thing I created (like five blogs ago now) was a set of nerdy art for my sims, I also recolored a bunch of hairs in Pooklet's colors and recolored a handful of items. Pretty sure that's all gone now though and I definitely don't have time to do it anymore!
16. Do you have any simblr friends/a sim squad? I have a couple people I feel like I can chat with without feeling like I'm bugging them! @salemssimblr and I talk on discord about this and that (mostly writing!) and @druidberries and I have had a few good moments as well! I used to have a group I was part of on discord but that's been a long time ago now
17. What’s your favorite game? Favorite series is forever Bioshock! The depth of the worlds and just how well those games were developed and thought out was always great for me! What Remains of Edith Finch changed my entire brain chemistry it was so good, Dragon Age Inquisition has been played about fifteen times, and I'm really enjoying Tears of the Kingdom right now!
18. Do you have any sims merch? Somewhere, lost to the basement which devours everything, I have a plumbob light thing I got with a special edition of something. Other than that no
19. Do you have a YouTube for sims? Nope! I'm happy posting on here where no one can hear me stumble over my words and watch me spend an hour debating over which hair to put on a sim lmao
20. How has your “sim style” changed throughout your years of playing? It's changed pretty drastically I'd say! My early sims, when I started really getting into the Sims 2, were all super goth and had the most wild and ridiculous outfits! I used to make sims who looked like they walked out of My Chemical Romance music videos! Now, though I still have to push myself to not use as many of the same or similar features (I'm really bad about almond eyes, down turned lips, and noses with the nostrils just so), I feel like I do make sims with more variety. I also work hard to make sims who are either queer, non-white, disabled, or occult as well. It's really easy to fall into a pattern of making the same kind of sim over and over so I fight that as much as I can.
21. What’s your Origin ID? EchoSoul I believe, there may be a 13 in there somewhere lmao
22. Who’s your favorite CC creator? I think the creator I jump to download all their cc every time I reset and whose cc just gets used and abused in my game is @clumsyalienn! I have almost everything they make and I'm pretty sure every single sim I make has at least one thing on their's on them!
23. How long have you had a simblr? I've had this simblr since 2018, before that though I've had multiple other simblrs that either got killed off because of a lull in notes or just disuse. I started in the simblr community in 2009 I believe! I've been on tumblr since 2008 and as soon as I found the sims community I've always had a foot in the door!
24. How do you edit your pictures? I don't lmao
25. What expansion/game/stuff pack is your favorite so far? I'd have to say that Realm of Magic and City Living! I'm a sucker for magic and witches and to this day San Myshuno is one of my favorite worlds to live in! Can't go wrong with the Spice District!
26. What expansion/game/stuff pack do you want next? I have all of them except for Dream Designer and a handful of kits so I'd say Dream Designer lol
NOW
I tag @shittyysimblr, @lilypixels, @whyhellosims, @pink-chevalier, @katmk36, and anyone else who'd like to do this who hasn't been tagged yet!
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neoyi · 1 year
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Never have I wanted to puke out an endless stream of rainbow faster than booting up Dream Drop Distance for the first time. What an odd, odd duck of a game.
Even for a Disney crossover, DDD is maddeningly whimsical, a description I would only somewhat attached to KH (dramatic, theatrical, complicated, flashy, etc. would be better words for the franchise), but is in full blast here. I swear I'm still coughing up glitter.
More under the "Keep Reading."
Like it's not just the weird gameplay with its "Parkour-Off-Any-Surface" Flowmotion. but the cutesy Dream Eaters you collect, the incredibly overflowing bright, neon colors that dominate everything from worlds Sora and Riku step in to the in-game menu. Mind you, beautiful colors - these are not obnoxious in anyway - that are just pure eye candy, it's just a lot to take in at first.
I actually own the original 3DS copy of this game (I am playing the Final Mix edition that was packaged with the PS4 Compilation release) and I need to check out something in my free time, because this game absolutely feels like it was made with a stylus in mind. I can't help but wonder if you're suppose to tap the walls or floors for Sora/Riku to perform Flowmotion. I can definitely tell that one balloon mini-game that you play with the Dream Eaters requires a stylus - the PS Touch Pad is not optimal in any way, shape, or form to handle that.
Oh my God, like the Dream Eaters. I was aware of these creatures, but I didn't know this was Kingdom Hearts: The Mon Game. I'm going to lose it trying to collect them all.
In any case, DDD is almost sickeningly cute tonally. Like when THIS music started playing while I was bonding with my Dream Eaters, I felt like all my teeth would fall out from the sugary nonsense they were shoving down my throat. Even the music has this sort of soft, dreamy quality that wants to drift you off into a peaceful sleep (the peppier music on the other hand feels like a kid going on a magical adventure.) It's not like Birth By Sleep's softness which is more elegant and ethereal, this one feels like a series of lullabies.
And I'm not saying this is a bad thing. I actually do not think this is so twee that it turns me off, probably because I'm still thrown off by the sheer whiplash between this and Birth By Sleep (or any previous KH games, really.) I wonder if its background setting - dreams - meant the developers wanted to create a tone that felt imaginative and childlike. Sora in Slumberland, so to speak.
It's so abrupt about it, too. The game opens up in media res with Sora and Riku battling Ursula, before a flashback informs the viewer that these two kids need to wake seven "sleeping worlds" in order to pass their Mark of Mastery, before suddenly cutting to a minigame where you "drop" into a new world (taking place in lieu of the Gummi Ship), and it's just so damn weird.
Cutscenes are also presented in fragments that are either mandatory or optional viewing for more context in your Mementos menu. Maybe the extra cutscenes had to be side choices because of the nature of its chef gameplay mechanic, where you only have a certain amount of time between Sora and Riku before the two of you switch once the other "drops." Like yeah, I could logically just go back to the other characters, but I guess for people who want to just stick with the "drop" mechanic meant a simpler-than-usual set of cutscenes so as not to confuse people? Maybe??? Because it's not like the Dream Worlds Joshua explained isn't any less convoluted than the average KH worldbuilding. So who the heck knows?
It's certainly experimental compared to past Kingdom Hearts games, and too early for me to say how I feel about it. I think I'm still trying to adjust.
Traverse Town certainly looks its best here though. Like there's more locations and they're all bursting with colors and aesthetic deco flavor. it looks fantastic.
And oh my GOD, I forgot this is the game where the TWENY gang arrived.
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And it comes to little surprise the only one who seem to understand how the dream worlds function and what to do with it is our resident smug asshole, Joshua.
Their story seem to be ongoing, so I assume I'll be returning to Traverse Town and see how they're doing. I'm excited. I loved TWENY and can't wait to see what they do in the KHverse.
I hate to say this though, but their rendition of "CALLING" is... subpar. Like I don't like the way the vocals have this weird warbled effect and the rhythm doesn't feel as bouncy as the original.
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I'm fascinated with Sora and Riku here. Their contrasting personalities have carried and defined their journeys since Game One, and now we've reached a point where they're both in the same page as equals. How they'll pass this test is going to be a remarkable demonstration of their key traits and capabilities.
Immediately Sora confidently declares he and Riku will pass with flying colors, but the latter is hesitant. Knowing how hard he fought to keep his darkness at bay, Riku doesn't take the test for granted and comes across as exceptionally humble.
I don't blame Sora for having a bit of an ego though; his heart is coming from a good place, and his endless optimistic and determination has worked tremendously for him in the past that, well, of course this whole test thing is going to be a shoe-in for him. Yen Sid warns him that the two are playing by a very different, vast set of rules and restrictions though. Both of them were self-taught and they showed talent from it (way beyond the average Keyblade wielder, I'm sure), but now they have mentors and an expectation that requires specification to meet. They cannot just do it their own way.
There are some weird foibles with Sora's character though. His chief personality - sunny and open to other people - is retained, but he's not as grounded as he was before. Now he just seems peppy 24/7 with an almost childish quality that even Game 1 Sora lacked (Game 1 Sora is a bit more hesitant and willing to question things, though he was just starting out back then.) I don't know if they're purposely pushing to fit the dream theme they got going, but he teeters close to a flanderized version of himself. Sora in the other games would sometimes be one crayon short of a full set, but will have his head in the game; DDD Sora sees a butterfly and chases after it.
Riku though, I noticed, has a slightly more adorable side to him when put in an awkward situation. Noticeably, he is flustered and unsure of what to do when Shiki playfully flirts with him. And I just about lost it, because Riku's entire quest in Game 1 was to save Kairi, the girl he liked. It's just so much of a Riku thing that the best way he can express his affection is to go out of his way to find Kairi's heart and never, ever tell her how he feels because he's suave and cool and has no way to forwardly tell girls he likes them because god he's still sixteen and young and stupid in that way.
Which is hilarious to think about compared to the immature Sora who may not be the brightest kid, but he's much more clear (in that chaste anime way) that he likes Kairi and visibly expresses it. Course, it does help that Kairi likes him, too.
It's just so cute. These kids are adorable. I wanna pinch all your cheeks.
Also I've been told the game will explain why they're in their younger models, because, like yeah, why are they?
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I'm currently in the Hunchback of Notre Dame world and man, like, I have not been religious in nearly fifteen years and I still feel like it's blasphemous for Sora and Riku to Anime Parkour inside the Notre Dame. Like that is a real church. That is an actual goddamn church you can legit visit in real life! This is a lot, man.
Fucking Frollo with his Dream Eater behind him and he calls it his righteous judgment and I'm like, I can't take this. I cannot take someone like Frollo, the man who sang "Hellfire", seriously in the Kingdom Hearts world where he meets up with two anime boys and the sea of colorful animal monsters they drag with 'em.
Like jesus fuck, Quasimodo told Riku when the latter entered the Notre Dame that if he's looking for the archdeacon, he's not available. That's a real religious position. That is real, and he told Riku that, and I don't know what the fuck I'm suppose to do with this information.
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