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#the Last Remnant gameplay
fallenrazziel · 2 years
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worldruins · 9 months
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Meet the Remnant, my "slugcat" oc. Because I have no sense of moderation, it has an entire campaign loosely mocked up in my head- I don't have the modding ability or time to make anything of it but I enjoy thinking about it! The two iterators on the sheet are the central npcs of the campaign.
Remnant is larger, more aquatic, and faster on all fours than a slugcat. It struggles to use the same tools, carries items in its mouth, and can eat batnip and bubble weed. And, though it doesn’t know it, it is one of the last four of its kind left.
More about the campaign below VVV
BONUS: Remnant obviously resembles a slugcat, and they are sort of a slugcat ancestor! The genomes of the pipe slugs slugcats evolved from had remnant DNA as well as the simple tool-worm base that ancients used for many creatures. The blueprints were present in the modified organisms, and over several generations and mutations began to express themselves once more. Anyway…
To start, the Remnant is living with their family in an idyllic natural landscape much like survivor and monk at the beginning of their campaigns. The incident kickstarting their journey would be them wandering off from their kin and- gameplay starts here- getting lured off by something interesting, before the wall closes quickly behind them and the player realizes they have been trapped. They find themselves in a crate lined with wet plant matter, which gets shaken and turned around for a bit before settling down. It continues with a gentler rattling and remnant is clearly being taken somewhere, but the game acts like you're in a den and, once you've eaten the food set out for you in there, you sleep.
You are woken when the train carrying you crashes. You are able to escape and wind up in a light drizzle. Numerous overseers, some purple and others seafoam green, follow you around. The artificial, dilapidated surroundings are alien to the remnant.
During the first cycle an overseer will direct you to the nearest den, but you don’t have a rain timer until the first time you hibernate. You’ve never experienced rain like this before, after all.
The fact is that the remnant and their family are primal fauna, from the old world before bioengineering and iterators. They have spent their whole lives in a carefully controlled environment, maintained at first by ancients and then the systems the ancients left behind. The mass ascension happened, and nobody really knew what to do with these creatures- depending on the species, animals in captivity were generally released to fend for themselves or set for years of being maintained by machines scheduled in advanced, automated to care for them.
Remnant is taken when the iterator Ink Stained Palms orders a specimen of one relatively hardy species to study and potentially have the rest delivered to their regions. Something goes wrong- their delivery is sabotaged by their semi-active former senior, Calls To Stony Skies. And out Remnant goes into an alien land, with each of the two rival iterators trying to lure or force it to go to them.
This generally takes the form of projections like Iggy uses to get the slugcats to Moon, though it’s two different kinds of overseer guiding you in opposite directions at the same time. There may also be introduced environmental hazards- some of the chases in Little Nightmares come to mind- to corral you toward wherever the iterator causing it wants you to go.
ISP was the one who was getting the remnant delivered to her facility. They’re a bioengineer interested in long-term ecosystem restoration. It’s come to believe there’s a natural ‘balance’ to the world that could, in time, let living things leave the cycle of their own accord if it was realigned properly.
CTSS is in a condition not unlike spearmaster moon, though his decline has been steadier and over a longer period of time. They’ve been replaced by another iterator as group senior, and derailed your journey in the hopes of using a rare animal as collateral to get ISP’s help. Watching the remnant’s struggle to survive, however, he ends up very attached to it and can’t bring himself to kill it as he originally planned to.
Though they might want to, CTSS can’t save the remnant from a more insidious fate. The air, the soil, the water itself is toxic to you, whose kind has lived countless generations shielded from the heavy metal byproducts of industry and the artificial metabolisms of those great boxes in the sky. Ascension is an option, but so is going to ISP, whose body itself possesses a complex with artificial environments much like the one you began in. It can’t protect the remnant fully, but it can offer them a longer life. There are multiple endings to the campaign, based on the order you visit the iterators in.
If you read all this thank you so much and feel free to send questions!! About my little guys.
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dopaminevampire · 7 months
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Kotor theory because I am deep diving lore.
Spoilers, kinda.
So regardless of whether we acknowledge the idea of the Sith Empire and brainwashing, I was surprised to learn that Korriban was already occupied when Revan and Malak showed up. It seems to be implied Czerka already set up shop there, but more interestingly, Jorak Uln, the crazy old coot that holes up in one of the tombs, is a remnant from Exar Kun's war 40 years previously. As is Sion, from the second kotor game.
That would be the war that Jolee fought in against them.
Looking at the history further, it seems that Sith war ended and a few scattered Sith made a run for it in various parts of space. Some of them ended up on Korriban and restarted the academy there. Its been running the *entire time* and none of the Jedi did anything about it.
The current headmaster of the academy as in the time of gameplay is Jorak's pupil, so guess is good he's been there a long while as well.
And that led me to thinking- when exactly did Yuthura show up in all of this?
Now my immediate reaction to this was "this is ridiculous, this is dumb, this has to be an oversight, there's no way these Sith have been here for 40 years and roll over and show belly and fall in line the moment the new punk kids show up on the block" but then THAT got me thinking about something else that doesn't entirely make sense either-
One of the first battles Revan and Malak engaged in was attacking Foerost. This battle is an almost exact copy of another battle that was initiated by Qel-Droma... 40 years earlier... in the last Sith war... with Exar Kun. Spoils of this battle ended with Revan and Malak taking most of the Republic fleet from drydocks and also heralding themselves in as the new Sith Lords.
Which brings us back to Korriban. What better way to make a bang and convince these Sith holdouts to fall in line than copying a battle from their own past war? Maybe even doing it better? Proving their mettle?
If we add in that perhaps this was preventing Revan from accessing the Star Map, capturing the Republic fleet makes a whole lot of sense too. Or even if not, asset denial.
Bonus- I also learned there is a bar on Korriban named "The Drunk Side"
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headspace-hotel · 1 year
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My friends and I have been discussing how poorly designed/balanced the Warden is in MC and not only have we come up with several different ways to fix it but we've also concluded that Mojang is just utterly shit at balancing their game. Look at end city loot compared to other structures that are even harder to conquer, or how pigs are almost completely irrelevant for farming if you have any other passive mob, or the fact that invisibility potions are completely worthless because they don't work at ALL. I found that last one out the hard way and lost half a month's worth of gear from Mojang's incompetence. They seriously need to get their shit together.
I think loot from structures in Minecraft is somewhat intentionally under-powered, because the game is about building and exploring and farming and the lion's share of your resources are meant to come from your own gathering and farming activities. However you're definitely right.
For example, bastion remnants have really good loot and are relatively common; I've gone on trips into the Nether where I found and cleared more than one in the course of a single trip.
Meanwhile, woodland mansions are vanishingly rare and the valuable rooms may not generate at all. You could have to travel tens of thousands of blocks to get nothing but a bunch of wool and books.
Jungle pyramids are the ones I hate the most, they never have anything worth it in the chests.
But...ancient cities. I love the atmosphere and gameplay experience of the ancient cities, but they really unbalance the game in a lot of ways.
They have more and better loot than basically any other structure in the game, they can be cleared with nothing but skill, no armor or weapons of note needed. I think they USUALLY are a rare find, but this is the trouble with the procedurally-generated nature of the game; I've found multiple seeds with ancient cities directly under spawn, and multiple seeds with two ancient cities within ~250 blocks of spawn.
I think the mechanics and everything of the Warden are very well thought out and I deeply, deeply appreciate how you don't really have to risk the Warden if you are slow and cautious enough.
I complained lots about the Warden, but in hindsight the complaints had more to do with the Warden being prioritized at the expense of everything else and less to do with the Warden itself. We have to admit that the Warden is much better than lots of other hostile mobs in the game. Ghasts have too-small, janky hitboxes and can shoot you with fireballs from OUTSIDE RENDER DISTANCE. The Warden is a huge improvement in that you can prevent summoning him by being careful.
Also, recent updates have been fixing some of the most egregious issues with balancing. Before Caves and Cliffs, clay generated exclusively as small patches on the bottom of lakes and rivers and until the Wild Update it was not renewable. You had to intensively farm vines to get mossy cobblestone. I've only been playing since just after Village and Pillage and I Remember
Metal ores have only been affected by Fortune since 1.17!!!! Before that you had to mine stacks and stacks of ore blocks! Before axolotls were added, tropical fish existed and were completely useless!! Minecraft olds can tell you more.
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jellymeduza · 4 months
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1250 followers gift - take a peek at my medievalish fantasy game (part 1/?)
I've reached 1250 followers milestone way faster than I expected. Curiously enough, there was influx of new followers after I opened my poll regarding the gift. Has the promise of a showcase of my game lured you in? 😉
The showcase of my game won by the vast majority of votes. Hardly anyone wants me to build a lot. That is probably a right decision. xD
As my medievalish neighbourhood is much older than my modern gameplay, it'll be divided into more parts - there are more Sims, more backstories etc. Translations are going to be inconsistent once again, some names will be probably difficult to translate as some of them are made up to be puns and don't exist in the real world.
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I'll start with explaining the rules and lore for this neighbourhood. This is my only neighbourhood that has any rules.
The kingdom is called "Ciemnogród", which can be literally translated into "Dark castle", but has also other meaning: it is used to depict a place or a group of people as superstitious, xenophobic, intolerant and of conservative beliefs. According to the Great Polish Dictionary it's a neologism created by Polish writer Stanisław Kostka Potocki. Wikipedia tells me that the word used in his work has been translated into "Dunceville" and let's stay by this option.
So, backstory for this neighbourhood is that there are two royal houses in the kingdom: Dariuses (red banner) and Claudiuses (blue banner). The houses have fought over the throne, leading the kingdom nearly into a collapse. Economic repercussions of that civil war are felt by every social class: nobility is even scarcer, once prosperous merchants dress not much wealthier than those who used to be middle class merchants. Crime is on the rise.
August the Mad of house Claudius and Konrad the Ginger of house Darius decided to put an end to the madness started by their fathers and agreed to diarchy. Moreover to make the houses more bound, they agreed that their eldest sons would marry their daughters. After the marriage daughters are allowed to keep wearing the colours of the house of their maiden name. Additionally, the third child of each couple, should they have so many children, shall wear the colours of its mother's maiden name house.
The problem is that the kings who signed the pact are dying out and their children can hardly remember the atrocities of the war as it was ended when they were still very young. The royal children, soon to become co-rulers are hungry for power and co-ruling brother-in-law can be an obstacle. Not to mention that the loyalties of their wives are uncertain - will they choose houses of their maiden names or houses of their husbands should a new war start?
Humans and supernatural creatures live in peace, however supernaturals are not allowed to live within city walls. They can own a business and work in the city. The only exception are witches and wizards who can live in the city. Royals respect wizards as they are useful servants and make good advisors. Some people speculate there are more reasons why wizards are treated favourably, especially by the Dariuses - it is said there's a blood curse cast on the house, hence some of its members have red eyes (e.g. Konrad the Ginger and his daughter Fiona). Some say it were the wizards who cast it and Dariuses in fear went lenient on wizards. Other say wizards played a positive role and earnt the privilege by fighting off the curse, red eyes being curse's last remnant.
The kingdom is divided into sections. At the center there is royal district. Between the castle of Claudiuses (on the left) and the castle of Dariuses (on the right) there are gardens of reconciliation, built to commemorate the end of civil war. Opposite the gardens there are public baths.
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The main part of the city is filled with merchants' houses and their businesses. It is also inhabited by wizards, monks, knights and beggars. There's the central town square, a church, a library, a pub, training fields, fisher's shop, buthcer's shop, tailor's shop, potter's shop, greengrocer's and a store with magical artefacts.
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The third part is only partially a part of the city as it is divided from the rest of the city by inner city walls, but is has its own city walls as well: it is the seashore. The only living family in this part of the city are the fishermen (who when fish don't want to be caught resort to piracy). There's also a public beach with docks.
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Now onto parts of kingdom that aren't parts of the city. There are woods outside the gate guarded by a noble family of knights. In the forest lives a family of werewolves and a family of bigfeet. Further towards the borders of realm there's a settlement of fairies and elves - they are uninterested in the affairs of humans and tolerate the short-lived specimen as long as they don't bother them too much. They are also suspicious of elves of other settlements.
In this part of map can be found a cemetery just outside the gate, a lake, fairy park and a forest.
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Last but not least, rural area on the other side of the city. It is inhabited by a family of an elf of another settlement than the forest elves and a plantsim. In the furthest part of the are there's a single man who is trying to run away from responsibilities (and the consequences of his actions).
There are some empty settlements busy with farmers before the war. The only public lot in this part is a wooden temple.
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There's also university district and vacation destination - far east. I'll show them once I'm done with the main map.
I hope you'll find the journey through my neighbourhood interesting. 😊
part 2 | part 3 | part 4 | part 5 | part 6
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3/22/24 - Level design
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Heya! I’m Silver, and I’ve been working with Vertebrae on various things related to the game, such as sound, interface and most recently, level design. I’ve been here since around august 2023, mostly in the background, but today I thought I might take a moment to talk about some exciting new developments coming to Fangst in the near future!
Some of you may not be aware, but during the last few months we’ve been hard at work shaping the world of Fangst into something playable. The first island of the game, Svikøy, is mostly complete, and is only lacking in decoration and other visual diversity, so now is maybe a good time to talk about the process and how we got here.
So let’s talk level design! I feel I need to begin by saying that I have no formal experience working within this field, so most of my insights are things I’ve accumulated mainly by playing a lot of similar games.
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Recently, I’ve had an opportunity to play some great “metroidvania” games (or “search-action” if you prefer that term) to take inspiration from, mainly Grime, Batman: Arkham Asylum and Metroid Dread. I’ve been careful not to get too heavily inspired, as I wanted the levels in Fangst to feel uniquely suited to its style of progression and gameplay.
In most metroidvanias, you get to explore a mostly seamless map whose distinct areas are only gated by ability upgrades and loading zones, and sometimes narrative beats. In Fangst, however, the game is broken up into different islands that you will need to be given access to in order to explore. That makes it all the more challenging to make an interesting level that feels like a metroidvania map, but without certain things players would come to expect from other games of its ilk.
With the game’s first level, Svikøy, I attempted to explore different avenues of rewarding exploration, creating fun platforming sections and incorporating distinct visual and environmental identities to sections of the map which I could hopefully learn from and implement better in later maps. So with all that said, why don’t we take a closer look at the (mostly) finished result.
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Planning
When I first sat down to try and plan out the map, I knew I wanted it to have areas that felt separate, yet part of a greater whole. I was initially spurred by input from the rest of the team about what they pictured the island to look like and features they wanted. They had already done some preliminary research into the kind of environment it should have, such as flora and remnants of the old world, and the kind of purpose the island served the community that lived nearby currently.
Narratively, Svikøy used to be the home of a lumbering operation, however, now that it was mostly abandoned, nature had grown out of control and attempted to reclaim the island. In the present, locals from other islands use the lumber mill to process logs into usable building materials, but the environment is hostile and dangerous due to the mutated wildlife. So with that in mind, I knew I wanted the island to feature certain things like a lumber mill, a giant tree, and a section in between where the mill and a tangle of roots are “fighting” for dominance.
Another thing that was important to me was to give each area an identity. The easiest way to do so felt like planning out different styles of terrain. For example, the tree should feature round, organic shapes and winding platforms, while the initial shoals and cliffs should have angular, hard corners that feel weathered by erosion. Mostly, the latter was heavily inspired by a wonderful piece of concept art that Hauk made when exploring the game’s visual identity.
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Progression
Once the layout had been planned out, I began by looking at sections to gate off behind ability upgrades. I ended up with making certain shortcuts and optional treasures locked behind a walljump ability which I intended for the player to acquire around halfway through. The walljump would grant access to the top layer of the giant tree after a slightly more challenging walljump-focused platforming section. Subsequently, the rest of the map would open up with it, save certain small secret areas that require abilities which you can only get on other islands.
To keep my options open, I also opted for having every platforming section being completable without the double jump in case it was decided to also keep that as an ability unlockable. If not, having platforming sections not be too difficult would only serve the map well regardless, as it is supposed to be an introduction to the game’s mechanics and not an arduous trial meant only for the most skilled.
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Incentives
Now that the map was starting to take shape, I spent some time adding some hidden nooks and crannies for the exploration-minded players to discover and placing chests at the end to reward them with something for their efforts. These secrets escalated from small alcoves above or below the main route to entire platforming sections hidden below floating islands that you could only find by jumping off the edges of cliffs. Having these small areas made quite a big difference when just running around, and I’m sure will be even better once we figure out some more interesting rewards than eggs and milk.
Lastly, it wouldn’t be a fishing game without some fishing. I made sure to add some spots around the map where fish could swim around. Most importantly, I wanted to have some lakes that were hard to get to, but that would contain rare and exotic species to incentivise players to travel there each day to see what they could catch. Ideally, these locations would be the only place to catch certain species of fish for those players who wanted to fill out their fish encyclopedias.
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The map I have created is by no means perfect, but overall, I believe it to be a worthy first level. Three more islands remain, in addition to some other locations that I won’t spoil here, so I feel there is much room to improve and expand on ideas that had to be cut for time reasons. Hopefully, the map will make it to the hands of players in the form of a demo sooner rather than later, but no date has been set in stone for when this might happen. Keep your eyes on this space for more updates to come!
-Silver
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drbatsponge · 3 months
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My thoughts on Suicide Squad: Kill the Justice League...
I recently have been playing Suicide Squad: Kill the Justice League and thought I would share my thoughts on it.
I'll start off by saying that yeah the game is getting a lot of flak for various different reasons:
It being a live service title.
It being a part of the Arkhamverse.
The fact you actually kill the Justice League in the game titled “Kill the Justice League”, lmfao.
And finally the whole situation with Kevin Conroy and the fact that this was one of his last performances.
(As we know now it wasn't THE last performance he gave as Batman, he'll apparently be in part 3 of the Tommorowverse Crisis movies.)
I'll start off by saying that I actually did enjoy the game, it's certainly different from the Arkham games being that it is a looter shooter akin to say Destiny, but I didn't actually mind the gameplay and actually think it's rather satisfying once you've upgraded your character enough and get some cool weapons.
I played as Deadshot for the majority of my playthrough of the story, switching sometimes to other characters, especially Boomerang, and I find each is somewhat unique enough.
I really like each character's traversal but HATE the cooldowns, that's a mechanic I find especially annoying, like I want to fly or speed around the city without having to stop every once in a while, lol.
Anyways, shooting and blowing enemies up is pretty fun, especially with the affliction mechanic you get from Ivy, I love the freezing mechanic specifically because it's much easier to mow down enemies.
There's also Gizmo's vehicles which are ridiculously overpowered and I can't lie and say I don't love blowing things up with them, lol.
As for the story... it's a little undercooked, seeing as it is part 1 of a larger narrative, being as this is a live service game it unfortunately ends in a cliffhanger to set up future DLC content.
I think I would be bothered by this more if the DLC wasn't totally free, so instead I'm not gonna nitpick this aspect too much, as I said the DLC is free, if they had made me pay for it I would've probably been more cross.
I do think the world building in this game is really good, there's like remnants you can find of the citizens of Metropolis and what they were doing at the beginning of the Brainiac invasion that I found especially interesting.
Also Metropolis looks and feels amazing, it's probably one of the best open world designs I've seen in a video game, so Rocksteady definitely didn't skimp on the art design with this game.
There's also audio logs you can find about what happened to the League and it's particularly tragic and I think the entire cast of voice actors do a great job.
As for the main story, there's a lot to like and there's a lot to dislike.
Obviously one of the main gripes I see is that you actually kill the Justice League in this game, and... it doesn't bother me too much? I guess that's because I caught on to some of the hints they were dropping about the JL, and without going too much into spoiler-territory, I'll just say things aren't as they seem with them.
Now for the elephant in the room which is how the game treats the Arkhamverse and obviously Batman, considering this is one of Kevin's final outings as the character.
I'll start by saying that Kevin Conroy gives a fantastic performance in this game, he's great as an evil Batman and you can hear it in his voice, he was absolutely not held at gunpoint or anything to record his lines for this game, lol.
There's obviously some issues to be had with how it ends for his Batman, but like I said... not everything is as it seems, so I definitely don't think this is the last we'll be seeing or hearing from Batman in this game, that's all I'll say.
Also there's a tribute at the end for Kevin that's really heartfelt and it made me tear up a bit. 🥹
As for how they try to weave the Arkhamverse narrative into this game? I think it's a bit sloppy all things considered.
Like yeah the museum that Jack Ryder made is cool and all but you literally could've made this game not connected to the Arkhamverse with a few changes and things would've been fine, lol.
(Also I'm not too happy about Arkham Origins being discluded from the museum section, what is your problem with it Rocksteady!?)
The Arkhamverse itself is sloppy sure, and there's fair criticisms to be had about it, but I just don't see a reason why this game is set in that universe to begin with, I guess because Rocksteady thought people wouldn't be interested unless there were some connections to those games.
As for the game being live service, that hasn't entirely bothered me yet.
As I said the DLC is completely free.
And most of the live service stuff is for cosmetics.
If the game had made me pay for more than just outfits for my characters, I would've probably been more upset, so this game isn't really all that predatory with the live service elements imo.
(You also get some free cosmetics in-game for completing Riddler races, so that's cool.)
I do think it's a bit of a bummer that the game has to be always online to play it, but Rocksteady did say there is an offline mode coming soon.
Also I only had like a few connection issues, so it never really interrupted my time playing all that much.
Anyways, I would say Suicide Squad: Kill the Justice League is a solid 7/10 game, it has some flaws sure, but nothing that made me think the game is as bad as some people are making it out to be, I definitely have enjoyed my time playing it and am interested in the DLC going forward.
I certainly hope it lasts longer than most live service games, but you never know with these titles unfortunately, either way I still think you all should give it a try while it's still going!
Well, that's my thoughts on SS: KTJL, I hope everyone enjoyed reading them!
As always stay tuned! Same bat-time, same bat-channel!
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dream-meltic · 11 months
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Welcome back, let's talk about Bedman?, or Bedman's bed.
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It's inclusion in Strive was surprising, but also… very confusing! On a lore level! Why does it do… any of that? Is it possessed? Is it sentient? Why does it's hurtbox go that far off it's body sometimes? I really, really wish I knew that……
The good news is that I'm not normal about Bedman and went through every piece of official content I could find that could give answers so you don't have to!
The big question we're answering is: is the bed possessed by Romeo? Nope!
Despite it being the most common theory, and also misconception, we have three instances of otherwise being said. As always we have to prioritize Daisuke's own words, as he is the creator of… all of this, but I'll tell you the other two anyway.
First, Ken Miyauchi, in an interview with mxdwn:
"In Another Story, Bedman actually appears, but it is actually not really directly Bedman, it is the bed frame with part of Bedman’s spirit in the bed frame trying to protect his sister Delilah."
This can seem to contradict literally what I just said, but, keep in mind the specifics here of only a part of. This also doesn't line up completely with what Daisuke says later. If canonically there is any part of Bedman's soul in the bed, it's only a small part of it- meaning the rest of him is elsewhere.
Second was Akira Katano, in an interview with 4gamer that took place at EVO. He mostly talked about gameplay, but there was this:
"ただのベッドではなく何かの意思、お兄ちゃんの意思を感じると。ただ確証があるわけではないという点や、あのベッドにどういう意思があるのかというところも含めて、“ベッドマン?”という名前になっています。"
What he's saying here is that what's actually being felt is more like Bedman's will- the word can mean things like "wish". But also that this is what the other characters believe, and there's no proof of this actually being true. Which ties in nicely to our third,
That being Daisuke Ishiwatari himself, in an interview with IGN:
"And what I wanted to do was kind of take a little bit of inspiration from Annabelle and say the kind of fractured feeling of Bedman is still remaining inside the bed itself."
Daisuke's word is the word of god in this franchise, don't forget- this is the most important answer on the status of the bed frame being possessed, and it's a pretty big no. There's only a feeling of him left in the bed, which could range from previous statements like being his will, or simply just remnants of his magic keeping it running. A feeling, especially a fractured one, is not a soul.
How does the bed act on its own if it has no soul in it, though?
This one is answered by its official profile, available in-game and on the website:
"The bed can continue to act independently after Bedman’s death due to the program he entered in his last moments."
It's just a program. Think of it like an AI. That's why it's moves are all programming language.
But then that begs the question, why can Baiken apparently sense him in the bed? Why does she, and other people, talk to the bed like it's him? As was said before… None of the characters actually have proof he's in there. They're all going on the same "feeling"- keep in mind Baiken has never actually met Bedman before this, either. They're all sensing something in the bed, and assuming it's him. That something could simply be the fragmented feeling Daisuke said, or, a sign of something else. But for now, we know it's not Romeo. The other characters don't.
So is Bedman still connected to the bed, somehow? Also no. As put very simply by The Circle:
"World I left and can't reach"
We don't know where exactly Bedman is. All we know is, it's not in that world, and he can't access it whatsoever. For him to be able to reach the bed frame specifically to give it commands, he would need to be seeing everything else going on, and therefore be able to reach that world. Which… he can't. He is disconnected from it. Somewhere else entirely. The bed isn't getting commands from anywhere else, it's running a program internally that Bedman made to decide what to do. But this doesn't mean the bed is entirely programming.
I'll keep it very brief, but long story short, the bed may actually just… be a creature now. A living creature. Back in Xrd we saw it be quite expressive overall and even able to produce saliva, and now in Strive we have it overriding it's programming and seemingly crying. It could be that it's some creature we don't know of, or a Magical Foci- which is definitely a possibility given how they're created. For now we don't know! There's so many questions left unanswered that if Bedman and his bed creature don't play a big role in the next game I think I'll just. Explode . Please, Daisuke… answers…….
As always you're welcome to ask questions or for clarifications. This shit confuses me too but I will do my best 🫡
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shinewonder · 10 months
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Whats ur interpretation of fnafs lore
All of it? Well, i'm no good theorist, so most of the things here might be wrong and are just opinions, really! Won't even go over the steel wool games because ruin is about to come out...
>Bite of 83 happens first (Why: It gives William a motive to kill; Gives a reason for Henry to make the security puppet; "Don't you remember what you saw?" doesn't mean it was a murder that he saw per se, this could relate to "What's seen in shadows is easily misunderstood in the mind of a child", what was misunderstood might've been an employee putting on the fredbear suit; "Not until i undo what he has done and heal this wound. A wound that was first inflicted on me" doesn't necessarily imply that this "wound" is the very first thing to happen in the story, just that Charlie was William's first victim, the Crying child's death could be left out of that speech since that wasn't something William did; Midnight motorist's name in the game code is "Later that night", what night? The night Charlie is murdered, maybe. Her death is also a minigame in pizza sim, so it works as an allusion to it and in Midnight motorist we play as William driving around, he steps out of his car to kill her as seen in "Take cake to the children". This minigame, however, shows some things that make me believe CC is already dead and is golden freddy, which i'll mention later) >Crying child was always in agony, this amplified his remnant and gave the Fredbear plush sentience (Why: Fredbear plush's presence in fnaf world [Which is canon! Not the gameplay part, obviously Freddy Fazbear and his gang aren't throwing giant pizzas at Rainbows, but the hidden lore in it] relates to his "I'll put you back together" promise; The color change in text. Why would William show up to see his son in the hospital and refer to himself as the fredbear plush? It's not him anymore) >CC possesses golden freddy and haunts Michael (Why: Midnight motorist's person watching tv is far too understanding to be Mike, considering the things he does in fnaf 4's minigames; The place that makes the most sense for the son to go is the grave, why else would it be there if it wasn't important?, but Mrs Afton is never really mentioned anywhere, what would be the purpose of making her be dead and never even show that that's the case?; The bigger footprints aren't human, this can't be an animatronic or a springlock suit - it's raining, golden freddy has far more supernatural abilities, he teleports to the office and jumpscares you with his head flying towards you; Fredbear plush uses the same words on fnaf world's clock ending as he does on CC's death and on fnaf world we are seen making the fnaf 3 minigames which lead to the happiest day, implying that the kid with the golden freddy mask and that possesses him is CC, recieving the birthday he never got to have; Why can't the son go to "that place?" If it's CC's grave and he's coming back to taunt him, maybe Mike's going there to check his grave, and William who doesn't believe his son's soul is tormenting his brother is angry he just won't stop going there no matter how many times he's told him not to; "It's me") >William becomes an alcoholic and kills Charlie in a drunken rage
>Discovers Mike might've been right about fredbear showing up to haunt him and deduces that's his son through seeing the puppet being possessed and decides to put him back together >The MCI happens >Charlie uses CC's remnant to give life to the MCI kids (Why: Give gifts, Give life's last kid, golden freddy's kid, never is given any masks by the puppet, he already has one; When CC dies we can see the main 4's plushies disappear one by one; "Why would the tiny toy chica be missing her beak" because the crying child's memories had an effect on the souls; Why do we only have to put CC back together? Maybe "you're broken" refers to his remnant being taken away from him; this one's a stretch, but maybe the "was it me?"s and "1987"s on fnaf 4's teasers relate to cc's memory of how he died having an influence on the bite of 87 happening) >Jeremy Fitzgerald suffers the bite of 87, with Mangle being the one to do it >(This one's more of a headcanon, really, but) William convinces Mike to help him collect remnant without telling him what it really is. remorseful over what he did to CC, he agrees and becomes Fritz smith and later Mike Schmidt (Why: "It was right where you said it would be" and "I'm going to find you" mean William was still around and in touch with Mike before sl, which places that game after fnaf 1, since the minigames that have William getting springlocked show that the animatronics he dismantled were the originals. Considering that, the popular notion that Michael was working as Mike S and Fritz to find his dad doesn't really work. The logbook shows sketches of fnaf 1 and 2 animatronics so he was around by then, but what were his motivations? What does tampering with the animatronics entail in-universe? My best guess is since he went along with what his dad said in sl, couldn't he have done it before? While his dad was killing on the dayshift, he was helping him by night, analysing the animatronics and extracting remnant from them, and when he ultimately got fired in 1, his dad went back to get the remnant Mike couldn't and got springlocked. i don't think Michael would approve of helping the murders, if we consider him Fnaf 3 and pizza sim's protags. plus i don't think the tone he uses regarding his father on that cutscene was particularly fond, though it was kind of vague. so if this is the case, then he had to have accepted due to not understanding the reality of the substance they were getting, believing he was atoning for what he did to CC and putting his family back together, only realizing what really was going on on sl)
>The funtimes are made and Elizabeth dies (Why: this one has to be placed later for the progression to make sense - killing with the suit -> robots that kill for you) >Fnaf 1 happens, William becomes springtrap >Sister Location happens and Mike turns on his dad >Mike lives due to Elizabeth believing he's her dad (Why: "You won't die" = remnant transfusion; "They thought i was you"; Baby's desire to make her father proud) >The box had Fnaf World in it, Michael plays it so he can put his brother back together and give him his happiest day as Fredbear plush guides him during fnaf 3 (Why: "What's in the box? It's the pieces put back together" -> Fnaf world is about putting CC back together - Clocks = memories, "i will put you back together", relation to happiest day, map looks like a brain; Open box on fnaf world's files; Mike's Fnaf 3's protag [considering the logbook's drawings] + Fnaf 3's minigames = Mike's fnaf world's protag) >Pizza sim happens >UCN follows Mike being held in purgatory by CC (TOYSNHK) while the other kid that forms Golden freddy torments William (Why: "The one you should not have killed" Why shouldn't you have killed this one in particular? If it's Michael who we play as, CC would fit as he's the only one Mike's killed; The roster - Why would william be haunted by the nightmares or the mediocre melodies if he didn't have any connection with them?; The character that approaches Old Man Consequences in Ucn has the same sprite as fnaf world's protag character; "Leave the demon to his demons" as William screams on the background; Old Man Consequences is an alligator, Andrew wore an alligator mask in "the man in room 1280", but this character does not seem to have any issues with the player, Mike didn't kill him)
Another thing that i believe, but doesn't really change anything is that CC is Cassidy (Why: SenshiOfSadness on reddit found that the logbook's foxy grid's answer is "is springtrap"; Faded : "The party was for you", Altered text: "It was for me" = the altered text's writer's name isn't decided by the foxy grid, William afton isn't ever celebrating his birthday after all, so the other name that was found on the logbook, Cassidy, is the Altered text writer's; It makes very little sense, narratively, to introduce one character that's heavily associated with his birthday [Dying on his birthday, Fnaf world + happiest day connection] and just have some other kid also have a party be for them; The altered text knows far too much about CC's life; To me, Afton family reunion works better as a story than William and Mike are having a conversation and Cassidy just likes to gossip. I still do believe in golden duo though, it's just that Cassidy is the Afton and the other one has no name yet, maybe it's Andrew?)
Wow this got long...
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tamamo-lover · 5 months
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So I finally got around to playing that new Fate game everyone has been talking about. That's right I played Fate Extella Link!
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And when I say I played it, I mean I really played it. In fact I 100%ed the game and got the PS4 platinum trophy, which took like an extra 30 hours on top of the 13 hours it took to beat the story.
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Was all that effort worth it? Hell no. Did I have any fun? Barely. Is this game good? Not really.
Let me just say that I am a huge fan of the Fate video games and the Extra universe. Fate Extra for the PSP is a criminally underrated story with fantastic character development, insane plot twists (I don't know who wrote that story but they were definitely on crack, in a good way), and beautiful sprite work from the one and only Wada Arco. Not to mention it features everyone's favorite fox Tamamo no Mae!
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Soon after beating this game I played Fate Extella: The Umbral Star. Initially I was turned off from this game because of the gameplay. While Fate Extra was turn-based with a rock paper scissors style, Extella was a musou game like Dynasty Warriors or Persona 5 Strikers. I don't much like musou games, but I decided to try it anyway.
I was pleasantly surprised! I didn't enjoy it as much as Extra, but Extella also had great writing and a unique story that made up for any gameplay issues. I like how it expands on the extra universe and gives proper character development to Tamamo, Nero, and Altera as a group. Not to mention the sprites and 3d models are gorgeous.
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Now how about Link? Well the first thing I noticed is that the game did away with 3d models in the cutscenes. This is a noticeable downgrade. Wada Arco's spritework is beautiful as always but I was sorely disappointed by how lifeless the cutscenes felt.
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And how is the story itself? It's bad in my opinion. Link doesn't have much interest in expanding upon its established characters and lore, and instead introduces a new character to get the bulk of the development. This game is all about Charlemagne.
Charlemagne isn't as interesting as Tamamo, Nero, or Altera. He's a plucky young man who gets along with everyone. He doesn't get any major character development and given how short the story mode is, I'm left with nothing to say.
He did call himself Astolfo's daddy once though which is at the very least funny to my juvenile brain.
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There's also a new antagonist, Rex Magnus Karl. He's fine. He wants to take over the Moon Cell and establish communism or something. His motivations aren't made very clear and it all just bores me. I'm bored writing about him.
Is there anything good about Link? Well there's a huge variety of playable characters. The 3d models in battle look fantastic. The noble phantasm animations are gorgeous. The combat feels smoother than the last game. All of these things are worth praising, and if you like musou games, you'll probably have some fun with the gameplay.
(Also, Wada Arco definitely made all the girls' tits a lot bigger lol. I have no complaints about that but I find it funny.)
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However, like many musou games, Link is repetitive. You go from map to map fighting the same enemies at the same locations and doing the same things. If you bother to 100% this game, you will find yourself going insane as you go through all 27 main stages on very hard difficulty plus like 42 extra stages (most of which are just the main stages with enemies a little stronger. They didn't even bother to take the cutscenes out!!!!!!)
You're free to like this game, but I did not. I played it for way too long and I'm frustrated and tired and in a cranky mood now.
So why did I bother? Idk, for Tamamo I suppose. I like her a lot, if you couldn't tell.
Anyway, now I can play Samurai Remnant, which looks much better 🙏
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fallenrazziel · 2 years
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cerastes · 1 year
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With how Armored Core portrays the world as worse off after every game. I honestly wonder how fucked things are now in 6. It may have gotten to the point where its isn't even corporations in slap fights anymore. But desperate remnants struggling for what little is left. Its been years since I played so I might be misremembering the tone.
Armored Core did a reset with 5, so it's unknown is 6 will be its own thing, continue from 5/VD, or continue from the 4/4A main continuity.
You remember the tone pretty well, by the way, just, it's less desperate remnants struggling for what little is left and more the last few megacapitalistic gigacorporations fighting for what little is left and that isn't theirs yet. By the time of 4A, Kojima particles have wrecked the absolute shit out of Earth, the Cradles (where those well-off live) are only a temporary stop gap, as pollution has gotten so bad it will eventually, and sooner than later, affect them as well, and without the resistance to pollution that surface dwellers have in comparison to Cradle dwellers, they'll be dead in seconds (or YOU shot them down already with your own hands, if you sided with Old King, killing 100 million people in honest to god gameplay), so recovering space travel seems to be the only viable option for the survival of humanity, but plenty of events led to humanity, who stretched far across the Solar System, to regress back to Earth, including but not limited to the events at the end of AC: Nexus, in which countless Pulverizers (unnamed superweapons) are accidentally reactivated by Kisaragi and devastate the absolute shit out of other planets, and going to space means going back to them.
So Shit's Fucked!
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ohsocheesiness · 4 months
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Played both Cyberpunk 2077 Phantom Liberty Endings
Both are super good in my opinion for V, Reed, and So Mi. Needed somewhere to post my thoughts.
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My Natural Instinct
I did not trust So Mi at all, bro. Even from the beginning.. the thing with the chimera was suspect. Disappearing like that after I saved myers... idk bro. However, I do empathize with her circumstances. She's stuck somewhere where she's being abused. She's dying and she just wants to be free.
Don't trust Myers, but seemed the type to keep her end of the deal.
I didn't necessarily trust Reed either, but I believed in him. A man of principle who stuck by his team and country even if they did him dirty. I felt like So Mi only fake cared about me, but I felt like Reed truly did care about me and my life. He saw V as another of his comrads to protect. However, I knew it was his government that he'd unfortunately follow till his wheels deteriorated.
Following Reed
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I believed that Reed 100% wanted to help So Mi escape. I told So Mi I only kind of trusted her and that I think Reed wants what's best for her.
Gameplay wise I think it's cool that following the FIA turned into a freaking horror survival game lmfao. I love the secret agent style shit in PL
Anyway, only in this ending do we learn that ROGUE AI are basically attacking her and using her as a fucking link to the physical world through the real net. She mentioned she felt like somebody was over her shoulder her whole time. It was THEM. I wonder what Alt would've had to say about it if I asked her tbh.
In the end though, there was a great moment with So Mi who was at her end. I had a save point and played out both instances if I killed her or if I let Reed take her. I don't really remember what my first instinct was to do... but after knowing both endings it would've been best just to kill her and give her freedom man. However, saving her gives us a bit more to Reed's character.
Reed is freaking depressed bro lmfao. He is the one keeping so mi in chains. He is the one locked in chains. He knows he's just a dog, enslaved to ideals he doesn't think truly matters, but it's all he has. The only thing he can do is lean into it, despite knowing it's flaws. "All that matters is that So Mi is still living." I think that's why Reed never comes suicide despite seeming so empty, he's strong enough to carry everything.. it's his duty even.
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Ofc I accepted the offer to save my life, it made sense to me that they could really help and that Reed would do right by me.
FUCKING HURT ME that Johnny had to get destroyed so abruptly like that. I know he didn't want it. He accepted it though, his true death. Just Rogue and V being his last remnants of life in NC.
If you tell Reed thanks, he says something like "there's nothing to thank me for, V" and leaves, head hung down. Another life Reed took and ruined. Got So Mi on life support, enslaved by Myers, Alex killed, V some kind of wonky life so different than before. Coma for 2 years.
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Also my Panam romance 💔💔💔💔 damnit! Panam is definitely the type to fucking be done with it cause she thinks I broke her heart but dang. Wish somebody would've went through my contacts and gave them the heads up 😐 but I LOVE what happened to Judy after this. She deserved the peace man. She's such a cool homie if you guys are platonic.
Following So Mi
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I tried to play a lot more empathetic with So Mi and her circumstances, instead of just it being mutually beneficial. V was the only one who can understand what was happening to her.
& Since I played this second, I felt guilty asking her to use the black wall to hack shit and kill people while we were escaping from Hansen's spot. It's lowkey best to play this ending as a netrunner. You help So Mi a lot more directly.
So Mi is really just like V, kind of. She just wants to live, so she'll betray and lie to her friends and simply just have to feel bad about it afterwards. For the most part, V won't sell out to a corp, but So Mi kind of sold out her friends. Her character flaw I guess.
This is also the only ending where a diologue option will tell you MR BLUE EYES is the one who contacted her for NUSA info and hooked her up with a deal to get to the moon! This is the only time i remember hearing about him before you do the Sun ending. He definitely a major player in the next game and there's something he's trying to do involving space. Which is why i assume he sends V on a mission to the crystal palace.
Anyway, So Mi eventually reveals that she was lying to me the whole time. She knew it was only a one use kind of deal.... prick. But I told her I would've helped her anyway if she just told me.. which maybe I would've tbh.
I carried her to the rocket thing. Reed was waiting for you. You two are at odds now and he means business. He lowkey tries to butter you up about protecting So Mi, but call him on his bullshit. Then he switches up, he wants to take care in to answer for her crimes. I said I didn't want to have to shoot him. He said "neither do i" 🥹 but yea I popped his ass after he gave me no choice. In a certain regard I was happy he found peace. Killing reed is the best thing to do in this ending 100%
You hook So Mi in the rocket to the moon and talk with Johnny as you two watch her go into space. Real.
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Wait long enough you get a mysterious message to go find a package. The package has evidence that So Mi is alive on the moon. Very cool! She lives in this ending. And she's free. I was actually super happy about that tbh.
Also with this ending, Alex lives. PL tried to give you a relationship with her... in the ending where she dies I was sad about it but got over it. In this ending where she lives you get another chance to chat with her. She calls you up to the bar and basically wants to ask about Reed's last moments and to say goodbye. I really liked Alex's character and appreciated this goodbye.
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A while after this, you get a postcard on your megabuilding apartment door from Morocco. Alex is free too. A very good ending. Now it's up to V to find out how to survive (lol)
Which is better?
You get to see into So Mi's past with the first ending. First hand. You get some conversations with Reed that give him more depth, but So Mi either dies or might as well have died. Reed lives on avoiding his very clear regret, but may have found purpose. If you choose to take the help here V becoming just another face in the crowd... a bit of a shame if you played into the 'become a night city legend' but kind of deep and real considering now he has a new life, but had to go through a lot and lose a lot on the way.
With the second ending, Alex and So Mi live & them and Reed are free from being dogs to the NUSA government. You get your farewells... at least somebody gets a happy ending. With this, you also get your farewell with Johnny in one of the base endings. You can digest the weight of a life and choosing your own way to go. There's some moments in this, the conversations inbetween, in big fights, hand in hand with So Mi that make this worth while. Digesting it all with Johnny means a lot too.
So idk
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thecrofttomb · 7 months
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Tomb Raider I-III Remastered Has Been Announced!
The classics are back, and they look better than ever! Relive—or experience for the very first time—the original adventures of our iconic Lara Croft lovingly remastered for a new generation.
Tomb Raider I-III Remastered: Starring Lara Croft is a definitive collection of the trilogy started by Core Design over 27 years ago, which includes Tomb Raider, Tomb Raider II, Tomb Raider III, and all of their respective secret levels and expansions previously available on PC only. This game bundle has been carefully restored with upgraded graphics and many other enhancements by the skilled hands of developer Aspyr, who was responsible for bringing the classics to the Mac back in the day.
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Tomb Raider I-III Remastered lets long-time fans and newcomers alike step into the boots of the iconic hero in her first three adventures like never before. Experience the classic action and innovative gameplay that helped pioneer 3D gaming, spawned a beloved franchise which has sold more than 95 million copies worldwide since its debut in 1996, and made Lara Croft one of the most recognizable video game characters in the world. From the treacherous tombs of Peru in the original Tomb Raider to the awe-inspiring sights of Venice in Tomb Raider II and the mystical realm of India in Tomb Raider III, players will embark on a nostalgic journey filled with breathtaking landscapes and ingenious puzzles. Dust off your gear, sharpen your wits and prepare to step into Lara Croft's adventurous shoes once again as we accompany Lara on her original globe-trotting expeditions.
🦖 Tomb Raider (1996)
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In the game that started it all, adventurer Lara Croft has been hired to recover the pieces of an ancient artefact known as the Scion. With her fearless acrobatic style, she runs, jumps, swims and climbs her way towards the truth of its origins and powers—leaving only a trail of empty tombs and gun cartridges in her wake.
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Tomb Raider comes complete with the "Unfinished Business" (1998) expansion, which adds four new bonus levels spread into two extra chapters:
In Shadow of the Cat, several months after the events of Tomb Raider, Lara returns to the city of Khamoon, where she must investigate a hidden temple dedicated to the feline goddess Bastet.
In Unfinished Business, directly after the ending of the original game, Lara discovers a ruined segment in Atlantis, allegedly containing an alien hatchery. She must destroy the remnants of the Atlantean race before they infest the world.
🐉 Tomb Raider II: Starring Lara Croft (1997)
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In the sequel, Lara travels around the globe on a quest to retrieve the legendary Dagger of Xian, fabled to grant the powers of a fire-breathing dragon to its holder. During her journey, she finds she's not the only one in search of danger! Warrior Monks and crazed cult members plot against her as she travels from the canals of Venice, to the bottom of the sea, and even to the remote mountain peaks of Tibet.
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Tomb Raider II includes the "Golden Mask" (1999) expansion, which adds five new levels in a separate mini-adventure.
In Golden Mask, Lara explores an abandoned Soviet military base and mine shaft somewhere in Alaska and discovers a strange and hidden world within. Many surprises await as she uncovers its secrets.
In the bonus level Nightmare in Vegas, while on holiday, Lara is taken by surprise when the hotel she resides in is taken over by baddies. After receiving an ominous vision of her butler Winston, our heroine sets off to rescue him.
☄️ Tomb Raider III: Adventures of Lara Croft (1998)
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In the third and last game of the original trilogy, Lara Croft follows the clues to a mystery that defies any earthly explanation as she tries to lay hands on four powerful artefacts fashioned from the heart of an ancient meteorite. From the jungles of India to the icy wastes of Antarctica, across the rooftops of London and into the depths of Nevada's mysterious Area 51, Lara is ready for anything that comes her way.
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Tomb Raider III includes "The Lost Artefact" (2000) expansion, which adds six new levels to explore.
In The Lost Artefact, after receiving a strange invitation to the Scottish Highlands, Lara now learns of the existence of a fifth artefact, the Hand of Rathmore. Lost for many years, this final piece will complete the set and unlock the secret of the ancient meteor's powers. A hazardous trail riddled with traps and enemies takes her from a Scottish castle's subterranean laboratory to the Parisian Catacombs.
As previously stated, in addition to a visual makeover, various enhancements were made to improve gameplay and performance. Along the three adventures, you'll be able to toggle between updated and original graphics and switch between modern and classic control schemes instantly. Furthermore, there are numerous quality-of-life improvements, including a camera lock-on and achievement/trophy support.
The game is now available to pre-order for 29,99€ with special savings opportunities for each platform:
Console players can pre-order with a 10% discount (some restrictions apply).
PC players can pre-order with a 20% loyalty discount if they currently own the original games on Steam or GOG.
Tomb Raider I-III Remastered: Starring Lara Croft releases on February 14th, 2024, on Nintendo Switch, PC via Steam and GOG, PlayStation 4 and 5, and Xbox One and Series X|S.
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prancingintheshadows · 5 months
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A RWBY RPG Idea: Formations
I'm not a game designer, nor am I someone with the skills or money to make a game. I'm just a guy who needs a hyper fixation to keep himself awake during the night shift
So, this is it.
RWBY's one of my favorite series and video games are some of my favorite forms of media, so obviously this was inevitable. Though I have to preface I have zero idea how deep I'll go with this idea. I'm labelling this title as if there's multiple parts but this is all I really have.
"But why an RPG?" The imaginary person asks.
Well, there was a couple of reasons. For one, I wanted to be somewhat realistic. I love RWBY and it's pretty popular, but it's not like it's got the ability to go for a full triple AAA game. I think a character action game would be great, but the amount of physics and work needed to put into those might be out of the ball park. With an RPG, you can still have impressive attack animations and action, just without the need for complex physics and enemy attacks and hit boxes and whatever. Fighting games are also in the ring, but Fighting games tend to be fighting games first and vehicles for narrative last. RWBY has gotten increasingly story and character driven, so I think an RPG is just a better fit for RWBY than a fighting game would be if it wanted to explore the world of Remnant.
Two, I think RPG is somewhat fitting. Monty was a huge Final Fantasy fan, and certain elements of RWBY, like Dust basically being materia.
Another very important reason is a thematic one. It seems to me, based on Grimm Eclipse and Arrowfell, they always want to include team mechanics in these games. Team up attacks in Grimm Eclipse are more common from my experience in multiplayer and Arrowfell necessitates using all 4 girls and was initially advertised with multiplayer. I think an RPG is a great setting to do team stuff with the least hassle, whether that be via dual techs or all out attacks or pair units or whatever else you can think of.
But now let's get into it
Story
I'm not doing story.
No, seriously.
This is a big limiting factor here since a story can often help give a game direction for its mechanics and character design, but I'm not going to pretend to know how to best make a story for RWBY. You can place it in Beacon, in Atlas, in Vacuo, in some sort of extra adventure in the Ever After on their way home, in some side continuity- Point is, that topic is so broad and vague that it's almost pointless for me to speculate on what it could be about, especially since RWBY's story isn't finished.
Gameplay
Final Fantasy XIII
Say what you will about the game, most have, but it's a heckin good battle system. It's also one of the first to try to be more actiony and cinematic without fully delving into action rpg, which is good for this. I'd love to have a FF7 Remake style RWBY game, but that's super complicated and, as mentioned, I'm not trying to imagine something too improbably here.
But there's one big reason I gravitated to XIII: Paradigms.
To me, this is a great system to enable team game play in a few possible ways.
I want to actually preface this by mentioning the idea I had before this one. This isn't vital to the gameplay idea, just my thoughts, so you can skip this if you want to. Long story short: I finally played the fangame Sonic RPG episode 10. It was good. It also has an ATB style gameplay, like XIII, so it's actually relevant. The Drive system got me thinking though. It's named after various Sonic characters and gives Sonic a stance system essentially. What if those were just actual team up formations? Like if the game was primarily Ruby calling in Weiss, Blake, and Yang for different formations. Then I just decided, fuck it, why do just Ruby teaming up with the others? Why not just do the whole team? (The Ruby main character with calling in different team mates to back her up is still a good idea though. I'll keep that one in the back pocket)
Back to the important bits: Let's give a rundown for the uninitiated. XIII's combat system doesn't use turns, and instead uses a meter that builds over time to let you perform actions. What actions you can perform are determined by your Paradigm. Each Paradigm focused on something different: Damage, chain building, tanking, healing, buffing, and debuffing.
So, what if I just used Team RWBY's team up formations as stand ins for paradigms? I mean, with 4 members, there would be 6 team up attacks, a perfect number to fit 6 paradigms. Now, these aren't one to one. I did want to take into account how the team up is depicted in RWBY to inform how they should function. This means I've actually modified some of the paradigms to split their roles or take on new ones to satisfy this.
Bumblebee was easy. It fills the slot of Commando, the damage dealer. It's big, strong, but unable to pin down the paladin without assistance. The same is true of XIII's Commando. A big damage dealer, but it needs help from Synergists's buffs and Ravager's chain building to deal it's huge damage.
Freezerburn: Another easy one. FB was used to blind the paladin, so it's easily the Sabateur, the debuffer.
Ladybug is where things slowly begin to shift. My current idea is to make it Ravager-esque. Ravager builds up the stagger meter on enemies, eventually breaking the enemy and letting you deal several times the damage you normally can. There's some differences here though. Ravager uses elemental attacks, this doesn't. I'm also considering whether or not stagger is the bar this kind of game should use. Building a more tradition limit break meter is in the back of my mind, maybe unleashing dual techs or a full team combo. Either way, with this dealing a huge combo of hits, it's obviously the meter builder.
Ice Flower is where I start making bigger changes. This is one of the buffers. Yes, one of them. I've decided to split the buffing between two roles, both of them featuring Weiss actually due to how she uses her glyphs. Because of this split, I'm actually splitting a lot of the other roles too and stitching them together. Due to how this Ice Flower is depicted, I'm thinking adding the offensive and elemental buffs here, while also giving it some attack options. Not sure where they'd lean to in comparison BB, LB, and even FB (since Sabo actually deals some damage), but that could be figured out later. I wanted to figure out overall roles first
Checkmate is the other buffer. You'd think with Schnee-brand haste, it'd be offensive, but nope! I'm making it a defensive role. Yes, not just buffer, role. It's half defensive buffs from Synergist and half Sentinel. Lightning's Sentinel in particular for more of a dodge focused build. Why? Honestly, it was inspired by Amity Arena's interpretation of this team up, being focused on negating attacks and such.
Which brings us to the Unnamed and Unseen Ruby and Yang Team up. That really needs a name at least. So, I'm actually glad this hasn't been shown off. It means I can do whatever I want with it. This makes it perfect to be the only healing role via Ruby's silver eyes and hopeful spirit, as well as pick up the last Sentinel moves with Yang's bulk.
... Alright, that's all I got. Ramble over. We'll see if I make up any more ideas during work. Maybe, maybe not
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oldkamelle · 8 months
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ok so there's this sculpture, and i know nothing about sculptures save like the very famous ones, and i like it a lot.
(this is me just free flowing my thoughts as they come. it got kind of long, so open at your own discretion i guess.)
so the piece is called "lamentation over the dead christ". in christian art they do that thing fanartist would do back in like 2015 where they'd draw a specific moment from a gameplay video. same thing here, but with the bible instead. think the crusification of jesus, all the different paintings and sculptures of that. or pieta, the scene where, after taking him off the cross, mary is holding and cradling jesus' dead body. that's what "la pieta" by michelangelo is depicting. anyway,
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this piece by niccolo dell'arca shows jesus after he's been taken down the cross and has been rid of the wooden stakes. he's laying down on the ground surrounded in a half circle by a group of figures who are expressing horror over the death of the son of god, y'know, it's a big deal and whatnot. so you have this half circle which creates a really nice flow for the piece, for the composition, but also, more importantly, for the flow in emotional depth in the figures.
you start of with this guy, joseph, who's equipped with tools in both his belt and his hand, so it's implied essentially that he's the one to have removed the wooden stakes from jesus' hands and feet. he has this poised and composed look, held together strongly. he's the only one staring out, towards the viewer, almost pushing you to bare witness to the death of jesus and what that means. i'm not religious, but its still interesting, y'know the thought behind details is always a fascinating part in art. next to him you have this woman, salome, i don't know who she is either. she has this pose of buckled knees, fingers spread and digging into the thighs. her pose alongside mary's, who's next to her, are really fucking nice. mary's especially is my favourite between the two, with her clasped hands pushing towards the chest, elbows pointing outwards, as this sorrowful expression with the mouth open mid-cry. just.. aughh. seeing depictions of such human poses, mundane, no embellishments, i live for that shit.
next is saint john. he's a guy. a dude, even. y'know how back in the day women would do these shows of hysterics, with loud cries and begging, at someone's death/funeral (they still happen sometimes today, i know, but it's rare), and men were of course forbidden in divulging in anything of the sorts. they had to remain composed, strong, like my guy joseph at the beginning. but its so cool with this fucking guy, john, because you see him physically trying to adhere to that social norm, hand on face trying to conceal, to forcefully compose, nostrils scrunched up, eyebrows furrowed, you see the physical, the muscles strongly in play trying to hold back the grief of witnessing the dead son of god. and even his overall pose kind of shows that, right? the pull back with the shoulder, this contrapposto, it's another manifestation of physically trying to hold back the grief. of course, he's failing. you see his face and it's almost like he's mid cry, swallowing it down. this entire piece is made in terracotta, which had become like a trend back in the renaissance, as it was pretty cheap and allowed for far more detail, like thin strands of hair for instance. terracotta could also be painted. you can see the remnants of the color in john's shirt, joseph's sleeves, kinda. so all these figures were at one point fully painted, bringing another layer of life to the piece. the point was to really make the scene feel as though real, the anguish, to prompt the viewer even further into fully engaging and joining the figures in the grief. its just really fucking cool to think about.
back to this shit. the piece de resistance, the last two figures: mary of something and mary magdalene. when looking at this piece, especially for the first time, your eyes will immediately go towards them, and its natural of course. they hold the most amount of dynamism in the piece, not with just their expressions (remember the intensity of physical grief is ever rising in the piece), but, as you see for yourself, their poses as well. now these two are fucking amazing; like i said, they hold the dynamism, the biggest displays of horror but they also hold a beautiful contrast.
both marys are running towards jesus with these wails of denial, right. but the mary of something else is trying to stop her galloping, her rush towards the body, a repelling denial of "no this cannot be true." she's in a semi contrapposto; we see and feel all the energy of her run trying to maintain the push forward in its moment, what with the way her front knee is holding the weight of the body, the way her hands are splayed out in front of her, trying to desperately block this truth, the pull-back of the upper half of her body, the cloth draped on her shoulder billowing in place with the abrupt stop in motion. look at the cloth on her head! ughhhhhhhhghghghgh.
speaking of cloth, mary fucking magdalene. my brother in (dead) christ, mary magdalene.
the hell do i even say, lads. she's running full sprint, horror perfectly etched on that open mouth scream, fingers spread open wide. both these gals are saying "this cannot be true" but magdalene's is the denial of rectification. it's as if she's ready to drop down on the ground and change reality to what it should be with those anguished hands, full of frightful energy. it's, it's fucking harrowing looking at her. the flow of wind coursing through her clothes, the fanning-out motion of it, oh brother, its so beautifully captured. look at the wave of her head scarf!
and all for a motherfucker in a "i had to do it to them" pose
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(pic credit: https://medium.com/@alejandro.orradre/lamentation-of-christ-niccolò-dellarca-b74c8e6f10a7) the lighting is of course adding a lot to the drama of the photo, kind of achieving a sort of a chiaroscuro effect maybe, but goodness gracious, look at this!
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(second pic credit: https://medium.com/@alejandro.orradre/lamentation-of-christ-niccolò-dellarca-b74c8e6f10a7) this is mary's expression. you can almost hear the wails, perhaps the short bursts of grieving songs between the wails, just oh man.
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look at this freaking guy. the wrinkles on the side of his nose as his face scrunches up in an attempt to save face. his lower eyelids, that careful look over the grim reality on the ground.
the amount of emotion depicted throughout this entire piece is kneecap breaking, it's beautiful. i've kind of run out of steam at this point, but yeah, this is a banger sculpture (group of sculptures?), i really like it. if you have any favourite sculptures that are not that well known, please tell me, i want to see more art.
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