Tumgik
#the different styles of gameplay were fun
paper-mario-wiki · 4 months
Note
I used to play TF2 a lot in the late 2000s/early 2010s, and I miss it terribly, but the times I've poked back in there haven't really been like... any findable servers I want to play on. Let alone nocrit servers! What's the server situation like these days, I heard there were terrible bot problems, have all the good ones gone private? Are private servers even still a thing? How do people find good servers to play on nowadays, basically.
As of right now, the biggest no-crit no-RNG-bullet-spread server that people play on are the Uncletopia servers, but I don't play on them cuz they're always full and TF2uber fans are kind of annoying. Plus there's class-limits, which I find ultra smelly and extra boring.
I play almost exclusively on casual matchmaking.
I am able to shrug aside random crits and a relatively unmoderated playerbase (as composed to the moderated Uncletopia) in exchange for being able to get into random games with new people almost instantly whenever I want.
Bots are around, but the entire playerbase has basically figured out efficient bot-kicking as if it were any other regular part of the gameplay experience, so unless there's a situation where there's more bots than people OR in the rare edge case when an entire team is full of cunts who wont kick, they're not a gigantic issue. At least, not in any capacity that'd stop me from queuing casual. There's typically a noticeable uptick in bot activity around the time events roll out tho, like the Christmas and Halloween events.
I don't know anything about private servers. The last thing I'd want to do is lock myself into a room with a bunch of people who are always there. The fun part of TF2 is fighting new people, who have different costumes and personalities and loadouts and fighting styles!
That's why I queue casual.
587 notes · View notes
acuar-io · 3 months
Text
Tumblr media
Advice on how to achieve aesthetically pleasing gameplay photos!
UPDATED: 4/22/2024
I made this post earlier today and people were interested in the comments! Which made me more excited to make this post~
this is just some advice from me! this isnt a tutorial or anything of that sort, but I will be linking some things that could be helpful for editing gameplay! :D
First things first, I want to say that I use a graphics overhaul, lighting mods check my resources page for what reshade i use if ur interested.
I use these lighting mods & graphics override specifically:
sunblind
graphics overhaul
Lotharihoe's ootd* curseforge download :)
Northern siberia winds in-game better lighting mod (bright base)
these are some other lighting mods you can try out as well!
Luumia's NoBlu & NoGlo
these are some other lighting mods like sunblind
how to install lighting mod
I just wanted to add these things in since we're talking screenshots + I wanted to share for the no reshade ppl <3
Now we can move on to the advice!
Tumblr media
I love the simple style of gameplay editing so much, but for me I love creating an ambience with my posts and put the audience inside of my gameplay. I also enjoy storytelling with gameplay more than just the "usual" gameplay post (when it comes to me). I am currently playing the globetrotter challenge with my sim Daichi. I really went all out with the editing for that gameplay. For this one its very much a virtual collage of my sim doing things. Trying new things and getting inspired by others is always fun and cool! Remember when u do take inspo: link to the inspiration and @ the simmer that inspired u!!
Tumblr media
In my other save (my cozy save) I also take creative liberties there.
Tumblr media Tumblr media Tumblr media Tumblr media
its more of a cozy vibe & silent story-telling (storytelling w/o the dialogue). for my cozy save i take inspiration from @/stellarfalls. er gameplay really helped me find my niche thing in the way i play the game tbh!
Angles/Screenshots
When you're taking your screenshots, angles are important. Depending on the shot, you're putting emphasis on a specific thing. This post is very helpful and talks about different types of angles/shots and what they mean. Check it out especially if you want to play around with the way you take screenshots!
Here’s some editing tips from @stellarfalls !!
simmingstars editing tips
Reshade
If I want to create a moody or dreamy ambience I can use reshade. Looking for a reshade that will fit the overall vibe is a must or you can make your own~
i know not everyone is able to use reshade because they're not on windows. I highly recommend using photoshop actions to create that ambience you're looking for.
*These can be used in photopea, but it cant read topaz clean. If you want to achieve topaz clean in photopea, check this post out! just something i'd like to add in case people are new to all of this + dont use photoshop. Lastly, I want to say if you decide to edit photos on photopea, it does tend to crash if you upload a big number of photos and slows down. I usually upload like 6 or 8 and then save and repeat the process. Its kinda annoying, but ive been using photopea for a while now so im used to it. My mac users, use early-grapes butter action if you want things to look cleaner and less harsh!! + the other ps actions down below. I used these a lot when I was a mac user. Of course, that comes with extra steps, but I feel its worth it in the end.
I like these photoshop action packs bc theres tons of stuff in here that can help create a reshade like look:
intramoon's ps action dump
wooldawn's ps acton dump
smubuh's photoshop actions
early-grape's butter action
hazelminesims's ps actions
Templates!
I loveeeeeee templates so much!! theres so many out there to use for gameplay. It really adds more to gameplay posts! This can be dust/dirt, film burn, that cute camera template etc etc. templates are really fun to use and play around with~
I usually go on deviantart to find templates to use! if you want to check out my deviantart account you can find it here! I favorite a lot of things I can use for gameplay screenies.
Gifs
making gifs is cool because it brings the gameplay "to life" ~
EZgif is a free website that converts videos to gifs. You'll need a recording program like OBS (which is also free).
i like making gifs when i want to capture a (cute) moment (kisses, hugs, cooking etc etc). Its also cool to capture the weather in game like when its snowing or raining.
Little details
Some people really go all out on editing gameplay posts like adding hair strands and adding more details to sims faces (catchlights, tears, blushing, etc). You dont really have to do this, but I want to mention it anyways! I want to try doing this at some point because I enjoy editing my gameplay posts/photos in general and adding tiny details is fun to me lol. It adds realism to posts, but it isnt necessary!
Procreate is a really good program that you can get if you have an ipad. its 10$ and thats, that. You dont have to make any payments. You can also animate on procreate too if you're down for that!
Find inspiration in other simmers!
the sims community on tumblr is filled with such talented people! Theres lots of gameplay simmers who dont do your typical gameplay posts that you can check out and learn from!!! Ive always struggled with getting the right angles when taking screenies. I looked at other simmers and how they take screenshots & it was really helpful for me since I noticed I would take too many over the shoulder photos on my sims lol.
I think thats all the advice I have! I hope this was helpful and if you have any questions please send me an ask or dm! :D
293 notes · View notes
kai-the-person · 6 months
Text
I find it fascinating that the team no one thought would win, bonded over all their short comings. Which ultimately became their greatest strength. Everyone logs on. Everyone tries their best. They play to their strengths and rely on each other for the things they don't know. What's to lose if they don't do something right? They're here for a good time, not a long time.
At the same time, green team was torn apart by the thing everyone thought would make them the best team. This game thrives on connection where red team travels in packs to avoid being easy kills at the same time Bad and Tubbo are traveling around killing. Sure, Fit is used to this sort of thing. But he's too used to it being every man for themselves and can't really trust or rely on his teammates. Added to that, the players all have their own objectives that differ wildly while red team has this sort of 'how fun can we make this.' style going on. They aren't enjoying themselves because these skills they were chosen for aren't getting tested and they can't properly connect with their team, which is what the qsmp is all about.
Blue team is a middle ground between the 2. And it seems to be working for them so far. It's worth pointing out that they work well together with most not having the whole, 'if I go down, I'm going to make it as inconvenient as possible for you,' of red team. Nor do they have the level of skill that causes isolation like green team.
I'm really excited to see how these attitudes shape and change the gameplay considering we have 11 more days of this. I hope nobody is negative to our new favorite underdogs in green team, it's no fun if you drive cc away to avoid harassment by fans that don't understand that this is all fun and games. They're all friends in real life. :)
Also, Tubbo needs to let Bad satiate his blood lust more. Let him spawn kill Foolish a couple times a stream.
I think it would be enriching for everyone involved ;)
175 notes · View notes
fanfoolishness · 5 months
Text
The Music of Jedi: Survivor
Last night I went to the Grammy Museum for an event celebrating the Jedi: Survivor score!  Sometimes living in Los Angeles has its benefits.  It was an evening with composers Stephen Barton and Gordy Haab, as well as their recording engineer Alan Meyerson, moderated by Jon Burlingame.  I took copious notes throughout so I could share them with you all :) All quotes are paraphrases, I’m not that quick a note taker.
Tumblr media Tumblr media
My husband and I settled into our seats, me vibrating with excitement as the lights dimmd.  I was already hyped to hear the composers talk about my favorite game and their process for scoring it, but then my jaw fell out of my head because who strolled up on stage but fucking Cal Kestis himself, Cameron Monaghan, unexpected and uncredited on the event description.
Tumblr media Tumblr media
I almost rolled out of my chair.  Then I frantically started smacking my husband (who’s never played the game, but loves music and production) and hissing “it’s him it’s him it’s the Jedi!!!”
Cameron’s intro was brief but lovely.  He introduced himself, then paused and said something like, “Do you hear that?  That’s the sound of silence. That is awful. I can hear my own thoughts!  No one wants to play a game like that.  Which is why we have these guys!”  He introduced the composers, Stephen and Gordy, as well as the sound engineer Alan and the moderator for the event, shook their hands and exchanged some hugs, then sat down in the audience.  Giddily I returned to my notes as Jon led the discussion.
Q: How did you get into scoring video games?
Stephen was a gamer and had always been interested in working with video games.  They were “enticing” and the schedule was much more appealing than for TV, where you might be handed a script and told to get the music back in a few days.
Gordy hadn’t worked particularly in games before.
Alan has been mixing and engineering video game soundtracks for the past 25 years, like Gears of War.
Q: What’s the difference between scoring a film and scoring a video game?
For film, it’s adding music onto what already exists; often the composer isn’t involved until the last 6 weeks or so of production.  (Fun fact I learned earlier this year, Ludwig Goransson was involved from the start on Oppenheimer because Christopher Nolan specifically wanted to subvert that.) 
The film is fairly static by the time the composers get their hands on it, so things are unlikely to change.
Video games are more like trying to put clothes on someone running a race, because drastic changes can happen at any time.  The timeline is also greatly extended — 2-3 years is common — so things may evolve and shift drastically in that time.
Film is also much less volume of music… they wrote an entire 8 hours!
Q: Is there a Star Wars music “house” style?
Initially Star Wars projects outside of the original trilogy were often scored as if they were B sides to the original soundtrack.  But the aesthetic is evolving.  There are a few standards though — there must always be that symphonic scale.
The score was performed at Abbey Road.  Alan mentioned that he was actually there on 9/11 working on a movie about a terrorist attack.  Stephen loves recording at Abbey Road so much he and his wife named his daughter Abbey.  All three of them agreed that Abbey Road is magical and the orchestra practically blends itself; for choral performances, all you have to do is stick a couple microphones in there and they sound fantastic.
They played a clip of “Dark Times,” with gameplay footage intercut with the symphony performing at Abbey Road.  They explained that they wanted to develop a new theme for the Empire.  At this time, the Empire just is.  You can’t use the Imperial March, because the Imperial March is how the Empire perceives itself.  But how does Cal see the Empire?  It’s dark and ominous. It’s everywhere.  It’s a fact of life.
Gordy explained that they literally shaped the melody like the sinus rhythm of a heartbeat to indicate that Cal’s on the run, his heart always pounding, never safe.  They used a full 12 tone chromatic scale to keep the track always uncomfortable and unsettled.
Stephen is such a Merrical shipper!  He talked about how one of the central conflicts of Survivor is Cal struggling with his feelings towards Merrin, and what do you do when you’ve utterly lost the fight?  He pointed out what the Senator tells Cal, and calls him a pretty reasonable guy.  Do you stop fighting when you’ve clearly lost?  “Maybe Cal should go shack up with Merrin somewhere and have a nice life.”
Q: What is it like having so much funding for the score on a game like this?
All you can really sell now is quality, and people expect it now.
Q: What is the process like?
They are brought into the game in the script phase, where they may see some concept art and get to read the script to help determine the story beats.  
The collaboration is joyful!  It seems like it could be really scary, to have game play testers, the game designers, and other music folks all weighing in on how the score is working or not working, but they actually really enjoyed it.  They’ll usually do about half the music, then have people test play it for a few months, come back with notes, and then work on the remainder after seeing what worked and what didn’t.
They played “Flight” in its entirety with gameplay of Cal and Merrin outrunning the Trident, and talked extensively about our girl Merrin!  Stephen talked about how in JFO, Merrin was important but not as big of a player.  Now in Jedi: Survivor, Merrin is vital,and we can see her story arc take shape.  Her small motif in JFO was expanded into an epic, heroic scale after we see her power with portals and moving on the wind.  They reached for all kinds of wind instruments, from Alpine horns, Tibetan horns, and even the “most tasteful vuvuzela ever.”
Note: it’s almost as heart-pounding to watch that sequence on the big screen as it is to play it!
They both said that some music flows onto the page and is easy to write; the escape from Jedha sequence was not one of those!  It wasn’t easy to write, mix or play!  A hundred people worked on this song, and it was hard as hell.  The orchestra musicians kept coming up to Alan and telling him they loved playing it because it was such a challenge.
They don’t always tell the studio who wrote what.  They work well together as they both love bourbon and coffee!  Stephen says he’s great at about ¾ of the tune but not the ending, whereas Gordy can fix that up in a jiffy.  They also sometimes divvied things up by planet or emotional beats.  
Q: I noticed in this last song (“Flight”) there was a choral element.  How do you decide when to incorporate choir instead of synth choir?
Choir is often the first casualty of budget cuts since it’s so many people involved.  Sometimes, synth choir is chosen for just a vibe or an extra layer.
However, there’s a rule that in musicals when the emotion is building to a point that words can no longer contain them, that’s when a character must burst into song.  For a score, when the emotion is swelling and can no longer be contained by mere instruments, that is when to pull out the choir.  So we see it in “Flight.”
Me: We also see it in “Rage,” muahahaha.
They used 120 singers for Flight and only needed 3 microphones because of how good Abbey Road sounds.
They prefer amateur choirs to session professionals since you can sometimes have too-professional singers trying to out-sing each other, and amateurs are usually more relaxed.
Q: There were a number of unusual or even invented instruments used for this score, tell us about them.
Gordy made bottle chimes.  He accidentally dropped a bottle of water while playing tennis and a ball pinged off it, making a lovely sound.  He ordered 20 metal water bottles and strung them in a wardrobe rack with different amounts of water in them.  Because it took ages to make, they used it in loads of places in the score.
Stephen went nuts and ordered 200 containers of BlueTack for the pianos for Koboh.  They wanted Koboh to sound like the old West, but not that spaghetti Western honkytonk piano sound.  If you make BlueTack into a sausage shape and roll it around a piano string you can make it make these strange broken sounds sort of like a gamelan.  This is called a prepared piano.  The low bumbumbum noises when first getting on Koboh and meeting the pit droid?  Freaking piano.  I would have never guessed!  They did this to 3 pianos.
They played a clip of Where the Nekkos Roam.  They used the prepared pianos, an orchestra, dulcimers, Basset horns, euphoniums, tubas.  They wanted Koboh to feel lived in and to have history expressed in the music.  The musicians were excited to have to rent out Basset horns since like nobody actually owns one.
Q: Tell us about the cantina music.
The original cantina brief from George Lucas to John Williams was apparently, “what if aliens came down in 1000 years and found sheet music from Benny Goodman, but didn’t have the same instruments?” And thus we got the Mos Eisley cantina theme which is almost unbeatable.  
They were thinking of scoring the cantina music themselves, but then thought, “what if we gave that brief to a bunch of really cool bands?”
They highly recommended Dan Mayo from Tantran.  They recommended taking a few hours to watch him kick ass on the drums on YouTube.
Tantran recorded "Fields of Dusk" for the cantina first, then Stig came back and said “what if we wove this into the score?  What if it was Cal and Merrin’s love theme?”  Then they created a symphonic version, also partially inspired by a Joni Mitchell song.
They played part of the cantina version of “Fields of Dusk,” then they played the symphonic version with Cal and Merrin riding the spamel to Cere’s base.  They gushed about being able to work with the story and the subtext.
Alan said that "Fields of Dusk” “is visceral.  It vibrates shit inside of you.  Mixing it was a highly emotional experience for me.  Even now sitting under the subwoofer — it’s right here, over my head — it’s very emotional.”
Q: How many motifs do you have?
“Seven thousand.” - Stephen
Gordy later amended that to about two dozen, but with tons of variations.
Q: What are the interactions like with the game developers?
They get to be in the building with them, working on the narrative team — making sure to serve the story first.  It also lets them practice gameplay or watch others playing to see how it flows.
Again, it’s a 2-3 year process.
They played the clip of Cal and Merrin making a campfire in the cave on Jedha.  Stephen is all about the Merrical ship (not that he used those words, alas, but still)!  He said this was such gorgeous writing, really allowing the technology to showcase the acting, and it’s his all time favorite scene in the game.
The whole theater clapped as he said that.  Yes!  A whole theater clapping while someone was talking about Merrical and calling it gorgeous. *sobbing forever*
Q: What has it been like to meet fans?
They’ve been delighted by the fans and how much they love the characters and the amazing performances of all the actors in the game.
Q: Are there plans for a sequel?
Stephen: “Are there Lucasfilm snipers out there?  Look for the red dot…”
Gordy: “There’s not NOT plans.”
Fan questions!
Alan mentioned he loves doing the hardest piece first!  Then it’s all skiing downhill.
A fan asked about more weird created instruments.  
They also used a bunch of bamboo smacking other pieces of bamboo, as well as using little drums from other purposes or sets.
Was there anything they messed up or wanted to do differently than they did in JFO?
They accidentally didn’t loop music in the hangar on Zeffo, so if you stick around there for more than 3 minutes, it just becomes wind sound and gets very lonely.  A live streamer was playing the game, talked to his audience for like 10 minutes, then wandered around almost in silence as his fans commented “why is this game so quiet?”
Gordy wanted to make JFO sound much darker and got his wish in Survivor.
I had so been hoping they would talk about “Rage” and the struggle with the dark side, but they were sort of avoiding spoilers.  So when they got to the Q&A I had to speak up.
I asked, “What was it like working with darker themes later in the game, like with Rage?  You see a real shift in the motifs and there’s also more amazing choral work.”  Their faces seriously lit up XD
Stephen said this was one he handed to Gordy because it was very difficult.
Gordy said that this is Cal at his worst, so it had to be so over the top.  Think of consonant sounds crashing through the melody, Cal trying to keep control of his thoughts but they’re twisting away, he’s trying to think straight and can’t.  It’s discordant.  It’s also scored to evoke a heartbeat throughout, like breathing.  
It was so hard for the choir to do, going back and forth — you can’t do that with choral samples or synth!
They ended with a video they played from their Hollywood Bowl show in June, and said we were only the second group of people to see it.  They played a clip where they do use the classic Imperial March, but contoured so you only get the silhouette of its shape, instead of the full sound.  It ended with a clip of the Tantran band playing a wicked awesome set out in the desert.  The last image they showed was a list of the 287 people who worked on the score!
We let out and I did get to meet them!  Stephen was lovely  and I told him it was just such a beautiful, haunting score.  I actually had a sketch of the campfire scene with me and he signed it!  His daughter Abbey is an artist too and she was really impressed by my sketchbook (she looked to be about 11).  Gordy also got to see a bit of my sketchbook and signed Cal in Nova Garon!  What an awesome night!  We didn’t see Cameron again but I was so astounded to see him the first time I didn’t mind at all.  
SO COOL!  Sometimes, kids, living in Los Angeles isn’t so bad!!
Tumblr media Tumblr media Tumblr media Tumblr media
86 notes · View notes
what-even-is-thiss · 2 months
Text
I’ve been wondering why I keep trying to give starfield a fair chance even though I’ve got so many complaints about it and I think the problem is that there really is a lot of fun bits and the components of a good game are in there somewhere but it misses the mark in so many spots. Like even I, a person who doesn’t make video games, can see how parts of it could’ve been improved with just a few tweaks. Tweaks that Bethesda clearly wasn’t willing to make.
Like they’ve made procedurally generated worlds before. I rag on Daggerfall a lot but there’s a reason that game still has fans to this day. Instead of making procedurally generated dungeons for starfield though they just made a small set of copy/paste dungeons you run into over and over again.
The random filler NPCs have no soul to them. You can’t chat with anyone but the named characters. But sometimes they have oblivion style random conversations. It desperately makes me wish there were more named NPCs with schedules.
The ships can’t even fly to other planets in the same system, the creature design clashes with the environmental design, there’s only one major city per inhabited planet, and small towns and colonies are basically nonexistent. There’s no survival mode for hardcore players even though they developed that.
There’s not enough dirt. Everything in this world feels clean and sterile. Instead of starting farms colonists in remote areas live in clean communal pods. They don’t have any face dirt or oil on them. They don’t wear hard hats, they don’t have children outside of the cities, they don’t herd animals or wear weather specific clothing. There’s no local problems they want you to help fix. No community drama or poisoned watering holes.
There’s so much stuff that feels like concept art not realized to its full potential. It feels like this game is the bones of three different okay games shoved into a too-small box together. Is this a survival game, a role playing exploration game, or a mindless first person shooter? It hasn’t decided which one it wants to be and the art and gameplay styles of these different ideas don’t quite fit together and as a player it’s incredibly frustrating because you can see how it could’ve been more fun but it’s just not
59 notes · View notes
degreesofkei · 4 months
Text
Tumblr media
i've been messing around with the visual mod files rotting away in my dl folder LMAO. gameplay mods not yet bc i haven't got time to actually play
details under the cut ⬇
Tumblr media
beeesss mod. it's popular already so that's enough screenshotting ig. can be downloaded but i prefer to just go on dolmods instead of waiting to extract the files every time a new update comes 😔 though, a LOT of extended visual mods use beeesss base
i like beeesss clothing designs i often use them as reference for outfits i don't want to take time figuring out
Tumblr media
beeesss + hikari mod. hikari is not my cup of tea bc the distinction between male and female body is too big for me, pretty style tho
Tumblr media
beeesss + paril mod. SMUG
Tumblr media Tumblr media
wanfeng's mod. my pc got ahoge! the style is cute and they even replace the clothing icons in wardrobe. requires modloader which is a bit of a pain. it's in early development, the devs are working hard in the discord. here
i'm keeping this mod bc i don't want to go through that modloader setup again AT ALL *cries*
Tumblr media
G259M mod. requires beeesss base. here. below row is male version but it doesn't have many differences (also i didn't get pc naked lol)
there is also a good amount of kr users contributing sprites for this mod so idk if my vanilla download is worth referring to *cough* just look around the site with Dol 리텍 keyword i think
Tumblr media
DGP's mod. it's based on G259M's one (?) if i understand translation correctly so i apply it over G259M for good measure. here. the dev also welcome contributions
not until this mod did i realize i forgot coom sprites... but well!!! there's nothing can be done!!!!
Tumblr media
susato mod. cool wanted notice. it's in early development too, can be found in modding discord
my biggest regret is not getting the YVE mod sooner :(( it looks really promising... lots of chinese visual mods were gone as well
Tumblr media
there are many custom clothing items & background mods too but i'm not that invested so not now. this one is Sais_Dojo background
lurking in the discord is fun enough
the amount of time and effort everyone puts into dol is fascinating. i hope to see more in the future
49 notes · View notes
bloobluebloo · 5 months
Text
New interview...am I crazy or is this a lot of interviews?
Tumblr media
This answer is...fascinating because while it is true that TotK allows you to discover...literally anything at any moment, it is that very thing that could spoil any mystery there is to the game. For example, if you do discover that Zelda is the dragon early on, it makes going through the story a nerve grating experience as you are subjected to everyone wondering where Zelda is and following them into obvious traps. I can agree that it is hard to find a good balance between telling a cohesive story while retaining complete player freedom but that complete freedom for the player makes it...actually rather hard to keep anything a mystery. You uncover the wrong mystery and now you're not having a great time. I don't know, it feels a little disingenuous of them to not admit that they tried to fit a linear story in a non linear game. This feels like they were avoiding the question with a lot of words.
Tumblr media
This answer sort of pisses me off if I have to be honest. On one hand, I think people that keep clamoring for the old formula are annoying in their own way, because Zelda to me has always been a series that was not afraid to try new things. Zelda is close to 40 years old now; of course the developers will want to try something different to breath new life into the series, and it is perfectly fine to not like the new direction. However, to dismiss people's complaints as nostalgia and "the grass is greener" also sounds like a big misunderstanding of what people enjoyed about the more linear approach to Zelda. To hear Aonuma, the one who has worked with this series for so long, express confusion at why people enjoyed the more linear style of Zelda makes me wonder what his own relationship with past titles has been like. You worked with it, you had your hands in it, and you can't see any reason why people might prefer the older games? Ehhhhhhhhhhhhhhhhhhh
Tumblr media
As a person who has never given a shit about the timeline my question is: did this not occur to you when you released an official one? Developers are free to do what they want but when you say there's an official timeline and then say well you feel restricted by the thing you created then maybe you shouldn’t have created one to begin with. Are people annoying with the timeline? Sure but it's not baseless either. This whole interview sort of tells me that both Aonuma and Fujibayashi are more interested in gameplay and seem really uninterested in the story and lore elements of the game. However, when people argue that LoZ is about gameplay and not story, they seem to not consider that gameplay is also part of the story. TotK's gameplay was so disjointed from the story that it's just hard to ignore. The new abilities are all fun to play with but what do they lend to the story? How do they relate to the Zonai? Why did the Zonai need them? Older titles on the other hand integrated their gameplay mechanics into the story and made the experience feel cohesive. It just surprises me that Aonuma seems to just dismiss that, in a way? I just really hope that Zelda isn't just becoming some huge sandbox game a la minecraft.
61 notes · View notes
pawborough · 1 month
Text
Tumblr media
Howdy everyone!
Happy Valentine's day folks! We have the long awaited contest results in this update, as well as some small updates to fauna, and a new system for accessories.
Contest Winner
We previously held a sweepstakes to win a Design An Accessory Tier (1st place) and Monarch Tier (2nd place) and we can now announce the winners!
(We want to apologize for the low quality of the video; we wanted to crop out the advertisements on the website we used)
Over 580 people entered! 
youtube
Congratulations to our winners Emma and Erika!
Thank you to everyone who entered!
Fauna Updates
As previously seen with the Featherbeau, Kintsune, and Javasqueak, we have been updating all the fauna art to match the new style overhaul.
Tumblr media
Here is a comparison to the old artwork.
Tumblr media
Toshi has very minimal changes. There are some minor color and shadow touch-ups, but as this was our most in-style original fauna, very little change was necessary.
Tumblr media
Here is the new and old art.
Tumblr media
Like the Featherbeau and Kintsune, the Phantowl has a full overhaul. With a more dynamic pose and better detail, we hope to invoke spookiness in the new design.
Tumblr media
The new and old designs are below.
Tumblr media
Accessories + Dye system 
Speaking of designing accessories, we've finally begun production on our accessories! Here is a preview of what we are working on, showing illustrations of the original Gilded Helm and Iridescent Trail!
Tumblr media Tumblr media
Our focus is on adapting challenging items. For example, the Helm, and similar helmet items, provide unique challenges when on fluffy breeds. 
Here are a few previews of our solutions so far:
Tumblr media
And here is a preview of our first backer-sponsored design!
Tumblr media
Lastly, we’re very excited to announce a system we've been workshopping. 
Accessory dyes! 
PawBorough is built by the players, and it is in our interest as players to have as much quality customizability as possible. We want expansive options! All the recolors!
Tumblr media
Accessory dyes will allow users to craft any accessory on the site into a different color. 
The system we are designing incorporates “standard” and “special” dyes. 
Standard dyes are a set number of colors which will be compatible with all accessories, meaning all accessory items get a blanket number of recolors. 
“Special” dyes will only be compatible with certain items, and will include alternative colorings such as rainbow, pastel colors, gradients, patterns, etc! 
The benefit of such a system means all items will get a set number of varieties, and it lets us expand upon certain pieces to include alternative or unique colorings. But it doesn’t commit us to an undoable recolor demand. 
We’re still working out the kinks and pain points, such as easy to see information on what takes a special dye and what doesn’t, but we hope this will prevent item bloat, give users more creative control, and overall improve the gameplay! 
Site Themes 
We’ve started workshopping the Borough themes with our completed assets. Take a look at these previews! 
Zenith 
Tumblr media
Luna
Tumblr media
Pawprints
Next let’s look at a cute feature we have on the backburner. 
Ever imagine your cat has polydactyly? While we can’t break lineart, we do have a fun new feature for rare cat collectors. Every cat will have their very own paw print on their profile, with a very very small chance of having a sixth toe!
Tumblr media Tumblr media Tumblr media Tumblr media
There are 55 unique pawprints!
Tumblr media
Have fun trying for cats with silly paws ~
Stonehide texture
We’ve upgraded our asset technology! The rainbow sheen seen here on the scales of the Stonehide was a breakthrough in our coloring limitations. This texture will be applied to mystic breeds in the future and bring further quality to our assets!
Tumblr media
Great stuff! 
On the backend, we've not done many notable new things this month, but we're continuing through as we prepare for a dedicated alpha. Longhairs were stuck with file processing complications, but we're working them out and working in tandem!
Speaking of alpha, we're looking at opening free applications for alpha and transitioning from solely an internal to a semi-external volunteer test. More information on this as we grow closer. 
To Summarize: We showed updated Beta, Toshi, Phantowl and accessory assets, the dying system, two new site themes, a cute pawprint feature, and a new texture for mystic breeds.
What to expect next month: Further accessory assets, potential alpha update, and asset and software updates.
Note for Tumblr users: Something went wrong on our end, and while this update got posted to Kickstarter, it somehow did not got posted to Tumblr. We have re-uploaded it now for proper record keeping. Our sincerest apologies.
26 notes · View notes
jetra4ivor · 7 months
Text
Saw a video that came out within the past few weeks about Minecraft Story Mode. And I’m all like “yay! I’m so happy someone’s making new videos to get people excited about this dead franchise!”
Then I watch it.
It’s 38 minutes long.
It’s 38 minutes of shitting on MCSM and calling it “cringe” and “a failure.”
I make the mistake of reading the comments on the video.
Holy Herobrine…
What is wrong with people??? Why am I like the only person who unironically enjoyed this series of games? Why can’t people just have FUN and not be such pedantic pissheads about everything?
Is it just because it’s Minecraft? Is that it? Is it just people who hate Minecraft or think it’s for babies that they feel the need to shit on it so much? I don’t understand. It was made by TellTale games. At the time they were one of the top game developers. Everyone knew that if you got a TellTale game it was going to be special and unique. Why is this game any different? It really must be just the brand name associated that throw people for a loop.
Minecraft, a game about a infinite possibilities and imagination.. but apparently people have no imagination to believe that a story set in a Minecraft world could be good? Did you guys not grow up watching Minecraft YouTubers doing daily roleplay adventures? Did I just imagine this period of time when using your imagination to make the limitations of Minecraft come alive?
I just don’t get it.
Minecraft Story Mode is good.
It’s not Shakespeare, but it takes the Minecraft world and conventions and gives them life and rules and world building. It’s got a stellar voice cast, it’s amazingly animated and executed, and the stories themselves take a lot of twists and turns. And with the choose your own adventure style gameplay, there’s a lot of replayability.
I mean… it’s TellTale Games for yogs sake! How do you not like a TellTale game?
I’m just so tired of it all. I hate that this franchise is left in the dust and people only remember it to joke about how “cringe” it is.
F. U.
I love this game. I love these characters. I love the settings and environments they exist in. And I want more people to love it too.
Is that so much to ask?
63 notes · View notes
alexissara · 1 month
Text
Sonic Fighting Game Dream Roster!
Tumblr media
Me and My Metamore messed around to make a sonic fighting game roster and I wanted to share kinda like the roster and the thought behind it and stuff for fun since this was a silly little fun thing. Our limitations where only including canon sonic characters in the main roster, the roster was going to be 24 characters because that was the base Dragon Ball Fighters Z roster size at launch, we were assuming the game would be an another Arcsystem Works Tag Fighter. I elected not to go for an even gender ratio like I normally would since we were aiming for a realistic roster but obviously when between viable options I favored a woman. 10/24 of the base roster are women so pretty close to half and like do Mecha Sonic, Chaos or Omega even really have genders? This game would also be one that focused on a more modern control style given Sonic is intended for children but also that modern controls are becoming simply the norm.
The team play is important for this game since sonic is not really a fights alone guy. Since Sonic 2 Sonic has been a serious about working together to overcome evil and it's been that way since with Sonic 3 adding another playable friend, Knuckles Chaotics having a whole squad, leading to the eventual adventure games and that eras bigger rosters. Like Skullgirls you could pick between having 1, 2 or 3 people in your team and have the characters enhanced on the smaller team number but lose access to the full sweet of abilities being teamed up gives you.
Tumblr media
It's one thing to make a roster but another thing to try and think about how the characters would play. I have minor concepts on many of the playable characters, one requirement we had for putting someone on the not DLC part of the roster was having an idea of how they played.
Sonic obviously establishes the Foundational parts of the game being a rush down character to stay true to the archtype but one with a bit more resilience, he'd have just a tiny bit of everything to teach people while staying true to the speed focus. Blaze gets a mild zoning game with fire balls but is more aggressive being more of a combo focused character with the ability to further her combo potential with her blazing blade super similar to Juri in Street Fighter. Surge would be a character who was able to damage herself to increase damage to others, reckless in her desire to prove her strength and get out of people's shadows. Metal Sonic would play like sonic with a few different moves and a tankier set up but lower combo potential. Shadow would have the most advance moveset of the rushdown characters. having tricky moves that result in high pay offs but require solid execution.
Tumblr media
The Balanced characters present most of the games features in the movesets. Honey the Cat being from Sonic Fighters makes her the perfect character to be the most basic fighting game character having basically just Ryu's moveset with no frills but some additional girly flare to give her some personality. Trip is a transformation character like Hellsing from Blaze blue with her dragon mode providing her a more aggressive style but a bigger hit box and body while still working off the more fundamental gameplay. Tails would have a bit of it all but with a bit of a stronger zoning game as a charge character. Emerald being from Sonic's second fighting game and copying movesets would be like Seth from Street Fighter 5 and other similar characters giving them a diverse moveset using moves from other characters.
Amy Rose would be a perfect midrange character wanting to not be too close or too far, her hammer being the distance away she wants to be. Tangle would have some command grabs she could preform further away and in general she wants to be fighting with just a bit more room than the average fighter. The deadly six are summon type character who work at any range but average out to about wanting the same distance as Amy and Tangle. Each of the six bring different abilities to the table similar to Captain Ginyu in DBFZ.
Tumblr media
Chaos is a tricky grappler with a lot of strange movement tools. Big the Cat is our big time joke character where he is just trying to find froggy in battle and your just in his way accidently getting boddied by his long distance fishing hook grabs and friendly hugs as Froggy is set up on opponents allowing Big to hit with bigger damage. Omega is a more classic big body, get the fuck out my way or I'll kill you zoner with a weak projectile it can use to discourage running away from him.
Rouge is our iconic trap setter allowing her to steal wins from opponents who aren't ready to deal with the puzzle game she throws before them which includes inflicting some debuffs that remove options from your opponents for a particular amount of time like tagging out. Starline has his warp topaz for movement allowing him a more zoner focused gameplay style with a command grab that is styled after his hypnosis and otherwise his inventions being little traps on the field to control where the foe is and their approach. Nights and Cosmo would be characters more focused on the assist role creating items that their team mates can use with buffs. Nights would have a higher risk reward where the opponent could also use them where Cosmos would be locked to benefiting the player. Finally Eggman is tanky with all the traps and annoyances of a zoner. He can't do big damage but he is hard to take down and there is probably a boss version of him that is even more annoying.
Tumblr media
Fang/Knack had the name sniper, their an archetypical zoner. Whisper's whispeon allows her to customize her shots by switching which whisp she has loaded into the gun, this allows her a diverse arrow of zoning options allowing her to always keep her opponent guessing on what is the best way to approach her. It's no use trying to beat Silver when he can yet you away to keep his ideal distance having a weak command grab that allows him to toss his foe full screen and keep up the aggressive physic assault.
Cream is our Puppet character with a special twist on being a puppet character with a puppet that evolves over time from Cream to Cream + Cheese to Gemerald building a meter to have a stronger puppet to use but stage 2 having some reasons to use it over stage 3. That can be paired with one last appearance in her ultimate attack allowing her mother Vanilla to get mad at the foe for attacking her daughter and finish off the opponent in a motherly rage. Knuckles would function like most boxing characters only having punches and being a bit of a bully in battle who is hard to handle but his special ability to glide would allow her far more air mobility then most other characters in the game. Espio would be a classic ninja character with all that entails having lots of moving and plenty of tricks to serve. Jet wouldn't be fighting alone coming in swinging with his crew able to dive in from the air like a hawk and take opponents into large air combos where on the ground he is pretty lacking.
Tumblr media
While this is typically the type of thing reserved for Youtube videos but I felt like idk writing out this kind of thing and if you enjoyed it please let me know. I had a blast doing it and I would love to make more dream rosters with my lesbian edge where I am gonna favor women. I think these are just fun ways to nerd out about a series I enjoy and I'd love to go even more in depth I stopped myself from being extra indulgent on this one but I'd have loved to go into how I imagine a single player mode would work, talk more about universal mechanics and everything else.
All I want is some feedback if you enjoyed it but if you wanted to I am always happy to get support on making my own original queer art over on Patreon and Ko-fi which includes my current ambition to make an SRPG along with my for sure going to happen TTRPG projects.
25 notes · View notes
shima-draws · 2 months
Note
Hi Shima! You have a lot of Pokemon content on your page and I’m sorta curious about the like, world of Pokemon, so would you have any recommendations on what like game I should start with or what I should watch first? Thanks!
!!! YOOOOO OKAY I GOTCHU ANON. Buckle up bc my 20 years of being a Pokemon fan is about to kick in
As for where to start with the games--this is all really depending on how your own personal playstyle! Do you like games that are more easy going and light on plot? Or do you like ones with heavy amounts of story? Or do you prefer games that are a perfect blend of the two? Pokemon's got a mixed bag of all of the above so you really can't go wrong
If you're into that really nostalgia feel I'd recommend starting out with the first Pokemon game I ever played as a kid, which was Pokemon Emerald! You can actually play this for free by downloading a Gameboy Advance emulator and the Emerald ROM. I have a lot of fond memories of Emerald and it's still one of my favorite games to date. I actually even prefer Emerald over its remakes (Pokemon Omega Ruby/Alpha Sapphire) bc it just doesn't quite hit the same lol. I think even without having played Emerald as a kid it'll just spark that nostalgic feeling? It's that kind of game, at least to me :")
Going off of that if you REALLY want to hit nostalgia central and start where it all began, Pokemon FireRed/LeafGreen is also a good game to start out with. It's a remake of Pokemon Red/Blue, which were the first ever Pokemon games that were made. Personally I'm not a super huge Gen 1 fan bc I feel like it's been WAY overdone at this point (it's had two remakes already) but if you've never played a Pokemon game again it's definitely a good starting point. It's barely got any plot so it's really a game you can just dive into and enjoy without focusing too hard on the story. AND as an added bonus, Pokemon HeartGold/SoulSilver is the direct sequel to Gen 1 (and a remake of the original Gold/Silver/Crystal) so I'd definitely play that one as well, it's lots of fun!
Of course I will also recommend Pokemon Black/White and Black 2/White 2, which is generation 5 and my FAVORITE mainline Pokemon games of all time. BW released right before the transition to the 3D games so it still has sprite art. It's a GORGEOUS game honestly and I think it's really well balanced with story VS gameplay. It's got great characters and fantastic design elements (with everything honestly like the Pokemon designs are great, the character designs are great, the city/town designs are great, etc) and the most KICKASS soundtrack ever (looking at you Driftveil City AKA Toothless dancing meme music). I could go on and on and on about Gen 5 for hours lmao I really hold it near and dear to my heart. Also it's one of the very few games that actually has a sequel which I LOVE. BW2 takes place two years after BW and I love the story and character progression 🥰
Shouting out Pokemon Platinum as well, I know it's a huge fan favorite and honestly I also love it very much!! Platinum came out before BW did so it's got that early DS era feel to it. It's got a decent plot and classic fun gameplay elements. Also Pokemon Legends Arceus which ties directly into Platinum as its prequel (but you should play Platinum first? I know it's confusing lol). PLA is SUPER fucking fun, it's got a completely different gameplay style and mechanic than regular Pokemon games, and it ties in with Platinum so well.
And to my last few recommendations -
Pokemon Sun and Moon!! There's mixed feelings about this one from a lot of people but it's one of my personal favorites...I think people dislike that it's so plot heavy, there's a LOT of dialogue even when starting the game so if you're not into that I wouldn't go with SM. But I LOVE games that are heavy with plot and SM just does it so well. The characterization is really well done and I love watching Lillie go through her development arc 🤧 But yeah it's SM NOT Ultra Sun and Ultra Moon which are like. The same games but Worse. USUM took SM's plot and stomped all over it so I would not go for those lol
And, of courseeee. Pokemon Scarlet and Violet! These are the most recent mainline games to release and ohhh my god. Is the game laggy and bugged out as hell? Yes. Is it also fucking FANTASTIC and has made me cry multiple times? ALSO yes. If you don't mind occasional shitty graphics then please please PLEASE play SV. The open world aspect is a ton of fun, the new Pokemon designs are so charming, the characters are wonderful, and the STORY??? The plot literally blew my socks off the first time I played it. SV endgame you will always be the king of my heart. It's definitely heavier than any previous Pokemon game and it had me reeling for DAYS after. The story is just. So so so good. And we get a continuation of the story kicking ass in the DLC. I love SV to death it really redeemed Pokemon after the disaster that was gen 8 for me (and it's REALLY fun to shiny hunt in).
And LAST but certainly not least. My favorite Pokemon game of all time period ever in the history of Pokemon. Not a mainline game but a side/spinoff game--Pokemon Mystery Dungeon: Explorers of Sky!! If you want the classic Pokemon experience I probably wouldn't start with this since it's so different from the mainline games but I'd 10000% play it after finishing your first Pokemon game. It's a dungeon crawler, you get to BE a Pokemon, the music is phenomenal, the gameplay is phenomenal, the story is PHENOMENAL, everything about it is incredible and I will love this game until the day I die. I CANNOT recommend it enough. It's so so SO good and it means so much to me I can't even. Please play PMD Sky this goes to everyone who hasn't played it I prommy it's worth it
So basically:
Easy games with no/light plot: FRLG, Emerald, HGSS
Games with a perfect blend of actual gameplay and plot: BW/B2W2, Platinum, PLA
Games that hit HEAVY with plot/storyline: SM, SV, PMD Sky
Honestly you really cannot go wrong no matter where you start out. Even if it's with one of the games I DIDN'T personally recommend, all the mainline games have their own unique charm and each generation has its die hard fans (UNOVA GANG RISE). I've played all of them and they're all enjoyable!
As for the anime, my personal recommendations are the XY saga and the SM saga! The SM saga is my ultimate favorite, it's really cute and charming and fun, with some heavier plot arcs sprinkled in so it's a good blend between lighthearted stuff and more serious story. XY is VERY plot-heavy especially in the latter part, there's a lot of character development and crazy stuff going on, so I'd go for that one if you want to get hit hard with Feels. I haven't watched as much of the anime so I'm sure other people would recommend other seasons (I know the original saga, the Hoenn saga and the DP saga are fan favorites).
I'd also recommend watching the sub instead of the dub,, especially if you haven't grown up watching the Pokemon anime like me the dub is VERY hit or miss. I prefer subs as well bc the dub actually cuts out a LOT of stuff? I know for SM they had fun extra little bits at the beginning and ending of each episode that the dub just. Didn't include. For some reason? Like they'd cut out entire scenes. Idk. It's up to you either way tho ^^
And that is my introduction to Pokemon list.........if anybody has anything to add feel free! These are just my personal recommendations based off of what I like so naturally not everyone will agree lol. If you have any questions anon don't hesitate to ask, I'm always down to talk Pokemon. And I hope you have lots of fun playing whichever game you decide to go with!!
22 notes · View notes
inhuman-obey-me · 1 year
Note
If obey me wasnt a otome game what do you think will be different? And it makes me laugh that we are romanticising the devil which just seems so funny. Ik its a game but its just a funny concept
Okay but we love romancing the devil. More games should let us smooch Lucifer/other demon royalty. Please.
But this is a fun thing to think about!
(long game design rambles below the cut)
Even if Obey Me was still a visual novel game but without the romance, there is a lot that could change. We'd have a lot less of the characters vying for the player's attention, meaning the game would also be less prone to gag-type situations and allow for a consistently more serious storyline. It could be something like Twisted Wonderland, where the MC still has a role but it isn't as big nor central to the conflicts and problems of the story, thus playing more of an observer role.
The devs actually mentioned in early videos that when making the game, they had to scale back some of their ideas because they "didn't want it to feel too much like an adventure game" and still focus on the romance since it was a dating sim. Interestingly, Nightbringer seems to be testing the waters on this now and going back to a more dramatic story, so maybe we'll actually get to see that kind of adventure vibe now!
If the game was still following the main points of gathering pacts with the demon brothers...well, maybe we really are just becoming Solomon 2.0 at that point, new title is Solomon Simulator 2023 BC. But really, there would probably be less of MC playing therapist and more letting us have adventures of our own, exploring the world in various ways. Hell, MC might even be living in Purgatory Hall with the other exchange students instead of oddly being the only one put in the House of Lamentation. And this more adventurous theming could also be reflected in events, with more AU themes (Pirates, Spies, Circus, etc) that allow for more fun event storylines that aren't so focused on "romantic" situations and fanservice moments.
Going along with that, we would likely get more character variety in a non-otome game, since it wouldn't be trying to make every character (except Luke) dateable or potentially future-dateable -- less ikemen, more non-male characters, maybe more body diversity! And because there'd be no expectation of romance, you could have more outright hostility too. Maybe Mephisto and Raphael could have actually fulfilled the more aggressive or antagonistic personalities they had been hinted to have! There might also be more of a canonical MC character personality too, since part of the reason it's left more open and vague is to let players self-insert for the romance. This could allow for more narration from MC as well.
Now, if we step away from the Visual Novel style, that could open up a whole new world of possibilities! Imagining OM as more of a fantasy RPG? Super fun thought.
Other characters could potentially be playable, and if so, we could perhaps see more of the characters without MC needing to be in the scene, allowing for more interactions between different characters outside the current format of occasional side/hard-mode stories.
We'd probably get a truer combat system too, even if we were just fighting random minor demons or something like the Little D's in Nightbringer's gameplay. (Apparently the only instruction the team got in making the original game was "it needs dance battles"???) The characters' skills could also be more unique to the characters since it wouldn't have to fit the rhythm/dance game format, so stuff like summoning Lotan could actually be a useful powerful thing instead of just a running gag! In fact, we could see way more powerful magic from all the characters, which would be great since OM as it is now just always conveniently forgets that these are extremely powerful demons for the sake of setting up random shenanigan situations.
A combat mechanic could also add to the narrative design of the game -- what better way to show us what a scary and dangerous place the Devildom is than to have the player have to defend themselves while navigating through it? Or imagine the characters' relationships with one another actually mattering to the gameplay, like Beel and Belphie getting a boost if they're in the party together, as with Fire Emblem's support system! Simeon being a healing angel member of the party at the start and then actually tangibly losing that as a combat ability when that part of the story happened? It would certainly hit different, that's for sure.
The story also wouldn't be confined to the 20-lesson format in that case, which could give more room for fleshing things out properly. And with a freer adventure-based storyline, it might also be a lot less focus on RAD, or maybe it wouldn't be a school setting at all! Perhaps it would focus more on the inter-realm diplomacy parts of the story. Plus, some aspects could get relegated to more environmental storytelling and interactable objects around you, leaving character interactions freed up to focus more on actual events going on.
And speaking of character interactions, there could also be a more complex and interesting system for relationships in a more RPG style game. Instead of an intimacy bar that only ever goes up and doesn't directly impact story events, you could have a more complex interaction event system, like in Telltale stuff or Mass Effect. That could still include romance without it being the central point of the game, and maybe they would also hold grudges over certain decisions, which could feed back into the combat system somehow. Unlike now, you wouldn't be able to go back to change your decisions, but there's a lot of replayability potential there.
Of course, the downside to all that it's way more work to make...game dev is hard, after all! So updates would be slower, it'd probably cost a whole lot more, and it's probably not feasible as a mobile game anymore then. But hey, a game like that would be pretty damn cool.
125 notes · View notes
thesmumbo · 1 year
Text
Smumbo's top 10 games he happened to play in 2022
Not necessarily games that were released in 2022, just my favorites that I played for the first time last year.
10: Night in the Woods (2017)
by Alec Holowka, Scott Benson, and Bethany Hockenberry
Tumblr media
Peak fall vibes game. Night in the Woods features a compelling mystery and some great spooky moments. The setting and characters really resonated with me, so I got a lot out of it.
9: The Pedestrian (2020)
by @skookumarts
Tumblr media
Pleasant puzzle game inspired by the signage that surrounds us in our day-to-day lives. Some of the puzzles were quite difficult, and I kind of dislike the direction the game took in its last act, but it was still a very fun and unique experience.
8: South of South Mountain (2022)
by @colorbomb
Tumblr media
Cute & hilarious visual novel with a fantastic art style. I could not stop laughing throughout the whole experience.
7: Portal Reloaded (2021)
by PORTANIS
From a pure gameplay standpoint, this was a very satisfying sequel to Portal 2, and it's possibly the closest we'll ever get to a Portal 3. Portal Reloaded introduces a third portal which allows you to travel to the same place at a different time, so certain things have been moved/removed. It gets really complicated, and I’m amazed this was able to be created as a free standalone mod for Portal 2.
6: Frog Detective: The Entire Mystery (2022)
by Grace Bruxner and Thomas Bowker
Tumblr media
Approximately 3-4 hours of pure, unadulterated joy and whimsy. I can’t believe it took me this long to play Frog Detective, but I’m so glad I did. Everything about these games resonated with me strongly.
5: OneShot (2016)
by @girakacheezer, @nightmargin, and Eliza Vasquez
Tumblr media
A transcendent experience. Explores the unique ways in which video games can tell stories, and the nature of free will. Features some interesting meta game mechanics which require you to interact with files outside of the game. The visuals and soundtrack are spot-on as well. Weird how there’s so many great RPG Maker games which work so well in spite of the engine.
4: Scorn (2022)
by Ebb Software
Tumblr media
An incredible audiovisual experience. I liked the gameplay too, even though it seems like a lot of people were disappointed by it. I'm amazed that a game like this even exists. Absolutely oozing with atmosphere and symbolic meaning. The story spoke to me on an incredibly deep level despite lacking words, or even any semblance of humanity.
3: What Remains of Edith Finch (2017)
by Giant Sparrow
Tumblr media
One of the greatest games ever made. All of the vignettes and set-pieces throughout the game are flawlessly paced, with a wide variety of gameplay and visual styles. Packed with detail, made with love, and so emotionally resonant. I loved this game.
2: Bloodborne (2015)
by From Software
Tumblr media
For years, I would try to play Bloodborne whenever I had access to a PlayStation 4, but I wasn’t able to do a full playthrough until 2022. It lived up to the hype. This is my favorite From Software game, and it’s already one of my favorite games of all time. I really hope this gets a remaster/PC port some day. It’s a masterpiece.
1: SIGNALIS (2022)
by @rose-engine
Tumblr media
One of the greatest horror games I’ve ever played. Amazing visuals and atmosphere, fascinating world and lore, and a captivating, mind-blowing cosmic horror sci-fi story. I especially loved the evocative UI designs throughout. Highly recommended if you like Silent Hill, Resident Evil, Dead Space, PS1 style games in general, or if you have even a passing interest in survival horror. This is my #1 game of 2022.
204 notes · View notes
itsbenedict · 4 months
Text
Games I Played In 2023 And Whether Or Not I Thought They Were Good (Part 1/4)
Once again, a year has passed, and I spent a considerable chunk of it on video games! Here's what I thought about [e: some of] the ones that I played.
1 - [2] - [3] - [4]
Potionomics
Tumblr media
This game is- well, I've never played a Recettear game, but apparently it's a Recettear knockoff? You run a potion shop, and you hire adventurers to go into dungeons to get ingredients for your potion shop, and the whole thing's on a timer where you have to pay off a big debt by the end... apparently there's a formula it's aping that I'm unfamiliar with.
But it's very fun- it's got two main unique mechanics, one of which is a potion-brewing minigame about balancing ingredients in certain ratios which is challenging- and the other of which is an STS-style deckbuilder card game where you haggle with customers in lieu of combat. Both systems have a lot of depth and interesting options and I enjoyed them a lot.
Other standouts: the cast of support characters you can rank up social links with are great (love love love the coffee-addled workaholic moth girl and the comic relief cat pirates with a surprisingly dark backstory), and the fully-animated 3D character portraits are really fun and expressive.
Nitpicks: the time system having one time block reserved for the hour it takes to go home after visiting town is... an awkward choice (holdover from the Recettear structure they're aping?), and lategame you kind of cap out in potion-making capacity and it becomes kind of tricky to progress. Also the story's kinda predictable and the villains who don't later become party members are paper-thin.
Horizon: Forbidden West
Tumblr media
God this game pisses me off.
Horizon: Zero Dawn, its predecessor, was a fun open-world game about hunting robot dinosaurs and uncovering the surprisingly elaborate story behind why there are robot dinosaurs. I enjoyed it a lot!
Forbidden West has everything Zero Dawn had... and also mountains of tedious cruft to pad out the game's runtime which all infuriates me to no end.
The story is still quite good! And the robot dinosaur fighting is still quite good! Those are the important parts, and they nailed them... but I have complained at my friends for hours about the bafflingly bad design choices that plague every other aspect of this game constantly. It's... there's so much, I want to like, make a video going into the details, but in short...
The cool and versatile weapons from the last game have been split up into piles of slightly-different weapons with different elements so you have to carry around and upgrade ten times as much crap and are forced to spec into a build that locks you out of effective experimentation
Every little noncombat action in the game has some very realistic and pretty AAA graphics animation that takes too long and wastes your time constantly during basic gameplay and kills flow dead
The very cool procedural climbing mesh thing... gets arbitrarily turned off in inexplicably oiled-up puzzle ruins that very badly want you to push a crate around in every way it's possible to push a crate around in order to waste the maximum amount of your time
Cooking "system" which is the most comprehensively useless thing anyone probably spent dozens of hours implementing in their video game
Item wheel that contains every consumable item in the game regardless of whether you currently have any and is basically unnavigable during tense situations like, say, combat, when you need it
So many repetitive sidequests about some poor fucker who went missing and might be in danger and is every single time dead to a bunch of robot dinosaurs obviously. Lot of missions designed to kill time rather than show you something cool or have interesting story.
There's a lot to like and it's super cool but god there's so much to be mad at. Respects the player's time 0%. I'm gonna go off about this more later for sure.
Disco Elysium
Tumblr media
Oh my god, this game. It's... really something. You might be familiar with it from memes on Tumblr, about its comically inept slash deranged protagonist and his partner with the patience of a saint- but it's doing so much more than I expected from the out-of-context screencaps.
Like- yes, it's fucking hilarious. I love that about it. But it's also this incredibly detailed work of worldbuilding that creates this whole setting that's doing... some wild stuff. Like, you've maybe heard it's very political? Well, it is, but about weird alternate universe sci-fi politics that sort of halfway resemble our own, and it's thought through all of these invented social dynamics. And it's got a great sense of atmosphere- it knows when to be funny and when to be solemn and how to blend the two for maximum effect. It's a dark comedy, but it's all built on a dead-serious reality and a really effective story.
And- it is a murder mystery game about solving cases! It works very well on that level! It manages to be open-ended and let you solve things in a variety of different ways using this complex RPG stat system of creatively-designed psychological stats, while making sure the central whodunit (and a bevy of fascinating satellite mysteries) stays on track. Extremely good on a game design level.
(also some shit happens in this game that i was not at all expecting and can't even go into without spoilers, but- but holy fuck, the way this game opens up and the things it manages to hide in plain sight... just mind-boggling. incredibly impressive.)
Tunic
Tumblr media
Speaking of hiding things in plain sight- neither this nor Disco Elysium came out this year, so I can't call either of them GotY, but... if they had, I'd have a hard time deciding.
Tunic is incredibly clever. On the surface, it's an isometric soulslike thing with a low-poly Zelda-y aesthetic... but there's not just the surface. There's layers and layers to this thing. The first layer it hits you with is that most of the game's UI is in a made-up rune script, which you have to learn, which is a fun challenge and caused me to spend a few hours making a tool to catalogue and decrypt the damn thing- though I eventually learned to sight-read it. But that's just- that's like, the tip of the iceberg, the most obvious twist to what this game is.
There's, like... I don't want to spoil what there's like. The whole thing is about peeling back the layers and figuring out which seemingly arbitrary aesthetic choices were secretly meaningful, and seeing how the game transforms as you figure out the different sorts of secret structure layered on top of each other. It's actually best compared to The Witness, although there's still a pretty meaty and challenging action-adventure game to tackle while you're uncovering the hidden patterns and deepest lore. It's a fascinating intellectual challenge and highly recommended to anyone who likes giving their noggin something to chew on.
The Legend of Zelda: Tears of the Kingdom
Tumblr media
Man, so... this game is very impressive, but it's in a weird place due to some awkward design decisions and cut corners.
This is a direct sequel to smash megahit Breath of the Wild... sort of. It's very weird what it's doing. It really wants to be a self-contained thing, to the point of throwing out major setting elements and story concepts from BotW entirely so it can do its own thing... but on a mechanical level, this is the same game, with some very cool new mechanics and a cool-ish new story bolted on.
(Said story... it has one extremely cool plot twist that's also a gameplay twist, delivered effectively in a nonlinear way that creates this great sense of dawning comprehension. Otherwise... kind of a nothingburger. Ganondorf is boring and has no coherent motivation, there's no explanation or real plot relevance to the [spoilers] that seem like such a central thing, and... the whole thing revolves around a technologically advanced precursor civilization that's completely different from the technologically advanced precursor civilization established by the last game, of which all evidence has been meticulously scrubbed from the world to... I guess avoid confusion? The one huge central plot beat really works, and the rest is... low-effort nonsense.)
So, mechanically... the developers made this very odd choice to... have the game take place in the exact same map from the first game, except warped and remixed by geologic upheaval just enough to force the environment designers to redo every bit of landscape more or less from scratch. Like, all the same recognizable locations, but a step to the left. In theory, not a bad idea- but then they layer on top of that a threefold expansion to the world.
TotK has three world maps- Hyrule, the sky (full of floating islands now), and a third spoilery area that's the same size as both of those. The game's economy is thus weirdly trifurcated- crucial resources are located in all three areas, so you need to go up and down and up and down a lot. And so is the game's content- there's a roughly comparable amount of stuff in BotW and TotK, but TotK splits it across three maps, making each area feel largely empty, with a lot of wasted space.
This effect is especially noticeable in Hyrule, which... if you've played BotW, you won't really find anything new there. It's all the same places with a few tweaks, so there's not much sense of discovery if you played the original. There's a bunch of landmarks and areas that exist purely because they were there before and it'd be weird for them to disappear... except now instead of some secret or loot there, there's just nothing. Wasted space. And both the sky and the other new map are pretty homogeneous and unrewarding to explore once you've seen the four or five types of things they have to offer- they're mainly made up of recycled assets.
TotK is... I think strictly better than BotW, with more content and more fun core mechanics, but it's a worse experience than BotW if you played the first one. If you haven't played BotW, Hyrule will still be fun to explore, and you probably want to jump straight to TotK.
-
I'm... gonna have to break this post up to get to the 21 other games I played this year, otherwise it's gonna be stupid long and take forever. Stay tuned!
1 - [2] - [3] - [4]
33 notes · View notes
starryoak · 4 months
Text
Thoughts on Undertale Yellow
Just wanted to write some thoughts down on this amazing game! Spoilers below, obviously.
I’m going to split my thoughts into the positive and negative, because while it is an amazing game, there were a couple pretty significant flaws that IMO brought down the experience.
THE POSITIVES
This game positively oozes creativity and passion from every pore. The fact that I’m going to be complaining about some things shouldn’t take away from the fact that this is an amazing game that took 7 years to develop, and clearly shows in how polished as a product it is. The criticisms, when they come, should be taken as just a part of life; nothing can be perfect, and I don’t think that pretending that a game is flawless does it any favors. It’s certainly better than I can do, just for releasing a finished product, lmao.
This game is visually gorgeous. Obviously it’s still a pixel art game in the style of the original game, so it keeps itself simplistic, but there are so many little animations throughout that are so smooth and charming that I really was impressed. Genuinely just very pleasing to look at, from the animation to the character designs, which fit perfectly in to Undertale’s universe, which I found very impressive.
The game’s humor is very reminiscent of Undertale, and I was really surprised by how much the incidental dialogue and setpieces felt like they would fit right in with Undertale’s humor, while still being original and clever in its own right.
The game’s worldbuilding was really impressive to me, it felt like the Dunes fit perfectly into the Underground in such a natural way, the lore of the Wild East, I really loved the underlying story of how it used to be the Meadows before the Mines uncovered a massive swelterstone, a giant heat generating gemstone that slowly turned it into the desert it is in the present. It felt very true to the melancholy nature of the Underground and how the Monsters are running out of space, wishing on gemstones in the ceiling because they’ve never seen the stars, it just really clicked.
The story is just. So good. Well, up until a point. I’ll get to that in the negatives, but like. 80-90% of the story is just full of the same infectious fun that Undertale itself had, Starlo’s antics and getting accosted into being his deputy, the rest of his gang, the Wild East in general, game just really gets you to love these characters so much. And in the Neutral Route, killing Starlo and how it leaves his family worried about his sudden disappearance, how nobody really suspects you, it’s a very good gut punch! Starlo is definitely the highlight of the game, but he’s not the only one, just one that really was plain to see.
The ending and final boss of the Neutral Route is just. Very brilliant. Yes, technically a retread of Omega Flowey from canon, but it’s just so good at it that it can really get away with it, it takes it even a little further than canon in very fun ways. The art is just fucking gorgeous in every way, I’m so impressed by what they pulled off with that. Bravo, bravo.
In general, there are so many little details that really shine in the different playthroughs, like El Bailador’s fight in Merciless reverting to the traditional bullet box gameplay instead of the Guitar Hero style it normally takes, stuff like the long final chase in the Steamworks changing from Axis chasing you to you chasing Axis in Merciless, the music in battles being unique for each area and also if you’re in Pacifist/Neutral vs Merciless, it’s incredibly impressive and really helps set the mood.
Most of all, what I found the best part of the game, and really the most interesting and amazing, was the innovation in the battles! Undertale did a lot of fun things, but I felt like this game really pushed the limits of what I was expecting from the bullet box gameplay style. Stuff like aforementioned fight with El Bailador’s Guitar Hero gameplay and the way his fight changes in Genocide, Starlo’s lasso holding you in place and how you have to snap the rope, not just the unique bosses; even the regular enemies have incredibly clever attacks, like Goosic’s attacking in the same side of the bullet box as the music is coming out of your speakers/headphones, genuinely just very interesting and clever. They clearly thought a lot on how to innovate the gameplay of Undertale, and it really worked. Incredible, really, cannot praise the gameplay enough.
THE NEGATIVES
This is most likely going to be an unpopular opinion, but I did not like Martlet, and she’s such a major character that not liking her is a problem when we spend so much of the game with her. For one, the audio clip used for her dialogue was grating, but that’s really a minor quibble. The more important reason I disliked her is that it felt like the game was constantly yelling in my face “LOOK HOW FUN AND QUIRKY THIS CHARACTER IS (: DON’T YOU FIND HER CUTE AND/OR RELATABLE?”. There were times when she was enjoyable, but the overall experience felt like they were trying to recreate Papyrus without really succeeding at making her an interesting or unique character. The fact that she’s the final boss in the Merciless Route feels very… predictable. Like, there wasn’t really a possibility that she wouldn’t be, y’know? They couldn’t avoid it, what with the decision to parallel canon, they were going to have to have someone be Undyne the Undying/Sans. The thing is, the boss itself isn’t bad, because as mentioned above, the actual mechanics of this game are brilliant, but narratively it felt very expected. Plus, I don’t really remember if they ever adequately explain why she has the serum in the first place, it feels like it raises too many questions.
As I said, like 80/90% of the story is really good!… but the thing is that the entire last bit of the Pacifist ending just completely collapses in on itself, and it’s really such a shame, because the rest of the story is dragged down by it. What’s such a shame is how it felt like it was going somewhere, I was incredibly invested right up until the reveal of the tapes, and the somewhere it was going is just. So disappointing. In some ways it was inevitable, what with Clover’s canon fate being what it is, but it felt like, just like with Martlet, they really stumbled over themselves in their desire to parallel canon’s plot beats. It feels like they wanted to copy the original Pacifist ending, with the Amalgamates and all, and it just wasn’t a good fit for the story whatsoever. Part of it, admittedly, is just that I disagree with their take on Boss Monsters not being specifically Asgore and Toriel’s species, but the thing is, it’s not just that. Chujin in general just feels like a massive tumor on the plot once he stops being a robotics engineer and suddenly for some reason is a generic mad scientist who suddenly has the knowledge and ability to be experimenting on Not!Determination and suddenly is a Boss Monster and suddenly we’re supposed to care about him and it just all becomes a muddled mess, built around living up to twists that it can’t successfully emulate because they were a one time success.
Ceroba is just not compelling as a character! The thing is, actually, I’m lying, she’s compelling and fun and interesting as a character right up until they actually reveal what her deal is, and suddenly it’s just, like. Well, suddenly I don’t like her all that much. Her husband specifically asked her not to involve their daughter, and then her daughter asks nicely and she does? Her daughter is like six or something! Why on Earth did Ceroba listen to her? I saw people say that, well, lots of Undertale characters have done bad things, but the thing is that those bad things are either not taken very seriously by the narrative, like how everyone tries to kill Frisk before they make friends and are forgiven, or make logical sense for them to do, like Asgore’s whole deal. Ceroba and Kanako’s story is in a unique cross section of ‘taken seriously by the narrative’ and ‘makes no logical sense to do’, where it completely destroyed my investment in her as a character, where suddenly she’s a woman who killed her daughter through her own stupidity against her husband’s wishes, while claiming she’s fulfilling them. And in another world, that could be compelling, but the game doesn’t seem to recognize that’s what she did, so I’m just left feeling numb to her entire deal, and given she’s the final boss with multiple cutscenes where I’m supposed to be invested in her plight, that’s not a good thing!
This is just a completely unfair nitpick, but what’s up with Ceroba’s name? The rest of her family and her last name follow Japanese style, if not specifically real names, but her first name is just. Gibberish?
This one is more nitpicky, but it ties into the final problem of the game, where felt like the 5 previous children didn’t get mentioned enough for being the entire motivation Clover has for being here. They’re mentioned in passing several times, but it feels like they could have done more with it. This is mostly a minor problem, though, it felt much more like something that needed just a little tweaking, rather than a huge flaw or anything. But the problem is that at the end, it really doesn’t feel like Clover has a compelling reason to give up their SOUL, and I wish there was something more to justify it when they just spent a huge fight to not give up their SOUL to Ceroba, y’know? It just feels like the game falls apart at the end because they couldn’t figure out how to end it while keeping to canon.
The thing is, the complaints I have don’t detract from how fun the game was or how much I loved most of the story, but I just had to share them because they were weighing heavily on my mind. My complaints are so long because it’s easier to put into words what I disliked, when going into every little thing I liked would take much longer and feel more like a liveblog of the game itself.
25 notes · View notes
comradeboyhalo · 6 months
Text
hmm so after some thought i really do think that if the event is gonna last 2 weeks, then theyll have to pivot it towards lore. i know they said they were going to introduce mini-events throughout, but they can't just be different mini-competitions, it has to be lore for it to be sustainable. i feel bad bc players like etoiles are always catering to the roleplay aspect of the server, but no one was really given a choice to opt in or out of this event. itd be a different story if this was a pure competition, with no lore involved, but with the eggs involved, it just isn't anymore. so everyone is kinda locked in, especially the parents.
i just really can't see how it can be fully competitive, and having creators find that fun for two weeks. just look at the elections, for example. the only players who really enjoyed the leaderboards were aypierre, bad, and forever. but there was the option to forego that entirely, and just focus on the debates (like cellbit) or on advertising (like foolish). but here there isn't a clear divide.
i think cc!bad captured these crosswires really well, where he was describing how he wanted to have fun and pvp, and he thought everyone else was going to go all out too. but then he looked more into the rules afterwards with the cursed team, and now he's stuck in the difficult position where he wants to provide entertainment for his stream and himself through competition, but doesn't want to risk any egg lives. so should he prioritize his usual gameplay style or should he focus on lore?
anyways i think it's a really cool event, and who knows how it'll evolve! my main concerns really just stem from it being two weeks: these flaws are all manageable for a 3 day competition, but two weeks is a long time, and im sure more and more players will burn out. there really just has to be some kind of balance, especially when stakes are this high.
51 notes · View notes