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#the final fight was actually kinda underwhelming??
lavenderjewels · 1 year
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not knowing how manga like jjk or csm will end kills me (spoilers in tags)
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thankskenpenders · 7 months
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So I wrote a whole long thing about Amy's tarot cards, but what about, you know... the rest of the Sonic Frontiers DLC? The new alternate story route, the hours of new gameplay, all that?
Having now played it, I'm not sure Sonic has ever had this specific combination of good ideas that make the future of the series look bright, and execution that I fucking hate.
(Full spoilers ahead.)
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The good
There's a lot to like here, conceptually.
First and foremost, Tails, Knuckles, and Amy are finally playable in a new mainline 3D Sonic game for the first time since 2006! Seventeen years! We've been begging for this for so very, very long. Nature is finally truly healing from the fallout of Sonic '06. Early on I hedged my bets and expected them to be locked to Cyber Space or something like that, assuming that there was no way they'd be fully playable in the Open Zone. But sure enough, while they're a bit limited compared to Sonic, they're still all full-blown characters with skill trees to unlock and lots of exploration to do.
We also got a more bombastic alternate final boss fight, after the first take on The End kind of underwhelmed. And it's obvious that Sonic Team has listened to our pleas to focus on the 3D platforming over the forced 2D sections, and to reduce the amount of automation in the level design. This update is chock full of Actual Platforming. Wow! I can only pray this means we never get an area as agonizing to explore as Chaos Island again.
Sure, there's still some jank - especially with Knuckles' movement, which is kinda rough. But if this is the stuff they're trying out so that they can refine it further for the next game, then I'm really excited.
On the other hand, good fucking lord is The Final Horizon tedious. And that tedium sapped most of the fun out of it for me.
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The frustrating
The new scenario massively increases the difficulty over the base game, seemingly out of a desire to give the hardcore players who were posting speedrun videos and whatnot more of a challenge. It's the Super Mario Bros.: The Lost Levels of Sonic. This difficulty comes in many forms throughout your playtime, some worse than others, and continues to ramp up over time.
Rather than giving you a tutorial level, the new scenario dumps you directly into a remixed version of the final island and makes you do some fairly precise platforming with Amy, Knuckles, and Tails - new characters with new movesets that you won't have any experience with. You'll also need to find character-specific Koco that give you free levels, because Sonic's friends all start at level one and certain locked moves in their skill trees will be mandatory to progress. They don't even have Cyloop unlocked at the start. And because they're all low level, that means you'd better steer clear of the beefed-up bosses scattered around the map, which will absolutely annihilate Sonic's friends. (I honestly just avoided them and never bothered beating any of them, not even with my high-level Sonic. I have no idea if they're beatable with the others.)
None of this is explained to you particularly well. I spent my first few minutes with Amy wondering why the attack button did nothing, only to eventually think to check her skill tree and realize that I had to unlock her basic attack. If you don't bother to take the time to read through the skill trees, you'll very quickly find obstacles you have no way of getting past with no clues as to what exactly you're supposed to do.
Adding to this confusion is the fact that objective markers often tell you to go half a kilometer into the sky, and you'll have no idea how to get up there because all of the relevant platforms are out of your draw distance. Many objects seem to only pop in for me when I'm within about 60 meters of them, which isn't a long distance for a high-speed open world platformer like this. I was having this problem running the game with high graphics on PC, so I can only imagine how obnoxious it is on Switch. I'd frequently find myself poking around nearby clusters of platforming objects and praying that they'd lead me to a spring, rail, or cannon that would eventually point me in the direction of the floating objective marker.
There were always complaints about the art direction in Frontiers and the way it relies on floating rails and prefab platforms that are visually disconnected from the natural scenery of the islands, but it's even more dire here. The new platforming sections are dense and complex, but they seemingly didn't have the budget to change the topography of Ouranos Island at all, so it all takes the form of these prefabs. It very strongly gives the vibe of a Forge creation in Halo 3, back when there were no blank canvas maps and people just had to make "new maps" by jamming a bunch of shipping containers and barricades together in the sky above one of the default arenas.
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I was still more or less having fun, though, despite the jank. It's a big creative swing, I told myself! They're trying stuff out! They're experimenting!
And then I hit the towers.
The towers are agonizing because they're SO close to being great. The logical part of my brain understands why some people love them, but god, I just fucking hate them. The platforming there IS cool! These layouts are cool! The individual challenges along the way are a bit tough, but totally doable. You know what's not cool? Making one mistake and slowly falling 800 meters all the way back down to the ground, forcing you to start over. Because none of these towers have checkpoints. For me, this one decision transforms what should have been a fun set of platforming challenges into a massive, unfun difficulty spike.
I enjoy some masocore platformers, but those are typically games with quick deaths and restarts like Celeste, Super Meat Boy, or VVVVVV. Hell, the Mario games tend to get way more difficult than the average Sonic game, and those are obviously all great. Quite frankly, unlike those games, Sonic Frontiers is nowhere near tight or polished enough to make this difficulty feel fair. Bits of jank that I could ignore in the base game due to its lower difficulty are now matters of life or death. Missing a jump because I boosted off an incline in a way the game didn't like for reasons I don't understand is not fun. Falling off a tower because the camera was pointing in the wrong direction while I was in midair and I couldn't see the next thing I was expected to homing attack is not fun.
And it's such a jarring spike when moving from the base game to the DLC that it feels like the game is suddenly quizzing me on skills it never bothered to instill in me. Maybe if you've spent the last year labbing out the movement tech in this game this is all a no brainer, but for the average returning player it's a kick in the dick.
I'm sure I could've beaten these towers normally if I gave them enough tries. They aren't the hardest thing in the world. But I very quickly decided I had better things to do with my life and turned on easy mode, which adds tons of extra springs and homing attack balloons to make all of the platforming piss easy. I wish there was a middle option between Only Up: Sonic Edition and this extreme hand holding, but when given the choice between the two I gladly picked baby mode. I just wanted to see the story.
(The new Cyber Space levels are also long, challenging, and devoid of checkpoints, not unlike the towers. But I only ever found the entrances to two of them. So I only did two. They're theoretically required, because they give you "Lookout Koco" that you need for... some reason? But in a rare act of mercy, Sonic Team put Cyloop treasure spots that give you free Lookout Koco all over the map.)
As I continued, so many little things started adding up to piss me off. Why do you only reveal like five tiny squares of the map at a time? I would've loved to find all the new 1-on-1 dialogue scenes, but not if I had to do dozens of hard mode versions of the stupid little puzzles and challenges to reveal the whole map. Why does every character need their own unique collectibles? What is this, Donkey Kong 64? Why can't I just grab this EXP for Amy when I find it as Tails? Why can I only manually swap characters by talking to an out-of-the-way NPC unlocked right before the final boss? Why is fast travel disabled? Why are the new vocal themes you hear when playing as Amy, Knuckles, and Tails so monotonous, with a single verse repeating over lo-fi beats ad nauseum? Why is the jukebox feature completely disabled throughout the DLC, even after rolling the credits? Why can't Tails homing attack? Why do I have to wrestle with the camera so much while also holding the jump button to fly as Knuckles and Tails? How many right thumbs do they think I have? Why is this animation for picking up animals in the Cyber Space levels so incredibly slow, and why can I still take damage while it's playing? Why does the stupid starfall event have to make it so hard to see what I'm doing when climbing these towers? Why does this shitty combat trial have a popup that makes it seem like I should be using the Cyloop when the actual strategy revolves around repeated parries? And on and on and on...
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The story
What about the new story? Well, there sadly isn't much to chew on here. Most of the DLC has the cast running around and finding different macguffins for arbitrary reasons, as part of some sort of plan to divide up the work on the last island so that Sonic can go train with the spirits of the Ancients and harness the power of his cyber corruption. What the fuck is an Impact Form? I don't know, but Knuckles needs something to do, so go find one.
It's a thin excuse plot meant to make you do platforming challenges around Ouranos Island, with little room for Ian to add any real flavor of his own, even though he certainly tries. Having Sonic meet the spirits of the Ancients who controlled the Titans, who are revealed to directly parallel the personalities of him and his friends, is kinda neat, I guess? It's something. The optional conversations seem to have some fun bits, including both conversations between the supporting cast and additional lore. But again, I only found a few of those because of how tedious filling out the map was.
The writing is also let down by the voice acting - or I guess the voice direction, because I know this cast can do better. Roger's voice continues to be weirdly, distractingly deep as Sonic, which was clearly something that was requested of him just for this game. (For a recent example of him going back to his regular Sonic voice, see this LEGO trailer.) The performances of Sonic's friends are also WILDLY mismatched. This is most clear when they start feeling the effects of the cyber corruption. Knuckles seems to be barely affected at all, Tails sounds like he's moderately hurt and low on energy, and Amy starts completely overselling her pain out of nowhere. The extremely strained performance makes it sound like Cindy's literally being tortured in the fucking booth. I have no idea what's going on over there.
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The final challenges
People have debated whether or not things like the towers and the new Cyber Space levels are fair challenges. What's not up for debate is the fact that Master King Koco's Trial is complete and utter bullshit, and I can't believe they shipped this.
Before you can fight the new final boss, the game forces you to do a boss rush of the first three Titans - INCLUDING the pre-Super Sonic climbing sections - with a hard limit of 400 rings. For all three lengthy, heavily scripted fights. Back to back. You can't even cheese it with the leveling system, because you're forced to do this at level 1. This all but forces you to look up speedrun strats for the Super Sonic fights so that you don't run out of rings and fail the trial.
And the real kicker? They changed the parry just for this trial! Originally, you could just hold down the bumpers endlessly and Sonic would ready himself to parry the next attack, whenever that may hit. Now it requires you to do a "Perfect Parry" with specific timing. And you HAVE to hit those parries if you wanna clear this trial and get to the new ending. Miss a few and you're probably fucked. You just have to reset. Time to go through all those fights, all those climbing sequences, all those QTEs, and all those unskippable mid-fight cutscenes all over again. This is by far the most egregious example of the DLC deciding to quiz you on new skills that the base game never required of you, and it's one of the most absurdly unfair things I have ever seen in a Sonic game.
Easy mode does make this trial easier by making the timing window for Perfect Parries much more generous, but that's all the help you get. It's still easy to lose time failing to parry Wyvern's hard-to-read animations, or to lose rings by getting hit on the climb sections, or for things to just fuck up because these fights were always kinda jank. I gave it a few shots. I looked up guide videos. I tried the Quick Cyloop and stomp combo strat that seems all but mandatory. But I quickly decided that, again, this wasn't a worthwhile use of my time. It just sucks. And I really, REALLY didn't want to overwrite all my fond memories of these Titan fights, some of my favorite setpiece moments in any Sonic game, with memories of this shit ass boss rush.
So I cheated! And if you're on PC, you should too.
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With the worst hurdle out of the way, I turned cheats back off and moved on to the new final boss. It was pretty cool. It's much flashier than the original fight against The End, that's for sure. It's still kinda annoying, and it requires you to do very specific shit without properly telegraphing it, but it's nowhere near as bad as the preceding challenges. I was hoping for one last new metalcore song to go with the new fight, which we sadly didn't get, but at least the new version of I'm Here is good.
The ending is... mostly the same, with a couple altered scenes that don't really change anything in the long run. But overall the new finale was pretty good. I just wish it hadn't been such a slog to get there.
Closing thoughts
Sonic Frontiers: The Final Horizon wants to be three things:
A patch that adds a new alternate ending that was probably supposed to be in the base game in the first place.
An experimental take on making Tails, Knuckles, and Amy playable again, presumably testing things for the next game. And...
An official Kaizo Sonic Frontiers mod for the sickos.
The thing is, the people showing up for #1 and #2, the main things that Sega hyped up about the update, are not necessarily going to be down for #3. If they had announced some uber-hard new Cyber Space levels for the arcade mode or whatever, I'd be like, neat! And then not play them. I would never touch Master King Koco's Trial if it was an optional challenge. I would leave that for the sickos. But instead, they made the hardest content mandatory for anyone who wants to see the new Good Ending where the final boss gets an actual budget.
I'm mostly left in a state of shock that it shipped like this. I cannot believe they playtested this and decided this was the state The Final Horizon should be released in. That this should be the note Frontiers ends on. That this should be how we remember those Titan fights. That this should be the lingering taste in our mouths as we wait however many years for the next 3D game.
Armchair devs always love to say that things would be "easy to fix," but like... there really would be easy fixes for the insane difficulty and general tedium here! Add a few more tutorial popups explaining what the game expects of you with Sonic's friends. Give the Cyber Space stages and the towers a couple checkpoints. Give the combat trials more generous time limits, especially on the lower difficulties. Remove half of the map puzzles, and make the ones that remain uncover twice as many squares. Skip the startup animation for Knuckles' glide. Let me turn on the goddamn jukebox. Since so much of this update was designed around fan feedback, I can only pray that Sonic Team is still listening, and that they tweak at least a few of these things with a balance patch.
But still, after those many, many paragraphs of complaining... this still somehow makes the future of 3D Sonic seem pretty promising?
Sonic's friends are FINALLY playable again, and the focus is back to proper 3D platforming, rather than railroading players into awkward forced 2D sections in what's otherwise an open world. These are the things that they hopefully want to carry over to the next game. The difficulty? Well, that's just because it's the postgame DLC that's supposed to be the toughest challenge in the game. It's just an unreasonably cruel one of those - an example of how designing and balancing for a vocal minority of your fanbase can really hurt your game. But Sonic Team is onto something here, and I hope that they can learn the right lessons from this expansion and not throw the baby out with the bathwater.
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showtoonzfan · 11 months
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HELLUVA BOSS: S2E4 REVIEW
Ganna be honest, this episode wasn’t AS bad as I thought it would be, like I’m lowkey shocked. It’s certainly not the worst out of what we’ve seen, and it didn’t piss be off to high heaven, especially since the runtime is short and Blitz and Stolas are away from one another here, but….it still wasn’t….good, so let’s get into it.
So everyone already knows this episode was….so fast paced. Andrealphus doesn’t even get a proper introduction, and like I said before, in the span of one fucking minute, we have Stolas and Stella petty banter, Andrealphus, and Striker coming back to kidnap him. For starters, Yayy….glad to see Stolas and Stella acting like petty middle schoolers towards eachother. I was right when I said that the writers can’t figure out what they want their dynamic to be. Like….this is supposed to be the same couple that’s in an abusive serious situation, and it kinda doesn’t make me take them seriously if they’re just swearing at each other and bickering Viv. Also, glad to know the writers are outright saying “cheating is okay”- simply because Stella never liked him, so again….way to take the flaws Stolas had in season 1 and completely erase them and excuse them, just because you want Stolas to be in the right. It’s so distracting how fucking retconned they are, they might as well just have said “Stolas did nothing wrong” in Loo Loo Land if these were the writer’s true colors all along, but since Viv wrote this episode, I’m not surprised.
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They hyped Andrealphus up but he gets like….two scenes and doesn’t do much like…lmao. In The Circus, again…they try to make it clear that divorce in the Goetia family is uwu serious, and Stella mentions Andrealphus, implying that he would be upset, or is a threat. When we actually meet him tho, he isn’t even….upset about the divorce? Why did Stella mention him then? What was the point of foreshadowing him and having Stolas say he doesn’t care what he thinks if Andrealphus was just going to be all like “oh you’re getting divorced? Okay, give us money then”- like it’s so fucking underwhelming but we’ll get back to him and Stella later. Also we see that Stolas has a scheduled meeting with Ozzie, implying that he may be trying to get that crystal after all. But…can this show just fucking….stop teasing us with future shit and just do it already? I’m so tired of the show dangling plot threads to come later in our face but they either NEVER come or the execution is underwhelming.
Blitz continues to be the most annoying and unfunny character in the entire show. His jokes and dialogue are a fucking pain to sit through and the scene where he’s trying to announce his appointment and fights with the lady in the waiting room drags and is unneeded. In fact, this whole side plot was unneeded. Viv doesn’t know how to fucking balance this show, she wants episodes to be serious and story driven but have a slice of life filler side plot at the same time and guess what? It doesn’t work or blend well. The constant cut aways are distracting from the main plot and you could have used this premise for a different episode. Loona doesn’t even have any dialogue, you could have at least improved the relationship between her and Blitz or had a moment of her being thankful that he was here and comforting her, appreciating him more….ya know….character development……..something that would have made this side plot actually useful since this is supposed to be a fucking “character driven” show about the relationships between the characters, but no. This side plot existed to pat out the run time and give Blitz and Loona something to do so they’re not just sitting there. As usual Loona does nothing, is useless and only there for the furry porn. The shot of her butt with the needle was 100% on purpose, I can tell.
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(Also we’re on season 2 and only now finally get to see an upfront interaction of Imps being treated as the lower class, but it doesn’t do anything. This show tells us instead of showing us, they constantly remind you that imps are at the bottom but Blitz still literally has a good job that pays well and aside from the wrath imps providing food too feed hell, there’s no exploration of how imps having it lower than any other demon species. If anything it seems like Imps and the rest of the Hellborn species are all on the same ranking because Viv can’t storytell.) Also what is with the bleeping? I really don’t get it, it’s not funny and it’s distracting, making scenes awkward.
Predicted it, but Moxxie and Millie were…unneeded in this episode and were only included to fight Striker. These two really are useless when they’re not the focus and you can tell Viv has no idea what to do with them when they’re not. Also…..Viv…..Viv……is Moxxie strong, or not? Make up your fucking mind. In this episode he’s able to get the upper hand against a bigger imp, make him bleed and tie him to the car without an issue, and yet he’s been characterized as weak and not the muscle of the group. Is he strong or not? YAYY MORE CHARACTER INCONSISTENCIES! And glad to know Millie did nothing….as usual. Besides fight.
So Stolas has officially become Angel Dust, and Moxxie is slowly turning into Blitz so that’s great. It’s amazing how there’s barley a difference between the Stolas and Angel tho, he’s just Angel Dust. And Chaz. And Blitz. And every other fucking gay male character Viv writes. The constant cursing, the quick sassy witty banter, the sex jokes of him being tied up, you can tell Viv wrote this with those “harder” jokes between Moxxie and Stolas like…wow, it’s amazing how her gay characters have recycled personalities, aka the Sassy gay twink. Anyway, to me, Stolas before was horny and rabid don’t get me wrong, but something about the way he is in this episode just irks me more. I get that he hates Stella and Striker, but now he just seems like a petty sassy royal bird who acts like a child 24/7…..and it’s unfunny…..and annoying. All these characters are written like fucking children I can’t.
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Apparently Striker has a reputation, is wanted around Hell and is well known for being an assassin now??? I thought he was just some Imp who was hired to kill someone? Lmao yet another retcon because if this was the case before, you’d think IMP would have heard of him in Harvest Moon. What’s also retconned is Striker saying he was asked to give Stolas the “full royal treatment”, to torture him I guess but….no? He was hired to shoot Stolas with an angelic gun. Why didn’t he just fucking shoot him. Speaking of that, where is the fucking angelic gun? The IMP gang had it last, and now they don’t have it. Also I already pointed this out but…Stolas can’t recognize Striker despite meeting him in episode 5 upfront. Let’s actually talk about Striker tho. He wasn’t perfect but he certainly was the best part of the episode. I actually applaud Bosco for his voice acting, and the scene with him snapping at the band to leave him alone was the only joke that made me laugh. I didn’t care about Striker that much before but this episode honestly made me did now, ignoring the fact that he’s characterized as egotistical. Problem is tho, like the rest of the antagonists, Stikers kinda just a tool. So he….may or may not be dead, I legit have no idea. If he is dead however….boy oh boy, that would piss me off, because IF he IS dead……then way to go guys, you killed off the only interesting and cool character. 🫠
I expected it, but it’s amazing how everything beforehand regarding him was for nothing if he does turn out dead. The tension he had between him and Moxxie? Would be gone. The fact that he appeared in Blitz’s hallucination, being someone who was similar to Blitz but they used their skills differently yet were the same regarding being mistreated by the upper class? Would be gone. Striker wanting to rebel against the higher class? Gone. Blitz doesn’t even get to interact with him before he dies, for a character that clearly had an impact on him. I was going to applaud this episode for actually being consistent and keeping Striker the same person who despises the upper class for what they do to the lower class, they even imply that he had someone he cares about taken away, but it’s all fucking gone if they KILLED HIM OFF. It all would go nowhere in the end and it pisses me off now because you HAD an interesting character, a villain who contrasted the main character, who had a point and could be humanized, and who rightfully calls out Stolas and his people being the scum of the earth, and now he might be dead because once again, Vivzie is an impatient writer who pushes the story forward too fast before we can even get to know these important characters, and also doesn’t want Stolas to be in a position where he’s in the wrong. Bro was literally eating at a rich place where imps serve you, treats his butler like a stress toy, talks down to Blitz and other imps…he’s not innocent Viv.
(It’s also obvious but this episode suffers from pacing issues, the constant cut aways, and scenes moving by so fast we can’t digest any of it. The FIGHT scene tho? Good god that was a mess, it’s literally faster than Millie’s fight scene from last episode, and the annoying songs playing as we kept cutting to Blitz at the appointment REALLY doesn’t help. I really feel like this studio can’t handle fight scenes….at all, or knows how they work. The video literally gets fucking blurry at one point like what the FUCK LMAO…..either hire someone who knows how to animate action scenes or don’t do action scenes at all.)
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I knew Stella was still going to be one note, so I wasn’t surprised, but honestly what did piss me off is how stupid they make her. She was inconsistent before but now she’s just an idiot, because apparently she needed to be TOLD that once Stolas dies, everything goes to Octavia. Like are you kidding me? She’s so dumb that she needed to be told that?? She doesn’t even respond when Andre mentions Via, lmao her whole character really is “me hate Stolas and me want him dead” and nothing else. I’ll give the episode this, even though we barley got to see Andre, he wasn’t insufferable like I thought he would be, in fact, he’s more tolerable than Stella and Stolas combined since he’s the one who’s annoyed at their bickering and calls Stella out for being dumb, but that’s not a writing flex. Andre clearly seems to be the smart mastermind leading Stella now, I have no idea wether if they’ll later make her sympathetic and paint Andre out to be the baddie leading her, or not, it would be bad writing either way tho. Speaking of that….the way Andre treats Stella is off, and I don’t mean in the way that he could be evil. Like other critic blogs have been saying, he calls her attractive, a minx, and a vixen, all words you….wouldn’t really call your sister. It’s really gross and I’m starting to think the information we’ve been given of these two secretly screwing might be true. Like…if we’re doing straight up incest, I’m ganna hurl.
Andre also is all like “if we keep him alive, we’ll have more opportunities, let’s wait till we can get the upper hand”- and I’m…..what? You HAD the upper hand, that’s number one, and number two, this dialogue is VERY vague and makes me feel like Viv had no idea what exactly Andre’s end goal is here, so she used this dialogue as an excuse to figure it out later since she doesn’t plan shit ahead. Because what is Andre’s end goal? It’s confusing. Stella wants him dead, but then they’re talking about money and possessions. Andre seems to want to help Stella have Stolas’s estate, but she just wanted him dead because she hates him. Now you’re telling me she wants his estate too? YAY MORE RETCONS AND CONFUSING PLOT HOLES. Guess we’ll have to wait for Viv to figure out their motivations later lol.
Yada yada another retcon, Blitz cares for Uwu Stolas and is a dumbass for acting like he never knew Stolas could get hurt despite having a fucking angelic weapon on him and learning royals could be in danger in the last season, moving on-
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So we’re finally at the end, the most important scene, the text scene. For starters, just like the other critic blogs have been saying……Ozzie’s finally……FINALLY gets brought up again and acknowledged, and it’s over a fucking blink and you’ll miss it half- assed text message. Like….WOW Viv, way to scrape the bottom of the barrel and confront this in the most underwhelming way possible. Would have been actually impactful and better if we saw this go down on fucking screen and have Blitz and Stolas address this in person, but nah let’s just have it happen off screen because storytelling and Viv? They don’t know each other!
But putting that aside, I want to talk about two important problems I had with this scene, because nobody is talking about how these messages make no goddamn sense. So if you actually read the messages between Blitz and Stolas, I hate how Stolas is characterized here, and I don’t mean how he’s suddenly acting like he always cared about Blitz because that’s been a problem since Ozzie’s, I’m talking about how oblivious and emotionally clingy he is. Like…seriously these text messages are a fucking mess. He suddenly acts clueless to how Blitz feels, wondering if he was upset or not, as if Blitz didn’t fucking tell him exactly why afterwards. Fuck you mean by “you just took off?”- I’m sorry Viv, did you forget the scene where Blitz drove Stolas home that night and called him out on his bullshit, saying all he did was treat him like a plaything? Because yeah, Ozzie’s may have finally been fucking mentioned in this show, but now it’s retconned AGAIN because apparently Stolas is a dumbass and can’t remember why Blitz was mad at him in the first place when he had spelled it out loud and clear. Stolas’s text messages make it out to be like they left the restaurant after Ozzie’s taunting and the scene with them at Stolas’s house never happened. Then Stolas is saying shit like “okay well phew glad you’re not upset then Ozzie is a kidder lol I didn’t mind the jabs he makes at me”- I…..WHAT??? What the fuck is going on? Why is Stolas written differently here? Why is the events of Ozzie’s written differently now? Stolas was literally embarrassed by Ozzie calling him out and hid in his menu, much to Blitz’s dismay. They then leave, Stolas can obviously tell Blitz is upset, and when he tries to reach to him gently, Blitz shuts him out, causing Stolas to cry alone. This episode is apparently now acting like their quarrel never happened because the dialogue is written as if they’re referring to Ozzie’s torment, not Blitz calling him out. This legit pisses me off because the show is once again telling us what we saw didn’t happen and rewriting it to fool us. Making Stolas out to be some vulnerable softie who cares about Blitz’s well being too—
And finally, Viv does what she does best by wanting to make you ship Blitz and Stolas together SO badly, but accidentally contradict herself by showing even MORE proof on why these two aren’t good for each other. Putting all the retconning aside, in this case it’s that…surprise surprise, Blitz is constantly miserable and unhappy around Stolas, or whenever they interact. And it’s not even that Blitz can’t communicate, or sucks at emotions, he just doesn’t fucking LIKE Stolas, and I don’t understand how many times the show is going pin that nail on the head until something actually happens, because this scene would have been more impactful if we weren’t already HERE before. Remember The Circus Viv? Stolas going through his Instagram and noticing Blitz was miserable all the time, and reflecting on how their relationship was a figment of his imagination? This scene is the same, it’s just done through text messages now. Why are we doing this again. And I don’t get what Viv’s end goal is here. Is she trying to make Stolas realize that Blitz never gave a shit about him (because we’re on season two and this bird brain can’t take a hint) or is she trying to make Stolas go “I thought he didn’t care but omg he texted me “get well soon” he DOES love me!” Yeah…probably the last option. This ship sucks. If anything…..why can’t Blitz and Stolas just be fucking friends? You wanna say they care about each other? Fine. But romantically, it just doesn’t work. They aren’t good for each other, and function better as friends, but GOD forbid, we can’t have that because they do the dirty in bed SO IT CAN’T BE PLATONIC, it must be romantic! I was literally right, this ship gets worse and worse every passing episode and Viv wants you to ship it so hard despite the fact that she STILL hasn’t given me ONE good reason why they should be a couple. End of story.
So that pretty much it. This episode was nowhere near has bad as the previous three, it’s the most tolerable, but still heavily flawed in the writing department. The dialogue still lacks nuance and sounds like an edgy 12 year old wrote it, the world is still empty, pacing was off, the animation was off too at times, the constant sex jokes during serious scenes are distracting and take away from what’s going on, the side plot didn’t need to happen, there’s also SCENES that didn’t need to happen, there are multiple retcons and empty plot holes/threads, and Viv once again can’t write a complex serious gay couple. She just doesn’t have the writing chops for it, especially since she keeps rewriting aspects and flip flopping between who is the worse lover and who isn’t. I’ll talk more about this episode later, you know how I rant a lot lol. Tomorrow I’ll be finally answering inbox questions too! If you managed to read my endless rant essay, I thank you! See you soon!
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poisonpercy · 3 months
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I finally convinced myself to watch the 4th episode of the pjo show. Overall, it was probably the show’s strongest episode so far. That being said, I think it’s fair to say that I am not clicking with this show. I’m not saying the show isn’t good. It definitely has its moments, so it’s a fine show. But as a book to tv show adaptation of pjo, I don’t think it’s very good. I guess my expectations were way too high since I was promised that this is a true adaptation that has everything you would want in a pjo show, but seeing as I don’t feel that way, I can’t say that promise has been fulfilled.
The actors are great, but I find the writing and the overall direction of the show very dull. It’s just not something that keeps my attention personally. I have to convince myself to watch these episodes since they aren’t hitting that obsession that keeps you interested, and while watching, it’s very hard for me to stay watching because it’s just not pulling me in. Anyways, here’s some specific thoughts regarding this episode:
Like a lot of my mutuals, I am not too big of a fan of the flashback with Percy and Sally in the pool. Sally does not feel like the same character that she is in the books. She’s a lot kinder and more mindful of her actions in the books than she is in the show. I get what the flashback was trying to convey, but I honestly don’t think it worked. I remember that Sally had been described as someone who doesn’t raise her voice, and I feel like the writers have disregarded a lot of her prior characterization in the name of her being a #girlboss. To me it feels like they created a brand new character and slapped Sally Jackson’s name on them. “That’s not Sally Jackson! That’s an oc committing identity fraud” vibes
They are really shoving it down our throats that Percy does not like the gods. Which isn’t bad, but I feel like he still needs more time to grow into the resentment that he’s showing
Kinda weird that Annabeth was talking nice about her dad. And I’m more sympathetic towards her dad than most, but he still wasn’t great so giving him praise felt a little off. Not a huge fan of blaming only the stepmother. The misogyny is real
Sleepy, grouchy Grover was cute
The cameo of the centaurs leading into the conversation about Pan and searchers was nice. I wish the show talked about this being Grover’s last chance at getting his searchers license since that was a big part of his character arc in tlt, but idk if that’s ever going to happen
The cops on the train were awful. If this show got one thing right, it’s the fact that cops suck and don’t help
I felt like there was too much of Echidna in this episode. Idk, if you’re going to try to build up a monster, she’s not the one I would have picked
Going off of that, they definitely tried to build tension in this episode, unlike in previous episodes, but it just didn’t work. Like it was too obvious that she was supposed to be a monster without actually giving any tension for the viewers. It’s still very much telling and not showing which is a huge flaw of this show
I’m honestly not a fan of the arch being a temple of Athena. I guess it’s cool for world building, but it just feels too convenient. I did like that Annabeth was stating facts, but to me it felt less like her geeking out and more like her showing off the temple’s greatness
Grover and Annabeth splashing Percy in the fountain was funny but it would have been the perfect opportunity to introduce nectar and ambrosia since they have yet to be brought up
Bad parent Athena rep 🫡
Having Percy trick Annabeth to switch places with her was a nice nod to Percy’s loyalty
I felt like the whole scene at the arch was missing the chaos that was present in the book. Idk it just felt so dry to me
The fight between Percy and the chimera was so underwhelming. There was a lot more tension and chaos and moving parts in the book that the show just is refusing to show. Also, I’m getting tired of Percy being flung around. Let him build up some skill before Ares
The water grabbing Percy when he fell out of the arch was funny but I personally wouldn’t have done the scene that way
The underwater scene was lacking imo. I feel like a broken record by saying I liked it better in the books, but it’s true
Episode was way too short and the show’s pacing is way too fast
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gidaryeong · 2 months
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Sejak episode 16
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So daebi said: just marry this crossdressing weirdo that you're sexually obsessed with and have an heir, it's fine idec at this point. And Yi In didn't immediately jump on that but was like, well mom if you want it then I'm NOT going to do it 😤
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Since this is the final installment I want to officially thank Sang-hwa for his service to the crown! His loyalty and diligence is only rivaled by his commitment to the bit. One of my favorite scenes in this entire show is the Gay Rumor era where he sprints off with the swiftness of Hermes to fetch the king's boyfriend some candy
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I must say I wish they would've talked more baduk when they play baduk. They always debate their real life issues and the game is just something they dabble with in the background, the way I embroider things while watching TV, but they could be meta-talking about baduk strategies in a way that convinces us that this really is their Mutual Obsession while simultaneously shedding light on their personalities. Is Mong-woo an aggressive and haphazard player? Is she more intuitive or more calculating? Has she memorized previous games or does she not have to, because she's operating on Pure Vibes? I still don't know what they're like as players, or if the king is ever close to winning, or if Mong-woo is getting kinda bored of playing against him because he never puts up a real fight. (And how does that then translate to their sexual relationship: she told her dad from the start that she'd only marry someone who could beat her.) In their first game they didn't speak a word because they were so absorbed, and they didn't even notice it had begun to rain -- I liked that much better, because if Mong-woo is the greatest baduk genius in the world then she would be more obsessive about it, almost to the detriment of their relationship, like Beth in The Queen's Gambit. She'd want to go to Qing for the challenge and thrill of playing the Emperor, not (only) for her country and king and father. Okay sorry rant over.
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Sometimes I pounce on my partner like this when he's just about to leave for the supermarket and I say "kdrama back hug 🥺" and he's always very patient with this extremely annoying behavior
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"I cannot send Mong-woo to the Qing alone. So I'll choose the violent criminal who tried to stab me and instead stabbed her. He'll keep her safe."
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Sure this is satisfying but did we have to spend so much time on this when we've got like 45 minutes airtime left to show Mong-woo's life-changing trip to Qing? Let me see her play the Emperor and pretend to lose! Let me see her flirt with the imperial harem and gain friends and enemies in court!!! Also: how did her father react to her crossdressing (since she gave it up when Myung-ha threatened to tell daddy)?
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Shin Se-kyung having to teach worthless noblemen on how to start a fire is a must for any sageuk. To me.
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It’s actually very sweet that everyone's just treating her like the princess now. But what's going to happen with the real princess? Another thing that they could have wrapped up instead of...
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THIS. So writernim introduced this guy as a new threat in the last ep and then resolved it with no tension or conflict. Another thing that we could maybe have just have skipped in favor of Mong-woo Wreaking Havoc in the Imperial City.
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PLEASE I don't understand anything!!! So they'll stay together forever now. But Mong-woo doesn't want to be his concubine (she'd resent him). And Yi In has no apparent plans to abdicate (he'll be king until he dies). Is she going to stay on as gidaryeong, and if so, why didn't she return to her station right away but tried to sneak away?
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It’s so funny that she just gave up and told him her name anyway lmaooo. She was like baby you'll never beat me let's not pretend ❤️
Despite my ranting I did love this drama very much!! A fantastic set up with a somewhat underwhelming execution is my sweet spot because it means I can write fic about it 🫶
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dogtoling · 2 months
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Just beat side order n while i did have fun it kinda just confirms one thing to me: splatoon has just been trying to make octo expansion 2 again and again. It was clear with return of the mammalians, and it was clear here- especially the finale. I definitely liked it but i did wish there was a bit more plotwise yknow- having a sanitized octoling as a character was sick as hell but i wish we got to know more about sanitization from them and more about acht and marinas pasts- i admit I'm still hunting for the dev diaries so if any of these things are answered there i will gladly take it.
Also this is just me being cringe but they should've gone all out with the color theme and have eight get rainbow ink for the final boss
Your first point is VERY TRUE honestly they REALLY HAVE just been trying to recreate octo expansion ever since octo expansion came out lol. (Spoilers for Side Order under cut)
I'm not "done" with the story yet, I hesitate to call the first full run-through of the tower "the story" despite the final boss being there. Arguably when you beat the final boss, that's basically the prologue for the ACTUAL story to start, because prior to that you have like... maybe 20% of all the lore the thing has to offer. I feel like it is a weird decision from them to put so much of the story (well, not even really story, just unlockable lore) behind you already having beaten the final boss and rolling credits, given most people that get through the final boss will treat that as the mark that they've "beat" the game even though in Side Order's case, "beating the game" is really just STARTING the game. (And this makes most of the story technically postgame, which is something a lot of people don't enjoy.)
I believe the ACTUAL story will further unravel as you do repeat playthroughs of the tower, as the story is less "get to the top of the tower and defeat Order" and actually more "reconfigure all the palettes to save all the people whose souls have been pulled into the Memverse (name pending)". I won't be giving any bigger consensus on how the story is or if it's good until I've *actually* gotten to the very end of it, because the way it's been unraveling I am interested in if there's some other developments later on - I'm thinking there's about a 50/50 chance of there really not being anything more than extra lore, but the other 50 chance of there actually BEING some kind of story progression later on still.
They definitely SHOULD'VE done rainbow ink for the Order fight... I can agree with people on one thing and it's that the final boss was very underwhelming. I got to the final boss on my FIRST TRY (then died because i got knocked off the stage lol) and just... having the final boss be about one and a half hours of gameplay after STARTING the game is not great lol. But even with the final boss battle itself, it felt extremely underwhelming with no buildup and a short boss battle, and you could argue that the whole story IS buildup to the boss - this is true! But if it's JUST buildup to the boss, then... my point is Side Order's first full run kind of feels like the escape phase in Octo Expansion with much worse payoff. It's a pretty good buildup for a pretty underwhelming final boss, but it's just that - JUST the buildup, really. I think Octo Expansion's escape phase might even be longer than my average run of the tower, and the tower is the main game.
I dunno where I'm going here really. I do hope they start doing more ACTUAL LIVING STORY in Splatoon rather than putting the characters in a box and giving you all the information as a text box - but that's something i expect from Splatoon stories as per default, honestly, so i wasn't let down. As for the story itself, I'm pretty happy with it and it's delivered above my expectations so far (which were low, so that isn't saying much). I'm just really happy they're finally doing continuity and going back to elaborate on Octo Expansion - you know, something that a lot of people love and. something I have been complaining about for like 6 years straight now because im a hater. Though I also think the decision to make the story indirectly - AND directly - about octo expansion is a really weird choice given there's got to be a lot of players who never played it, and those players have no idea what's really going on and probably won't care as a result. Thanks for the ask!
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Game Garage: Lancer
Hello! Welcome to what I hope to be the first instance of a series about Game design and clever usages thereof in Tabletop games! We'll be talking about lancer, it was the first post on this blog so I felt it was fitting, we'll be going through standard character creations from License Level 0 til License Level 3, and showing how our mech, and pilot, grows during that time while playing out a theoretical game. Is this just like the example of plays in the actual books? Yes! But I wish to go for some more mechanical depths than those often do, and try to theorize around certain decisions made in a specific game.
I'll be using Comp/Con as a visual for this guide, I'm aware there's other ways to do mech building but basically everyone agrees you should just use Compcon for it, also while I'll avoid using expansions too much, I'll still assume you at minimum have KTB as it adds some pilot-side customization
LL0: Beginnings
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You are immediately prompted to give a portrait, name, Callsign, and a background to your character, already just giving your character a callsign adds that little bit of personality to them! Lancer is primarily focused on the tactics side, rather than the roleplay side, but these little things do really help in fleshing out a character's personality, as that's still a factor.
I'll also give a quick shout out to Comp/Con for having the sickest UI of any webapp for a ttrpg i've seen, intuitive and strangely immersive, I really like it
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Thracia was a project by a shadowy, now defunct, corporation to create a spokesperson for their gene editing services, the company went defunct before she turned 3, so she was just thrown away into some bin somewhere. She was eventually picked up by a gang of mercs who brought her back to base where she was effectively communally raised before joining the corps proper at age 20.
Now that we've filled out some simple flavor, lets move on to proper stat creation
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We're brought to a stat creation screen, these don't matter too much in combat, but outside of them they're what your character specializes in, their role outside of the mechs. Don't sweat these too much, you can respect at any level up in lancer, and this won't matter too much outside of on the floor missions, which barely happen
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For now, Thracia's good at fighting, investigating, and leading and inspiring, its what she was built for after all!
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Now we get to talents, these are vaguely intimidating at first glance, but don't worry, you can respec at any time RAW, and they're pretty easy to decode once you get the hang of the system. For now, just think of what your role within the party will be, I want Thracia to be an artillery Pilot with a side of support, so we'll be taking Crack shot (which lets me give up my movement to become better at aiming each turn) , Leadership (which lets me add leadership dice dice to allied rolls as long as my fellow party member is within range) and Technophile (which gives me a Servant-Class NHP, a form of AI that controls my mech if I'm away, not too useful right now, but gets better benefits later on)
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Now we get to the part I don't like, Mech Skills. Mech Skills are... theoretically really fun, but practically speaking you always want at least one level in Hull, and the other level in whatever your main stat is, in this case we'll be taking Engineering, you'll see why later.
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Now we have our full pilot card! but there's still a little bit left to do before we Level Up for our first time.
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First lets pick out our equipment, this is basically purely flavor so just pick what you think your character would logically have
NOW! we finally get to the fun part: Building your Mech... kinda
see right now, you're stuck with default configurations, you're not licensed for anything more complex than GMS mechs, the Great Value store brand of Lancer. So we carry on with an Everest, a basic if not a bit underwhelming mech, its reliable, customizable, and handy, if not a bit underwhelming and a lot less flashy and optimized than later mechs you get, I'd still keep an everest in your backpocket though, never know when you might need it
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Someone playing with all official products would have a choice of 3 different GMS mechs, but I still recommend just picking the Everest, its the handiest option. though for reference: the Chomolungma is a Hacking frame, and the Sagamartha is a tank
You're prompted to name your mech, Thracia's gonna name it A farewell to Arms, after an ancient book she read once
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Booting into your mech screen, it may feel a bit overwhelming at first but don't worry, these all aren't too complex to understand Traits are just that, what your mech has that makes it special from other mechs, its just that genesequouis that makes them cooler than other mechs.
Attributes are derivative stats that take your skills, Grit, and base mech stats into account, in our case the Everest is pretty middling in everything, but has a decent heat capacity due to our investment into Engineering.
and now for the fun bits, Core System and Mounts
Core Systems contain two things: your ultimate move, your signature play, that special power that you use once per duel and spare only for the most dire moments! the other thing is your Core System itself, Everest doesn't have any, but for future reference these are what your build is entirely based around, your core gimmick
Mounts are what you put your weapons into, and Systems are non directly attacking abilities that you use to gain advantage during battles, we once again only have GMS tools to go with for now. Something clever about the mount system is that it adds an inherent balance to mechs, a mech could have incredibly powerful abilities, but lack specific mounts that could make it overbearing, as an example the Gorgon lacks a heavy weapon mount, and Heavy weapon mounts are in general sparsely distributed, as giving them to the wrong mech could break the balance, this is a problem I see a lot of lancer GMs and homebrewers run into, underestimating the power of a heavy slot, even some who were contracted by Massif themselves!
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For now, we'll give ourselves a shotgun, to dispatch enemies at close range, a Mortar, to deal with large clusters of enemies, and an Anti-Materiel Rifle to be our primary weapon.
Now for the systems, you have a budget of SP to use on buying systems for your mech from the ones you've unlocked, the GMS systems, outside of some standouts like the Flight System are... underwhelming mostly, you'll usually dumpster these pretty quick, but we might as well pick them because hey, its just free advantage, right?
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We'll be mounting our free NHP we got from our talents of course, as well as a shield, a turret drone as we're not doing much with our reactions right now and they allow you to expend a reaction to deal some extra damage, Personalizations and a Custom Paintjob, these are basically just flavor but they both have to do with adding some extra bulk to your mech, in our case the Personalization is a built-in winch, adding a +1 to relevant Hull skill checks, and the Paintjob is a tasteful pin-up of an older looking woman, a fling from a past mission.
And that's it for LL0! It might feel like a lot, but I promise its a breeze in actual play. Now onto: LL1: Your First Taste of TRUE power
Thracia Schrader Came back to home base, sweaty and tired after a long mission, nothing big, just dispatching some pirates, but it was her first truly serious one, only to receive a ping on her terminal: she'd gotten a promotion, she'd be given budget to buy new parts for her mech, a raised paycheck, and some free time to work on new skills, she was over the moon, finally she'd be getting recognized!
Now onto LL1, so far your mech has had decently high customization, but from here on out? the world's your oyster honey, pull it open and devour its flesh, show the world that it's gotta be scared of you!... I think I lost my train of thought there, sorry about that.
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Anyways, when leveling up you'll be given the down-low on what you're getting, an improvement to your skill triggers, more talents, more skills, more grit, your first license unlock, extra sauce on your eggs, and a complementary chocolate bar... OK those last two aren't there, but I'm sure most merc companies add them in
Skills don't matter too much so we'll skip over that, but for reference I took a boost in Leadership
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You get an improvement in one talent, in my case I'll take the second tier of Technophile, which lets me reroll one roll per scene, very useful. You can also take a 4th talent at this point, but I recommend holding out a bit before doing that, your build is too weak to really afford big moves like that right now. You could also actually delevel one of your talents and level another to level 3, if you have a talent that you don't really need or want, but again, not recommended unless you know what you're doing
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Now onto mech skills, you just get a flat +1 to any skill, right now I'd advise taking whatever you picked as your second skill after Hull, but if you wanna boost hull even further because you don't wanna get hurt too bad, I don't blame you, but we'll be getting that engineering boost for now
NOW to the fun part, the part we're all looking forward to (I think), getting more mech parts! now, people familiar with the system knows that the Engineering boosts and Artillery focus probably means we'll be taking a Harrison license, the 4 licenses in the game correspond roughly to the 4 mech skills in how they're built, they do end up mattering for something called Core Bonuses, but that's for much later, for now just treat them like a way to split playstyles. IPS-N likes Hull, Smith-Shimano Corp likes Agility, HORUS likes Systems, and Harrison Armory likes Engineering, choose accordingly.
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We'll be unlocking the Sherman first, its a cool mech that I think often gets overlooked in this game's cluster fucks of eldritch mecha nightmares and othersuch things. You don't get the mech itself until LL2, so for now just slap on the parts you got into an Everest
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The first level up is always kinda underwhelming in lancer, but trust me it'll get better from here! for now, we'll just replace our shotgun with a Sol-Pattern Laser Rifle, and our Personalizations and Custom Paint Job with a Reactor Stabilizer, a useful tool for keeping us nice and healthy when melting down
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That's about it for LL1, yeah as I said its kinda boring, but it only gets better with LL2: You know what they say: Find what your niche is, that leads to riches!
Thracia Schrader comes back home, tattered, bruised and beaten, the promotion obviously meant more dangerous missions, this she knew, but she didn't expect to deal with enemies of that caliber just yet, turns out the pirates were more equipped than she thought at first, they seem too organized to be pirates actually... Well, she's being paid to dispatch rabblerousers, not think, she goes back to sleep in her cot, while browsing mech licenses for sale, she got a big bonus, she can splurge a little bit
While you get the same benefits as from LL1, this is where the fun really begins because if you take a second level from your frame you obtain:
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A frame! You can finally get out of that dinky everest and get into something COOL! Frames in lancer essentially serve as your classes, they're what you mount your other obtained abilities into to create your unique playstyle, but overall they're probably the most important aspect of your character. Frames can have different sizes, HP thresholds, armor, and so on. the Frame system leads to your creativity being effectively limitless, while I'm doing a fairly basic artillery build, I'm sure a melee Sherman build could be fully possible! anyways, if you're using this as a build guide for some reason, I took Crack shot and an extra point in Hull alongside the Sherman frame
Now lets build our new puppy shall we? Our new mech will be called... how about Mr. Blue Sky? its Thracia's favorite childhood song
Now you'll have to rebuild your mech, but with a few considerations in mind 1: Your mounts are all different now, you can't rely on the weapons you did previously most of the time, Sherman's actually an exception to this, it has largely the same mounts as an everest, with the main difference being a built-in laser gun which charges while stabilizing, hm, maybe taking some stabilization talents could be worth the time... 2: Your new mech has new traits! the traits in the everest were pretty simple, just some bonus actions once per scene, "More of what's good" is the unofficial GMS Motto
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The sherman's a bit more complex, it can keep you in the danger zone (which benefits not just the sherman but most Harrison Armory mechs really), give you soft cover by throwing steam at your enemy's face, and makes it better at engineering (handy, since you'll be trying your best to not take too much unintended heat)
For equipment, we'll be using some old tools and the new ones we just got
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Sherman just got the incredibly powerful Andromeda-Pattern heavy laser rifle, but don't worry kids, this isn't the peak of laser power, oh no no, that comes a bit later. We're also using our handy shotgun, she needs to defend herself from nearby enemies somehow.
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For systems, we're dumping the reactor stabilizer, its served its purpose but we can manage our heat better now, and we're picking up a deployable cover, useful for long drawn out gun fights, personalizations (a huge library of ancient and modern texts, useful for SYSTEMS checks), and turret drones, we're still not doing much with that reaction and our sensor range's pretty dang strong. Now a word of advice, at LL2 is where your build will branch most, you're comitting to an entirely new mech after all! but always remember: you can respec at any time
LL3: True Power!
Thracia comes back home and brews herself a cup of tea, so it turns out that the pirates she was dispatching were just locals defending themselves against the corporate agency paying her, she was offered a contract by them, lower price, but less price on the conscience, she urged her boss to take it, and she did take it in the end, she thanked Christ the Buddha she didn't need to betray the closest thing she had to a family. Tomorrow, Thracia would dispatch a corporate HQ, the locals were calling the Union for aid, and they promised aid would come in the form of supplies, but they'd need to fend for themselves, and supplies did come, she took some of the mech weapon supplies for herself, she was fighting for them now, might as well right?
LL3 is where your chosen frame's power peaks, many people actually skip the third level of a license, the items given are usually fairly niche, we won't be doing that, this is a pretty standard build so i don't think its worth it
you know the drill for skills
Talents, I'll actually do something a bit weird here, if anything to demonstrate one of the more interesting RAW decisions of Lancer, I'll take away crackshot. Most of the laser rifles of the sherman are AOEs, and Crackshot assumes one target. Instead we'll be taking two levels of Grease Monkey, they make our stabilizations stronger, and give us some nice bonuses during rests, and we'll also be capping off Technophile, you'll see why soon.
We'll be leveling up Engineering for this level and taking the final level of sherman, but more on that later because now, we have the first sight of our Core Bonuses
the 5 companies of lancer like to reward brand loyalty, so if you stick with one company for 3 levels, you unlock their "Core Bonuses". what are these? these are powerful abilities that you only get every 3 levels, and you need to have 3 levels in a company to unlock their respective core powers, GMS powers are unlocked by default of course. We'll be taking Superior by Design, the premiere Harrison Armory ability
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the boost to heat cap is what we're looking for, anything that makes us less punished for taking too much heat is a good thing. the Impaired immunity is a good bonus
Now at this point, your mech should have unlocked their most powerful weapon and system, these are often "Super Heavy" weapons, which means they take up two slots to mount, but sometimes they just may be a powerful control ability, for example the Kidd unlocks their ability to build misc structures at that level.
We'll be installing our brand new and shiny Tachyon Lance, a massive motherfucker of a weapon that just emits a line of destruction and a cone of destruction behind you
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we'll also keep the shotgun, its a handy weapon
for systems, we'll be equipping our brand new Asura-Class NHP, what does it do?
well, once per scene, it just lets you take another turn! No caveats, and the only real cost is a bit of heat on your end, but other than that? you just have two turns that turn, incredibly valuable in a build that often wants to stabilize, wasting precious actions
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Oh, as for the third level of technophile? I can't have 2 NHPs in a mech at once unless I take that level, its just not possible, NHPs are incredibly powerful resources so I understand wanting to limit them like that.
That's about it for LL3, its your peak of power... for now, but soon enough your mech might be having some... foreign intrusions
LL4: The Crossover nobody wanted
Thracia was broken. She wished she'd never signed up for this mission in the first place. Children and women running from corporate mechs way better equipped than them, farms being abandoned by people who lived there for generations, good people sacrificing themselves to keep their loved ones safe. Terrakis had gone from a quick buck by dispatching pirates, to a nightmare. She was always told it was a dirty business, making money from blood, but she never expected it to be this bad. Looking to calm down, she calls up a friend, a warehouse worker from IPS-N, and wonders if she could maybe hook her up with something
You know the drill by now, the only thing of note is I'm going to dump Leader to take 2 levels in Siege Specialist (lets me take down structures more easily and lets me knock down adjacent enemies), we're picking up another level of Hull, and now, for the interesting bit: your 4th license
At this point, you've found your niche and made your mech plenty strong... but it could always be better, right?
Thracia picks up a level of the Drake, giving her the powerful Assault Cannon, a handy, if not low ranged, weapon that can grow in strength by spinning its barrels before launching, as a bonus its also a cannon allowing for our Siege Specialist to trigger. She throws away her nostalgic shotgun for this weapon
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Thracia had also been feeling protective of her fellow backliner, a clumsy goblin pilot named Lika whom she borderline had a crush on, while Thracia's mech isn't bulky by any means, its bulkier than xer goblin, so she gives up her redundant systems to pick up the Argonaut Shield, a tool that lets her take half the damage her fellow pilot would take instead.
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Conclusion: You got your tools now! Thracia was tired of seeing people dying, she was tired of the war, of the bastards in suits puppeteering it, she wanted it done and she wanted it done now. Talking to the leaders of the locals they decide on a final plan of attack: destroying the HQ of the corporate settlers
SimpleCorp must fall
Terrakis must be free
From here on out, you have your own tools to make your own builds, remember to focus on your roles, pick up abilities that complement your allies' playstyles and positionings, and most of all: have fun! a bad build in lancer isn't a huge deal, you can always try and try again until you get it right.
Oh, you wanna know how Thracia's story ended? Alright then, here you go
Mr. Blue Sky stood atop the ruins of SimpleCo's elite pilot: Fear, Thracia was no longer afraid, she was no longer broken, she was now only filled with pride, and joy. Terrakis was free, and she had been a part of its liberation. She hoped this would send a message to any bastard trying to take it over, she looks upon the pictures hanging inside her cockpit, complimentary drawings given to her by small children, of her mech as a hero of legend, of SimpleCo goons being burnt by her Tachyon Lance. That day, Thracia knew she had for once in her life done the right thing. After all of this, she decided to stay, War was not her business, and the locals of Terrakis wished for her to stay to help with any future intrusions.
She and Lika lived a peaceful life together, no one wanted to fuck with Terrakis after SimpleCo's downfall
Too cheesy? well, sometimes that's just how careers end, in the duty of a lancer, you either leave before you die, or you die before you leave. Go play your own stories! I'm sure there's some GM out there struggling to find new players who'd love to have you in their group
oh fuck i completely forgot to talk about bond-
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bigfatbimbo · 3 months
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Judging by your screnshots of episode 8 in the Lucifer ask, I'm guessing you saw the newest episode! Wasn't it so good?!
Honestly I was really surprised to not only see my boy Lucifer in it, but ALSO Vox?? Wow, we're we spoiled lol. Also Lucifer was so adorable in the Finale song omg, it's now my favorite song of the series.
This isn't really a request, but more so a question of what you thought about the finale? What parts did you love? What parts did you not see coming? Do you have any theories about what will happen in season 2?
I DID SEE IT OH MY GOD IS WAS AMAZING.
I was so happy to see Lucifer and all the Vees because those guys are my absolute favorites oh my gosh—
the finale song was IMMACULATE UGGHHH it was perfect. Lucifer’s little outfit that entire time was so adorable AND VOXS VERSE WAS SO FUDJJEJDF.
So i actually had a lot of finale spoiled for me unfortunately. I already knew about sir pentious dying and that Adam’s face was shown but i DID NOT see adam’s death coming WHAT???
Like I was so shocked oh my gosh?? And by Nifty?? Honestly I thought Nifty killing him was kinda underwhelming but it really didn’t take away from the shock of him dying.
Aww and Lutes reaction actually made me so sad like she was heartbroken I felt so bad.
Speaking of Lute my favorite part of the episode was her and Vaggies fight scene. PERFECTION. It was so intense and me and my friend actually gasped at some of the things in that sequence. Honestly that scene made me a lot more interested in both Vaggie and Lutes character.
The fact she ripped her own fucking arm off to continue fighting alongside Adam stuck out to me. That actually changed her for me because that kind of loyalty is fucking wild—
I also loved Vox’s reactions the entire time oh my gosh they were so silly and stupid. I didn’t like how Velvette had no lines though that really disappointed me how she was kinda just…there? Especially because Vox and Val’s part of the song ate. Like if only Velvette had a part too.
As for theories I don’t have any but a friend of mine was talking about how she doesn’t think Alastors deal is with Lilith and instead with this character that’s been teased. I think their name was Root or like Roo or something?? Apparently they represent like the root of all evil or something.
Anyways, long story short I LOVED THE NEW EPISODES SO MUCH i’m already dying for season two.
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parab0mb · 19 days
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So, now that I finished the game (again) and the DLC chapters, I'm going to ramble about Crosscode C:
This game is really bizarre in the sense that, to be completely 100% honest, there isn't any particular part of the game that I think is all that mind-blowing. But all the individual elements (heh) of the game come together so well that the resulting product ends up being so much stronger and memorable than the sum of its parts.
Like, most indie games have one or several notable flaws or shortcomings (and understandably so) but this game is such an airtight experience that I can't help thinking about it and just being like "the how HECK is this game so GOOD?!"
...I am of course just getting started, I've got a wall of text of things I liked and thought her just "meh" under the 'keep reading' if you're interested (you've been warned (also spoilers obviously)):
The combat is definitely one of the strongest elements of the game and probably one of my personal favorites; its brutally difficult and sometimes feels like bullshit (and maybe there is one or two instances where it actually is just bullshit) but once you get the hang of it is really is flashy and satisfying and makes you feel badass to pull off. Plus its got the whole easy to learn, hard to master thing going on (like most of it is just charging SP and pressing the space bar, but knowing what moves to use and when def play into things).
I dunno how much of a hot take this is, but I really liked the puzzles in this game! I won't deny that they can sometimes drag on and interrupt the pacing of a temple, but personally I didn't mind. And just like the combat they're so well constructed that, while you'll spend minutes staring blankly reminded that you're a simple-minded creature and that the human mind wasn't made for this and you should be foraging for mushrooms in the woods and risking death over your next meal, they rarely feel impossible to solve without having to resort to a playthrough and are really satisfying to finally figure out (not to brag but there was exactly one puzzle in the game where I had to look up the solution and another where I did solve it on my own but then looked it up cause I thought I cheesed it by mistake). At first I wasn't a huge fan of how fast/precise you have to be for some puzzles on top of just finding out the solution in the first place, but after a while you kinda get used to it (and there is an option to slow things down which is really nice of the devs to include).
The story is... pretty alright. Yeah. I honestly don't have much to say about it. Bit of a slow pace, does the job, and has it's share of twists and emotional moments, but the narrative itself doesn't really do anything mind-blowing either so... you know. I definitely think it's the characters themselves that are memorable and prop up an otherwise average story. I mean every single one of them is just the hugest goober and even characters who initially seem forgettable or one-dimensional end up subverting your expectations and being super endearing/compelling/layered. Oh yeah, and Lea is a character that can only say like 10 words and SHE DESERVES THE WORLD I WOULD KILL FOR H-
Also, since the DLC is brand new to me I do wanna say that the ending was the tiniest bit underwhelming. Like you break into Vermillion Wasteland, fight a (surprisingly easy) boss, and that's... just it. Like 20 minutes top. I dunno, it feels like... something was missing. Still thoroughly enjoyed the entire thing and it is nice for the cast to get their happy ending (not quite as emotionally impactful as the base game's end imo, but still great and I'm glad they gave us more time with these dorks).
The platforming and navigating the overworld is tedious, which sucks a bit since that makes up a good chunk of the game. Idk man, having to scale different elevations of platforms is made frustrating by the fixed camera and the fact that the different "levels" of platforms aren't distinct from each other at all, so its easy to get duped by the perspective and jump to something you can't actually reach (yes you can use projectiles to check but it still isn't fun). Even without everything blending into each other visually, trying to find which obscure paths from four rooms ago will bring you to a chest just isn't all that enjoyable (some of the later maps like Sapphire Ridge were okay though, if only cause they started to have actually interesting puzzles to do). Basically they're just... there, between the actually fun stuff.
The trading system and farming for resources is confusing and kind of a chore. That's all I got.
Guess I'll touch on the art/music since I don't have too much to say about them. To be perfectly honest I'm not actually super crazy about the artstyle (blasphemy!), but I won't deny that the sprite-work and overall aesthetic are still super-well done, even if they aren't my personal taste (tl;dr I'm neutral on it). The soundtrack isn't something I'd put on my phone and listen to in the car, but like the art it's still well-made and perfectly suits the mood of/drives the emotional impact of the game, and there are still a handful of standout bangers (Lea's theme will live rent-free in my brain of course).
One last thing I'll say (that I mentioned before) is that as fun as this game is, it feels like a commitment to get through at times. Even when I first played it and had more free time, sometimes this game just felt "imposing" to pick back up after a break. Idk its hard to describe, but at least for me it was hard to play any other games alongside this (especially with my limited free time) which kinda sucked a bit.
To wrap things up, if I had to give the game an arbitrary number rating, I have to give Crosscode a 0/10 because its an indie game that doesn't have a fishing game (smh honestly how could they make such an obvious mistake 😔).
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sablegear0 · 5 months
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Finished TotK Finally
As in, finished the story. End numbers after buying the last boss pictures and completing the Compendium were 87.72% complete. I may go back and do koroks and minigames sporadically when I want to wander around in the world again.
So I suppose people might expect my thoughts or a review. Idk if I have anything unique to say but I may as well so: Plot and BIG ending spoilers under the cut. Also extremely long detailed opinions. Like this one got REALLY long. TL;DR at the very bottom.
The End Bits The Light Dragon In a previous blog I applauded Nintendo for letting their women characters turn into incomprehensible beasties lately (TotK, Dread). For the record, I posted that shortly before being spoiled on the fact that Zelda changes back at the end. Needless to say I was re-disappointed. I get WHY they did it. Permanently removing the title character from the game via 10,000 years of ego death doesn't really seem like a great reward for the player seeking out the plot; BotW/TotK Link and Zelda have gone through more than most of their incarnations to get where they are, so it's nice to give them a happy ending, etc. It just... kinda sucks because that was a really cool move otherwise. But Nintendo will not tell us an intentionally tragic (or even bittersweet) story so we got our girl back.
Also she was fine, by the way. She just woke up fully able to move and speak like she'd just had a bit of a rough nap. She also canonically does not remember her millennia spent as a dragon in any fashion. I know the fan writers are probably having a field day with injury/trauma recovery fics for her and I don't blame them. 10k years of ego death and a monstrous transformation should come with some consequences, shouldn't it?
To be honest the nature of the deus ex machina in question bugs me more than the fact that it happened. "Idk Sonia and Rauru did something" is the actual explanation we get (thanks Mineru, you're a real one tho) and it feels... hollow. Like, if the two dragons had clashed and injured one another, and "dying" knocked Zelda out of the transformation the same way destroying the Secret Stone that Ganondorf had taken destroyed his dragon form, that would make more sense, right? You still get your dramatic ending that's a cinematic reflection of Skyward Sword and a symbolic close (presumably) to Ganon's cycle of reincarnation. The arbitrary "power of love" (and not even the Hero's love, come on) ending just doesn't sit right.
Ganondorf Neither did the actual fight with Ganondorf, to be honest. I prepped some pretty high-value weapons, assuming that like BotW I'd have to break a few swords on him before the fight was over. But they just, again, deus ex machina'd that the Master Sword was indestructible for that fight and at no other time. My big scary weapons did see some good use in the wave fight beforehand, which was kind of neat but also kind of underwhelming. I guess that's the point where the game checks if you can handle that many enemies (ie. did you bring enough friends), similar to how doing the Divine Beasts halves Calamity Ganon's HP in BotW.
The duel-style fight for the first two phases was kind of cool. Made a bit annoying by TotK's tighter timing on parries and dodges. And the fact that the legitimate pressure of having your HP outright destroyed (cool, stressful) was removed by the third phase (annoying, no consequences for doing poorly in that part of the fight).
Third phase was neat. It was cinematic, but with no actual danger. I don't think I took any damage that wasn't just gloom-ticks from standing on the demon dragon to attack it. Didn't even get to use my cool bows in the aerial battle. Additionally I didn't have any need for the cool armour I had worked so hard to upgrade. I spent quite a lot of time and effort upgrading the Ancient Hero's Aspect and a second high-defense set (Champion's Leathers, Soldier's Greaves, Amber Earrings). The latter I did use in the demon dragon phase because it looked cool. The former I completely forgot that I had (despite having had to kill an ungodly amount of King Gleeoks to complete it). I used the Depths set for the first two-thirds of the fight because of the Gloom resistance it offered.
The Mechanics Devices All that said, what TotK set out to do it did decently well. It expanded on the physics-heavy improvisational gameplay of BotW with the addition of the Ultrahand fusion mechanic and Zonai Devices, improving on their base engine to create a system that I have heard other devs consider basically magic. Devices and weapon fusion, however, were clearly balanced with the early-to-mid-game in mind. The devices were tools, not weapons, even the ones that were nominally weapons. They simply did not put out enough raw damage to be used offensively, and were better as deterrents or distractions for enemies.
Weapon Fusion I know people weren't crazy about weapon degradation in BotW and I think TotK managed to make it slightly worse. In BotW, all you had to do was find where a desirable weapon spawned and make note of it so you could come back to pick it up after the Bloodmoon respawned everything. In TotK, you have to do that AND fight a monster with a good fuseable part to improve it. You have to do twice as much farming for about the same amount of gain. And that's not even accounting for the weapons you'd break fighting something big like a Lynel - sure they drop good parts, but you might break 2 or 3 weapons taking one down, even with help from your sages. You're operating at a net loss.
Granted the fused part of a weapon does the bulk of the work, but TotK did the interesting thing of making each flavour of weapon ("Soldier's", "Zonaite", "Gerudo", etc) have its own unique properties. This is very cool, until you find a type you like and struggle to find enough of them. Again, you have to trek around to find them and also hope you have the materials for a good fusion. It has its moments, like sticking a Silver Lynel horn on a Gerudo weapon to get a damage value over 100 (which is absurd, most "good" weapons cap out around 50 on average, barring any extra effects), but again, you're usually operating at a slight loss with respect to weapons.
Armour Upgrades To be frank: It's bad. It's bloated and way too resource-intensive. In BotW there were a limited number of sets you'd actually want to upgrade, as each had its own unique thing and that's it, there's one of each. Even doing all of them for completion's sake was achievable. In TotK they have those basic sets, plus a few more unique sets, plus a few redundant sets, and a frankly absurd number of generic aesthetic sets (which flavour of Link would you like? Ocarina of Time? Twilight Princess? Link's Awakenng Remake?) And in all of this they never thought to rebalance the amount of materials required for upgrading.
And on top of THAT, I think they messed with the item drop-rates too! Most enemies can drop 2 kinds of resources, some potentially have more, some only drop 1. in BotW I don't think (thought I may have to check) each type was a guaranteed drop, but you saw every type fairly frequently. In TotK each enemy now has distinct rare drops. And they can be RARE. And the worst part is you need a LOT of them for some armour upgrades. For example; Lizalfos tails are the Lizalfos rare drop, and the armour sets that need them can need up to 15 of the stupid things from a particular species of Lizalfos. Have fun grinding, because now you're playing Monster Hunter instead of Zelda.
Vehicles and Horses The vehicles both did and didn't trivialize crossing the map; a significant amount of grinding is needed before you have enough batteries to cover any distance, Wings (the bird-shaped gliders) have a limited lifespan to keep you from just flying everywhere, and the overworld is generally complicated enough that any fast wheeled vehicle will not be useful for long, and any all-terrain vehicle moves only at a modest speed. Ironically, just use horses where available. They're faster, more versatile, and can be called to you if they're within earshot. Also horses can spawn with overall higher stats than in BotW, and can be upgraded, though with significant resource investment. (It is worth noting that the "best" horse in base BotW, the royal white horse, is only middling to above-average stat-wise when compared to a good wild-caught horse in TotK. They power-crept the horses!)
The most interesting vehicles/movement devices, to me, were the rockets and hot-air balloons. Both add a lot instant verticality in a game that is all about traversal. Fusing a rocket to a shield gets you a huge boost for little resource expenditure (rockets are a bit rare until you can purchase devices). And once you find the Autobuild schematic for a hot air balloon base, all you need to add is a flame-emitter and you can ascend as far as your batteries allow.
Shrines In my humble opinion, TotK knocked it out of the park with its shrines. The ones that have actual puzzles, anyway. There is an unfortunately large proportion of "blessing" shrines that have no puzzle in them, and not all of them even need to be worked for that hard. The ones that do have puzzles are excellent. There are quite a few that highlight different uses for devices, and a good handful that take the Eventide Island/Master Trials-style challenge of stripping you of all your gear and put some twist on it. (Notably these are most interesting in the mid-game, when you have enough hearts to survive but not to trivialize the no-armour combat difficulty.)
They also did the very classy thing of not locking outfit parts behind hidden chests in Shrines. All the hidden chests were perfectly optional bonus chests that required no frustrating re-visits after finding out where that last piece of armour was hiding. Also the slight variations on the music theme was a nice touch that kept the shrines feeling fresh. No shade to the Sheikah Shrine theme, but the strong synths could get a bit grating at times. TotK's gentle, plinky shrine theme variations were an improvement.
The Map The Overworld Probably(?) the most common complaint about TotK and one I share. It's too damn big. In addition to mostly recycling the map from BotW (which bothered some people more than it bothered me, I think), they added an equivalent-sized map for the Depths. Now, BotW's overworld already felt a bit sparse, but it fit the tone of a literal post-apocalyptic world and encouraged you to poke around looking for koroks and investigating enemy camps. TotK's surface overworld is dotted with far more enemy camps and significantly fewer koroks, so it is about as dense but more dangerous/annoying (depending on your hp and gear) to traverse.
There are some major changes to the surface, beyond adding ruins to some spots; most of Death mountain is now safe to travel on foot (probably to encourage use of vehicles) and is no longer superheated, and there are a few spots where the road network is broken, dividing the map into 2 halves that cannot be crossed between on horseback. (In BotW, by comparison, all the roads were connected and you could auto-pilot a horse from one end of the map to the other, provided you took roads marked on the map.)
The Sky The Sky islands were relatively few, for all the hype they got in the promotional material. However I think their self-contained structure and handful of unique features (the "death star" islands, the dive challenges) helped them not overstay their welcome. Besides, the islands themselves are technically also ruins, 10,000 years old and finally visible to the naked eye from the surface, It's a wonder there's as much left and it's as functional as it is. They are beautiful, though. I did enjoy just loitering around in the sky to take in the view and the relaxed atmosphere, as there are fewer enemies up there.
The Depths The Depths... I think I share the majority gripe with the Depths. They're too big. The Depths are another whole open world that is more hostile with even less in it. It exists to grind for resources and pad the playtime. The challenge of the depths is in initially traversing it, having to light your way through impenetrable darkness and navigate dense enemy encampments and find Light Roots to fill out the map. After that, provided you have enough battery power, it can generally be ignored by flying over it. Which is unfortunate. If I were to fix the Depths, I would make it more akin to the Sky Islands; more self-contained, make it a series of winding, interconnected discrete caves, like one big dungeon crawl, rather than a second open world to ignore. Still have the Light Roots be important to vision and mapping, but have the general landscape be more contained. Maybe even have a few more areas that are inaccessible at first except by dropping into the correct chasms, like they did with the Eventide Island and Tingle Island Chain areas of the Depths.
Everything Else Side Quests and Koroks Honestly I enjoyed the variety of sidequests in TotK, and also enjoyed that some of them were quite involved. TotK had two "Tarrey Town"-equivalent long-form side-quest lines; one being visiting all the stables with Penn (I am counting this as one quest because you get drip-fed armour pieces from a unique set throughout it), and the other being the Mayoral Election / Local Cuisine questline in Hateno Village. There were also side-quests to optionally construct the Champions' weapons, which was neat, and to build a house with crazy Ultrahand powers, which was totally frivolous but fun to do. The one thing that bugged me a bit about the side-quests was running into NPCs that reasonably should have remembered Link but didn't. It felt odd, especially poking around Tarrey Town initially.
The Korok puzzles had some new variety to them, which was nice. The block puzzles were given the extra interest of being able to rotate things with Ultrahand, and the vehicle/towing mechanics were given a chance to shine with the "help me reach my friend" puzzles. Having Hestu appear in some less-than-ideal places to begin with (and the whole Lost Woods thing omg what a pain) kind of sucked, but getting those sweet sweet inventory upgrades is always worth it.
The Characters I love all the Sages, I'm going to say it right now. It was really cool to see some familiar faces from BotW (that actually recognized me) and learn what they'd been up to in the ambiguous time-gap. Teba being the slight exception but honestly - meeting Tulin and realizing this sweet bean bird boy looks just like both his parents hit me right in the heart. Mineru was also very cool and I'm glad we got to hang out with her (and bid her a tearful goodbye... my lovely lanky lady...). I also appreciated that doing the Ancient Writings quest teases Mineru's introduction. That was a nice touch.
Penn and Purah are fun, and the Lucky Clover Gazette and Monster Control Crew quests add some depth and background progression to BotW's Hyrule. You get to see how ordinary people are faring and how things are advancing post-Calamity. Seeing the various peoples of Hyrule gather at Lookout Landing after clearing a regional temple was neat, even if it was really only for show.
I know some people have beef with Rauru and that's maybe a blog for another time, but I don't think I have a strong enough opinion to bother. I didn't mind him, I think his arc was clear enough, I think I would have liked to see more of him and Sonia interacting with Zelda in a more everyday fashion - it seemed like she had a lot of fun in the distant past and something more than just a text log of that and a couple cutscenes might have been nice. Honestly I think I would have liked to see more of Sonia especially, she seems like an interesting lady (again, something more than Chaucerian text as proof would have been nice).
I'm honestly kind of mid on Matt Mercer's Ganondorf? I get that he's a big name and people were excited to hear him in the role but idk if the voice was entirely a good fit. They rocked the hell out of his visual design, though. Very good updated look, borrowing elements from some of his previous incarnations. Again I would have liked to see more elaboration on him though; what was the Gerudo tribe like under his rule? Were there dissenters? Give me more worldbuilding or I'll be forced to do it myself.
Music Mostly the same, actually. Overworld themes were recycled. Shrine themes were different and an upgrade imo. Combat themes were slightly different but I probably wouldn't be able to tell them apart at a listen. The Temple music though, oh boy. I loved these themes; they took the ramping instruments from the Divine Beasts control panel gimmick and mixed the Divine Beast Approach themes with each Sage's unique motif to create some really cool but pleasantly unobtrusive tracks. The Depths ambience was appropriately spooky, and the dynamic theme that kicks in when you high-dive was a nice touch, especially since there are distinct versions for diving to the surface and diving to the Depths.
But the standout tracks for me? First, the intro sequence where you descend with Zelda into the foundations of Hyrule Castle and hear the ever-layering Zonai chanting with the spooky reversed voice clips? MMM. 👌 So spooky, so tasty. Genuinely had me on edge even though I knew nothing would happen because it was the intro. The return sequence by the endgame has it build even more intensely as you descend even further and it's fantastic. Second is the Gloom's Approach / Gloom's Source battle theme. The distinctly electronic drone and beat associated with the Depths/gloom-related stuff gets room to shine when this tense bass-heavy track kicks in.
The Little Things I am actually going to stop this one here because I think this part deserves its own blog. There are a ton of little details in TotK that I absolutely adored and I want to gush about them with proper space allotted.
TL;DR TotK is alright. I know I'll catch flak for saying it's "good", so I won't. Settle down. It's alright. Some things it does extremely well, some things could have been edited for time, and some things remained just kinda mid from the original.
If I have to give it a number, it's a solid 6.5-7/10 . Competently constructed, technically impressive, mostly cut-and-pasted, mildly bloated, narratively kind of boring with no sense of stakes and an ending that undoes some otherwise interesting choices.
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wickedlittleoz · 8 months
Text
ragnarok netflix spoilers under the cut i really need to vent ashahshahdg
from the little i've seen i assume everyone is on the same boat but i'm so??? disappointed???? like it feels like s3 was made by an entirely different team, and i'm not ignoring how the pandemic affected production and all that, but from laurits being pretty much irrelevant through the entirety of the last season, to the weird narrator voice-overs that were never part of the aesthetic of the show, to signy just. existing now, to everything being pretty much just a psychotic episode,
what the actual fuck???
i guess it kinda explains why turid was so, uh, complacent with magne's behavior, but at the same time it doesn't? if someone in your care has problems telling reality from imagination, maybe pay some fucking attention to them and help?
also were they like trying to hint at it since that time in season, i wanna say, 2? when a nurse i think said hey magne might be going through it, and we all thought they just don't get it, and moved on? because we all thought they just don't get it, and moved the fuck on!!! i don't even remember much of the scene it just exists vaguely in my head because of the flashbacks magne kept having when wotan gave him fucking drugs,
ALSO, ON THAT NOTE, if it was. all. just. happening in his head. what were a bunch of adults (wenche, wotan, harry, harry's friend the nurse that helped them "forge" "the hammer", fuck it even jens he doesn't go to school so he's at least 18) not only hanging out with kids, but also enabling? his psychosis?? i get playing along so as not to scare them away, but magne wasn't their problem. they didn't have to play along, the kid had a family. he was turid's responsibility. what the fuck.
and what the fuck do we make of stuff that he wasn't supposed to know about, but we got to watch anyways. what do we make of the jutul family dinamic. what do we make of the time laurits spent by the fjord "raising" "little o". what do we make of iman seducing ran to get better grades (relatable, but gross). what do we make of fjor and the lady from the company (also fucking gross he's a kid). what do we make of everything
and goodness me, i just do not think a group of kids that went through so much crap and fighting and break-ups and hatred and family crap, would just. sit together and drink and laugh like nothing happened. with wotan of all people as chaperone. teenagers are brutal. i'm 27 and there's still people from back in high school that i don't talk to because we had a stupid fight and no one even remembers what the stupid reason was we just hold our stupid grudges because the teenager in us tells us to
like the war never really happening (what do we make of that meet-up, then?) was underwhelming enough but the finale was just icing on the poop cake. there was so much hype and 2 whole years waiting for them to pull the "it was just a dream" ending but worse. my heart breaks because the first season was going places. it had so much potential. s2 was a little slow but understandably so -- if they moved too fast there would be no excuse for another season, the war would just have to happen,
and then,
it never did 🤡
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curious-sootball · 3 months
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Rewatching the beginning of a campaign with the Deadlands lore and Q&A in mind is An Experience™️
First, Johnny's hints become increasingly hilarious; they're trying so hard to give the rest of the party hints on what's going on while maintaining the bumbling old man persona its a show in itself (also, is it just me or is Jane hell-bent on not metagaming things? She played Deadlands before, she's clearly aware of the meta, and I had no idea until watching the Q&A)
One big, nay, giant "what if" idea that keeps nagging on my brain is Garnet, Nate and Delacy being more social in Dead Man's Worth(ep. 2 and 3) - what if they talked to the other contestants(more than just Slim Hawkins) and tried to tilt the odds in their favour? Like, Andy straight-up said he had written the backstories for all the contestants, and since I watched a good chunk of "The quick and the dead" thanks to this campaign, I have a big thick suspicion about some of them(especially those of Hattie McGuill, Rosa Conamerania and Big Bill). Imagine if all of them decided to talk and agreed on making Ben Bellows's day an absolute nightmare - how much faster and funnier the contest would've been? Andy could even keep the tone whiplash from planning to troll and trolling Bellows to him still straight up slaughtering his opponents anyway(e.g. Delacy shooting the gun out of Rex Randall's hand to rightfully eliminate him from the contest, and Bellows shooting Rex through the throat in an all-out gunfight later anyway. Bonus points if he would've came back as a Harrowed and complained about the bullet wound fucking up his vocal chords).
Also, other contestants could've had clues that Bellows isn't as human as he'd like to appear to tip the players off about what was really going on, and I'm kinda surprised they hadn't tried that line of investigation. (Also#2 - was the bartender supposed to be suspicious??? Because "The quick and the dead" has both a cowed saloon owner and a guy shot in both hands the exact same way The Jewel's bartender is - except the second guy was a cocky trick shooter who falsely claimed credit to one of the villain's kills while being in said villain's hearing range. That guy fucked around and found out; and while I'm reasonably sure it wasn't the case for The Jewel's bartender, was this detail supposed to be a clue that cast decided to ignore???).
Third thing about Dead Man's Worth - I love how Andy tweaked the contest rules from "The quick and the dead" - Bellows gives contestants a clear reason to fight each other over teaming up and fighting him directly(a pre-drawn elimination brackets instead of anyone challenging anyone else and killing being optional and becoming mandatory halfway through the contest). Combine this with the prize and the only way to sow more discord among the contestants would've been to yeet a gilded apple with "for the sharpest aim" written on its side into the crowd on day 1 of the contest. This absolute motherfucker of a character(also, I strongly suspect that his bodyguards/gunmen are people from his cavalry unit and most of the other population of the town is their families). I can see why Andy brought him back in the finale.
One more thing: after I looked up the lore, Johnny's reaction to the Dishonourable judge M.T. Boudreau became comedy gold(judge himself also became funnier, but he's not in the spotlight now). Like, they played Nate so fucking smart in that arc, I love it. (Also - imagine if judge could actually kinda see demons attached to the characters and tried threatening Garnet's demon with arresting them for swearing/murdering their huckster after the trial?). Also - am I the only one that looked up the official illustrations of Hangin' Judges and found it kinda underwhelming? Those tiny blades really don't fit the "sword-gun things that he's trying to shoot you to death with" description; Andy made them sound so goddamn cool and the official illustration didn't live up to hype (to me).
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salmonrunnewwave · 4 months
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myth's game writeup of 2023
i waited until the new year to finish this in case i managed to beat a game during december. i did not. ANYWAY.
this will contain new games as well as games i only got around to in 2023. light on spoilers but be warned
Octopath Traveler II (2023)
as far as i remember, this was the first new game I played this year, and god did it deliver. I've been a fan of octopath since the first one came out on switch in 2018, counting it as my favorite game of all time, so to have a sequel after all this time was thrilling. it did almost everything octopath 1 did and better. new path actions, day/night system, branching stories, fucking boats?? incredible.
my biggest gripe has to be the new hidden classes. I started with throne so getting inventor 10 minutes after my chapter one did definitely fuck up the progression a little bit. I think I preferred ot1 hidden classes. while the dungeons were underwhelming, the boss battles really make you fight for these secret techniques, something absent in 3 out of the 4 hidden classes of octopath 2.
overall: 4/5 BP.
Xenoblade Chronicles 3: Future Redeemed (2023)
xenoblade 3 as the end of the klaus trilogy really didn't sit well with me, for reasons that don't belong on my review of its dlc, but future redeemed fixed nearly every problem i had with base xc3 — both story and gameplay wise. it ties every xenoblade game and even some of gears and saga into a neat little 40 hour bow, and is truly a love letter to the entire series. I can only think of one problem I still have with it. the fucking menu music.
where do i even fucking start with this one really. relatively speaking, I'm a new xenoblade fan, having started xc1 in march 2022 during a harrowing experience with adhd meds, and since then it had kinda consumed me. I finished it in about a week, went on to watch xenoblade 2 because I had heard the gameplay wasn't great, and got my hands on xenoblade 3 day of release.
overall: 5 dance apples.
Legend of Zelda: Tears of the Kingdom (2023)
as someone who was not immune to the hype surrounding botw, I had high hopes for the sequel. hopes that were painfully, slowly, fed into a trash compactor over my playthrough. this is another game I got on release day, lining up outside gamestop in the heat, and lets not forget that it's the only first-party switch game with a price tag of seventy bucks.
the game plays like a tech demo. I have a lot of love in my heart for it. the story was better that botw, the world was more expansive than botw, but the problem here is that everything it does is directly compared to breath of the wild. it doesn't get enough time to shine, because we're in the exact same world as 6 years ago, but instead of pinkish black malice we have blackish pink gloom. i much prefer the runes to the zonai abilities, and the sense of wonder that permeated breath of the wild is replaced by a sense of nostalgia that just doesn't appeal to me much.
all of this isn't to say it's a bad game. I think it's a great game, honestly, but a great game that wasn't meant for me. I've seen the insane shit people do with ultrahand, but it just... isn't my style.
overall: 441/1000 korok seeds
Pikmin 4 (2023)
it's pikmin. i dont have much to say about it. it was a lot of fun, loved that part where i bulborbed all over those guys. im not a gameplay reviewer, at heart i mostly talk about story, and a game like pikmin doesn't have much for me to comment on. good fun. lived up to expectations. probably wouldn't replay.
overall: 7500 sparklium
Final Fantasy XIV: Stormblood (2017)
oh, stormblood... the rage you still fill my veins with. I'm not going to spend too long on this one because I have better things to do with my life than shit on an expansion everyone already hates, but let me make it clear I actually do have reasons for disliking it.
having ala mhigo built up since the very start of a realm reborn, only to have half of the ala mhigo expansion take place halfway across the star, was very disappointing. the monotony of the three areas in gyr abania compared to the three far east areas was very disappointing. the treatment of the people of the steppe and honestly that entire segment in the main story quest was very disappointing. hien, as a character, in his entirety, was very disappointing.
I will say it had strong parts. the 61-70 quests for several jobs were the strongest in their entire story (see: dark knight). the dungeons started to get more interesting. it gave us the quest Child Labor, which is hilarious and I'll never be finishing it because I want it there forever.
overall: 1/3 WHM Lillies.
Final Fantasy XIV: Shadowbringers (2019)
ffxiv immediately got better the second 4.0 was over. even the patch quests instantly shot up in quality. it's not even funny. the lead up to shadowbringers was the most fun I had had with the game since a realm reborn, and all of the first was heartbreaking to go through even though I was spoiled on That Character's Identity.
the duty trust system (is that what it was called?) made dungeons much more fun. getting to go through hell with alphinaud alisaie and thancred made everything 10x better, even if it was a lot slower. the story, again, heartbreaking — ryne's arc in particular felt like being stabbed by thousands of little needles while trying to play. in the best way, of course. and amaurot... amaurot. getting to quote our favorite knight in there was my 8th umbral calamity.
shadowbringers also marks when a lot of your job's functionality is really unlocked, so doing the level 80 raid series was genuinely a ton of fun. and again the thousands of little needles. i cried at least 7 times during the main story.
overall: 85/100 kenki gauge.
Katana Zero (2019)
possibly my favorite game this year. the protagonist, zero (or as i like to call him, katana from zero,) ticked all the boxes for a character I'd be absolutely obsessed with. true enough, i fell in love. the fast-paced gameplay, the diegesis of gameplay elements which would typically go unquestioned, and the care that seeps through every dialogue choice all solidify katana zero as one of my favorite game experiences ever. I'll leave it at this, because I encourage everyone to at least give it a try.
overall: Yes, that should work.
Fire Emblem Engage (2023)
this is one of the few 2023 releases on this list that I didn't get on launch, because at the time I had relatively little interest in fire emblem as a series. then I made a lot of friends who enjoy it, and in october, bestie sen decided to buy it for me as an early birthday present. everyone say thank you sen.
considering this is my first fire emblem game, i have absolutely no deeper insight into how it matches up compared to the others, and plenty of people more eloquent than me have already talked about that. what I do know is that the gameplay was surprisingly fun as my first tactical rpg, and the story was passable. all the characters were appealing in one way or another, and I'm still mad I had to choose between marrying kagetsu or fogado. they're both my husbands at heart.
overall: I didn't internalize enough of this game to come up with a clever rating.
Fire Emblem Engage: Fell Xenologue (2023)
I was expecting the dlc to continue the main story, so I put it off until I had finished the base game. in hindsight, I regret it, because I'd love to have brought the winds and twins with me to fight their evil versions and alternate universe dad. the story was... alright. I really liked all the small battle interactions between fell characters and our party members which they would've known. I instantly recognized fogado in chapter 1 because I am in love with him by the way.
overall: i dont know. 1¾ dragonstones
with 2024 upon us, I'll probably be writing reviews for games as I play them. I'm trying to use tumblr more as a social platform instead of just reblogging. we'll see how that plays out. if you like any of these games (yes, even tears of the kingdom) please talk to me about them! that's all for now. look out for my mangled thoughts on SANABI and Nier: Automata next :)
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gaiuskamilah · 7 months
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chapter 4 thoughts
i actually really like imtura's reasoning for breaking off from the group for a bit and her subsequent reaction to it. could use some work but thats choices for you, win some lose some
malmancers really got the short end of the stick HDJDJDKDJKD i can see it as kind of him just generally not being the type to really open up - he's kinda beating tyril in the emotionally constipated competition - but rip malmancers 😔
when tyril finally gets to meet the fae >>>>
ngl chapters 1-3 have been really slow and kinda underwhelming so this one was a nice refresher! hopefully the pace picks up with next few chapters. i had so much fun with the social quest scene and i just love seeing the party together laughing and having fun. also i love getting to kiss tyril underwater teehee
I LOVEEE the scene where nia commands attention in the bath house.. that's my girl !!! shes grown so much 😭
MY GIRLFRIEND (VALAX) IS BACK AND SHES CUNTIER THAN EVER.... a fight scene like that is just what i needed tbh in terms of pacing + action ! i'm super excited to find out what valax means by magic users not knowing what they really are, the implications of her being "old and experienced", and confirming whether or not she's afraid of the monster the empress commands
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iwonderwh0 · 5 months
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Markus's influence to Connor's character is meanwhile underrated, but honestly, it's not the fandom's fault. I think it was written poorly and indeed gives an impression as if Markus was almost like any other deviant in his story, just kinda accidentally ending up being the last push needed. That's not the case, obviously, but it isn't really written in a way to make it feel like it. They interact too little and it's like the scene wasn't really set for them. The conversion, which should have been like one of the biggest moments of the game instead feels fucking underwhelming. You can disagree, but that's just the way I feel.
It's like they weren't given as much thought in their deviant-route interaction beyond their cookie-cutter roles for the plot. It wasn't as impactful as it could, as it should have been. It's implied to be important but not actually expanded on, it kinda falls flat. Machine route Connor vs Markus has so much more chemistry in comparison to deviant route it's just unfair.
If only their fight was inevitable in both routes, if only they could have actually interacted with each other more, actually have the conflict of their interests explored more before deviancy finally cracking Connor open. If only 😭
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crystalelemental · 4 months
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Unit Teambuilding - Neo Champion Rosa
Fun fact! Meloetta is my favorite mythical Pokemon. I adore this little Vocaloid baby. So I've been anticipating the day it finally got added. I always expected more of a seasonal/PokeFair kinda deal, maybe with Lisia, but apparently we're going full-on Master Fair with Rosa. So she's gonna be good, right?
General Overview Psychic Support.  An instant OHKO on my hopes for a Normal Meloetta that type shifts, but I guess the plus side is my Psychic army is ever-growing.  Also, she does type shift to Fighting, and all her moves seem to be Normal, as her sync is listed with Normal-type damage modifiers, so...I don't know, theme skills are weird.
Buddy Relic Song has AoE, and gives +1 crit, +2 to a random stat, and transforms Meloetta each use, with a passive giving +1 PMUN and SMUN each transformation.  Her first attack in each form applies Psychic or Fighting rebuff, she gets both, and each attack gives +1 Sp Def (Aria) or +1 Def (Pirouette).  Her trainer move is a pop +2 PMUN (Pirouette) or SMUN (Aria), with +2 team speed.  She is the most consistent moves up next stacker in the game, with the most consistent fast-acting stacks in the game at present for either offensive type.  And that's just her base kit, with two moves.  She has Potion, and changes between Sing in Aria, and Teeter Dance in Pirouette.  Her grid provides options like Precision Pals, MPR1 for even more stacking, Force Field/Team Stoic to get some guaranteed defenses, Curative Confusion for passive regen, Easy Pickings for random debuffs on foes, double Potion MPR, and Go Viral in case you really need Sing to just mess with the whole team, but I actually think Go Viral sleep is detrimental at this point in my life.
Rosa's rotation is fairly clear, at least to me.  Spam Buddy move out the gate, while your allies handle boosting Atk/Sp Atk by themselves.  By the time they're done, you're around first sync, which Rosa takes, getting Support EX buff.  She then kicks in Sprint role and ramps so you're guaranteed second sync before foe's first.  Then you either use Buddy move once to get to the form you want, or go straight to TM to stack moves up, until the opponent dies.  There is no mercy.  Only Meloetta.
Rosa's problems, however, are just as apparent. The main one is her Buddy move conditional. She needs to "not be in a pinch." Which is that red blinking HP level around 25%. Heavy hits in CS are a massive threat to her, and if she's taking Half Healing as a parameter, which is often free money in CS, it's hard to get her back on track. She also can't reliably buff Atk/Sp Atk, which means she's excellent for top-tier self-sufficient damage dealers, but pretty bad otherwise. Also she needs partners with good DPS attacks; low DPS gets borderline nothing from her. Another flaw, and this seems to be a personal stance, is that Sing is a bad decision. Yes, I hear you, general meta theorists. Sleep is insanely powerful and broken as a status for disruption. But it also means Rosa can't queue another action before the foe re-queues, which means if she's sleep-locking, she's not doing literally anything else. It also means having to run Troublemaker as a lucky skill to hit literally anything ever, because 45% accuracy. Even with the +20 accuracy she can get from grid, which is expensive and removes her better utility, AND the Precision Pals effect on TM, that's...around 85% accuracy. Which is still far too shaky to rely on. But she doesn't get Vigilance, so you're leaving yourself wide open on crits.
Which brings us to the big flaw. My first opinion of Rosa was "this seems kinda tame." It's because her grid sucks ass. Her kit does a lot, but considering that Blue not only had a super good base kit but also got an absurd grid that gave him even further tools that were unnecessary? Rosa feels like she should be getting more than this. Her tools are underwhelming on grid, and it's hard to build anything overly cohesive out of it. And like...no built-in Vigilance? I thought we fixed this shit with Melony; if you have Sing, you want Vigilance on grid so you can take Troublemaker, otherwise you're Elio, who is bad. Melony got this, but somehow Master Fair Rosa didn't? Why? This isn't exactly a tall order if a general pool can do it. Even her ability to boost team defense is +1 per attack, similar to Blue, but without his offense debuffing and chance for flinch. They even have the audacity to make them two separate skills on opposite ends of the grid. Rosa's grid legitimately feels like one of the worst all year for very little reason.
My stance on Rosa lands somewhere between "This is the best support in the game" and "Oddly under-kitted." Depending on partner, she's either the unquestionable best partner for 3v3 content given her stacking and defensive backbone with healing, or she's accomplishing next to nothing because her kit locked her into one niche unlike NC Blue who got to do literally everything at the same time. I think if the grid were less garbage, she'd have an argument for being better than him. But as it stands, she's at home among the other Master Fair support, but I don't know if I'd call her strictly better than Bede, and certainly not better than Blue. Which is just typical Kanto bias shit. My favorite couldn't just lose to Kanto, but to Zapdos? Rude.
EX, Role, and Move Level? If you're looking at Rosa like damn.  I wish I had that kind of stacking power.  1/5 has all you need.  Legitimately, she's fine 1/5.  EX is a good idea for the stats, given her buddy move conditional, but you only need the one copy.  3/5 is when you just get silly with the defensive backbone she doesn't need but will gladly take, and some other niche tools that don't do much because again, I do not respect her grid.  The EX Role is honestly one of the most worth it things ever.  Support/Sprint is one of the best combos in the game, and my pick for outright best.  It's perfect pace for 3v3 metas, ensuring two syncs before foe's first even without quad queue, denial, or Adrenaline.  Supremely worth it. And good news! She's the first and currently only Sprint sub-Role! So you have the cake. Choose wisely though, because there's good odds of SST Red and Aura Cynthia at the start of the year with roles, and I have a feeling Cynthia's getting Sprint.
Team 1: NC Rosa, SS Lana, SS Lusamine Alright let's start with one on-type pick each, the best of each kind.  Lusamine Hours.  Rosa's +1 crit is all Lusamine needs for a successful fast-ramping nuke, and the ability to stack both types of Moves Up Next means both Lana and Lusamine fire at maximum capacity at all times.  With a defensive-minded grid, she is able to consistently provide what Bede could not: a serious means of survival in High Score.  Potion's pop heal just doubles down on this flexibility, achieving an absolutely bonkers performance.  With Lana and Lusamine already fast-ramping to Lusamine's transformation, and Meloetta's Sprint role, she even contributes meaningfully to the ongoing Psychic Ramp meta.
Team 2: NC Rosa, NC Hop, Rei "But Aura Cynthia-" redundant.  Rosa stacks harder than Cynthia could ever imagine, and the rebuff is much better than duplication of Zone.  And with Rei's Sprint role, welcome to fast ramp central, complete with sure-flinch lockdown and rapid defensive drops.
Team 3: NC Rosa, Anni Lillie, Renegade Cynthia Okay, time to start getting a little silly with it.  NC Rosa's ability to boost team speed, as well as boosting both offenses, anchors a dual strike opportunity like Lillie and Cynthia.  Anni Lillie has tremendous DPS, and adores the stacks of SMUN.  Meanwhile, Cynthia has the ability to store one type of moves up for the other, including a potential explosion off of Shadow Force.  Having both options at her disposal allows Cynthia to just go ballistic here.
Team 4: NC Rosa, SS N, Glaceon/Colress As alluded to in the previous set, one thing Rosa can be incredibly funny for is the 2-turn move nuke. SS N's Freeze Shock is bullshit powerful, having 300BP at base. Now consider a situation where N gets to throw out Freeze Shock, but he's loaded up with PMUN. And also there's either Zone, or there's Def debuffs. Are we really...going to argue this one? I might actually, a non-EX SS N often fails me. Two-turn damage is still a problem.
Team 5: NC Rosa, SS Hilda, Blaine/NC Leaf SS Hilda is similar to Renegade Cynthia, being extremely high damage, but having both physical and special moves available.  She can DPS nuke both ways.  Add in Sun, and her damage is frankly batty.  It doesn't even matter where the Sun comes from, anyone will do, but Leaf is the comedy hour option.
Team 6: NC Rosa, Nemona, Volkner/Jolteon Another fun option: Nemona.  Nemona operates on burst damage, she's not good at DPS.  Rosa's stacks PMUN for Nemona to throw around on her Buddy move as needed, while also having that coveted Sprint role for repeat fast-ramping.  Nemona instant ramps, Rosa ramps off her sync, into Nemona's sync, which is also a ramp.  Speedrunning. There's honestly an argument for Paulo in here if you have him. Just triple fast-ramp sync nuke deluxe, with two of them being Support.
Team 7: NC Rosa, Anni Steven, S!Liza Okay, NOW it's time to talk.  NC Rosa, because of her buddy conditional, approaches CS with a bit of apprehension around field effects.  The shuffling of parameters often means taking Offenses +5, which is when things get scary.  When she ignores field effects, Rosa is at her most devastating.  And with that in mind, enter one of my favorite cores, Anni Steven and Summer Liza.  Both of them have very effective physical DPS, with Steven having fantastic speed control and Liza having the ability to rotate in Free Moves Next and her own PMUN.  Rosa's ability to boost defense for the team off a 3/5 grid allows Liza to get to TM second turn with full Atk.  Her TM boosting team speed eases their rotation of offense as well, as they throw around ridiculous numbers.  And again, because Rosa can ramp with Sprint role, there's no more of this need for a denial to keep on pace.  Liza will sync, and she will kill.
Team 8: NC Rosa, Paulo, Emmet Sprint ramping is real, and Paulo was a huge proponent of it with his sub-Support role.  Paulo can take first sync to throw out his own Buddy move, which also removes Rosa's grid energy from defense boosting to put into other fun tools like Precision Pals on TM for their accuracy issues.  Paulo's GMax having Sandstorm application, and his free -2 with Emmet's -1 TM in Sandstorm composing a fast-ramp, makes this a fairly strong Sandstorm core.  That can then pivot into Rosa taking second sync for further ramping, with double Support EX bonus and massive stacks of moves up next on both allies.  The accuracy here is key; Rosa's ability to grid in accuracy salvages the issues I have with Paulo's base kit.
Team 9: NC Rosa, Roxie, Looker I want to use this opportunity to stress something important.  When you're dealing with these heavy moves up next stackers?  +4 offense is sufficient.  Obviously, +6 is the ideal, but you can make do.  To that end, Roxie and Looker.  +4 offenses is just fine for them, with the moves up next stacks more than making up for the missing +2.  And with Rosa, there's always the chance that she rolls that +2 anyway.
Team 10: NC Rosa, Will, Brycen Okay this is really stupid but I realized something I could do and it was WAY too funny not to consider. So, Rosa has Teeter Dance, right? But no Stop Hitting Yourself. She partners with pairs who do, though. Mallow has poor offensive setup, and Sidney has poor DPS. But Will? Will has Stored Power. "But wait," you say. "Will has no self setup at all! How is he relevant?" Not so. Remember, Five Stats +3 is a thing. Will can simply copy and double their buffs, to get all his stats to +6 instantly! "Okay but...now you're dealing with stronger opponents." Not with Brycen here to Haze that shit. "Crystal this feels like a bad plan that could very easily backfire." True. But I bet it works.
Final Thoughts Rosa seems very good, and I am excited to try out her kit. I will acknowledge I think she also has some serious flaws which limit the teams she can support. She does not play well with sync nukers with low DPS, and she doesn't play nice with those who need full offensive support. But she does offer the best and most consistent moves up next stacking in the game at current, and given it's literally "every time you attack, +1 to both," this feels like a cap in the same way Aura Cynthia was. I doubt we'll get directly better than this any time soon. We just have to hope the Buddy move conditional isn't too great a burden.
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