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#unlock 90 fps
shuttershocky · 1 year
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I'm thinking if making the jump from fgo to arknights. How big an adjustment is it between the two?
Pretty big. It's a tower defense that actually involves heavy amounts of strategy, but once you do solve a stage perfectly (no enemies leaked) you unlock an autodeploy function so farming events is just solving a stage once and then you can auto farm it while doing something else.
Operators take much more resources to raise compared to servants, however the Rhodes Island base differs from Chaldea in that it's actually part of the game. You can build up your base depending on your progress through the main story, and you can set up your base to passively generate XP and LMD (the AK equivalent of QP) for you. You'll never have to farm doors again once your base is built up
Gacha-wise Arknights' is much more forgiving. There's a 2% SSR rate and a pity rate that increases that rate by 2% for every 1 roll after 50 rolls of not getting an SSR (AKA 100 rolls at absolute worst luck guarantees getting a 6 star) and this carries over between banners that don't have limited units, 90% of Operators are standard and limited units arrive only once every three months and you are always given a free ten roll and one free roll every day in a limited banner with a hard spark at 300 rolls, and the first ten rolls of every new banner guarantees a 5 star minimum (SSR units are 6 stars).
Additionally there is a system called Recruitment (the AK equivalent of friend point rolls) that lets you gacha without using gacha currency, you just select a bunch of tags that describe an operator you want and throw it to the wind and cross your fingers, you can get even 5 stars in this way. Once in a while you will find a tag that says "Top operator", and you can get a 6 star with it. No gacha currency needed. Imagine if FGO randomly gave you Waver from the FP gacha.
Storywise AK is a bit harder to digest, rather than individual stories acting as chapters like FGO uses, each chapter in Arknights main story is one continuous stream until the end of an arc. Additionally some event stories are self-contained, others are full on sequels of past events.
Concerned about starting late and having missed all the god welfares like if you started late in FGO and missed Rider Kintoki? Don't worry about that. Past events in Arknights that have already had their rerun will be added to the "side stories" main menu tab or "Intermezzi" if they're relevant to the main story. After some time has passed from an event being added permanently, free Operators from those events will become available to all players via a button labeled Record Restoration. Just play through the event's stages and you can unlock them, so it's like you never missed anything.
(for obvious reasons, they cannot do this for Third Party collab operators like the Rainbow Six Siege crew, Monster Hunter, Nine Colored Deer, or Luo Xiaohei)
If you ever get stuck on a stage, feel free to ask for help. If you'd like full and complete video guides however, look up KyostinV on Youtube who does low rarity / budget clears for every stage in the game. Yes, even the hard lategame content that assumes you're really strong. He's also recently made AFK guides, for when you've reached endgame levels of power and are just looking for the easiest, laziest way to clear a stage as possible.
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not-your-lifeline · 2 years
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I don't get why so many people(probably most of them are underage) seem to get mad at KOS(Kill on Sight)ing on Creatures of Sonaria.
Like, the entire point of the game is pvp survival? Even the devs tried to prevent players from grouping in one place too long and it's just a f2p game where you can respawn immediately without any debuff. Session Gacha and Daily Mission requires you to kill at least 3 players for each token/reward.
Also when you die after a certain amount of time you get rewards for it depending on the rank. You're MEANT to be killed after a while.
I understand it can be annoying to start from the juvenile since some creatures take like 90 minutes to fully grow and glimmers are rare, but it's not like you're losing them forever. You can always use a revive token later. (Also I doubt you don't have enough Mush to buy one if you spend that much time on growing creatures in the first place)
And it's not even hard to avoid getting killed. You can hide underwater as a semi-aquatic to lose flying ones since most of them can't swim. Or run away with a small, fast creatures and hide in a cave, use defensive abilities to fight back, group up with your pack to scare kosers off. Don't just sit around the Oasis. If it's too crowded, you can be killed in the crossfire. Find places where players don't usually go.
And if you're low on health and don't want to risk losing the creature, you can always disconnect from the server to save it.
I don't mind either killing other players or being killed by other players. It's all part of the game. There's fun in learning how to survive from different creatures with their abilities and getting revenge. And hunting down terrified players. It's about uncertainty of what's going to happen next time you encounter another player.
Maybe there are some trolls who don't care about what you say and going to kill you anyway, but I tend to spare people if you ask nicely(especially when you're playing with your friends or doing afk farming. Try to explain that to kosers first before you decide they're 'toxic'. They can be killing you for a reason just like me. They're not intentionally killing your precious expensive storeds like some kind of evil mastermind.) instead of seething and crying on chat like a deranged toddler. You're only gonna get killed more and be kept in my collection folder as screenshots that way. I relish in your salty tears of rage over a mere low poly video game on a 13+ website.
Don't get obsessed with a video game to the point it hinders your mental/physical health and stresses you out. Games are meant to be simple entertainment. Change the server if there are too many trolls, take breaks between playing to reduce stress, try other games when you feel like CoS isn't for you.
I don't even play everyday but still unlocked Limited Gacha in less than a month. Be patient. This game literally gives you 5 Mush every 2 minutes. Use Auto Keyboard Presser with photovore creature in secluded area to grind Mush if you need. Don't spend your real life money on such low quality game like this.(You're most likely going to get bored of it at some point eventually.) You can sell your extra species for Mush to buy from Rotation Store or other players. (I use Traderie for it btw)
As for someone like me that usually buys and plays all kinds of games on Steam or Nintendo or Oculus and played Roblox games only recently, I'm both dumbfounded and concerned about how CoS players overreact over being killed in a pvp game. If you're reacting this badly in a free Roblox game, I can't imagine how you'd be like in other FPS or battle royale games.
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gadgetsboy · 4 months
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Qualcomm Shows off the Snapdragon XR2+ Gen 2 Platform
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The rise of mobile computing powerhouses such as smartphones and tablets have prvided a way for manufacturers to capitalize on other new technologies such as augmented reality (AR), mixed reality (MR), and virtual reality (VR), to name a few. With that in mind, Qualcomm - known mostly for its impressive line of mobile chipsets - recently announced its new Snapdragon XR2+ Gen 2 Platform, a chip architecture that supports 4.3K spatial computing. Qualcomm says that the XR2+ can render visuals at 90 fps, allowing users to experience immersive virtual clarity for productivity and entertainment purposes. Given that Qualcomm recently announced the Snapdragon XR2 Gen 2, the "plus" in this new version represents improvements across experiences in MR and VR with a higher GPU frequency of up to 15%, as well as CPU frequency by up to 20%. For casual consumers as well as enthusiasts, this means that smart glasses tech is one step closer to the more "ideal" future that a lot of people have envisioned in mind. While wearable products with support for VR and AR do exist at the moment (albeit to extent), Qualcomm hopes that this continued development yields more useful and practical products in the near future. Commenting on the XR2+ Gen 2, Hugo Swart, Vice President and General Manager of XR at Qualcomm states: “Snapdragon XR2+ Gen 2 unlocks 4.3K resolution which will take XR productivity and entertainment to the next level by bringing spectacularly clear visuals to use cases such as room-scale screens, life-size overlays and virtual desktops... We are advancing our commitment to power the best XR devices and experiences that will supercharge our immersive future.” With that being said, Qualcomm has also partnered with several other manufacturers such as Samsung to bring the XR2+ Gen 2 to users worldwide. Inkang Song, Vice President and Head of Technology Strategy Team at Samsung adds: “Samsung is thrilled to collaborate with Qualcomm Technologies and Google in revolutionizing the mobile industry once more... With Samsung's mobile expertise and our joint commitment, we aim to create the best-in-class XR experience for Galaxy users.” As with the more recent Snapdragon hardware releases, the XR2+ Gen 2 also supports on-device AI, and is compatible with 12 or more concurrent cameras in order to provide more accurate motion tracking for users, as well as environmental tracking and navigation. Qualcomm has also worked with Google on the XR2+ Gen 2, with Google's VP for AR Shahram Izadi commenting on the company's excitement towards continued collaboration with Qualcomm and Samsung on XR hardware. Read the full article
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slash-gallagher · 1 year
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Late Night Stream Announcement!
Dread Templar is out of early access so I'm gonna stream that and maybe some other stuff too at 10:30 EST on twitch!
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leam1983 · 1 year
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New Laptop!
My Razer Blade 14 should be here soon, and Sarah was a bit puzzled as to why I didn't splurge for the RTX 3080 model. I already have a dedicated gaming rig, I just need a Windows rig that fits in a bag and that's snappy enough to make my occasional onsite upkeep feel reasonably snappy in those instances that can't consist of me terming into their Ubuntu stack from my Steam Deck. 16 GBs of RAM and an RTX 3060 should be plenty for anything confined to the scope of 1080p resolutions, and a cursory look on a few hardware enthusiast portals shows me it runs bloated Ubisoft productions at about 90 FPS at sub-2K levels with all the bells and whistles cranked up.
That is, what we call in the IT business, enough. Any more horsepower is just for bragging rights or for video production, data-crunching or the weird edge case of a mobile gamer with an e-peen who needs to flex desktop-grade shit. Y'know, money-burners.
As to why? It's because most competitive games - what attracts the purchase of high-end gaming laptops, generally - get actually more legible the less graphically intensive you make them.
Wanna score easy kills in PUBG or Fortnite? Go Potato Mode. Knock everything down to its bare minimum, and crank the view distance up. Congrats, you've just unlocked foliage-specific wallhacks and the game's moderation tools can't pick it up!
Now, the big question is, should I nuke Windows off of it and turn it into a Linux rig for a few test drives before the office calls me back in on January 9th? It's not like I'm going to mod stuff on that particular platform, so... Why not?
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freeappall · 1 year
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opolistonki · 2 years
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Prodeus secrets
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I don’t have much of a preference between the two, although I suppose the sprites do fit the aesthetic better. Prodeus is fully 3D level-wise, but you shockingly have a choice between sprites and 3D models. The sound the twin submachine guns have is a highly satisfying report that feels substantial. The sound effects are particularly excellent. Everything feels snappy and accurate and the guns are fun to shoot, too. One of the most interesting guns lets you land a beacon on a foe and then shoot it without aiming at it. Nearly everything feels like a sort of machine gun, although each weapon has an alternate fire mapped to the right mouse button. The guns are all solid and fun to use, even if they can feel a bit too familiar at times. Prodeus is a quick game that gets downright hectic at times. The shooting is impressive, as is the handling of the guns. It definitely feels like it was designed by professionals, which it clearly is. I played all of the available content and practically never had that classic Doom feeling of wandering around aimlessly until I happened to stumble on the way forward. At the same time, the levels are fairly large, but they tend to funnel you in specific directions. The signposting is also very good, and it’s hard to get lost. They’re different enough from each other so that they’re memorable and have unique layouts though. Prodeus has strong level design, albeit not as strong as some recent stand-outs. The current map just doesn’t take that long to navigate. At this point in development though, there’s not much reason to worry about that. You can unlock shortcuts to other parts of the map by completing weapon-based challenges where you have to get through levels quickly while destroying all the targets. Levels are selected from a map screen that you can move around freely in. Along the way you’ll fight hordes of gnarly enemies, pick up keys to unlock the path forward, and hunt for secrets. You’re dropped into a level and need to find the exit. The game goes exactly like the classics all do. It’s a ’90s styled FPS, so things can be kept simple without issue. You’re some guy without a name who people will probably call Prodeus Guy, and you’re fighting in some kind of interdimensional war against demon-like entities and electric energy beings maybe? Who can say with any certainty? And I’m fine with that. Like a lot of games similar to Doom, I have very little idea of who you play as or what you’re doing in Prodeus. Hellbound taught me to keep my expectations in check, but I didn’t really need to for this one. The game enters Early Access on November 9, and the developers promise an awful lot for Prodeus. Prodeus thinks that’s stupid and is a hell of a lot like Doom. They’ve been going after that Build Engine feel or trying to be like Quake a lot of the time, but the most famous entry in the genre often gets left alone. For all of the retro-throwback FPS games that get made, it’s surprisingly uncommon to see ones that try to feel like Doom.
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polarsnet · 2 years
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Blade and sorcery vr runs slow
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twicksxxx · 2 years
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How to Unlock 90 FPS Ultra HD, Extreme on PUBG MOBILE https://gamingxnews.com/web-stories/how-to-unlock-90-fps-ultra-hd-extreme-on-pubg-mobile-2/
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islamfakrul · 2 years
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Top 10 Best amd processor for photoshop [2012]
Top 10 Best amd processor for photoshop [2012]
1. AMD Ryzen 9 5900X 12-core, 24-Thread Unlocked Desktop Processor Buy On Amazon The world’s best gaming desktop processor, with 12 cores and 24 processing threads Can deliver elite 100-plus FPS performance in the world’s most popular games Cooler not included, high-performance cooler recommended. Max Temperature- 90°C 4.8 GHz Max Boost, unlocked for overclocking, 70 MB of cache, DDR-3200…
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techrookies · 2 years
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AMD Ryzen 9 5900X 12-core, 24-Thread Unlocked Desktop Processor is 31% off today!
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iPhone 7 PUBG 90fps Test || Unlock 90 FPS In PUBG Mobile ! Does IPhone...
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lgfwsbd · 2 years
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I’m having mixed feelings about gaming right now.
I’m a 90s kid and I’ve had almost every Console you can think of since the 90s.  and I can appreciate visually how amazing gaming has become. But I just can’t shake this this eerie feeling of not wanting to play as much as I did when I was a kid. I understand that I’m older now I have a job I have a girl I have responsibilities outside of gaming but when I do sit in game 4 to 3 hours in a day I’m not getting that fun that I used to when I was a kid.
And I’ve been thinking about this for a while and I believe I’ve come to a conclusion for why I feel this way. I believe the main source of this boring energy I’m getting from gaming is because of microtransactions. and I don’t mind paying for deluxe content or like expansion packs but I have a issue with paying $60 for 20% of a video game.
For an example look at Call of duty. Yeah over the years there have been things in the game that were broken and needed to be fixed and/or balanced but I feel that they was an actual reward for playing the game. I remember where if you had a certain skin, emblem, or calling card it was a symbol to the community that you really put in work to achieve this. but now it feels like to get the unique calling cards skins etc. you have to drop $5, $10, $20 etc. I know some people will probably say, “Well you don’t have to buy the extra cosmetics that’s in the game.” But the story, cosmetics, and theme of the game is the reason why we purchased our games. There was a time where completing hard challenges, unlocking hidden skins, and discovering new parts of a maps was the main factor in your gaming experience.
Another thing that I’ve noticed when it comes to microtransactions the practice of paying to win. take mobile games for example you would have to out scale your friends to show them you were better than him at these mobile games. But that quickly took a turn for the worse when things you will have to probably wait a period of time before you got this item or you have to complete certain challenges to receive an item you didn’t have to do that anymore all you had to do was pay $.25 or pay $2 and BOOM there you go. You have the item that you would’ve had to put in that work or the hours to receive. and he didn’t stop in mobile games he transferred to Consol games I think of Destiny when you play crucible in Destiny you will get destroyed by certain weapons and you would think, “Oh I have to go search for these items!” Then you realize no I have to buy the expansion pack and then complete missions and then hope RNG is on my side.
Now let’s discuss loot boxes, loot chest, loot crate etc. to me they are the biggest scams that I have ever seen in gaming. The idea that I will play a game for 40 45 minutes to earn one chest and hope that I don’t get duplicates of an item. Just understanding that there is a possibility of me getting an item I already own is ridiculous. It’s literally just gambling in disguise. Then gaming companies have the audacity to allow you to purchase loot chest, loot box, or loot crates if you don’t want to waste time and earn them. I honestly hope that in the future companies completely ditched the idea as a whole.
The last thing I want to mention is the effect it has on the balancing of these games. Since these games have multiple streams within itself to earn money they now have to lure new players in so they can spend more money. That then leads to unbalanced guns, overpowered abilities, and scenarios where you should normally win let’s use a gun fight (in a FPS for example) you’ll lose because someone just pressed a button and the ability did the work for them. Overwatch in my few years of playing the game mimics this perfectly. The characters that take planning in skill to actually be affective and good with them don’t have the same value as the characters they take little to no skill to use them. Moria , a character from Overwatch, has the ability to drain your health without actually aiming at you. She also has an ability where she can throw a damage orb or a healing orb. The issue with the damage orb is it can bounce off of surfaces and literally tickle you to death. She also has an ability that allows her to race away from any damage or any cc (crowd control) that would keep her in one place. now compared to a character like Genji you actually have to have skill to play Genji. You would have to set up before diving onto your opponent to try to get a kill in time your cool downs so you will be able to escape with your life. Genji has an ability where he can deflect damage but he can’t deflect everything such as beams, melee attacks, a giant rock lol. He also has a dash tag that he can use to engage or disengage with his opponents. He has a passive ability that allows him to climb walls for a short period of time. He is also a projectile hero and not a hit scan so for him to hit an opponent he actually has to predict and aim where the opponent will be. Yes Genji has abilities that can get him out of the danger but the difference between him and Moria is he has to actually know how to use them in the correct way or they are irrelevant. How does this relate to the statement at the beginning of this paragraph? Simple companies are making games way easier for worse players so they can compete and have a chance of winning against a player that’s just better than them. That also has introduce skill based matchmaking which is annoying for average or better players because now your games are filled with players that are trying their hardest every single game. now the bad players are protected and they’re playing against people the same skill level as them and they’re not improving whatsoever. And then tricks the newer player into thinking that they may be good at the game now they go buy a battle pass a loot box a weapon skin and now they have invested even more money into a game which then makes it harder for them to stop playing.
I could continue but these are just a few things that crossed my mind while I’m playing and I believe explains why my experience while gaming hasn’t been as great as it used to be. Yes I do believe that games are visually becoming better in game mechanics are becoming better but the standard of the game the ethics of the game has started slowly declining. I would love to hear your response your views whether they’re the same as mine or different please any feedback is welcome.
-LG ✌🏾
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kuiperblog · 3 years
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DRPGs: function over form
I have an odd affection for DRPGs, or “Dungeon-crawling Role-Playing Games,” which are sometimes referred to as “Wizardly clones” in the same way that early FPS games were called “Doom Clones.”
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Legend of Grimrock is an indie game that I’ve found is closest to actually emulating the feel of the original Wizardry games from an aesthetic perspective while updating them for modern graphics; most of the examples from recent history are Japanese and feature anime-style character designs, with Etrian Odyssey being perhaps the best-known (and best-selling).
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I describe my affection for DRPGs as “odd,” because few other games have the ability to thoroughly captivate me for the time I’m playing, only for me to completely forget everything about them when I’m done playing them.
For example, I recently noticed that Demon Gaze 2 was on sale for 75% off in the Playstation store. I’m keen to try it out, since I enjoyed the first Demon Gaze game so much that I took the time to 100% (I earned the “platinum trophy” so that anyone on my Playstation Network friends list can see the evidence of my achievement). This is a task that reportedly takes around 50 hours. I say “reportedly” because it’s based on other people’s reports of how long it took for them to “platinum” the game; I can’t really recall from memory how much time I spent playing that game, or really anything else about it for that matter.
I cannot express how weird it is for me to not have a memory of have any specific memories of playing a video game, especially one that I spent that amount of time playing. I can still vividly remember a specific game of Dota 2 that I played over half a decade ago. I could talk for paragraphs about an indie puzzle game that I played for 2 hours in 2012. You could ask me to talk about any of the N64 games I played as a middle schooler and I could probably recall many specific memories from the time I spent with those games.
And yet, when it comes to Demon Gaze, I remember nothing. Not the characters, not the plot, not any of the specific milieus or setpieces. And, truthfully, it’s probably because caring about any of these things is never really something that the game asked of me in the first place. I earnestly tried to remember anything I could about Demon Gaze, and here is a full, comprehensive list of what I came up with:
There’s an NPC whose character trait is that she’s always sleepy. I think she lived in the basement of...something. I think your “home base” was an inn, and she lived in the inn’s basement, and you would sometimes have to talk to her to do certain things or something.
One of the levels had plants and was mostly green. Maybe multiple levels, actually. I want to assume this meant there was a hedge maze, but I’m not actually remembering a hedge maze; I’m just assuming that a dungeon-crawling game plus a green area must mean there was a hedge maze.
One of the levels involved climbing a tall tower, or maybe descending into a deep pit. There was definitely verticality involved, and the map was cylindrical.
I think the main character used swords. But maybe they didn’t. I’m pretty sure that you could dual-wield at a certain point in the game. (I think part of what made the main character so strong was the fact that they could equip an artifact that let them dual-wield?)
That is truthfully and honestly the full extent of what I remembered about the game before I started writing this post and digging up screenshots which reminded me of the main character’s heterochromia. When grabbing screenshots for this post, I found one that showed a character’s class as being “Paladin,” and my reaction was not, “Oh yeah, Paladin was totally a character class in this game,” but “Oh yeah, Paladin totally sounds like a character class that could plausibly be in this game.”
Normally, I’d have memories of specific boss battles, or setpieces, or characters, or story moments. But in place of those, I have memories of looking at Google Sheets that people had made to list all of the items that dropped from certain areas, and ranked them to let you know which items were the best. I could more vividly tell you the decor of the room I was in when I unlocked the platinum trophy than the final boss I beat (or item I obtained) to unlock it. (Being a game for a portable system like the Vita, I actually have memories of many locations and “setpieces” associated with that game; just not locations in the game.)
DRPGs are, maybe more than any genre, a game that is experienced through a layer of abstraction, and I think this is best illustrated by the Etrian Odyssey, which lives in the DS family of systems, which are notable for having two screens (as is suggested by the name “Dual Screen”). Here’s a screenshot that shows what the game displays on both screens when you’re dungeon crawling:
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On the top screen, you see the environment you’re exploring in all its 3D-rendered detail. On the bottom screen, you have a map of the area you’re navigating, with the arrow in the middle indicating your current position and orientation. And for the vast, vast majority of dungeon crawling, my attention is focused solely on the bottom screen.
This is, I gather, how most people play DRPGs. Etrian Odyssey puts even more of the focus on the bottom screen by forcing you to draw the map as you walk (hence the bevy of icons and paintbrushes it offers you when filling in the grid). If you try to play by looking at the environment, you’ll quickly realize how much of the area is just copy-pasted assets that are difficult to navigate by. The map isn’t just a “guide;” the game feels less like a first-person dungeon crawler and more like game with a top-down POV where your avatar is represented by that arrow on the map. If you watch gameplay videos and only pay attention to the top screen, you’ll be blown away by how fast it seems like people are moving, but it makes a lot more sense when you realize that people are only paying attention to the map: people will see, “okay, I want to walk north 5 tiles, turn 90 degrees left, then walk west 2 tiles,” and then just input that series of actions faster than the walking animation can actually play out on screen.
I’m half convinced that the reason Etrian Odyssey took off more than any other DRPG is that, due to being on the DS, it has an entire screen dedicated to the map, whereas in a game like Demon Gaze, your screen is mostly taken up with what amounts to decorative filler while the part of your brain that’s focused on gameplay has to focus on a mini-map in the corner of the screen:
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So, perhaps you can understand how it is that I played this game for 50 hours, yet have no recollection of the scene/location depicted in this screenshot. It’s because close to 100% of my focus was on the mini-map. I experienced most of this game as an abstraction.
There’s a real sense in which DRPG players (I’m talking about myself here) want everything in the game to be an abstraction. The ideal length for a combat animation is “as long as it takes for me to read how much damage the attack did, so please just advance the battle as fast as I’m pressing the X button.”
Video games are inherently abstractions of real things, like the way that adding the pyramids to my build queue in Civilization V is an abstraction of what it’s actually like to build the pyramids in ancient Egypt, or left clicking in Counter-Strike is an abstraction of what it’s like to fire a gun, but they usually try to call back to the things that they’re abstractions of. Civilization gives you an inspiring quote from some historian describing the pyramids, and Counter-Strike tries to have animations and sounds that somewhat reflect the behavior of real guns. But in DRPGs, I don’t want the combat to be the simulation of my character swinging a sword on an enemy. All I care about is watching the numbers flash on screen, and the reward isn’t “you’ve triumphed over this vile forest-dwelling enemy,” it’s “the number on your exp meter went up.”
While games like World of Warcraft eventually become like this for a lot of people (a game with a hundred buttons that is all about managing cooldowns), you at least start from a place of walking your avatar around the world and performing actions that make your wizard look as though you’re casting a spell.  But most DRPGs start from the position of “all you care about is the numbers, right?” The game is an abstraction unto itself.  It is a game that is made for people who like looking at spreadsheets (and I most definitely spent a decent chunk of time looking at spreadsheets).
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Maybe that’s why they can get away with having character designs often clash with the art style of the environment and enemies, and sometimes with the art style of other party members. Several of the character portraits in the above screenshot seem like they were drawn by different people, and there are some moments that, when you look at them in a screenshot gallery, make you think that the characters just don’t belong in the world they’re inhabiting. And while the game is sometimes visually non-cohesive in a way that becomes really obvious if you pay attention, the truth is that when you’re actually playing the game, you’re not really paying attention to all that.
For another example of this, I like to turn to Stranger of Sword City, which has a really cool aesthetic that hits you from the moment you pick up the box (or look at the title screen):
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The original release of the game, on Xbox 360, was remarkably consistent with this specific style. But the Playstation Vita version of the game (which was later ported to PC)  gives you an updated character creator and your options include, well, a variety of options drawn in a variety of different styles.
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I just looked at the screenshots on the Steam store page for the Stranger of Sword City and, well:
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Yes, that is a Prinny in the bottom left corner. Yes, Nippon Ichi did publish this game, why do you ask?
I think one of the reasons I don’t tremendously mind the aesthetic choice (or is it a lack of choice?) in a lot of DRPGs like this to randomly have anime-style characters (even when they might be dissonant with the rest of what’s on screen) that I don’t necessarily need my paladin’s look to really communicate that they’re a holy warrior or whatever; I really just want them to be eye candy that I can appreciate in the moments when I’m distracted from the numbers. But in the end, it doesn’t actually matter that much, because, well...
DRPGs feel like they are all about function over form. (The “looking at the mini-map and not the 3D environment” is a microcosm of a playstyle that’s encouraged by a design philosophy that seems to apply to nearly everything in a “good” DRPG.) This puts them in stark contrast to, say, Persona, which involves a ton of dungeon crawling, but relies heavily on the style (which includes the battle music, the stylish combat animations, and the quips that your characters make in battle) to make that part of the game interesting.
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When you down all of the enemies in Persona, part of the “reward” for that comes from getting to deal a bunch of damage to all of the enemies, but a huge part of the reward also comes from the feeling of visceral pleasure that comes in the moment when Akihiko senpai says “I’ve been waiting for this!” and you smile and agree and say, “Me too, Aki. Now give me that shot that’s so iconic it became a meme template.”
I probably would not have made it through dozens of hours of crawling through Tartarus in Persona 3 if Mass Destruction weren’t such a banger of a battle theme. But I spent just as much (if not more) time dungeon crawling in Demon Gaze despite not having Lotus Juice’s rap verses soothing my ears during those battles, which I guess maybe stands as a testament to how good Demon Gaze was at making the game fun?
Ultimately, the abstraction that every RPG leveling system gets toward is “your character gets stronger.” Maybe DRPGs are better than any other genre at removing any abstractions that would serve as a barrier between you and that goal.  And the best DRPGs also give you formidable challenges that give you ample reason to want to become stronger: games like Etrian Odyssey are notorious for their difficulty. I feel the difficulty is a bit overhyped; much like my feelings on Dark Souls, Etrian Odyssey only really feels “hard” when compared with other games where the player is never put plausibly close to a failure state whereas Dark Souls and EO actually punish the player for making mistakes, and EO also has the “X-factor” of having enough variance (due to things like random crits) that you actually do want to give yourself a decent margin for error. Which is to say, EO is one of the RPGs where you actually care a lot about having a team that’s strong enough to kill a boss in 8 turns instead of 10 turns, since that’s 20% fewer chances for an unfortunate event to send you back to home base. Powering up your team in EO feels important and significant way more than it does in a lot of other JRPGs.
There is a very real sense in which the entire point of the obligatory spreadsheet companion is to aid you in your quest to become the strongest you can be by breaking the game somehow. The thing I do remember about Demon Gaze (not concretely, but in the abstract) was that there were some item/class combinations that were wildly better than the alternatives. Some might deride this as poor balance, but in my eyes, “breaking” a game in that way is really more akin to “solving” it, in the same way that one might “solve” a puzzle. I did it: I found right combination of skills and items to trivialize the game’s difficulty! Huzzah! In a “well-balanced” game where all items and classes were all carefully tuned to be equally viable, such a thing would not be possible. Thus, what others might consider “poor balance” in some DRPGs is actually an essential and core part of what compels me to spend time with those games.
I feel like these factors and more make DRPGs somewhat unique in a way that probably contributes to them reviewing poorly. For example, if you look among discussions on DRPG forums about recommended games, there seems to be universal consensus that Stranger of Sword City is a great game (with many praising it as the best DRPG they’ve ever played), but on OpenCritic, only 45% of critics recommend it, and I think all of this is perfectly encapsulated by a 6/10 review from TheSixthAxis:
Stranger of Sword City excels at one thing, and really flounders at the others. It’s a rewarding experience if you’re a fan of challenging RPGs and gameplay depth. If you’re a fan of well-written dialogue, engaging music or proper difficulty curves though…well….there are a lot of other video games out there that may suit you better.
And that’s the kind of thing that makes me want to locate a guide, crack open a spreadsheet, and start a new save file.
Anyway, the Stranger of Sword City is on sale for 80% on Steam right now. That’s $4, for a game that I paid $40 for when it first came out on Vita! I’m tempted to buy it again, just for the convenience of being able to play it on my monitor without having to dig around to locate my old Vita TV.
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mahimadedha · 3 years
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Top 7 Seven Fighting Games For Android
These days people love to play games. The popularity of playing games on android devices is very high amongst all age of people. There are many genre games available on android devices. In this article, we will be talking about the top 7 best fighting games in 2021. The fighting games genre is no more amongst the most popular genre games anymore, but there are still a lot of people who love to play fighting games. On Android devices, there are not many splendid fighting games options available, but we tried our best to choose the top 7 most amazing fighting games for you so you can play and enjoy these games without trouble.
So here are the top 7 best amazing fighting games for android:
1. Call Of Duty
Call of Duty Mobile (also known as Legends of War) is the first installment of the 'Call of Duty' saga that attempts to transfer the PC and game console gaming experience to Android smartphones. In other words, just like Modern Warfare or Black Ops, this is a multiplayer FPS in every sense of the word.
Controls in Call of Duty Mobile of War are perfectly adapted to touchscreen devices. Use your left thumb to control your character's movements and your right thumb to aim. Double-tapping on the right side of the screen gives you access to a viewpoint system to check your scope. And, just like in many other Android games, your weapon shoots automatically.
Call of Duty Mobile of War includes two main game modes: 'zombies' and 'multiplayer'. Both are popular modes of the franchise as they challenge you to face other online players, as well as collaborate with them hand in hand to take down the undead. Nuketown, Hijacked or Killhouse are just a few of the most popular maps there for you to enjoy.
Call of Duty Mobile of War is an outstanding game that offers you a multiplayer FPS experience for Android. The game also includes extraordinary visuals, a bunch of maps and weapons and the charisma that's become so popular of the Call of Duty franchise.
2. Fatal Fury Special
Fatal Fury Special game is very popular game amongst every age of people. This game is an arcade port. Fatal fury special game series is big in the 1990s but now it’s on mobile devices. Fatal fury special game contains retro graphics, a group of 16 characters, and many more. This game is based on fatal fury 2. You can update this game with a certain time limit. There is also a new combo system. You can play this game with multiplayer. There is no in-app purchase with this game.
3. Twilight Struggle
You might be familiar with a board game version of the game. Twilight Struggle is extremely fun game, all about the tumultuous years of the Cold War. You can learn about the key events of the historic era as you try to keep the different parties satisfied and prevent nuclear Armageddon. The game has been transferred on mobile quite well. However, due to the interface it does look best on an Android tablet rather than a smartphone.
The game can be downloaded after a one-off payment. You can make further in-app purchases as well but these are not necessary for a good gaming experience.
4. Shadow Fight 3
Shadow Fight 3 is the latest entry in the silky-smooth fighting series for Android and is a huge step up in quality. That's saying something because Shadow Fight 2 was pretty incredible in its own right.
Whereas the second game had a 2D art style where you controlled a silhouette shadow fighter, Shadow Fight 3 delivers 3D-rendered arenas packed with a surprising amount of detail. Your fighters have emerged from the shadows, so to speak, and look great.
Shadow Fight has always had buttery-smooth controls and animation and those return here. The physics are spot-on, too — a well-timed heavy attack with a sword can make your enemy drop their sword and send them flying. There's a full campaign to play through and a ton of weapons, armor, and special attacks to unlock and customize your fighter with. There's no multiplayer here, except for playing other people's AI-controlled characters, but the focus on delivering outstanding graphics and smooth gameplay pays off.
Best of all, this game is free, although there's an in-game currency that you'll need to buy new weapons and other upgrades, along with in-app purchases available if you need an influx of coins.
5. Fighting Tiger
Fighting Tiger is a really fun fighting game, despite looking like it came right out of the late 90s/early 00s (especially with its title). The story is weak and dated, but it's not all that important. You're here to practice your kung-fu on bad guys, and you can do that here.
If you care about the story, you're trying to escape your gang, but they aren't going to let you go. It's up to you to survive and save your girlfriend. It's not bad for a game of this caliber.
You can pick up a variety of items — swords, guns, motorcycle helmets, etc — as you go head-to-head with multiple opponents. Combos and choosing the right fighting style are the name of the game here and you'll be doing it a lot as you fight off the bad guys. It's just good, mindless fun.
6. Skullgirls
Skullgirls is something different. It's a fighting game, but it's also an RPG. I say it's a fighting game with RPG elements, but others might argue the opposite. Regardless, Skullgirls is a super cool game. You collect new characters, build them up, and send them into battle to earn victory.
It's an over-the-top game, even as far as fighting games go. The art style is amazing and I absolutely love the character design, animations, and backgrounds. The sound effects are also fantastic and they really draw you into the battles.
Online PvP is only OK, but you don't have to engage in it to enjoy the game. There are plenty of modes to choose from, including a story mode, and you're bound to stay entertained for quite some time. There are in-app purchases, though, asking you to buy relics to summon new characters and coins to level up your characters.
7. Final Fighter
Final Fighter gives off some strong old school fighting game vibes and as someone who was raised on Tekken, that's a serious plus. You could easily go so far as to say that a number of characters in the game are blatant rip-offs from other franchises (Sgt. Kane is clearly Jack-2 from Tekken, Kui is obviously Sakura from Street Fighter, etc), but that's honestly part of the game's charm.
This classically-styled fighting game has some darn good graphics, and characters' moves have a nice amount of impact backing them up. Controls are intuitive, which is saying something for a mobile fighter, and the range of common commands like grabs, low, mid, and high punches and kicks, and special moves are all accounted for here. To execute commands, you've got a virtual analog stick on the left side, which allows you to move forward, back, crouch, and jump, and then you've got a few virtual controls on the right side for heavy and light attacks that you can string together with to form devastating combos.
This is an online game that requires a network connection to function, but you have a number of cool modes to play through, ranging from classic arcade, to 1v1 online matches, all the way to 3v3 team matches! Final Fighter is free with ads and in-app purchases, so add this one to your list if you're on the hunt for your next fighting game fix.
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