#JRPG Stats Profile
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JRPG Stats Profile
Link to the Picrew
Made by @ Chiomani Percyval on Picrew!
#JRPG Stats Profile#a-picrew-a-day#a picrew a day#picrew#picrews#pixel art picrew#picrew link#from the queue#fantasy picrew#fantasy picrews#picrew game
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Hey! I’ve got something fun to try: let’s make an RPG party!
Reblog with your stats and let’s put this party together!
@ace-of-hearts-and-spades @gamrcatgirl @alt-menu (and anyone else that wants to, please do)
#picrew#reblog game#post#most of the stat numbers are random tbf#just picked numbers that sounded right#but luck is def my dump stat#and I’m definitely not specced for defense
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umineko ep1 and some of 2 playthrough notes.
japans failing birthrate all the cousins are only children. Probably because the author didnt want to handle more characters given how obsessed with lineage and marriage and family rank the ushiromiya family is surprised they didnt breed more.
Overthinking. The game. Wow everyone monologues. Everyone overthinking and assuming schemes which os probably true given the narrative set up. However irl some people do have a lack of compassion and some screws loose and will brutally murder others for no reason.
eva hideyoshi locked room murder. Battler already gave a plausible explanation earlier for kinzo in that the murderer was still in the room at the time of discovery. I do think it's beatrice because i watched the anime ages ago but i only vaguely remember it.
Kanon died faster by pulling the icepick out
I really like natsuhi, she tries so hard and she cares so much but she is the last person who should have a gun since she's uh kinda tightly wound and a little neurotic and it's easy to get her worked up.
Lol teatime. The game stats at the end of the credits thing makes me wish this actually was like an adventure game instead of what it seems to be which is a linear novel with pictures invoking the aesthetics of a multiple ending game. For me i watched the anime so i know beatrice shows up, the golden butterflies, and that i play a lot of jrpgs and fantasy games so I'm just used to magic being a thing. But the reveal that everything until now has been MARIA'S journal casts thing in a different light unreliable narrator and all so the mysteries might have been played up as magic the golden butterflies might not have actually been there the only the audience knows are the facts of the murders in which case yeah still could have been human. Based on the evidence i do suspect a 19th person. Probably the biggest sticking point for me was the letter appearing in the study how did it get here without magic if the servants did not do it. Battler and beatrice seem like they're having fun. One of my first thoughts was that one of the 6 original dead wasn't actually dead because the faces were torn off. Also this twist has been used a lot.
Yeah this got real post modern meta. There's several meta characters too like the narrator and the player and whoever is writing the character profiles (i suspect maria?). And beatrice addresses the player and challenges us and i am unclear whether she means the player or battler. Into ch 2 im noticing a strong theme of perspective. From kirie's flipping the chessboard (turnabout anyone), to the whole sea thing, beatrice being real or not depending on whether people believe in her.
Fandom seems to hate george and yeah the shannon thing is yikes like i dont get why the writer didnt make shannon like 19 and george 21 it would have worked the same with the weird skewed power dynamic but they just had to make an age gap and shannon very underage. Shannon's love or george almost seemed to develop coincidentally like jessica was pointing out what a man george was just as shannon was questioning her role as furniture. Oh the point i was making! fandom seems to hate george and i didn't get it i started with a very neutral impresion of him and i actually like him more now george initially came off as such a normie compared to his uh... colorful family, but ep2's internal narration reveals that he's just as much a freak as the rest of them! He's so weird! Also he thinks about manliness so much i am doubting he's straight also he and shannon have no chemistry. Not sure who my favorite character is. I like natsuhi she cares and is always trying her best even if she's unhinged and a nervous wreck. I like hideyoshi he seems like one of the only people I'd actually get along with and who's company I'd enjoy. I like battler sometimes other times i just want to tie him up and duck tape his mouth (also the anime perv jokes are cringe). I liked kyrie but havent seen much of her. Beatrice might be my new favorite really she's having fun and is also kinda sad. Eva i both love and hate at the same time man what a great character. My least favorite character is probably maria she's so annoying and i never liked characters with self enforced helplessness who dont take responsibility for their own problems and behaviors, and cause their own problems. It's the same reason i don't like fe3h bernadetta or nge ikari shinji. They're infuriating to watch. Maria causes her own problems and then stews in them and suffers while never changing her behavior which is causing a lot of her grief. Relationships are a two way street you have to be willing to meet other people half way. Now with maria she is just a kid and a lot of it isnt her own fault she never was taught better but that doesnt mean she cant be annoying. She's also really immature like most 4 year olds i know are as about as mature as she is i keep forgetting she's 9 and thinking she's like 6. A lot of people also hate rosa and yeah she's a regular child abuser maria deserves better rosa should never throw tantrums and take out her temper on anyone really but especially not her young daughter. but i do sympathize with Rosa. Rosa does care about maria like even when maria's ... what was it... clearly wasn't in that part of the garden rosa went and futilely searched with her. And after when Maria still wanted to stay despite evidence it wasn't there and the rain which was dangerous to her health, rosa offered a compromise to search with her later. She tried so hard to take care of maria and maria is probably a special needs child who need s more energy and time then most. And then rosa lets her own problems get to her and took them out violently on maria. Rosa is wayy too sensitive about perceived hits to her pride, so many issues. I think the writer does a good job of making every character unlikable and sympathetic at the same time, they're all flawed and human and complex. Like kyrie is cool but she also did cheat with a married man. Hideyoshi doesn't seem to have any flaws so far (besides being a capitalist) but i'm waiting george had to end up that way some how.
Rosa slaps maria. Maria cries. Rosa slaps maria for crying. Beatings will continue until morale improves. And then getting defensive about beating a child in public.
Since beatrice and battler both aren't willing to admit defeat are they proposing to spend eternity together playing over these 2 days endlessly.
I'm starting to think rosa might actually have some sort of untreated anger disorder. She really just snaps on the flip of a dime. Beating a child multiple times a day. Rosa's got a lot of her plate sure from the husband than ran away, being a single mom and running a business, her siblings all bully her, eva especially is out to put her down to soother her own sense of security and position. And maria is a convenient outlet as the only person she has power over. And so frequent child abuse. Maria needs to get out except japan's modern displaced child system is bad im assuming the 80's weren't better and maria would be pretty bad off under any of the other parents. And rosa doesn't do anything to fix her own behavior either this cycle continues of violence then rosa begging forgiveness and doing something nice because she feels guilty only to blow up again. And this just repeats multiple times a day.
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About Rixile
Definitely the setting I've worked on for the longest time, Rixile's ideas stem back from 2005 (though the modern incarnation is, of course, hugely different). This is a fantasy worldbuilding project that I like to pick at on and off--currently I'm slowly working on a "lore bible" to share with the public. My dream is to have an "open source" setting where anyone could potentially create a story focusing on any place in the world at any period of time. I have a few of these stories myself, of course, but it was never the intention for those to be the only part of Rixile that exists.
I understand that this is fairly ambitious, especially since I have to write the whole thing. So I'm not sure if my scope will narrow, or I'll try to get help from others, or what, but it's a nice idea to think about. The current WIP lore bible can be found here. (& If you know anyone that's attempted such a thing, let me know so I can copy how they did it!!)
As for my own stories, I once ran a lighthearted forum adventure set in the "BCE"-era-equivalent of the world's timeline. Meanwhile, the characters you'll most likely see here on this blog are based on a dramatic JRPG-inspired story I've had in mind for the setting since around 2008, which I did Worldbuilding June about in 2018. I see it in my mind as an "RPG," often referring to the characters as a party, giving them classes and stats, etc., but, y'know, no gamedev experience. I'm OK with it being a pipe dream.
Here’s the Toyhouse folder for the pantheon and the modern-era story! Note that I'm currently working on paring the human characters' profiles way down because right now they're a plot summary I stopped at halfway through. Very messy, sorry. ADHD, and all that. I’m always caught amongst fourteen different writing projects (these intro posts being one of them)!!
Here is the full tag from my old Tumblr. I'd consider the older information thoroughly non-canon at this point, as I was often wont to change up the gods' and demons' affinities and looks and such. The WBJ posts were a soft reboot of the setting, and are where information starts being relatively current. The main thing I’ve changed since then is an overhaul to what exactly an “element” is, and I’m currently trying to figure out some new stuff for the demons. But in terms of like, environment and fantasy races, totally the same. And of course, I have a few smaller story ideas you may hear about at some point, too...
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Finished Octopath Traveler
I’m still blown away by how much I’ve enjoyed this game, and how good it actually is. The story is a bit jank, especially with how most everything until the post-game is separated between every protagonist, but it was still a wonderful experience. It’s difficult to express exactly what was done well/wrong, and what I like/didn’t like. So I tried to do so based on what should be done in the upcoming sequel.
Necessary Fixes/Changes:
- When selecting a character story at the start, zoom in and blur the world area they're in. And once your first Chapter is complete, don’t reveal the location for each character on the world map. It is immersion-breaking to know where every character is, regardless if you are using a guide or look it up online;
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- Avoid the redundancy of a wide map where a large chunk of it has nothing to explore. The Highlands in the first game are depicted far larger than what is accessible. A trivial nitpick, but impactful nonetheless;
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- Analyze should reveal an enemy's HP at least for the rest of the battle (or make it a status effect that can be removed, particularly by bosses without the need for them to lose an action);
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- You should be able to organize inventories. At least from higher tier to lower tier, but mayhaps also by number, stats, and name;
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Added Improvements:
- There should be an in-game encyclopedia to complete, with character profiles (at least the important story-relevant ones), equipment galleries, skill lists (for Hunter and Apothecary skills) and a bestiary. These are standard for most JRPGs, and incentivize completing them, something the first game lacks;
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- With regards to equipment galleries, providing unique sprites for each weapon (be it during combat or just as a visual indicator in the inventory and shops) would further increase the desire to experiment and collect every piece of equipment, even if players don't end up using said item;
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- When changing subjobs, you should have the option to choose which job sprite each character has, at least once you've mastered it (Ex: if you master the Dancer subjob with Hikari, you should be allowed to have him in either his default Warrior look, or the Dancer look);
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- It’s fine that stat-increasing items are not readily available in the original Octopath Traveler, which would allow players to more easily take advantage of possible drop rates to boost up their characters, and damage a very well-balanced difficulty curve. That being said, as games in the Bravely Default series have shown, providing methods in a post-game setting to attain these items in higher-difficulty areas from specific enemies can still be a goal for anyone wishing to indulge a bit more time in the game.
It al comes down to character skills, drop rates, and locations. If each type of stat-increasing item is spread across the world in the more advanced dungeons, which most players would not be able to access until much later in their playthrough, then the difficulty balance can be maintained;
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- Only allowing the exchange of party members at taverns is archaic and frustrating. If there must be a limitation to this, then let it be that you cannot alter your team while inside a dungeon, but you should be able to do so at any point in the overworld and towns;
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- Following from the former, you should either have access to items or a skill that allows you to escape from dungeons (placing you at the start of them). Furthermore, if fast travel is available, then the points you can fast travel to should be more than only towns;
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- More varied types of sidequests, particularly some that involve more than one of your party members and aren't just related to the use of their Path Actions, like the 'Star of the Stage' side story in the first game. Retaining different resolutions and outcomes is still a good idea;
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- A better map/radar. Incentivize exploration to complete it, or alternatively, leave the radar as is, and make unlocking area maps an activity in its own right, necessitating to purchase the piece for each section from a cartographer NPC, only offering the player the world map;
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- Even though the difficulty curve in the first game is very well-executed, to the point that you are not required to even come close to hitting max level with your characters in preparation for the final boss, having that wide level threshold be so hard to achieve is demoralizing. If it's not needed, then the level cap should be lowered. Alternatively, and more rewarding, would be the existence of an optional, secret area, for players that wish to max out every character can do just that. Since Caits are already part of Octopath Traveler, it follows that this optional area be a Cait Den, where only Cait-type enemies (including some exclusive to this area) can be fought for high rewards. To ensure that players cannot access it either early or easily in their playthrough, place it somewhere closer to the endgame section of the map, and have it be a requirement to complete a string of sidequests which would finally provide the location of this area after its conclusion;
Wishful Features:
- Even if not all armory shops possess it, there should be an 'Artifacts' category for equipment, where unique items sold can still be repurchased if the player so chooses. Most players want a neat and tidy inventory, but letting go of items (sometimes without knowing) that can't be found anywhere else can be frustrating;
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- Consider providing a Beast Tamer shop, where you could sell/storage captured monsters, and exchange them at will;
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-While there being no limitation to subjobs, beyond only one character having it assigned at a time, a further incentive to level up all subjobs with each character would be if, after unlocking the divine skill for each, you unlock a new title and skills to use when having that subjob equipped. (Ex: Partitio (Merchant) masters the Scholar subjob, unlocking the ‘Librarian’ skillset to unlock with the use of Job Points. These skills can only be used while Partitio has the Scholar subjob assigned, but the descriptor in his status page now marks him as a 'Librarian' instead of a 'Scholar');
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-If the main function of taverns (exchange party members) is scrapped, then it should become a hub for character-oriented sidequests (Tavern Stories), where particular sidequests cannot be accessed unless the player has access to specific party members. These would be a more welcome method of having characters interacting with one another beyond just "Party Banters".
(Ex. 1: Throné plots an intricate heist, requiring the assistance of other party members in executing specific tasks. Some of them might be against the heist, and therefore whether they are in the active party or not might hinder the heist);
(Ex. 2: Agnea wants to organize a play, and each party member would have a role to fill in this endeavour. Osvald to write a script, Partitio to arrange a X for the play, Ochette to get some critters, etc...);
That’s about it. Squeeenix ain’t getting my money for Octopath Traveler 2, but here’s hoping it’s still a good turn-based JRPG, even if it doesn’t include any of the things I’d want to see done in it.
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I am curious since i am very on fence about this game, but what do you think caused the general antipathy? Switch accessibility problems? bad marketing campaign that basically ignored the game for months and then seemed to focus more on the western side? Spoiler embargo not allowing people to get information to get invested? For all Fates faults, one cutscene was enough to make me hooked and looking foward the game, while i have been watching a playthrough of 3h and i cant muster much
Yeah, Fates grabbed me by the hair from square one. The Gunther reveal made me import a Japanese 3DS so I could play the game because it was so wild and I still don’t regret that. Fun as hell, great music, characters I came to love, wild ride, actual kanji practice. Was great.
See, it’s interesting that you’re the second person I’ve seen say that they focused more on Western marketing, which is totally the opposite of what I saw. It was fans translating the character profiles on Twitter, no official support. Even in the days after launch, the sections on Deer and Lions were “coming soon” in English. The greatest extent of English advertising I’ve seen is, like, a poll on what house you’re picking from the official Twitter. And maybe the leak if my crazy tinfoil conspiracy theory is right. I can’t speak as to how much advertising the Japanese version got because I wasn’t following that, but it was definitely more than English. English marketing was a joke.
As for where the Japanese antipathy comes from…
All my general bitchiness aside, I do think the game commits a major sin in holding back the timeskip designs until the final, what, third of the game? There’s no universe in which that’s a good idea. You should lead with the designs that are your strongest. You should lead with the designs you most want to be iconic. Look at Steam cheevo statistics; so many people start playing games and then drop them far before the halfway point. IIRC even the artbook only gives school phase designs for everyone but the lords? No matter how you slice it, it’s a Bad Fucking Move to put your best looks and most salient characterization way at the end of the game. This isn’t to say you can’t have twists–but you probably shouldn’t have major twists with someone you’re trying to sell as a main character more than halfway through the game. Edelgard doesn’t build up to making a horrible decision, she decided to fucking murder her classmates before you even get there. You just don’t find out about it til halfway(+?) through the game. That’s not a great structure decision when you take into account how people actually play games.
Structure in general. I’ve seen a few people who’ve completed more than one run wondering if the timeskip was a mistake. What does it do, ultimately? The game takes a sharp left turn, but what have you gained in terms of actually playing it as a game? The characters hardly acknowledge that five years have passed in supports. It’s an excuse for new designs–but ones you hardly see, see above. It’s almost like the timeskip is there just to age the characters by five years so Americans don’t feel weird about fucking students.
Related to the above. If the lion’s share of your game is the school phase…and the school phase is gonna be what most players experience, being that it’s the beginning of the game…why the hell would you add a different phase that’s such a big mood/gameplay shift for a significant part of the game? People who came here for school shenanigans are going to be put off and depressed by the war phase and people who came here for the war phase will find the school phase interminably tedious.
Needing to play all 4 routes to fully grasp the story (a lot of fucking hours) also isn’t a plus. People playing one route–which are the most common type of people, see above–often seem like they’re dissatisfied with the plot cutting off and leaving dangling ends. I wouldn’t say this is a horrible thing in a vacuum–replayability is nice in these days of ‘games as a service’–but “you won’t understand what’s going on until you’ve played the same map at least three times!” is just a shitty situation to put the player in. And it’s surely gonna put off reviewers.
Switch accessibility is a medium factor. It’s definitely true that more people have 3DSes than Switches (it would have been really clever of Nintendo if they’d worked to release the Switch Lite and 3H concurrently, ah well), but I also don’t consider it a huge factor. Something to consider, not a critical issue.
This is undoubtedly going to be the subject of conspiracy theory shitposting to the point where I’m wary of saying it, but I really feel like functions that are standard in JRPGs got chopped back solely to appeal to the Western audience. And…naturally the Japanese audience is less interested in that, because it’s a whole bunch of extra busywork solely so Americans can ‘feel better’ about pressing buttons on a controller. I fully expect the Western sales numbers for 3H to wreck face, but I have a feeling the Japanese numbers will be lukewarm. Most likely comparable to Echoes, where it sells through most of its stock but didn’t have a huge stock in the first place so all that really says is that it isn’t a loss.
Relatedly–some of the things western fans are praising as ‘huge improvements’ were never an issue to Japanese fans. Jfen don’t nickname canons by continent, they do so by game title. 3H already has the nickname of Kazahana. That’s it and that’s all it needs. Jfen were not wildly elated and praising the game out the door when they saw the continent was named ‘Fodlan’. It’s not that Jfen didn’t criticize Fates’s storytelling–of course they did–but they didn’t criticize the same things Americans did. So to a lot of Jfen, 3H is actually not a huge improvement in the areas they were most worried about.
At least as far as America goes–spoiler embargo doesn’t help, though again it’s hard to say that it was a massive issue. There’s FE fans I’ve talked to recently still going ‘oh, what? There’s a timeskip? I passed on it because it looked like dull Personashit’ [paraphrased]. It’s like it made the opposite mistake Fates’s marketing did; Fates’s marketing promised too much, 3H’s promised too little.
Again, limited to America–a lot of casual players honestly found the child units pretty fun and were genuinely disappointed to see them go. Their plot relevance didn’t matter; they were fun little living homages to your ships and your way of creating custom units in the game by manipulating circumstances. They were just this silly little thing people enjoyed. Fun things are fun. These people weren’t really looking to replace the custom unit part of their enjoyment with spending a literal hour in menus per chapter tutoring every individual motherfucker in dicksucking and underwater basket-weaving. They liked having a hand in the creation of a semi-custom unit without having to dive into the nitty-gritty of stat maxing and efficiency; so, this audience isn’t terribly interested in 3H’s form of customization because they’re not interested in the statistical nitty-gritty.
I can’t tell you whether or not to buy the game. I can tell you that I know a lot of people having a lot of fun playing the game. I can also tell you that the game really hasn’t scalped me like Fates did. Maybe you’re like me, maybe you’re not. It’s up to you, my man. You’re the one who knows what your finances are.
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What do you think about D&D? Assuming you’ve played it. I’ve been wanting to get into it, thanks to Stranger Things, but haven’t committed to purchasing any of the guides or joining an existing group. Are there any especially memorable campaigns you’ve experienced. Has the game influenced your approach to storytelling?
I played a little D&D with my friends when we were in high school, which would make it.... probably AD&D 2nd Edition? I didn't own any of the material; one of my other friends had a book. Sadly, it wasn't a particularly compelling experience. We just did some non-story dungeon crawls. I haven't gotten back into it since, although I've dabbled with some other systems. Sadly, I've never really been to get a group together to use a published system.
Well, maybe not so sad.
Because the problem with my friends' D&D experience was that my we had already independently invented Tabletop RPGs. So by the time we discovered D&D, we found it to be a lot of unnecessary work. However, we did steal the idea of using dice to randomize numbers and character sheets to keep track of stats and equipment.
See, when I was in school, 'phones' were things plugged into the walls with cords, and all they did was allow you to talk to someone far away without shouting or maintaining eye contact. We did have portable machines for playing video games, but they ran on the 'old-fashioned' kind of batteries that you had to throw out when out of power, so we didn't carry them with us everywhere. Thus, because my friends were a bunch of nerds and we didn't consider talking to each other to be sufficiently entertaining during our lunch break, we invented "paper games." Analog video games, essentially, where we would draw 2D worlds on paper. See, back then, video game machines didn't have enough processing power for 3D graphics, so everything was 2D, not just the artistic indie platformers. This was back in the 16-bit era of gaming, and all we had to go on were either top-down games or side-scrollers. Side-scrollers were easier to replicate on paper, because it meant we could draw the characters in profile, making them more distinguishable. The characters themselves were straight out of arcades games: the players could choose from stuff like Robot, Wizard, Ninja, Soldier, Superhero, etc. We'd make up enemies and obstacles for each other to overcome, like rivers of lava, crushing spike traps, and your standard selection of enemy combatants. Since we didn't have randomized numbers, most encounters were a little puzzle where you either had to figure out the expected solution or come up with something so clever and/or ridiculous that the person running the game gave you the win.
Eventually, our school banned backpacks in the cafeteria. (Supposedly it was because they were a tripping hazard. I have no idea if that was true, but this was before school shootings were a thing anyone worried about, so it's the only explanation that makes anything close to sense.) We weren't about to carry pencils and papers in our hands, so we forgot about the paper in our "paper games" and moved on to "mind games," which were the same thing but powered by imagination instead of our terrible drawing skills.
You can probably see where I'm going with this.
We quickly realized that this offered a much great scope of gameplay -- we could actually have three dimensional environments -- so we quickly ramped up our ambitions. However, we landed on only two main genres. The new one was 3D fighting games set in massive arenas where we played as overpowered superheroes because anime back then was just old Voltron reruns and a weird Sailor Moon dub; we knew nothing of shonen chosen ones and their decade-long tournament arcs. The other genre was 'quests' that were essentially JRPGs but with actual good combat gameplay, as we still didn't have randomized numbers and so we kept up the 'expected solution or awesome bullcrap' stuff from our paper-platformers.
Now, you'd expect the latter one to be the thing that eventually got us to realize we'd independently reversed engineered D&D from cRPGs and should make use of its dice system. But no, it was actually the fighting games, because you've never seen conflict until you've seen a pair of preteen boys arguing over whose superhero attack should overpower the other, and bribing the gamemaster with potato chips was making things too predictable for the audience. So someone came up with the idea of dice, possibly inspired by D&D, but we brought in six-sided dice from whatever old boardgames we owned and could roll to attack and defend. Eventually, we happened on the idea of modifiers being included based on which strategy or move was more likely to work- and also whether the gamemaster was being bribed with potato chips. (You didn't want to be the player who bribed the GM with half your snack-pack of Funyuns, only to roll a 1 and still end up losing. You were not getting those Funyuns back.)
I honestly don't remember who it was who made the connection between what we were doing and D&D. There were some small comic book shops in my town that were always looking to market new stuff to young nerds, so I assume one of us was eventually shown a D&D book and realized the similarities. Someone brought in photocopied character sheets for one of our 'quest' games, but we quickly realized it was a lot easier to write our own on a piece of paper, and then we didn't have to waste half a page on all that crunchy stuff we weren't using. Most of our dice-play could have been done with a coin toss, honestly.
It wasn't until high school that we tried D&D itself, straight-up. Sadly, the person running those games wasn't very good at it, or maybe the system back then just didn't encourage much more than flavorless dungeon-crawling, so it felt like a SNES JRPG but with extra steps and no story or good music. The dice were cool, but none of us had the money to buy such things, so we were pretty limited to whatever the Dungeon Master could bring for us to share; it was a novelty, not anything groundbreaking for us.
However, I did get to experience memorable campaigns and lessons in storytelling. It just wasn't through D&D. Instead, in my freshman year of high school, because I was a Star Wars super-nerd back then, I decided to run a 'mindgame' set in the Star Wars universe. It drew heavily on the lore I'd absorbed from the Expanded Universe, and since I have a head like an encyclopedia I didn't need to cart around any sourcebooks. I actually based the numbers on the Star Wars CCG that was being sold at the time, so I created a very simple gameplay mechanic of having to roll one six-sided die (or, on awesome rare occasions like fighting with a lightsaber after proper training, two dice) to overcome dodge/difficulty to succeed, and then another roll to determine damage/effectiveness. If two players were opposing each other, the difficulty would be determined by the other's defensive dice roll, capped by whatever seemed reasonable. I was making up measurements on the fly.
The 'twist' of my game was that, unlike everything else we'd done at the time, there was no quest or dungeon to overcome. It was just a wide open universe. You could join the Rebellion (or Empire, if you didn't want to fly the more durable ships) and go on missions. You could become a bounty hunter and track criminals across the galaxy. You could just play an independent with a ship trying to make a living in a galaxy full of adventure. But I didn't just want to do rote combat. I created characters to populate the setting, in addition to the official Star Wars cast, and stories to enrich the proceedings. I'd let my players work together or have independent adventures, based on whether our schedules allowed us to share a lunch period.
The best campaign was when I let one of my players become an Imperial scientist-warlord who wanted to kill all the other players. I gave him some unfair stuff, but the other players really enjoyed uniting to defeat him and rallying the Rebellion against this galactic threat.
Honestly, if I described this stuff now, it wouldn't be very impressive. But since we were living it and responding to it, it was very dramatic stuff.
As such, I think having to spin those stories in real time, with only a few vague plans for the overarching plot, was some of the best training in storytelling I ever had. I had to be ready to change things up based on reaction, which I think the best fanfic does since it has the benefit of chapters being serialized and reviews coming in for each chapter. And I think my sense of style owes something to my GMing days; neither a player nor a reader cares about the unimportant stuff like the details of a long walk to the next plot point or dialogue that isn't interesting or amusing. Lean and mean, that's the spirit, but not so sparse as to feel empty. Description should go more towards a feel than details, unless the details are requested or are important in some way. I think everyone who has every played D&D knows the peril of the DM describing an unimportant rug in detail and the players obsessing on it because it seems important. But for both GMing and writing, creating a mood is far more effective than allowing people to picture things in minute detail.
My game was also where I first began liberally mixing serious storyteling with my irreverent sense of humor. The interstellar chain of "Honest Loopy's Bargain Buys," (with my actual name instead of "Loopy") with its guaranteed cheap but stolen merchandise (and sometimes the previous owners would come looking for their stuff) was both the most absurd and most enjoyed because all my players had trouble holding on to money. I also had my catch phrases: in response to a "Can I... ?" question, I'd always say "You can try;" and I started far too many scenes with the phrase, "When you wake up..." So that was when I first began paying attention to my narrative language. It was invaluable getting real time feedback in how far I could push comedy without descending into farce.
Another thing I think I learned is my sense of "traps." More than once, I buried my players so deeply in trouble that they really had no choice but to die. (Fortunately, Loopy's Bargain Buys offered "item insurance" that would be delivered to the holder's beneficiary.) It's of course a fine skill for GMs to create the illusion of danger without going overboard, and I eventually found the balance. Now, when I read a fanfic where Azula ambushes the gAang with a mix of Royal Firebenders, Yuyan Archers, Chi-Blockers, a secret tribe of Lightningbenders, and platinum tanks, I shake my head; going after what the audience/players are emotionally attached to is much more threatening than overwhelming force. And when doing action scenes, it's important to obscure the solution from the audience, but not make it so obscure that it feels like the hero pulled the answer out of their rear. It works the same way in an RPG, with the players usually having the advantage of getting to stop and think things over. Like the characters I write, it sometimes seems like my players' characters were very observant people.
And, of course, there's the matter of POV. I tend to write in tight 3rd person, which in what may or may not be a coincidence is pretty much exactly what a GM 'writes' in for their players.
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Man i was just thinking again about that idea i had for a cliche gijinka app card game where the gijinkas are all Interesting Bugs instead of weird sexy anime george washington.
I've kinda got quite attatched to my idea for a leech gijinka as a super cuddly white mage who just happens to look emo and scary. And they'd be a great opportunity for nonbinary representation cos in real life leeches don't have binary sexes anyway. But i cant decide between whether i want them to look like a full plague doctor mask thing or a more cliche cutesy nurse but theyre like super tall and look like the monster girl from the ring so they get sad that people always run away before they can help them! So then i was thinking "hey, alternate skins!" Not like in the other games ive played where there's always one canon skin and all the others require hours of grinding and/or real money to buy. But just that there's like three or so randomized versions of the base character with all the same stats but a different costume. Just to spice up the pool of options a bit! Or maybe it could even be more than just the costume and you can get entirely different reinterpretations of that job class? Like the medusa jellyfish could be either a young kid or a grandpa!
Oh and i'm not really sure how to name this or anything? Cos its not really a clear category of animals, its not all insects or all worms or whatever. More like just..all the animals that are unfairly hated but have Cool Biology Facts that i can babble at u to maybe make u like them more. So i dunno.. Pests? Creepy crawlies? Some entirely made up fantasy term for them?
Also i think the setting will definately be jrpg fantasy! Just a world where all these critters are actually funky people on a comedically bad D&D quest. I wonder who the villains could be tho? Maybe theyre gijinkas of more commonly loved cute animals? Or like.. Not gijinkas but monsterfied versions? Hilariously over the top evil fluffums! hamsters are this setting's dragons! And i dunno maybe the ultimate dark lord is a dog with a cat for a royal vizier or something, cos theyre the kings of popularity.
This could also make it actually make sense why the Clione character could be a beserker like in real life! Cos theyre the most un-hated rare sea slug for looking cute, but their actual personality is big scary predator. But in this universe being seen as cute by humans = evil, so the Clione's fighty doom personality would make perfect sense! Im not sure if i should make them like a tormented Shadow esque antihero or a paladin-looking knight who has a dark streak or maybe even a viking? Cos in videogames theyre like the epitome of 'loves fighting but is still a nice hugs guy'. And it'd be neat to have a chubby buff clione instead of the more cliche bishie gijinka. But then i mean theyre literally nicknamed 'sea angels' or 'sea fairies' depending on country so yeah? Oh or maybe that could mean i make them an elf or an angel but theyre still mega buff! Viking guy with lil chibi wings and halo!
Also randomly i think that Slug will be the other nonbinary character along with Leech. Cos well there's a lot of bugs who dont fit the human gender binary but i'd probably be a bit too obnoxious if i had like 90% enbies and noone else. I always think about like 'if this is my first game project i need to go at a small and reasonable pace with all the Big LGBT Feels', yknow? But then every idea i do is always my first game project cos ive never completed any of them yet XD
Anyway i think Slug would be a more fashionable bishie kind of androgenous character, while Leech is a relateable cuddly socially awkward one who wears a mask. But definately also looks stylish in their own way, and i'm sure Slug is always complimenting them and trying to bolster their spirits! Aside from being super fashionable i also think maybe Slug would be a wandering bard? Cos somehow slow animal -> lazy human -> free spirited instead to be less cliche -> bard. Also the whole 'bard rolls to seduce every boss' meme, lol! So Slug is a very nyeheheh tricksy flirty adventuring song person who aint take nobody's shit. Instead of being sleepy they sleep on the concept of low self confidence! Full and powerful pride at all times!!! Goal in life is to be beautiful AF and handsome AF and make everyone swoon at your feet and also recite an epic poetry so cool that your enemies straight up die from the sick burn. Tho i mean i don't think anyone could actually ACHIEVE that, lol! It might be obnoxious if i actually have a character who's basically 'enby people are literally perfect in all ways'. So i just think Slug is a big ol dork who's like the Gaston archetype of the comically overconfident flirt, but like a good and heroic version who actually respects when people say no to their advances. And is also a great BFF to Leech and tries to help them get out of their shell, because well of course Slug is out of theirs XD
Also actually i dunno whether they should all just be named after the animal or have thier own names but the animal is mentioned on their profile as a job class name or something? Cos it might get awkward once we get to more specific obscure bugs with longer names or ones who only really have a scientific genus name. I'd feel like i'd have to make them all wizards cos their names sound like spells! Oh MAYBE THEYRE SPELLS!! Like each character could chant their own scientific name when they use their ultimate attack??
Oh and maybe Slug and Leech could be just based on the species in general but have their alternate costumes themed after more specific rare subspecies? Like Slug could have nudibranch themed costumes cos the vibrant colours would fit such an elegant fashioniste~ And leech could just be an opportunity to talk about how there's subspecies of leech that dont drink blood, though this character is based on the ones that do because otherwise they wouldnt really have a unique job class, lol. Maybe their rarest alt costume is a fashionable orange ensemble that symbolizes both Slug taking them out for a night on the town in their finest to feel more comfortabke in their self confidence, and also just the fact there's an orange tropical leech. Its kinda funny cos there isnt such a huge range of different colours for leeches, its mostly just different barely visible patterns and a spectrum from greenish brown to brownish black, lol. And then suddenly a bunch of wildly different red and orange ones! And nothing in between! Really does seem like a surprise makeover from your bestie, yknow?
Oh and then when i was thinking about other potential relationships between different magic bug people, i thought of Daddy Longlegs! Cos thats a name confusingly given to multiple bugs of wildly different species who're all mistaken for spiders when they really arent. And this mythical nonexistant daddy longlegs spider also has the myth of having 'the strongest poison but its fangs are too short to bite you' which is COMPLETE nonsense based on nothibg cos how would it even survive in the wild if it cant hunt? But its a real cool myth so it could be an awesome excuse to make them have a move that gambles on either an instant kill or a self debuff. ALSO THEY ARE MARRIED
I was thinking they could be a duo of fabulous zorro-looking assassin dudes who were sent to assassinate each other but instead fell in love and quit the business for good. Like 'you made me want to live again, and the only reason i threw my life away on this job was cos i wanted to die'. And to atone for all the bad mercenary stuff theyd done in the past, now theyre robin hood esque mercenaries who take jobs with world-saving hero groups like our protagonists. And they work for free as long as the cause is just! And they wish they could settle down someday and dream about having children of their own, but they feel like they dont deserve it after all that theyve done. They'd be a rare goofy bugmans that actually have a real emotional backstory! So anyway they're fancy fencing guys who're both the same class but maybe slightly different variants with different stat builds or abilities? More specialized and all. Like maybe one is speedy but weaker and one is slower but stronger? Or one relies more on luck based attacks and one is a consistant damage dealer but has a lower max damage cap? Or even one is status effects and one is attack and really even though they have the same job name theyre wildly different interpretations of it. Fitting for the entomology mistake husbands! I want them to be balanced so that they have special bonuses together but are still viable to use separately if your party setup only requires one of them. Also randomly i think their names would be Albedo and Rubedo? I was originally gonna make Rubedo the name of the leech cos i mean alchemy words and plague masks and all. But then it doesnt really SOUND like an alchemy word, it sounds like a fancy handsome dancer name. And then i started thinking about the cute once-sad-now-happy young assassin dads fighting together so well that it looks like one big dance between them, rather than a battle. And i got REAL EMOTIONAL over goddamn bug gijinkas! Man my heart is made of paper and mush!! Oh and maybe they have combo attacks together but also with all of the party members that are younger? Like special dad instinct combo! A built in ability that they automatically shield the kids from enemy attacks. YOU HIRED A MERCENARY BUT YOU RECEIVED A NICE MARRIED COUPLE WHO PROMPTLY ADOPT YOU. Oh and maybe their alternate costumes could just be each other's costumes? Like they'd already be wearing matching red and white versions of the same thing, but then albino dad wears ginger dad's version and vice versa. Or maybe their alt costumes are different complimentary colour pairs like black and gold or blue and pink? And maybe their ultra rare special costume is Big Cute Dorky Argyle Dad Sweaters! It must be capitalized cos it is IMPORTANT!
Oh and then i was also thinking about the idea i had before of bugs with a queen hive structure being like the workers are the common unit and the breeders and queens and such are rarer variants? But the workers are the only ones actually good in a fight, the others are just for collectables sake. Rare but useless, just like how the real queen bee is so big that she cant leave the hive, and never figjts a day in her life unless the kingdom has already fallen. So maybe queen bee is still unlockable as a rare character but she's just a support that makes worker bee stronger? Like you get a lil event of worker's boss coming to honor her with a knighthood for her good service, allowing her to upgrade her job class. Tho i think she still fights with construction work equipment, now its just like a golden jewelled shovel XD
#bug app game#if i actually make this it obviously wont be an app game cos im not capable of programming or funding that#itd just be a free rpgmaker project that spoofs all the cliches of this genre of gijinka gatcha nonsense#youd just earn coins to buy randomized new units via regular gameplay#and probably have a lot more ease of enjoyment features to balance it out and stuff#like your odds go up if you get lots of unlucky pulls in a row#i just want everyone to have fun and be able to see as many of my goofy characters as possible!#no need to stretch it out to 120 hours if nobodys getting money for it lol
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Trials In Tainted Space Debug Mode
A save editor for the game Trials in Tainted Space. TiTsEd allows you to edit your character's stats, and possibly other things in the future. Requires, at least, Windows XP (which means it also works with: Vista, 7, 8, and 10) and the.NET Framework 4 (full or client profile). WARNING: The original game is meant for age 18+ or where considered as adults. I am not encouraging those who don't fit into this to look up the game. This video is censored to allow for a more. A save editor for the game Trials in Tainted Space. TiTsEd allows you to edit your character's stats, and possibly other things in the future. Requires, at least, Windows XP (which means it also works with: Vista, 7, 8, and 10) and the.NET Framework 4 (full or client profile). 107 Responses to PUBLIC TRIALS IN TAINTED SPACE 0.6.86. There are 2 ways that I know of to activate or deactivate debug mode. Open up an older version of the game that has access to the debug mode. Use Minerva (which was suggested @PendragonZera).
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A downloadable game for Windows, macOS, Linux, and Android
(Disclaimer - this game is still in development)
Tales of Androgyny
Hi there! This is a lewd/erotic/adult/pornographic game featuring characters with androgynous features, some male, some female, some... slime? You play as a feminine guy that looks like a gal, and you do lewd things with guys, gals, monster guys, monster gals, and... slimes? It's a stance-based RPG with rogue-lite elements and a frankly suspicious number of phallus(es? odes?) written, drawn, and programmed by us, the Majalis team, consisting of two programmers, one artist, one writer - making in all, two! It's a custom built game using libgdx.
If you like feminine characters with dongs, you've come to the right place. However, this game has very few hermaphroditic characters.
We're currently in an alpha release phase, so the major systems are done and we're mostly adding new features and content.
We also stream development of this game at https://picarto.tv/majaliswrite and art asset creation https://picarto.tv/majalis at regular intervals, so follow us there if you want to chat, ask questions, or watch the development process.
Some game features (not all currently implemented):
Animated combat sprites for characters and enemies
Animations and CG-style sets for out of battle lewd scenes
A story mode as well as a free-form play mode
Light WRPG-style character customization
Challenges and lewd achievements
If you want to support the development of this game, we do have a regularly updated Patreon page with the latest builds, along with unrelated artwork and erotica.
Current version: Version: 0.3.03.0 (Patreon: 0.3.04.0)
Updated 12 days agoStatusIn developmentPlatformsWindows, macOS, Linux, AndroidRatingAuthorMajalisGenreRole PlayingTagsAdult, Character Customization, Erotic, Fantasy, JRPG, LGBT, libGDX, Perma Death, Roguelike, Turn-Based CombatAverage sessionA few minutesLanguagesEnglishInputsKeyboard, MouseLinksHomepage, Patreon, Twitter, Source code
Install instructions
Download the .rar file, extract it into a folder, and click the executable for your chosen platform and you should be good to go! For Android, load the .apk file onto your device and you can open it - may need to use a file browser app.
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Development log
New public build, v0.3.03.0!
12 days ago
New public build, v0.3.01.0!
73 days ago
New public build, v0.2.27.0!
Sep 01, 2020
New public build, v0.2.25.0!
Jul 01, 2020
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Venture Seas Releases Jan 30th!
Venture Seas will release (Early Access) on Steam January 30th!
Trials In Tainted Space Debug Mode Windows 10
I’ve been neglecting this blog as a means to post news, in favor of the official discord server: https://discordapp.com/invite/C7JKZKS
The discord is much more convenient for me to post announcements and directly interact with players (I’m available on there pretty much every day) So I’ll be using that (and sometimes twitter for big announcements) for all future news!
Apologies if you preferred to use this blog to get news on the game, I just wish to migrate to a platform that saves me stress and time, so I can put that time into the development 🙂
January 29, 2020 / Switch / 1 Comment
Trials In Tainted Space Cheat
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Game Genre Discussion:
Game genres I struggle with:
Horror/Suspense/Survival --- In general, I have never done well with horror, as jump scares feel awful to me. I also don't like it when this sort of genre crosses over in to Visual Novels, which seems to happen far too often for my taste. I also struggle with the "Dark Souls" genre of games... while Code Vein looks awesome... I would probably be banging my head against a brick wall to play it, and so I feel terrible because of the ridiculous difficulty levels of said games.
Castlevania would be a rare exception, but I don't play it often enough to appreciate it.
FPS/First Person Shooter/Gun Games --- The saturation of the American market when it comes to this genre really kills me... and I'm a GUNDAM fan! No seriously, I have zero interest in games like Team Fortress, Halo, Gears of War, Wolfenstein, or Overwatch... ironically DooM is exempt from this list due to aesthetic reasons (and a Metal Soundtrack). Even games like Elder Scrolls irk me, because of the overall feeling of having to search for opponents when they jump all over your head where the camera isn't looking!
Stealth/Hunting Games --- Metal Gear Solid and Horizon Zero Dawn... while both are excellent games in the genre... I am utter crap at playing! I am not a quiet gamer apparently, try though I might. Though I adore games like Metal Gear Rising, they are far and above not built for Stealth.
Sports --- I don't think I need to explain the reasoning for this... but just in case... much of it stems from my family's background as diehard sports fans... I had enough of that to wanna barf.
Game Genres I have appreciated:
Action/Action-RPG: This genre... oh man this genre... micromanaging your stats so you can show off your fighting skills while simultaneously showing your building prowess... Gundam Breaker and Monster Hunter exemplify this genre to me... and I really appreciate such games... even Zelda Breath of the Wild has recently got in on this to a certain extent.
RPGs/Tactical RPGs: Role-playing games in other words... for the most part I have only ever seriously played games like Final Fantasy and Valkyrie Profile, but those are mostly mainstream JRPGs, so I can't really brag about it.
Action/Adventure/Battle Games: Chaos Legion, Bayonetta, Batman Arkham Series, Shadow of the Colossus come to mind. Not my strongest suit, but still fun to some extent... Zone of Enders, Omega Boost, are also rare games in this genre.
Creation Games: These are mostly RPGs, but a few games like Soul Calibur and Tekken really do come to the forefront when it comes to fun... really nice to have. I do like world-building games like Dragon Quest Builders and to a smaller extent Minecraft. RPGMaker is more of a "tool" than a game, though I wish more tools were as FUN and easy to grasp as games. I'm not a fan of SIMS or SIMCity however.
Shmups/Beatemups/Top-down Action Games: Ikaruga, TMNT, Dodonpachi, and the like are a literal "blast" to play... but games like Diablo are a little tough for me to swallow (I'm not too fond of Mouse-control games).
Puzzle Games/Card Battle Games: Tetris, Chime/Chime #Sharp, Daedalean Opus, Puyo Puyo, Super Puzzle Fighter, and Yu Gi Oh are on my list of fun titles... YuGiOh is fun mostly because there's like 6,000 cards or more you can collect, and that's WITHOUT DLC.
Platforming Games: I used to play these a lot as a kid, but it feels embarrassing to play them now as an adult for some reason. I blame Nintendo for this feeling. Still, Mario is a great game in and of itself... though, if I'm being "cool"... Kid Chameleon was awesome back in the day on Genesis. Strider, Moon Diver, and Odinsphere are also great titles too.
Fighting Games: More my wheelhouse, but at the same time I get tired of this genre after a while... so I have to be picky about what games I pick up. Guilty Gear is a given, Samurai Showdown, Darkstalkers would be if it wasn't on hiatus... Mortal Kombat (because Cyber Ninjas), and maybe MvCI if I can save up to afford it. Dragonball FighterZ "looks" awesome, but at the same time I feel it won't be a game I get in to seriously because it's mostly about PUNCHING and I hate fists... I'm a sword play person... so games like Soul Calibur 6 and BlazBlue Crosstag would be more up my alley.
Fighting games with SWORDS, ROBOTS, and MONSTERS... that's my main hook.
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League Of Angels 2 Hack Download
League Of Angels 2 Hack Download Game-Hack.Best
Game Hack is Upcoming has nothing to do with the HBO set other than few personalities. In the authentic Rank of Angels, you are actually given the selection to decide on in between 3 various classes for your personality, Shaman, Spellcaster, And Warrior. League of Angels - Fire Raiders, a free-to-play tactical MMO memory card activity, is actually happening very soon to iphone and also Android. You should consistently focus when putting in software application because frequently, a software installer consists of extra installs, like this League of Angels adware.
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Unlike Angels or even mounts, there are actually also heroes that may sign up with the player's event which perform join combat yet if they all pass away after that the gathering will certainly drop that fight. Hot Organization of Angels III Present Codes & Offers Offering you a large lot of progression bodies as well as thing collecting it will certainly become your favored incredibly quickly.
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Fire Emblem: Awakening
With the recent release of Fire Emblem Echoes: Shadows of Valentia, new fans of the series may be interested in Fire Emblem: Awakening, the first Fire Emblem game for the 3DS. I hope this review will help newcomers or strangers to the Fire Emblem series to find another gem for the 3DS.
Fire Emblem Awakening was originally planned to be the final game in the franchise before it’s massive success that reinvigorated the series. Awakening is a turn based strategy rpg for the 3DS that focuses on making new allies to wage war. The best way to describe it would be to imagine a giant chess board, and every piece has a story and stats. These characters are your windows into the world of Awakening. Awakening also features an avatar character who the player will be. All characters have a story to tell with the games “Support” feature, in which two units will gain bonuses in battle for being paired up with friends after dialogue that offers more insight into the characters. Overall, this JRPG will leave players with one of the best experiences the 3DS has to offer.
Awakening’s story has come under criticism for being lackluster in a few areas, but overall, the tale of the Shepherds is engaging and won’t be forgotten soon. Populating the world of Awakening are a cast of characters who create an army that I can never forget. From the clumsy Sumia to the reserved Lon’qu, every unit has a personality, and a story. Most importantly though is that each unit has a reason for being with you. Lon’qu wishes to become a master swordsman while he is under your control, Tharja doesn’t wish to follow the orders of her King, so she joins your side. These small bits stitch together the army in a well balanced cast. There’s a character for everyone to use and enjoy. Personally, Lon’qu has a special spot on the battlefield in my save files. If you’re willing to learn about the characters and watch a highly engaging narrative play out, you’ll thoroughly enjoy the adventures of Chrom and Robin. I often laughed in the bits of humor mixed in with often serious moments of defending your country. The writing is superb and DLC is available that mainly features more story. Awakening will draw you in and will refuse to let you go once you jump in.
When it comes to the gameplay of Awakening, one must first understand the weapon triangle. While simplistic Fire Emblem is home to the Weapon triangle, a.k.a, Rock Paper Scissors. Swords beat axes, axes beat lances, and lances beat swords. Units live and die by the weapon triangle, and you better believe that the triangle won’t be taking your nonsense. The reason the triangle matters is that Awakening runs off of percentages deciding hits and crits. Slating your sword user to fight a lance user will result in your sword user missing like a chump and getting a spear through their head. Later in the game, the triangle will matter less, but you will get schooled if you mess up the triangle early game.
Your units can also pair up in battle, and this leads to your units getting in extra attacks or even blocking an entire hit from the enemy. The units can build supports which are small bits of dialogue between the character that will shed light on the daily routine of the shepherds or a character’s past. This friendship will often pay off in the form of temporarily boosted stats when they pair up which can help them survive.
Speaking of surviving, strangers to the Fire Emblem Series should know that when units die in Fire Emblem, they die for good. Losing characters that are vital to your team can force a reset or create a tragic moment that creates a more personal narrative for the player. Fortunately for newer players Awakening features casual mode for those who prefer to experience the narrative of Awakening first rather than strategically plan out a run to the numbers. There is a bit of discourse over the use of casual mode in a game known for it’s perma death, but for the first run through of the game, it really helps as the player can enjoy a story and prepare for future run throughs with the knowledge they have gathered.
The animations and sprite work in Awakening are flavorful experiences for the eye that keep you craving for more. The overhead view of the battlefield puts your characters into sprite form which all have animations for moving in all directions. Once a battle starts, the game drops you into a cinematic view of the battle, and the 3D models are gorgeous. Fluidity is one of the strong points of the models as well, whenever Chrom prepares to slam dunk an enemy with the Falchion, you can see the power behind the swing before the scenes goes into a slow mode. It’s truly a magical experience watching your units land a flurry of blows. Another example is whenever a pegasus knight attacks from pair up mode, as they swing right into the enemy landing a powerful blow.
One of the major selling points of this game, is the wonderful art of Yūsuke Kozaki. His artwork of the main characters is awe shocking. Each character has a memorable design. Lon’qu for example is only every portrayed from a profile shot, and Gregor is a youthful man in his older days, and you can sense this purely from the portraits made by him. Not to mention the boxart is perhaps the best I’ve seen of all time. It’s creative, it’s bold, it makes you wonder who those characters are.
I remember countless sleepless experiencing the game as I couldn’t put the game down until I got my allies all safe through the battle. I felt engaged, going through battles, picking my favorite units to break the enemy. Awakening does strategy and immersion right, and that’s probably why it became one of the best selling 3DS games of the era.
Awakening is perfect for 3DS as pick up and play works well with a game like Awakening as you can either get comfortable for a long haul or fill in a short car ride. As of right now, finding a physical copy of Awakening would run you a bit more, but the Nintendo Eshop also has it available digitally. Awakening is a game that deserves the praise it gets and I hope more people can have that magical moment from Awakening.
This was my first ever video game review article, so any criticisms are welcome until I get into the swing of things! -Thatha
Pictures Used:
https://www.nintendo.co.uk/Games/Nintendo-3DS/Fire-Emblem-Awakening-725039.html
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Resonance Of Fate is a JRPG without classes and practically devoid of stats, but dense in acrobatic gunfights and weird dieselpunk monsters to shoot with heavily modded guns. Remastered and relaunched today (and making its PC debut), Resonance Of Fate is the work of Valkyrie Profile and Star Ocean studio Tri-Ace, and flew under the radar when it first launched in 2010. Still, it was offbeat and creative enough to earn itself a cult following, and I’m personally very glad to see it back and looking stylish as ever. Below, a launch trailer featuring that scene. (more…)
http://www.epicmeetsfail.com/2018/10/resonance-of-fate-hd-edition-dives-into.html
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Quote
Resonance Of Fate is a JRPG without classes and practically devoid of stats, but dense in acrobatic gunfights and weird dieselpunk monsters to shoot with heavily modded guns. Remastered and relaunched today (and making its PC debut), Resonance Of Fate is the work of Valkyrie Profile and Star Ocean studio Tri-Ace, and flew under the radar when it first launched in 2010. Still, it was offbeat and creative enough to earn itself a cult following, and I’m personally very glad to see it back and looking stylish as ever. Below, a launch trailer featuring that scene. (more…)
http://www.epicmeetsfail.com/2018/10/resonance-of-fate-hd-edition-dives-into.html
0 notes