#actual review in the tags I am enjoying it a lot but the gameplay is actually the weakest element lol
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bbs-backlog-challenge · 5 months ago
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Fin or Bin: Xenoblade Chronicles (Switch)
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Real talk- I'm 50 hours in already and there's not much point making a BBLC post about the game now, but I wanted to make a post anyway just so I could do the following-
Fin or Bin:
I'm really Finning it!
Sorry.
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sasaranurude · 7 months ago
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Okay. I've been playing Tokyo Debunker today, since the release happened to catch me on a day when all I'd planned to do was write fanfiction. I just finished reading the game story prologue (it was longer than expected!), so here's a review type post. If you're reading this post not having seen a single thing about this game: it's a story-based joseimuke gacha mobile game that just released globally today. It's about a girl who suddenly finds herself attending a magic school and mingling with elite, superhuman students known as ghouls. If you look in the tumblr tag for the game you'll see what appears to be a completely different game from 2019 or so: they retooled it completely midway through development, changing just about everything about it due to "escalating competition within the gaming industry."
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I'll talk about how this looks like a blatant twst clone at the end.
Starting with the positive: The story is charming. I enjoyed it thoroughly the entire time and am excited to read more. The mix between visual novel segments and motion comics was really nice--it broke things up and added a lot of oomph to the action or atmospheric scenes that visual novels generally lack. I like the art in the comic parts a lot. the live2d in the visual novel parts is... passable. Tone-wise, I think the story was a little bit all over the place and would like to see more of the horror that it opened on, but I didn't mind the comedic direction it went in either. The translation is completely seamless. The characters so far all have unique voices and are just super fun and cute. Of the ones who've had larger roles in the story so far, there's not a single one I dislike. It's all fully voiced in Japanese and the acting is solid. (I don't recognize any voices, and can't seem to find any seiyuu credits, so it seems they're not big names, but they deliver nonetheless.) Kaito in particular I found I was laughing at his lines a ton, both the voicing and the writing.
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He's looking for a girlfriend btw. Spreading the word.
The problem is like. The gameplay is the worst dark-pattern microtransaction-riddled bullshit I've ever seen. Hundred passive timers going at all times. Fifty different item-currencies. Trying to get you to spend absurd amounts of real world money at every turn. There's like five different indicators that take you to various real-money shop items that I don't know how to dismiss the indicator, I guess you just have to spend money, wtaf. Bajillion different interlocking systems mean you have zero sense of relative value of all the different item-currencies. I did over the course of the day get enough diamonds for one ten-pull, which I haven't used yet. Buying enough diamonds for a ten-pull costs a bit under $60 (presumably USD, but there's a chance the interface is automatically making that CAD for me--not gonna spend the money to check lmfao), with an SSR rate of 1%. BULLSHIIIIIT.
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There's like a goddamn thousand-word essay explaining the dozen different types of character upgrades and equippables and equippables for the equippables!! Bad! Bad game design! That's just overcomplicating bullshit to trick people into thinking they're doing something other than clicking button to make number go up! That is not gameplay!
In terms of the actual gameplay, there is none. The battle system is full auto. There might be teambuilding, but from what I've seen so far, most of that consists of hoping you pull good cards from gacha and then clicking button to make number go up. There's occasional rhythm segments but there's no original music, it's just remixes of public domain classical music lmao. I'd describe the rhythm gameplay as "at least more engaging than twisted wonderland's," which is not a high bar
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At least there's a cat in the rhythm bit.
And like, ok, I gotta remark on how derivative it is. Like I mentioned in my post earlier, this game is unabashedly aping twisted wonderland's setting and aesthetic. (That said, most of the stuff it steals from twst is magic school stuff that twst also basically stole from Harry Potter, so...?) However, it isn't exactly like twst: in this one, the characters say fuck a lot and bleed all over the place and do violence. Basically, the tone is a fair bit more adult than twst's kid-friendly vibe. (Not, like, adult adult, and I probably wouldn't even call it dark--it's still rated Teen lol. Just more adult than twst.)
Rather than just being students at magic school, the ghouls also go out into the mundane world to go on missions where they fight and investigate monsters and cryptids. Honestly, the magic school setting feels pretty tacked-on. The things that are enjoyable about this would've been just as enjoyable in about any other setting--you can tell this whole aspect was a late trend-chasing addition, lmao. So, yeah, it's blatantly copying twst to try to steal some players, but... Eh, I found myself not caring that much. Someone more (or less) into twst than me may find it grating.
Character-wise, eh, sure, yeah, they're a bit derivative in that aspect too, but it's a joseimuke game, the characters are always derivative. Thus far the writing & execution has been solid enough that I didn't care if they were tropey. If I were to compare it to something else, I'd say the relationship between the protagonist and the ghouls feels more like that of the sage and wizards in mahoyaku than anything from twst. There's some mystery in exactly what "ghouls" are and their place in this world that has me intrigued and wanting to know more about this setting and how each of the characters feels about it. I have a bad habit of getting my hopes up for stories that put big ideas on the table and then being disappointed when they don't follow through in a way that lives up to my expectations, though.
So, my final verdict: I kind of just hope someone uploads all the story segments right onto youtube so nobody has to deal with the dogshit predatory game to get the genuinely decent story lol. Give it a play just for the story if you have faith in your ability to resist dark patterns. Avoid at all costs if you know you're vulnerable to gacha, microtransactions, or timesinks.
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regallibellbright · 1 year ago
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fashion dreamer was never marketed as another style savvy installment, so idk why you're complaining that it's not like those games. it's its own thing. that's like saying zelda sucks bc it's not a side scrolling game like mario, just because they're both from nintendo.
I’ll take further effort to try and avoid namedropping so it doesn’t turn up in the search, but given there have been talks about concern for this game in the main tag since it was announced, there are likely going to be some criticisms/mixed reviews until the people who don’t like the gameplay and conceits bounce off.
I will also note:
1) My critiques so far have mostly been focused on the gender-lock on fashion, and how the historical lack of depth in the men’s fashion - from Style Savvy, I’ll note, and I was dragging that series a WHOLE lot harder than Fashion Dreamer whose men’s fashion seems to be better by default - makes the gender-lock even more of a problem. Playing a bit more in offline mode, I AM seeing a bit more variety in the menswear aesthetics, which is great. Still would have preferred no gender locks on clothes, especially since I still don’t trust that the men’s fashion got anywhere near as much focus as the women’s. Still baffled why SOCKS are gender-locked. Again, the situation’s worse in Style Savvy, but there’s still a lot of room to improve.
2) There is a very clear through-line from Syn Sophia’s earlier fashion games to this one. There’s a reason why everyone’s first response when it was announced was “wait is that a Style Savvy?!” The artstyle is very similar. The clothes menuing has a clear resemblance. Further, this game is in the same extremely niche subgenre. The spiritual successor/sister game energy is extremely strong.
Which isn’t a bad thing in its own right! My comparison to Happy Home Designer vs a mainline Animal Crossing is because I actually really liked HHD for what it was. Pretty sure I even replayed it at some point. But because every design gave you unlimited creative freedom, you’d eventually hit a point where you unlocked most of the furniture, you’d done all the really cool requests, and then you’d hit a rut using the same basic layouts and items because there was no reason not to and eventually you decided you didn’t want to make a house devoted to the number 7 and dropped it. That’s my concern for Fashion Dreamer in terms of staying power, for precisely the same reasons. I’d like to be proven wrong, but since I HAVE seen a lack of structure and incentivizing in a companion game to a series that has more of it work against said companion game, there is a genuine cause for concern here.
I am genuinely enjoying the game and will definitely be posting some positive thoughts on it as well. The improvements to the character creator are solid. But there clearly are some things that won’t work for everyone, and the sense I got from the community as a whole even pre-release was excitement mixed with trepidation. That’s probably going to be a thing for a while. Feel free to block and move on if you need to, since I can already tell my opinions here are going to be mixed. What it does well it does genuinely well! But there are some pretty basic choices in things like ‘menu design’ that are not working for me. That has nothing to do with comparing it to any other fashion game, it’s just awkward.
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foggypainterstudentfmp · 10 months ago
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Reviewing past projects
Ben Brickie:
My strengths in this project was actually the artwork. The artwork went well as I was using photoshop which at this point I am now very familiar with and I am best at 2D Pixel art so it worked well. I also enjoy making the 2D pixel art as it is very simple and this is good for me as i'm not good at art.
I learnt a few new things in unreal like how to add music and sound effects whenever you jump. I also learnt how to set up gamepad controls so my game can work on an arcade machine, controller and keyboard. I also learnt how to use tags properly and I understand how they actually work as while making my random level generator it required a lot of tags. I suppose I partially learnt how to make a random generator as I understand part of it which is really good as it is very complex for year 1 student so I needed help with it but I understand some parts and the rough gist of it. I want to build upon my unreal engine skills so I can learn to understand things like this and do them by myself so I don't require so much help with my game and I feel more confident in what I have created as this project felt more like a joint effort as yes I understood roughly what was done but I couldn't physically do anything really.
My weaknesses in this project was my Unreal engine work as I required a lot of help with the main part of my game as my levels had to be randomly generated so I had to have help with making my random level generator as the programming was highly complex for me to understand so early on.
To prevent this I could have just made part of an arcade game and handbuilt the levels my self but then I wouldn't have been able to port it to an arcade machine. To prevent this in future projects I should look into the gameplay aspect side of things more and research will it be possible for me to do.
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vvelegrin · 1 year ago
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@taggedgore I did end up playing for about 90 minutes yesterday and yeah this seems to track. I think I said in some tags that it felt very... I don't know, 'supplemental material' for me. Which isn't a bad thing at all! I think 2 doesn't hit for me the same way, comparing it to the IMMEDIATE intrigue and obsession with the hook in my first 90min of the original, but I still am liking it a great deal.
I'd like to elaborate on my 'supplemental material' thoughts, though I'm not sure how articulate it will be, it's just... it feels like it's trying very hard to be Pathologic but in doing so made what was originally implicit explicit, but in a way that was more of a wink-wink-nod-nod to people who knew the original. Which is fine! I'm all for the exploration of the world they've created, but what I love about the original is the implicit. It feels like an Art/Concept Book in the form of a game? If that makes sense? The commentary track you play over the movie after you've watched it for real.
That said, the surgery mechanic seems like it's gonna be fun. The general cleaning up of mechanics in general is not a bad thing (even if I'd like to be contrarian and say that I didn't mind how Bad the first one felt).
Though honestly, I agree, the biggest thing it seems it's going to miss out on is the various perspectives. I love Artemy a great deal, and I may be often tempted to say that he's my favorite playable character, but thematically seeing the 'same' things through different eyes is so incredibly load-bearing to the narrative. I started a Changeling run the same day I started replaying Bachelor to stream for a friend of mine, and it's very satisfying to viscerally feel the pieces clicking into place that mean absolutely nothing to my friend thus far.
The solving of this wretched Town is to, ultimately, be done on a meta level and et cetera, and that feels thematically germane in a way that cannot be, if you'll excuse me, amputated from the work as a whole without losing something that cannot reasonably be replaced by something else.
Either way, though, I'm very much enjoying this different angle of looking at it! It's just not scratching the same neuroses that the original did for me. I'm curious and well along for the ride, and am enjoying the general helplessness of having to relearn mechanics and conventions in terms of actual gameplay, but I'm not drawn to obsessively try to solve it in the same way. And I think the absolute need to solve it is a significant piece of the immersion.
I don't know, some of my enjoyment of the first one could be interpreted as Stockholm-Syndroming myself into seeing no faults. Which, yeah, I suppose isn't too far from the conveniently-perceivable truth. It has faults, certainly, it's just that I think the game maybe, in a feat of happenstance or otherwise, manages to short-circuit itself into benefiting from a lot of those faults.
I'm all for a good, negative review of the original, but they have to be correct to me personally in order to be valid. 😎
hm, i should try pathologic 2
[opens original pathologic instead]
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bill-beauxquais · 4 years ago
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Blogging my Bravely Default II Playthrough
Since I’ve been pretty involved in the fandom on this blog in the past years (you can check my 'bravely series' tag) I figured I would go an journal my playthrough of the long awaited sequel.
I will journal from chapter to chapter and I’m going abolutely blind (I played the two demos, and didn’t look at any media), so you will only get spoiled up to where I’m at each time.
Without further ado, here are my thoughts on the prologue chapter under the read more
Obviously, this will contain spoilers up to the end of the prologue. Please refrain from adding spoilers to this post, I wish to experience the game blind.
Overall opinion: It’s a positive surprise. I remember the miffed reactions to the demo and was myself not that much impressed, but I did hear the reviews had been mostly positive this past week. As this is only the prologue, I’m staying cautious, but the game was full of good surprises and looks promising.
Gameplay: Very fun to play, dare I say on par with the original, even maybe better. I will miss the old turn order, but this one work just as well, albeit differently. A lot more focus on the strategy and job synergy, and even right now, bosses demand a lot more diverse strategies, and it’s usually near impossible to know what to expect when you start a new fight.
I love how mure more rich the overworld is, instead of a badly textured world map, we now have actual terrain to explore, with hidden treasures (but like, better hidden than in BSel), and a lot of interesting, diverse and fun sidequests. Picking up the game, I actually need to ask myself “alright, what am I going to do this session?” instead of just blindly following the story. The addition of overworld monsters also encourage strategy (I’m literally beating a boss just with poison right now, because it just seemed to have way too high of a defense in both physical and magical) and will probably prove a precious ressource when grinding is needed.
There is a lot of variety in the common mobs, even in the very first area, which is a nice touch as well. If the rest of the game isn’t just recolors, we’ll be looking at a nice rich ecosystem.
I also like that the weaknesses aren’t as obvious as usual, and that not every flower is weak to fire for example. It mixes it up.
I welcome the return of sleep-mode play as well, even in this different form (although it seems we’ve all been naming Seth “Seth”, which looks goofy in the reports)
For now, I’m training everyone in every classes, but in general I try to avoid the “expected” roles (like, making Gloria into the white mage. I wanted to resist it for Agnès, I will resist it for Gloria). I would also like to avoid making a carbon copy of my BD team as well.
Writing: Nothing much happened in the prologue, I did hear the beginning would be slow paced, but I feel like the bases are there, and the writing seems more solid than the previous games. It’s hard to shake the feeling that it’s just the og_team.02, but I enjoy the characters for now, and they don’t seem to be slapped-on tropes like some other JRPGs
I really liked how the last cutscene of the prologue played (more on that lower). Even though it was obvious that it would happen sooner rather than later (op mentor can’t be babying us the whole game), I felt it was written well enough.
I am playing with japanese dubs, and I rather like it for now, especially Gloria.
Somehow, the dialogue and interactions reminds me of Bravely’s old universe, even though it’s a new one. In the themes and the vocabulary, it just feels Bravely still.
Writing - Theories: (Yes I will theorise the heck out of that game as I go).
Calling it now that Sloan isn’t actually dead. No body, no dead, no sirree.
From Dag and Selene’s redeeming blurb in the enemy sheets, I’m also expecting the usual twist where the asterisk holders are more of a grey area, and even turn nice guys at some point. After all, this time they do not always die after you beat them, and they even get their own freelancer design (which is an addition I LOVED in the demo already and that Bravely Asterisk’ lore needed), hinting that they will probably be reused in the story.
However, they *did* kill Horten on screen, so this time we might actually see the evil ones being punished, and the good ones being redeemed, instead of an “all or nothing” approach.
I WILL mention that I tried letting myself die during the Crystal Choice, and it just gave me a game over screen. Kind of ruins the “true” cutscene and shatters the illusion of choice, here. I’m expecting something like that to play into the 4th wall twist, if this game is anything like the previous two.
Graphics: Ah, the infamous graphics. To be fair, I have grown used to them by now, and I quite enjoy them. It is also to be commended that they’re doing way crazier cutscenes now, and the fact you can see your outfits at all time is such a nice touch. It feels a lot more dynamic, and as of now, it hasn’t looked ridiculous or uncanny.
The hand-drawn cities look beautiful and more complex (albeit slightly) than the old ones, which is also good.
Performance: (playing on a lite) Kind of surprised of how the game runs: the game struggle before each party chat and most cutscenes. Nothing game breaking or anything yet, but I do hope it gets patched eventually. It can also be very slow to load after a game over, or entering a town.
Music: I’m not quite as sold on the music as I was on Bravely 1 or Octopath, but I do like what I’m hearing for now. There’s no criticism here to be making, the tracks are good. I’m just kind of lamenting that they don’t stick to my brain quite as much.
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jenivi · 4 years ago
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tag 9 people you want to know better/catch up with
tagged by @caustic-krana ty!!!!!
favourite colour: I don’t really have a definite favorite color. But I am sorta more attracted to a light blue-ish teal. My eyes are just very pleased when looking at it and I feel like it goes with a lot of things, so I use it often for colors when drawing or for clothes I wear
last song: Hell and Back - Tonight Alive
last movie: Mike and Dave Need Wedding Dates I think? I’m not movie centric so it’s kind of hard to remember and it’s been a while
last show: [rewatching] persona 4 the animation (I’m trying to get my bf into persona somehow since he doesn’t want to play the games)
currently reading: For the past few weeks, empirical peer review articles about parenting, children’s language development, and studies on neurodivergent children for my Child Development papers. I’m actually really tired of reading all these journals, my head hurts :(
currently watching: [youtube] video game analysis videos, movie reviews, callmekevin among us videos (he’s the only one I’m ever going to watch for among us gameplay because theyre so dumb and funny. he messes with public lobbies and makes random wholesome friends. I enjoy watching that more than a video of a group of friends playing with each other (even tho thats how I play among us))
sweet, spicy, or savoury: sweet :)
craving: rose milk tea with boba. ive had this nearly everyday for the past week or two, i stopped this addiction 2 years ago but it came back
tea or coffee: i lean more toward tea, not counting milk tea. if milk tea, then OBVIOUSLY tea. but if I’m talking about herbal tea or coffee then its near a tie since i like both but yeah leaning toward tea
tagging: @skylightz @that-gallade @cosmetic-candies @gaygent8 @n00dl3gal @personauts @absollnk
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thelightofthingshopedfor · 4 years ago
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Dear Yuletide writer,
I’m 100indecisions on AO3. just based on numbers of requests/offers in the signup summary, it seems fairly likely that you matched with me on Avengers Academy, but it’s also slightly possible it was Silent Hill 3 or The Bifrost Incident. numbers also indicate nobody else requested or offered my other two fandoms, but I’m including them here anyway in case you or anyone else wants to take a stab at them. (there’s also this post if you want a little more info about why these fandoms are cool and where to find them.)
regardless! the important thing as always is that you have fun writing the fic, and for the most part everything that follows is just a suggestion. whatever you come up with, I’m sure I’ll love it.
I feel like…most of the fandoms I requested aren’t too likely to lead to fics with my major DNWs, probably. I wouldn’t want to see dubcon or significant manipulation in a relationship that’s supposed to be positive and healthy, for instance. I’m not opposed to explicit sex scenes of any kind, although I often end up skimming them because I’m the type of ace person who is just Not Interested in most of the physical aspects, so…you’re welcome to write sex scenes if it’s relevant but you absolutely don’t have to feel like you need to.
in general, my biggest DNW is unhappy endings. I’m thrilled to see my favorite characters go through all kinds of hell to get there, so for most of these I would be very happy to get something tagged Crueltide, but I also like things to be okay or at least hopeful by the end. if canon is the unhappy part in one way or another, I’m always happy to read fix-it fics. Between post-canon fix-its that could reasonably happen in the future and canon-divergence AUs where things are okay now because of some mid-canon change, I have a slight preference for the former, but both are good.
as for stuff I like, well, the other thing implied by my main DNW is that I do often enjoy fairly dark fics, as long as they end okay. I also like Loki a lot, as you can probably guess from my requests. if you ended up matching me on Avengers Academy Loki or Bifrost Incident Loki, and/or you want to take a stab at one of the other Loki-centric requests, the Loki fics I’ve actually written are pretty representative of stuff I like in my Loki fics, which basically boils down to “sympathetic interpretations always, with loads of angst and/or whump on the way to a reasonably happy ending”. I tend to take a somewhat lighter tone in general with my Avengers Academy fics (I’ve written several of those and only one of them doesn’t involve Loki at all, so…yeah I have a one-track mind where Loki is concerned), although I did also write a pretty damn whumpy fic for AvAc Loki. I’m very invested in the relationship between Thor and Loki as brothers, although Thorki is usually a personal squick. for things that aren’t necessarily Loki-related, I like found families and deep friendships, sibling bonds, stories about characters reclaiming their own agency from some outside force and/or figuring out how to take control of their own narratives, and probably plenty of other things that aren’t coming to mind at the moment. I’m equally good with plotty fics and little slice-of-life or introspective pieces. I will always always always be happy to see queer characters, especially asexual ones.
more detail about my specific requests, basically just expanded versions of what I wrote in my sign-up:
Silent Hill 3 (Heather Mason). I love this game and that’s mostly because of Heather–she’s resourceful, brave, and incredibly tough, and the game is essentially all about her reclaiming her agency (in a very literal, physical way) from people who used her for their own ends. Anything that gets into Heather’s head would be great, whether it’s a missing scene of some kind during the game or something afterward that explores what she does next, how she recovers from a frankly massive amount of trauma, and how she reconciles the various layers of her identity. The ways in which Heather, Cheryl the child, and Alessa both are and are not the same person are endlessly fascinating to me, and it seems like she probably has a lot of weird memories bouncing around in her head at this point--and possibly some extra trauma from Alessa’s memories of things Heather never physically experienced, as if she doesn’t have enough to deal with already. I would also really love to see something involving Angela and/or Maria from Silent Hill 2; I’m not sure how the timelines would line up (although realistically, considering the setting, that part would be trivial to handwave) but the way Heather basically said “fuck you, you don’t own me” to the cult makes me want to see other female characters find their own agency as well, and it would be really awesome if Heather found a way to help them do that, either by helping them directly or just by influencing the way the town operates. in general, I love these games for their atmosphere and symbolism, so anything you can do along those lines would be great.
Avengers Academy (Loki, Thor). I still miss this game. I especially miss Loki, who was a snarky little bastard but really not a bad dude. Mostly I’d be thrilled to see anything that focuses on him (or her, I super loved Loki’s canonical genderfluidity) developing actual friendships at the academy, with any characters who might be relevant (Steve, Natasha, America Chavez, Nebula, Union Jack, Angela, Jane Thor, really anybody). Working things out with Thor and/or the rest of his family is always good too; Loki’s Frost Giant storyline didn’t involve Thor at all, for instance, probably because it was written long before Thor was added to the game, so I’d be interested to see how things went when he found out his brother was a Frost Giant. I’m also always happy to see crossovers of some kind with other Marvel universes, especially considering AvAc was an interesting patchwork of film and comics canon; meta stuff where characters are aware of their multiverse counterparts is always fun (again, my own AvAc fics are pretty representative of what I like…and if you wanted to build off anything in those, I’d be thrilled). and hey, if you want to pick up or expand on any of the plot threads the game never really got around to, like more about the Academy’s supposed mole, the actual nature and origin of the timefog, or other worldbuilding-related stuff, that would be awesome. random slice-of-life stuff is also fun; so is expanding on any of the event plotlines or digging into in-world reasons for various gameplay decisions (way back during the Civil War event, for instance, Loki was one of the characters who could do stuff to earn points for Team Cap even though this didn’t come up in dialogue--it was almost certainly because they needed another non-event character to round out the rosters, but it would also make a fun premise for a fic). I’d also be happy to see something post-canon, showing what characters are up to now or doing some kind of reunion. I’m realizing somewhat belatedly that last year I only requested Loki because that’s the character I wanted most, and this year I requested both Loki and Thor even though my actual wishes haven’t changed, which...I’m not sure if that’s a potential matching problem or not. But just to be clear, the only character I require is Loki, and everything else is basically a suggestion. If there’s a character I haven’t listed but Loki had an interesting interaction with them, or they never spoke but you think they’d play off each other in fun ways, go for it.
The Bifrost Incident - The Mechanisms (Loki, Thor, Sigyn). I...need a fix-it. Like, for these characters specifically, but also for the universe in general, because the premise of this album is absolutely fascinating but I can't deal with tragedy, so--I need somebody to fix it. Somehow. I mean, I would also be very interested in pretty much anything about Loki and Sigyn, backstory or otherwise (especially if there’s Loki whump due to cosmic horror in general or Odin being a dick specifically, because...I am who I am), or Loki’s relationship with Thor, or...yeah, pretty much anything Loki-centric? But also I am a baby who cannot deal with tragedy so I gotta have like...at least a hint that things are going to end up differently than in canon. Or if you really don’t want to do that, speculate on this universe’s version of Valhalla or something, I don’t know. And yes, even though this isn’t a Marvel universe, I would also be very happy with some type of crossover/fusion with the MCU or another Marvel universe.
Loki: Where Mischief Lies - Mackenzi Lee (Loki). I had a lot of issues with this book and I’m not sure how much of that is just me not appreciating what the author was doing with an unreliable narrator (in part because I’m already pretty attached to certain interpretations of Loki) and how much is the author not quite doing it right, but I’d love to see something that would…make it make sense internally in terms of Loki’s motivations and actions. It doesn’t necessarily have to be a fix-it, although I’d love one of those too, with Loki reuniting with Theo and/or actually reconciling with his family. A giant crossover that includes this Loki with other major versions of Loki could be fun too. I’ve been planning for a while to write up some kind of actual review to articulate what about this book didn’t work for me, and I’ll update this post with a link when I do that, although…again, I know nobody else offered or requested this one. (if you think it sounds fun or you just want to read this book in general, my library actually has the ebook on Hoopla, so it’s worth checking to see if your library does too.)
What If... Thor Was Raised by the Frost Giants? (Loki, Thor). This is such a great little AU and I need MORE. Slice-of-life stuff with Thor and Loki growing up (and Laufey being an abusive bastard to Loki)? Fix-it where Freyja survives or somehow gets brought back? Post-canon fic picking up immediately after the end of the comic? Far-future speculation about what the present-day Marvel universe might look like with this change in its history? Literally anything post-canon about Thor and Loki tentatively reconciling? YES PLEASE. As always, biggest DNW is unhappy endings.
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fallingin-like · 5 years ago
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november 21
push to talk by @alexjosten​ [requested by @nikothespoonklepto]
see which other fics i’m reviewing this month! / my review request post!
this is a delightfully engaging fic based on the game firewatch that follows neil as he spends a summer as a fire lookout, isolated except for radio communication with andrew, a fire lookout in the adjacent sector of the park. this is such an intense, fun, beautiful, and humorous fic.
i remember enjoying this so much as it came out, eagerly awaiting each new chapter. you drew me in so easily and deeply that i watched a whole playthrough of this game. i can fully appreciate how well you were able to translate the plot, gameplay, interactions between characters, and the stunning visuals so so seamlessly and have it aftg so well.
some parts that stood out to me:
”dusk settles on the trees like clay powder, dusting the evergreens with a red tint” woah this is such a gorgeous way of starting off this fic.
”the moon extends her helping hand to guide him out into a clearing. here, neil can see. but also, he can be seen” i love these descriptions, and our introduction to neil. 
”he ignores his sleeping bag and the strict instructions to camp at nightfall and continue during the day” ah yes, Neil I Do What I Want Josten strikes again, with little regard for what people tell him to do
”if he’s not careful, the black dirt beneath his feet could bleed crimson. the exact combination of colours he came out here to avoid” this is stunning. i am immediately drawn into this fic, wanting to know what or who exactly neil is running from, and where he’s going
”buttermilk rays whisk the shadows of leaves into a dance on the forest floor beneath his feet” !! buttermilk?? somehow that works so so well
”the irony of calling it that in his head isn’t lost on him, and he vows to avoid that comparison again” what a subtle detail, but so telling! i am pretty bad with reading tags a lot of the time, so this was a great introduction to raven!neil
”it’s as exposing as it is freeing. he can’t feel trapped when he can see for miles every way he turns” wow it’s still so early in the fic, but you’ve already done an exceptional job at justifying neil choosing to come here, to escape.
foxtrot tower is such a cute name! i love that it’s not something directly taken from the books, this name seems to fit this au so well. i know that you likely had the game as reference for the tower, but i really liked the way you describe it, you were able to establish the same tone that exists in the game, but you did it through words instead of visuals and audio, something that really impresses me
”glad to hear you’re literate enough to have read the dossier” ohmygoodness ANDREW
”andrew’s tone is playful. neil thinks it might even be flirtatious, but he doesn’t care enough right now to find out” as much as i enjoy oblivious!neil, i appreciate that this version of neil is more aware, he seems more in tune with things around him. it fits better with this story, with the isolation and only communication being through the radio
”the sky slips into a more comfortable pink, the sun laying down to rest amongst the mountains” am i ever going to get over your descriptions of the environment? i don’t think so
of course neil goes for a run, basically right after doing a super intense two day hike in one day
”andrew sounds agitated” I LOVE THIS
oh dang, neil’s panic is so sudden, i’m so immersed that i immediately felt nervous too
”it’s our job to watch the horizon, neil. it’s not my fault you’re on mine” oh this is so good
”neil doesn’t believe in coincidences. he believes in traps and ill intentions, because that’s all his life has been until now”  it’s honestly amazing how quickly the atmosphere of this fic has turned to something a little bit darker, kind of scary. we know neil as a runner, but the idea of someone finding him so soon and trying to lure him out? gives me chills
“he doesn’t realise his hands are shaking until he struggles to press the push-to-talk button” PUSH TO TALK I AM SO FOND OF FICS THAT INCLUDE THE TITLE OF THE FIC IN THEIR FIC. also shaky hands are my kryptonite
”he also takes the cleaver from the kitchen counter” NEIL I- I AM SPEECHLESS
”a small sensible part of his brain tries to convince him that there are much easier ways to kill him than leading him out in the middle of nowhere, in a forest that he told nobody from his past life that he would be living in, where he uses a new name that nobody knows” !! good to hear that neil has a sensible part of his brain LOL
”but underestimating his enemies and their taste for dramatics would be a mistake” neil of all people does have a good reason for being paranoid. i love that you have this separated as a different paragraph, i read it differently because of it and i think that it adds more gravity to the sentence
”there, he finds a lipstick-red tent, zipper teeth yawning open to reveal two pink sleeping bag tongues” the imagery!!! incredible
”he feels like a walking timebomb” yeah i am definitely nervous for neil
”’girls don’t do it for you?’ andrew’s curiosity has a hopeful slant” OHMYGOODNESS ANDREW
”andrew’s voice is a firm, solid reassurance” bless andrew
”neil never thought he’d be relieved to meet someone who didn’t like exy” i also never thought that. neil you are a changed man
ooh the backstory to the fireworks is so good! i was also thinking it was a little out of character, but this is the perfect reason that renee would let it slide!
”the stars are withering in the purpling sky” i could cry because i love your writing so much
A MAN I AM FREAKING OUT. WHO IS HE
the easygoing banter between andrew and neil is so great, their conversation is interesting and flows really well
”he’s almost home” it amazes me and really shows something about this version of neil that he’s so quick to call this tower his home
”i know i needed to do this, but i am not sure i am ready to be so alone” woah break my heart why don’t you? this hits really close to home,, how dare you make me feel emotions
”i usually take a more straightforward approach” andrew never lies, but this is the truest thing he has ever said
”they’ll probably never meet, because neil intends on spending the rest of his summer without meeting another soul, andrew included” hmmm why do i have the sneaking suspicion that this will not be the case?
”neil’s not sure what grindr is but his face heats up all the same” this sentence is a MOOD (except i do know what grindr is)
”andrew’s response is sharp like a blade. ‘why? because one of the girls called you scarface?’ neil feels himself flinch” hhh i am secretly a very big fan of scenes that include neil’s scars, so you got me here
”andrew keeps neil company on the hour hike up to the north of his sector, but his usual commentary seems a bit strained today” uhH what’s going on, i’m getting scared
DID ANDREW BRING NEIL OVER JUST SO HE CAN SEE WHAT HE LOOKS LIKE? 
ohmygoodness, neil leaving andrew pictures and a sweatshirt? so so so cute
”he imagines the fear they felt when they saw him holding it wasn’t too unlike the fear that used to paralyse him when his father, or lola, would threaten him back home” woah this is good
i would bet that allison was the one to write that letter haha i can imagine that renee is likely kind of shaken by the incident, otherwise she might not have let allison leave it behind
andrew is such a good companion for neil, calming him both by his presence and by logically explaining what could have happened to the tent. he’s an anchor
”he feels like the cleaver he had attempted to defend himself with on his first day now carries a foreboding aura” YEAH I’M GETTING PRETTY NERVOUS TOO
WAIT NATHAN IS DEAD? THANK GOODNESS
woah so interesting to learn about neil’s backstory and his reason for not going pro “his offers to join pro teams curled up like dead leaves in a fire” dang, referencing both his burns and his new job? so good
ANDREW MINYARD IMITATING A VALLEY GIRL I NEED THIS IN MY LIFE PLEASE
oo that subtle way of mentioning andrew’s memory
i am so emotional, andrew is just so so good. makes me feel all the feelings ;-;
”andrew sounds like a bristled up cat tail” CUTE!!
i am dying to know what is going on in andrew’s head, during this conversation, when he left his tower to see neil, and really, just throughout this whole fic
woah i really like the way that you had neil describe his asexuality. it’s something that i recognize in myself and i like the way that you handled it.
 >:C 
them drawing each other?? peak cute. i want that to happen to me (have someone who doesn’t know what i look like try and draw me)
”neil waits for him to say more. he doesn’t. oh. that’s why. ‘heh’” LOLOL
you know what, i actually,,, only recognized the name draco malfoy LOL
ANDREW PRETENDING THAT HE DOESN’T ACTUALLY KNOW AARON OH MY GOODNESS. I CANNOT BELIEVE HE PRETENDED TO GET HIS NAME WRONG. “i look like him. but hotter and better dressed” ANDREW HOW GOOD TO YOU DRESS YOU LIVE IN THE MIDDLE OF A FOREST. this whole section is hilarious and really helps lighten the tone and keep things playful
”’why would i wear that?’ andrew’s response is too quick and defensive” *unintelligible screaming*
ANDREW DRAWING NEIL IN TINY RUNNING SHORTS. THIS! MAN! I CAN’T HANDLE HIM
”neil gets into the routine of falling asleep next to his radio, talking to andrew deep into the night, far past his ability to keep his eyes open. they take turns drifting off mid conversation…” this is the softest thing ever
”considering neil’s job is to prevent forest fires, there’s a certain irony in how beautiful the park is when painted the colours of flames” oh (like a good oh)
ANDREW REJECTING NEIL REALLY JUST BROKE MY HEART WHY DID YOU DO THAT TO ME
”his heart tumbles from his chest and falls to the bottom of the ravine. he doesn’t understand why it was so close to the railings of his ribcage in the first place” this is so so beautiful even though it’s describing something so sad. makes me feel achy
drunk andrew. how is it that you, alexjosten, seem to know everything that i love in a fic?
”neil’s cabin floods with light. how real is neil josten without nathaniel wesninski filling his shell? with a snap, it’s gone.” uh this is so incredible, i love how you split everything up into its own paragraph, their conversation so similar to the storm. ugh i can’t get enough
”still, neil feels the change: the undeniable part of him where his branches have been torn asunder and his bark has been scorched away to expose his core” every time i think that this sentence is the best, and every time you blow me away again. i can’t describe how this sentence makes me feel
the scene of neil rescuing allison and renee fills me with adrenaline, it’s so intense
having the girls recognize neil was like being trapped in a nightmare, there was nothing i could do but read on and see how it ends. dajsflks. but also i really hope that neil got back his jacket and sweater lol
WHAT IN THE WORLD NEIL HAVING TO PLAY A GAME ON CODEINE, RIKO TRYING TO KILL NEIL ON TV, THIS IS SO INTENSE. also, i love what you’ve done with this
dang, how does andrew know kevin?
andrew’s gifts for neil are so cute. i am here just freaking out!!!!
A PUFFBALL DANDELION 
“you sweet, sheltered city child” oh my goodness adorable
”you’re going to go nuts when i tell you what a caterpillar turns into” ANDREW
THE BEAR. THE JUMP
honestly, i’m a little surprised that neil wasn’t supplied with bear spray
”’andrew, i don’t think they’re coming for me.’ ‘of course they’re not.’ neil’s heart sinks. ‘they’re not?’ ‘i am’” KFAJSDFJPOJAFD THIS GLORIOUS INTERACTION WILL FOREVER BE WITH ME
THEM TRAVELLING AND EVERYTHING WITHOUT EVEN KNOWING WHAT THEY LOOK LIKE BECAUSE OF THE DARK. ALSO ANDREW BEING SUPER BUFF AND PICKING NEIL UP NO BIG DEAL
”we had your face on a dart board in the break room” AHHHH
”the only consolation is it smells of the andrew who just walked two hours to rescue him from the side of a cliff, and then spent another two hours carrying him here” i don’t even know what to say
wait andrew knew who neil was the whole time oh my goodness
THE GAME IS ANIMAL CROSSING. this is now and forevermore considered canon! 
ANDREW DROPPING THE GAME HE’S SO TIRED. ANDREW MY BABY
ANDREW’S DRAWING OF NEIL
”half of andrew’s sandwich is in his mouth, and he kind of looks like a hamster” adorable!
okay okay jean and jeremy being the two trading letters? so so good.
THE ENDING WITH ANDREW TELLING STORIES ABOUT NEIL BEING DEAD
the last chapter was amazing, i loved the way that you wrote the interactions between andrew and neil, they fit so well together. i also appreciate that you deviated from the game and had them meet! it is infinitely more satisfying. this was such an easy fic to read, everything felt right. i love your characterization of both of them. to have andrew treat neil the way that he did, knowing who neil was? amazing
also, can i just say that the moodboards that you include at the beginning of each chapter are amazing? they really helped with establishing the tone of the fic.
this fic is so intense, i was constantly amazed by how i was so fully immersed in it. everything that neil felt, i felt. your descriptions were gorgeous and i could not get enough of them. there were so many small details, sentences that were pure gems, that rereading this was just as, if not more, enjoyable than the first time. i really cannot put to words how much i loved reading this. thank you so so much for writing it!
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Guiding Light turns two years old today!
It’s crazy to think this all began only a couple of years back... and also hilarious it falls on the same day as “International Mystery Dungeon Day” over on Twitter. More after the cut. This is gonna be a long one, so I appreciate anyone willing to read this. ^^
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For a long time, I had been a casual consumer of fan fics. It started in the late 2000s when I was in a Spyro craze thanks to the more story-driven Legend of Spyro trilogy. I had an itch that I needed scratched and FFN fulfilled that to some extent. I also looked at some Mario fics, including Paper Mario: The Temple of the Sun, which I greatly enjoyed and thought did a good job adapting the formula that made Paper Mario: The Thousand Year Door so beloved and putting a unique spin on things.
But it was until the early 2010s that I actually started getting back into Pokémon games with Gen V. After Emerald, I fell out of touch with Pokémon for a time. When Gen VI came around, I dipped my toe into the fandom through Twitch livestreams, but also through reading a few anime-based fics that are very long and still going, even now. 
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At the same time, I ended up buying PMD: Explorers of Sky... and damaged my cartridge before I could properly finish the game with my Vulpix/Riolu team. So, I watched cutscenes for what I missed on YouTube, then got Gates to Infinity and, later, Super Mystery Dungeon and had fun with both of them... though more for the stories and characters than the actual gameplay. Truth be told, I don’t care much for roguelikes at all.
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It was during the gap in time between Super’s release and the first official footage of Sun & Moon in mid-2016 that I found myself hit with a recurring thought: “What if someone made a PMD story where the hero and the partner are forced to fight one another with the fate of the world at stake?” I wound up (loosely) brainstorming an idea for a PMD story revolving around an antagonistic Hoopa character who would use its ring portals to collect entire communities, including the Pokémon living in them... all so that he would never be bored. This would lead him to “collect” the partner to add to his “toys,” so when the hero shows up, he’d sic the partner on them.
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But that was as far as I got with the idea. I ended up graduating college and took a job with late evening hours. It left me pretty tired and exhausted and unmotivated to do much of anything. I withdrew from the parts of the Pokémon community I was involved in.
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Then the Generation VII games came out and, while divisive in the fandom, I found myself really liking some of the concepts. There were so many times when I thought, “Gee, I wonder what this would be like if it were in a PMD game?” For example, one of the ideas I had was a sort of edgy rival rescue team akin to Gladion, which would have a Midnight Lycanroc, a Zoroark, and a Type: Null character in it.
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So, toward the end of 2016 and early 2017, I started creating an idea for a Choose Your Own Adventure story with the intent of putting it on this really small forum I was a part of. It would be a Gen VII-themed PMD story, but because I didn’t think that sounded interesting enough, I decided that, not only would the human keep their memories, but they would be from the real world and be a major Pokémon nerd. The idea was that the choices the readers made would affect the relationship between the human and partner. I even came up with a point system. The more points the readers earned for their choices, the “closer” the relationship the hero and partner would have and the happier an ending the story would get. If the hero and partner couldn’t stand each other, one of them would likely end up working with the bad guy and winning. If they became steadfast friends, they’d work together to save the world.
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Unfortunately, the forum shut down before I got too far into planning it, so I shelved the idea and continued focusing on my job. And things stayed that way for several months, until I ended up getting into med school and scrambling to move.
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During the downtime I had when I wasn’t doing moving related stuff, I decided to look at FFN again and found Pokémon Mystery Dungeon: Defenders of Warmth. I wound up reading through the entirety of the story quite quickly. I guess you could say it sparked something in my head. The fic itself focuses on what, at the time, was the newest Gen (Gen V). It also has multiple humans and is set on a continent separate from the canon locations (which were just the Air and Grass Continents, since Gates and Super didn’t exist when the fic was written). In short, it renewed my desire to pursue my idea of a Gen VII-flavored PMD story.
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So, I set about creating my story outline. It is so... so much different from the actual story, though I’ve gone into that in previous posts (search for #amby answers). Originally, I used Mario & Luigi: Partners in Time as the framework for the fic: an alien invasion in a colorful, comedic world. I took more specific cues, too. Zero was meant to be a (mostly) silent antagonist a la Princess Shroob, for example.
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The problem was, I really didn’t have much confidence in myself or my abilities. I’d like to say I was writing for myself, but I really did want validation, too. I think any author is lying to themselves if they say they don’t feel this way at some point. Because of this, I figured if I put the fic on FFN, it would get ignored. The site’s huge! There were, at the time, around 85k fics in the Pokémon section alone. (That number’s since gone up to over 90k!)
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Given I had experience with forums, I decided to post it to Serebii, because the fic community seemed much smaller and more open to giving feedback to one another. In an effort to try and, y’know, establish some connections, I actually read other pieces and reviewed them before posting any stories. This also helped me build up a backlog of chapters and prove to myself I enjoyed writing this enough to keep going.
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When I finally did post the fic, it was a bumpy start, for sure. I do think I made a lot of mistakes out of the gate, including uploading chapters way too quickly for readers on Serebii to (reasonably) try to keep pace. That probably cost me a few potential readers... or made them silent readers who I never ended up hearing from. Which is why I’m especially thankful to @girl-like-substance (who I can seem to tag, drat) for all of the well-thought-out feedback given throughout the fic’s run. I don’t think I would’ve made such significant strides in my writing otherwise... and there are plenty of long-running fics where the quality tends to stagnate.
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In any case... it was thanks to a request from @deliriousabsol to put the fic somewhere more mobile-friendly that I chose to mirror Guiding Light on FFN starting in October 2017. I would’ve kept going on Serebii had she not asked so nicely, so she’s the one you can thank for it showing up there! (She’s a fellow author who does cyberpunk-themed fics and art and her characters have cameoed in the fic.)
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And, honestly, I’m just... beyond shocked at what wound up happening to the fic once it hit FFN. Well, actually, for the first several months I was lucky if I even got a comment when I put up a chapter. I’m not sure any of the people who first commented on FFN still follow the fic anymore. I haven’t seen/heard from them at all, so I assumed they moved on with their lives.
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In any case, around March of 2018, the word count on FFN passed 300k and... somehow, the fic starting getting more attention. Like, a lot more attention. This was... not really something I was even remotely prepared for.
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(Yes, this means there’s gonna be a giveaway. More on that later.) I never would’ve thought I’d reach a number like this. I never imagined I’d meet another PMD author who’d be willing to do a fun collab (thanks @virgil134, Spiteful Murkrow, and Namohysip). I really did not imagine that I’d ever get fanart of characters that I wrote (huge thanks @thebreak-ofdawn, @ask-nicky-and-others, and @cresselia92). I mean, above everything, I not expect the fic or characters to resonate with anybody the way it wound up.
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A part of me feels like I don’t really deserve it. I’ve made a lot of serious gaffes with writing this. When initial Serebii feedback had people intrigued by Shane’s jerkass attitude (when I didn’t actually intend for him to come off as a jerk), I dialed things up in the hopes I’d keep their attention. It probably cost me readers. Then there’s the slow pacing of the early episodes and the mistake of making Special Episode 3 as long as it was... which my speaks to my (bad) tendency to give into some of my strongest impulses even though I had an outline I was trying to stick to.
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And, I mean, there’s also some of the “shamlessly shameful” stuff I’ve done with the fic. I’m not fooling myself. Guiding Light has grown progressively more furry and, uh, probably fanservicey, too. All the big furbait (and some scalebait) ‘mons are accounted for. There’s a lot more sexual humor when I initially promised myself I would stay away from romance and keep everything platonic. I practically turned Xerneas into waifu bait, if some of these asks are anything to go by. This blog certainly didn’t help in that regard. Maybe I’m just being my usual nervous self? 
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I am worried that this fic’s performance has, somehow, affected my thoughts and behavior. There are very popular fic authors who let their popularity get to their head... or chose to open up Patreons (something that makes me uncomfortable) or start doing things like taking commissions for written pieces, which is understandable... though I think it’s an easy way to lose your passion for writing. I guess some of that worry stems from a debacle I learned about on a Discord server I’m in, but that’s not something I’m comfortable discussing publicly. 
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And I haven’t even talked much about the blog itself. Like, it somehow passed 100 followers? Where? When? How? I don’t actually draw stuff like many other Pokéasks. And, like, for a lot of folks, I have no idea if they’ve actually read the fic or just check in on the blog. It’s the same with the fic, I suppose. If you’re a silent reader/follower, I would really love to hear from you! I promise... I don’t bite or anything. I’d love to know what (if anything) you’re thinking. And if you’re a blog that’s following this one and we haven’t interacted, please feel free to reach out! It’s honestly hard to tell if people like what I’m doing, so any feedback is always appreciated.
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In any case, if I haven’t lost you by now, I guess all I can say is... thank you. Thank you all so much for all of the support... whether it’s on the fic, the blog, or both of them. I really do hope this final episode can meet your expectations. I’ll try my very best to make this an ending to remember. Nothing would make me happier than to hear you guys enjoy it and feel it does justice to the PMD series.
Sorry for all the rambling. The inbox is open again if you’d like to send any messages for the ficaversary. Again, thank you all so much! You’re the best!
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sg2tiger · 5 years ago
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It’s that time of year when I rise from my tumblr grave and come to post the end-of-year look at the games I played
As always, my lengthy ramblings can be found under the cut. I’m thinking of posting a more trimmed down version on Twitter (where I am also pretty inactive but have slightly more of a presence than Tumblr these days).
—————————————— Assassin's Creed Syndicate (Steam) FINAL VERDICT: Bretty Gud ——————————————
Coming directly after finishing Unity I moved onto Syndicate, knowing that it was to be the last 'real' Assassin's Creed game (with the next two moving to a more RPG-style and set in periods before the assassins and templars really existed in their current forms). I had actually originally planned to skip Unity after its terrible launch, and had purchased - and even started playing - Syndicate back in 2017...but my computer at the time was struggling with just the prologue, averaging 20-30 FPS. Once the game actually arrived at London proper, my framerate tanked to 11 FPS or lower, and I had to put the game on the backburner until I'd upgraded my computer enough to handle it.
Ultimately I'm glad that it worked out the way it did, and I did end up going back and playing Unity before Syndicate, because the games are definitely very comparable. Both are a return to the older games' focus on exploring urban environments after the past several moved the cities themselves largely out of focus, and the gameplay of Syndicate is basically a polished up version of the new system introduced in Unity. The controls were smoother and tighter, and much appreciated fixes were made to some of Unity's worst offenders, like having automatic cover behind objects now instead of doing it manually, and the 'enter' button prompt that appears when you're over a window to climb inside - something I believe I mentioned in my Unity review as one of the worst things (gameplay-wise) about that game. Also, the whistle button makes a return after its extremely baffling removal in Unity, making it actually fun and worthwhile to kill enemies from hiding spots once again.
Combat in Syndicate was decent enough once I got used to it, but personally I really did prefer Unity's style. Unity was the first AC game where combat felt genuinely tactical, and where it was possible to get overwhelmed and wrecked by enemies at ANY level, even postgame with all your upgrades and gear - thus, encouraging stealth more, and not letting it get to the point where you're swarmed by huge groups of enemies in the first place. Syndicate has some cool multi-kill moves, but I didn't even figure out how to properly execute those until the very end of the game (when I was replaying the highest-level fightclub over and over trying to get Robert Topping's rep level maxed). Aside from some fancy visuals on the killmoves, though, the combat felt watered down to me - press X to attack, B to dodge the enemy's heavily-telegraphed incoming attacks, and occasionally A on those assholes that block. I dunno, I just really enjoyed Unity's variety with stuff like the slower heavy attack, and ground execution, even if the skill points system to unlock them made them mid-to-late game abilities. In Syndicate, like most AC games before it, once you hit around the midgame point and have more gear and better equipment, you become a one-man (or woman) army and there's no challenge left - I remember I got a 124 hit combo without taking a single blow during one of the final bouts in the highest-level fight club, because it's just way too easy to play the hit, hit, dodge, hit hit dodge, blockbreak hit hit dodge game. It's my understanding that Origins changes the combat system yet again, though, so we'll see if I find that any more satisfying.
One of the main new things about Syndicate - and one I've seen a LOT of negativity about across the internet - is the rope launcher (AKA grappling hook). How realistic the steampunk-esque gadget it aside, gameplay-wise I actually liked it and thought it made sense, since London's buildings are significantly taller than anything in the past games. Here's my take on it - it's nothing new for an AC game to introduce a new traversal gimmick that's exclusive to that specific title and its setting, because it makes sense in that setting. Revelations had the hookblade, which in a way was like the proto-rope launcher. AC III had the whole 'treerunning' system because of its frontier setting, which had a very different feel to it mechanically than climbing around on buildings. And of course, Black Flag was all about ship travel. But aside from Rogue basically being Black Flag II, all of these things have largely been restricted to those specific games that introduced them, because they made SENSE for those particular settings and environments - like, just because the Ottoman assassins used hookblades to travel around Constantinople, Ubisoft didn't make the hookblade a permanent part of the AC hero's repetoire going forward. I feel like the rope launcher is no different...it exists to make traversal in THIS particular setting a little less tedious, because having to manually climb some of these buildings the old-fashioned way would otherwise be a nightmare. Besides, it's also completely optional and you CAN simply climb around the old-fashioned way if you so choose - aside from maybe the tutorial mission when you first get the thing, I can't think of any point where you were forced to use the rope launcher at all. Personally I really liked it - I don't think it 'killed' the franchise's iconic parkour system but rather integrated with it. Zip from the ground up the side of the building to a rooftop, then run and hop between the roofs and poles and rafters like usual, then zip across a large gap to a different rooftop, climb up and over a chimney, and jump across onto another roof. Sure, there's nothing stopping you from abusing the rope launcher to zip from place to place exclusively, just as there's nothing stopping you from not using the rope launcher at all. But that's exactly why it's stupid to complain about it. It's all about how much or how little the player feels like using it...and I mostly used it to fill in the gaps of otherwise standard AC roof running, mixing it in and integrating it with that gameplay, rather than replacing it. Maybe that's why I actually had fun with it.
The last new thing gameplay-wise I guess would be carriages. Once I got the hang of using them properly (gunning for first place in all the street races is very educational), it was fun enough, I suppose. I don't think the Grand Theft London jokes are lost on anyone, but personally GTA isn't my type of game so I can't say I especially LOVED the carriage driving either. I don't really care about the 'historical accuracy' of having video game horsecarts handle more like video game automobiles, I just don't really tend to like driving in video games in general. I also feel really guilty every time I crush an innocent bystander to death, which is VERY hard to avoid when you drive these things, so I think I spent a good while consciously avoiding driving unless necessary. Smashing through inanimate objects and causing wanton destruction is pretty fun, though. All in all not one of my favorite new features of the game, but I didn't hate it, either - which is a good thing given how many missions force you to get behind the reins.
As far as the story and characters go, Syndicate may not have been a marvel, but it was leagues above Unity. Jacob and Evie are likable enough, and while there's the usual share of forgettable one-note assassination targets there were also quite memorable ones like Pearl Attaway, Maxwell Roth and of course Starrick himself. I actually really liked Starrick as a character, though I felt it was a shame how little screentime he actually got considering he's the Big Bad behind the scenes of everything going on - I suppose that fit his role as sort of the businessman who uses his vast network of employees handle situations while he sits in his office and comfortably sips tea, but the out-of-focus nature he himself had in the story felt like a waste of such a charismatic character. It was however nice to see a return to the modern day story, even if it was still pretty far shoved into the background...it was at least THERE. And even Desmond got acknowledged for the first time in a while, which was nice. It's unfortunate that I know now the Juno plot was wrapped up in the COMICS rather than the actual games (something I really have no interest in reading but at this point feel like I have to just for closure), but if I had played Syndicate at the time when it came out I know I'd have been excited by a lot of the revelations that happened at the end, especially considering how far into the background Unity shoved the modern day and Juno storyline.
I think my biggest character complaint would fall to Henry Green, who's supposed to be your assassin mentor but felt like little more than a satellite around Evie for the entire game. When you first arrive in London and he gives you the rundown on how things are in the city, he reminded me of Yusuf from Revelations - someone more familiar with the goings-on than the player character, and a reliable companion and guide who the player can count on. After that, however, he felt pushed into the background and never really DID anything except, of course, accompany Evie on some of her missions. His whole thing is that he's not really a field agent, and yet the game forces him into the field JUST so he can tag along with Evie as part of one of the most forced obligatory romances I've seen in a video game. There is absolutely no chemistry between the two - Evie spends the whole first half of the game basically being defined by her work, and I NEVER got the sense that she really felt anything about Henry even when it became obvious he was interested in her. And then the game forces the whole 'oh Evie let her feelings get in the way and saved Henry and oh she's so conflicted because she's in love even though they've known each other for probably a couple of months at most but oh mixing romance and work is wrong but oh apparently Father and Mother were very much in love and it didn't compromise their work as assassins so it's okay and YES YES A THOUSAND TIMES YES I'LL MARRY YOU'. I was cringing the entire time - but of course, it's Ubisoft, so it had to be this way.
Speaking of Ubisoft's typical treatment of female characters, though, I DO have a few criticisms about Evie as well.  We all know about the controversy Ubisoft got itself into for saying female characters were 'too much work' during Unity, and Syndicate seems like a pretty obvious response to that backlash. Giving her a co-starring role with her brother made sense, too - if it was ONLY a female protagonist, right after the backlash, Ubisoft would be accused of caving to pressure and find itself with another controversy. I think it was a smart decision to do it this way, and the story missions are pretty evenly split so you're forced to play as each of them about equally, even disregarding who you choose to play as during the open world segments (though Evie probably should have been doing something during Sequence 8 while Jacob was off blowing shit up with Roth).
My problem is more with Evie's personality...or rather, the way she's used in the story. Jacob, like most previous AC protagonists, is flawed. His flaw is his impulsiveness and tendency to rush into situations without thinking of the consequences...those consequences then becoming immediately apparent when Evie has to rush in and quickly fix his mistakes. Evie however is more focused and methodical, putting all her attention on hunting Lucy Thorne and the Shroud. Ultimately the message here, I think, is that both of the twins need EACH OTHER because when they work alone they don't see the big picture. However it felt to me more like Evie's job was just cleaning up after her clumsy brother, because she's so perfect and infallible and always right. It felt to me like in the backlash over 'no female characters' they overcorrected somewhat with Evie, because she comes off far less flawed than her brother. Arguably her flaw is that by focusing too much on the Shroud she ignores the rampant corruption eating away at London, but the story never really focuses on that angle...Evie just comes off as always being right when Jacob inevitably fucks up the next big thing. You could also say the whole 'oh no I put personal feelings before the mission' is supposed to be her flaw, but the story also goes out of its way in the end to say 'no, it's okay to do that, your father was wrong'...so, also not a flaw. Then what IS Evie's flaw? I really can't see one...and I feel like that makes her less interesting as a character. I certainly didn't DISLIKE Evie, but I feel like she just didn't have as much personality as her brother, whose flaw was more apparent and impacted his development more (feeling betrayed by Pearl, and how apathetic he got in the aftermath with Roth, in particular). Evie just...spends half the game being perfect, being right, cleaning up after her clumsy brother, and then falling victim to a romantic plot tumor. Since she was the first playable female assassin as far as most fans are concerned (it's okay, Aveline, *I* remember you) this just seems like a shame to me...a wasted opportunity to make Evie just as interesting and flawed and capable of making mistakes as her brother (and no, compromising the mission by RESCUING ANOTHER HUMAN BEING FROM CERTAIN DEATH is NOT a flaw, only sociopaths would consider that a flaw, and the game even makes it clear that it also does not consider it a flaw). I think Ubisoft was probably just too afraid to make their first major female assassin come off negatively, so they played it safe - TOO safe, resulting in Evie ultimately being more bland and uninteresting than Jacob was. Don't get me wrong, they absolutely fucked up on multiple levels with Elise in Unity, but at least she felt like an interesting and nuanced character to me...even if she DID get stuffed in the fridge.
Anyway...ultimately I had fun with Syndicate. Worth mentioning that I did NOT get any of the DLC, because the reviews for both the Maharaja and Jack the Ripper DLCs on Steam were extremely negative and didn't seem worth it at all...nor did (to me) the assorted extra missions or the murder mystery packs. Murder mysteries were an alright change of pace in Unity, but they were also way too easy and certainly not interesting enough for me to want to pay extra for. I've got 98 hours logged for 100% completing Syndicate sans-DLC, compared to 138 in Unity for doing the same + Dead Kings, but Syndicate FELT longer to me. The world was bigger and I felt like I spent more time playing around in it, and aside from my aforementioned complaints about combat I feel like it did just about everything better than Unity. I've seen a lot of generally mixed reviews around the internet and even some people saying they thought Unity was better, but I can't really agree with that. All in all Syndicate was a solid and enjoyable game, and may quite possibly be the last Assassin's Creed game of its kind given the direction we've moved into with Origins and Odyssey, so...perhaps someday people will look back on it more fondly.
—————————————— Assassin's Creed Origins (Steam) FINAL VERDICT: Recommended ——————————————
Within the first 5 minutes of the game (if not less), things already felt innately...off. I knew that Origins retooled a lot of the game to be more RPG-like, but I guess I completely underestimated the extent to which EVERYTHING would change. After all, Unity sort of kicked off the trend of having a basic skill point system and different purchasable weapons/armor, and Syndicate furthered it with an even more in-depth skill tree and the reintroduction of crafting. I figured Origins would simply further refine these RPG-like systems, and tidy up combat yet again, which had also seen some changes in both Unity and Origins.
In any case, one of the first things (literally) I had to do was find the options menu and change the default control scheme, which is SUCH a huge departure from the system the series has been using for 10 years that it left my muscle memory crying. Fortunately the 'Alternate' control preset is far closer to the classic and familiar style (with RT as the run/climb button, for instance), and the PC version at least also allows you to rebind the controls further...which I did (particularly to put the drop/parkour down button on B, as it was in Unity and Syndicate). Rebinding the controls too much *can* lead to some issues with overlap and even breaking certain functions (I can no longer dive underwater with B presumably because I set it as my 'drop' button, so now it does a dash underwater instead...so I do have to use the C key on my keyboard to actually dive now) but ultimately those snags are pretty minor. That said, the resulting new controls during chariot races being so heavily concentrated on the right side of my controller did leave my hand seriously hurting after my first racing tournament.
(I wrote a lot about my thoughts on this right after starting, coming off Syndicate and feeling the unfamiliarity of the game hard, and it comes off a lot like I’m rambling about the Good Ol’ Days of AssCreed and how different Origins is from that experience more than an actual review of the game. While I think a lot of what I ranted about is still valid, it’s also not really about THIS game, so I think I’m just gonna skip over a lot of that and get into my actual, I-finally-finished-the-game thoughts instead)
Ultimately I enjoyed it a lot, and I did 100% complete the whole game + both DLCs, but at the end of the day I have to stand by my verdict that it’s not really an ASSASSIN'S CREED game as we’ve come to know them for so long. Did I have a lot of fun taking out entire camps with the predator bow before anyone could catch me in the act? Very much. But that's about the only kind of SNEAKING I felt like I ever had to do in the game, compared to older entries that had a wider variety of stealth options. Bayek was definitely more of a warrior than an assassin, IMO. I feel like, for all the flak it got as a game (and much of it deserved), Unity was the best AC as far as stealth mechanics and mission options. Syndicate refined those and fixed things like moving behind cover, but with Jacob being more of a brawler that also meant there was a lot of that game you could easily do without having to be super stealthy. Bayek, and the push towards the more RPG-like systems in Origins, makes it pretty clear that we likely won't be getting a return to classic AC form any time soon, and while I enjoyed Origins a lot that still makes me very sad.
Still, I look forward to Odyssey whenever it decides to go on sale enough for me to grab it, because Origins WAS a lot of fun. I ended up clocking 192 hours in it, completing all the DLC, and getting every achievement, so clearly I enjoyed the game. It's more just a bittersweet feeling that the AC franchise as we knew it is probably dead, as Ubisoft moves further and further away from the franchise staples, and continues to bury the modern day story and conspiracy theory angles deeper beneath the historical storyline.
(I also had some rants about how Aya/Amunet would have made a better protagonist of a proper Assassin’s Creed game while Bayek was more the protagonist of a general revenge story and how Aya, as she was, was much like Evie in that I didn’t really like her much and feel like I could/should have liked her more if she was utilized better as a more robust character, but in the interest of not going off on this game forever I’m gonna snip that part as well)
—————————————— 7 Days to Die (Steam) FINAL VERDICT: Bretty Gud ——————————————
Another of the plethora of survival/building/crafting games that have been all the rage these days. Sorta like ARK, but instead of dinosaurs, it's zombies. Zombie games aren't personally my cup of tea, because I am a big baby, and the game has a lot of elements that I think would classify it as survival horror and not just survival/building/crafting. Solo, I would never be able to tolerate this game, but with a friend or two, I found it quite fun. It scratches a lot of the same itches as ARK but the survival aspects take more of a forefront, whereas in ARK once you've progressed to metal tools and flak armor the temperature and hunger management aspects become little more than a minor nuisance.
When we started out, we were right on the border of the snow biome (once my friend trekked from their spawn point and found me, that is), so the cold and just barely avoiding constant starvation (sometimes) was an ever-present threat. It really felt like we were being pushed to raid the nearby houses in hopes of finding scraps of food and resources to keep us alive. After a while we were able to gear up enough to move slightly further out to a more temperate biome, near a large cornfield, where we could begin cultivating our own crops. Once starvation became manageable we were able to shift out focus to other tasks, like expanding our base in preparation for the titular 7th day (though it was the 30th day due to adjusted server settings for us) - the Bloodmoon, where swarms and swarms of zombies attack your base and you have to survive the night.
This sort of PVE tower defense mode is something I've often wished was a thing in ARK (and no, orbital supply drops aren't the same thing) - PVP is too toxic for my tastes, but a constant problem in that game is reaching the eventual 'now what?' point where you're practically unfuckable and nothing is a challenge anymore. Having that sort of ever-present danger and challenge to look forward to (or dread, if done right) keeps PVE gameplay in this sort of game a lot more interesting because you can't just sit on your laurels and get complacent. PVE builds are generally more about making buildings that look nice and less about fortifying them with adequate defenses because those rexes that stomp through your front yard can't bite through metal, so why worry? I like having that balance, where I can build a base that I think looks nice and is functional with storage and crafting and whatnot, but I ALSO like the idea that if my defenses aren't up to snuff...I can kiss my ass goodbye.
So the Bloodmoon mechanic, while terrifying, is a big draw of this game IMO. There's also the other side of that PVP coin that sounds fun in theory but is not in practice (because real people are assholes): raiding other peoples' bases. Of course, zombies spawn randomly in the overworld and you can run into them any time during your travels and resource runs, but the map is also littered with abandoned houses and other buildings like stores, factories, hospitals and even creepy mad scientist castles. These places often have pretty good resources and loot, so you're encouraged to explore them...but of course they are also crawling with zombies. And the zombies are not always out in the open for you to get off a quick headshot on, either - often times they'll hide, inside closets or above ceiling tiles, to ambush you if you're careless. You really have to be prepared for anything, and willing to drop heavy loot and run away if the going gets particularly tough. To me this feels more engaging than just killing stuff out in the overworld, because it's like I actually have to conquer someone else's castle and that feels more like a concrete goal to me.
In general it feels like a fairly standard, but enjoyable, early access (but frequently updated) survival/building/crafting game. However, these little things kept me coming back for more once I'd grown bored of being the unconquerable dino king of ARK. Would I recommend it? Only to a specific audience, but that audience has probably already played it. For me the general survival horror atmosphere and frequent jumpscares in narrow corridors when a zombie jumps out at you from above the ceiling and shit is a lot...even playing with my friend, I basically played the support sniper role in combat while they had the frontline with melee weapons, and that didn't stop my heart from leaping out of my chest on many occasions. I remember that time we raided a huge pharmacy building on a day where it just would not stop raining...the rain sounds in this game are VERY realistic, and also very loud. I could barely hear my friend over the rain half the time, let alone the warning sounds of nearby zombies being drowned out by the storm. We had to stay the night, and well into the next day it was STILL raining...we had so many close calls in there, and even a couple actual deaths (fortunately we had temporary beds set up in a safe room so we wouldn't have to trek back from base). Once the rain finally stopped, and we returned to base and called it a night IRL, I felt such relief...I hadn't realized how much I was ACTUALLY STRESSED by the game in such a tense situation. Which...is that "fun"? Again, I think it depends on the type of person, and even then is probably very situational. I think I realized in the aftermath that I did not have fun that night, but when I was there in the moment, the tension was certainly immersive.
So yeah. It's a fun game if you have a good friend or two to play it with, and if you think you can handle horror elements and potential jumpscares. Which I can't. But my friend is very supportive and understanding  of that so I didn't have to feel like a big baby when I got audibly startled during our gameplay sessions, so I really do think WHO you play it with can make a big difference, too.
—————————————— Ultimate Skyrim (Steam) FINAL VERDICT: Bretty Gud ——————————————
A bit of an odd thing to review, I know. Ultimate Skyrim is obviously not a game in itself, but as a modpack that completely revises the way the game is played I felt like it was worth mentioning...especially since it gives me something to pad out this very small list with.
I actually first heard about Ultimate Skyrim a couple years ago, but back then the install process was so daunting that even I (someone who can spend weeks perfecting my load order whenever I go to replay Skyrim) was put off by it. Plus, at the time, it was still in version 3 and I knew there was a version 4 in the works, so I figured I may as well wait for that before I gave it a try.
When I got the itch to replay Skyrim again, as I seem to every year once fall and winter come around, I remembered UltSky existed and check in to see that version 4 was out, had full gamepad support (essential for me), AND the install process was easier than ever thanks to the Automaton tool. So I thought, why not?
It was my first time trying Requiem, but I'm no stranger to some of the basic concepts the mod introduces, since some of my mainstay mods (ex. Advanced Adversary Encounters) make similar changes. Plus, a solid half of the UltSky pack consisted of mods I've played regularly, so I didn't think it would be that hard to acclimate to.
I was wrong.
Requiem changes much more than I expected it to, which, in hindsight, explains why practically every mod out there requires a patch to work with it. The constant stamina drain that you need to account for with buffs from food, made worse if you decide to go heavy armor...no natural health regen, and all potions being heal-over-time instead of flat instant heals...the perk tree really requiring thought and planning to budget your points right and not spread yourself too thin, and even getting 'locked in' to the type of standing stone you choose as your birthsign. All kinds of little elements piling up to make your early game a living nightmare.
I'll cut right to the chase here: I found that I don't much like Requiem. Now, I'm not opposed to challenge, and pretty much every playthrough I mod my game to MAKE the game more challenging because vanilla Skyrim is such a cakewalk. But it's the WAY Requiem changes things, the specific mindset and vision that toes the line between 'fun' challenging and 'you must be a masochist or hardcore minmaxer to enjoy this' that doesn't appeal to me specifically. I much prefer my usual combination of Advanced Adversary Encounters + Wildcat + Ultimate Combat + Mortal Enemies + maybe True Armor (I only played a little with it on my last pre-UltSky playthrough but I liked it) to make fights more deadly and tactical. Requiem makes combat more difficult, absolutely, but the vision is different, and it feels like minmaxing is the answer to surviving encounters more than strategy and skill. Like, if I don't have the right gear, or perked myself in a specific way, or else carry an assload of fortify potions (something I hate even in the base game but is made even more annoying to me through Requiem and UltSky's unpaused menu system)...then my chances of surviving are very, very slim. And to me that just isn't fun.
A deleveled world is kind of fun, though I'd never tried it before...that sense of progression where you can't just take on a cave of warlocks at level 2 gives me something to work towards, though it does also feel somewhat limiting as far as where you start. One of the appeals of alternate start mods and WHY they're among the most popular is that freedom of not having to go Helgen > Riverwood > Whiterun, but a deleveled world also makes me feel like I'm being punished if I get a random start up in Windhelm, and that I have to head down and chump it up in Whiterun anyway, because that's where the weak enemies who won't oneshot me are. I'm sort of whatever about that aspect though.
To me it's like...I can't agree with it being called 'the roleplaying overhaul' because having to focus so much on how I spend my perks, what spells I learn, my gear, which enchantments I use, having to carry at least 3 weapons at any given time and encumber my loot-loving ass because I never know if I might need a mace or a sword...the list goes on. I'm not trying to shit on it because there's clearly a huge community of people who love what Requiem brings to the table - they're just all things that don't appeal to me PERSONALLY when I can usually think of a mod that makes the same sort of changes to my game but does so in a way that I find more appealing, that's all.
So then...if I'm feeling this negative about Requiem (the very core of Ultimate Skyrim), why did I give it a positive rating? Well, because even if I don't love Requiem, I still think Ultimate Skyrim is fun.
I know that probably sounds ridiculous. But to me, I think considering Ultimate Skyrim as just 'that one Requiem modpack' is really selling it short. UltSky adds a lot on top of that core Requiem experience, and while some of that makes the struggle to survive the early levels even MORE hellish than base Requiem, I think it actually manages to bring the roleplaying and - dare I say - immersion - back to the table.
Of course, it's got a lot of the classic 'immersion' mods in there...iNeed, Frostfall, Campfire, even somewhat more niche stuff like Bathing in Skyrim. Needs mods I can give or take, sometimes I don't bother with them because the micromanagement can often feel more annoying than fun (I prefer cooking mods that make meals feel more worth eating with long-lasting buffs than mods that actually make me 'hungry', usually). I'd never used Frostfall before for similar reasons despite being very aware of it for years because of its popularity...I actually didn't dislike it though, and it really does make Skyrim feel harsher and like you have to prepare more for your journeys.
The thing about UltSky is that it's not just a big rec list of mods thrown together haphazardly. BelmontBoy has actually taken the enormous amount of time to patch all these mods together to make them work as one seamless, cohesive entity. Of course, it's not perfect - at the end of the day Skyrim was simply not designed with a lot of these features in mind, and the MCM configuration at the start of every new character you make is a huge pain in the ass. But once you get it going, the functions all fit pretty well together...planning my daily activities and general gameplay loop around the weather and time of day, making sure I drop into the tavern and have a bite to eat, deposit any goods in a safe chest and my (weighted) gold off with the bank service, and making sure I go to bed at a decent hour and sleep well.
Ultimately (heh) it makes Skyrim feel like a completely different game, and changes the way you play significantly. I may not agree with all of those changes, but I can't deny the appeal of having an easy to install pack that doesn't take me 3 weeks to perfect before I can play, and where the mods are all designed to work well with each other so unexpected conflicts don't pop up halfway into my playthrough when it's too late to fix them. The controller support and things like iEquip and EasyWheel are also conveniences that changed the game for me, and I will definitely be planning to make use of in future non-UltSky playthroughs as well...for that matter, I also found myself surprisingly enjoying the unpaused menus (though I disabled it for merchants because I got tired of their idle dialogue firing constantly while I was shopping).
Of course, being me, I did make some personal changes to my UltSky install (particularly things like Noxcrab's and kbeazy's Req and UltSky patches to tone down some of the more masochistic elements of Requiem), but the fact that it's as accessible and easy as it is to get up and running even for people who DON'T obsess over their load orders is a big deal, I think.
Is it the ultimate Skyrim experience? No, absolutely not. The ultimate Skyrim experience will always be the one you build yourself to your preferences, and don't have to make due with features you don't like. But I do really appreciate and respect the work BelmontBoy has done with Ultimate Skyrim, and I would absolutely recommend it to anyone who wants to try something a bit different.
Though I'm done playing it for the time being, I've still got another playthrough planned that I think will work pretty well with UltSky...it was a character I was really having fun with, but basically had to abandon due to mod complications fucking up my save and me not having the energy to troubleshoot. I think reviving him in UltSky would be pretty fun, so next time that Skyrim urge inevitably hits me, that's my plan.
—————————————— Ciconia no Naku Koro Ni: Phase 1 (Steam) FINAL VERDICT: Recommended ——————————————
Alright, alright. Ciconia’s not really a GAME, but as the first When They Cry in almost a decade I feel like it would be a crime for me to not include it on my list.
Worth noting, first of all, that I pretty much never buy games on day 1 at full price. I wait for them to go on sale for $20 or under, even if it means waiting a few years (which is why I'm usually so behind the times on the games I've played). But we've already waited 8 years since Umineko ended for the next When They Cry, when we didn’t even know if the franchise was gonna continue AT ALL. Besides that, the most fun part of a new WTC is getting to discuss it with people while it's exciting and fresh, and waiting around for a sale would mean missing out on all that. As it is, I didn't get into Umineko until a little before the release of EP5, so I missed out on all the live discussions for the question arcs while they were still new. I wasn't about to sit around and wait a year or more for the price to drop. Ciconia was a rare full-price day 1 purchase for me, and I finished it over the course of the release weekend.
Since I already reviewed the game after finishing my liveblog in the 07th Expansion Central Discord server, I’m going to basically reiterate and build upon what I said then when my thoughts were still fresh.
I enjoyed Phase 1 a lot and it definitely surprised me in how long it was, and how polished just about everything was (maybe except the small BGM selection, but that will surely be expanded in future phases). We had animations, detailed backgrounds and sprites, it definitely feels like a big improvement over Umineko in the presentation department...but it still falls victim to the same issue Umineko EP1 and Higurashi's Onikakushi had, something that Ryukishi seems to have trouble with in general - PACING.
To be FAIR, the whole setting of Ciconia did necessitate a lot more exposition than the previous When They Cry entries. Umineko and Higurashi took place in 1980's Japan - a time and place that actually existed. Ciconia takes place in the far future and had a LOT of worldbuilding Ryukishi basically had to establish from the ground up, not to mention taking place on a global scale featuring parts of the world that the average Japanese reader might not be familiar with, especially with how the factions of A3W also make those parts of the world so different than we know them today. So I DO understand why it had to drag on like that, to a degree, because Ryukishi clearly had a LOT he wanted to convey in both worldbuilding and social and political commentary (and a lot of what seemed like very clear Take Thats at people who missed and continue to miss the point of Umineko to this day, even after the EP8 manga adaptation should have cleared all doubts).
Even so...it's still hard to actually push through huge infodumps like that, before anything really engaging happens to hook you in. We had to learn about the state of the world and the factions and all the tech and just about everything and I do admire HOW MUCH worldbuilding he came up with here and how he managed to eventually explain just about all of it in a way that left me feeling like I had a pretty solid grasp on how the world worked...but at the same time, it was hard to just sit down and will myself to read through so much lengthy exposition.
I think if I had to compare it to Higurashi and Umineko's starting episodes, the beginning paced much better. Phase 1 was much LONGER than either of those two first installments, and it still managed to sprinkle a lot of intrigue into the early parts that made it a little easier to get into than, say, Higurashi spending an absurdly long time on the slice of life club game antics before the real meat of the story began, or Umineko going on and on ad nauseum about the family's history and financial problems when I'm just sitting here waiting for the witch to show up.
But while Higurashi and Umineko dragged their feet through the beginning, I think the worst of Ciconia's pacing was actually the MIDDLE section.
There was a point where it seemed that, after every genuinely interesting scene that left me curious and wanting more, I got teleported back to the bathhouse against my will to listen to the same 4 characters have the exact same conversation for 20 minutes before I could finally get back to the next interesting scene...only for it to happen again after that.
That endless pattern of:
>world is going to shit despite our efforts >we're just chess pieces and have no power >cheer up miyao you're having an impact on everyone and we can do it >let's protect the walls of peace together!!!! >shit goes wrong again, rinse, repeat
Look, I GET it. You're all comrades working together to support the walls of peace, and you're also treasured friends fighting against the corrupt and uncaring adults who don't understand or appreciate all you young gauntlet knights have had to endure for the sake of maintaining those walls of peace. And how no matter what they try to do to get you to hate each other or kill each other, you'll always be friends who will work together, to maintain the walls of peace!!! I GET IT. YOU DON'T NEED TO KEEP SAYING THE SAME THING OVER AND OVER. I KNOW that I am reading a When They Cry novel and that, to appreciate the full ironic pain that comes once these characters DO turn on each other and the cruel slaughter begins, I need to see them when they are insisting that they'll never hurt each other, but I'd rather SEE them bond than just be TOLD over and over that they're comrades supporting the walls of peace!!
The thing is, aside from a small handful (Cairo in particular), I DO feel like we got to see the characters bond. So why, on top of that, did we ALSO need to keep repeating walls of peace walls of peace walls of peace over and over again BESIDES? It felt like unnecessary padding at that point, when so many interesting things were going on, but we just had to keep cutting away from them to watch the same tired scene play out at least once per chapter.
It probably also doesn't help that Ciconia is a beast composed of two themes/genres I'm not really a big fan of - sci-fi/futuristic, and heavy political/social commentary. So the fact that the beginning was spent largely explaining all the futuristic sci-fi technology, and the middle was spent going on a lot about the political angle, may not have helped hold my interest as much. Not to say I didn't enjoy the story, just that those factors may have made it even harder for me to latch on than it may have been for other people. Still, I've heard a lot of people voice the pacing complaint for various reasons so I don't think it's ALL me, there.
In general, Phase 1 was a rollercoaster ride. I was really drawn in heavily by the conspiracy theory and mystery elements, but found myself grow bored during the more politically-charged parts. The social commentary was certainly topical and I appreciated the fact that Ryukishi had a lot he wanted to say (which almost seemed to be making up for how he kept Umineko vague due to it being 'difficult to talk about' certain key subjects of that story), but the parts about the strife between the factions over geographical and political issues were less engaging to me. The more conspiracy-laden bits of intrigue grabbed me a lot more - I felt a lot of overlap between that angle of the story and the early Assassin's Creed games (before the modern day got more and more shafted), with that strong angle of 'history is written by the winners and there's a whole bunch of stuff that happened in the past that is being deliberately covered up', and I really like that. The strong biblical undercurrent especially enhances that sort of mystique that makes ancient conspiracies so fascinating...the idea that there could be secrets from antiquity that have fallen into myth and legend due to the meddling of ancient sects like the Three Kings, seeking to guide humanity down what they consider to be 'the right path', regardless of how many lives are lost as they repeat their schemes over and over again.
For Phase 1, at least, there was a LOT going on, because so much had to be established. I imagine it'll get easier from this point now that all this stuff is out of the way, so we can focus more on how all these different elements intertwine. Hell, we spent all that time in the beginning talking about CPPs and Meow, but she basically faded off and became irrelevant halfway through the story. SURELY all that stuff was more than just Ryukishi talking some sense into the people who ignored Umineko's message, and will come into play more in future phases, but as of right now there's a lot of elements like that where it feels like we don't know enough to really speculate on how important it's going to be to the story. Right now there are so many things going on that it's hard to know what to focus on - content-wise, it feels like we got as much as 3 arcs' worth of Higurashi and Umineko. Of course, if Ciconia really is only going to be 4 phases long, that makes sense...but it does make it a lot harder to figure out what we should be paying attention to when SO much has happened already. The last 20 minutes of the game alone was far more of a mindfuck than anything in Higurashi or Umineko.
All in all I am very much looking forward to Phase 2 (which has already been delayed from its expected release of next May, though I already predicted that'd happen...does that make this a 'prophecy'?), and I've enjoyed discussing it all in the 07th Expansion Central Discord, so I feel like I got my money's worth already. Time will tell how Ciconia stacks up to the obsessive experience that Umineko was for me, but for better or worse, I have faith in Ryukishi to make this story a Hell of a ride.
—————————————— Kingdom Come Deliverance (Steam) FINAL VERDICT: Recommended (if the middle ages mysogyny doesn't put you off) ——————————————
I'd heard both good and bad things about KCD when it came out...people praised the attention to historical detail and realism, but complained about the plethora of bugs and performance issues (on PC anyway). I was a little surprised to see it offer a steep discount and free play weekend back in September, when the game only just came out in 2018, but I figured, why not give it a try since it's free? I ended up playing for almost 20 hours before the weekend ended, and found myself enjoying it more than I thought I would.
Coming right on the heels of my Ultimate Skyrim playthough, I was impressed by how much more enjoyable the RPG survival mechanics could be when a game was actually built with them IN MIND, rather than having to tack them on with mods. A lot of the core KCD features are similar to Requiem and UltSky - no auto-health regen, having to actually practice and train to get skilled using your weapons/armor, paying attention to your opponents in combat and not being able to win just by mashing attack, as well as having to keep yourself fed, rested, and so on. But since KCD was actually designed with all of these systems integrated, it felt a lot less clunky and tedious to manage them. I ended up being pretty sad that I didn't grab it during the sale before the free weekend ended and I found myself enjoying my UltSky playthrough a lot less after witnessing these kinds of 'hardcore' features done, well...better than Requiem does them.
The game went on sale again about 2 months later, and since it coincided with my birthday, I decided to go for it.
One thing I feel I've been getting more and more used to these days is the first-person perspective in games. It's always been something I've disliked compared to third person, and typically if a game gives me the choice I'll go with third every time. In crafting/survival games like ARK (which HAS third person but it kinda sucks), 7 Days to Die and even hearkening back to my Minecraft days of yore, first person was more tolerable and made sense because it's much easier to build things with a first person camera. It also makes sense for shooters because you get an unobstructed aim at your target - the same reason I'll usually switch into first for archery in Skyrim, even though I play everything else in third. But a full blown RPG in first, with no option to switch situationally, was still difficult for me to get used to. Once you understand the basics of how KCD's combat works and everything though, it's obvious why it wouldn't really WORK with a third person camera, so after a while it became second nature to me.
While I'm still not quite finished at the time of this review (just got out of the monestary and am wrapping up sidequests before getting locked into the final endgame story quests), I can say I've quite enjoyed the story so far. It's not exactly a groundbreaking premise - you start off in the Doomed RPG Hometown where you do your little tutorial missions and get a feel for how to play, then the bad guys storm through and slaughter everyone, including your parents, sparking the hero's quest for revenge. However, there's something about the characterization and the gravity of the situation (especially with Henry being a peasant and not a JRPG adventurer) still managed to suck me in. That scene near the beginning, when you're standing there on the castle ramparts in the rainy night, watching the lord of Talmberg try and deceive the enemy...and then explicitly disobey orders and flee back to Skalitz to bury your parents even though it's a foregone conclusion that it's a Very Bad Idea...there was something that just really gripped me and made me eager to find out what would happen next. Which, considering I was playing on a free weekend at this point, also worked really well from the standpoint of devs hooking you with a strong beginning enough to make you want to purchase the game.
Sure, with time, training, and enough money to buy some really good weapons and armor (or enough perseverance to win some in the weekly tournaments, like I did) you can turn Henry from a lowly blacksmith's son into an RPG God. BUT...it DOES take work to get there, and it feels believable as a result. You're handed a Really Nice Sword in the very beginning of the game but because you have no idea how to lose it you get your ass quickly handed to you, the sword stolen, and would be left for dead if not for the timely intervention of a neighbor. The thing is, though this event is of course scripted, it doesn't FEEL like the game is railroading me into purposefully losing a fight that I might have been able to win due to player skill...because at this point, Henry legitimately has no training!! No amount of savescumming (also made nearly impossible by the game's default save system, though I am using the unlimited save mod) or player cheesing could change the fact that a peasant who's never had to swing a real sword or fight for his life would get his shit kicked in by an actual trained warrior. Only after this event, when you have the opportunity to take lessons with Captain Bernard, can you actually learn proper (if basic, at first) sword techniques and work your way into becoming an actual man-at-arms.
That sense of actual growth and progression in Henry is a big part of what makes the experience fun, I think. You really do feel like you're a struggling nobody at the beginning, but as you work your way up in the world and become more respected by your peers and even the nobility, you start to feel like you earned it. You get to go from an unwashed peasant in dirty and torn-up clothes starting petty arguments with the local lord-to-be to a trusted and well-respected member of the local garrison, wearing your expensive and regularly-polished armor and listening to the people greet you accordingly. Does it have some of the power fantasy elements you'd expect from a zero-to-hero story? Maybe so, but they never felt like they were undeserved - all the respect my Henry got was due to his actions, and not just by virtue of being The Protagonist.
That said, there are some elements of the game that might not sit well with people. The game does take place in 1403 and its main selling point is its historical realism, and all that historical realism entails - but that doesn't mean the Medieval Misogyny is going to be tolerable for everyone playing it in 2019+1 and beyond. Females are generally cast in the roles you would expect of them during the time period and even the 'strong' female characters are still subservient to the men. That's how it was, and for a game that sells itself on its authenticity, it's a bit of a sticky thing to argue about. Likewise I've seen criticism about 'racism' simply because pretty much every character in the game is white...even though darker-skinned people would have been pretty rare to the area in that time period (possibly in Prague, but the game doesn't actually take you there, so that's a moot point). Still, while I don't think they're really fair arguments to make against the game for simply portraying things the way they were back then, it's still absolutely fair to say the game isn't for everybody and there's nothing wrong with people who might find the content offensive.
At the end of the day this is still a game where you are forced to play the role of a male character - this is not a create-your-own-hero game where you get to define who you are and what you look like and 100% of your character's backstory and personality. It's the story of Henry, and while you're given a lot of opportunities to play Henry as a respectable Knight or as an absolute Scoundrel as you please, it is still HENRY'S STORY - not yours. This is a game where there are achievements for having sex, and an achievement for remaining a virgin. You can use the bathhouses to have a good time and get yourself an 'alpha male' buff if you so choose (I've not once used them for anything but cleaning my clothes because I am staying loyal to Theresa). You'll bump into quests where you'll see things like a lord not wishing to purchase well-bred horses from a woman simply because she's a woman, or the very insinuation that you might want to help give a down-on-her-luck woman a job as a water carrier (physical work!!) absolutely ludicrous. All kinds of little things like that, which are in my opinion pretty minor in the grand scheme of misogyny in video games, but again...while I don't hold it against the game itself for its portrayal of the era, I also don't hold it against people who might be offended by these things to not play the game.
If you ARE willing to look past some occasionally uncomfortable 'historical accuracy', though, you'll find a very enjoyable RPG with largely likable characters and engaging (if not revolutionary) storytelling. The game mechanics are well-integrated and it feels less like I'm being forced to eat/drink/sleep/bathe and more like I'm willingly adopting a realistic schedule and means of planning my days. Once you master the combat system you can definitely feel like an unfuckable God, but all it takes is one extra enemy being alerted to your presence than you planned for, or a single failed block, to ruin your day and remind you that you are still a normal human being and not a supernatural video game war machine. If that kind of thing sounds less like a fun challenge and more like frustration to you, this is probably also not a game you will enjoy. Personally I really like it, and when I do get my shit kicked in it feels like it's my own fault for being too cocky and ill-prepared (great example: I never wear my helmet when I'm doing errands around town and talking to people because it seems rude as fuck but sometimes I forget to put it on when I travel and if I'm unlucky enough to run into a bandit ambush my head is now a very easy target). And that feels FAIR to me, unlike games where I fail because I didn't minmax enough or seek out some specific piece of OP gear that would allow me to cheese the situation instead of making use of my own skills and abilities.
I think it says a lot that this is one of the only games where I have considered doing a playthrough in Hardcore Mode, a mode that some games will include that is clearly designed for masochists who hate fun. But somehow, the idea of KCD in hardcore mode actually sounds the opposite to me, forcing me to REALLY pay attention to the gameplay systems I've largely become able to ignore by the lategame (I've literally had the Balanced Diet perk active for ingame weeks because it's so easy to keep my hunger between 80-90 just by eating from food pots). Whether I actually go through with it depends on how easily distracted I am (read: very) because I may just want to move on and play other games by the time I finish, but I can still see myself giving it another go someday and trying for those last elusive achievements.
In the end, I feel like KCD is one of those games, like Shadow of Mordor, where I'd love to see other RPGs take a page or two as reference. KCD's historical realism is one of the main things that sets it apart from your typical fantasy RPG, but I also think fantasy RPGs could benefit from those realistic elements (not just the need to eat/drink/sleep but also stuff like longer-lasting injuries, not being able to heal mid-combat, or people actually remembering and being pissed at you if you just robbed them blind the night before). But until that day comes, I'll settle for a KCD sequel.
—————————————— Divinity: Original Sin 2 (Steam) FINAL VERDICT: Unfinished ——————————————
I shouldn't even be playing this, since I've not yet finished the first one (still plan to, someday...I think I was like 2/3 through where I left off), but I grabbed it a little while back in a sale and started playing it with a friend.
As of this writing we're only just about to get off the introductory island and presumably end the first major story arc, so it's not really enough for a proper rating. However, it feels more or less like the first game, with a little more polish. The gameplay is pretty much exactly the same, and the writing has that same level of not taking itself too seriously. Feels like the kind of sequel that's basically 'it's the same core game but with a new story to tell', which isn't a bad thing, since the original was already quite good.
One major difference is that the characters seem more interesting this time around. In the first game, aside from the main duo that were basically just your own blank slate characters, you only had four other choices for your remaining two party members. I picked the mage and the archer since my main duo were a rogue and warrior type and I didn't want role overlap, but while the mage had a pretty robust and interesting backstory I thought the archer was a bit dull by comparison...and apparently that's because she and the rogue NPC were only added to the game later, so they weren't quite as enjoyably fleshed out as the mage and the warrior (who I didn't take). And even then, their stories felt a bit more...background? Sure, their personal quests tied into yours and you'd unravel bits and pieces along the way to help them resolve their own problems, but it never felt terribly integrated into the adventure of my main duo.
This time around, all the characters on the cover art are possible traveling companions with their own in-depth stories...but what's more, you can also choose to play as any one of them (or go the same route as the first game and just be your own character without a premade backstory). For my game with my friend we chose to play as two of the default characters, and are trying hard to stick to roleplaying in line with their backgrounds (and, also, villainous scoundrels). The interesting thing is that when you go that route you occasionally get in-character dialogue options that correspond to your character's backstory, in addition to the usual options. So while you're on one hand roleplaying as the character however you see fit, you also have the chance to explore the background story the creators envisioned for a particular NPC at the same time.
Again, I'm not really far enough to judge things like the story (though I am already a bit sick of how much has revolved around the dude I killed in the first story arc of the first game, like a thousand in-universe years before this game), but overall it feels like pretty much the same game as the first, just...a sequel. And again, that's not a bad thing. It's also fun to be doing it this time around in co-op, since the first game was so very clearly intended to be played that way too, but I was going it solo and just controlling both of the main characters (which made the occasional chances for disagreements between them very silly). Basically, if you like the first game, you'll probably like the second, but if you were hoping for something a little bit different than the first, you'd be disappointed.
—————————————— Conan Exiles (Steam) FINAL VERDICT: Bretty Gud ——————————————
Once again, I've been pulled in by a free weekend.
I'd heard various things about Conan Exiles...praise, complaints, and a lot of jokes about dick physics. But I've also been vaguely interested in it for seeming like ARK, minus the dinosaurs, but with the kind of satisfying third-person combat mechanics I like. So when it had a free (4-day!) weekend just before the start of the Steam holiday sale, I thought, why not give it a try?
I'll tell you why not - because it's ARK, minus the dinosaurs, but with the kind of satisfying third-person combat mechanics I like. In other words, the perfect ingredients to get me addicted to yet another survival/building game.
Now, I know next to nothing about Conan lore, but I also knew next to nothing about LoTR and I still had a blast playing Shadow of Mordor, so I knew that sometimes not having an extensive background of the source material can be okay. Conan Exiles is apparently extremely faithful to the original stories, and there is actually a LOT of lore sprinkled throughout the game. It's not unlike ARK's explorer notes, except they're all in English so I can actually read and understand them (turns out it's more engaging to read lore about a game within the game itself than on a wiki - who knew!!). And despite being an open-world survival/building game, it's also apparently got a concrete storyline with a concrete ending, which is pretty unheard of in this genre, so that's kinda cool.
At the moment I've only been playing in singleplayer. For the duration of the free weekend I chose to play completely vanilla - I don't like to mod games until I know the basic mechanics (so I know what sorts of things I'd LIKE to mod), but I also didn't touch any of the multipliers or anything either. I found the defaults a lot more forgiving than ARK's, but definitely still grindy. Once I decided to buy I started installing a couple mods and bumped my multipliers a bit. By that time I already had my current base built (though I'm thinking of moving) so I started just flying around in admin mode and building other stuff, particularly with modded structures (the Egyptian-style building kit was a lot of fun to play with).
The building mechanics are basically the same as ARK's, but refined and generally feel smoother. The snap points can still be a bit finicky but things seem to go where I want them to a lot more often than with ARK, and I've had a LOT less problems with my ceilings. The fact that the base game includes triangle pieces and didn't need to buy out a very popular mod to include them is also a plus. There's a bit more variety in pieces, too, like several different styles of roofing - not to mention the wealth of decoration items in the base game. Because of that this game seems to have a strong appeal to roleplayers, but to me it strongly appeals to my childhood fascination with LEGO and building crazy structures that I would then furnish and decorate with my other small non-LEGO toys. With ARK, unless you're lucky enough to find a server with a bunch of eco's mods, decoration options are sparse, so I really do appreciate all the clutter items the base game gives me to play with (and of course there are also mods that add hundreds more).
Then comes the part where the game feels like a totally different animal from ARK - general exploration and combat. In ARK, the main gameplay loop is taming stronger and stronger dinosaurs to perform harvesting tasks for you and to fight other dinosaurs or players. You can station them around your base to keep it safe from intruders, or start breeding OP ones to take into the boss arenas. The whole appeal of the game is to tame and ride dinosaurs, so aside from your first hour or so trying to survive on foot that's basically what you'll be using for all your traveling and fighting needs.
Of course, one of the main gameplay loops in Conan Exiles is capturing NPCs and having them run your crafting stations and guard your base, not unlike raising your dinos, and you can even capture baby animals and raise them as companions. But while you can bring (one) thrall or animal follower along with you on journeys, for the most part you are alone in these harsh lands surviving by your own skills. The most recent update introduced horses, but the riding controls leave a lot to be desired at the moment so I've mostly just been walking across the land on foot...which is harsh, and makes you really think about what you need when you set off on a long journey from home (food, water, healing items, tools, weapons, stuff to repair your equipment with if it breaks...and all of that stuff weighs you down if you haven't buffed your encumbrance, so coming back with your arms full of loot can be tricky).
While it can be a bit of a pain when you're accustomed to mount-based traveling in games like ARK, it does also solve one of ARK's biggest problems IMO - once you get a flier, you will never want to use anything else, and you can just avoid 99% of the danger on the map by flying everywhere. It's a problem I've started going out of my way to circumvent, but in Conan Exiles it's the default state. Even if they flesh out and improve mounts more, I think it'd be a bit awkward compared to solo traveling because the map is designed in such a way that you'll have to climb a lot of places, and I think that makes it a bit refreshing compared to ARK's 'you can get almost everywhere better and more safely on a dino's back so why would you ever risk otherwise' gameplay.
There's also a lot of fighting, and in my experience mounted combat is almost never good in any game that attempts it - especially if said game (like Conan Exiles) has a robust system of combos and dodging/blocking for normal combat, but mounted combat basically has to boil down to wildly swinging your weapon while also trying to maneuver around and both HIT the enemy and also not get hit BY the enemy. Seriously, the only game that I've played that did mounted combat RIGHT was Assassin's Creed Origins, because there were also mounted enemies everywhere, the horse was very easy to maneuver, and you got different weapon animations on horseback so you didn't have to deal with weird hitbox issues while trying to flail your weapon around blindly like an idiot. Also your horse actually did trample damage instead of ghosting through anything that crossed its hooves. Rant aside, I feel like it's the kind of game that was so thoroughly designed WITHOUT mounts in mind that having mounts would only make it feel weird, and running barefoot across the sand is an inherent part of the experience.
What I was going to say before I went off on a tangent was that combat in ARK - because you rely so heavily on your mounts - basically boils down to 'one button to chomp, one button to stomp'. If you're lucky the dino may even have a THIRD type of chomp/stomp/tail whip. It's very much a mash-attack-to-win affair where the stats of your creature matter more than your actual skill, which, to be fair, it's a game where breeding creatures with ideal stats IS part of the appeal so that's fine. But it can get a little boring to just go around on a rex and kill anything with a few chomps, where your only other 'ability' is a roar that's basically just cosmetic and has no special function.
Conan Exiles' combat is more of an actual feature of the game than a simple consequence of 'needing' to be able to hunt and kill things for the sake of survival and resource gathering. It's all about mixing up your light and heavy combos, of which different weapons have different types and also attack speeds. Different weapons may also have different abilities, like inflicting bleeding damage or slowing your enemy down. Which weapon you choose can come down to personal preference or experience, or it could be situational depending on where you're going and what you're planning to fight. For the first half of my playtime I basically stuck to dual-wielding daggers (dat bleed damage) but reached a point where I wanted something one-handed so I could use a shield and block arrows, or hold a torch when delving into caves and other dark places and still see what was attacking me. So I picked up an axe off a dead enemy and, despite being a lower tier than my steel daggers, was doing WAY more damage. Suddenly I felt like a God, mowing down an entire pirate ship full of enemies effortlessly when before I'd have to dodge out of the way long enough to eat some food and recover my health a bit while the bleeding damage slowly ticked away at them. From what I've read online, two-handed swords or pikes are 'the best' weapons, but I'm quite happy with my axe and my shield, and it makes me feel very fittingly barbarian-y as I hack my enemies to pieces, see them driven before me, and yadda yadda that one famous Conan quote.
As far as story progression and whatnot goes, I've only done the first dungeon and basically I'm just running around capturing thralls, pets, and looking for cool locations to build stuff. While I do think it's neat that the game has an actual 'progression' and a conclusive ending, I'm not too worried about it because that's not the reason I (or assumedly most people) play games like this. I'll probably get to it eventually...then again, I had more than 1000 hours in ARK before I fought a boss for the first time, so we'll see. I'm already starting to get a bit bored with singleplayer since I've started abusing my admin powers a bit too much, so I'd like to look for a decent server soon that's got some of the mods I like, but also won't force me into roleplaying with strangers. Ideally I'd love to be able to play with friends, but I don't know if any of my ARK friends would like it because it lacks the dinosaur appeal...so I might just have to venture off into the world by myself and...ugh. Talk to people, I guess.
Either way I am having fun, and I can see myself probably coming back to it when I just wanna chill out and BUILD something, much like I do in ARK.
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superemeralds · 7 years ago
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sonic forces review
EDIT: added day after thoughts under read more
Hey nyall! Time to review forces!
First, a broad, spoiler free, review. Under the cut will be a more in depth review containing spoilers for both, the main game AND episode shadow.
Please note that this is from the perspective of someone with adhd. I can’t tell how some of the things that peeved me would affect neurotypicals.
General info:
There is an easy and a hard mode. (hard mode is just normal mode “for ppl who played sonic before”) It took me 7 hours and 44 minutes to complete the entire game including episode shadow. Granted, I took quite a few breaks for breathers and shitpostingly liveblogging me playing the game on a discord server + I think I’m just bad at the game.
There are over 30 levels to play, of which a few did repeat and you just play with a different character, but it was still fun!
The hub map got increasingly confusing and hard to navigate and i really hate it now that i completed it because there’s too much happening at once on the screen.
Game play:
There was a Classic Sonic, Modern Sonic and Custom Character type game play.
I personally do not enjoy Classic Sonic game play but it was very well playable once I remembered I could use the arrow key pad instead of the left joystick.
Modern Sonic was often too fast in platforming sections and the absence of drift made sharp curves in 3D areas hard to handle, mainly when you activated boost (as the game intends you to). But it was very fun and refreshing to be able to boost again.
The Custom Character could use different wispons to do progress in the game. This is probably what has the most replay factor, as you can go back to levels using different wispons to clear new paths that you were previously unable to go through. The wispon use can be kinda sloppy at times, but once you get used to it it can be very fun.
The tag team game play was sloppy. It was never clear which character you are playing as right now (until later I realized you are playing both at the very same time ? I think? i am still confused).
Visuals:
The lighting in the cutscenes and levels often comes short and can even ruin the atmosphere at times. A lack of detail in some scenes undermines this. 
The characters are not as expressive as they could be, but there are some iconic expressions to spot throughout the game.
Sometimes camera angles shift weirdly or zoom out too much (some times the character even blends in with the stage and you don’t see it at all anymore when you are in movement) and you lose track of your character and most probably fall off the stage or get hurt. Sometimes there is also a little too much going on in the background.
On the contrary, the game had also tried to pull quite a few visually stunning shots and lighting in both levels and cutscenes.
It is overall still better than previous games because it has more heart and life in it and I hold it dear.
Overall feelings about the game:
The game had mostly been very fun! There was a lot of variety between stages and the wispons gave the gameplay a very fresh kick.
Some stages were frustrating because the character was too fast/very hardly visible for the platforming and I ended up dying a lot in the same spot. 
Not to say too much about the story, but Classic Sonic was pure fanservice and was not important to the plot whatsoever and the game would’ve done very well without him.
Character development was pretty absent.
The pacing of the game in general was very sloppy and almost even uncomfortably fast (rushed) and bland.
Most of the levels were very short to a point where you’d expect there to be multiple acts of it because you refuse to accept that this was already the end of it.
The story had some strong points, though, and the music was absolutely phenomenal, like always, BUT the music was not as recognizable as it was in previous games. I played the final boss only a very few hours ago and i cannot remember the tune to it at all.
The game had a lot of potential but it was executed rather sloppily than exceptionally.
All in all this game gets a 7/10 for effort from me.
because im very generous and i still had fun and was hyped and enjoyed it despite all the annoying parts. I mean i am also 06fucker69
Longer and more in depth review including spoilers under the cut
!!!! WARNING SPOILERS START HERE !!!!
I will try to stay in chronological order, but that is the first thing that is kinda peeving me in this game. 
(warning i quickly grew tired and couldn't write anymore but i forced myself to finish)
The time skips and flashbacks are inconsistent and have a harsh transition. For example the 6 months between Sonic’s defeat and the recruitment of the Rookie is just white text on a black screen that isn’t even narrated. Sometimes the time between perspectives is very disorted and you forget about Classic and Tails while you are busy with another mission that is forced upon you thanks to the linear 1 perspective story.
I would’ve had a 3 perspective story, with 3 story modes. Each story mode would explore the same story from the different perspectives like in SADX, SA2, heroes and Sonic the hedgehog 2006. (mostly 06 though)
The stages were perfectly arranged and build to be incorporated into a 3 perspective story. Classic might have had more time for character development and relevance. Also more, mostly consistent, time with him would make us more attached and feel actual emotions about his parting in the very end.
The idea of having Mania connect with forces like that and have a “reason” for Classic to appear is good, but Classic just arrives and is there. For not reason at all besides the sake of being there in order to please 2d/classic enthusiast fans. Great concept in theory, sloppily executed though.
Modern Sonic
The game play was very sloppy as Sonic just could fall off the stage and you just had a very huge lack of control of his speed. Mostly when you were in boost in a place that intended you to boost. The absence of drift was very unnerving.
The thing about Sonic being imprisonment was just. so..... unrealistically done. Sonic just came out of the cage and he’s been doing just fine. But he’s gotta be down, because couldn’t run. He absolutely hates being stuck in a place and it’s been SIX FUCKING MONTHS. The bars are also so far apart he can just slip out. Also Sonic can easily break out of prison.
This was not the first time he was imprisoned. In SA2 he had a far greater emotional response, and he broke out the moment he knew what he had to do to make things right. (He volunteered to be imprisoned in SA2, in forces he was forced in prison.)
This is not just out of character for him, but also very lazy writing. The time skip between was badly done, in a black screen with text. No context as to why Silver is suddenly here (if you didn’t read the comic you have no idea whats going on) or how the resistance formed.
Everyone thinks Sonic died, Knuckles is very upset and admits he cant get used to him being gone; and suddenly he gets the news that Sonic is fine and it doesn't trigger any emotional response in him. Or anyone really much besides Amy; who had refused to believe he died in the first place.
He just immediately goes on a mission and fights Infinite.
Tag Team
It was a very good idea to incorporate this mechanic and was mainly well done and fun; the double and triple boost was a nice lil kick off to regular gameplay.
As mentioned was it never clear who you are playing right now and it didn’t warn you about swiches. It could’ve been done better with the heroes mechanics of swicharound. There were more than enough characters to have multiple teams that could be playable.
Avatar
The custimization options aren’t spectacular, but that was not to be expected. I was positively surprised to have the option to chose between 3 voices. 
Villains
Chaos is. Just there. He wasn't even a boss. He was just there for the shock value/fan service.
The Metal Sonic fight was okay.
Zavok was annoying but okay and reasonable.
Shadow wasn’t even a bossfight he was also just shock-factor. He joined the team but was of very little value. (Except for DLC, will talk abt later.)
Infinite has 4 boss fights. And in the end he just vanishes. He’s basically still existent? I think? what happened? Are we just going to accept this?
The final boss was lame and not memorable at all. At least nega wisp phase 2 was iconic.
Infinite
Infinite is a very interesting character with much potential, which they sadly didn't really use much at all except for him being extra. He didn't show off much of his personality and we couldn't learn to appreciate/hate him. 
The game doesn't mention much about his origin, so you will have to read the online comic in the social medias to understand. This might be good marketing to get consumers to consume media on different platforms, but it does not make much sense for newcomers who know nothing about Sonic and don’t follow the social medias to begin with.
Someone who just picked up the game and it’s their first Sonic game.... They won't understand shit.
I want to see more of him. He got so much potential to grow and ultimately redeem himself. Maybe in a future game? Or in the comics at least.
Episode Shadow
The 3 levels were well. One time it was a sonic level but with shadow and some lil things changed. The other was a custom character level but with shadow. The other was just generic 2d platforming with cubes. None of these were long or new. It was fun, sure, but it wasn't exciting.
I was kinda peeved that even though infinite was revealed, we still didnt get to see his face.
Visuals
Lighting harsh, sometimes interesting, but not completely fleshed out/good/atmospheric. 
There are scenes/levels that have stunning visuals (the sonic level in space and the scene with the sun.) even when its not perfect.
Just. The characters sometimes float above the ground and the lighting is very white and harsh and not atmospheric. (The colors are meessed up and too bright. The characters look like they have a completely different light source from the environment)
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EDIT: A DAY AFTER ADDITIONS
okay so a day after, replaying some stages, I still think the game is very fun.
There are quite a few things that are peeving me still. I just remembered the whole null space thing, which is totally wasted potential. You could’ve had a few levels in that space with fucky gravity and weird cube shit going, but you just had to double boost out and that was it.
Many tricks the villain packs out are treated as something they can oercome easily and they just. Win “because they always do”.
I want to see the heroes doubt themselves and have character development. The only character that does have character development at all is the custom character. Infinite arguably does undergo some development too; in episode shadow.
There is a lot of potentials for DLCs and I hope they release them and have more characters playable.
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sternbilder · 7 years ago
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the games i played to completion in 2017, ranked in order of how much i liked them
mostly for my own reference and i’m gonna try to keep this out of the tags but read on if you want to read about me getting super excited about video games i guess
p/ersona 5 - look i know this wasn’t a perfect game like there are Several Large Complaints i would like to file regarding plot and pacing and premise even but this was. still my favorite game of 2017 and just such an enjoyable 120 hours to have spent holy fuck?? like everyone’s always talking about how stylish p5 is and goddamn are they right like it’s such a gorgeous game!! the loving detail they put into every aspect of the UI, the beautiful character sprites, that effortlessly cool contemporary tokyo vibe that oozes into every aspect of the game!! and the gameplay (which i played on normal difficulty, being a series beginner) was both challenging and rewarding and both the dungeons and the school life segments (considering the sheer variety of Shit You Could Do not to mention all the charming-ass characters with compelling sideplots) were just. an absolute treat?? plus the soundtrack to this game was just killer so there’s also that
n/ier: automata - SPEAKING OF GAMES WITH GR8 SOUNDTRACKS. i think this game’s soundtrack probably ranks up there with my favorite video game OSTs of ALL TIME FOREVER like seriously. it is so so good. anyway friends it took me four (4) days to beat this game and another full 24 hours just to process this game like. y’all know i’m always a slut for sad robots and BOY HOWDY did this game have that thing. not only is the game itself gorgeous but i’m pretty much in love with the Entire cast (but especially 9S, who is my special son) and i’m crying,, eternally,, about the c/d/e routes and even though it probably wasn’t the Most impressive and best written game Ever it had a lot of good twists and revelations and a real sense of weight and suspense esp. in the later playthroughs which i am ALL ABOUT. not being much of an action RPG person i never really fell in love w/ the combat but it was fun enough even though it got kind of repetitive and too hack-and-slashy for my taste after a while?? actually fuck the bullet hell hacking minigame tho if i’m gonna be real
f/ire emblem fates (birthright, conquest, and revelation) - listen i know this game was like objectively garbage but i’m still trying to justify having spent a literal 1/3 of my year playing it so bear with me for just 2 hot seconds. first of all hi yes there’s a running theme here bc i dig the shit out of fe14′s OST?? also even though the plot was kind of a mess the characters and supports still grew on me a lot after a while and actually the gameplay was really fun?? maybe it’s bc i played it on hard/classic (as opposed to fea which i played on normal/casual) but i really enjoyed the combat a lot more in these games than fea--actually i do think there’s actually a lot of actual improvements here, especially with all the new classes, the improved dual guard/dual strike rules, and no fucking weapon durability, etc. as well as a lot of the more unusual victory conditions (in conquest and revelation, not so much in birthright) like i feel like there were a lot of highlights and i genuinely enjoyed the battles in fe14 a lot and sure the whole waifu nintendogs concept is creepy as hell and babyrealm is a fucking joke but i still thought this was a Pretty good or at least enjoyable game so you can fight me on that front
d/anganronpa v3 - ok let me me the first to admit that i honestly?? don’t really like dr as a franchise very much and the only real reason i got into it in the first place is to fill the ace attorney-shaped hole in my heart in between releases thereof (as well as superficial similarities to other games i like, like ze) and while i still enjoy the gameplay and investigating and mystery-solving parts of it and those aspects i still find very enjoyable and well-written a lot of the rest of the games really kind of fall flat for me?? like tbh i’m not a huge fan of the art style, the sense of humor and localization don’t really do it for me, the characters are cute but kind of over-the-top and not super relatable to me personally, and honestly the whole ~evil mastermind did it for the lulz~ trope being played super straight disappointed me a lot about the first game especially?? that being said i know this is a bit of a base breaker but i actually really liked the direction that sdr2 took with its ending and it made me hopeful for the sequel, which brings me to drv3 which surprised me in a lot of pleasant ways?? like personally i think it’s the best dr yet and while i can see why people would be disappointed with the ending and feel like it may be a cop-out i think it was still clever enough that i appreciate it for trying?? or maybe it’s just bc i didn’t like the original so much and the departure from that felt like kind of a breath of relief but that’s just me idk
f/inal fantasy x - guess who was late to the party and played her first final fantasy in this year of the lord 2017!!! it’s me!!! honestly i was expecting more from this game overall in terms of plot just because it’s such a Classic and all but fwiw i still liked it?? i didn’t super love any of the main characters and the story was a little predictable and even though i played the remaster it’s still an obviously dated game but NEVERTHELESS it was still just a solid RPG and i genuinely enjoyed playing it!! i should play the sequel sometime but. i’ll get to it after i clear out this massive backlog i have currently as we speak sobs
the witness - i don’t talk about this game enough bc honestly it isn’t the kind of game that can have a real fanbase (no real characters or plot, etc.) but i still enjoyed the fuck out of this, holy hell. i mean it’s i guess kind of an open-world exploration-slash-puzzle concept which sounds kind of boring but the world is gorgeous and the way the game presents these puzzles for you to solve and teaches you the rules in a way that’s entirely self-explanatory and intuitive but still super difficult and ultimately rewarding is just so gratifying and i was just so so impressed at how creative they got with these puzzle designs and the way the world seems to unfold itself the more you unlock its secrets?? anyway i know this is near the bottom bc i do love me a video game story and this particular game doesn’t have that but PLAY THIS GAME IF YOU LIKE PUZZLES IT IS JUST SO COOL AND FUN AND GOOD
the n/onary games (999 only) - this is a replay but still worth mentioning i think?? obviously 999 is one of my favorite games of all time and i was super pumped about the remake and while i didn’t quite enjoy it as much as the very first time i played 999 on my DS it was still a good game!! tbh i mostly just played this game for the voice acting which i was pretty impressed with, and also i got to pick up a lot of the bilingual bonuses i obviously missed while playing my localized copy of the original game which was cool!! i wasn’t as impressed with the updated sprites unfortunately, i felt like their quality was inconsistent and some of them looked like kind of a rush job to me but ymmv i guess?? i think overall i still prefer the DS version even with improvements like the flow chart in the newer version, mostly because 1. i actually appreciated having to literally replay parts of the game in the former bc i feel like it’s more in the spirit of the game if you know what i mean, and 2. some details near the ending that they changed, which you definitely know what i mean if you played the game. still, i appreciate that it’s made the game more widely accessible and if you haven’t played the game pls go play this game i’m literally begging u,,
u/mineko (question arcs only) - ok the only reason i have this 8th on this list is just bc i haven’t technically finished it yet and BOY am i the kind of person who lives entirely for that sweet sweet payoff but there really isn’t THAT much i can say?? like thanks to the ps3 patch the art is pretty decent i guess?? i’m liking all the characters so far?? there’s a whole lot of Bullshit that doesn’t make any sense at this point but i’ve been promised metagame and mindfuck in due time so i guess i’ll just have to see?? yeah this is more of a tbd review than anything i don’t really know what to say besides i’m just so eager to play the other half of this game and get the answers to all these gotdamn MYSTERIES already
braid - i mostly just played this bc i knew it was made by the same person?? studio?? as the witness and while i liked braid and i really enjoyed the puzzles it was just too short for it to have really made an impression on me?? like i know that there is a story and a Twist but it didn’t really do much for me with how abstract it was and just in terms of sheer volume of content it doesn’t quite compare to the other games on this list like don’t get me wrong it was still good!! and if you need a way to kill an afternoon i still highly recommend it but it just wasn’t as memorable to me as p5 or nier was unfort
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terramythos · 7 years ago
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Review: HIVESWAP ACT 1 by Whatpumpkin Studios (2017)
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Genre/Tags: Atmospheric, Puzzle, Adventure, Parallel Worlds, Multiple Protagonists, Female Protagonist, LGBT Protagonist, Humor, Science Fiction, Lore Heavy, Multi-Part, 2D.
Warnings: Genocide and emotional abuse/neglect are both pretty heavily referenced. They’re both called out for being awful.
Playthrough Notes: I’m told stuff you do affects future acts as well as the parallel game. But I have absolutely no idea what notable things I’ve really done at this point, so… lol?
My Rating: 4 / 5 (Recommended)
**Minor Spoilers and My Thoughts Follow**
Xefros, I am going to do my absolute best to raise your standard of friendship to the point where having your name remembered is not the nicest thing anyone has ever done for you. -Joey
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My Summary: While this is takes place in the same universe/continuity as Homestuck, it’s its own distinctive side-story. Evidently this game will be published in four acts with a sequel/parallel game called Hauntswitch, also comprised of four acts. Which I guess makes for eight games total? That’s crazy.
You play primarily as JOEY CLAIRE, who is playing outside with her brother JUDE HARLEY when they are attacked by some weird monsters. As a result, Jude holes himself up in their treehouse while Joey flees into their weird expansive mansion and hides in her room. The two of them put their heads together to navigate the now hostile homestead and solve puzzles in relatively straightforward point-and-click. You learn about Joey’s generally absentee adventurer father and her now deceased mother, and her thoughts and attitudes on a variety of things. Joey eventually escapes to the attic and uses an ancient family heirloom from her late mother to unlock a weird alien relic.
As soon as she does, however, she is thrown through a portal onto a strange alien world known as Alternia, trading places with someone from that world. Once again solving a variety of point-and-click puzzles, she explores this alien world and befriends an alien “troll” named Xefros.. She has to team up him to help with that world’s conflict and find a way home. Meanwhile, a troll named Dammek has been sent to Earth in her place, and the consequences of this are not yet known. 
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The Good:
This game is visually quite nice. The backgrounds are hand-drawn with an immense amount of detail, and the character animations and cutscenes look very fluid. It’s good they went for the 2D approach and scrapped the 3D models, because this looks much nicer. The amount of detail in the backgrounds went a long way in making the world feel genuine and real.
Once you reach the actual “swap” part of the adventure, things really pick up in terms of story and character. I was worried because the Earth part seemed to drag a little bit, but the overarching conflict and level of world detail is appealing once you get there. That’s not to say the Earth part isn’t interesting, but the stakes are relatively minor.
The minigames were quite cool; there’s the turn-based (ish) “STRIFE” sequences which nod to the comic, and a version of SNAKE used to open doors. They’re well-animated and worked quite well. I thought it was pretty cool that they bothered to include minigames at all for a rather short and simple adventure game.
In true classic adventure game fashion, the number of interactions between items you pick up and various objects in the environment is frankly insane. I want to know who was capable of writing dozens of unique dialogues about using a jar of spice or a pigeon on every item in the game world without it falling flat. These also lead to some interesting bits of information (and amusing achievements).
The writing in general was solid with a good sense of humor. I laughed at the official title.
Unsurprisingly, the soundtrack (composed by Toby Fox and James Roach) is very good and brought the game to life. Some of my favorites were Snake Escape, That’s How I Beat Snake, Rustblood, and Wish You Were Here. Those are links if you’d like to listen. 
The game feels true to some of the best aspects of Homestuck; nostalgia and the sudden emergence of surprisingly deep/complex lore. Joey’s room, for example, really brought me back to my own childhood. And, of course, most fans of Homestuck will probably be thrilled how much this game expands on troll culture and Alternia in general.  
Homestuck fans will probably enjoy the references to the comic; it’s obvious who Joey and Jude’s father is, who their babysitter is, the design of the portal, etc. There’s also smaller references in dialogue and some of the objects you interact with. At the same time if you haven’t read it, these things won’t really bother you; they’re extraneous details.
I liked the characters! Joey got the most screentime. Xefros and her definitely felt the most well-rounded, but you get a glimpse of the other characters through dialogue of the main two. Probably the most interesting thing was the character relationships. The only one who feels a bit underutilized is Jude, but you do get details about him and he will be one of the stars in Hauntswitch so… make of that what you will? 
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The Mediocre:
For being an adventure game, there really isn’t much in the way of puzzles as of this act (with one major exception). There’s some minor “use x item on x thing” parts but that’s about it. This appears to be intentional, as the game lampshades this by setting up big puzzles that get solved rather easily and calling attention to it. Overall the game seems more concerned with telling a story as you navigate various setpieces, which may or may not be your thing. I was fine with it as that’s pretty true to the premise of mspaintadventures.
It’s hard to say, as someone who read Hometuck, whether or not this is as approachable to someone unfamiliar with the source material. My thought is yes-- it’s an independent story. But there are a lot of references, and newcomers may be confused by some aspects of, say, troll culture. This might be a good starting point for people looking to get into the series because I feel like a lot of references would work well in reverse as you discover them in the comic.
I am told that this game Has Bugs, some of which are gamebreaking. I do not deduct on this because I did not personally encounter any, but it’s something to keep in mind. Save often.
The Bad:
There are some parts where it’s just really difficult to tell what the game wants you to do, which can be frustrating. It’s less puzzle solving and more mashing everything until something works. I consider that a pretty major flaw of adventure games in general.
Act 1 is short; my total play time was 3 hours. On one hand, this isn’t bad because I kickstarted this game and will be getting copies of the subsequent acts. But $7.99 for a 3 hour game is a bit excessive for people who don’t already own it. It might be better to wait for a full release.
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Final Thoughts:
To be completely honest with you, after the development hell this game went through I expected it to blow chunks. I was surprised by how nice the game looks and feels. The story is interesting enough that it doesn’t just feel like fanservice, which was another concern of mine. It takes place in the same continuity as Homestuck, yes, but it’s very much its own thing, which makes it a good fit for fans and newcomers alike.
The concept itself is quite interesting and makes sense for the universe. I greatly enjoyed the level of detail to be found in the environment of each area. The artists working on the project really outdid themselves. And it’s always a good sign when at the end of a first “part”, I feel the desire to continue the story and see what happens to the characters.
Of course, the gameplay is also pretty good. It’s not mindblowing or anything, but other than the occasional small clickbox it plays pretty smoothly. As mentioned earlier, it feels more like a story than a game, which may or may not appeal to you.
Again, though, I think it’s priced too high for what you currently get. I assume they will release subsequent parts and bundle them for a better deal. But if I wasn’t already a fan and didn’t already pay for the game five years ago, I probably would skip on it until there was more bang for my buck. Catdeer. Whatever.
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“WISH YOU WERE HERE”
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tammy152vbucks-blog · 6 years ago
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The company Of VBUCKS
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nerdybookahs · 6 years ago
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El presidente is back! Or La Presidenta, in my case!
I know I complained about Tropico 5 and called it a waste of my money. I later did play through it and grew to like it enough to change my mind about the wasting money part. However, I still went back to playing Tropico 4 over Tropico 5 and I really could not stand the whole dynasty part of Tropico 5. I also clearly remember saying that I wouldn’t buy a new Tropico game on release and instead, wait until I’d seen some gameplay or wait for it to go on sale even. And yet… when Tropico 6 got announced and I had heard some more details about it (e.g., being able to build on several islands), I knew I had to get that game! So, instead of waiting to gameplay videos post-release, I actually pre-purchased the game.
The previous games were developed by Haemimont Games (a company I still like a lot, because despite me not liking Tropico 5, they have made and continue making good games!). Development for Tropico 6 was handed over to Limbic Entertainment instead. The publisher is still Kalypso games. Once they started the beta for Tropico 6, I was a bit worried that I’d find I wasted my money again. However, from the first moment on, I was pleasantly surprised and the issues I did find were all solved before release. On the contrary, I feel that the developers used what made the Tropico series great, added the few pieces from Tropico 5 that were good, got rid of the bad things from Tropico 5 (La Presidenta forever, no more dynasty and weird-looking offspring!) and expanded the gameplay with some new features. It feels like a step forward and not the step backwards that Tropico 5 took. In comparison, Tropico 5 felt easier and more shallow than Tropico 4. Tropico 6 is not like that.
My first advice, if you’re playing the game, is not to turn off the music! The soundtrack is amazing and puts you into the right mood to lead your little tropical empire. You do not start the game being presidente, but instead, you’re a governor in a colonial holding which belongs to The Crown. You need to work hard to keep The Crown extending your mandate while collecting enough revolutionaries to support you claiming independence. So far, I have played through the Colonial Era and the World Wars which come once you’ve successfully become independent. Once you get to the next era, more buildings are unlocked and you get more options for research as well as more options for your constitution. You also advance technologically. Instead of only having a fishermen’s wharf, you can construct a fish farm. In the beginning, the industry buildings you can choose from are the lumber mill, the rum distillery and the tannery. Later on, more factories are added, e. g., a cigar factory, but also a pharmaceutical company when you reach the Modern Times era.
One big difference with Tropico 6 is that it does not have a campaign anymore. It does have single missions maps, though. The previous games had missions as well, most of them delivered via paid DLCs if I remember correctly. Tropico 6 comes with 15 mission maps. The first is unlocked immediately. Four more are unlocked once you’ve completed the first mission and so on until the very last mission map which unlocks after finishing nine maps. So there is definitely something to work towards just like you would in a campaign, but the stories do not depend on another and you get to choose which maps you want to play in order to advance. You can continue playing on each map, by the way. There is no reason to quit once you’ve accomplished the main goal unless you don’t want to continue playing on it anymore. I think I actually prefer that over the campaign.
Other than the premade mission maps, you can also choose a sandbox map or generate your own. The game also gives you several options to choose from and to adjust the difficulty of the map (e. g., the amount of starting money, victory conditions, frequency of disasters, starting era).
I’ve seen one good review on Steam which mentioned that this Tropico game comes with a lot more in its initial release than the previous games and I agree. There are a lot of buildings to choose from. The previous games gave you some of these buildings with their DLCs. I am curious whether we will be getting even more buildings with DLCs or if they will not do that. And I fully expect DLCs with more mission maps, of course!
As this is a First Impressions piece, I have not “completed” the game yet, so I can only share my first impressions (after 51 hours of playtime when counting the beta as well). As I already wrote, the soundtrack is amazing. I really like the graphics. Don’t get me wrong: This game doesn’t have fancy or high-resolution graphics! But it is consistent with the theme and it has some lovely details. I admit that one of my favourite new features is being able to customize the look of my palace. It has nothing to do with the gameplay, but it makes everything feel more like “mine”. Other than that, I like the ability to have several islands and the added infrastructure that comes with it.
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The interface is easy to use most of the times. I do get confused with the building interface sometimes, as I keep mixing up the public services and the raids & military tab. It’s not a bad thing, it just means it takes me a while to find the building I want to construct.
My usual strategy used to be to have every single kind of plantation on my island and then wait for the profits to come in. This doesn’t seem to be too efficient in Tropico 6. I never dig into the numbers etc. behind the games, so I don’t know what is most efficient. I only go with “it works” vs. “it doesn’t work”. In this case, it didn’t work out. So now I’m putting a few plantations on the island with resources that give me something above 90 % efficiency. Then I add several ranches to get meat, hides, wool and milk. I also add a fishermen’s wharf to make sure my population gets fed. Then I try to add one or two industries. In previous Tropico games, I often did not get a logging camp because the Environmentalists hated it, but here, I don’t have them in the first two eras, so I put logging camps (they plant new trees, so it’s not like the island will be barren in a few centuries) and add a lumber mill. Exports are very important for your income! Tourism is impossible in the first eras as it only unlocks in the Cold War era. I also had trouble with healthcare at first, because the Colonial Era doesn’t allow you to build a clinic. It took a while (and a restart of a map) to realize that when you build a chapel, you can change the work mode from “Traditional Sermon” to “Help First – Preach Later”. Citizens entering the chapel with a low healthcare happiness will receive healthcare service. It won’t make them too happy or too healthy, but it does the job until you can get real doctors.
Another new feature in the game is the ability to raid and loot with a pirate cove. You can send them out to loot resources for you or to “rescue” people and bring them to Tropico. And you can send them on a heist to bring you back monuments from other regions, e. g., the Brandenburg Gate or Stonehenge. I have not tried the heist yet, but I did use the Rescue feature when I needed more citizens as too many jobs were vacant. And I usually send them out for loot because extra resources are always good.
One criticism that I’ve seen is that it’s not really possible to play as a bad dictator. I can’t say much about it, though, as I like being the communist dictator that puts Tropico first and the Superpowers second and who likes the challenge of always allowing free open votes. Be careful here, though: If you don’t have enough voters and lose the position of presidente, it is game over!
My verdict so far: I don’t think I’ll go back to playing Tropico 4 now that I have Tropico 6. It’s not that Tropico 4 is worse, it’s just that I greatly enjoy playing Tropico 6 with its expanded map features. I may turn on the previous Tropico soundtracks while playing Tropico 6, though, because I really love these songs as well. The price tag may scare you off: Tropico 6 costs 49.99 €. The previous games of the series are cheaper: Tropico 3 for 9.99 €, Tropico 4 for 14.99 € and Tropico 5 for 19.99 € – prices for the base games on Steam. If you want to set foot in the Tropico series, I’d still recommend getting Tropico 4, because you can find it for much cheaper and it still is a really good game! Steam also offers a demo for Tropico 4. I’d advice you to skip Tropico 5, though, because it is the weakest in the series.
If you want to buy Tropico 6, I think you do get a very solid game with lots of features. I will easily get to 100+ hours of gameplay. As I said, there’s a lot of buildings and features in the game already that previously needed DLCs. So for me, it’s well worth the money I spent on it. But I would still advice you watch some streamers play the game before getting it if you’re not sure this game is for you and try the Tropico 4 demo to see if you like this kind of game, because even though there are differences, essentially, you are always El Presidente.
  La Presidenta is back! First impressions of Tropico 6 #Tropico6 El presidente is back! Or La Presidenta, in my case! I know I complained about Tropico 5 and called it a…
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