#and changing versions actually do break a lot of games in development
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who the actual fuck decided to develop it in this fucking way
#unity#i am already fed up with the shit duplicates and spaghetties i had to go through in this engine#the engine itself is like various cardboard boxes sticked together with tape#that's how i feel it anyway using the old 2020.3 lts engine#heard a lot the newer versions have a lot of fucking bugs with their new features#and changing versions actually do break a lot of games in development#so i never upgraded#rant
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What if Class of 09 Flipside was made by a Woman?
I liked Class of 09. I liked it's snappy dialogue, I liked it's social commentary of high school and women's experiences with creepy men and adulthood, I liked how it gave such a compelling main character where you know she's awful yet acknowledge that she has her reasons without justification. I like Class of 09, both the original and re-up. What I don't like though, is Class of 09: The Flipside.
Setting my personal disgust with the feet routes and the 'Palestinian slave trade' comment aside, the writing in Flipside just is completely different from the last 2. Instead of focusing on the biting social commentary of the woman experience, it instead prioritizes shock value with only some form of substance (e.g, jecka seeing nicole's suicide, jeffrey's death, the ending messages apart from the creator) And you know what else sucks? We never actually got to explore Jecka properly of who she is as a character, her relationships with her family, friends, former friends...Sure, we get doses of her life like her dad which does do what the game promised: Change how we saw the Class of 09 story before. We now understand why Jecka was terrified of the cop's yelling, not only because an powerful authority abusing his power but also experienced it before. See, this was the stuff I expected from Flipside. This was what the game should've prioritised in. Instead, it seemed like the creator would rather showcase his fetishes and spite people that don't like him or the game. From that there on, I keep thinking to myself: 'you know, this game would've been better had a woman wrote this.' But can they?
I'm a woman experienced high school before, even tried to fit the class of 09 writing style on my characters in my own personal time. Given how a lot of class of 09 fans are disappointed with the new game and I want to get into writing publically, I figure that I be the one to rewrite Class of 09 The Flipside in hopes of re-capturing the essence of the first two games alongside the game's intentions itself. Even though it's still in development, I've already outlined the routes/endings so far for you all to get a peek:
Route 1/Ending 1 - Invasion of MySpace: The foot route will be replaced by Jecka taking and making videos/pictures in order to make money after being fired from her job. Think of it like a late 2000s or early 2010s version of OnlyFans. This would help remain the social commentaries of men’s creepy behaviour to women alongside how their safety is affected. There’ll be an option of whether to go to the creepy man’s house or go home. If she goes home, she finds Nicole giving her dad a handjob with a dead expression. It ends with Jecka killing herself and implies that Nicole followed her too (not half naked though, just in regular clothes cuz I'm not a freak unlike someone)
Ending 2 - MurderSpace: If Jecka chose to go to the creepy man’s home, she gets murdered and placed like a doll in the man’s basement.
Route 2/Ending 6 - Breaking the Wounded Heart: Jecka finds herself to work with Karen and Ari at Dominos. Overtime, they start to form a bond and Jecka herself starts to mature and finds Nicole to be unbearable. Jecka finally breaks off her friendship with Nicole and cuts forward to the future where Jecka currently lives a peaceful yet boring life, reflecting on the past with Nicole, wondering if she’s really better off without Nicole because while she’s now in a stable life without the chaos, it's the chaos that entertained her: Nicole entertained her. And now it’s all gone. But in the end, it suggests that things are much better with Nicole gone as it cuts to a phone beeping and Jecka looking down at it with a smile while Ari is by her side. Yes, this is the route where Jeckari is canon. I know this sounds too sweet for Class of 09 but I want it to still match the vibe with it being less shocking but more real in a way. Something too realistically depressing but still mundane. This is what I planned to be the saddest but best outcome of the game. The most real I should say.
Ending 5 - Was it all worth it?: If Jecka chooses Nicole over her new friends, it ends with her and Nicole being homeless smoking drugs in an abandoned forest with Jecka reflecting on whether or not she made a good choice with Nicole before commenting on needing a Xanax to distract her from the regret and pain.
Route 3/Ending 3 - Fuck Men!: Jecka gets into a relationship with a presumably kind-hearted gentleman. Nicole tries to warn her but Jecka won’t listen. She then is coerced by the man into doing sexual favours for his economic gain, making her become a sex trafficked victim.
Route 4/Ending 4 - Drunk Drive Delivery: Same route where Ari dies but instead the ending changed to Jecka being arrested for 6 months where the ending monologue would showcase her conflicted in anger and regret. Plus, it plays more to the idea of Jecka ‘dying at 21’ logic with being forced to work: adult party culture: that kind of thing.
I'd be happy to hear any feedback or/and ideas for this rewrite.
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WHAT IS THIS AU? HOW DOES IT WORK?
A brief (I'm lying, this is a long post) explanation post for this AU for anyone new <3
As I've mentioned before, this AU is based on the theory that Papyrus is (was) Gaster. I did not create this theory, it has existed for a long time nd I'm also not the first person to do something like this with the concept—I'll touch up on that later.
About the Papyrus is Gaster theory
I've looked up a lot of stuff about it but I don't actually know where it originated. It's not super popular but if you're a Papyrus theorist you might have heard of it before!
It is not a super serious theory, it's more about pointing out the weird connections and similarities between Papyrus and Gaster and giving an explanation to the many weird things about Papyrus and his lack of backstory.
Just to mention some things:
Them both speaking in capital letters, having no asterisks, their weird way of phrasing things, Papyrus being described as forgettable, Papyrus hating hotland, him pretending he doesn't know about a lot of stuff ( The lab for example, he know what a lab is but pretends he doesn't in front of Sans), Gaster being related to hands and Papyrus never taking his gloves off, Papyrus weird connection with phones (his photo-graphic memory for phone calls) and Gaster's weird connection to phones(Fun events related to phones, and getting the garbage noise when using the phone in a darkwolrd), their love for puzzles (The CORE is a giant puzzle), THAT one quote that I still find misterious “beside, it’s rude to talk about people that are listening, right? not everyone is as though as my brother”, Papyrus DOES have Gaster blasters it's pretty much canon even if a lot of people ignore it, Papyrus is very smart—he's knowledgeable on many subjects and knows how to build many things— he's the character with the MOST dialogue in the game yet we don't know a lot of stuff about him OR his past, he breaks the laws of physics and of the game, and he's not yet in deltarune! The heavily Gaster connected game!
That's some of the things I could think about, and look, yeah... I'm probably looking way too much into it and these are all just coincidences! The weird Papyrus things can be related to other stuff! But I still like this theory, not because I think it's real but because I LOVE the possibilities!!!
About how this AU works
This au is basically a
"Pretend this theory is real! How would the Undertale timeline work then?"
We're giving Papyrus his backstory while also making a Gaster-focused story at the same time!
This AU imagines how the Papyrus is Gaster theory situation could play out! (And I'll also add some of my other favorite ut theories as a treat)
Papyrus used to be Wingdings and then Wingdings shattered across time and space, Papyrus and Gaster are different separate people.
Actually I kind of, treat Wingdings before and after the accident as different people also... you change a lot when you become an omnipresent being....Wingdings, Gaster and Papyrus I treat them all as different people.
"How did Gaster become Papyrus?"
He didn't "become" Papyrus just like that. After he shattered, he stopped existing the way he did before, he became a being in another layer of the game! But! physically his body was just there...
This is based on how the Goners and Gaster followers have counterparts that are not, uh, goners. A non-distorted version of them existing separately
Papyrus was just kind an empty shell at first. He still kept parts of Wingdings original personality but his Papyrus personality developed on his own with time!
"How did Gaster shatter across time and space?"
Usually everyone agrees it was because he fell into the CORE
Not here! I don't think the CORE caused his accident, it is a power source not a time and space altering machine. In this story, it was some other thing he was working on....
If you have more questions you can check the frequently asked questions post or send me an ask <3!!
About similar content!
I've seen some people tell me this is a good idea for an AU and I agree!! I love this idea SO much, but as I said before I didn't create this concept or theory I just love it a lot!!
I really thought there would be more people that used this concept before but I couldn't find much... so I'm just making it myself!
One of my goals is to make other people like this idea as well and for them to make their own takes on it!
If you also like this concept as much as I do, here's a section with some inspirations for this AU that are also "Papyrus is Gaster" focused
First, you all should really see "I know that I know nothing" by Linssins
It's because of this comic that I discovered that theory in the first place! And really loved the concept. It's my main inspiration.
Unfortunately the comic is unfinished. If you see it, you will definitely see how I took inspiration... Still, the story in this AU is a very different take on the theory, it goes on a different path
Another inspiration was @askthesciencesquad ! This comic is paused but it's also a Papyrus is Gaster comic!
I was very happy to find it, it is also a very different take on the concept but I liked where it was going.
#forgettable-au#undertale au#papyrus!gaster#papyrus is gaster#undertale#HEHEHEHE#I FEEL LIKE I'M MISSING SOMETHING VERY OBVIOUS BUT EH#I hope this is a good explanation? I'm not sure if it is...#but you all tell me if there's something you need clarification on
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breaking down over in stars and time's use of tarot cards
[woe, spoilers be upon ye!]
[no seriously, this contains spoilers for the entire game. proceed with caution]
BECAUSE IF I HAVE TO BE TORMENTED BY THIS KNOWLEDGE, THEN SO DO YOU.
Act 2
Six of Swords
Transition, change, rite of passage, releasing baggage
Siffrin is, in the start of Act 2, beginning a new journey. This card is pretty self explanatory, but also is a form of major foreshadowing. Six of Swords has a heavy implication towards evolving and bettering yourself as a person, going on a journey that is absolutely essential to growth. Whether or not this journey is at all pleasant is entirely left up in the air, but given the rest of the game, it’s more of an indication of hard-won lessons.
Siffrin asks “How does the boat not sink?”, which is kind of hilarious, given that they end up almost sinking into complete despair by the end of the game, only saved by getting help and changing, completing their journey and starting a new one.
The Star (Reversed)
Lack of faith, despair, self-trust, disconnection
Stars play a huge part in this game (it’s literally in the name), so this card felt kind of inevitable. The most important part of this card is that it serves as a sort of omen for what is to come. In Act 2, Siffrin is blissfully unaware of the overall impact this will have on his psyche, of the turmoil it will bring him. But the most important part of this card for me is the idea of loss of faith. The very first line in the reference site’s description is this; “The Star Reversed can mean that you’ve lost faith and hope in the Universe”. This is likely indicative of the gradual crumbling of Siffrin’s hope over the course of the game. The site also notes that “You may be desperately calling out to the Universe to give you some reprieve but struggling to see how the Divine is on your side”. Siffrin pretty much does this in the latter half of Act 3, as things become more and more hopeless. This is, for lack of a better term, a test of faith. Given how the Change God mocks Siffrin for the Universe never talking to them directly, this is nailed home pretty hard. But, in Act 2, a lot of the concept of The Universe and Wishcraft isn’t introduced, so this serves more as a premonition than anything else.
Another note: Loop. Loop is a star. Or ate a star. Either way, they have a deep connection with stars (and The Universe as a result). I bring this up because of the general meaning behind the UPRIGHT version of this card, which is a sign of hope, faith, and guidance. Loop serves this purpose throughout the game as Siffrin’s “helpful companion~”, so the connection here there is nice. But the entry states this; “When confronted with a challenging situation, you can either crumble like The Tower or stand firm in your conviction that the Divine is everywhere”. Because of the 2 Hats situation, we know that where Siffrin eventually overcame the challenges of The Star/The Universe, Loop did not. Instead, they made one last plea to the Universe for help, and The Universe listened. But we know the obvious twist of fate here is that Loop is literally helping themself by helping Siffrin. They gave in, crumbled, and lost their faith in the end, only to be the thing that helped Siffrin keep theirs and eventually free themselves.
Ace of Wands
Inspiration, new opportunities, growth, potential
Most of Act 2 Siffrin is spent with this idea in mind. At this point, Siffrin is pretty lax about the true meaning of the loops, believing them to be an opportunity to beat the king, each loop full of potential to achieve their goal. But the twist here is that for the Ace of Wands, there is always potential but never a guarantee of success. Siffrin experiences this first hand at the end of Act 2.
Eight of Pentacles
Apprenticeship, repetitive tasks, mastery, skill development
Another nod to Siffrin’s frame of mind in Act 2. The slow mastery gained through the overall leveling system in the game actually accomplishes this card’s meaning pretty well- you repeat everything, over and over, and it is only when you master it that you are able to defeat the king. Siffrin notes a lot that in a couple of loops, he will likely be able to remember interactions by heart, and some he actually does recall completely, like when the very first interaction with Mirabelle in Dormont at the start of each loop. He’s essentially memorized the script, mastered the actions, the choreography, and now is faced with the fact that he has to do it over and over again. It will turn into monotony by proxy of being so familiar and easy.
Siffrin also notes that “they seem happy to be working”, which is another nod to how he sees the loops towards the start of the game, less of a curse and more of a boon that requires effort to properly utilize.
Act 3
Two of Swords
Difficult decisions, weighing up options, an impasse, avoidance
There are a lot of hard choices to be made in Act 3, so this likely isn’t referring to any one instance. This is where the Eight of Pentacles card comes back into play, in a sense- there is still more to learn here, more to master, but a lot of that requires decisions that have greater weight than those in Act 2. People’s lives are at stake. However, it is only by doing this and making hard choices that Siffrin eventually learns more about Wishcraft and the way things work in the loops.
Interestingly, when Siffrin describes this card, they describe someone holding scissors. An intersection of 2 blades, but the thing here is that no matter which side you’re on, they can still cut you. Alternatively, this could just be a representation that Siffrin, who is the main Scissors Craft user of the party, is the one stuck with these decisions.
Six of Pentacles (Reversed)
Self-care, unpaid debts, one-sided charity
Siffrin is the king of never giving themself proper self care. They are also the king of tearing themselves apart to give everything they have to the party. They are willing to sacrifice everything they have for a “perfect ending” where everyone is happy… everyone but themselves, that is, because they do not receive the same fulfillment in return. They give and they give and they give, but the party does not give in return, not in the way they need. Not soon enough to prevent them from falling apart at the seams over it.
The note here mentions that it shows “someone walking on the sky and offering flowers to sky people”, but then when flipped shows “the man is touching the ground, and giving flowers to normal people”. This kind of struck me as strange, as no matter what orientation the card takes, they will always have their feet on the ground. This also isn’t the last mention of sky people, but I haven’t really delved deep enough into theories about that to understand what that really means in the context of this card.
The Hermit
Soul-searching, introspection, being alone, inner guidance
Hilariously, this is something Siffrin completely lacks for most of the game. They avoid thinking about themselves and their own sense of self for a vast majority of their character arc, and it isolates them. While this card means well in its message of introspection, it’s also key to note that this withdrawal from the outside also can lead to being alone with your own thoughts, something that Siffrin experiences more as the game continues. And their refusal to acknowledge what they want almost breaks them.
The loneliness aspect of this card is further hammered home by the fact that Siffrin says “they look sad and alone”.
Five of Wands
Conflict, disagreements, competition, tension, diversity
Misunderstandings and miscommunication is at the heart of this card. And oh boy, does Siffrin deal with a LOT of that in the loops. My brain immediately goes to the whole “touch therapy” arc and Siffrin’s refusal to clarify that they don’t dislike touch, which eventually leads to Memory of Touch. It’s also a bit of foreshadowing of what is to come, especially in Act 5 and the breakdown of the party’s trust in Siffrin because of their break in communication and understanding with each other.
Siffrin asks “Why are they fighting?” when this card is drawn. The answer is that they don’t really understand themselves. This is conflict driven by a lack of communication and understanding of the other parties at hand. As the description for this card says, “No one is listening.”.
Act 4
Eight of Swords
Negative thoughts, self-imposed restriction, imprisonment, victim mentality
Act 4 starts with Siffrin experiencing quite possibly one of the worst endings to the loops he can imagine, so it’s safe to say that at this point, their deterioration is rapidly worsening. They begin to spiral, and the idea that there is no way out begins to appear. However, the main crux of this card’s significance is that there is a way out, but it lies in freeing oneself. There is a gap in the swords, and if one was to take off the blindfold they could get out. The description of this card calls this “imprisonment”, which ties in pretty nicely to one of the screens you can get when you loop back; “You are in a prison of your own making”. The description for the card also reads “You surrendered your power to an external entity, allowing yourself to become trapped and limited in some way. You may feel that it isn’t your fault – you have been placed here against your will”. This is heavy foreshadowing for the idea that Siffrin’s own wish to The Universe that got them trapped in the loops, not the wishes of The House or The King.
Siffrin asks “Why is he alone?” when drawing this card, which kind of projects onto themselves. They feel alone, they feel trapped, and they believe that there is no one who can help them, but that isn’t true. They have the ability to change things, but they are afraid.
Ten of Swords (Reversed)
Recovery, regeneration, resisting an inevitable end
There are good aspects to this card, but the main focus in this case is likely the idea of resisting the inevitable. This is pretty much what the whole deal with the Head Housemaiden is, the repeated attempts to find some way to change something that, by the nature of the wish, cannot be changed. And yet, Siffrin is unable to let go of this. It’s also noted that this card represents past trauma that is still being carried around and still hurts the bearer. Siffrin spends this Act searching into their past, tearing up painful memories (or lack thereof) in the process. They carry the burden of being without a true geographical/cultural home to go back to. They cannot let go of this, nor do they want to. But the card’s description notes that “these old pains need to be dealt with once and for all. It may be difficult to delve back in, but it's the only way to release yourself of this pain and allow it to pass from your life”. In a lot of ways, this nods to the avoidance of pain that Siffrin displays when they are unable to cope with their trauma from the past and the loops. It is only through promising to tell the party their wish and deal with the pain and fear of their trauma that they can move on and begin to heal. This card pretty much represents the whole crux of the story���s meaning.
Five of Pentacles
Financial loss, poverty, lack mindset, isolation, worry
Loss is a major theme of Act 5. The loss of memories, the loss of a home, the loss of faith, and, perhaps most importantly, the loss of hope. The card’s description says “You no longer feel safe because it has all been stripped away from you in one blow”, and this is pretty much what happens. Siffrin is in a crisis. They are exhausted, they are alone, and they are profoundly terrified of what that means. At this point, they are searching for help desperately, but are unable to ask for it. This card explicitly deals with fear of rejection and reaching out for help- the situation is dire, but, as seen with the card’s depiction of lit church windows, there is help nearby. The issue is that one must be willing to accept it. There is fear that you may lose something important- in Siffrin’s case, his found family- but there is no telling if that will actually come to pass.
To further nail the loneliness aspect of this card home, Siffrin says that the figures on the card “probably don't have any friends”, something he starts to believe in the latter loops as the group loses their identities to the script. The in-game card also is different from the real card, and is said to show empty glasses, a pretty on-the-nose reference to Siffrin’s “glass half empty” mentality as they lose hope later in the game.
The Hanged Man
Pause, surrender, letting go, new perspectives
The Hanged Man gets a pretty bad reputation if you don’t really understand what it means. It’s a card about acceptance, pausing, and entering a new phase in life. But this change is heavily implied to come via unfavorable circumstances, situations outside of one’s control. The description says that when a person is unable to pause when they need to, unable to stop their actions, “The Universe will probably put things on hold for you, in the form of continued obstacles, ill-health, and breakdowns”. And this is pretty much what happens in Act 5. Siffrin is ground to a screeching halt by their own body, exhausted, starving, and mentally/physically fatigued to the point of actual sickness. On the topic of “surrender” and “giving in”, things get more pointed. Siffrin gives in to Mal Du Pays (very ‘L'appel du Vide” style), almost dying as a result, but then conversely gives in to the party’s urges to tell them what they wished for, to let go of their fear and stop looping.
Siffrin notes that the Hanged Man “Look(s) like they're about to die, but they're smiling”. This is more of a connection to the end decision of Siffrin to let go of the loops and tell the party about their fears. They are facing down something that they are terrified of, something seemingly insurmountable, but rather than continue to fight and avoid letting go like Loop did, he instead chooses to surrender and tell the party.
Act 5/6
The Fool
Beginnings, innocence, spontaneity, a free spirit
There are two versions of The Fool, technically. In Act 5, if you take the card and inspect it immediately, Siffrin will give a manic laugh and tear it to pieces. In a lot of initial interpretations of the card, some people will assume The Fool to be what the card says they are- a fool, someone stupid and tricked and hopeless, about to send themselves to their doom. But the reality is that this card is not really about that- it’s about new beginnings and the start of a new journey, but specifically through a leap of faith- a leap of faith that Siffrin has to take at the end of Act 5. While he is going through The House during this act, however, he is unwilling to accept this advice, either because it is misinterpreted or consciously, and instead tears it apart.
When the card is examined after the game, rather than during the final loop, Siffrin seems to recognize the card for what it actually means. He says “It's a traveler. He seems to be starting a new journey”. Siffrin’s title in the Profiles is literally “The Traveler” (alongside having the Traveler’s Hat), so this is a direct statement of new beginnings for the party and Siffrin’s life, a new journey they are taking with their family rather than alone.
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annnnd that does it for me, i've spent no less than two hours writing and researching for this post so ima go take a nap now, gnight
#in stars and time#isat#just chatting#liveblogging#in stars and time spoilers#isat spoilers#tarot reading#tarot cards#dear god this post had me locked in a chokehold the entire time#im so tired#worth it though#insertdisc5 you are a genius and you have all my respect you absolute mad lad#wormwood rambles
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Going to play Devil's Advocate (ha) here for a moment, as someone who has experience working in the industry & game development:
Remember, every single time that any new feature is added to the game (even if that new feature is "just a new artwork and phone call") it means that Solmare is -
Paying artists for the new artwork
Paying writers for the new scripts
Paying the voice actors to record the new voice lines
Paying the game devs, coders, debuggers, etc, to actually implement the new feature into the game without breaking anything
Paying for QA
Paying the translators for all the different language versions (Obey Me is currently available in 4 different languages)
Paying the localisers for all different language versions
Etc, etc
This is all on top of the monthly costs of keeping a live service mobage like OM running smoothly. Anything that isn't paid for by the players is being operated at a loss. This isn't a flaw with OM itself, this is a fact that exists on an industry-wide level.
Secondly, while any concerns about the price are entirely valid, I think that a lot of people are glossing over an important point - Solmare is not charging you $30 for a Date Ticket. Solmare is charging $30 for a BUNDLE, which includes the Date Ticket as well as 300 DP. So this is similar to all the other sales bundles that have been rolled out in the past.
And the price is consistent with the standard price for DP in Akuzon. It has always been about $30 for 300 DP, so the price has not actually changed or been increased. This is an optional, $30 bundle for 300 DP that essentially includes the Date Ticket as a bonus for free.
You're totally justified if you don't want to spend $30 on this. I'm definitely not arguing that. While I think that this feature isn't as bad as some people are saying (I never would have expected any new features to be totally free) I do think that Solmare could have rolled this out in a better way than they did.
I think that most, if not all, of the complaints would disappear if they simply offered different bundles for different price tiers. This is something they've already done in the past, even! Just give people alternatives, like...
$1.39 for the Date Ticket by itself
$10 for 100 DP + Date Ticket
$20 for 200 DP + Date Ticket
$30 for 300 DP + Date Ticket
And so on. I think this probably would have alleviated many people's concerns, and would have made the new feature more accessible for more players.
Now, I don't think that harassing the official Twitter account is the way to go about communicating your thoughts. There's a difference between genuine constructive criticism/feedback given in good faith, and needlessly rude hate comments. "Fuck you, hope your game goes broke" doesn't help anybody, and will only make Solmare less likely to listen to the EN fandom. They've dealt with a lot of harassment from Western fans before, including death threats, and you aren't communicating anything useful or constructive by sending hate to the EN social media account.
Solmare has a Support team that you can email, if you have feedback and you actually want to reach the JP game devs. If you want to let them know that you want other/more affordable options for the new Date Ticket feature, this is the best way to do that. Just remember to be civil, since harassment and hate mail are extremely likely to simply be thrown out before it reaches the hands of anyone in charge.
#obey me#obey me nightbringer#omswd#Nightbringer#Solmare#just some thoughts from a writer/game dev consultant in the industry#you're valid if you're unhappy!#i just think that there's more to this than a lot of people realise
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(The following is some rambling, FEH Spoilers ahead if you care)
I hope at the end of FE:Heroes life, that instead of it just becoming a forgotten mobile game, a fully fledged game is made out of it. Because I really do think having a FE game that have shorter Saga's would be really fun to play through. And just how much Alfonse could be challenged in a full game where he can MASSIVELY develop instead of the time strides he's made in the mobile game.
Of corse of a full game they'll need to change several things such as how much of their army is made up of heroes from other worlds. But having this HUGE skeleton with FEH for a full game could make one of the best, if not the best, Fire Emblem main line game.
Like, we have the set up to have Alfonse really turn into his own. He's gets to talk to past heroes and other world versions of those heroes. There is so much he can learn from them all but more importantly, so many people to compare him to. Just feeling like a failed leader because all these heroes that saved worlds are around him, while he's a prince in a world that's currently in a war with his neighboring country.
He keeps feeling this way until he meets the Summoner (Avatar Character). Someone from another world who isn't a hero. They're just an average somebody in that world. Even though they are able to use a Devine weapon that belongs to his family, he fights with them and grows closer as friends. He learns that it doesn't matter name or status, but what you do with your own strength to help everyone you can. And even when you can't save everyone, you can always work together with others to raise you and everyone to the point where you can save more people than you could alone.
While the first two Books of FEH didn't really do much for Alfonse, I do think in a full game they would be able to have a better foil with Bruno through these early parts. While Veronica is a very tragic character, she is more so Shernna's foil through the first book and then becomes a fascinating character through the rest of the books (so far). If the story would follow Alfonse's point of view, it would do wonders to REALLY push that foil with Bruno more and more until that foil changes into irony and tragedy that was played in the later books.
While Book 3 was one of the biggest breaking points for Alfonse's charcter, I really do belive that if Alfonse were to have a stronger written connection with Bruno early on. The death of Bruno would hit harder. We know Bruno and Alfonse were childhood friends to the point Alfonse's first actions we see is looking for Bruno (Under his fake name, Zacharius). Hell, you can make this hurt even more by adding an underlying feeling Alfonse had for Bruno. But seeing as Bruno meant a LOT to Alfonse at such a young age, where he was still getting compared to his father and other heroes. To just have someone that wouldn't judge you, have fun with you, and make you laugh. Most people would devolve some romantic feelings for that. While this seems more fanficy just because "Lead turned GAY for Enemy?!" It's use in a story here would push character development further.
Some of the best stories ever written i've read are about building up the base of a character. Only to destroy EVERYTHING about them. Leaving only their bare core and true thoughts on display. Only for them to either have the story end with such a melancholy finish that it just feels. Or give that charcter a way to rebuild themselves stronger, more ferm in their ideals then ever to change the odds. Alfonse is someone, if given enough time and attention in a full game, to be this charcter. He already has enough set up within FEH for this to become real. He really is burdened by the form of media he's in.
I don't really have any closing notes after that but yeah. Alfonse is actually one of the best Fire Emblem Lords when you think about it. Put him in the next smash game
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Ohshima has said that Eggman isnt evil in his concepts, he is meant to be humanity
I see that people are passing this around again. Why do people love holding word of god with so much higher regard than what's in the media that's actually been reviewed, finalized, firmly established and published? What someone says outside of the games doesn't change what we see in the games.
What Ohshima said was literally in a Twitter Private message. Someone saying something in private DMs can't be where people get their sources from and have it hold up.
If this was actually the case in canon, it would've been clearly established there, which it isn't. Eggman knows and embraces that he's evil all the time in the actual games.
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Ohshima is right about Eggman wanting to make the world beautiful using science and nature but it's in his own selfish twisted definition, not genuinely making it beautiful and nice for anyone else.
We see this by how he purposefully makes Eggmanland and the Interstellar Amusement Park dangerous and embraces and boasts the dangers. He even closed off Planet Wisp to the public because it wasn't "dangerous enough" for visitors yet.
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Now Ohsima is specifically saying that Eggman isn't evil in Adventure but if we're gonna focus on that, this also straight up isn't factual there either. Eggman is not a hero in Adventure, he specifically awakened Chaos to destroy Station Square and only tried to stop him because he betrayed him and became a threat to him and his plans.
I made a big post breaking the DM down and showing how, using the game itself which will always be the real true solid source to go by, that in both in English and Japanese Adventure, what Ohshima said just isn't what's happening in the game. Here's a quick reiteration of that post:
Eggman specifically intends for Chaos to destroy Station Square, so he can build Eggmanland on the ruins. This was his entire plan behind summoning and feeding him emeralds in the first place and it was always his method of how he was going to go about conquering the city using Chaos.
Sonic story:
Tails story:
The only problem he has is Chaos betraying him and making him his enemy, which means he's now a threat to him too and that's when it's a problem.
Last story:
He specifically states that it's because he defied him/didn't follow his orders. Instead Chaos is doing it on his own terms and making him his enemy and attacking him too, meaning he can't build Eggmanland and is now in danger himself too. Otherwise he'd love that shit because it was literally his goal to destroy it XD
JP translations are showing me the context doesn't change and Eggman's reasonings remain exactly the same.
Sonic story:
Tails story:
Last story:
Yeah, he's extremely blatant with his selfish reasoning in both versions. The Egg Carrier 2 was always created as a back up in case Chaos betrayed him and because he did, Eggman tried to attack him.
It had nothing to do with Eggman being a hero and wanting to protect the world, unless you count saving the world for him to rule, which is always his selfish motive behind wanting to save the world, besides saving his own life.
I love and respect Ohshima and appreciate his work a lot of course, he designed my favorite character of all time. But this just isn't factual and canon information and should not be used as a source.
He can have ideas and his own takes on the characters but that's very different than him having a position in writing him this way in an actual game and it becoming official and confirmed.
Because that's not what this is, this is his opinion and I have no issue with him saying it because he's very clear about it being just that:
This is far from a declaration of canon, it's happening in DMs and he's literally just sharing his own idea for something but it hasn't been reviewed, developed, finalized and put into the final official media so it doesn't just become canon.
If what he was saying here aligned with what we see in the actual games and served as an explanation backed up by the games then it could be considered evidence but it isn't because the official media shows and tells us very very different all the time.
People really need to stop holding word of god over the official finalized media. It seems to often come from a place of hating the canon, so the second that someone who has worked on it in an official capacity says the opposite of what was shown in canon, people are eager to have it replace the truth
It's like how in official media, Eggman's age is established as "Unknown" but now people want to claim he's canonically in his 40s just because Iizuka estimated Eggman's age and said he's "probably under 50", even though in the finalized official media he's implied to be at least 50+. I broke that down using actual game canon evidence in this post.
People keep taking word of god when a creator says something on the spot that hasn't been finalized and established in canon and every single time, they omit the way said creator says it's just their opinion like Ohshima, or that something is probably the case, like how Iizuka estimated Eggman's age but said it still isn't confirmed.
Creators cannot suddenly change what's long established in canon on the spot and it does not replace what we see in the actual official media that's gone through all the necessary checks, development, and approval. I figured people would've understood this by now after famous authors infamously doing it and everyone hating it.
And in this case they're actually not doing what those authors did because they're not saying that it's the final canon fact. They're saying that it's just their opinion, or just a probable estimate. But fans want them to be like those authors that just randomly declare a bunch of stuff that contradicts the original media for some reason lol
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Thoughts on Canto V
Spoilers ahead. Also, disclaimer that I did not play it but instead watched it because I really like the story but I don't play the game anymore. I do not think playing it through would have impacted my experience, but do keep that fact in mind and let me know if you think my feelings would change if I had played it.
OH MY FUCKING GOD I REALLY LIKED IT! The characters were solid (though there are some problems), the theme of hoping for the future and allowing yourself to discover it for yourself rather than holding onto the past, and there were some incredible fucking moments.
Firstly, Ishmael. She was pretty stellar throughout. Watching her slowly degrade into becoming a mirror of the very woman she sought to destroy was heartbreaking, I felt like she actually had a real arc this canto that helped her become a less burdened person, and some of her deepening bonds with the other sinners were awesome. I particularly liked watching her interactions with Outis because Moby Dick and the Odyssey/Illiad are the two literary works from Limbus that I know well, and based on that info it makes sense that they would both understand and annoy each other. The moments with Heathcliff were also incredible because they've always had a really cool dynamic. Ishmael's relationships with her crew were also interesting and I feel like that could have easily been the best part of this cant, but ultimately that didn't end up happening (more on that later). I felt like the sudden character development 'Oh the other characters are my friends and they are my compass' thing was a BIG JUMP especially for Ishmael, but it's not a bad idea. I think it just needed more time in the oven, let Ishmael interact with the other sinners inside the dungeon and have her work together with them to get through things. Fortunately, Ishmael's VA + the Mili song really carried that ending so I still wound up getting caught up in the moment regardless. Speaking of Ishmael's VA...HOLY SHIT WHATEVER THEY ARE GETTING PAID IT WAS NOT ENOUGH!! Singlehandedly made me like this Canto so much more than I otherwise would have. An incredible performance all around, stand out moments include but are not limited to: Her ranting at the pirates about them not knowing what shame is, the euphoric hatred in her voice as she fantasizes about finding and killing Ahab, the grief as she discusses Queequeg and the hope as she sees Queequeg again, and OF COURSE WHEN SHE GOES AHAB MODE! Bravo Jang Ye-na, you carried this Canto through its weaker moments and helped the best ones become my favorite moments in this game.
Next, Ahab. I liked her a lot, fucking awful captain woman who reminds me of my old pastors. GOOD JOB MAKING THIS A FUCKING HORROR GAME THIS BITCH SCARES ME! I wish we could have seen more of her (and maybe we will in the future) because what we got was incredible. I was expecting a shitty boss but instead got another fucking cult leader. Her design is also a solid mirror to Ishmael's, further emphasizing the point that they are becoming more alike as this stuff goes on AND making the moment where Ishmael breaks the cycle of hatred more impactful. She is an incredible mirror of what happens where you allow hatred to consume you entirely, and the VA really reflects that. The only complaint I kinda have is that she probably should have been a lot more morally grey than she was. I feel like we just kinda got Kromer version 2 in terms of the role she played in the story and in Ishmael's life, granted that might change in the future so I will be very happy to be wrong if that's the case. But after Dongrang, I was expecting something a little more sympathetic or at least nuanced than 'evil cult leader captain lady hates that fucking whale and will kill her crew and makes that abundantly clear'. Again, I do like what we got so I can't complain too much but still.
I LOVE THAT BIG FUCKING WHALE! SCARY FUCKING BIG WHALE COMETH! ELDRITCH WHALE!
The Indigo Elder is so fucking cool. I wish he were here for more than 3 minutes and actually had something to do. They really introduced a man by having him tear the arm off the guy who we were struggling to survive against, said he was a Color and that he killed another Calamity, teased this really cool plan, and then...he's just waiting outside presumably 1v1-ing the whale but we get to neither see nor hear about it at all. I hope he comes back and we can see him do cool shit, because we had an incredible set-up with mediocre pay-off.
Ishmael's crew...I loved them so much I wish they were in the Canto for more than 1 level. They should have been introduced MUCH EARLIER in order to have their deaths have more of an impact. We should have been in the whale for longer, even if it meant shortening other parts of the chapter, just for the crew. Because those are Ishmael's ties and these are the people who Ahab's hatred is robbing the world of. What we did get of them was very strong, but Starbuck and Pip got nothing in terms of character moment and time. Queequeg got a little bit more (by the way I love that Queequeg actually looked like the design team at least LOOKED at a Polynesian person, I'm so jaded from other gacha games that I'm thrilled somebody actually looks like they're from the culture they're inspired from. She looks like a buffer, female version of one of my Polynesian neighbors it's great.) and it made her feel a lot more developed. She was a solid adaptation of Queequeg and her relationship with Ishmael was so sweet. The moments we got of them together were some of the highlights and it made me really want them to manage to escape together. Of course that was never gonna happen, but still. I also don't like how we don't even see Queequeg and Starbuck die. Are we supposed to assume Ahab killed them to manifest the ego? Did we kill them? I see some criticism around the fact that they stood by Ahab's side at the end and wondering why they did that. And I get that criticism because it is weird, but also that's just kinda what cult leaders can do especially when they're the only reason you've been alive for however long + you're slowly being overtaken by BAD WHALE JUICE. I 100% buy that they chose to follow the Captain because the Captain is always right and even when She does horrible things Her understanding is elevated above ours. And if Her fight is our fight, then surely it is ok for us to die here.
I feel like this is also a criticism that only I care about but why is the story suddenly like 'oh revenge is bad don't do revenge'? Like, I get it revenge is bad and that was kinda the point of Moby Dick. BUT WE HAVE LITERALLY DONE SO MUCH REVENGE AND REVENGE WAS KINDA SINCLAIR'S WHOLE THING AND IT'S PROBABLY GONNA BE HEATHCLIFF'S! Why is revenge suddenly bad and 'oh no it makes you just like the other person' no it does not Sinclair did not suddenly become genocidal because he kept trying to murder Kromer. Is revenge only bad when it's successful? IDK, I just hate narrative inconsistency and this immediately jumped out at me.
Overall, I really liked this Canto! I have my problems with it, but they are relatively minor compared to all it does well.
#limbus company#limbus company spoilers#ishmael#outis#ahab#starbuck#queequeg#I love her so much#heathcliff#BIG FUCKING WHALE#the indigo elder
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*stumbles onto your blog, tripping over various tree root and covered in leaves* Hi! I heard you have a Dragon Rider AU!!
Is everyone humans? Are some people dragons? It’s it angsty? Do you have a general plot? What kind of location is this based on? What kinds of dragons are there? Is dragon riding widely accepted? Can everyone do it or just a select few? How do people get their dragons?
Well hello there! :D
I've gotta say this is a LOT of questions but I do not mind at all!! Just this gonna be a long post, and speaking of which onto the answers!
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Is everyone humans? Are some people dragons?
In this case everyone is human for this au!
Is it angsty?
Mildly?? I personally would consider it, bittersweet I suppose? The bit I'm working on currently is very focused on the shattered nature of DTeam's dynamic so I'll say good mild angst rating with a happy ending eventually (Angst may also be higher for the dnf enjoyers)
Do you have a general plot?
I have quite a few plot notes actually!! Currently I'm focused on what is a prequel to my original idea, which is shelved temporarily for reasons, so now this part of the story is focused on Dream and how he's dealing with his choices - and his attempts to run away from his role in everything.
The short version is basically: Dream is heir to his brother's (DreamXD) throne and well he wants absolutely nothing to do with it, this leads to a lot of rash decisions and unfortunately attempts to shove away his friends. A spiral very similar to canon dsmp just different motives. Inevitably though when he finally claims a dragon he at last has his ticket to freedom and makes a break for it to have his freedom. Shennagains then ensue, including obligatory Drunz cause I eternally love their character dynamic, Rivals Duo being rivals, XDnf in the distant background, and various other things I'm working out still!
What kind of location is this based on?
In general I am taking a lot of vibes from Westeros from A Song of Ice and Fire/Game of Thrones, a very very classic medieval fantasy vibe along with the actual layout and environment of things being loosely based on the actual maps of the dsmp!
What kinds of dragons are there?
At the moment just wyvern style dragons, a lot of my inspiration for the dragons comes from House of the Dragon as well as the works of Sawyer Lee (Sawyerleearts on insta/da he has some AMAZING work)! Effectively all the same 'species' of fire breathing beast but they all have their own unique features and looks! Though I am considering maybe adding ice and lightening breathing dragons as a fun little reference to the Ice & Fire mod - not much would change design wise, just kinda mixing up the breath abilities if I do go with that.
Also have some of my current concepts (newest to oldest, since I'm still in the process of changing designs)
Is dragon riding widely accepted?
Dragons in this case are rare, and dragon riders are rarer - when dragon riders usually come about they become part of a kingdom's greater military force or some similar high standing rank. Dragons are tickets to power if you don't already have it pretty much, they are after all the fantasy equivalent of a multi use nuclear weapon! Though there are some outliers who have dragons but don't align with either kingdom in the realm, these being sell swords/mercenaries like Punz or just lords who wish to remain independent and not everyone uses them for war. In general I'd say it's a very respected position to have.
Can anyone do it or is it only a select few? How do people get their dragons?
The criteria for someone to bond with a dragon varies a bit, pretty much anyone can bond and develop a link with a hatchling - if the wyrmling imprints on them after hatching it's a free ticket pretty much! Though hatching dragon eggs is not easy, and the hatch rates of them are very low. The other option to get a dragon is claiming a wild one. Bonding with wild dragons though, is more difficult, no one is exactly sure how it's done but the rider usually has to have some recessive magic genes effectively (magic is a long dead art but remnants of it's influence remain, i.e potions & enchantments). When it comes to claiming a wild dragon what also matters is the dragon also choosing and accepting the rider, things can turn a bit- nasty if they decline the bond. Gaining a dragon is in general no easy feat, adding onto that sort of instant status boost dragon riders can gain if they succeed in getting one!
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Thank you for the questions btw!!! It thoroughly made my day to see a full list of stuff to answer about this project ^^
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Okay so this has stuck with me and I feel it in my soul!
“Although writers/director are to blame for warping both characters every chance they get and not knowing how to write a mature couple, I too always felt that it's part of Rogue being a bitch to Gambit, it's something she can't seem to help” — on one of your last anon’s.
I haven’t been much into Romy since their wedding and I couldn’t really figure out why until the hype with the 97’ series. I realized that over the span of their on/off relationship she has been reaaaaaaally shitty to him :/ and the more I think on it the less I like the ship.
First we have Antarctica then her dropping him for ol’ crusty (no offence Rogue and Magneto shippers but if anything bring back Joseph for all that) then the really weird comic that I won’t lie I skipped when Raven was pretending to be a kid and seducing Remy because wtf was that!? Yet what I did notice (from a post on Reddit) is that this isn’t the first time Mystique has sexually harassed Remy and Rogue sort of blamed him??? Not mention her own mother trying to kill “her man” but that’s never brought up. Also the Joelle thing!!! I LOVED her so much, so sad she didn’t get to develop but it really felt like Rogue only wanted Remy back because he genuinely liked someone else and she was jealous even though she was the one who dumped him (again!). I’m starting to feel the ship on Rogue’s part just isn’t genuine, that she’s not mature enough to be in a relationship yet.
The biggest pet pev I’ve found for the Romy thing is actually not long before their wedding and I do remember thinking it was over for them in A-X I think? When Rogue made a report about trust for Remy and he either left or was kicked off the team? Anyways I’ve seen that post floating around a few time and yeah :\ hate to admit it but I see why so many people are no longer liking the ship. But your comment about the writers is So So fact! It isn’t just the writing if this has happened more than once which in comic Rogue just seems to shit on Remy all the time, even after their marriage and it kinda sucks now. It feels like there’s no forward for them (in my opinion) It feels dull and all consuming of Remy’s personality. He’s not perfect, I love him for that. He’s so funky and he messes up a lot but he learns and betters himself. Rogue has never once owned her drama or the drama she’s caused for Remy for no good reason. It would be great to see a change in their dynamics but it reads to me as she hasn’t really ever loved Remy she just enjoys how he makes her feel. It doesn’t make her a bad person but it does make her a bad girlfriend/wife/lover. I think Rogue is just one of them people who’s messy. If that makes sense. She has great qualities but she also is very very flawed particularly when it comes to Remy. She’s bitchy, loud and judgemental but she’s loyal to her friends… Remy was never one of them though.
Gambit in his solo era was the perfect version of himself. I really miss that. They don’t have to break them up or anything for that to be a thing again, Rogue is in so many comics beyond the X-men, why can’t Remy? Why does he have to be attached to her like a third limb when she can go off doing whatever she likes. The ickies thing for me with Remy was him never really letting her go even when we’ve seen him having healthy connections with other people and the ickies thing for Rogue is her very controlling tendencies when it come to Remy (The poker game, I don’t think I’ve forgiven the writers for her breaking up his poker game, like gal, you knew that was his thang before you married him).
I’d love Remy to just be… Remy again. To see more of his past life and connections to New Orleans. I was really sad to see in Uncanny X-men that his family wasn’t even mentioned. He’s right there in Louisiana but hasn’t even thought of them. We see more of Remy interacting with Raven + Irene who hate him than we get with his own fam and friends from back home (I love the south, I’ll swallow the comic whole to see some Cajun and Creole culture in a solo for Remy).
I’d love for Rogue to wake up and see what she’s got or just let go because right now it doesn’t seem to be working. We get a few good scenes with them and then it’s back to trust issues and betrayal and making Remy look incompetent (let’s be real, he’s hardly even a main character anymore, he’s eye candy and he’s got as hell but that’s not THEE Remy Lebeau. He can be sexy and a badass) she overshadows him. I’d love to see her and Raven actually have some quality time discussing her childhood or something about their complex past. That’s her mother but they never act that way despite Raven choosing Anna when she never cared for her own children. Something in-depth and meaningful.
All in all, like many hardcore Remy Etienne Lebeau fans, I miss my Ragin’ Cajun. I want him to be a sneaky thief and a sassy Queen again. I’d like his trauma to be acknowledged for once (He has waaaaay too much to be okay) Maybe his trauma is why he struggles to let go of Anna? He def has abandonment issues and after one failed marriage I can see why he’d put his heart and soul into this one even if it isn’t working. (They were better before they were married, a mess but independent so it felt a little more meaningful). I’d also love for Remy to be acknowledged as bisexual. His Wiki states he was supposed to be Bi and have a lover in the Thieves Guild who was a man. I’d be fascinated to know when, where and why. How did that work around his childhood love with Bella Donna. How did his very criminal yet oddly Catholic family deal with that.
Can we just get Remy back?
That's why I say the problem goes beyond the writers. Magneto/Joseph. On the one hand we have what happened in Antarctica: Remy doesn't want to die and she lets him die. On the other hand we have what happened in X-Treme: Remy feels he can die in peace as a hero, but Rogue didn't respect that and saved his life. Mystique's stupidities that Rogue never defended him from properly. Joelle's case. Which as you rightly said ''Rogue only wanted Remy back because he genuinely liked someone else and she was jealous even though she was the one who dumped him (again!).'' Her recommending Gambit as a member of the avengers and then saying that he can't be trusted…. ''she hasn’t really ever loved Remy she just enjoys how he makes her feel.' So real it hurts. ''Can we just get Remy back?'' I wish. I'm not giving up hope.
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FAQ
Are you a ClanGen developer? I am not apart of the development team.
Are you the official ClanGen blog? Nope, the official ClanGen blog is @officialclangen.
Would you ever give the username to the official blog if they asked? Of course, I'd do it in a heartbeat.
Did you make these sprites? I've put the sprites together in a way that resembles the character but the actual sprites themselves were made by the people who've contributed to ClanGen.
Something in the sprites you've posted doesn't exist in my game! You're either using an outdated release of ClanGen or I've pulled something from the development builds that hasn't come to stable versions of the game yet.
I don't like how you made this character look... Sorry, the sprites are made to reflect my own vision of the characters. I may re-do characters exclusive to books I haven't read yet. A lot of my choices are based on impressions, so my vision might change. If your grievance is that I forgot to include an injury, please let me know! I reference the wiki so this shouldn't happen, but I'm always capable of making mistakes.
You didn't answer my ask! Sorry, it's not intentional. This blog has sparked in popularity and with that, my askbox gets new suggestions everyday. If I haven't gotten around to your request, it's one of three things: 1. It's still far back in the queue. 2. The character you've asked for has already been posted/requested. 3. Tumblr simply ate your ask (or the post i've placed into the queue).
How do you make the sprites? I edit the save file of a single cat and use the "zoom-in" profile feature.
How many people are behind this blog? Just one battle cats fan.
Can I reblog your posts onto my roleplay blog and/or tag as kin? Go for it! I don't mind at all.
Can you make my OC? Warriors has a lot of characters, adding OCs onto my plate would be overwhelming if I'm being honest.
What will you do when you finish all the characters? I might leave the blog as is and come back to update it when new characters enter the series. I've thought about doing designs based on rewrites I really enjoy as well. Is the blog dead? If I'm ever gone for a long time without notice it means I'm just taking a break for one reason or another. I'm very particular with my digital spaces and never silently abandon accounts for clarity. Is it okay if I like-spam or reblog-spam? Go for it.
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Submachine Legacy: additional commentary (Monoliths, Shattered Quadrant, and other details)
Apparently I am NOT done talking about this game, lol. To see me talking about the main levels + optional ruins, check my previous post. Beware of spoilers.
General comments
I must comment on the map/menu/however this is called because I noticed (rather late) on my going back and forth the details literally surrounding each level. Namely, how level 3 and 'break the loop' are in the middle a spiral, I assume to symbolize the loopy nature of the locations. Level 6 is in the middle of an octagon, kind of like a shield, which goes well with it being the defence systems of the Submachine. Level 7 lays in the middle of many more concentrical circles, which I'm guessing has to do something about it being the Core of the Submachine. And level 8 rests against seven parallel lines, which goes nicely with you jumping through the seven main layers in that level.
I may be, once again, reading too much into details, but I think it makes enough sense and I like it. Kind of wondering now if level 9 shouldn't have something special about it too as the Knot.
Anyway.
Monoliths/Secrets
So, I was right in the end that we'll have to come back to this with the navigator, but wrong in the we actually can't take the navigator with us and must jump back and forth between levels (so much going back and forth). Anyway, this gives us new tidbits of Submachine lore (which is nice).
This goes on in the Lighthouse. Love how the fact that different versions of the game exist is being incorporated to the lore.
Finally figured how this one worked out. Turns out in the end the Loop did have a layer coordinate thingy (which I started suspecting when I didn't find one at level 7 either) it just was hidden as a secret. Kind of a pity, since I liked the idea of loops being something that maybe existed outside/beyond layers maybe. It's not like I had a lot of time to think about this/develop it into a proper theory, so it's not like I was super attached to it either, so it's fine.
Lots of portals but no notes in level 4 (that I remember, I binge-played the unlocking Monoliths and it's kinda blurry what is from what level. Should have named the screenshots, lol). BUT! We finally can unlock that door from Sub4, which was satisfying.
Level 5 is as in 4, meaning no notes found. But again, I like how you could finally see what was behind that closed door though!
Lots of goodies in level 6! It was nice to get extra content while also keeping the 'secret' notes we had in the originals. Go hunting lore.
I love this. I love the note talking about the significance of 32 when it's something we've all collectively lost our minds about. I love this xD
Here we got the same notes we did in the originals, but as a matter of fact I did not remember the one screenshot here and WHAT?! If I weren't so sleepy right now I'd be talking about it probably (as it is I am surprised I can write anything with a semblance of coherence right now, may my insomnia fuck off and leave me alone).
I'm gonna be very honest, I needed the help of the very kind people making guides on Steam for this because I had all the secrets but couldn't figure out how to access the secret room (previously I got the opposite problem, could access the portals but didn't have the secrets to power them). The notes are the same that we had in the originals.
And last but not least level 10, were I thought there was only one secret area but there were two! I thought it wa really cool that you use the pearls and stone cubes for this.
The notes here seem to be more or less the same as the originals, but thw wording has been changed some and we're also being teased about the Engine which has me vibrating.
All in all, nice little extras! Shattered Quadrant will come in the reblogs when I get to play it (yes I know I'm slow playing. Do not judge me)
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I felt strong kinship to Mekkah for his latest video criticizing Fire Emblem's support system; he did a good job verbalizing my thoughts. To outline the Ash-version of this take, Fire Emblem in the Game Boy era (when modern supports were born), had simple plots, from a sheer "quantity of text" standpoint. A lot of that was convention; a lot of it was limitations of technology. The supports were simple to match, and so they worked fine as a way to bolster the characters and connect narrative choices (who you like) to gameplay (on-field bonus for affection). The downside here is that those supports are about the two characters; they aren't connected to the plot of the game nor the actions on the field. This is fine when, as in FE7, the number of supports a unit has is capped at 2-3 people and unlocking them is hard. The downside is not observed.
Fast forward to Three Houses and the same system is breaking under the weight of modern, 40+ hour, long-form plot concepts and modern player demands of flexibility and customization. Every character can unlock every rank with every other character (mostly), unlock happens trivially, but this 20x quantity of text is still divorced from the actual plot. They are, by design, required to be repetitive fluff in some way. In Three Houses this was taken to the extreme as supports were over twice as long on average as the ones in Awakening/Fates, with even *less* ability to connect to the plot given the branching, timeskip nature of it. It was extremely common in that game to complete a level and have unlocked 5-6 new supports (aka reading text with no gameplay) that would on net take 20+ minutes to complete, none of which has connected consequences with anything else. Engage at least cut the support length back down, but its a band-aid solution.
Support ballooning also reduced its gameplay incentive - in Awakening at least, where pair-up is absurdly broken, you did have some support specialization. But in Fates/Three Houses/Engage (to a lesser extent) support bonus are largely aura-based, provide flat bonuses, and are more-or-less equal between characters. Given how many you develop it quickly becomes the case that each unit in your squad has a B~ rank with every other unit; meaning you can just send them wherever on the map, and they will probably get a similar-ish bonus no matter what. So you stop paying attention to them.
Now some of this is certainly inherent to how games have evolved, but I don't want to give the games a full pass here; there are a lot of changes they could make to mitigate this problem (branching supports, more story-progression-locks, integration of sidequests, etc) and they just aren't doing that. I definitely don't want the games to ditch their "dating sim" elements, the building of bonds alongside teams is a core differentiator of Fire Emblem. But overall I think fixes are a stopgap to just ditching the idea of support convos altogether, which the games should pursue. With the much-larger stories integrating the characters into that story directly is much easier, and Fire Emblem has a lot more non-combat gameplay mechanics these days it could use as a base for a new relationship system (As opposed to those simply being ways to grind relationship points for the - otherwise completely separate - support system). But I would take change in either direction for sure - its all about execution anyway.
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My sleepy rant about my fallout ocs i did instead of studying
Warning this is long af but I’m an idiot who likes uploading random stuff nobody reads
Time for a small rant about my ocs their stories and my love for the fallout universe everyone, I cant keep the thoughts on my head so yeah sorry
I think the reason I’ve started to grow so fond of fallout lately is because I find a lot more hope in it than in my life now.
I mean Fallout 3 is a really personal game to me because of some family issues that happened (and are still going on) when I first played the game (we’ll come back to this in a bit).
And now watching the world fcking rot before my eyes and not being able to do anything because despite what people think the reality is that a single person can’t change the world unless the people with money say so
And now when I play this games I just like to feel that maybe I still have a future despite what happens, because now I feel that it’s too late to save the world.
And I see the stories of the characters I created for this world, and how I’ve given each one of them a part of my life.
And then i noticed a pattern of you say.
All of my character (except for one), despite of what happens, have a happy ending related to something I want or that has happened to me:
Lets start with the odd one out: hope who just dies at the end.
Hope is probably my saddest character EVER (she’s suffered even more than my Minecraft oc and I used to think that was impossible) her dad leaves her, she is exiled from the vault, gets hated on by everyone, has the worst luck ever and feels alone always, then thers a bit of a break when she gets a friend but then she finds his dad and everything goes downhill to the point that even tho she has people with her she just feels alone.
I wont go deep on her story because i want to write it.
I’ll just say that from a certain point she knows she is going to d ie somehow, her friends try to stop it but she still dies, and for worse she dies because she wasn’t important to the brotherhood. She gave everything to everyone and people took advantage of her.
Her name is close to my deadname, and I based bits of her story and personality from how I felt at the time when I first played the game and even her looks are based off of me irl but in a “preattier” way that I used to want. So I guess she is a way of showing the shittier part of my life and how it’s kind of the part of me that I want to get rid off.
Then we have the other side of the coin: Reina
They started as an self insert oc that escalated into a bigger character that made me actually develop the other ocs
They are the contrary to Hope, mostly because they are based of my personality, issues and objectives that I have now. Also their looks are closer to both the persona I use online and what I wished I looked irl now. Their name is also just my chosen name but in Spanish and I chose a cool last name lmao. And she is from center Mexico because fuck yeah it’s my country lmao
Reina also has many issues, as their backstory is the exaggerated version of my mommy issues, but instead of a regular mom- genderless offspring thing i go trough Its a Evil selfish ahole rich mom vs rebel “daughter” who is neglected and abused. But the thing I like to focus on while thinking of their story, and the thing that is closer to my actual life, is her search for love.
They were raised by neglecting parents that litterary saw them as a “economic opportunity”, marring them to a narcissistic guy and shattering al their dreams.
Then they forget all of that thanks to the power of the script and amnesia trope and they get to meet Hancock, who ends up loving them and have character growth and all that jazz. (I’m writing the fic I swear I just don’t get to concentrate)
In the end Reina gets to be happy, as they represent the me I am today, while Hope dies as she is one of my most horrible moments. Both being an exaggerated version of what I lived because I’m a sucker for angst and hurt/confort stories.
Then is the sexy af middle ground i call Rose Garza.
She is a bit of a miscellaneous character, i made her from the north of Mexico because I lived there as a child and her design was just me creating a character based on some of the things I consider attractive and her personality is like the silly part of me.
The sad part of her strory isn’t based of something that happened to me or similar but something that works more for her character.
The one issue I gave her based on me is that she wants to have friends but she is either abandoned forgotten or legged out.
She also has the thing of finding a loved one but in a different people only like her for her looks way, but that doesn’t happen to me so yeah.
She is the silly one of the group I guess.
I can’t rant on Venus and Mars yet because I haven’t finished the first two games and I don’t even have the final name for my fallout 74 oc( they are totally hailing mothman tho lmao)
So yeah that my rant, im sleep deprived so sorry you all have to deal withe the parasites in my head lmao
#rant#rant post#personal#personal rant#ramblings#rambles#fallout#i’m sleepy#but I have to do homework#i hate uni#jk I love it#sleep deprived af#i did this instead of sleeping#i did this instead of studying#oc rambling#fallout oc#oversharing#i guess#aaaaaaaaaa#bed now#do you guys see my vision#does anyone even read these
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whats ur opinion on the whole 'corpse party is just a never-ending constantly-remixing timeloop' thing? i personally appreciate it because it lets you view character developments not just between one game(and its sequels) but multiple versions of a game/manga.
take yoshiki for example, in the timeline from C-P -> Musume -> CPBCRF/BoS -> 2U -> BD and all its timeloops inbetween.
c-p yoshiki raises SO many red flags (for example the whole attempting to murder satoshi out of jealousy thing... in TWO separate endings) so to see him be... kind of the straight man now shows how The Incident, their experiences, and the loop melts and morphs them-- even though time isnt REALLY passing, theyre still growing and changing.
additionally its how i justify naomi and satoshi growing a bit softer and more timid (can you have PTSD if it hasnt happened yet? the answer is yes!!) and ayumi growing a bit more coarse (SHES SO SICK OF TIMELOOPS!!) yuka doesnt change lol she learns nothing ♡
idk sorry if this is outta nowhere or weird! but ive heard a bit about this theory and wanted to know ur opinions on it since i enjoy the way you interpret copa :}
Not weird at all I love talking about CoPa!!! :D
Long response so it's under the cut!
So I REALLY like this theory. I'm weirdly picky about how I interpret Corpse Party canon though, so for me, there's two versions of the story. One of them, and the one I tend to base my personal headcanons and general understanding of the characters on, is JUST the "correct" ending route of Blood Covered. That's the one I hold as the "real" story, I guess? I always liked how neat and tidy it wraps up, to the point that I don't even like to acknowledge the following events (aka Blood Drive lol). I think it works really well as a standalone, almost traditional ghost story (AKA appease the spirit and everything is ok, minus some Emotional Trauma).
BUT since Book of Shadows is a thing, time loops are baked into Corpse Party canon. So I have a second, alternative view of the series that functions similarly to what you described!! In which every wrong end in Blood Covered, all of 2U, and all of Book of Shadows actually happens, as a symptom of the time loop ending in chapter 5. I like to imagine that eventually, out of pure (subconscious) frustration, they push through it and only AFTER experiencing all the "wrong ends" do they get the "correct" ending and appease Sachiko, allowing them to move on to Blood Drive. They just don't know it on a conscious level lol. Granted this kind of breaks the rules set by the games (since Satoshi is aware of the time loop occurring in both Blood Covered and Book of Shadows), but uh...
What I hadn't really considered was adding in all the endings from Corpse-Party 98 and the mangas... While I think I still personally prefer limiting my personal "canon" to the PSP era onwards, I definitely think it makes sense to incorporate the entirety of the very extensive Corpse Party library!! CP98 in particular sticks out to me because I love a lot of the really dramatic endings in that game and I kind of wish they carried over to the PSP remake lol. And like you said, adding CP98 to the overall timeline really lends itself to interesting character development... Considering the ending in that game where Yoshiki disappears (or potentially kills himself?) after Ayumi dies to the anatomical model, my heart kind of aches at the thought that after seeing her die so many times over and over again he eventually becomes the ultra-protective version of him we see in the "canon" endings of Blood Covered and Blood Drive :')
So I think I may start at least incorporating the original game into my understanding of the time loop canon!
#but seriously guys it's never weird to ask me about corpse party#i could talk about it forever#headcanons and story interpretations and all that stuff is fair game :')#new tag:#emma talks about corpse party
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Super Famicom - DOOM
Title: DOOM / ドゥーム
Developer: id Software / Sculptured Software Inc.
Publisher: Williams Entertainment Inc. / Imagineer
Release date: 1 March 1996
Catalogue Code: SHVC-AD8J-JPN
Genre: First Person Shooter
No. of Players: 1
I recently found my way to play Doom on the Super Famicom after I decided to take a break from playing some PlayStation games. After playing the game's first two levels, I couldn't play it anymore. It was actually giving me motion sickness; stress headache and all. I can appreciate what Sculptured Software, specifically Ray Landers, was going for when they endeavored to develop a Super Famicom port of Doom. It's an interesting little piece of technology to show off to people curious about the Super FX chip the console uses to generate 3D graphics. They built it all on top of a custom engine dubbed the "Reality Engine". The novelty of playing Doom on the Super Famicom is an interesting one and the instrumentation of the background music is quite good. Also, this console port of the game contains every level and enemy from the PC original. Something I can't say about the Atari Jaguar and Sega 32X versions. There are just so many concessions it doesn't seem to have a point to it.
The main problem is that it just feels incomplete somehow. According to many publications on this port of Doom, it contains every level from the PC original and they are all faithfully recreated. A look at the first two levels of the game basically moots this point. While the levels might be faithful in the respect that the physical rooms might be present, lots of things like walls and other aesthetic elements have been removed. In addition to this, there are no floor or ceiling textures and while this might not seem like a big deal it goes a long way to making the game look ugly and unfinished. Enemies can only look in one direction eliminating the hilarity of monster infighting. The worst thing about the enemy sprites though is the way they scale. When they are a few feet away from you enemies become a mess of pixels moving around the screen occasionally firing a potshot at you without changing their animation cycle. It's ugly.
This scaling problem extends to everything in the game, including wall and door textures. As soon as you move away from something, it loses detail and becomes a shifting, ill-defined blob. The scaling is really harsh, and it not only looks really, really ugly but it actually made me feel motion-sick after playing for a little while. The frame rate is also very low, making Doomguy feel like an 80-year-old arthritis sufferer. This is the final nail in the coffin. The game is ugly and unrefined and then the frame rate turns out to be abysmal as well. It renders the game not unplayable, just not fun. It's slow and ugly.
To sum up, Doom on the Super Famicom feels unrefined and unfinished. So, what if it contains every level from the original Doom? That means nothing while it is busy being slow, ugly, and exasperating. It is not fun to play and actively hurts you while you are doing it. There are very few redeeming features to be found with this port of one of the most important games ever made. The Super Famicom might have a huge library of great games, but this definitely isn't one of them. If you want to play Doom, there are already a plethora of modern solutions to choose from. Speaking from the perspective of cartridge versions though I would have to recommend you go for the Sega 32X version or even possibly the Atari Jaguar version. Yeah, the Sega 32X version has harsh music and lacks the BFG-9000 during normal play and has certain levels taken out, and the Atari Jaguar version has no music during play and also has levels taken out owing to the meager 2-megabit sized cartridge, but you'd get a far better game as a result.
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