#and even then. given that the game is still very much combat and exploration
Explore tagged Tumblr posts
goldensunset · 5 months ago
Text
when people refer to canon story-relevant kingdom hearts games as ‘spinoffs’ it makes me sad not only for the obvious reasons i always say but also bc like man i WISH this series had spinoffs. imagine what they could do if they had permission from nomura to truly go off the rails and ignore the greater canon for a second and just do some fun whimsical plotless thing in an alternate universe. imagine a fishing/boating game on destiny islands. kh fighting game. it is an injustice that we have been deprived of kingdom karts. can anyone hear me
#in terms of alternate gameplay and lack of reliance on plot#i feel like melody of memory is the closest thing kh has actually had to a spinoff#but even that is important in its own way in the end#union cross to a certain degree as well what with being an online multiplayer gacha type game#its original concept i would definitely classify as a spinoff game#bc it was set in a totally different world and time period and was supposed to be about customization and fun with friends#and nomura or someone said it wasn’t meant to be connected to the plot#but then like. he did very much go and give it a plot. like he went back on that almost immediately#and even then. given that the game is still very much combat and exploration#even from the beginning can it really be called a spinoff? it’s just kh in a different format#i’m talking like a game in which the objective is something totally different.#racing game or cooking game or fighting game or (another) rhythm game#ace attorney style detective game. dancing game. dude i don’t know#there are so many different flavors they could go with here#alas nomura is allergic to genuine whimsy which is hilarious given that this is a disney series#like he apparently was like ‘ohhh should we really let sora in smash? would it make sense in the story?’#my brother in christ surely we’re not supposed to interpret this as canon to kh right? right????#i guess it’s just that the kh franchise has a very specific pristine vibe he wants to maintain#which is disney shenanigans as a seasoning on top of a main dish of Stone Cold Serious Anime Plot#kingdom hearts#kh#mine: kh
2K notes · View notes
sleepyconfusedpotato · 1 year ago
Text
MWIII Campaign Thoughts and Reviews
(Played in the recruit difficulty because I suck at FPS games, and I want to explore and spent time in the campaign without dying too much). Leave some thoughts!
Tumblr media
⚠️SPOILER ALERT⚠️
So… that was devastating. 
(+) To start things off, Makarov - Boy, holy shit. Yes. YESSS. They didn’t hold back with the new Makarov. He’s a mastermind, he’s a charming fella, he’s a psychopath lol. And the fact that he smiles a lot in this campaign just adds to the creepiness. I might get some side-eye here, but this Mak can go head-to-head with the OG!Mak. He’s always onto something, he’s proven destructive, had the 141 hauling ASS to chase him.
Makarov had stolen American missiles from ULF, caused false flag missile attacks on Russian Military base, and successfully orchestrated a false airplane hijacking, all under ULF's name - everything in the span of 48 hours since he got out of prison. I saw people saying that this Makarov ain't got nothing on the OG one has to be inhaling some shit copium because this is only in one single game and he's destroying shit.
I know just one game with rushed development won’t be enough for an iconic character like him, so I’m glad they didn’t kill him.
(-) I absolutely ABHOR, DETEST, LOATH the Open Combat Missions (OCM). It is so very not Call of Duty campaignesque. it doesn’t help anything with the narrative, and if anything, it even took away the narrative for us. The former missions in former games are iconic in their own way because the mission designer put a lot of thought into how the game will be played, the situations we found ourselves in.
But OCM's, we're like... Left to our own devices without any story-driven dialogues.
I think one of the reasons why MWII was so close to everyone's heart was because of the banters between the characters, especially in Alone. Here, because it's literally our choice and our time, it left us with no actual given time to know and love the characters more than we already did. Yes we love the characters, MW19 and MWII did that for us. But in this one? They said "character development is done, mate. Now go to war.”
Then again, is OCM a product and evidence of MWIII’s rushed development? 100% yes. I don’t give a shit if they cover it with “oowh we make OCM so you can play the missions differently each time without repeating the same mission over and over again!”. Let me ask you this, Activision - Have ‘repeating the mission over and over again’ been a problem with us campaign-enjoyers? No! I played the MWII campaign like 5 times, in all difficulty (except realism I still love my life), and I enjoyed it, because the mission designers took a lot of time and thought to it instead of just creating a map, putting a bunch of loadouts scattered around the area and throw us in it. So yes, it’s clear that OCM is a product of rushed development. It sucks the life out of the campaign missions.
Some people may enjoy it, but I play the campaign exactly for the linear style missions, not DMZ style.
(+) Look, I said it before that I will go to the campaign with the lowest expectation possible. I expected Mak to be sub-par, I expected them to play safe with the characters, and BOY WAS I WRONG. Setting aside the point above where the character feels stuck on the character development (which is a huge minus btw), all the characters have time to shine in their own missions, especially Price because I feel like we play him the most. However, I do also love the fact that the girls get shit done here. Farah and Laswell did their work so beautifully and apparently it was revealed that Laswell will be a MP operator, so that’s cool. 
(+) Ghost being a menacing presence, can stood his ground. Price being level-headed though at the same time unhinged as usual. Gaz being the voice of reason throughout the entire fucking game LMAO. Soap being the brave man he is, the passion and fury is evident throughout the campaign. Farah being badass and dependable as usual. Alex being the main supportive guy to Farah (Faralex is canon at this point argue with a wall). Nikolai being our most reliable get-away guy.
And of course, Graves and Shepherd being the fucking goofy ahh duo I actually find interesting. The trial cutscene was such a goofy scene LMAO the fact that they backstabbed each other in the ass is real funny. I side with Graves though. However wrong and unhinged he may be, Graves is just a guy doing his job and did what he’s told to do.
(+) I love the fact that Mak tried to frame Urzikstan to pin the blame on them. It's exactly what the OG!Makarov did but in HD. The Passenger mission is phenomenal and more damn traumatizing if only it was a bit longer and more stretched. There are many more reference to the OG games and I absolutely love it.
Now…
Soap’s Death
Remembering all the MWII missions with Soap... It hits differently now, man. 
(-) I've read a lot of people's arguments about it that the fact that it happened is just for shock value and kind of disappointing. Because let’s be real here, Soap is an SAS who got the name Soap because of how much of a slippery bastard he is. Granted, Mak is an ex-Spetsnaz and can fight with Soap. But how he went down in a goddamn takedown without any chance of fighting is just… it’s not it.
To add to that, the reaction from the boys is just... Underwhelming? Like I get it they're battle-hardened SAS soldiers, but let them show some damn emotions for fuck’s sake. One of the main reason why the OG!Soap’s death is really painful is because of Price’s reaction to it. How he said “NO. NO NO NO SOAP!!” While he shook Soap’s lifeless body in the table. At least let Price kneel to him, straighten his body, touch his vest. Close his eyes, gather Soap’s hand and PUT HIS GUN ON his chest all the while Ghost and Gaz knelt beside them. I do love the fact that they literally went to Scotland to let go of his ashes with Ghost holding the urn though. I cried in this scene. 
And the fact that it happened with the shortest campaign out of all the reboot MW games, it just felt rushed. Yes. It’s completely rushed, there’s no doubt about it. Again, the result of rushed developments.
(+) Now, with that said, I kind of want to shed light on how Soap is literally the youngest guy in the group. He had so much to live for. He's a sunshine in the middle of this gruff emotionally hardened man. He's such a joy to be around. He's brave. He's fresh. The fact that he's got so much to live for adds to the sadness and bitterness, which I actually like.
Sometimes I do kind of like those kinds of deaths, where the character is too soon to die,  because it hit so much harder and in a different way than the OG! one. We got to see the OG!Soap went from when he was an FNG, turn to a captain, to a man of fortitude that  earned Price's honor and sacrificed himself to protect Price. We saw how he developed and changed. We saw his entire career with us throughout all the OG!MW trilogy.
Reboot!Soap's story barely even started, and the fact that he's still so young, imagining how he'd be one hell of an officer, how he'd lead his team in the future. 
OG!Soap’s death is sad because all the times and memories we’ve been through with him, but Reboot!Soap’s death is equally sad for the times we could’ve gone through with him.
I want to say this though, some people said that Soap's death is sudden, but I wouldn't agree with that. I think the telltales are all there.
In the helicopter scene after Price and Soap caught him in Verdansk, Mak literally SAID HIS FULL NAME. That is a literal pinpoint death sentence from Makarov. And how emotional Soap’s reaction is compared to the other boys when the airport blew up. The signs are literally all there! I saw it coming actually. 
So is Soap’s death rushed? Yes. Could it have been executed better? Yes. Is it for shock value? Yes. But is it as sad? Yes. Honestly, I blame the rushed development and due dates for this. Activision is a cash grabber who wanted a yearly release so they can catch more money. I fucking bet my ass that initially they didn’t want to kill Soap, but it’s like a last-minute decision to make this game actually look like it’s worth 70 dollars. 
Like by the end of the game, nothing has been accomplished. Big Bad Guy is on the loose, and we lost Soap. Yea we did stop some of Makarov's attacks, but we ended with a loss. It's a completely sad ending. I just wish we get to continue with more missions after Soap's death like in OG!MW3 though :(
WHAT'S NEXT?
Now. Shepherd is positively fucken dead. Price is now an actual criminal and a fugitive. He just killed a 4-star US Marines general in his own office. Price is entering his insane and unhinged era. I do wonder if he'll go even more unhinged than this.
The story will undoubtedly continue in the MP seasons (although probably only 2 seasons that mattered because it'll also undoubtedly be filled with skins and collabs and shit). I think it will also focus more on transitioning to the next CoD games, which will be Black Ops (It is confirmed that for the 2024 and 2025 CoD, it will be Black Ops games).
We're talking future here, so if there's going to be a CoD MWIV, It might be possible that this is the game where we'll finally defeat Makarov while the 141 copes with losing Soap. I do wonder if Price will become too unhinged and will get rid of everything on his way to kill Mak. Price's reckless acts will become too much for Gaz that it's starting to hurt other people and himself, and Gaz will do something against Price's command or wish - and Ghost will have to choose a side. Now that's the kind of drama I want to see.
What do I score this campaign, what do I score this campaign... The story is actually good, but because the development is evidently rushed, the packaging feels a bit hollow. It's a 7/10 for me!
---
Wait you know what
Tumblr media
We get to pet a dog named Riley. 10/10, Game of The Fucking Year.
Tumblr media
Reboot!Logan/Hesh (?) 👀
---
So there it goes! If you've read this far I love you and Activision will pay for my therapy (ʘ ͜ʖ ʘ)
706 notes · View notes
hitomisuzuya · 11 months ago
Text
Don't mind this, everyone. This is just me high typing cause I am lonely. I should probably be typing fluffy Childe smut, but I digress. Bear with me.
I really love the idea of self aware Genshin characters. It's such a Yandere thing. I am gonna include my own experience a little in farming for Scara and using him in game for the sake of flow of whatnot so I can talk about this. The narration may change a bit in some places. I'll change the font style and whatnot, continuing on.
My best friend has this fun little headcanon that Scara came somehow manipulate the game in some way, make it glitch for lack of better word. Like, he would know when you are playing him. He would sense it, mainly being able to feel how you feel through your hands, seeing as how, especially if you are a mobile player like I am, your hands around your phone the whole time.
He could feel when you are happy, and when you get unsure about something. He would notice like dependent habits you have, like if you have him in your party and rotate him out for say like his cool down for his burst or ESkill, or to put up a shield with whatever character (for me, it would be Noelle, my girl🥰), he would feel the unease you feel having to rotate him out for a few moments.
Or if you are fighting and have another character on field, and you freeze in the middle combat whether it be because you hesitated or weren't sure about having this particular character on field, and you rotate him back in and he instantly feels you relax because you can rely on him to carry you (no joke, get that boy up in the air and let his tracking go to work😌).
You depend on him, and that's what validates him. He can feel how you feel about him. It sends him reeling when he realizes that someone could depend on him. Could love him? You loved him despite everything he did, and everything he'd been through. You trust him, love him, and rely on him with every fiber of your being.
You were loyal. He can even hear the affection in your voice when you tell him good morning or good night. He loves that you love him.
Basically, the more he feels you through your hands, the more he comes self aware. This feeling is doubled, especially if you are in a high stress situation like..*twitch*..The Spiral Abyss. My two teams are obvious strike teams built around Scara and Childe.
He always went on somewhat of a power trip whenever you went to the Spiral Abyss. You built one of your teams so carefully around him. He'd felt how much thought you'd given it. If he had it his way, you wouldn't need a second team.
He was the only one you needed. Meandering in the Spiral Abyss was just another way for him to prove that he could take care of you.
You were his.
He is even able to see what you look like, being able to widdle away the barrier between you, him, and the game. Soon, very soon, he would be able to breach the barrier and reach his fingers into your very world.
I'm sure we all remember putting our noses to the grindstone farming for him. We all twitched from the same trauma of farming Rukkhashava Mushrooms, all while still exploring a newly released Sumeru. And the Handguards.
He wondered what it had been like preparing for him. You'd had everything all gathered in a nice neat pile for him. He hated that you'd had to rely on another character even though you were preparing for him (for me it was Xiao).
He couldn't stand that you inevitably do have to be away from your phone (or whatever you use). He has a lot of time on his hands to whatever in Teyvat until you returned, but all he could think about was you.
What were you doing? Who were you talking to? Or who you were with? He wouldn't need to worry about that much longer, he could by now hack into your phone and find out whatever he needed to know.
He has to have you now, especially when he saw just how in love with him you really were. Question is, would he stay here in your world with you, or would he steal you away and take you back with him?
Those two questions echoed in his mind as he looked down at you in the dark of your room while you slept. His precious treasure was now close enough for him to touch, to brush some hair off of your face.
Who the hell is gonna read all this 😂 But, I am going to bed now, I gotta get up early tomorrow. Thank you if you even read this far. Goodnight, everyone.
335 notes · View notes
theresattrpgforthat · 2 years ago
Text
THEME: Fuck WotC
With the updates to the OGL, you might be looking for a way to play your fantasy game without having to worry about supporting a company that doesn't hold the interests of the community as a priority. These series of recommendations are specifically about exploring dungeons in settings that might possibly have dragons, and require little to no time, effort, or money given towards Wizards of the Coast. Moreover, most of these games heavily encourage home-brew, rule hacks, and your own custom creations!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Ironsworn, by Shawn Tomkin.
In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands.
Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.
Are you ready to swear iron vows and see them fulfilled—no matter the cost?
Ironsworn is majestic. Character motivation is built in during creation, so you start the game knowing something about who your character is and what they want - and from the very beginning, your character’s story is vital to the campaign. You can approach problems from a number of different approaches, including combat, persuasion, physical prowess, and more. 
The game is built for solo, co-op, and guided play. This means that if you have a friend who’s willing to GM, they have plenty of help in coming up with plot. If you have no-one who’s willing to GM, you can still play the game - and if you have no-one who’s willing to play the game with you, you can still play it. Finally, and this might be the best part: Ironsworn, a 270-page PDF full of lore, advice and foes… is free. 
DURF, by Emil Boven.
DURF is a rules-light dungeon-fantasy RPG in the vein of games like Knave, Troika! and Into the Odd. When it comes to character background, appearance, and history, much of what you decide will be up to you: your character backstory doesn’t have to influence your stats if you don’t want it to. Your character’s stats are boiled down to three: Strength, Dexterity, and Willpower, and you have an inventory of 10+ your Strength. The game is rules-light, but the rules that are there make combat similar to what you see in D&D: you have to roll higher than your opponent, account for range, and most rolls depend on a d20. 
Spell casting isn’t limited to specific classes in DURF, because there aren’t any specific classes. However, that doesn’t limit what your character can do to grow. You can increase character stats, add new spells, and consult a trove of content for this game created by people who love it, much of which is either free or incredibly reasonably priced! If you find yourself writing a lot of your own content for your D&D game anyways, you might enjoy the really creative community that’s popped up around DURF and similar OSR games.
World of Dungeons, by John Harper.
World of Dungeons is a simple, quick-play, dungeon crawling game, using one of the core mechanics from the Powered by the Apocalypse rules system. It's compatible with Old School Renaissance and original D&D monsters, dungeons, and adventure modules.
This is another game that doesn’t require a lot of dedication to convert what you know and are comfortable with into a new system. It’s also an introduction to the standard PbtA conceit of rolling 2d6 for every action and a three-tiered level of success that moves the plot forward, even if you fail. Failure in PbtA games can be just as interesting and engaging as successes - and once you’ve got the hang of this mechanic, there’s a whole world of games available to you!
Tunnel Goons, by Nate Treme (Highland Paranormal Society).
Tunnel Goons is a simple table-top role-playing game. It was originally only included in the zine The Eternal Caverns of Urk. It's a light weight 2d6 system that can be applied to many different genres and settings.
An extremely streamlined system, Tunnel Goons is only 4 pages long and is pay-what-you-want. You only need d6’s to play, and have three stats to take care of. If you enjoy roleplaying but find the idea of transferring to a new system daunting, you pick up a game of Tunnel Goons to try out something new without having to learn a bunch of new rules or spending a lot of money. 
This game is small and simple, but it’s also been hacked a number of times for many different genres, which means that if what you like about roleplaying is coming up with new settings and new character options to play with, you’re right at home here!
Realms of Terrinoth, by Fantasy Flight Games.
Terrinoth is a land of forgotten greatness and lost legacies. Once ruled by the Elder Kings who called upon mighty magics to perform great deeds and work marvels, the land has suffered greatly at the hands of its three great foes: the undead armies of Waiqar the Betrayer, the demon-possessed hordes of the bloodthirsty Uthuk Y’llan, and the terrifying dragons of the Molten Heath. Many of its great cities have been cast down into ruins, and many wondrous secrets and powerful artifacts have been lost.
For hundreds of years, Terrinoth slipped into gloom and decay. But heroes arise just when their lands need them the most. Courageous adventurers brave the ruins of past ages and the foul creatures within to uncover the treasures of their ancestors. The Daqan Barons, inheritors of the ancient kingdoms, rebuild their walls and muster their armies, while the wizards of Greyhaven gather runes of power to awaken guardians of stone and steel. These preparations come none too soon, for the ancient enemies of the lawful races are stirring again, and Terrinoth needs champions of courage and cunning to stand against the rising darkness.
If what you like about D&D is the collection of options and stat-block builds that you can lovingly craft, the Genesys system that runs Realms of Terrinoth has plenty of options that help you build your own backgrounds and create your own classes. So if the setting doesn’t have what you’re looking for, it can’t stop you! The dice system is fundamentally different in that the dice don’t have numbers on them at all - they provide you with successes, failures, advantages and threats, which means that it’s possible to succeed and also running into obstacles, as well as fail and still experience a boatload of good luck! This is the only game on this list that isn't an indie game.
Cairn, by Yochai Gal.
Cairn is an adventure game for one facilitator (the Warden) and at least one other player. Players act as hardened adventurers exploring a dark & mysterious Wood filled with strange folk, hidden treasure, and unspeakable monstrosities.
Based on Knave by Ben Milton and Into The Odd by Chris McDowall, Cairn is an attempt at making Into The Odd semi-compatible with popular OSR settings like Dolmenwood. Character generation is quick and random, classless, and relies on fictional advancement rather than through XP or level mechanics. The game itself is rules-light but functional, leaving most rulings up to the Warden.
Cairn is an excellent example of how creative and generous the indie ttrpg community is, especially within the OSR scene. A free rulebook, it is designed to be used alongside other popular games in the OSR scene, and has many of its own adventures designed by the community. These kinds of games are wonderful for players who are excited about exploring fantastical and dangerous places, and solving the variety of problems that appear within.
Blades in the Dark, by John Harper.
Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.
You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?
Blades in the Dark is a setting that has amassed a large following for a number of reasons: it has free player resources, it prioritizes fiction-first gaming, it has a tight set of rules that are easy to learn and expand upon, and the setting fucking slaps. It’s the parent of the entire Forged in the Dark family of games, so if you don’t want to play criminal masterminds in an industrial city - you don’t have to! There’s so many games published under this ruleset that fall under different themes, such as Band of Blades, a military fantasy setting, Into the Dark, a dungeon-delving game, and Blades Against Darkness, a game about adventurers exploring tombs and new frontiers. FitD games provide a tight setting and focus for your group, so you’ll always know what your players are working towards, and there are number of interlocking systems that you can pull on to increase your chance of success - at the risk of pushing your character a little closer to stress and trauma.
If you want something that's not high-fantasy dungeon delving -well, that's what the rest of my blog is for!
771 notes · View notes
apostaterevolutionary · 5 months ago
Text
Collecting some thoughts on veilguard cause tbh I really don’t know how to feel lmao so. Unstructured ramble time
I’ve watched the trailer and the demo and I feel very. Idk? Still ‘wait and see’ mode for me. It’s been 10 years. Inquisition imo was the weakest of the 3. And while I have kind of moved on from DA there is a part of me that wants this to just blow everything out of the water and be amazing. I’m just not sure if that’s what I think will happen. Right now, I just think it doesn’t feel dragon age-y enough (in terms of what I, personally, consider the defining traits of the series) but I don’t want to jump to conclusions with so little information
The trailer was. Fine. Vibes were a little off but given its Varric narrating, it makes sense (also. Unpopular opinion lmao. I love Varric but I don’t think he should be a companion again. If there’s a carry over companion, it should have been Dorian. And tbh he could still be there, considering they said 7 companions but Varric is not included in that. So did they mean 7 *new* companions and maybe a few others? Advisors again maybe? Idk. Maybe Varric is a temporary companion, but I don’t think he should be there except maybe as a cameo. Scout Harding is an unexpected but fine carry over though). I don’t really have an opinion yet on the companions themselves cause there’s just. Nothing to base an opinion on other than the character designs
Gameplay demo shows that they’re definitely going very Inquisition-y. As in, continuing further down the path it started. Which isn’t unexpected, but is a bit disappointing, though not necessarily a dealbreaker as of yet. It’s probably smart tbh to go more in an action rpg direction than back to the crpg roots given it’s going to be compared to bg3 no matter what they do - better to differentiate as much as possible. Though I don’t think that’s why they did it, probably more a happy accident. I just. Idk, I found inquisitions combat a bit boring and I haven’t been impressed by what I’ve seen yet. But a 20 minute demo is probably not enough to really form an opinion
I feel like you can still see the echoes of this being a live service game at one point too. Healing potions coming from pots found in the environment (I never got over healing spells being cut btw lmao, bring back spirit healers already), the “ability wheel” (unsure about that too, given it sounds like we can’t control companion characters anymore? Kinda really don’t like that :/), stuff like that. I still feel like DA2 combat was the perfect balance between fluidity and strategy but it is what it is. It performed badly, so they’ve disregarded it wholesale rather than consider that some aspects of it may still be worth exploring. It sucks, but that’s capitalism I guess
As for all the other little things, idk, I really am not sure what to think yet lmao. Some sound good. Some less good (why only 2 companions, I don’t like that at all - also weird that the demo shows you won’t have a tank for the initial bit of the game. That’s a weird choice). Nothing to make me go aaaaaa either positively or negatively yet. I don’t even know what to say. My feelings are just so complicated about it, but also kinda empty at the same time. Like. It’s a bit of kombucha girl meme but also muted? I would like to feel just. More about it. But I don’t yet. I’m too unsure. Not quite numb, but almost tbh
At this stage, I feel like I’m gonna wait till it comes out and see what happens. No pre-ordering until I get a better idea. It’s like. With origins, I’ve played it a lot. DA2, even more - countless times lmao. Inquisition though, I played 2.5 times immediately after release and have tried to play it multiple times since but. I only ever get 10-20 hours in before I get bored and can’t make myself continue. I’ve tried many, many times and idk why but I just can’t do it. I never even played any of the DLC, so like. I kinda need to do that first if I’m gonna play veilguard but I have never succeeded before so idk how I will now lmao. But I feel like at least trespasser is necessary and I have genuinely never played it. And I gotta play the rest of the game first to get there and I genuinely don’t know if I can sksksjs
And with that in mind like. If inquisition is that unappealing to me, a game that feels very inquisition-y, potentially leaning even more into the stuff I didn’t like about it, is. Definitely not what I was hoping for. It’s still possible it’s leagues better than inquisition and actually playing it will be a great experience. But right now I just don’t know. I probably won’t be able form any kind of opinion until it comes out and I start getting info from trusted folks that I know have good DA opinions lmao
Idk. I’m not trying to be a wet blanket or a hater, and I genuinely don’t think I am being a hater at all, but I am just. Very tired and nervous. But also cautiously hopeful. I’ve said ‘idk’ a lot lmao but I truly don’t know at this stage. I guess we’ll see. Let’s hope it’s actually amazing and the very thing we need to make the series as a whole feel like it used to for us lapsed DA fans
52 notes · View notes
orrianreaper · 7 months ago
Text
GW2 people - Pitch me YOUR idea for an Expansion!
What's the theme, where are we going, what lore threads are we picking up on, what's the story premise, what mechanics do you think it could have.
I love spitballing ideas when I'm talking with friends so I'm posing the question To Everyone because I know everyone has some pet concepts floating around. As self-indulgent as you'd like, as unrealistic as you like, just throw ideas around, I wanna hear them!
The One I think I have the most rounded ideas for would be an Underwater Expansion. Picking up on the threat of whatever is terrorising the deep oceans, having some exploration of the Largos and bringing back in the Quaggan and the Krait maybe!
I love the sort of depths we get in maps like Frostgorge sound, and underwater combat has badly needed a rework and a tune up - there's loads of skills which straight up don't work and break entire builds underwater, and this would be a perfect excuse to try bring it up to speed. Maybe even make the underwater weapon sets function on land, to satisfy those who're after more weapons. You could make the maps a mix of true underwater and perhaps giant air bubble caves so you still had some land exploration even in maps otherwise set deep under the ocean. A map meta split with land phases and water phases. Additionally as personal bias wish, I'd love map event/meta design more like HoT. A map-wide Story with a few chains with specifically Build into the actual true Meta. I also simply love the idea of having a bunch of enemy designs based of the ocean and the abyss, there's so much incredible inspiration and interesting marine life. and biomes too! Give me a hydrothermal vent section in one of the maps, hell underwater 'water' in the form of brine pool 'quicksand'.
The Turtle might get some more use out of it's underwater, and skimmer would absolutely get spotlight as a skyscale isn't going to get you too far here - hell maybe even some speedy new underwater mount could be a fun addition to the roster.
I can see a plot being around trying to work with the Largos, The 'Terror of the Deep' being a danger and learning from them about how to survive the hostile environment and also convince them work with you to Hunt the 'Terror'. Maybe you come to the area of the ocean with the Quaggans and it's convincing the Largos to take them seriously as allies against whatever you're fighting? A quaggan companion character would be really fun, and you could easily bring back Sayeh al' Rajihd from the personal story given Largos involvement. I think not only would it be something very different in terms of the maps, which granted quite a few people might not like (thalassophobia reasons, or general Dislike of Water Gameplay reasons), but I think a rework of the underwater mechanics would benefit a bunch of places and it's something that really doesn't get touched outside of base game and maybe like, the Leviathans in EoD. There's so much neat creature design inspiriation swimming around out there, and I know so many people love the largos and even if not playable getting to see more of them could be neat! Also - it'd finally make all those legendary full people happy. A Legendary Aquabreather :P.
And a new suite of legendary underwater weapons since the G1 set. (and not themed pretty please make them all Unique.)
43 notes · View notes
r0sequarks · 1 year ago
Text
Tumblr media
doodles for a tears of the kingdom roleswap au, because those will forever be my jam and i really like the idea of playable zelda. notes/rambling under the cut.
Scavenged Zonai tech instead of Ultrahand (she made it herself??)
idk if the stone stays a necklace or goes on a hand or what
Maybe Zonai glasses? idk
She has an undershirt b/c boobs. Patterned off main padding.
Zonai Survey Team + Hylian Armor (people just give Zelda shit)
Bow of Light - summons freely, acts like Master Sword, powers up with shrines?
Text is readable (Purah: stealing my look! rude!)
And then the general core conceits of Playable TotK Zelda:
Archer - ranged combat focus/optimized
Princess/General - focus on group combat (sages / monster squad / Gerudo Town)
Priestess - Light + Time magic, upgrades
Zonai Researcher - extra knowledge in ruins, can read tet, can do more with scavenging
I need to finish the final boss fight before I decide what entirely Link's role ends up as, but he's sent back in time injured with the broken sword while Zelda is teleported by the Purah Pad away to the Sky Island. IDK if she still has Rauru (or Mineru) as a guide, but even if she does, she's a lot more self sufficient, and scavenges/builds the tech to interface with Zonai devices herself instead of just being given the Ultrahand. I think she still gets the same abilities, but like. She's doing it herself. very stressed out this is fine energy.
Zelda on the sky island is probably more than a little feral researcher. It's her getting used to combat. When we started with the broken master sword, I though the game was going to let you keep it and power it up over time; I'm glad that's not how it went but I do think it would be interesting, so Zelda gets to summon a bow and it levels up over time (probably connected to the shrines system, because Holy Light, but idk how exactly). She can use swords and other weapons, but she definitely defaults more ranged.
Zelda also gets magic, which is obviously the Time Rune stuff, but I think also it would be cool if she had a light power unarmed attack (similar to but weaker than the Yiga Earthwave you can unlock). I like the idea of a playthrough where you never pick up a sword and you just keep light blasting people and dodging even though it is almost certainly the weaker attack. feral untrained self taught mages are and forever will be my jam.
When Zelda returns to Hyrule proper, I think the reactions are very different, because everyone pretty much agrees she's in charge (even if, perhaps, she doesn't). I also think that, well, people are less worried about Link being missing than they are about Zelda - the Lucky Clover isn't running stories about him, y'know? As such it's driven by what Zelda wants - which is to find Link, even if it''s not what others want.
Zelda as princess I think also plays interestingly into the group combat TotK introduces; I think in her game she acts more as general and they're more common. Not that she can't be on front lines, but it'd be pretty easy to play letting the Sages eat up melee while she's sniping. I also think she gets magic that can heal allies, making them more useful in fights to some extent. This would maybe be very messy in a real game but this is a theory baybee!
Although I think that's probably similarly limited / you don't have to drag people around while climbing mountains. Which, to be clear, she still does. It's been like five years and she's clearly been traveling the world with Link still at her side, there's no way that she's not just as feral an adventurer as he is. She's just better as passing as normal.
The big change in exploration is the various ruins, because she actually knows shit. I like to imagine there's some feature Zelda can use to sort of take notes on basically any Zonai or other ancient shit you find anywhere. She doesn't need to run back to Kakariko Village to translate, she's putting stuff together herself. This is maybe manifested by Zonai glasses/mask, which replaces/augments the Camera feature? And then upgrades to help you better see stuff? idk. [let the purah scope zoom in and out. ideal fix. kthxbai]
as for how Zelda interacts with the world...that's kind of complicated but really interesting. she's the beloved princess, but she is the Princess, and for the other four nations, specifically, Not Their Princess. like the dynamic with the Sages definitely changes. There's probably some themes there to parallel Zelda with Rauru but like that means there are Implications and I need to think more on that than 2am.
244 notes · View notes
desultory-novice · 2 months ago
Note
Here's a probably bizarre one
Are you into Table Top RPGs? And if so what do you think a Kirby themed one would look like? In just broad strokes at least, not asking you to get in depth with all the numbers or something
I'm trying to actually make one along with a few friends of mine as a "little" group project, we're throwing out ideas, figuring stuff out and what not. Turns out making a proper TTRPG is difficult and requires a lot of thought.
I used to be! In my family, playing D&D (2nd edition!!) was like watching sports for other families! I dropped out of the hobby sometime in my teens, as I started to struggle more with roleplaying ^^; and though I've shown interest in the occasional system and even played in a handful of one-shots, a lot of my knowledge comes from overhearing stories from my siblings, who are still into it!
When I brought this concept up to my sister briefly, she mentioned something (and maybe it was spun off something legendary blogger Prokopetz had said) about trying to "twist" D&D into a system for telling stories it just wasn't keyed to tell! That you CAN do that, sure, but maybe it's not the most efficient way...?
Soooo...
...In that sense two TTRPGs that come to mind when I think about alternate ways you could do a Kirby game other than just "explore dungeon and kill monsters!" (...Note that these might not be perfect fits either, they're just ones I've heard about and caught my interest!)
Magica Logia, a Japanese-only RPG (sorry...! ^^;;) that was really popular on NicoDouga/NicoVideo that is mostly based around playing these magicians with true forms (O~ooh, Soul Forms, you say?) who go around solving magical incidents!
While there IS combat, most of it is about learning what is even going wrong and using your skills (which are more like "concepts" and all HIGHLY interpretable) to detect just WHO has been affected through roleplay scenes that play out in a turn based structure!
It was REALLY popular to do long videos of characters from various games and anime playing versions of themselves via Magica Logia and so I often think that it suits a variety of more story-based settings! (Like, a huge focus on the story of a session is finding out who has been POSSESSED by the evil forces this time and I hope you can see my vision for how well that would work for Kirby!)
Another that I'm slightly less familiar with but I've always wanted to learn more about is Ryuutama, which, to quote the main website, describes itself as "Miyazaki's Oregon Trail?!" XD
A huge focus of the game seems to be around "regular" seeming characters going to new places because they're filled with wanderlust (and Kirby IS a wanderer!) and managing the resources to get there! (How much food you have at any given time feels like it would be a natural fit forany Kirby TTRPG) 
I also like that the journey and the places you go seem to be decided on by the group as a whole, with everyone contributing something! It reminds me very much of how magical various places in Pop Star (or the rest of the Kirby-verse galaxy) can be! And I think that kind of inventiveness would be wonderful.
Do you really want Kirby and the gang to explore a re~gular old cave? If it's going to feel like Kirby, the cave ought to have... Oh, crystal stalagmites in the shape of ice cream! Or that reflect your image like funhouse mirrors! Or the ceiling is covered with moss that acts like glow-in-the-dark bedroom stars!
...Again, I haven't seen this one played before like I have with the other one so I'm mostly going off concepts I find appealing from the product page! It does make you think though!
-
As for ideas of my own, I'm split when it comes to character creation. Either everyone should be allowed to make their own "Kirby"/Puffball and you KEEP it to puffballs, or you pass on playing Kirby and let people choose from a variety of commonly returning ally races (Poppy, Simirror, Birdo, Dee, Chilly, Joe, etc...) The reason I would suggest going either all puffs or all non-puffs is because even though my ideal Kirby TTRPG is not amazingly battle heavy, I still think that would really cut down on any questions of POWER SCALING (my beloathed... :shiver:)
I think that creativity in the interpretation of game mechanics should be emphasized, and that smaller numbered dice would be better (D4s or D6s, a D10 at most??)
I can see stats being more akin to MOODS rather than like, physical prowess and how fast you are/magic potential etc? After all, Kirby is strong enough to tackle on otherworldly horrors...but the comics often depict him as being unable to when he is, say, [Tired] or [Hungry] so having to balance your player character's ~total health~ as opposed to just their HP might make things feel more Kirby-esque, as opposed to just a Kirby-themed D&D reskin! (Not that there's anything wrong with that, if that's where one's interest lies!)
Another thing from Ryuutama that I liked the sound of was each character having a key [Personal Item] that is important to them! Maybe it's not EVEN magical, maybe it's just...emotionally significant?! Maybe part of the goal of story creation can be discovering what ties these characters together through an exploration of their items! (Everyone declares theirs to the game master and the game master builds the adventure around that?)
Anyway, I think I've made my preferences for a "non-standard" style TTRPG here clear! Sorry if that wasn't your desired direction...!
-
But yes, good luck with you and your friend's project! I'm sure it IS a lot of work! I don't know how much progress you've made in the week it took me to get to this one, but I would love to hear more if you think you've narrowed in on your idea! And I'm sure a bunch of others here would be interested as well!
14 notes · View notes
theminecraftbee · 9 months ago
Note
having read the content warnings, do you have any personal recommendations on which game to start with? i know p5 is super popular (and 50% off right now) but is there anything about p3 or 4 that would make you say to go for those first?
the answer is "it depends"! honestly, if persona 5 royal is currently 50% off (and i checked, it is currently only 30 dollars on steam, it is actually 50% off), that is a good starting point; there are a LOT of persona fans who would argue with me, but it's the one that REALLY made the series blow up for a reason. it is the most polished of the games, the most likely to make someone who isn't already a jrpg fan like the game (despite it being an EXTREMELY jrpg jrpg, it is like, a known fact that a lot of people play it and go "ohhhh that's why people like it"), and the gameplay is the smoothest and easiest for newcomers.
that said, some additional data points:
you want persona 5 royal, persona 4 golden, or persona 3 reload; that last one is going to be a controversial statement but for someone new to the series, reload is going to be a much easier entry point than trying to play portable (although persona 3 portable is MUCH cheaper, lol), as it has a LOT of modern quality-of-life improvements.
honestly if you just want the cheapest entry point into the series, persona 4 golden is only 20 bucks on steam even when it's not on sale, and is only 13 bucks at the moment. it has a lot more janky elements that reload and royal both have smoothed out, but i personally label persona 4 as my favorite because the characters, man. the characters, the atmosphere, yes, even the high quantities of weird anime bullshit side episodes, i love all of it. it doesn't have the same modern flare and polish as the newer games but it's still got a lot of what makes persona persona. just, uh, be aware the boss design in that game is... questionable at best. (surely, giving this boss more hp makes for a more interesting fight, right?)
persona 3 reload is what i direct you towards if you SPECIFICALLY want to play persona 3. i'll say that storyline-wise, persona 3 probably has the tightest/most effective storytelling. that said, reload is. sigh. 70 dollars. which may VERY WELL NOT BE WORTH IT TO YOU, especially given that portable, for all portable is super, super jank as a port, is only thirteen. the main differences, for the record, is that reload looks and plays so much nicer, actually has cutscenes, is fully voice-acted, and has a LOT of combat and exploration tweaks that make the dungeon crawling way less of a chore.
that said, persona 5 royal? STILL probably my recommendation for a first persona game. it's got flash, panache, a pretty smooth combat system, it's easier for beginners, it takes a lot fewer Very Questionable Writing Swings than p4 (i love p4 it's my favorite but you may have noticed how many caveats i keep throwing at it, curse of my favorite being Like That), and more than anything: palaces are just so much better than the randomly-generated dungeons of p3 and p4. like, if you've only played p5: mementos is basically what EVERY dungeon is like in p3 and p4. you now understand why palaces are such an improvement. you will probably like this one the most as a new persona fan! i just wanted to offer the other options to you as well.
42 notes · View notes
exhausted-archivist · 1 year ago
Text
Concept Art Moments and Ideas: What I Wish Was Kept
Pretty sure we've all been there. Seen some of the concept art and thought how cool it was and how much you wish it had made it in the final game. These are some of mine, I won't go too much into why they're not in the game, the answer is usually either one of the following or a combination of: they needed to narrow the scope of the project, frostbite was a new engine they were struggling to make do what they needed, time, they didn't feel it had enough narrative weight or purpose, or it would make the world states branch out far too much.
I'm not really wanting to discuss whether or not I agree with cutting them either. I just really think these are neat concept, ones I've thought out how they would fold in, possible ways they could have played out, and some that personally I have worked into my fic just to fully explore the ideas.
Most of the images that don't have a source link came from either the art book or the BioWare Stories and Secrets From 25 Years of Game Development (B25) book.
Now lets start with the most common one:
Tumblr media
[Source]
I'm know others have said this, but I really wish that it had been feasible for you to become Divine. Though, honestly this only would have really worked as decision at the end of the series. While personally in my canon world state I don't have anyone I would want to put in that role. I do have an OC who I did design for that and would have been nice to see it play out. Especially come Trespasser.
Tumblr media
These are story boards from the art book of the prologue walk through Haven. The voice lines for this are still in the game files even though they're cut. Something I always wanted in the prologue was something to actually motivate me. There is no real sense of danger, and the walk through Haven hold no real weight. It's mostly telling and no showing, it feels hollow after your first play-through where you aren't curious and uncertain. It honestly would have been interesting to me if this was in there and if there were non-standard ending option outside of combat. Provoking the scared survivors to where they mob you, a timer on the mark instead of just the one check point. If it started draining your health the longer you took to get to the Breach. Things that could easily be removed if you decreased the difficulty level and wouldn't impact the game overly much.
Tumblr media Tumblr media
[Left Dragon Age Art Book, Right World of Thedas vol. 2 p. 245]
To continue on with my desire for the steaks in Inquisition to be more intense, for you to actually feel some type of risk or hostility from the world. These two are more of an expansion on the attack on Haven. I wish Corypheus was given a more dramatic entrance than being seen on the hill with his Commander. That when he arrived to scoop you up, that it was more ominous and threatening. Something to illustrate as him having this overwhelming presence and force.
Tumblr media
In Hushed Whispers had the concept art of King Alistair going with you and honestly, I feel like it is a missed opportunity. Not only would it make sense but there is a sort of thematic element with Alistair once again having to save Redcliffe from a mage. I think this also could have worked if he was king or warden. If he was a warden, it would have been a very nice way to tie in the Warden plot for Alistair and even Loghain. Would have really given the Inquisitor a reason to care about choosing between them or Hawke in the Fade.
Tumblr media
[Source]
Matt Rhodes labeled this as Anders in the tags, and I am really intrigued by this prospect. We know by the end of DA2 if he's alive he doesn't have many friends with the displaced mages of Kirkwall after awhile. It would have been nice for him to come back in that Warden role they were considering for the cancelled Exalted March DLC. But what really makes me curious, is why he's out in what we might think is the Western Approach/Hissing Wastes and what happened to his missing right arm.
Tumblr media
Alternatively, another scenario I would have liked to see with Anders comes from the B25 book. We see they explored the idea of Anders, as a Grey Warden in the cancelled Exalted March DLC. Honestly, I feel as if he would return regardless of if you killed him or not because we know that Justice can and has prevented fatal injuries from killing Anders before. This could have been an interesting thread to not only pull his story to an end in dai, but also introduce the Warden contact instead of the ones we had. Because he was on the run and the Wardens would offer a degree of protection so he would be unwillingly forced to return, couple that with him knowing of Corypheus - which would likely be the thing that forced the Wardens to keep him alive once they found his prison empty.
Tumblr media
[Source]
This is Western Approach concept art, specifically this was suppose to be Adamant. Matt Rhodes describes that it was suppose to be a monastery, self-sustaining, and a place where they could cultivate their own food, weave their own fabrics. It would have been interesting to be able to see it like this, to see the game use this to not only explore how the Wardens survived out here but also how they recovered the fortress after it was wrecked in Asunder. It would have tied in nicely with exploring the fact that the reversal of Tranquility was found here, a fact known to everyone in game at this point (they just didn't know the Seekers hid it from the Chantry and mages). It would have been an excellent way to fold in Rhys, Evangeline, flesh out Cole's backstory and personal quest, and even show another side of the mages - the ones who didn't want to be involved in the war and fled to the Wardens.
Tumblr media
Two Words: Giant. Scorpion.
Look how massive that is. I love mega fauna so much. I want something massive to be living in the Hissing Wastes and I want this to be fighting dragons. It would have been amazing. Look at the boards they put out.
Tumblr media
[Source]
I want to believe this is for the Western Approach given the ground type and the smoke in the background. If this thing was guarding the sulfur fields by Griffon Keep? It would have been epic. Or even if we saw it fighting the Abyssal dragon. Honestly, I think more areas should have had a competing predator for the dragons to be fighting. It would have been cooler if they kept great bears (previously known as Dragon Bears) at their massive size to fight a dragon in the Emerald Graves too.
Tumblr media
[Source]
That said, this scorpion concept gets even better when you see the concept art for smaller versions being Venatori mounts.
Tumblr media
How do you not get stabbed bud? How do you domesticate/train this? What is the intelligence of this little critter? I can just picture a play on the scorpion and the frog happening here. This would have been really cool as mini-bosses or something of that nature. Particularly around the ruins, Venatori operations, or raids against the keeps.
Tumblr media
Another piece from B25, we see new concept art of the Inquisitor leaving Skyhold with the Inquisition as Skyhold is destroyed in the background. We learned from David Gaider that at one point Skyhold was actually suppose to be attacked by Corypheus, but it ended up being cut due to time/scope. This is something I wish they kept, having your second base attack, you home at the point where you felt the strongest and potentially after a recent victory.
It would have reminded the player that Corypheus and his commander, Calpernia or Samson, were a real and active threat. Something missing from Inquisition honestly. It would have been interesting to see if we had to find a new base of operations or if we had to rebuild. When first settling in Skyhold everyone mentions being able to see the enemy coming, about not retreating from Skyhold. They really built up an expectation that at the very least a scare of an attack would happen.
There would have been a sort of poetic sense to Skyhold being leveled. Considering it is of Fereldan make, built on top of a leveled elven site. To have the site once again leveled, the history brought back to its foundations. It would have been a thematic foreshadowing to what Solas plans to do as well.
These are clearly just things I found interesting, things I feel would have really added to the game, and some others might not agree with. There are other things I wish they hadn't cut, but I didn't want to include anything that has been post-humorously mentioned by the devs because I wanted to focus more on the concept art aspect. A lot of decisions were shaped by circumstances we'll never really know the full scope of, and sometimes I wonder if they had gotten more than the 3-4 years they had for Inquisition and maybe on an engine that wasn't so fickle and worked better for the style of game how different it would have been.
113 notes · View notes
saruin · 17 days ago
Note
I can agree that Veilguard has its issues, there are some things I’m not a big fan of and some choices that as someone who’s played through the entirety of the series multiple times and read the books/comics don’t make a lick of sense to me, but overall it’s a good game imo. I’ve been taking my time and exploring in it but to me it read like if DA2 was given time to be fleshed out properly while still being new. I think because of the lore and previous writing they wrote themselves into a bit of a corner, but that’s was inevitable at some point. If this is supposed to be a soft reboot then maybe that means the next game goes back to having that more open choice RPG feel people are saying it’s missing
Personally, I went in with no expectations because I love this franchise and I know most of my headcanons and thoughts aren’t EA’s world state, which is fine. But I’ve been really enjoying the game. The combat is a bit of a learning game curve compared to what we’ve had before but the heart of the games has always been the story and the interaction you have with your companions but that’s just me. People can be mad and upset and complain about being a “DA purist” or complain that they don’t like the art style but at its core everyone has a different experience and connection to the game and no single DA game looks like another. The styles are all different! And if something doesn’t match with your story for your player character you can literally write fix-it fics and headcanons if you’re really mad about it *cough cough all of us who wanted the Hawke/Varric romance that they scrapped*
At the end of the day, I’d say take everything everyone’s been saying about the game with a (large) grain of salt. Take your time, explore, and enjoy it. It’s a got beautiful scenery, you can pet the cats and Mabari, and the cc for both Rook and the Inquisitor made me tear up because I literally haven’t seen my girl in 3 years and here she is with pretty flowing hair and still (in my mind because I haven’t seen her in game yet) is a rebel with a cause
Sorry for the long rant and rambling also, it’s just neat seeing creators and blogs I follow on here get excited about what is pretty much my favorite game series when in my offline experience is that it’s a very niche series to like. Also love your content for sims btw! I always get excited seeing when you’ve got something new cooking
Thank you for this. I think it's easy for people to forget that everyone doesn't experience games the same way. I don't listen to critics and I ignore people's opinions on stuff I'm genuinely excited about because I want to judge it with my own two eyes. I appreciate other people's perspective but I don't have to agree with them, what fun is that.
I remember when I was about to start playing Mass Effect and was asking friends for input (cause I didn't understand at the time that people could be extremely biased) I was told over and over again that ME3 was the worst game ever and to not even play it, to just get the story online somewhere. Well I ended up playing it despite their opinions and ME3 is my favorite game in the series.
Thank you again for giving me your opinions and I'm so happy you're enjoying the game. Also thanks so much for liking my content 🩷
10 notes · View notes
eastern-lights · 21 days ago
Text
Not sure how much weight my opinion has, but here's my two cents about Veilguard (story spoiler free, I tried to weigh both pros and cons so don't expect a hate rant):
First of all, the facial animations are some of the best I've seen in a video game. This may be the first time a facial expression in itself has been a source of comedy, rather than merely enhancing the voice acting.
The game shines in fast paced, tense moments (like the race to the ritual site in the very beginning), but it doesn't really know how to slow down, so if I had to pick one gripe, it would be pacing. It's far from experience-ruining, though.
The horror elements were a pleasant surprise. I really was not expecting to feel genuine unease and even disgust given the overall tone of the trailers, but there are sequences that will take you straight back to Origins and the Broodmother buildup. The Blight is disgusting in this one. Both the graphics and the sound design contribute to a truly sickening experience.
The voice acting is kind of hit and miss. The main characters are mostly great, but some supporting protagonists leave something to be desired. Again, not experience ruining, but I'd expect better. Rook's and Solas' interactions are a definite highlight, the VAs are truly bringing their A-game there.
As with the voice acting, the writing can feel wonky at times. There are some cliches and stating the obvious moments, and times when characters needlessly spell out things that would have been better left to subtext. Overall though, the writing is good, it's just that here and there (and I am talking like once per 1.5 hours of playtime), a line makes you really wince.
The music. Oh my gosh, the music. I have seen reviews call it unremarkable, and I respectfully disagree with that. It is true that the ambient music is less... invasive, I guess, than it was in DAI? When you just explore, it gets so atmospheric it sort of blends with the setting and you don't really notice it that much, which I don't really consider a bad thing. The combat music is amazing though. Adrenaline pumping, it fits the environment and never feels repetitive. I can't wait for the whole soundtrack to be released.
One more thing I'd like to highlight in which Veilguard truly out-does all its predecessors: the Protagonist. Rook truly feels like a part of the world, a character like any other. They are heavily customizeable, but it never feels like you are just playing as yourself or if somebody airdropped a Protagonist (TM) into the middle of an already finished cast (looking at you, BG3). Rook gets to talk to themselves to establish their worldviews and attitude, regrets about their past and much more. They get voicelines unprompted by the player when appropriate to maintain the pace of a scene. This was the case in DA2 and DAI too, but here they feel much more natural. It took me 3 playthroughs of DAI to completely figure out my Inky's character. Here it took 3 hours, and I already love Rook.
Overall? Definitely recommend. Is it a 10/10? Probably not, but the overall experience is still well worth your money and time.
6 notes · View notes
utilitycaster · 1 year ago
Text
Something the latest Candela episode and panel sort of helped me put into place is one of my frustrations with how Imogen is being played - overall I really like her, especially the exploration of what someone with (at least until recently) unwanted psychic powers might actually look like, but...for lack of a better way to put it, of all of Laura's characters, I feel like she is the most in need of going loud but isn't quite there. Based on Arlo this past episode, I know Laura can do it, and so while I know that episode was probably filmed some time ago, and that the different game systems and story lengths are almost certainly a factor, I really hope this carries over into how she plays Imogen.
Laura's long been one of my favorite performers at the table. I think my one criticism of her, however, would be that she tends to be very failure averse - which is extremely valid and common in D&D players and I can't say I don't feel the same way some time. And, for what it's worth, I think it worked well for Vex and Jester as part of their characterization. Vex is also always trying to angle for an advantage and work in a system that's fucked her over; a core trait is her fear of showing vulnerability, and so of course she won't let herself fail or look stupid. And Jester I think let Laura play someone who was at times disappointed or frustrated (RIP her many Inflict Wounds attempts) but who could also see beauty in the chaos that failed rolls often cause and who did take wild swings.
With Imogen, however, because she's so central to this story and because she is often portrayed as headstrong, impatient, and not always sensitive to the needs of others, I find myself wondering why she's not taking those shots. Even something as small as the most recent episode - not shooting through the hammer - makes me go "why not?" Like, I understand it mechanically, and perhaps (as with all these criticisms) there's something there in the backstory I'm not aware of, but why wouldn't Imogen do this? For what it's worth, and I cannot believe I'm saying this given how much I hated that tweet in the time and still do not care for the methodology, it made perfect sense to me in the moment that Imogen would do everything she could not to give in to her powers with Otohan was encouraging her to do so - a character built around the concept of this control against her powers absolutely would hold out - but it does feel like she should have learned something from it. And especially now with the circlet, with an undercurrent that she is starting to loosen that control, those little things - especially being too careful in combat, or indecision about the Vanguard (though that's been improving) are feeling incongruent.
Arlo this past Candela episode was fantastic. The only reason she didn't run away with the show entirely was how much others brought to the table, and I get this might be because it was the final episode of a series, in a system that is designed to bring failure to the forefront, but she went hard, nearly to the point of sacrificing herself, and it paid off in the story. And Laura recognized this very much in the panel, and I love what she said about it. I would love to see that level of intensity for Imogen, because, to be honest, for her specifically, the stakes are Candela-level high in Campaign 3.
74 notes · View notes
moony-chu · 2 years ago
Text
Celestia’s Adversary
{imposter!(?)sagau}
Tumblr media
Back long ago, long before the Archon War, lived a being called the Divine Creator. This person was said to have created Teyvat itself. They were said to have been very docile and understanding towards all of their creations.
They were said to attend all of the festivals that were thrown in their honor with great joy. The foods were always praised. The decorations were always looked at in awe. The people were always respectful and were respected in return.
However, not all of the Creator’s creations regarded them in the same manner. A certain group the Creator had given more power so they could authorize Teyvat in their absence, now known as Celestia, didn’t quite like the Creator.
Celestia wanted the Divine Creator’s power absolute power and control over Teyvat. They saw that the people that lived on Teyvat were their subjects. And so, they secretly started on a plan to get rid of the Creator.
Decades after the plan had started, it was put into action. The Creator, who was normally quite active with their people, had disappeared all so suddenly. Searches upon searches went out for them, but nothing was found. Celestia took over shortly after, promising safety.
Under Celestia’s guidance, the Archon War started and ended in tragedy, leaving only seven remaining. From then on, something seemed to take pity on the people. When Liyuean crops weren’t doing well, the soil would somehow get richer and there would be more rainfall. After days of storms, Inazuma would see light that they never thought would come until the next week. Sumeru citizens dreamt inspiring dreams, helping them create masterpieces. During Mondstadts many festivals, the sun would always shine and weather would always be warm.
The nations leaders all deemed it as you. Proof you were still there. The most adamant nation of this was Khaenriah. Since it’s creation, Khaenriah had researched you intensively. It was a nation built off of you. With all that research, they had also found out what Celestia had done to you.
So, they were destroyed. After that day, your blessings upon Teyvat were no longer seen. Centuries went by without any hint of your existence.
Meanwhile, you had just found a game called Genshin. It sounded interesting enough. Cool scenery and character designs, open world, combat, and even a card game mode. You booted up the game and played it, finding a new obsession in it.
In Teyvat, strange meteor showers started happening. Sometimes it was a single shooting star, other times it was ten all together. Sometimes they were blue, sometimes purple, and very rarely gold. When the stars were purple or gold, certain vision holders found that their vision would glow. It wouldn’t stop until they had prayed at their altar for you, confirming that they had received your blessing.
People went wild over this. Blessing holders reported feeling stronger and getting strange objects along with new weapons. Nation leaders made a law reporting that vision holders who receive a blessing must report it to higher authorities.
Then you got Isekai’d. It looked like the regular gold shooting star to people, so everyone patiently waited to hear the new blessing holder that the Creator had chosen. When the person didn’t come forward, a hunt was sent out.
You, on the other hand, found yourself on Stormbearee mountains with no idea how you even got there. On your waist was a gold vision like object with silver stars in it. It was also glowing a blinding gold color, much to your disliking and confusion.
After hours and exploring the mountains while debating if you should head into Mondstadt, you heard a familiar outriders voice behind you. You froze, running through your current options in your head. You had recently started reading imposter sagau fics, so your obvious decision was to sprint away as fast as you could.
Amber, along with other knights, chased you tirelessly until you were backed off against a cliff. Debating your chances (you getting taken and publicly executed or you possibly dying by jumping off the cliff), you took the latter and jumped.
You survived and hid from everyone, now more cautious then ever. The knights, on the other hand, had distributed wanted posters with your face on it (thanks to Albedo drawing you based off of Amber’s description) and had spread it across Teyvat.
Now I have thought of four ending scenarios for this
One of the nation leaders capture you and take you back. They don’t end up questioning you on why you didn’t give yourself up, and instead have you pray to yourself. That works about as well as your would expect it too (it doesn’t). This one can be spilt up into two. Either they use their brains and figure out that you are the creator or they think the Creator is marking you as a target to hunt down and kill so yeah.
Venti or Zhongli finds you. In this, both Venti and Zhongli have been around long enough to know what you looked like before you disappeared (Not Nahida or Ei bc it was Rukkhadevata and Makoto). Once they saw the wanted posters, they knew it was the Creator. They started their own little hunts since they weren’t publicly their nations archons so they couldn’t attempt to convince people. If Venti finds you, you two will live among the plains of Mondstadt. He’ll be sure to hide you and your vision from others when the time comes, but you both will overall just be free. He will occasionally disappear to get some wine, but that won’t be for long. If Zhongli finds you, he’ll help you fake your death so you could live normally. Of course, he’d convince Hu Tao to help out, but it’d be fine. You just would have to leave your everglowing vision behind at the parlor.
Dainsleif finds you. Due to his Khaenriahan roots and being someone of previous high status, he knows it’s you from the wanted posters as well. Once he finds you, he promises to protect you forever and ever (bc he’s a simp). He also tells you about the fate of Khaenriahan citizens which results in you two actively trying to stop the abyss.
The abyss twin finds you. Now, the twin had sent out the abyss mages and stuff to find you when they got word of the wanted posters. So it’s not surprising if they find you. Anyway, you get to live in the palace with an Abyss royal who gushes over you day and night.
241 notes · View notes
thatmooncake · 2 years ago
Note
This ask is a free infodump prompt! Saw your tags on that one post and while approaching people also makes me feel like I'm a shaking wet Chihuahua, I love people being enthusiastic! So this is for anything you feel like talking about - favorite AU? Ideas you couldn't share before? Thoughts on the canon DCA? Pick something, anything! I got a lil chair and I'm patiently waiting <3
Hmmm, well I’ve kept you waiting long enough (sorry about that), so today I’ll ramble about one of my favourite things about the DCA - their relationship, and more specifically, how they “share” with each other and how that works out for them!
Tumblr media
I’m a sucker for any AU that explores the way Sun and Moon interact with each other, whether they’re in one body or not, whether they communicate directly or indirectly. And I’ve always been interested in exploring how long each of them has “out” at a given time, and how that affects them both.
Like, Sun is (in theory) supposed to be out at ALL TIMES in the daycare. ALL TIMES. No Moon, only Sun. The staff even put (flimsy) measures in place so that Moon would NEVER take over in that space. But from what we can tell, Sun and Moon were built to be a package deal, and with that taken into consideration, it’s very unlikely that this doesn’t put some amount of stress on Sun’s system at the best of times, what with him having NO time at all to go dormant outside of the night patrols. Even if he does have a little time to go dormant, he’s already seemingly under so much stress from the fear of what happens when Moon takes over that the forced transformations cannot be doing him any good at all.
Meanwhile, when he is actually active, Moon has some “freedoms” that Sun doesn’t seem to have. He can roam around the pizzaplex, for example. We never see Sun leave the daycare. From what we can tell in the game, only Moon can roam the pizzaplex because the daycare attendant only roams free when the lights go out at the end of every hour. Whether this has always been the case or whether it’s a new measure put in place by Freddy’s to replace some of the night staff with Moon is anyone’s guess really. But this freedom doesn’t really mean much in the grand scheme of things when it’s basically just been put in place so that Moon can be a puppet for the Afton virus. And throughout all of the social hours when he would have once been interacting with kids, Moon is now inactive. He’s only there to roam and get people to do the big sleepy. He’s lacking socialisation like CRAZY.
Between Sun being basically forced to be active throughout ALL of the hours when the lights are forcibly kept on, and Moon lacking ANY positive social interactions, this is really sad, because we see the other animatronics at least still able to roam the plex when it’s active and have “down time” in their rooms (not that this seems to work out so well for Monty to be fair), but all Sun gets is the ugliest mess of a space in the world to retreat to and all Moon knows how to do anymore is punish people who he thinks ought to be sleeping. So even beyond the virus there are just layers and layers of anxiety Sun has lived with for who knows how long, and there is so much bad socialisation that Moon must be so used to by now that he basically has no identity outside of correcting what he sees as problems (aka putting people to sleep), because the on/off cycle that Freddy’s has put in place for them won’t allow them to do anything else. It’s crazy!
Then in addition to these we get so many amazing fanon takes on how they both feel about this - is it something they actively put thought into? If they communicate with each other in any way, does knowing what the other one deals with stress them out even more as two halves of a whole? Whether they’re together or separate, do they ever wish they had what the other one had, or does knowing what the other one deals with make them feel grateful that they ended up how they did? Do they work together to combat the issues they’re now facing, or is a constant battle going on inside of them? So many interesting things to think about when it comes to these guys!
125 notes · View notes
eagle-eyes-sideblog · 1 year ago
Text
That Medical Anomaly
Summary
An AU where the reader is the subject of a secretive experiment that leaves them the perfect Player... among other things.
Possible triggering themes for this AU/story include medical trauma, descriptions of chronic illness, ableism, depression, and death. If I've handled anything insensitively, please let me know.
A more 'formal' introduction, along with rambling about my thought process, under the cut.
Self Aware MadCom belongs to @saltymongoose. The concept is really interesting to me, even aside from the xreader stuff (although it's definitely also that lmao). So I thought I might explore that a bit with a concept that's already been floating around my head for a bit. The world that the reader is from is deliberately left a bit vague, but it's sort of magical realism. Most relevant to this AU: there are things like doctors and computers existing alongside curses and other magical ailments.
Also, this doesn't really include much MadCom or SAMAU... Well, no interactions with the characters, anyways. It's mostly just an introduction to my ideas for this AU, so it describes more of what your life was like beforehand and how you found the series. Do also note that I've never played either M:PN game, so there might be some inaccuracies.
All that being said... enjoy!
~~~
You, along with several others, were the subject of an experiment when you were a teenager. It was so secretive, you were never even given the details of why it had been conducted. That, or you had forgotten, given that one of the major side effects of the experiment was memory loss.
The experiment itself was something about deliberately letting specific kinds of contagions into the subject's body. You knew a few of them were fungal, and many were magical in some way, although they were different for every experiment.
Apparently if they chose the right infections for the right subject and 'balanced' them properly with the individual's immune system... they would stabilize. This led to the subject gaining supernatural abilities based on whatever magical infections they had.
Of course, most of the subjects weren't so lucky. The various infections would usually just take their courses; often the combinations would very quickly kill the subject. Those that survived were left with permanent problems ranging from aphasia to compromised immune systems to seizures.
You were their star subject, the one better off than all the rest. The staff made sure to remind you of that every time you complained about anything. "Be grateful," they told you. "At least you can still speak. At least you're still recovering. At least you're still alive." They never said it out loud, but you heard the implication. All of this is only happening because of us.
Bullshit. You were only 'better off' because of sheer dumb luck. Had they succeeded? Maybe. But their idea of success didn't even take you into account.
And their idea of success still left you with problems. Yes, you have sharper senses now, and you can draw energy from more than just food. But you're face-blind, and your hands and feet are numb, and you sometimes hurt so badly that you can't walk.
Not to mention how unethical the experiment itself was. They didn't even study people who already had these conditions; they deliberately induced them. Hell, one of your roommates was six years old! Why they let her participate still bothered you today.
...But it wasn't all bad. You cherished the friends you'd made there, even if you'd lost contact with most of them.
Not just your fellow patients, either. Most of the staff were... annoying at the very least. But a few seemed to actually have your best interests in mind. For example, your favorite nurse, Max, recommended an animated series that might help take your mind off of things when you were in the depths of depression.
You very quickly fell in love with Madness Combat. The simple graphics, where characters were denoted by outfit and style rather than facial features, seemed perfect for you. You grew to adore Hank, Deimos, Sanford, Tricky, and every other character, getting invested in their fights even when nothing else made you happy.
And the episodes were just plain fun to watch. Even when you had issues with your memory, the fight scenes interested you more than enough to make up for it. The community, too, seemed to welcome you, and you came to cherish the friends you made there.
Not only that, but you found a little game on Newgrounds. Although your numb hands made it hard to play, it really did capture the things that made you adore Madcom to begin with. Your favorite nurse approved too; after all, it was an exercise in hand-eye coordination!
Naturally, you were beyond thrilled when Project Nexus came out. By that point, you'd already left the facility. And your memory had recovered enough to get well and truly obsessed with the lore.
You smiled, picking the Tourist difficulty and sitting back to watch the intro cinematic. This was going to be fun.
(Unbeknownst to you, it would also be much, much more than you bargained for.)
50 notes · View notes