#and i love the depth they put into each character playstyle
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DMC 3 is such a good game I can see why it's a lot of people's favourite
#what a banger#been playing it again and it's so good...#i liked it so much i bought the switch version LMAOOO freestyle mode is very fun#its still kicking my ass though 💀 i am slowly improving#i will say i think 5 is my fav overall even if 3 has some iconic moments#5 is just smoother to play (kinda obvs considering its newer)#and i love the depth they put into each character playstyle#its fast becoming one of my favourite series of all time tbh
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I really like that the dragon knights have such different body types, actually. They could've all been the exact same kind of bulky, but they're not. There was a surprising amount of thought put into them.
Lancelot seems like the most "normal" one, very athletic but not overly muscly. Vane is very bulky and top heavy, especially. Percy's evokes more a kind of elegance, especially due to the small waist (and no tits :'( ). He's a bit bigger than Lancelot, but smaller than Sieg and Vane. And Sieg is bulky all around, but with a smaller chest than Vane. Sieht's muscle mass is more spread out, while Vane's is very focused on his chest and arms.
I could also go into how their body types correspond to their chosen weapon and fighting styles, like Vane using a heavy axe would result in some beefy biceps and some nice upper body strength. Lancelot is small and agile with his two swords and ice magic. Big boobs would just get in the way. Percy has powerful fire magic to amplify his attacks, so he wouldn't need to be as big to still pack a punch. And Sieg is just a fucking beast. Running around with that huge sword wearing that heavy armor.
Overall, they have different but still very attractive body types, so they're going to make great models for Lunalu :)
I ended up rambling, I'm sorry
NO SORRIES YOU'RE SO CORRECT!!! and it's not like i'd ever lecture you about analysing the Dragon Knights in depth.
And yeah i totally agree with you, i love how much thought is put in the bodyshapes. each bodytypes works a lot with their fighting style, as you said (with adding to it how Lancelot is supposed to be so quick on his feet he can dodge anything, which would imply he's really light, and Vane and Siegfried's playstyle being that they're tank, ie they take the hits with their whole body, so the more muscles to take the hit the better).
It also works well with their background when you think about it, like you mentioned there's Percival's elegant built that is very regal, he's the only noble one of the bunch. Siegfried lived in the wilderness most of his life before Josef took him in, his body is built for survival at all cost. Vane and Lancelot were commoners, they have loving families, and Vane in particular had his grandma spoiling him and feeding him a lot and that's how he became a cook and a foodie, so it also explains that he has a bigger built than Lancelot who, while not starved either, doesn't have as much focus on growing up with food in his stories.
so it's honestly amazing how their body built ends up working on various level of reading that ends up fitting their characters a lot.
it's honestly so so cool because yeah! they could have make them generic ikemen with the same built and everything. But they didn't! instead they all shine in different ways.
it's so cool. I love those four so much.
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Friday 1/10/21 - Media Recommendations #20
Contents: Deltarune
I'd been meaning to get to this one for ages, so once again, I think to make it easier on myself, and my readers, today I am only recommending the latest videogame creation of Toby Fox. This ended up being quite an extensive article, so I split it into sections:
MY CONTEXT
OVERVIEW/PREMISE
GAMEPLAY
PRESENTATION
CONCLUSION
Deltarune (Chapter 1+2)
Toby Fox
1. MY CONTEXT
So context for my own gaming experience going into Deltarune, I have never actually played Undertale. Back when Undertale was getting big, it was only a PC game I think, and I just don't play games on PC. I probably should but yeah nah. Soon after it got popular however, I watched a comprehensive Lets Play of Undertale by Rubber Ross and Barry Kramer, and their voices for Sans and Papyrus are still to this day how I imagine those characters. Through that Lets Play, I experienced both the Pacifist and Genocide runs, and got intimately well acquainted with the characters and world Toby Fox had created, and how the actions of the player can shape how we save or ruin that world.
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As a general context, I have always been a person who likes the idea of turn-based, random encounter fantasy RPGs, but the deepest I really got was Pokémon. I've been trying to change that recently, and after beating Monster Hunter Stories 2 a while back, I wanted to try more of the genre. Turn based battles are a lot more my speed than pure skill, like fighting games I've become sick of, and RPGs seem to be big on story, so when I heard the Deltarune demo had an update, I thought this is finally the time to jump into that world.
Going forward in this review, I'm gonna try and stay broad and unspecific with my descriptions, so as to not spoil. I may discuss some gameplay themes and characters, but I'm avoiding giving specifics away. I really think you need to experience all parts of the game yourself first.
Minor Spoilers for Undertale and Deltarune Ahead
2. OVERVIEW/PREMISE
Deltarune is a project of love. Pure charm and personality ooze from every aspect of the game. Dialogue is clever and snarky, and that charm even leaks into item and location flavour text. The setting and themes are fun, but with a bloodstained silver lining that is best appreciated by mature audiences. I guess I should just explain the premise?
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Deltarune puts you in the shoes of a human named Kris. For unexplained reasons you live in a world of monsters and you are the only human. And by monsters, I mean curious looking critters of a variety of shapes and sizes, since, there is really nothing monstrous about them. One day at school, Kris and classmate Susie end up being transported to a whole different world where dark fountains construct monstrous subworlds, and it is up to the chosen ones, the lightners Susie, Kris and darkner (dark world native) Prince Ralsei, to seal the evils of this dark alternate world.
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Deltarune is still a work in progress, and as the subtitle of this article suggests, 2 Chapters of a possible 7(?) have been released, and it is unknown at the time of writing if the rest will come out when the game is done, or as more standalone chapters.
3. GAMEPLAY
Deltarune borrows a lot of theming and game loop premise from its parent game Undertale. The tag line of Undertale was: the RPG where noone has to die. This is because the encounter based battle system is built on two courses of action to take. You may FIGHT enemies and reduce their HP to zero, or you may ACT, and talk the enemy into leaving the battle. Deltarune is built on this same system, but with extra layers. Kris is the stand in for the Undertale MC, who has the options to FIGHT, ACT, ITEM, SPARE, or GUARD. Most of those options were in Undertale too, but Guarding is a new addition where you earn Tension Points, or TP, for not engaging the enemy at all.
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This TP is used for extra powerful ACT actions, or for special moves of the other party members. This is the main big difference in gameplay loop. Since the player controls a party now rather than just one person, each party member can specialise in different action types. Kris's ACT can incorporate input from other party members; Susie for toughness and Ralsei for softness, in general. Susie is the powerhouse, and if you chose the violent route, she does more damage. Ralsei is the Mage, and can heal allies, as well as use magic to resolve fights peacefully. Those extra abilities use TP.
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In most turn based RPGs, there is a back and forth, where the player chooses actions, and sometimes there is a timing aspect to how well those actions perform, and then there's the enemy's turn, where most of the time you just have to wait and let it happen. Undertale and Deltarune have this truly unique system where the soul of the party members, represented by a heart, is directly controlled on the enemy's turn. It's a mini game unique to every enemy type, where you must move the heart around to dodge their attacks, and how good you dodge will decide whether you take a lot of damage, or even none at all. Deltarune adds an extra layer onto this, where if you make the dodge closer, so that the enemy only JUST misses, you earn TP, and open up more options for your next turn. I found this extra detail really endearing, and I made a lot more riskier moves than if there was no incentive to.
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I probably mentioned it above, but just to close out this section, the option to either ACT or FIGHT opens up two types of play. Chapter 1, being a sort of intro part, does not differentiate, but the distinction becomes important later. ACTing to SPARE an enemy earns you money, and in Chapter 2, will lead to befriending monsters. FIGHTing will also earn you EXP in Chapter 2, making your options to hurt enemies more powerful. In Undertale, this difference in playstyle actually changed the ending in real time, and from what we know of Deltarune, it is likely going to be the same case.
4. PRESENTATION
Undertale had this unique visual charm to it that may have been a limitation of its Independent Development, but it was probably also a stylistic choice. Deltarune builds on the same type of artstyle, adorable pixel sprite graphics that bring a lot more colour and depth than its predecessor.
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Many, but not all characters have little character portraits in their textboxes, and they change expressions to match the situation, and its so cute.
Character and enemy design are so top-notch. A team of designers have been brought on this time, and every one of them have brought gold to the table. Every random battle encounter is dripping with personality, as you learn how best to sweet talk your way out of battle, or how to best destroy them. Most recurring NPCs are lovable, and those who you hate, you love to hate. Dialogue is witty and hilarious, and the writing is fun.
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The chiptune style soundtrack is phenomenal. Although I think Undertale's common enemy battle them was more memorable, that may just be that I have become more familiar with it. All character and boss battle themes are so catchy and energetic. Toby Fox is a master of high energy... fun music. It gets stuck in your head, and your brain bounces around at high velocity.
5. CONCLUSION
Ok so this review is already like 3 times longer than a normal Media Recommendation Article, and like 5 times longer than I planned it to be for this one game, so I should probably wrap it up here. Deltarune is a game experience I put off playing for way too long, and now I can't hold my excitement for when the next part comes out. And important to keep in mind, it is essentially a demo, in that it is just a taste of what's to come, but it is a damn meaty demo that will keep you engaged for many hours.
Chapters 1 and 2 are packaged together as a free game on most game platforms at this point, so there's nothing really stopping you from giving it a try. I don't usually rate my recommendations, but since I wrote this more like a review, I might as well...
Deltarune Chapter 1+2: 9/10
Please play it!
#blog#blogpost#media recommendations#videogame recommendations#deltarune#undertale#tobyfox#deltarune spoilers#undertale spoilers
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Mass Effect Tag Game, Except I Get No ME Mutuals
To celebrate finishing 3, here I go!
Been a fan since: Late February 2022. I got into it from a combination of this Youtube video by a Tali simp about ME3 and I just finished Dragon Age Origins after watching some TikToks on it and figured I’d go on a Bioware marathon. I originally meant to switch between Dragon Age and Mass Effect to keep myself balanced. I ended up playing the whole ME Trilogy one after the other.
Favorite game in the series: Absolutely ME2. I love all the games for different reasons, ME1′s exploration and ME3′s combat, but 2 is the most balanced. The large cast, the companion side quests, the way the ship was bigger, WAY better outfits for Shepard, and the scanning feature were all so fun. My main gripe in MELE is that ME2 is the only game that limits your weapon arsenal. Why the hell do Vanguards need an SMG? They don’t hit hard and suck unless it’s the DLC one!!! Other than that it’s so full of content despite being shorter than 3 by how many hours I’ve played.
MShep or FemShep: FemShep. I am female and I always prefer female MC voices in games anyway. Although props to MShep’s VA, love VAs that interact with communities.
Earthborn, Colonist, or Spacer: Colonist. The side quest in ME1 is very sad and that one little clip of dialogue in 3... my heart.
Biotics or Tech: Biotics. Nothing beats floating enemies in the air or blasting them with Flare.
Paragon or Renegade: Paragade. I feel it fleshes out my Shepard more, although I’m a massive hypocrite sometimes with my choices of dialogue. It’s fun as hell though, and it’s how I could easily save both the Quarians and Geth.
Favorite Class: Vanguard supremacy! I also really love ME3′s Sentinel since I wanted to change up classes and wanted to keep up with my character’s biotics gig. Vanguard was super fun, but kind of hard to master for ME2. I’d say Vanguard would work best for me in 3 since I charge in or just run around the battlefield. I definitely want to do an Infiltrator playthrough though.
Favorite Companion: Garrus! I kinda of forced myself to use him and Liara in the first game to see why everyone likes them, but only Garrus stuck the mark for me. Liara’s cool, but Garrus surprisingly was so cool an in depth in 1 compared to many other characters for me. And how they develop him even further with the next games.. ugh! He’s amazing, like if Nick Valentine and Dimitri Alexandre Blaiddyd combined but before either was even an idea.
Least Favorite Companion: Zaheed is the only companion in the games I do not like, which actually shows how the casts is either very well written or at least likable. Not Zaheed. With how he and Kasumi’s dialogue was designed, it’s hard to get to know and understand him as a character. Plus he is a boring asshole WHO SET A FACTORY ON FIRE! Look, I’m all for revenge, I let Garrus kill that stupid traitor because that’s not something you can forgive, but don’t fucking put other people in danger for it. Dude even dies pathetically too in 3.
Squad Set Up: Garrus is always there like a little girl’s worn out teddy bear, balancing out my biotics. And Tali whenever she was avaliable. Liara, Kasumi, and Samara were my backup teammates
Favorite In-Game Romance: Garrus 100% all the way. I love his chemistry with Shepard, especially my Shepard. They are opposites in playstyles, and they are each other’s impulse control on stupid decision making. I love romances who banter like an old married couple but balance each other out on a deeper level. I also have massive respect for Tali and Thane fans, Tali being my second favorite character, and Thane just being a sad character. Thane simps make me cry because those guys are the queens of angst.
Favorite NPC: Donnelly and Daniels by far. Going down to Engineering felt a lot more alive with them around. They were cute and really funny. I wish they got together :(
Favorite Antagonist: Uhhhhh... uh oh. I don’t really any particular favor towards any of thems. Saren is cool, that fight cutscene at the bomb area is way cooler than with the Salarians. The Illusive Man has cool motivations and corruption arc, especially with the comics. The Reapers being ruthless AI is cool. The Collectors are sad too. Nothing sticks out to me though. I’ll just say the ME2 final boss I guess. That shit was badass and made me so hyped up.
Favorite Loyalty Mission: Miranda and Tali’s are so good!! They aren’t tedious like Thane and Samara’s, and the emotions I’ve felt during them were very sweet. Kasumi’s would be up here too if I didn’t suck at undercover missions.
Favorite Mission: Virmire is the mission in Mass Effect 1 that let me truly realize that my choices would be rewarded or punished VERY heavily at certain points. Doing Wrex’s mission before, choosing which teammate to sacrifice, and the hype before going to Ilos was what ruly made me enjoy this series. Mass Effect 1 is a good game. Virmire and beyond make it a great game.
Favorite DLC: CITADEL! CITADEL! CITADEL! CITADEL! Call it the inner weeb from me, but I do believe that the new Mass Effect would benefit from a companion system similar to like Three Houses or even Persona 5. I KNOW I KNOW it sound cringe but Citadel shows us that we love those moments between Shepard and the crew. AND they could get more character development and dialogue. No more calibrations! Or at least let us invite the gang to the bar or nightclub or just to watch a movie. I loved eating with my students in Three Houses, and I’d LOVE to go on dinner dates with Garrus and Tali. Other than Citadel, Omega and Shadow Broker are really good too! Aria’s Flare really made me know why you should not fuck with her. The Shadow Broker DLC was also a nice little archive for the squad’s personal information, getting money, and just watching people be stupid as hell in the vid showcase. Definitely has a nice reward for completing it.
Control, Synthesis, or Destroy: I chose Destroy in case we can port our Shepards from LE in the next game (I doubt it but I don’t like taking chances) but all of them feel sad. At least Control has a badass idea behind it. So... Idk I just want some Garrussy man. Just let me be happy in the next game
Favorite Weapons: I’m a very bad Vanguard. I like the geth assault rifle from the first game, and the Widow sniper rifle. Guess I have another reason to like Garrus. By 3 my Sentinel used snipers, assault rifles, and pistols in case I have no ammo. My power suffered as a result but I WAS RIGHT ABOUT AMMO AT THE END! I like to be prepared :(
Favorite Place: The Normandy SR2 before the Alliance fucked it up, and the Plaza from the Citadel DLC. I loved playing arcade games and getting decorations for my house and then hanging out with my friends :)))
Favorite Quotes: AHHH I SUCK AT REMEMBERING BUT THAT VOLUS THOUGH
“I am a biotic god! Fear me!”
-Niftu Cal, the Volus from Samara’s recruit mission
Thank you for reading this. I loved reading other people’s experiences and I hope more people get to have fun in the Milky Way in the future. I have no ME mutuals, so anyone is up to doing this too! I’d love to hear more opinions on the series.
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How to Actually Play Magic: The Gathering
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Magic: The Gathering (MTG, or just Magic) is the first and one of the most popular trading card games in the world. Described as the chess of card games, you can go as complex as you want (even make a computer) or have as much fun as you want, diving into the multitudes of worlds, creatures, and characters to express yourself.
But first you need to know how to play.
Lots of guides tend to be overly simplistic, so here I’ll try to go really in-depth in the rules while still maintaining an introductory tone. I will also try to provide as many pictures of relevant cards as possible to expose you to the vast array of effects cards may have, and how they interact with what I’m currently discussing.
1. The Colors of Magic
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The most defining part of Magic are the five different colors. Each has its own flavor, playstyle, advantages, and disadvantages. You can combine different colors in your deck to have access to interesting combos and to balance out your deck’s weaknesses. Different color combinations also have their own specific flavor, often embodied by groups such as the guilds of Ravnica.
White: This is the color of unity, healing, and order. Cards in this color will often gain you life, protect your creatures from damage, tax or outright prevent your opponents from doing tricky things, and make armies of small creatures that together make mighty fighting forces. It is also associated with artifacts, enchantments, and exiling.
By the way, I will be defining Magic terms as they come up, like so.
Token: A representation of a creature, artifact, or something else. You can use it like a card while it exists, but it will vanish when it leaves the battlefield. (the rest of these terms will come up soon.)
Exile: Originally called “removed from the game”, exile is a zone that is inaccessible to most cards. It makes sure your opponents’ creatures go away forever. Sometimes, creatures go to exile and come right back to get extra enter-the-battlefield effects, known as blinking.
If you see something that isn’t immediately defined, just keep it in mind. Chances are I’ll cover it in a later chapter.
Blue: This color is related to knowledge, water, and the cold. You’ll get to draw lots of cards, but your creatures will be lacking. Instead, you will have access to powerful spells that bounce, freeze, or steal your opponents’ creatures and even give you extra turns. Quelch your opponents’ attempts with counterspells. It also has affinity for artifacts.
Black: This color represents death, disease, and ambition. Full of evil kill and discard spells, you will have access to your own army of zombies, vampires, and demons. You will also be able to do powerful things, but often at the cost of cards, creatures, or even your own health. In the words of Dark Confidant, “Greatness, at any cost.”
Red: This is the color of passion, fire, and explosive power. Many of the direct damage spells, including the iconic Lightning Bolt, are Red, as well as aggressive, fast creatures and multiple combats. You will have an extreme upper hand in your first few turns, but will quickly run out of gas if you don’t use another color to keep up on card draw. Red also brings with it mighty dragons and world-morphing chaotic effects.
Green: The color of nature, Green is similar to white in its abilities to heal, create tokens, and destroy artifacts and enchantments. However, Green has a wild side and is full of giant beasts, swarms of bugs, and rapid evolutions. It also brings out lands quickly and makes tons of mana.
2. Dissecting a Card
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Sidisi is a popular character that hales from the plane of Tarkir. She’ll be helping us as a prime example of what a card looks like. There’s a lot to take in, but we’ll start from the top and work our way down.
First is the border (yes, from the very top!). It seems silly, but there are actually a few different borders that mean different things. A vast majority of cards have the regular black border. You may also see cards with white borders - these tend to be older cards, but they’re just as good as the black bordered ones. Silver borders come from the Un-sets, a series of joke sets full of wacky mechanics and inside jokes. None of these cards are tournament legal, but you’re free to have fun with them with your friends. Gold-bordered cards will also have a different back, and were printed as a part of tournament-winning decks back in the day. These are not tournament legal, but since they are often cheaper than their “real card” counterparts, people will use them in casual decks.
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Next is the name. “Sidisi, Brood Tyrant” is the full, English name of this card. Each deck can only have up to 4 copies of any single card (there are very important exceptions to this I will cover in the next chapter). There are also a few cards which specifically reference others by name.
To the right of that is the mana cost. In this case, we need to use one black mana, one green mana, one blue mana (each represented by their respective symbol) and one mana which can be of any color, or even colorless, represented by the 1 in the circle. We’ll find out how to get mana in the next chapter as well. As a side note, many cards will consider the mana value (formerly, converted mana cost), which is just the total cost of the card as a number. For Sidisi, it’s four.
Beneath that is the art.
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Arguably the most important part of any card, Magic’s art is what really sets it apart from other games. People fall in love with specific cards for their dramatic poses, mighty beings, and stunning vistas. The art brings character to every card, and ties flavor and function beautifully. This is the best way to express yourself, and find what you really like about Magic.
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Next is a thin bar called the typeline. This will tell you first what type of card it is - either a land, creature, artifact, enchantment, planeswalker, instant, sorcery, or tribal (or some combination!), which dictate how you use the card, and what other cards interact with it. Card types can be divided into permanent, which go on the battlefield once played, and nonpermanent, which you play for a single effect and immediately go to your graveyard. There are also some supertypes. Sidisi herself is Legendary, meaning she represents a specific character from Magic lore. This also means you can only have a single copy of her on the battlefield at any one moment; if you somehow get another, you’ll have to sacrifice one. Basic is another important supertype we’ll cover soon.
On the other side of the hyphen is the subtype - this is almost exclusively used for creatures to tell you what tribes they belong to. Sidisi herself is a Naga and a Shaman, and will thus interact with cards that care about that (these are often called tribal effects; for example, “Elves you control get +1/+1″). From Trilobites to Trolls, the creatures of magic are a diverse crowd.
Finally comes the set symbol, that strange orange shield thingy to the right. This tells you two things: the set the card comes from, and the rarity. This specific symbol represents the set Khans of Tarkir, so booster packs from that set may contain Sidisi. Rarity comes in 5 different colors.
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Black: Common (Simple, often weak)
Silver: Uncommon (May have cool mechanics)
Gold: Rare (More powerful and complex)
Orange: Mythic Rare (The most powerful and complex)
Purple: Special (This is only used in situations such as Time Spiral, where they reprinted cards in the old border)
The rarity often (but not necessarily) corresponds to power level. It’s better to think of it as a ranking of design complexity. Newer Rares and Mythics will also have that shiny, elliptical sticker near the bottom, which simply guarantees the authenticity of the card.
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The bottom half of the card is dominated by the text box. This will tell you the effects and abilities of the card. Sidisi has two abilities: one that triggers whenever she enters the battlefield or attacks, and one that triggers whenever a creature card is put into the graveyard from your library (on modern cards, this is called milling). We will go over abilities later.
Notice how Sidisi aligns with her colors. As a Naga, she is Green. Her zombie tokens are characteristic of Black, and tokens are generally Green as well. Milling is a Blue ability, and putting creatures in the graveyard to bring back to life is definitely Black.
The text box is also home to flavor text, the italicized text beneath the rules. This will often be a little blurb or quote relating to the flavor of the card. Consider it an extension of the art.
Creatures will also have that rectangle to the bottom right, called the Power and Toughness. The first number is the power (how hard it punches) and the second is the toughness (how hard of a punch it can take). This is relevant for combat and we will cover it extensively later.
Finally come all those funny symbols at the very bottom. This will include the collector’s number (199/269), the set (KTK = Khans of Tarkir), the artist (Karl Kopinski) and the copyright.
3. Lands
Lands are by far the most important component of your deck. They are what generate the mana you need to cast your spells, and dictate the colors of spells you can play.
You can play one land per turn - just plop it from your hand onto the battlefield. They have no mana cost, and thus the top right is blank.
The Basic land is the prime exception to the four-card limit, as you can have as many as you want in your deck. The Basic supertype also interacts with several cards, such as ones which let you get more from your deck onto the battlefield.
The 6 basic lands are Plains (white), Island (blue), Swamp (black), Mountain (red), Forest (green), and Wastes (colorless, only used in decks such as Eldrazi Tron, and are often not included).
This cycle comes from Lorwyn, a set based in Gaelic mythology.
All Basic lands come with the implied rules text that they can tap to create one mana of their respective color, and as such will often have the cinematic mana symbol instead.
Tap: A common cost on a permanent to activate an ability. Turn the card sideways to tap it. It will stay tapped until your next turn, when it will untap during your untap phase (more on that later). A tapped card can’t be tapped again, and a tapped creature can’t block.
Some lands, especially those that can make different colors, will enter the battlefield tapped, so you’ll have to wait an extra turn to use them. Other lands might only create colorless mana (represented by a number on older cards and a diamond on newer cards), so they’re less useful for casting spells, but will have interesting abilities, such as:
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This Mutavault can turn into a creature for just 1 mana, which you can use to attack and block with. (Pop quiz: see if you can recognize each part of the card!) There are dozens more examples that do everything from draw you cards to destroy your opponents’ pesky lands.
But what exactly does it mean to create a mana? Well, really, it gets added to your mana pool, as you may have noticed on the Mutavault. This is an arbitrary place where all your mana goes so that you can spend it. This isn’t often relevant, because you’ll mostly tap your lands while casting spells and the mana will immediately be used, but there are a few scenarios where it might be useful. For example, someone targets your land to destroy it because they don’t want you to have the mana open to kill something they’ll play next. Just tap your land to keep a mana “floating”. However, all the mana in your pool will automatically drain out each time you change phases (more on those later).
Tapping lands for mana is an ability, but since it’s a mana ability, it won’t use the stack, so you can use them just about whenever. More on the stack later as well.
Most decks will be around one-third lands, with more or less depending on how low the average cost of cards you have are. The less colors you run, the less cards you have at your disposal, but the more flexible your mana base can be - more colors often use lands that enter tapped and are inconsistent at drawing the colors they need.
Have fun experimenting with your mana base, especially in casual formats. In more competitive formats, lands are actually the most expensive cards! The top lands are called the shocklands, fetchlands, and original dual lands - the last of which are several hundred dollars each.
4. Permanents
Besides lands, just about every other card you play is considered a spell when you cast it (you’ll see this on cards such as Counterspell). However, for the sake of clarity, I’ll be using “Permanent” to refer to anything that goes directly on the battlefield once it resolves and “Spell” to refer to single-use cards.
Of the card types mentioned above, permanents include lands (which we just covered), creatures, artifacts, enchantments, and the mighty planeswalkers. I’ll include a visual example of each as we go.
Creatures are your basic way of winning the game. They can attack your opponent to take down their life total, but might also have interesting abilities that make them more valuable as repeatable spells than combatants.
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Incubation druid is a great example of both: she starts off as an additional land, giving you more mana quicker to play your other cards. With 0 power, she’s useless as an attacker. However, her Adapt ability lets her grow into a formidable 3/5, so you can attack and block with her much more effectively later in the game. Notice the curved arrow symbol that represents tapping.
+1/+1 Counter: This is a permanent buff to your creature, giving it an additional power and toughness each. Counters in general can come in many forms: -1/-1 counters are self-explanatory, but ability counters such as a Flying counter give your creature a new keyword. Other counters, such as Lore and Filibuster, keep track of certain things for you. Always bring a few dice with you to every game, as you’re sure to want to track some sort of counter.
Creatures enter the battlefield with summoning sickness, which means they can’t attack or use any ability that requires them to tap until your next turn. Creatures also get summoning sick when they change control. A creature with Haste, a keyword ability, lets you ignore this, and is often found on red creatures.
Artifacts, lore wise, are artificial, sterile creations of wizardry, and as such, almost never correspond to a color. They may imitate the effects of a certain color, but to prevent other colors from having easy access to it, they will often be overcosted. A common type of artifact is colloquially known as the mana rock, as it generates mana. There are many cards that interact and enhance artifacts.
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Hedron Archive is a typical mana rock, costing four mana of any color and boosting your mana generation ability by two. Later in the game, if you already have more than enough lands, you can cash it in for two mana to draw some more cards. Notice the distinct metallic border.
Artifacts often combine with Creatures to form Artifact Creatures, or less commonly with Lands to create Artifact Lands.
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Artifacts can also come on the form of Equipment, which will give an effect when equipped to a creature. This often comes in the form of a buff to its power and toughness, but can also include adding keywords and other cool abilities. You’ll need to equip it by paying a cost, and can pass equipment around between any of your creatures. This can result in some funny mental images, such as a cat wearing a suit of armor and wielding three swords!
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Enchantments are similar to artifacts in that they sit on the battlefield and have an effect, but they will have color. Also, Green and White excel at “cleansing” both by destroying them, but Red is only good at blowing up artifacts - after all, an ogre with a mace can smash a rock, but not a mystical spell.
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Some enchantments have the subtype Aura. This means you cast them targeting a specific permanent, and they will enter the battlefield attached to that permanent like a piece of Equipment. These, however, can’t be moved around, and will fall off and go to the graveyard if the thing they enchant ever leaves the battlefield. Auras will often buff creatures, but can also subdue permanents or boost a land’s mana production.
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Planeswalkers are the newest and arguably the most powerful of the permanents. They represent the primary characters of MTG lore, beings who have incredible magical prowess and can teleport from plane to plane. They are (as of yet) all legendary, and thus you can only have one of each at a time on the battlefield.
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They look pretty weird, don’t they? Instead of a power and toughness, they have a loyalty in the bottom right. Each planeswalker will enter the battlefield with that many loyalty counters on it. You can activate one of its abilities on each of your turns by adding or subtracting the indicated loyalty. Once a planeswalker is at zero, it dies and goes to the graveyard (or rather, gets fed up with your mishandling and teleports away, as per loyalty flavor). Planeswalkers can also be killed by spells that specifically target them, when they’re dealt damage, or when they’re attacked by creatures. Their last ability is often incredibly powerful, and is called an “ultimate”. Newer planeswalkers sometimes also have static abilities.
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Planeswalkers are not creatures, and can’t attack or block. That being said, there are some planeswalkers that can turn into creatures.
Permanents are very useful, as they stick around and provide value turn after turn. Many strategies revolve around certain tribes, or using artifacts. Creatures are the main way to get damage through to your opponent to win the game. And planeswalkers have powerful abilities, requiring an answer from your opponent to stay in the game.
5. Spells
As stated above, all nonland cards are technically spells when cast, but here we will talk specifically about Instants and Sorceries. We will also define timing, as instant- and sorcery- speed is something we will discuss often when looking at casting spells, activating abilities, and using the stack.
Sorceries are your basic single-use card. Pay their cost, they’ll resolve, and you’ll get their effect once before they go to the graveyard.
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Something I haven’t brought up yet is when you can play cards. We’ll go over the turn structure more in depth, but for now, know there’s a beginning step, a main phase, a combat phase, and a second main phase. You can play any of the previously mentioned cards, including sorceries, and activate planeswalker abilities, whenever it’s your main phase and the stack is empty.
The Stack: Whenever you cast a spell or activate a non-mana ability, or a triggered ability triggers, it will go on the stack. Things on the stack resolve last-in, first-out.
Instants are just like sorceries, but you can cast them at any time you have priority. This means they can go on the stack above other spells, which allows them to interact with other spells. Activated abilities can also be activated whenever, except for planeswalker abilities and those which specify otherwise.
Priority: When you have priority, you will have an opportunity to cast spells, play lands, and activate abilities. Everyone gets priority every phase, and it starts with the active player (whoever’s turn it is) and is passed around in turn order.
Whenever something goes on the stack, priority is passed around as well. Once each player has passed priority, it resolves and priority is passed once again for the next thing.
You can hold priority to cast multiple spells in a row.
Here’s a quick example to see how spells, abilities, and priority all interact on the stack:
Johnny and Timmy are playing each other, and it’s Timmy’s main phase. Johnny has a 0/2 Incubation Druid.
Timmy plays a Bala Ged Scorpion, which goes on the stack. Priority is passed around and it resolves. Its triggered ability goes on the stack, and Timmy targets Johnny’s Incubation Druid, since its power is 0, less than 1.
Since the ability is on the stack, Timmy gets priority and passes it to Johnny. In response, Johnny casts Burst of Strength, maintains priority, and casts a second Burst of Strength. Now priority passes between them for both, and they both resolve. Incubation Druid is now a 2/4.
Priority passes for Bala Ged Scorpion’s ability, but since the Incubation Druid now has more than 1 power, the ability does nothing and fizzles.
Fizzle: A spell whose target is no longer legal does nothing when it resolves. This is colloquially called fizzling.
Assuming he had the mana for it, Johnny could also have activated Incubation Druid’s Adapt ability in response to the Bala Ged Scorpion, making it a 3/5 and also letting it survive.
There are lots of cool things you can do with the stack, such as making slick plays to foil your opponents’ spells or to copy big spells for massive value.
Some permanent cards have Flash. This is a keyword ability that lets you play the card as if it was an instant. Teferi, Mage of Zhalfir is the quintessential Flash card, as it also gives your other creatures flash and prevents your opponents from playing at instant speed.
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6. Where are We?
I’ve been throwing around terms such as Graveyard and Battlefield, so what exactly do these mean? Well, these are all zones. We’ve already looked at one zone - Exile. The Stack is also a zone.
A zone is a place where cards can exist. They may have abilities that work while in that zone, most often on the battlefield. Public zones are where all the cards are known. This includes the Battlefield, the Graveyard, and Exile.
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Urabrask’s ability only works while he’s on the battlefield, and only creatures you control on the battlefield would get haste - after all, those are the only ones who can use it, anyways. Yixlid Jailer takes away abilities from cards in graveyards, so Momentary Blink would not have Flashback while it’s there. Momentary Blink also exiles a creature (using the old wording of “removed from the game”) and brings it back, known as flickering.
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Private zones are anywhere where cards are not public information. This includes your hand and your library. Thoughtseize, and other similar hand disruption spells, let you take a peek at what your opponent has. Loads of cards like Armillary Sphere let you search your library for cards. Others may reveal the top card of your library, or let you look at the top few.
It’s also possible to have “hidden” cards in public zones. Willbender feature the Morph mechanic, which lets you cast it face-down as a 2/2 creature. This means your opponent won’t know what it is until you turn it face up, but you will. Other effects might put cards face-down in exile, where you could cast them.
Whenever a card changes zones, it becomes a new “object”. That means all counters, equipment, and auras fall off, and it is no longer being targeted by anything that was targeting it before. A classic use of this rule is flickering a creature being targeted by a kill spell - even though it comes back to the battlefield, it is a new object and is thus no longer being targeted by the kill spell. The spell will fizzle and your creature will be safe.
7. Starting the Game
Ok. So you’ve got a basic understanding of all the cards and the different locations. How do you get started actually playing?
There are lots of ways to play the game, but I’ll start out with the most common: a 1v1, best of 3 duel. This will also get a little bit into deckbuilding, but there’s a lot more on that later.
Most 1v1 decks will be 60 cards. In fact, this is a lower limit, and you can have as many cards as you want, but it’s convention to stay at 60 cards to maintain consistency. In a best of 3 match, you will also have a sideboard - 15 or less cards that may target specific strategies such as graveyard decks or artifact decks. After your first game and seeing what your opponent is playing, you’ll be able to switch out cards in your deck for the right silver bullets for games 2 and 3.
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Common sideboard cards against Burn, graveyard, and artifact strategies.
If you’re playing a casual game with a friend, feel free to omit the sideboard, but it’s a staple part of competitive play and is a fun way to personalize decks in strictly defined metagames.
Now that you’ve got a deck (and presumably, a friend with a deck as well) shuffle up. Cut your opponent’s deck by putting the top half on the bottom (a customary ritual to prevent cheating) and let them cut yours. Figure out who’s going first by rolling some dice (whoever wins gets to choose, but generally going first is preferred), and draw seven cards.
You may not like your hand for several reasons. Maybe you have too many lands, or none at all. Your lands might all produce the same color of mana instead of all the colors you need, or you might have only highly-costed spells and nothing to do on your early turns.
No problem, just shuffle it back in and draw seven more. This is called mulliganing. You can do this as many times as you want, but don’t be too hasty, because once you find a hand you like, you’ll need to put one card from your hand on the bottom of your library for each time you mulliganed.
Now it’s time for your first turn. But before we really get playing, let’s look at the structure of a turn.
8. Phases of a Turn
credit to u/paper_alien
From this fancy diagram, we can see that your turn is broken down into roughly three different parts. I’ll be including examples of cards that interact with each phase. First is the beginning phase.
Your untap step is right at the start, when all your permanents untap. Simply turn them right-side up. Claustrophobia would prevent one of your opponents’ creatures from untapping, rendering it useless as an attacker and blocker, as well as preventing its tap abilities from being used. No player gains priority during the untap step, and play immediately proceeds to the upkeep step.
Normally, nothing happens here, unless an ability triggers. For example, the Luminous Angel gives you a 1/1 token on your upkeep. Players will get priority, so you’ll have a chance to cast instants or activate abilities as well.
After that is the draw step. You immediately draw a card, and abilities like that of Font of Mythos will trigger. Again, priority passes around. Once you’ve finished with the draw step, move on to your main phase.
Side note: Normally, players will typically condense these three steps into one (untapping and drawing), because it’s rare that you do play something here, but the steps are distinct for those cases in which you do need to take an action.
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As mentioned above, your main phases are the only times you can play lands and non-instant spells, as well as activate planeswalker abilities. They sandwich your combat phase. It’s uncommon for cards to trigger during your main phases, but the two above are prime examples of such cards. Many activated abilities will also have an explicitly written restriction to only use them during your main phases.
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The combat phase is the most complex, as it is really made up of five to six distinct subphases. First, you declare that you are going to move to combat. This will trigger cards like Hazoret’s Favor, and will give your opponents an opportunity to subdue your creatures before they can attack but after you have a chance to cast relevant non-instant cards.
Once priority is passed around, you move to the Declare Attackers step. Here, you will tap each creature you want to have attack, meaning you can only attack with untapped creatures, and declare the player or planeswalker it will be attacking. Creatures do not attack other creatures (this isn’t Hearthstone), and instead your opponent will have a chance to block your creatures with their own.
This happens after priority is passed around and you move to the Declare Blockers step. Your opponent will choose which of their untapped creatures they want to block your attacking creatures. Each creature can block up to one other creature, but any number of creatures can block one creature.
Next is the Damage step. Here, each unblocked creature will deal damage to the player or planeswalker it’s attacking, and each blocked or blocking creature will deal damage equal to its power to the creature(s) it’s been pitted against. If one of your creatures is being blocked by multiple, you need to divide its power among them. For example, a 3/3 being blocked by two 2/1′s must deal 1 damage to one and 2 damage to another. All creatures who have been dealt more damage than their toughness die and are put into the graveyard.
The theoretical sixth step actually occurs before the Damage step - the First/Double Strike step. If any creatures with first strike or double strike are involved in the combat, this step will be created and those creatures will have an opportunity to deal damage before other creatures. For example, if a 5/1 with first strike is blocked by a 3/3, the 5/1 will deal 5 damage to the 3/3 before it has a chance to fight back, and the 3/3 dies. Double strike means the creature deals its damage twice - during this phase and the regular combat phase.
Finally is the End of Combat step. Similarly to the Beginning of Combat step, this is mostly a formality, but some cards do trigger here (such as the Wall of Cinders), and priority is passed around.
Notice that you also get priority after every one of these phases, meaning you have tons of control over what happens. This allows you to play combat tricks. For example, say you attack with a 4/4 and your opponent has a 4/2. They might think you just want to trade creatures (meaning both die) and blocks your attacker. Before damage, you have a chance to play Giant Growth, pumping your creature out of range of your opponent’s creature, so yours survives.
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This is also a great time to cover the keyword abilities I’ve been bringing up throughout, as many of them concern combat. Many of them are fairly self-explanatory, and are not exclusive to creatures.
Deathtouch: Whenever this creature deals damage to another creature, that creature dies.
Defender: This creature can’t attack. Often seen on Walls.
First Strike/Double Strike: As mentioned above, these let the creature deal damage before other creatures. Double Strike means it deals damage twice, once in the first strike damage phase and once in the regular phase.
Flash: You can play this card at instant speed. Can appear on any permanent card.
Flying: This creature can’t be blocked except by other fliers and creatures with Reach.
Haste: This creature isn’t affected by summoning sickness.
Hexproof: This can’t be targeted by your opponents’ spells and abilities. This doesn’t prevent it from being affected by “choose” or “all” effects.
Indestructible: This can’t be destroyed by damage or effects that say “destroy”. It can still be sacrificed, exiled, or given -X/-X to reduce its toughness to 0.
Lifelink: Whenever this deals damage, you gain that much life.
Reach: Can block creatures with flying.
Shroud: Like Hexproof, but also prevents you from targeting it (for example, with a pump spell or equipment).
Trample: Excess combat damage can be dealt to your opponent. However, you still need to deal lethal damage to any blockers. For example, a 5/5 with trample being blocked by a 2/3 must deal at least 3 damage to the 2/3 so that you can deal 2 damage to your opponent.
Vigilance: This creature doesn’t need to tap when attacking.
Menace: This creature must be blocked by at least two creatures.
There are many, many more keyword abilities, but these are the most common - the rest you will come across as you explore the different sets and planes.
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After your second main phase comes the end step. In reality, you’ll care more about your opponent’s end step, because it is the optimal time to play removal, card draw, or other useful instants because it will give your opponent the least amount of time to react before your next turn. However, once priority is passed during your end step, check if you have more than seven cards in your hand - the maximum hand size. if you do, the cleanup step is created. Here, you must discard down to seven cards, and there will be another chance for priority after that. Seven is the default maximum hand size, but there are many cards that let you play around with that.
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So now you’ve got your deck, you’ve mulliganed as you need, you’ve played an Island. I see you preparing to cast that Opt - but wait! Casting a spell is quite a bit more complex than it first seems, so let’s go over that now.
9. Casting Spells and Activating Abilities
All this time, I’ve been talking about casting and activating without really explaining exactly what that means, so now let’s make sure you know what that means. There is a lot of nuance to properly casting a spell, but once you understand it, you can ignore all the decorum in most cases. However, it’s still important to know exactly what happens to prevent common misunderstandings, and because Magic is full of strange cards that love to bend the rules; you will doubtless find fun corner cases.
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The steps to casting a spell and activating an ability are identical except the first, so I will be going over them together, referring to casting a spell.
Declare you are going to be casting the spell by putting it from where it is (generally, your hand) onto the stack. An ability will be put onto the stack as an arbitrary object.
Declare all the additional and alternative costs you wish to pay (for example, Vandalblast’s Overload cost), the mode of the card for split cards (such as Assure // Assemble) and double-faced cards (such as Alrund, who is also a bird on his other side!), and define the value of X (such as for Chalice of the Void), which you can pay for in mana of any color.
Choose the targets of your spell. You must have a legal target for each time the word “target” appears on the card (this is when effects such as “When this becomes the target of a spell” are triggered and go on the stack, to be sorted out and resolved later).
Now determine how much you need to pay. This includes cost reductions and additional costs, such as for Torgaar, as well as taxing effects (i.e., “noncreature spells cost {1} more to cast).
Activate mana abilities, such as those from your lands and mana rocks, and pay all costs as required. This means, for example, that you can tap a creature that produces mana and sacrifice it to pay for Torgaar.
Congratulations! Your spell or ability is now on the stack. Abilities that trigger while you are casting your spell, such as Talrand’s, will be on the stack above it and will thus resolve first. We covered fizzling before, but to clarify, a spell will fizzle only if all its targets are no longer legal, either through dying, or gaining Hexproof, or some other means. This means you get no part of its effects. If it has multiple targets, and only some become illegal, the card resolves as normal.
Like I said, you really don’t need to understand all of this in depth, but it helps clarify the occasional odd rules interaction.
10. Abilities
There are four types of abilities that you might find on cards. The one we’ve just covered extensively was activated abilities, which further come in two forms.
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Draconic Disciple handily features both: a mana ability, and a normal activated ability. Notice that all activated abilities use the syntax “Cost X, Cost Y: Ability.” As we covered last chapter, you need to use mana abilities before paying costs when activating an ability, so you couldn’t tap Draconic Shaman for mana for his own ability as well as tap him to summon the dragon.
The main distinction for mana abilities is that they don’t use the stack, resolve instantly, and can be used while casting spells. An activated ability is considered a mana ability if and only if all it does is create mana. That means that Deathrite Shaman’s first ability is not a mana ability, because it exiles a land in addition to creating a mana.
The three other types of abilities are triggered abilities, passive abilities, and replacement effects.
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Vanquisher’s Banner features a passive ability by giving all your creatures of a certain creature type +1/+1. It’s pretty straightforward: a static ability simply applies as long as the permanent which has it is on the battlefield. There are nuances in “layering”, but this is already far more complex than you’ll need to know for the majority of games. Feel free to read that article, though.
Vanquisher’s Banner’s third ability is a triggered ability - an ability that goes on the stack when something happens. This could be casting a spell, a creature entering the battlefield, or drawing a card - or just about anything. These are generally in the form “When” or “Whenever”, and should not be confused with replacement effects.
Replacement effects, like the one seen on Teferi’s Ageless Insight, come in the form “If... would... instead”. They are similar to triggered abilities in that they occur in response to something happening, but they don’t use the stack. Instead, think of them as modifiers to abilities. For example, if Teferi’s Ageless Insight was formatted like a triggered ability, drawing you a card each time you drew a card, you’d be stuck in an endless loop of drawing. Instead, replacement effects only apply once to each thing they modify.
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There are many ways that abilities might manifest themselves, and they don’t always need to be on the battlefield. Bridge From Below’s wall of text works when it’s in the graveyard. Skyscribing’s ability only works from your hand, and is keyworded by Forecast, which only appeared in the original Ravnica set.
The best way to experience all the different interesting abilities and cards is just by playing and expanding your collection. Enjoy playing around and learning more about the game.
This is just about all you need to know to understand the game itself. However, Magic cards just love bending the rules, so you’ll always be encountering interesting rules interactions that will teach you more about the game as you play.
11. Formats
Here is where the fun really begins. Choosing a format is like choosing a social media platform: it comes with its own drama, flavor, speed, and player personalities. All formats use 60 card decks with 15 card sideboards, and start at 20 life, except Brawl and Commander. Each format has its own banlist, so make sure you check that before building just any deck. However, feel free to totally disregard all formats and just build whatever deck you want to have fun with friends!
Here are the most popular formats:
Standard: Probably the most popular 1v1 format, Standard uses cards from the last few sets, and constantly rotates. Deck prices can range from under 100$ to over 500$ when certain powerful cards are in rotation, but when a card rotates out, it can lose its value if it isn’t played in older formats. It can be competitive, but also lets you play with fun new cards in a weaker environment.
Pioneer: The newest official format, Pioneer uses cards dating back to the set Return to Ravnica. It has the same fresh feel as Standard, but doesn’t rotate and is closer in power level to Modern.
Modern: This format uses cards from the newest set all the way back to Eighth Edition from 2003. Decidedly more powerful than Standard, and expensive as well. Competitive decks can range from 200-1000$, but the vast size of the card pool means you can find budget builds and underdog decks to tinker with.
Legacy: You can use any card in the history of Magic, except those from the Banlist. The power level is incredibly high, yet the stereotype of 2-turn games is not as true as one might think. Because of the original dual lands, decks are often over 1000$, but mono-colored decks such as Burn can be brought down to 200$. Definitely not for the faint of heart.
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Vintage: Like legacy, all cards are at your disposal, and this time, instead of a banlist, you have a restricted list, meaning you are limited to 1 copy of certain cards. A single copy of Black Lotus can be tens of thousands of dollars, and is a staple alongside the rest of the Power Nine. Very few play it because of the price tag, but it lets you tap into the true power of the oldest Magic cards.
Commander (AKA EDH): Play with any card, like Legacy, but with the distinct Commander banlist. The deckbuilding process here is very different: Pick a legendary creature you like, and pick 99 more cards that are of the same color(s) as your commander. This is a singleton format, meaning you can only have one of each card except for basic lands. Commander is also a multiplayer format, played in pods of 3-6; most often 4. Your commander starts in the Command Zone, where you can cast it. Each time it dies, it goes back to the Command Zone, where you can replay it for an additional 2 mana each time. The multiplayer nature, 40 starting life total, and high variance make Commander incredibly casual, much more a social event than a game. Have fun casting huge spells, playing pet cards, and embodying your commander. That being said, there’s a competitive scene in EDH, known as cEDH.
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Brawl: Ah, Brawl. Commander’s younger, forgotten brother. It’s a cross between Commander and Standard, in which you have a commander (in this case, it can also be a planeswalker) and must have singleton copies of cards. Like Standard, you can only use cards from the last few sets, your deck is only 60 cards (no sideboard, though), and games are 1v1. You start with 25 life. Almost nobody plays this in person, but it’s very fun on MTG Arena.
12. Where to Play
Assuming you don’t have a group of friends ready to accept you into their playgroup, finding people to play with can be hard. First, I’d recommend checking Wizards of the Coast’s official Store Locator to find local game stores that might be hosting events and selling cards. If you go to their websites, they’ll often have calendars listing events by date, format, price, and prize. Explore and find one you like. MTG players are generally friendly, and will be willing to accept you into their playgroup, teach you about the game, and maybe even let you borrow a deck!
If you don’t feel like playing in person, there are several online options.
Magic Online (AKA MTGO or MODO) is the primary official way to play. Pay 10$ for an account, and you can buy, sell, and trade cards as if they were real. No really - Magic cards are almost like stocks, and MTGO cards are basically digital versions of Magic cards, so their price will generally mirror their real world counterparts, albeit at a lower price.
Magic Arena (MTGA) is the newest official online game. It only has cards from recent sets, back to Kaladesh, as well as a few odd cards hand-picked for Historic play (a format specific to the game that uses all cards available). Because of the smaller card pool, MTGA is limited to Standard, Brawl, and Historic as the primary game modes. However, it is free to play and your collection can’t be traded, so you collect cards somewhat like Hearthstone.
There are also a few unofficial programs, including Untap.in, XMage, and Cockatrice, which are free and give you access to the full range of cards for testing new decks before you buy them in paper.
Make sure you keep track of MagicFests, official conventions hosted both around the world and online, to meet tons of new people and play in competitive events.
Ultimately, though, many people choose to play at home around the kitchen table with friends and family. Play wherever and however you feel most comfortable; after all, Magic’s best aspect is self-expression.
13. Accessories
Credit: Tolarian Community College
If you’ve visited a local game store by now, you may have noticed that they sell way more than just cards. There are a myriad of accessories you can use to personalize your game and protect your cards.
Dice: from D4′s to D20′s, you can find these in countless colors and styles. Have fun picking your favorite and use them to keep track of life totals, counters, tokens, and more.
Sleeves: These can come in many different colors and designs, but vary wildly in quality. Pick the ones that feel right for you. These will help you shuffle your deck with ease and prevent your cards from getting damaged. Inner and outer sleeves provide additional protection for your most valuable and prized decks.
Deckboxes: Again, tons of variation. The right deckbox for you will depend on how many cards you want to fit in it, if you want space for dice, the design, and much more.
Playmats: These provide a sleek surface for you to easily pick up, tap, and move your cards around. Pick ones with your favorite Magic art, or order one with your own.
Trade Binders: Once you’ve built up a collection, you might have a few valuable cards you want to show off. Put them in a trade binder, and approach people to find other neat cards you might need.
Tolarian Community College on Youtube provides the best reviews of popular accessories, rating and testing them thoroughly. He also dishes out incredible commentary on new sets and the state of the game. Probably the most popular MTG Youtuber out there.
14. Further Resources
You’ve made it this far, but there’s still so much to explore! Here, I’ll be listing plenty of websites that are excellent resources to expand your understanding of the game.
The official rules: Quite dry, but this is where to go if you ever find a confusing interaction.
Tolarian Community College: I just discussed him, but I must reiterate how awesome his channel is.
Scryfall: A powerful search engine for all the Magic cards you might be looking for. What I’ve been using for card images this whole time. WOTC’s official Gatherer pales in comparison.
TCGPlayer: My favorite way to order cards online, but alternatives include Card Kingdom, StarCityGames, and ChannelFireball.
MTGGoldfish: An excellent all-round resource for keeping track of metagames, card prices, and interesting articles and gameplay. You can also use it to find, build, and share decks and see their prices.
EDHREC: This site conglomerates EDH decks from around the internet to give you a condensed list of the best cards by commander. A must-have resource when building new commander decks.
Last but not least, the best way to learn to play Magic is to watch others. I started out by watching gameplay from Grand Prix’s and other competitions on Youtube. Even though I barely knew what the cards were, I quickly picked up the most popular ones, learned common play patterns, and more. You don’t need to be a pro to learn from them.
15. Have Fun!
Yeah, it’s cheesy, but as I’ve reiterated, Magic is a game of self-expression. With thousands of cards to pick from, plenty of formats, styles, and accessories, customize your play experience as much as you want and be comfortable with that. Meet new people, participate in trading, and play in local events. Magic is what you make of it, so make it the best it can be.
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Years of design. Thousands of playtesters. Evocative art. This Compendium brings KibblesTasty's most popular systems together into a single book containing:
Two full classes: the Psion and the Inventor (commonly called "Kibbles' Artificer")
12+ subclasses tying into the themes and mechanics of Psionics and Arcane Technology!
Items, spells, feats, monsters, character building tools for the new classes, and optional world building tools for integrating psionics and fantasy technology to your world!
Kibbles' Crafting System - Blacksmithing, Alchemy, Enchanting (making wondrous items), and much more (everything from Cooking to Wand Whittling and Scroll Scribing!) - all artisan tools have a use here!
...all clocking in at 230+ pages of content all designed and extensively playtested for 5e D&D.
Loaded with original art to give life to its content, I want this book to be an exciting thing to flip through; a true compendium of ideas.
In addition to the Hardcover Compendium, there are a few ways to experience the content:
The PDF will feature everything the hardcover does, in a digital format.
The Class Handbooks are standalone soft covers that contain everything needed to play that class (Psion or Inventor). Great for people that only want that or to get in addition to the compendium to hand out to players.
The Crafting Reference Guide is the whole crafting system as a standalone thing in a softcover booklet.
The most popular homebrew Psionic system for 5e and its eponymous Psion! Bring the most popular missing playstyle of 5e to your group! A flexible class with a lot of opportunities to specialize in what sort of mind (or reality!) bending hero they want to be! Along with the Psion comes a selection of psionic subclasses that tie into its features and bring Psionic crunch and flavor to other classes.
The Psion can be fully previewed online. The version that will appear in the book will be an updated version combining more playtesting feedback and professional editing into making a definitive edition to the beloved class.
Contains the subclasses Awakened Mind, Unleashed Mind, Transcended Mind, Wandering Mind (the Nomad!), and of course the astral construct creating Shaper, each of whom wield a Discipline from Telepathy, Telekinesis, Transposition (manipulate space and dimensions), Psychokinetics (manipulate energy), Enhancement (enhance material forms), or Projection (project the contents of your mind into the world!), the unique model of the Psion allows each subclass to have one core Discipline from their subclass and another of their choice, allowing extensive flexibility and combinations, without ever getting to mystical levels of complexity or compounded effects.
What will be new? Item support! Feat support! Extended tools for backgrounds and character building! Optional tables for character details, backstory details, and more, as well as a suite of things that makes Psionics a better and more seamless fit for your world, and, of course, an update to be fully OGL. Plus it'll get even more new art to have fully original art. Professional editing and proofreading!
The original Kibbles' class that started it all, now dubbed the Inventor! Forge what sort of hero you are yourself - choose from a wide array of subclasses and master gadgets, magical infusions, magnificent warplate, or turn more... experimental. Widely known as "Kibbles' Artificer" or "Alternate Artificer" this class served as the original 5e Artificer for many, and is still one of the most widely played homebrew classes - now updated to live alongside default classes and updated to its best form yet.
At the nexus of magic, technology, and creativity, it is a beloved class that has had tens of thousands of players try it out over the years.
You can explore the class for yourself, as it's freely available online. The version presented here will be a comprehensive overhaul that focuses on editing and clarity to bring about a definitive 3.0 version with all the features people love.
What will be new? This will convert it to the OGL system, bringing with it a double handful of new spells, a lot of new items, more new art to have completely original art, and a massive editing pass by professional and talented editors (not me!)
A comprehensive crafting system for 5th edition. You can forge a longsword with Blacksmithing and enchant it to +1 with Enchanting; you can use alchemy to brew a potion or concoct an explosive. This is a system that had a few core goals:
Let you make anything that exists in the game (as much as possible) and give concrete and extensible rules for everything else that could exist in your game.
Open the door to new kinds of loot. Allow a player to be excited by something they cannot even use because of the possibilities of what they can make it into. This opens the door to loot and rewards that make sense in a world and give the players incremental but satisfying rewards that build toward something they want.
Make it a player driven system. An aspirational system you can put in front of the players and let them drive toward their goals.
A system that is easy to use for the GM and players alike, but offers a satisfying depth.
The whole system is available on my patreon, but early versions of Blacksmithing, Alchemy, and Enchanting can be previewed to give you an idea of what this system will look like, as well as inside look into how it'll work. The beta system of Crafting will be made available to all backers of the Compendium (including PDF) or Crafting Reference Guide tiers. The completion and fine tuning of this system is one of the major pieces of crunch remaining to flesh out this book.
Beyond the large tentpoles of the design, there's a lot more: items (both mundane and magical!), spells (40+), feats, variant features, and more. This book comes packed with all the tools a player could want to play the options it presents as well as helpful tools for the GM to run these systems (as a GM twice a week myself, I keep your time in mind when designing any system!)
And in additional to all the crunch, this compendium will come with large sections about integrating Psionics and Inventors (and the style of magic-technology they can bring) into your world - they are entirely optional, but one of the most common things I hear from GMs and players is that they love the ideas, but aren't sure how they fit or what impact they'll have on world building - in this book will be a suite of tools and ideas for how they might be present, and what sort of things they add.
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kickstarter campaign ends: Thu, February 4 2021 5:00 PM UTC +00:00
Website: [KibblesTasty Homebrew] [facebook] [twitter] [instagram] [patreon]
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Final Fantasy VII: Remake is both a blessing and a curse, to newcomers and series veterans alike - a (kinda) in-depth review of Final Fantasy VII: Remake.
Final Fantasy VII: Remake is both a blessing and a curse, to newcomers and series veterans alike.
As the latter, and someone who has played and enjoyed (and watched, in the case of Final Fantasy VII: Advent Children), most of the compilation that followed the original, I feel confident in saying this game is a worthy remake of the standout hit that put Final Fantasy on the radar of the Western audience. The blessing is an imaginative and fleshed out retelling of a fraction of an original thirty-hour story – stretching it out and giving backstory to returning characters, while introducing some fresh (and welcome) faces along the way. The Midgar section in the beginning of the original Final Fantasy VII clocks in at around 3-4 hours of a player’s overall journey.
Not this time.
But is that also the aforementioned curse of this game? That those players who have enjoyed the original many, many times know of what it still to come? Throughout my play through of the game this felt like it was going to be its main detractor, when actually the ending completely throws this into the air.
Only time will tell if this is a good decision that will pay off, or if it will backfire. Nevetheless, I’m optimistic that the best is yet to come.
How long will we have to wait for more? That’s anyone’s guess at this point, especially with the Coronavirus situation. Safety comes first, and any delays to the second and third parts of this episodic epic (and I hope it continues to be epic) will be understandable – and hopefully, much like this first part, well worth the wait.
GAMEPLAY (COMBAT, MATERIA, WEAPONS)
Much furore has been made about the series ditching a turn-based system – one still employed by Dragon Quest (another Square-Enix property, and the most recent instalment, Dragon Quest XI: Echoes of an Elusive Age, one of, if not my favourite, recent JRPGs).
Final Fantasy now employs an action-based model, more akin to another property, Kingdom Hearts.
Sometimes erratic and frenzied in 2016’s Final Fantasy XV, I’m happy to say that Square-Enix appeared to fine tune most of the aspects I disliked about that game’s playstyle and the result is Final Fantasy VII: Remake’s fun gameplay.
Keeping the ATB gauge involved was a good move, and gave the game a familiarity. The oscillating difficulties mean that there is a playstyle for everyone to find. I managed the entire game on normal mode (even my first time fighting the Whispers), until the Sephiroth boss battle. I have my own narrative issues with us fighting Sephiroth in the first part of this game anyway, but the difficulty spike in this battle on Normal mode felt unreal. I’d managed the slog that was the Hell House boss battle, and the annoyance of the escape from Shinra section, including that boss battle, but this was another level, and the only boss I had to change to easy mode for (which meant redoing the Whispers fight on that mode too).
On the other hand, there were bosses where, understanding their attack patterns and developing a strategy meant that winning the fight felt genuinely rewarding, as opposed to just time and energy-draining. An example of this was the Ghoul fought in the Train Graveyard – a new inclusion, and a whole strand of story that I enjoyed immensely. That battle really made use of switching between party members – Cloud and Tifa taking the lead in physical attacks and Aerith using her magic whenever necessary.
Materia has been updated, but not massively. Rather than a huge overhaul of the system, it still works largely how it did before. It’s been adapted for an action-JRPG but still comes down to strategy. However, an option to change materia mid-fight might have been prudent, considering the variety of enemy weaknesses. I found myself having to restart more than one fight because a batch of enemy scrolled through at least three different weaknesses and I was never adequately prepared for them at first. But at least restarting these fights was easy and hassle-free.
I liked the additions of new materia; such as Synergy which is another way to control what your other party members do in a fight, and the Magnify materia which works like the All materia of the original game. It made finding new materia fun and fresh, and meant I was constantly changing up my strategies to see what worked best.
The weapons system has been changed significantly, however. The upgrade screen looks stylistically like the crystarium from Final Fantasy XIII and the Historia Crux from Final Fantasy XIII-2. Therefore, it looks interesting, but is actually kind of boring when it comes to upgrading weapons. I ended up letting the computer upgrade my weapons with the balanced option, and this was a cool feature for people like me who found the task of upgrading tedious; especially when having to click out of each character’s weapons to only click into another one.
But the abilities that came with the weapons and having to develop a proficiency for these abilities was a nice addition. The only time I felt hindered by this was when Barret had to learn an ability on a close combat weapon. I like the fidelity to the original, but at the same time it was a handicap. Of course this is probably my own problem as I could have chosen not to use those weapons, something I may not do in a second playthrough.
Nonetheless, I felt like it encouraged me to play as every party member, and some were just downright cool. Special mention has to go out to Aerith’s Ray of Judgement, and Barret’s Maximum Fury which are so OP it isn’t even funny.
STORY (CHARACTERS, PLOT, ADDITIONS)
The original Final Fantasy VII is well known for the infamous ship wars. Clerith vs Cloti has been the ongoing debate for the past twenty years, and I don’t think this game is going to convince anyone that their side is right or wrong. It’s still left open to interpretation, at least in my opinion, and perhaps this was the best way to keep everyone satisfied. However, the game adds the additional element of having Aerith confirm that she did indeed love Zack Fair, the main protagonist and her love interest in Final Fantasy VII: Crisis Core. As a ‘Zerith’ and ‘Cloti’ shipper myself, this game gave me plenty of moments to love for both couples. As someone who does have a liking for Clerith and Aerti, it kept me more than fed.
I have to give kudos to those involved with the game that they stayed true to the very canon interpretation that Aerith and Tifa are friends, and always were. True, they both expressed some small mote of jealously in the original game (and, at times, in this one too), but it quickly becomes obvious that they are both strong-willed young women who admire each other greatly. There are great examples of their burgeoning friendship but my favourites have to be kicking the lecherous asses of Don Corneo’s lackeys, and discussing a shopping trip for stuff for the bar.
All in all, the characters are kept true to their original incarnations. If anything, they – as with everything else in this game – are given to breath and work through things organically. They are fleshed out, and given further backstories, motivations and plot. I think this was best done with the doomed member of AVALANCHE, Jessie. She’s given a last name which, to begin with, makes her feel less like an ancillary plot device and more a character in her own right. To add to this, we meet her mother and father; which absolutely tugged at my heartstrings, what with her father’s tragic accident leaving him in a comatose state. We find out Jessie wanted to be an actress and was working at the Gold Saucer (this also works as a nice nod to places we know exist in-universe but will not visit until a later instalment).
Marle, Leslie, Madam M, Andrea Rhodes – every Chocobo Sam – are all fantastic additions, and I hope we see them again. In particular I would love to see Leslie reunited with his lost love in a future game.
Now, in terms of the story, I have played the original inside and out for many years, and always thought I would be against changes made to the story. Throughout most of the game most of these additions are simply changes that just make things more interesting for someone like me who’s played the original before. Towards the end, however, things take a drastic turn, and turn everything we’ve known on its head. As I said before, I have no idea where this is going to go in the next part, and there were some aspects that left me scratching my head.
The main of these being Zack. As far as anyone who has played the original or Crisis Core will know, Zack died in a last stand against the Shinra corps sent after him and Cloud after their break out from Nibelheim. However, the ending raises some interesting questions. At first I thought us defeating the Whispers had rewritten Zack’s fate, but maybe that’s not the case. Nevertheless, it will be interesting to see where they take it (one change I did not like was Zack’s voice actor. I know all the English VAs were changed – which I wasn’t a big fan of in the first place – but the new voice actor does not sound good compared to Rick Gomez).
Overall, our characters end the game in more or less the same position as the end of the Midgar section of the original, but after the events of the battles with the Whispers it appears that certain events that would have been due to happen (the original ending with Red XIII, Aerith’s death, etc) may not happen at all – or at least, not in the way we think.
#GUESS WHO FINISHED THE GAME THIS MORNING SUCKAS#this girl#this post contains spoilers so do not go any further if you haven't finished the game#it's not really that in-depth but i was trying something new#it got kinda long tho#and a lot of this was written before i finished the game#if you guys want to know my opinion on anything i've missed out just send me a message#and yes this means the hiatus is OVER#gifs are incoming#everything will be tagged#ffviir spoilers#for at least the next few months#text post
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Some thoughts of Heart of Deimos.
I made a reddit post but I thought I might repost it here and see if the response is any different. Mild spoilers for Heart of Deimos, the most recent Warframe update, under the cut.
First off, this is a bit of an effortpost, and it will be quite meandering and confused, sorry about that. We are now two days into Heart of Deimos and I had some thoughts I wanted to put on paper as it were. There's a TL;DR at the bottom.
The Bad:
In all honesty, taking into account the usual DE release-then-fix cycle and the quick patching they've already done to things like the Son token costs, there's very little about this update that I think is objectively bad. Deimos might be the single best open world release of the set, lack of a catchy musical number aside. It's not any buggier than any other release, which may say more about DE's QA than anything, but I have fallen through the map a few times, and host migrations have broken multiple vault runs.
The combined token system is a pretty big departure from the other open worlds, and I found it very confusing initially. Without the prior context of using Ticker for bonds in Fortuna, I think it would be really opaque, particularly for new players who aren't already up to speed on how the open world resource loops are expected to work. Alongside the complex token system, it's also understandable that people are frustrated with the expectation that they -must- participate in mining, fishing and conservation to get the tokens, since these don't really leverage the well developed aspects of gameplay.
The initial quest was lackluster from a storytelling perspective, with some really nonsensical events, a lack of development for each individual beat, and a frustrating lack of building on the already existing lore in favour of introducing new lore. It was pretty blatantly a tour of the zone mechanics, though maybe we'll see a more engaging plot when the equivalent of the Profit Taker and Exploiter bounties are introduced over the next year. The new warframe being dropped in by Mother as an afterthought, without a scrap of context, almost felt worse than the way previous quests have just given us the blueprint with no explanation at all. Protea's quest felt a lot clearer so it's disheartening to see them taking a step back there.
Finally, prior to finding the Albrecht lore I thought the playable content of the update was quite short and uninteresting.
The Good:
The Family voice acting is really, really good. Some of the writing is a bit iffy in the classic overwrought DE sense (which IMO is charmingly earnest anyway) but the delivery is fantastic, and while initially I was put off by the characters being shallow, I came around on it - I will go into more detail under 'The Ugly'.
With regards to the grind: even though the resources from the open world minigames are mandatory, participation isn't - so far I've run conservation exactly once, for about an hour, and I am clear for the third rank up with the Entrati. The world drops and bounty loot are more than enough to cover the vast majority of other costs, which is honestly fantastic. For all the complaining, DE has definitely learned from PoE and Fortuna with regards to letting people dictate their own playstyle without handicapping their progress. You can focus down specific requirements with specific minigames, no trouble, or you can just play bounties and run and gun your way to incidental loot. The combined token system was really confusing initially but combined with the incidental drops it makes progression quite organic without forcing you to spend your time on any particular task (looking at you, pre-Thumper PoE). There also seems to be a pretty solid spawn chance for tokens in the caves of the open world, and since the rank ups are now 1 of each kind of token instead of 10, this is possibly now a feasible way to skip the conservation grind entirely.
With regards to the lore: despite my earlier complaint about narrative quality and disconnection, DE does seem to be tying Parvos, the Entrati and the Glassmaker together, which is interesting. Prior to finding the Necraloid area and hearing the excellent Albrecht Vitruvian lore (seriously, mad props to the writers and the VA, the fourth log gives me powerful Darkest Dungeon narration vibes) I was ready to drop the game until a few patches and more content was added, but now I'm fully willing to grind for a couple weeks to hear the rest. I'm curious to see where they will go with the Heart and the Man in the Wall, particularly in regards to stuff like the reliquary drive and how it relates to the Necraloids and pre-warframe Orokin technology in general.
The Ugly:
The Family are the ugly, get it? This bit is mostly just because I want to talk about the new characters and the themes of Warframe as a narrative.
There's a kind of tension around the family that I initially found offputting - here we have a family of immortal alien gods who made their name ripping secrets from the flesh of reality, literally sprouting from the meat flowers of an infested moon... and they act like the cast of Arrested Development, switching between lofty poetic proclamations and petty squabbling that wouldn't be out of place on a sitcom. At first it seemed like it was just bad writing. Over time though, with exposure to the wider plot and the various deeper interactions, I started to warm to it. It's really interesting how DE has juxtaposed the deformed appearance of the Entrati, their perfect-marble-statue-like Orokin aesthetic, the pulsating infestation, and this very human, very relatable behavior. It really pulls back the skin on the Orokin as a people and uses a bit of clever metanarrative to show us that even the Tenno remember the Orokin as being more than human, when they were just as flawed as anyone else.
The individual characters felt very shallow at first, like cardboard cutouts of the typical family transplanted into a blob of writhing meat, but the pleasant surprise of the relationships mending between Entrati rank-ups and the subtle undercurrents you start to notice when interacting with them over a longer timeline really turned that on its head. There's some really excellent combinations of writing and delivery that add subtleties to each character, like the Daughter's undercurrent of thirst for either the Tenno or for butchering mutant fish, or the animalistic yearning of the Son and his bleeding heart hidden under the callous and cruel facade.
Family, parenthood and belonging are arguably the core themes of Warframe's narrative - the Tenno are orphan children clinging to a single parental figure who herself is a stolen child, while their allies like the Ostrons and the Solaris are people who cling to their human connections and their shared culture despite outside forces, and draw their strength from each other. The grand enemies of the setting are collectivist empires who have shredded their humanity in pursuit of strength and profit respectively. Then you have the Orokin, whose grand flaw is hubris in isolation, and a deliberate abandonment of shared humanity in pursuit of impossible perfection. The entire Parvos questline related to blood, with Nef wanting to abuse it for gain and Parvos denouncing him. Even the Sentients, arguably the only alien culture in the setting, love their families and oppose the Orokin and by extension the Tenno largely in defense of their people.
DE has leaned hard on quite creepy, quite -relatable- strangeness to give the Family depth, which helps reinforce that they're demigods of a dead empire, even if they are also quite friendly and personable. It lends some real weight to the way the Orokin have been depicted as cruel, hollow people, since we now have direct evidence of how their culture and the expectations of their various roles tear at those interpersonal connections. There's a lot of heart and clear work put into developing these themes, and I think that it's a bit sad that the quality of the writing is frequently overlooked in the broader Warframe community in favour of focusing on the flashy mechanics and cool new novel features. DE's writers are some of the best in mainstream video gaming currently, and even with my complaints about the main quest earlier, this consistent ongoing thematic cohesion and the variety of individually good beats more than make up for incoherent feature-driven storytelling.
TL;DR:
Despite some teething issues and bugs Heart of Deimos might be the best open world update so far, the way DE presents the Family and develops on the overarching themes of the story are pretty excellent, and I am excited to see where they go with it. Thanks for reading my incoherent and largely irrelevant thought-spew. Have a good one.
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What are your thoughts on Super Paper Mario what did you like most and dislike most.
Hmm...my opinions are typical crap for this, but let’s try.
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Likes:
Story Quality/Effort: I did enjoy the work they put into SPM’s story overall, as they really gave it a good shot for telling a new adventure in the Paper Mario series. Lots of lore, all to go only for one game, but nicely crafted. Emotions ranged from comedic hilarity to somber awe, and it was cool to experience it.
Departure: Unique world, new rules, and generally interesting. If this had been in the minority of the series departure from the norm, then I’d have been more into it in the long run.
Four Playable Leads: Mario’s joined by Peach, Bowser, and Luigi for his adventure, and each brings a different playstyle. It’s fun, and I typically enjoy choosing between characters to solve puzzles and play the game, so, yes.
Mr. L: Wasn’t looking to spoil a lot, not that people should be surprised from a decade plus old game, but brainwashed Luigi was a fun surprise for a villain. He’s tragic in theory, but entertaining in practice, so that was a good one.
Quirky Villain Squad: The main villain was ok, I guess, but I think the real joy from encountering your enemies was from the buddies that Bleck gathered. The trio that battled you, plus Nastasia, brought the typical comedy from the villains that Paper Mario typically delivers.
Comedy: It’s a staple for Paper Mario, but the humor in this game should get a mention too.
Merlon’s Upgrade: Pretty much a character that nobody really cares about ever, but I was really happy to see Merlon in a more plot-prominent role. His design here was awful compared to his simple style of the prior games, but he was great otherwise, so it works.
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Dislikes:
Romances: The game opens with Peach being forced to marry Bowser, and the ultimate love affair between two other characters, didn’t exactly thrill me.
Dull 3-D Mechanic: Mario’s special power is to flip dimensions, because it’s zany fun! ...Except it’s actually more annoying to have to remember it, and doesn’t really enhance the game overall. And it was a highly billed mechanic, so, that gets a disappointment mention.
Beginning of Departures: Starting here, Paper Mario became more about trying wacky and silly new mechanics, and less about, well, the standard RPG fluff. Some love getting away from that, but I really loved it for the Mario series. Yeah, I know that the other two are basically still RPGs, but to me, they feel soulless comparatively.
Downgraded Partners: Coupled with the above, partners from the previous entries were more or less the heart and soul of the Paper Mario games, imo. Yeah, we got a team to swap Mario around, but at the cost of, oh, I don’t know, unique characters that fleshed out the franchise’s otherwise background or enemy races, thus giving more depth here than the main series can possibly offer. Some of the coolest ideas emerged from the Paper Mario partners giving new perspectives to look into the typical faces of the Mushroom Kingdom, and losing that was really, really heartbreaking for me.
Pixels: I don’t know if these were meant to replace the Partners or just included as weird tools to use, but...they failed to do either well, didn’t stand out, and overall just didn’t seem worth the effort. They could’ve split power upgrades between each of the playable characters, and that would work just as well.
Mr. L’s Fandom Endurance: He was a fun one-off concept, but people go running to this whenever they want an alternate costume for Luigi in any game. It’s kind of exhausting to see over and over again.
SPM’s Fandom Endurance: I can’t tell you how tired I get when I see any kind of new content on fanfic archives, and it’s related to this. Brand new stories, stuff published this year, all tied to this game. It’s...boring.
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I could probably go on, but those are the major points for me.
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Atelier Lulua Opinions
This feels a little early, since I haven’t really done the Machina Domain DLC, and that might change some stuff, but I’ve read a bit and it’s just a handful of lore tidbits about Mana and Ficus, so I’m calling it good. Overall it’s pretty fun! It’s nice to return to the Arland games after a while, and Lulua definitely delivers on both the nostalgia factor, and having some pretty unique stuff going on all its own.
CHARACTERS The cast wound up being surprisingly strong, all things considered. Lulua herself is a fun protagonist, being, perhaps expectedly, quite a goober but trying her best. Her best friend, Eva, is also hilarious at most points in the game, and actually has some incredible moments regarding her birth parents and her response to them reaching out after years of leaving her with an orphanage. Aurel is...okay, one of the weaker characters. He’s very serious warrior man, which is odd considering he’s related to Gio. You’d expect a bit more aloofness to have rubbed off, but no, he takes his role seriously. There’s Niko, who’s a doofus who’s a pirate but the nice kind because of course you are.
Then there’s Ficus. I expected to hate Ficus, and initially, very much did. But wow, what a turnaround. It took a bit for me to figure out what was going on with him, but you’ve actually met him before. You wouldn’t know it immediately, but...damn. Damn what a tie-in that didn’t need tying in, but sure as hell got wrapped up anyway. Seriously, it takes the story from the ending of Totori and completely turns it on its head. There are a lot of questions I have about the whole situation, but overall he’s got a strong history.
Then there’s the returning cast. Rorona and Sterk are as great as ever. Sterk is having another, different midlife crisis this time, because this poor man has had one every game he’s been in. Just let the man rest. There’s Totori and Meruru, who are both wonderful. Totori honestly feels a lot more sassy this game, and I absolutely love it. Meruru is just as boisterous as always, and has even taken over learning the sword, and taking the mask, from Gio. She’s Masked M. It’s exactly as great as it sounds. And your final recruitable member...is Piana. Yeah, I love this recent trend with Atelier games, where the alchemy teacher is not the protagonist from the last game in line. I expected Meruru to be the teacher, in that same successionary line, but instead it’s Piana, the girl Totori rescued from the Eastern Continent. Piana’s fun. She adopted a lot of teaching style from Totori, and is a bit of a mess as a person, but really talented with alchemy.
There are, of course, a ton of returning characters that are not playable as well. Mimi and Keina are the big ones, and...god I love both of them. Mimi’s just the right of “developing to be open with her feelings while still not being proficient with them” to make a wonderful character. Keina has apparently taken over a lot of governance from Rufus, and is just really well liked. Oh, and Cole’s here, grown up now, and the apprentice of Hagel. While I’m all for Hagel getting an apprentice, his absence in this game is felt tremendously. We also have some returning faces, in the form of Wild, Iksel’s protege.
Basically, it’s a solid cast, that...unfortunately misses a few marks for me. Largely because of who isn’t here. I get it, we can’t have every single character from all three Arland games show up. That’d be too much. But Mimi not being playable is ridiculous, and the fact that Cordelia of all people never shows up is just infuriating. Why can’t Lulua see her other mom? Work? Cordelia’s always been busy with work, but has always made time for her friends. Don’t give me that shit.
STORY Lulua’s probably the first real story we’ve gotten in the Arland games. Rorona was just saving her Atelier, Totori was just looking for her mom and tripped into the plot, Meruru was just developing her kingdom. Lulua actually hints at a lot, and develops things pretty substantially. At its core, Lulua retains the simplicity of the other Arland games, being primarily about Lulua’s journey to become a great alchemist like her mother. Beneath the surface, however, we have the mystery of Fellsgalaxen, and how it ties in with the other area we know of: Orthogalaxen. Turns out, both are related, and there was even a third that fell into disrepair and became the Modis Ruins. The galaxen arks were basically command centers, where ancient civilizations overlooked machinery they built in order to control the world around them. For instance, Night’s Domain? It was apparently an area where a machine was built to control night and day. When the command center broke down, the machine lost control, and now just perpetually converts the surrounding area to a deeper and deeper night. There’s also the Fire Domain, which control weather, but went haywire and now just spews fire. Rule of threes, there’s one more Domain area we actually know of. Machina Domain. Now, I didn’t get the DLC for it yet, I’m sure there will be more to talk about from it, but presumably that was something to allow for passage through space, given it’s constantly referred to as a “distortion in space.”
The story develops into Lulua meeting the operator of Fellsgalaxen, a girl named Stia, who is desperately trying to get to the core and fix the problems at hand. It’s not working, and you need to help her get there before Fellsgalaxen is destroyed, and takes your hometown out with it.
Despite how solid the story is, I feel like there are too many gaps. We don’t know a ton about the galaxen arks or the different domains or their purposes. We don’t know...well, much of anything. Maybe a lot of that is left to the DLC, but even if it is, I do take some issue with needing an additional purchase to make sense of some of your lore. Still, I absolutely love this, for possibly stupid reasons. Those reasons largely being around enjoying stories of man vs. nature where man lost, and the new trial being current man vs. past man’s mistakes echoing through eternity.
SETTING Okay, yes, I love the establishment of what the domains and the galaxens are. I love the added depth they gave to certain areas or bosses, to a degree it almost feels like this game was planned since Rorona (though I’m sure it wasn’t). It just feels like such a good development of the setting we’ve known and loved all these years.
I will say that I wish Lulua had more unique areas to work with, instead of being just a highlight reel of areas from previous games. The general scale also looks weird, and kinda packed together compared to previous games, but it doesn’t really detract from anything.
ALCHEMY SYSTEM Not gonna lie, the alchemy system is kind of over-complicated this time around. There’s 999 quality, again, as well as elemental values for each items. Different ingredients give different values, leading to different potential effects on the new items. But wait! Now there’s also Awakening effects! Depending on the item used, in certain slots, you can get additional effects! Sometimes they’re good, sometimes they suck.
The problem is, you’re trying to balance all of these things at once. the most quality you get out of gathered items is like 230, so 999 quality on items is one hell of a leap. You basically have to rely on synthesized items, but the items natural to a category don’t always work for the effects you’re after. So you have to Awaken other items to be part of that category, so you can have better effects, all while monitoring the absurd quality level and traits you’re passing on. Oh, and speaking of traits? All the best ones are locked behind specific traits being combined, and not in the way you think. See, to get the maximum of, say, Stat boosting traits, you don’t just mix together two of the low level ones, like Stat Boost and Stats Mega Charge. No, you have to combine Stats Mega Charge with a rare trait you only get from bosses or rewards from S-rank battle quests, like Awakening Agent, Deadly Art, or Resonant Agent, to combine with the highest tier you can make naturally, and upgrade into the next form. It can be a little bit frustrating, and frankly? I had to shift difficulty down to Easy just to get started. Without having a good spread, you can’t take the S-rank bosses easily, and then you can’t really get the effects. And you do need the effects. The final bosses are pretty tough without them.
TP (formerly Cost) for an item isn’t great. It caps naturally at 60, increasing by 5 for each 5 levels you grow in alchemy, but the TP increasing skills actually stack this time, so it’s not too hard to get what you need, as long as you’re passing the highest tier of this skill on to everything you make.
BATTLE SYSTEM Battle system can also be frustrating. Basically, there are two issues I take with this game: Stun, and Support Attacks.
Stun is obvious. Pretty sure I’ve complained of it before, and will do so until the end of time. Stun sucks. It’s either a problem where you’re getting stunned every two hits, or you’ve managed to perfectly stunlock an enemy who is no longer allowed to move. It takes twice as many hits to Stun an enemy once they recover, but you only really need it to land once. Stun is only gained from skill attacks, which means it’s really easy for the enemy to just spam those and stun you. God forbid they have something that both has high stun value and knockback. You may as well turn the game off if the enemy gets to act at all.
And that’s where Support Attacks are annoying. You can control them, but only in the sense that you can determine who to put on the back line to allow the follow-up. Not all follow-up attacks activate off of the same frontline skills, so it’s more about matching to your specific playstyle than anything. The problem is, you have no control over when they go off, or if they go off. They’re not all guaranteed. So, let’s say an enemy isn’t stunned, but needs two hits to be stunned, after your skill was used. Piana may follow up with her two support attacks. May. If she hits with one, the enemy gets their turn, and you might be fucked. If she gets both, great! But this also works in reverse. Let’s say you know full well that an enemy needs only one hit to be stunned. Tough shit, Piana is guaranteed to follow up with one of her skills, and that’s going to remove stun so the enemy gets to act anyway. Stun is just annoying. It’s hard to control for, and you don’t really get a chance to act on it most of the time. Without these two parts, I think the game could be fine with a bit of rebalancing. As it stands, bosses all felt either way overpowered because taking a hit meant being stun locked forever, or were a cakewalk because equipment was all at its optimal and nothing could stand against you. You could argue that’s just the Atelier Experience, but I have a hard time saying that this was all that much fun, considering I never once touched my items. I got through everything on stats alone, and that...doesn’t feel like the best thing.
OTHER MECHANICS Exploration items exist in this game, and it’s...kinda weird? You need specific bombs for mining now, and they come at different destruction levels, such that some bombs won’t even dent certain rocks, and it’s not clear which are which. Pickaxe has the same issue, mostly being unable to break things without its max destruction value, which is pretty low. A lot of exploration items feel redundant or kinda useless, like the Wind God’s Bag or Traveling Shoes (there’s no time limit, why do I need these?), but some are hyper-vital, like the key. It’s really just about picking the best options for you. So in my case, it was mostly mining bombs.
ADDITIONAL COMMENTS I’m gonna echo what I said about Lydie and Suelle: one of the things I never took into account before was graphics. I think people who bitch about graphics needing to be top-tier are ridiculous. This game has all sorts of visual issues, but it does nothing to detract from the charm of the game. Rather, what they choose to use graphics for has a lot of impact. Instead of the relatively flat affect of some previous games, characters have gotten really dynamic in their expressions, poses, and general actions, and it’s frankly fantastic. It adds a layer of comedy to the games that really complements the series’ general tone.
Also, please, please watch the Lulua and Sterk armwrestling bit. I promise it will be the best thing you’ve watched all day.
FINAL THOUGHTS Atelier Lulua is a fantastic game that, I think, really succeeds at what it attempts to do. It’s a fun nostalgia trip through Arland, with a lot of great returning cast members, and new developments for characters and setting that are really fun to experience. If you’ve played the Arland games and are a fan, absolutely check Lulua out. If you haven’t...consider trying out Rorona. You really do need to have background knowledge of the Arland games to appreciate Lulua to the fullest. But once you have that knowledge, it’s definitely worth playing.
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If you enjoyed this (for some reason), consider checking out the write-ups for the other games in the series as well!
Atelier Rorona Plus Atelier Totori Plus Atelier Meruru Plus Atelier Ayesha Plus Atelier Escha and Logy Plus Atelier Shallie Plus Atelier Sophie Atelier Firis Atelier Lydie and Suelle
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Square Enix has released a new game overview trailer for Marvel’s Avengers, and the latest information about the game has been published on the PlayStation Blog.
Get the details below.
Asymmetrical co-op is a big focus
“We know everyone is wondering how co-op works, and we’re excited to go into more detail in early 2020,” said Crystal Dynamics director Noah Hughes. “However, we can give a quick overview in the meantime! As you see in the video, there are two different types of missions: Hero Missions and Warzone Missions. Hero Missions are single-player only and are part of the overall Campaign. These Hero Missions are specific canvases to showcase each hero as you reassemble them to your growing roster. Warzone Missions can be played solo or with a group of up to four players as any Hero in your roster, allowing you to embody an Avenger within a team of Avengers! Each mission scales based on the team size and makeup.”
“While you’ll be taking control of iconic characters, player choice is important to our experience. Players can customize each of their Hero’s Gear, Skills, and choose from a diverse array of Outfits, all of which creates a personal experience. For instance, one player might play Thor as an AOE damage dealer controlling the crowd, but an ally could build him up primarily focused on melee tactics. It is critical that we deliver the true feeling of being each unique Super Hero—it’s the Avengers after all!”
You can fast-track straight to multiplayer if you want
You can head right into the co-op missions that exist outside of the campaign if you prefer, after completing the introductory “A-Day” battle. “The caveat there is that you’ll be exposed to spoilers” from the campaign, Hughes cautioned.
Your character progress will be persistent between modes
Your character’s progress will persist across different play modes, so you can jump between the campaign and co-op missions whenever you want without missing a beat. You and a friend can also team up online, and the game will scale the difficulty to accommodate.
There are many ways to customize your Super Hero abilities
As you gain levels, you’ll be able to purchase new abilities via skill trees. Though many of these skills will upgrade your attack power, you’ll also be making choices between different build types.
“We have a vast amount of Gear unique to each Super Hero in Marvel’s Avengers, each with its own rarity, stats, and Perks to unlock,” Hughes says. “When we say ‘play your way,’ we mean it. Players can dive deep into min-maxing their hero build through Skills and Gear. Players can switch out Gear and choose which pieces suit individual playstyles as new, better Gear is discovered or earned, allowing them to further tune their playstyle.”
“For Gear—the real powers are found by unlocking their innate Perks. Perks are unique modifiers tied to Gear that augment or enhance how each Super Hero plays—examples of Perks are the ability to unleash an AOE Burst upon taking damage or faster recharging Heroics. In addition, Branded Gear Sets, which enable more custom builds with stat bonuses are present in the game. Gear—and Skills—are a foundational part of our progression system and allow players to really flex their creativity. This, combined with the crazy number of purely cosmetic Outfits available for each Super Hero, will make everyone feel unique. What you’re seeing in the Game Overview video is pre-Alpha so it’s subject to change and evolve as we develop the game.”
New suits will be cosmetic only
The game’s detailed visual customization will allow you to unlock (or purchase) new suits and outfits as you play, but the fashion upgrades won’t affect gameplay. There will be “…no loot boxes, no pay-to-win, you’re not going to be paying money to beat the game or be better at the game,” Hughes clarified.
Outfits will be a combination of fan favorites from comics, the colorful and rich designs present in eighty-plus years of Marvel history and new designs that are completely original to the game.
The growing influence of AIM…
“AIM, or Advanced Idea Mechanics, rises from the ashes of ‘A-Day,’ when many people were affected by the Terrigen mist from the reactor explosion. AIM feels that those affected must be cured,” Hughes says. “A growing public sentiment is shaped that Super Heroes are dangerous and if left unchecked, they could wreak more havoc than good. AIM wants to define mankind’s future with reason, with logic. They believe in science, not Super Heroes, and that this devout purity to science will make the world a safer, stronger place; which also means Super Heroes can’t be left to roam freely.
“Due to this doctrine of science, AIM has mobilized an AI force to protect the rest of us against super powered individuals while claiming to research a cure for those affected by A-Day.”
“Having 80 years of history to draw from, we’ve recreated classic AIM characters from the comic books through the Crystal Dynamics lens, such as the Keeper (our version of the iconic AIM Beekeeper), our version of the Synthoid, or the all new Monotronic Exo; this is how AIM stands toe-to-toe as humans versus Super Heroes. And this is just the start. However… AIM’s pursuit of a technocratic utopia, if left unchecked, could unleash an even greater threat to the world that only the Avengers could stop. It’s up to players to unravel the AIM conspiracy, reassemble the Avengers, and save the Earth.”
The characters are really in-depth
“I am very much enjoying Black Widow the most right now,” says Hughes, “I love her agility and combos. Black Widow’s grapple allows her to zip around, she’s got pistols which give her really good range, and she’s got Widow’s Bite and various equipment as some of her specials…”
“Her gauntlets have special attacks—you may have seen there are a couple Heroics you can trigger through Skills players can modify or upgrade, like her trademark Widow’s Bite. She’s also got her tonfa, which are awesome, and she can also combine them into a deadly bo staff. There’s just a wide and wild range of unique skills she can put into action.”
Post-launch characters will come at no additional cost
Though Crystal Dynamics isn’t discussing the number of post-launch Super Heroes planned, Hughes clarified that sheer quantity itself isn’t the goal. “We treat each of these Heroes as wanting to be able to star in their own game… The truth is the hardest thing is deciding which Heroes to not make.”
Marvel’s Avengers is due out for PlayStation 4, Xbox One, PC, and Stadia on May 15, 2020.
Watch the trailer below.
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Kingdom Hearts 3: A Review
This one is gonna be long as shit probably but since I finally finished the game on standard, proud and critical mode, and with DLC on the way I’m going to try and review the basegame for KH3 and see how it stacks up. Most of this under readmore for the sake of ur dashboards.
So I want to clarify a handful of details, KH2, its final mix especially, is my favourite game in the series. The gameplay is almost fucking perfect for an action game and is accessible to so many skill levels and did all of its difficulty modes quite well (though proud has not aged well compared to critical). Not only this but Sora’s moveset and animations, their speed and frames and iframes after actions and also interaction with abilities is almost perfect (I have eternal issues with how guard’s timing works compared to KH1′s guard it’s just slightly more delayed by enough to throw me off) and I have played KH1, CoM, BBS, DDD, Re:Coded and 0.2 so I have enough experience with the games overall. Also as for story, KH1 was the only game that did it well, CoM is fine, and KH2 is a bit like that but still decent. After that point story has been going downhill thanks to Nomura’s writing dying a fiery death so KH3′s awful story pacing, fairly disappointing execution and dumping of things all at the end don’t bother me as much since it was doomed from the start considering it has to conclude stuff set up by BBS and DDD which were stories that don’t hold up well anyway. Plus at this point I just accept that the story of KH isn’t going to be good anymore. No I don’t play the gacha game, I keep up with the cutscenes time to time to stay in loop and that story is just long winded and cryptic. Gameplay is what I care about since that’s what makes a video game a game, funnily enough. (Though I think KH3 has a bad habit of making cutscenes either too long or stacking too many on top of each other) Also I want to state I am completely neutral on attraction flow. I neither like nor dislike them all that much. They serve a purpose and they can be ignored too. They’re more or less a matter of personal preference and I don’t feel strongly about them. Aside from the choo choo train no one can slander the train.
Positives
I think KH3 competes with KH1 for second most fun gameplay in the series. They took alot of things and rebalanced them and brought them all together in a way that I liked, shotlocks, flowmotion, counters, forms, magic, summons, grand magic and even a little bit of reaction commands and limits. Aside from the combos which are a given of course, as well as being able to cancel into magic and other actions being fairly competently done, though guard has some oddities to it where it doesn’t always work and it might be down to the game’s buffering system. More on that later. The keyblade transformations stand out as a real strength to the game, with a wide variety of movesets for each playstyle (my favourite is the Happy Gear and its’ transformations) and they make both horde and boss fights dynamic and fun, not to mention their interactions with guarding, dodging and magic and how they change it up as well as little bonus abilities forms give you. I do like that they brought back all sorts of enemies, Heartless, Nobodies and Unversed, with only Nightmares not returning. The variety is appreciated. On a mechanical note, I am very fond of being able to store a keyblade transformation by switching to another Keyblade, and I like being able to equip and shift between three of them. This is the first game where keyblades feel incredibly distinct from one another, and also the only game where Kingdom Key is viable from start to finish. This was something Re:Coded played with and I’m really glad to see the direction they took it in KH3. The addition of up to five party members is also appreciated, having everyone fighting at once in the larger battles KH3 has overall brings a nice sense of scale to it. Wallrunning and massive areas allow for some big levels to traverse and honestly thats’s mostly a strength since it adds greatly to immersion. There are boss fights in KH3, namely those in the Keyblade Graveyard that function perfectly for the game’s overall combat pacing, and they also amplify the strengths of the game on Critical mode.I like the little detail of magic now doing little status effects too now.The gummi ship is a nice blend of KH1 and KH2, and the open world flying around is a fun aspect that makes it feel like a real journey through the stars.The world’s are a usually of great quality, with Olympus being the best tutorial level/first level in the whole series, and the Caribbean providing a really enjoyable open ocean exploration style, Monstropolis getting the linear level style right properly, Kingdom of Corona building itself character wise very well to endear you to Rapunzel’s journey with its’ interactivity and Toy Box throwing a few decent challenges and very well put together mech combat. Also, graphically KH3 is one of the most impressive games I’ve ever seen, flexing on all the films, the older games, and real life itself, making the presentation fit the artstyle and rendering to a degree that’s frighteningly good. Game looks wonderful. The music is also good but that’s true of every game, Yoko just be like that, though 3 has some great compositions and remixes of its’ own to stand on.
Negatives
One thing to preface this with is that a strength to KH2 is your options, how balanced they all are, what they all do, how they can interact with each other (such as how magic can be integrated into combos and do their own or using different buttons to change a combo altogether, or how certain moves fulfil different functions in a fight) is all very well structured and seamless. In KH3 your basic combo game doesn’t have as many modifiers to how it works outside of formchanges and even then it doesn’t quite feel as complete. Not only that but your options end up doing the same thing alot of the time, heavy damage that leads into strong AOE. The core design of the game is built around huge hordes of enemies, and that tends to mean its too easy to get hit out of nowhere or annoyed to death or sniped out of nowhere on critical, so you need to use magic and then grand magic to clear or links and attraction flow if you’re on critical to thin out hordes. While in boss fights this changes the game feels a bit too focused on large fights and has movesets less focused around smaller groups and suffers for it. Tying into this, animations are grander and longer, leaving you open to interruption. The camera in this game is also awful, and one of the worst, either not zooming in enough or too far out, or on more mobile enemies (or teleporting ones, looking at you Goatnort) it fails to keep best track of them and angle properly and you can get blindsided too easily or put in a vision style that makes depth perception for projectile blocking too iffy for my tastes.KH cameras are always a bit off but this one needs work. Base Sora’s animations tend to be very hard to work with compared to KH2′s, he’s alot slower, has more delays, less invincibility frames, attacks don’t follow together and follow up nearly as quickly, item usage is overall a slower process which can fuck you over on critical, guarding still has a delay to it, leaf bracer can be rendered useless due to cure having no iframes during the ending portion of the animation and on critical you can just wind up needing to heal again if you get hit trying to use leaf bracer to slip through an attack. There’s also a very odd way the game handles Sora’s hitstun, where he can’t do anything out of it unless he uses aerial recovery which has a rather narrow iframe window and a bit of lag on actions that can be performed out of it that means you cant do anything in some lategame boss fights once hit half the time since no button input does anything especially if you’re hit in the air. The game is far too unclear on when you can and can’t act out of a hit or a block. Also, while I like being able to retaliate once its’ unlocked after aerial recovery, the animation for the attack has a set direction and often ends up missing more mobile bosses and lacks control. The game’s overall balancing is a bit of a mess as well, with grand magic and magic being far too strong on all modes except critical, and links being too strong on critical since there is far too much of a reliance on AOE overall in the combat. As for difficulty, it has a strange Fire Emblem Awakening parallel, where standard is too easy, proud is the true normal mode but not a hard mode, and critical is a bit too hard at times though not all the time. I’d say critical eases up for a bit though it favours cheap shots and delivers its true delights right at the end, it’s weird and I’ll talk more about it later but it starts out unfairly hard with the tutorial boss two shotting you in seconds. There’s a real lack of postgame content overall, with the battlegates being alright but not grand, and only one superboss in Dark Inferno who is alright all things considered but isn’t a Sephiroth really. Speaking of which, no Final Fantasy characters in the series that’s supposed to be it crossing over with Disney. What the fuck. Also I will say that while the worlds are huge and long now, there’s still not that many of them, and while quality over quantity is a factor, quantity is nice too, and making Twilight Town that small and short feels like a kick in the dick to KH2 fans who love that place, me included. Ultima weapon is a pain to get, all the minigames in KH3 are either bad, terrible, awful, or dull and not worth playing, and you need to do some of the worst ones to get it though thankfully it’s not really all that necessary to have unless you want a trump card for critical mode which you’re better off using new game + to get from an easier save file anyway. The cooking minigames are also very odd with their timing and the controls are a bit unresponsive or too sensitive at times and discourages you from cooking. Look at what they did to 100 Acre Woods, it makes me sob salty tears at how small and gutted it is. In general enemies have difficulties telegraphing their attacks in both audio and visual style and you get cheap shotted alot. There is a particular Unversed enemy in Monstropolis I’m sure we’re all familiar with by now who is guilty of that sin the most. And finally, the game’s biggest sin of all: Armoured Xehanort (who I call Goatnort). This fight is a travesty. Teleporting, unclear telegraphs, unclear hitstun, random super armour, long combos that cannot be interrupted, wonky interactions with dodges, guards and reprisals that makes him get free hits on you sometimes even when successfully executing a block or dodge. He has a lack of clear telegraphs, acts at speeds that give KH2FM superbosses a run for their money despite you being slower than that game was, leading to things Sora’s animations aren’t equipped to deal with, as well as shifting the fight constantly to underwater combat and then forced aerial combat with very confusing controls interactions and pair that with AOE magic attacks with magnet powers, lock on wind magic with warping properties to ensure he lands his hit, alot of teleporting out of the camera’s range and warp strike sucker punches that really stretch the human reaction time when paired with the shit camera and you just get an unpleasant boss fight that while proud and standard can mitigate to just being annoying as all hell, on critical its a nightmare fight and you cant even observe the fight and learn it well either due to how much shit is going on, the camera being against you, unclear mechanical aspects, speed above what you can reliably output as base Sora who you are stuck as for most of the fight. It boils down to a spammy clusterfuck with too much going on, with so few openings to do anything, and bad interaction with Sora’s options and the animations tied to them with alot of damage that feels forced on you half the time. The Final Xehanort phase with the X-Blade is much better though.
Critical Mode
Since it didn’t launch with the game was added later as a free update and everyone made a big deal out of it and it’s exclusion seeming odd I might as well talk about it. Firstly, KH2FM has the best critical mode and is the only game to do it right really. It halves your hp and reduces the amount of mp you gain during level ups and increases to it, so you have enough to work with but never too much, enemies do the same damage as proud mode, but you do more damage than even standard mode, and you start with 50AP and a lot lategame abilities so strengthen Sora’s kit. This results in the best hard mode for the game, since fights never drag on too much and deaths are usually quick. It encourages and rewards you to use all your options and play both smart and aggressive to win. KH3 takes a somewhat similar approach. You start out with 50 AP and wide variety of boosting abilities mostly from endgame territory as well as unique critical mode ones that modify reprisals to reward proper dodge timing which is wonderful and even one to disable Attraction flow for those who hate it to build up transformations quicker. However Critical mode nerfs alot of things. Magic can’t be used as much and successive casts one after another especially rapid shots get a huge damage nerf so you have to use it sparingly making grand magic harder to get and magic de-incentivised outside of enemy weaknesses. There’s also wonky issues with damage scaling in relation to battle level and your level and all situation commands take much longer to build up to, even with the aforementioned boost to formchange buildup speed it still takes awhile and since base Sora is very hit or miss in fights this can be a very awkward change to work with. Enemy damage is also scaled very high and this could be one of the hardest critical modes earlygame, though DDD still holds the crown for hardest if we’re being honest. KH3 critical starts you out by Darkside two shotting you and most of the earlygame even regular Heartless kill you in two or three hits. Unless you use cooking to buff yourself you will die in two or three hits most of the time and some bosses can one shot you. The Gigas enemies in Toy Box are hard to deal with since magic is so nerfed and the Supreme Smasher boss can and will outright one shot you with all of its’ attacks if you don’t use a Gigas yourself. Even KH2FM critical wasn’t this unforgiving at times. The Kh3 critical mode experience boils down to a few things; most heartless bosses being easy as usual for KH3, getting randomly sniped in horde fights, boss fights that take awhile and usually 2 shot you, the mode and its’ particular challenge coming together masterfully for the Keyblade Graveyard fights to create a proper tense challenge that’s still fun, the Armours Xehanort fight being so frustrating it makes you want to launch your PS4 at Nomura, and Final Xehanort being a good but brutal fight that exposes a bit of flaws of KH3 but also plays to its’ strengths as well, unlike Goatnort who exposes all the flaws and needs to calm down. Overall I didn’t enjoy it as much as KH2FM critical mode but it was better than DDD and BBSFM critical mode. Definitely felt like it was trying too hard to be hard at times, did get me to actually use cooking though. Rage Form is king.
Summary
Overall, Kingdom Hearts 3 is a well put together package blending together alot of the features from across the series into a very coherent combat system that oozes variety at its’ core, but is let down a bit by functional application reducing that variety to the same overall function. It’s a game with a bit of balancing issues, and ideally needs some overall core enemy fight redesigning, maybe a few more worlds and boss fights, and alot of tweaking to base Sora’s playstyle, requiring snappier animations, quicker flow between them, changes to hitstun interaction and options and iframe changes to be more fair on the player in critical mode. There’s alot to the combat overall that needs a little tweaking, and while it isn’t KH2 levels of good, it has alot of potential and is very fun to play, bringing together alot of what makes these games fun in general and pulling it off decently well. There’s alot to enjoy here, and the craft is up scratch, even if it is a bit wonky and rough around the edges on the more finer and precise aspects, it’s still up there with some of the best Kingdom Hearts games. I’m looking forward to the DLC and any future updates, and I’m hoping some more balance tweaking and a few changes might be all this game needs to be its’ best. It’s a good game through and through, and while some may find it disappointing, I’ve accepted that the series more or less peaked with KH2FM and I’m glad to see Osaka team have finally found a groove that fits them that they’ve clearly put some work into making as high a quality as they were able, considering the no doubt rocky development the game went through with all the business of engine shifts and other things going on in the company at the time. I know giving a numerical rating can devalue the qualitative aspects of a review but the quantitative is also nice to have so overall, I’d say that Kingdom Hearts 3 is a solid 8/10. KH3 competes with KH1 as second favourite in the series and even with all its’ flaws it’s a game I really do enjoy playing and putting time into.Story is still a fuckin train wreck tho lol. Good job the stupidity of it makes me laugh more than anything. Xemnas is still a better waifu than Ansem tho. MickeyRiku best ship.
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Top 5 Games Of The Year #4
Yakuza 0 is a pretty special game both individually and as a part of its franchise. It’s the first time Yakuza has taken a step backwards chronologically, in order to better explore already established characters and what led them to the events of the first game. It gets a lot of praise already and I’m just here to heap a little more onto the pile because it well deserves it. Although the series at this point is no stranger to having multiple protagonists and Majima has technically been playable before the special feeling Yakuza 0 elicits by having two protagonists wasn’t really lost for it. Compared to the four in Yakuza 4, or the frankly over padded five protagonists in Yakuza 5, taking a step down to just two and placing an almost equal emphasis on each really does the game’s narrative and pacing wonders. Yakuza 0′s story is really good it is an excellent crime drama and among the best main plots the series has to offer. While some might argue other entries, usually 2 or 4, can stand up alongside it I feel 0′s has an edge in some areas. Largely in terms of pace, ambition, and intrigue. For instance, 2 doesn’t really mess around with plot twists, the entire game basically waves a giant flag over Ryuji saying he’s the final boss and the whole plot exists basically just to get to his and Kiryu’s legendary fight. And that’s fine, it doesn’t try to be more than it needs to be and that’s okay. 4 meanwhile has more intrigue and some good twists in there but its pace is much poorer in my opinion. Your mileage may vary on the bullets plot twist, too. 0 has some legitimate plot twists and it does a great job getting players engaged and interested in what’s going to happen next. To get back to 0 though, it doesn’t sacrifice characterization to achieve the quality of its plot either, far from it. It’s the first time we’ve seen a young, hot blooded, and frankly really stupid Kiryu. Kiryu’s never a smart guy but getting to see how he handles situations and behaves before 10 years in prison and subsequent stories smooth his edges and temper his personality is really a treat for fans of the character and newcomers alike. He’s fun, relatable, serious when he needs to be, and most importantly he’s still perfectly recognizable as Kiryu. He is still absolutely that amazing protagonist that you know and love, he’s just young, dumb, and full of.....well you know. On the other hand Majima is almost unrecognizable in this game, being calm, well dressed, a charismatic and professional showman, dissuading others from fighting, all while being openly depressed to boot. This take on Majima still feels fitting because the way he phrases himself is familiar, his gut reactions feel right for the characters, and ultimately this game contextualizes not just his transformation into the Mad Dog of Shimano fans know him as later but many of his actions through the rest of the series. Just ignore how his story here and how he’s written in Yakuza 5 violently contradict one another. We can all just pretend Y5′s Majima writing isn’t canon. The strength of characterization extends to the game’s side characters too, including ones who alongside Majima and Kiryu return from the main series. Nishiki, Kashiwagi, the Lieutenants, Tachibana, Lee, and more are all memorable and great characters. Just, uhh, don’t expect many women in the main plot is all. I don’t want to talk too in depth about the game’s story so as to avoid spoiling anything but it really is a treat. The script takes advantage of player’s expectations in a meta sense, that ultimately this will be Kiryu’s game because, well, Yakuza 4 and 5 were Kiryu’s games in spite of the other protagonists. Those guys all got good, moving stories too and they are all well worth experiencing and having around but ultimately Kiryu is still the most important guy on the block. Not so, here, as by the halfway point of the game players might notice that Majima’s ‘half’ of the game, his half of the game’s chapters, are quite a bit longer than Kiryu’s. Majima has a lot more legwork to do in the story because it is his story, and while Kiryu gets the true final boss fight and is very important to the events at hand as well it’s really Majima who’s the star here. This game is an excuse to explore his character and it does not beat around the bush on that intention. If you are a fan of this franchise you really do have to experience this story. All too often prequel games just end up softening or weakening the existing narratives they’re trying to pay homage to or trying to strengthen but Yakuza 0 expertly dodges that bullet by never missing a beat in terms of quality relative to standard Yakuza entires. My only real issue with the story, honestly, is that Makoto is about as much of a McGuffin as she is a person. The game does take time to develop her both directly and indirectly but ultimately she spends about as much time just being a plot device to be ferried around by one man or another as she does getting to talk and do things. The gameplay is very refined compared to other games in the seires, I would argue it’s tighter and more fun than Yakuza 6′s, even, if only due to the sheer variety of Heat Actions (effectively super moves; ranging from the silly to the bombastic to the brutal to a handful that made me shout ‘HOLY SHIT HE DIDN’T DESERVE THAT!!!’ at my TV) present in 0. If you like beat ‘em ups you’ll like Yakuza’s playstyle; each character gets 4 fighting styles earning three through the story and a fourth through side content. The fourth fighting style for each one is essentially a bonus, letting them fight in their ‘iconic’ styles, Dragon and Mad Dog respectively. To be honest they’re both underwhelming, Mad Dog is maybe Majima’s weakest fighting style and Dragon, while strong, requires a lot more heat than what it naturally builds to stay competent. The fighting styles are still fun though, they add plenty of new and unique options to each character to justify getting them, they’re just not going to win you the game for free or anything. Of the character’s main fighting styles the only real issue I have is the disparity in strength between them, both internally and between each other. No mincing words here, Majima is obscenely overpowered compared to Kiryu. Breaker Style annihilates every challenge in the game with next to no effort besides Mr. Shakedown fights, which aren’t really fun anyway. That said Slugger easily bashes in Mr. Shakedown and even Jo Amon. Majima will breeze through all of his content even on higher difficulties. Comparatively Kiryu can have a pretty rough time in some fights. This is due in part by his fighting styles being really well balanced internally, they’re all useful and thus the player may actually feel like swapping between them mid battle or between encounters. Kiryu not really having an overwhelming option generally means he can be very expressive, my fiancé and I played him very differently for instance on our runs. Whether you most enjoy his fast, invulnerability frame heavy, dash cancelling Rush style which takes a very high amount of investment to become good but I would argue is maybe his best style once you get it there, his brutish item swinging, semi-grappler Beast style which absolutely decimates indoors fights, or the more well rounded, heat action heavy Brawler Kiryu’s got something for everyone. Each of his styles also get a great variety of unique heat actions, all three to environmental cues, and Beast and Brawler to equip-able and overworld items. While Majima’s fighting style are also expressive and a ton of fun to use they just feel too safe and too easy compared to Kiryu. He gets absolutely stellar results and gets them quickly for extremely little effort in the ridiculously fast, low profile attacks of Breaker. Not to say Breaker isn’t fun, because it is, breakdancing to beat people up is hilarious and fun and its heat actions are flavorful to boot, it’s just really overpowered is all. After some investment his Ballerina With A Baseball Bat fighting style, Slugger, also becomes nigh impossible to challenge for the AI thanks to it losing its primary weakness of the bat bouncing off of walls it hits after you put only moderate investment into it. While the least varied of Majima’s styles in terms of heat actions, Slugger is great fun if you ever wanted a proper weapon based fighting style in Yakuza. It feels like what Shinada should have played like. Majima’s starting style, Thug, is a fun grappling and street brawling style that requires a lot of precision to use well and is very well suited to one on one fights should the player be so inclined to not opt for his better options. It makes use of baroque kicks, eye pokes, strangles, and back turns. It’s also Majima’s only style that can make use of non-baseball bat items for heat actions as well as most of his environmental heat actions, and Majima has some GREAT heat actions under these conditions, helping Thug keep a niche compared to the other styles. Honestly, if you like Tekken you’ll probably like Thug. These great fighting styles would be pointless if the game didn’t have fun enemies and situations to pit you against and thankfully it does. Its ‘dungeons’ are a lot of fun and some of the boss fights really stand out. Thanks to the sheer myriad of context based Heat Actions even just fighting the random mooks in the street stays fun for dozens of hours as you experiment to see how you can fuck up some chumps today. It’s deeply gratifying and a lot of fun. While the optional Mr. Shakedown fights are a chore, they are all optional besides the first one so there’s no real reason to bother with them unless you’re doing a 100% substory completion run or REALLY need to grind money in a game where money is already free. Some of the boss fights are a bit mediocre, too, but overall they’re good fun. I do think Yakuza 0 is at its strongest though when it’s making the player fight room after room of enemies, dozens at a time, and just letting them feel like an absolute champion while doing so, really letting them revel in just how strong and cool Majima and Kiryu are. Yakuza 0′s side content is both one of its greatest strengths and in my opinion an area where it shows the most weakness. While Pocket Circuit, Karaoke, Cabaret Club, and the Sub-Stories are absolutely excellent and I truly cannot stress enough how fun they are the game also has a myriad of seemingly half baked minigames based off of real life activities for you to do, a lot of which have unnecessary RNG. Even Bowling has RNG...BOWLING, come on! The Pool, Darts, Bowling, Catfight Club, and other such minigames feel very rushed in execution and for all but the last of those feel like poor simulations compared to other games I have played. Catfight Club is just a really, really, shameless and sexist ‘Watch almost naked women ‘’’’wrestle’’’’’. Also, opposite Majima’s deeply flavorful, engaging, well written, and fun club management minigame Club Sunshine, the aforementioned cabaret club, Kiryu gets Real Estate Royale. Which is about as fun as you think. It’s literally standing around waiting for money to grind for you and then going out and investing it into properties. While the storyline attached to it is decent enough and has some good moments for Kiryu the minigame itself is just dreadful and grossly slow paced. Which is funny to say, because I think it takes less time to complete than Cabaret Club, but it feels like A Lot Longer because it just isn’t fun. There’s the Telephone Club, which uhhh, you can have Kiryu do to get laid. It’s funny in a tongue in cheek way but it’s also not my cup of tea besides laughing at Kiryu’s great dialogue and body language during the interactions. Basically, play Karaoke to hear Kiryu’s beautiful singing voice and also THE ONLY GAME IN THE SERIES WHERE MAJIMA’S SINGING ISN’T JUST AWFUL SCREECHING! 24 Hour Cinderella is a gift to the world and you need to play it. Cabaret Club is also where the vast majority of this game’s female characters exist, as hostesses. While the game could take this opportunity to be sexist (and one could argue it is, for sure) the writing present in Cabaret Club for the platinum hostesses and their story lines is just as good as anything else from the game. They’re worth talking to, learning about, and seeing their development. In all honesty they can almost fittingly serve as a nice break from the game’s intense story, giving the player a breather with some whole and comedic interactions. The Sub-Stories which make up this game’s version of side quests (because yes, this is a Beat ‘Em Up Japanese Crime Drama RPG) are also basically all amazing. The writing is heartfelt, funny, and just really good. They all have strong opening hooks without forcing the player to immediately get involved and despite being 100 of them they’re basically all really memorable. This is also where the game pays Kiryu back a bit for his lost story content relative to Majima, giving him 60 of the 100 sub stories. They’re all great ways to get to see more aspects of these characters and the citizens of Kamurocho, please give a bunch of them a try if you play this game. I also briefly want to talk about the settings of the game, Kamurocho and Sotenbori. They’re literally just the real life Japanese districts, Kabukicho and Dotenbori by SLIGHLY different names. If you play this game enough you’ll know some real life actual locations in actual real life Japan like you’ve been there. You’ll be able to navigate at least a few square blocks of Japan without a map, it’s amazing, and it’s really something special compared to other games. Also, I’m not exaggerating, the overworld(s) of this game are only a few square blocks large but the game plays that to its advantage. Navigating from one side to another of either one takes a minute or two at most and the streets are always PACKED with content. It’s impossible to wander around playing naturally without falling ass backwards into a dozen or more of the game’s sidestories and inevitably getting sucked into playing a few of them and seeing how good they are. I love this game’s map, it’s so brilliant in its design by simply being true to a real life location. Yakuza 0 also sports stellar sound design. The sound effects are BEEFY, hitting things feels amazing and nothing sounds out of place or off beat. The bombastic, over the top hit sounds really sell Majima and Kiryu’s overwhelming power and it just makes every fight satisfying. The soundtrack similarly is good, and while much of the soundtrack isn’t what I would call listening music, the Karaoke selections, specifically Bake Mitai, sure are. I’m not really the kind of guy who can tell you why the sound design is good, it just is, trust me.
All in all, Yakuza 0 is a stellar game and is exemplary of both what a modern beat ‘em up AND a modern RPG should strive to be like. It is a masterpiece in its own right and I’m glad that its success in the western market has secured this unique, beautiful series a future. Please play Yakuza 0, it’s regularly on sale on both PS4 and Steam and it deserves your attention. If you’re ever alone on a Friday night, just remember these Yakuza, and you’ll have a great time.
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Xbox Game Pass: New Games for March and April 2021 Revealed
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Xbox Game Pass is Microsoft’s subscription service for Xbox One owners. It’s designed to be like a “Netflix for games,” where you pay a simple monthly rate and get access to loads of games for download. It’s not to be confused with the Xbox Live Gold membership, which gives users a selection of free games each month.
There has been a huge surge in popularity and profile for Xbox Game Pass since its launch, mainly due to the diverse list of games and first-party exlusives on the service. In fact, Microsoft drops new releases from its own internal studios onto the service on day one! Sea of Thieves was the first example of this, followed by State of Decay 2 and Crackdown 3. Since then, the service has seen the day one launch of several other high-profile Xbox exclusives, including Gears 5, The Outer Worlds, and Halo: Reach on the Halo: The Master Chief Collection.
Membership to Xbox Game Pass will set you back $9.99 per month. You can now also get an Xbox Game Pass Ultimate subscription for $1 for the first month and $14.99 every month after that. The subscription includes an Xbox Live Gold membership as well as all of the games offered on Xbox Game Pass and Xbox Game Pass for PC. Plus, with cloud support, you can play a selection of Xbox Game Pass titles on your Android phone. And now you even get access to titles on EA Play, the third-party publisher’s own on-demand service.
New games are added each month to Xbox Game Pass. Here are the games coming in March and April, plus all of the new Bethesda games available on the service starting on March 12 (with descriptions courtesy of the Xbox team) :
Xbox Game Pass: Bethesda Games
Dishonored Definitive Edition (Console, PC, Cloud)
This complete compilation includes Dishonored, winner of over 100 Game of Year awards, as well as all of its additional content – Dunwall City Trials, The Knife of Dunwall, The Brigmore Witches and Void Walker’s Arsenal.
Dishonored 2 (Console, PC, Cloud)
Reprise your role as a supernatural assassin in Dishonored 2 – the next chapter in the award-winning saga by Arkane Studios. Play your way in a world where mysticism and industry collide. How will you combine your character’s unique set of powers, weapons and gadgets to eliminate your enemies?
DOOM (1993) (Console, PC, Cloud)
Doom introduced millions of gamers to the fast-paced, white-knuckle, demon-slaying action the franchise is known for. Relive the birth of the first-person shooter and experience the demon-blasting fun that popularized the genre. Doom includes Episode IV: Thy Flesh Consumed, with 9 additional action-packed levels and split-screen 4-player deathmatch and co-op.
DOOM II (Console, PC, Cloud)
Bring your trusty Super Shotgun and an arsenal of classic Doom weapons to bear against deadlier demons and the infamous boss, the Icon of Sin. Doom II includes The Master Levels for Doom II with 20 additional levels, as well as split-screen 4 player co-op and multiplayer.
DOOM 3 (Console, PC, Cloud)
Battle your way through a demon-infested facility before entering the abyss to battle Hell’s mightiest warrior – and put an end to the invasion. Doom 3 includes both campaign expansions – Resurrection of Evil and The Lost Mission.
DOOM 64 (Console, PC, Cloud)
Battle armies of demons in your crusade to hunt down the Mother Demon and stop Hell’s invasion. As you fight through more than 30 action-packed levels, be on the lookout for enhanced weapons and secrets to help you put an end to the demonic threat.
DOOM Eternal (Console, PC, Cloud)
Hell’s armies have invaded Earth. Become the Slayer in an epic single-player campaign to conquer demons across dimensions and stop the final destruction of humanity. Experience the ultimate combination of speed and power in Doom Eternal – the next leap in push-forward, first-person combat. The only thing they fear… is you.
The Elder Scrolls III: Morrowind (Console, PC)
An epic, open-ended single-player RPG, Morrowind allows you to play any kind of character imaginable. You can choose to follow the main storyline and find the source of the evil blight that plagues the land, or set off on your own to explore strange locations and develop your character.
The Elder Scrolls IV: Oblivion (Console, PC)
Step inside the most richly detailed and vibrant game-world ever created. With a powerful combination of freeform gameplay and unprecedented graphics, you can unravel the main quest at your own pace or explore the vast world and find your own challenges.
The Elder Scrolls V: Skyrim Special Edition (Console, PC, Cloud)
Winner of more than 200 Game of the Year Awards, the Skyrim Special Edition includes the game and add-ons with all-new features like remastered art and effects, volumetric god rays, dynamic depth of field, and more. Also bring the power of mods to consoles. New quests, environments, characters, dialogue, armor, weapons and more – with Mods, there are no limits to what you can experience.
The Elder Scrolls Online (Cloud, Console)
Experience the award-winning story in a persistent Elder Scrolls world. Embark on an adventure that lets you play your way, go anywhere at any level. Battle, craft, steal, siege, explore and more.
The Evil Within (Console, PC, Cloud)
Experience a disturbing reality as you try to break free from warped machinations. With limited resources at your disposal, you’ll fight for survival and experience profound fear in this perfect blend of horror and action. Defeat insurmountable terror and experience the ultimate thrill by discovering The Evil Within.
Fallout 4 (Console, PC, Cloud)
As the sole survivor of Vault 111, you enter a world destroyed by nuclear war. Every second is a fight for survival, and every choice is yours. Only you can rebuild and determine the fate of the Wasteland. Welcome home.
Fallout 76 (Console, PC, Cloud)
Steel Dawn is the first chapter in the new Brotherhood of Steel questline, free for Fallout 76 players. Visit settlements populated with new NPCs and unlock powerful weapons and armor from the Brotherhood arsenal. Join in their mission to rebuild society and aid in securing valuable technology.
Fallout: New Vegas (Console)
Welcome to New Vegas. It’s the kind of town where you dig your own grave prior to being shot in the head… and that’s before things really get ugly. It’s a town of dreamers and desperados being torn apart by warring factions vying for complete control of this desert oasis.
Prey (Console, PC, Cloud)
Good morning, Morgan. Prey joins the Xbox Game Pass library, taking you from the comfort of your home to the treacherous depths of space. As Morgan Yu, you’ll have to use your wits, weapons and strange powers to fight the alien threat that has overtaken the Talos I space station. Explore the station, upgrade your skills and abilities, and uncover the secrets of Talos I and the dangers within.
RAGE 2 (Console, PC, Cloud)
Dive headfirst into a dystopian world devoid of society, law, and order. Rage 2 brings together two studio powerhouses – Avalanche Studios, masters of open world insanity, and id Software, creators of the first-person shooter – to deliver a carnival of carnage where you can go anywhere, shoot anything, and explode everything.
Wolfenstein: The New Order (Console, PC, Cloud)
Wolfenstein sends players across Europe on a personal mission to bring down the fascist war machine. With the help of a small group of resistance fighters, infiltrate their most heavily guarded facilities, battle high-tech legions, and take control of super-weapons that have conquered the earth – and beyond.
Wolfenstein: The Old Blood (Console, PC, Cloud)
The year is 1946 and the Nazis are on the brink of winning World War II. In an effort to turn the tide in the allies’ favor, B.J. Blazkowicz must embark on an epic, two-part mission deep within Bavaria…
Wolfenstein: Youngblood (Console, PC, Cloud)
Set 19 years after the events of Wolfenstein II, BJ Blazkowicz’s twin daughters, Jess and Soph Blazkowicz — after years of training from their battle-hardened father — are forced into action. Team up with a friend to level up, explore, and complete missions to unlock abilities that compliment your playstyle.
Xbox Game Pass: Games for March 2021
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Madden NFL 21 (Console) EA Play – March 3
Xbox Game Pass Ultimate members can now go all out as Madden NFL 21 joins The Play List with EA Play. Packed with fresh new features and innovative gameplay enhancements, Madden NFL 21 delivers new levels of ingenuity and control developed to inspire creativity on and off the field. Active members can play as much as they want, whenever they want, plus score 3 Gold Team Fantasy MUT Packs every month!
Football Manager 2021 (PC) – March 4
Manage the club you love and compete for the biggest prizes in the game as you cement your legacy as one of the managerial greats. Dropped into a living and breathing footballing world, you’ll sign wonderkids and develop them to their full potential by crafting a tactical strategy designed to play to their strengths. With more than 2,000 clubs waiting for you to lead them to glory, where will you take your first step towards managerial greatness?
Football Manager 2021 Xbox Edition (Console and PC) – March 4
Experience the drama and excitement of the world’s most popular football management simulation as it returns to the biggest stage. Take in the spectacle of matchdays in the 3D match engine or use the “Instant Result” option to skip straight to the full-time whistle and speed up your progress through the season. Alternatively, go head-to-head against your mates for the ultimate bragging rights in one of several online modes.
NBA 2K21 (Cloud and Console) – March 4
NBA 2K21 continues to push the boundaries as the most authentic, realistic basketball video game experience. Enjoy best-in-class gameplay and one-of-a-kind immersion into all facets of NBA basketball and basketball culture. Ascend from high school to college ball on your way to the League in MyCareer, or build your greatest collection of the latest NBA stars and legendary ballers in MyTeam to compete against other ferocious collectors around the world. Jump in now and find out why in NBA 2K21, everything is game.
Star Wars: Squadrons (Console) EA Play – Coming in March
Master the art of starfighter combat in the authentic piloting experience Star Wars: Squadrons. Feel the adrenaline of first-person multiplayer space dogfights alongside your squadron and buckle up in a thrilling Star Wars story.
Xbox Game Pass: Games for April 2021
NHL 21 (Console) EA Play – Coming in April
Carve your path to superstardom in an expanded Be A Pro mode and go down as one of the league’s greatest. On the ice, change up your attack with all new moves, dekes, dangles and evasive maneuvers, inspired by the league’s most groundbreaking innovators.
The post Xbox Game Pass: New Games for March and April 2021 Revealed appeared first on Den of Geek.
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REVIEW: SNK Vs. Capcom: The Match Of The Millennium (1999)
When it comes to 2D fighting games during the early/mid 90’s, there’s two names that absolutely dominated the scene with their releases and became household names;
SNK and Capcom.
To this day they remain some of the most well respected and most loved games companies in the fighting game genre, so the prospect of a crossover between the two companies back then was certainly a tantalising thought.
In November of 1999, we got just that in the form of SNK Vs. Capcom: The Match Of The Millennium for the Neo Geo Pocket Color system.
While this wasn’t the first time we’d see the brands clash in a single game (that award goes to SNK Vs. Capcom: Card Fighters Clash, released earlier that year), it was the first time they would meet in the setting of a tradition versus fighting game.
The game was a critical success, and was followed up with entries in the genre that many consider to be the best fighting games ever made.
So, with the bar set so high with this historic title, it finally sees a re-release on the Nintendo Switch almost 22 years later as part of Nintendo’s Neo Geo Pocket Color Selection series, alongside games such as SNK Gals’ Fighters, The King Of Fighters R-2 and Fatal Fury: First Contact.
So, does it still hold up all these years later?
Let’s find out…
Gameplay
First of all, there’s a number of different ways in which players can play through the tournament mode (and regular versus mode); you can either go 1-on-1, fight a 2-on-2 battle as a tag team, or as a team of three in an elimination match. This variety of battle styles appeals to players who may be used to fighting in different forms.
Want to play this like a King Of Fighters game? Go ahead!
How about like the Marvel Vs Capcom titles? Play as a tag-team to your heart’s content, my friend!
For a game that utilises just two attack buttons, there’s a surprising amount of depth to how special moves are executed as well. Instead of relying on the four-button approach that SNK based their games on or the usual six-button layout in many of the Capcom fighting games, SNK Vs. Capcom: The Match Of The Millennium’s control scheme actually focuses on how long the A and B buttons are pressed.
The longer a button is pressed, the higher the amount of damage it causes (but takes a hit to how quick it is), mimicking the LP/MP/HP and LK/MK/HK button functions in games such as Street Fighter II and Darkstalkers.
It’s a simple system that works wonders, and makes the amalgamation of each games franchise’s special moves work together seamlessly.
The game also boasts three different “power gauge” command styles to choose from too;
AVERAGE - This is similar to the traditional super gauge in the Street Fighter games, where once the gauge is filled up, more powerful versions of normal attacks can be pulled off.
COUNTER - This is a more defensive approach that allows counterblows while evading enemy attacks. It also has an exclusive function in the form of “critical hits”, which do greater damage if they successfully hit an opponent.
RUSH - This one only fills up when chain combos are successfully executed, and although this gauge nerfs your normal attack damage, super moves can be done at any time (as long as there’s enough juice in the tank, so to speak).
So no matter which side of the fighting game coin you land on, there’s definitely a playstyle in SNK Vs. Capcom: The Match Of The Millennium that will suit you perfectly.
In the original release, if players wanted to play against each other, a link cable and another console were required, making it something of a inconvenience. Thankfully this new Switch port has 2-player versus available straight away by using the two joycons.
Story
The game’s main storyline centres around a not-so-subtly named fighting tournament known as the “Battle Tournament of Evil”, which promises the victor the title of “World’s Mightiest” and a ridiculously high amount of prize money.
The benefactors and organisers of said tournament? None other than Fatal Fury’s Geese Howard and Street Fighter II’s M. Bison!
This newly formed alliance of nefarious (and powerful) psychopaths has an ulterior motive with the tournament, and intend to create an “immortal military” whose first wave of elite soldiers are to be the captured contestants.
The character stories vary slightly depending on whether an SNK fighter or a Capcom fighter is chosen, and the game’s ending depends on the outcome of a specific match during the tournament where a player faces off against their rival.
Putting together the two “Big Bads” that are synonymous with their respective franchises is a great move and the fact that players can get a “bad ending” through poor performance in just a single match ups the ante somewhat as well.
Roster
SNK Vs. Capcom: The Match Of The Millennium’s roster is comprised of 26 different fighters (18 of which are immediately playable, with a further 8 that are unlockable) from across the various SNK and Capcom franchises;
From the King Of Fighters, Fatal Fury and Art Of Fighting games, we get Kyo, Terry Bogard, Iori, Ryo Sakazaki, Mai and Leona.
From Psycho Soldier, we get Athena.
From the Samurai Shodown series, we get Haohmaru and Nakoruru
From Street Fighter II, we get Ryu, Ken, Chun-Li, Guile and Zangief.
From the Street Fighter Alpha series, we get Sakura and Dan
From Darkstalkers, we get Morrigan and Felicia.
The unlockable fighters in the game are from a good mix of the various games series, and there are 4 to unlock for each side.
It’s an impressive roster for a game that was released on a platform like this, and does a great job of bringing together the more familiar faces of Capcom’s games with some perhaps lesser known fighters from the SNK side.
Graphics
SNK Vs. Capcom: The Match Of The Millennium’s stylised graphics are one of the most immediate things players will notice about the game.
The character sprites are more cartoonish versions of each fighter’s normal likeness and all strictly adhere to a 3-colour palette. Considering the history of alternate looks for 2D fighting game characters being simple colour swaps, this simplistic look works really well for the most part (well, Zangief might be the only exception here…).
Seeing the fighters in motion is also a joyous thing too, as the movement during fights is fluid and animated to a brilliant degree. Even the animations when characters are idle feel charming in this game!
A large problem with fighting games on handheld systems during this era was that they all too often felt like an attempt at creating a scaled down version of the bigger, more technically advanced games to fit the lower specs of the systems, ultimately resulting in a crappy version of the game.
Games such as this, along with many other titles in the Neo Geo Pocket Color library, always felt like they were made from the ground up to fit the system, so they not only played well, but they also looked very unique in a really positive way.
SNK Vs Capcom: The Match Of The Millennium is arguably the best of the bunch, and it deserves praise for it.
As is par for the course with retro fighting game re-releases on modern hardware, there’s also some extra display options to help things feel like the real deal, but with this (and the other NGPC releases on the Switch), there’s the option to view the game in a mocked up fashion on a number of different Neo Geo Pocket Color models. It’s a nice touch that effectively shows the amount of care being put into this port.
Stages
The stages in the game are essentially a megamix of different locations from several SNK and Capcom games, ranging from the helicopter wreckage in The King Of Fighters ‘94’s Brazilian jungle, the Great Wall Of China from Street Fighter Alpha: Warriors’ Dreams and the crashing rocky waves of Japan from Samurai Shodown to the cloudy Japanese castle of Ryu’s Street Fighter II stage, Morrigan’s spooky Scottish Darkstalkers cave/lair combo and the moving train carriages that pass by Mount Rushmore (over and over again) from Fatal Fury 2.
There’s plenty of references for longtime fans of these games to spot, and they have been recreated perfectly to fit in with the game’s visual style.
I mean, sure, some of the characters in the backgrounds do look a little murky and lack detail in places, but when you consider that the screen on a Neo Geo Pocket Color was a smaller, low resolution affair, it can be ignored for the most part!
Replayability
SNK Vs. Capcom: The Match Of The Millennium’s gameplay experience is essentially split into two halves.
One one side, you have the regular versus game modes and a story mode to fight through, as one would expect from pretty much every fighting game. On the other side is the unlocking all of the hidden characters and beating a plethora of minigames to earn new special moves.
This is where the game’s replay value truly shines through, and its nice to see that it’s all present in its original form on the Switch port.
These extra games are known as “Olympic Mode”, and is divided up into separate SNK and Capcom sections. While both sections do share some of the same minigames, such as the 100-round survival match, Time Attack and the “whoever gets connects with the first hit, wins!” mode, there are also a couple of games that are unique to each brand.
On the SNK side, managed by Samurai Shodown’s Rimiruru, we get “Targets” - a shooting game that sees players assume the role of Marcus from the Metal Slug franchise as he shoots down as many aliens as possible. We also get “Blade Arts” - where players take on the role of Samurai Shodown’s Jubei as he slices through as many straw dummies as possible before a timer expires.
On the Capcom side, managed by Street Fighter Alpha 3’s Karin, we get “Ghost Trick”; which sees Ghosts ‘n Goblins’ Arthur having to jump across platforms to collect treasures on each side of the screen while avoiding a pesky Firebrand that pops up between them. The other challenge - “Cat Walk” - is a Dance Dance Revolution-style minigame that sees players have to quickly input buttons as they are announced so that Felicia can dance along.
These extra modes are pretty challenging, and undeniably make the game feel so much more complete, while also showing some much deserved appreciation for other iconic games in both companies’ back catalogs.
Final thoughts & overall score
SNK Vs. Capcom: The Match Of The Millennium is fondly remembered by many as one of the best handheld fighting games ever released, and the Switch port further cements that notion, bringing the series into the modern era.
The visual style of the game still oozes charm, the gameplay system still feels immensely satisfying and the wealth of extra playable content that is packed into it puts many of the more well known titles of the era to shame.
With the features of the Nintendo Switch implemented, the small handful of nagging issues that came with the game’s original release are now completely fixed, making this not only a cool item of interest for fans of either SNK or Capcom, but an absolute essential for any fighting game fan.
For the purposes of this review, a review copy was provided by Renaissance PR on behalf of SNK.
Do you agree with our review of the SNK Vs. Capcom: The Match Of The Millennium?
Let us know in the comments section below!
#Review#Capcom#2021#Nintendo Switch#Neo Geo Pocket Colour#SNK Vs. Capcom: The Match Of The Millennium#1999
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Opus Explorations - First Impressions of Planet 8
Welcome to Opus Explorations, a regular feature hoping to provide some inspiration to those of you stuck on the world map, not sure where to turn.
In each installment we will present deck ideas along with a brief summary, a suggested list and the verdict based on actual results when run at Team Calamity OP nights (usually a 4 round Swiss). If the summary sparks a tingle in your loins, then you can access in depth profiles of each deck in separate linked articles.
With Opus VIII just about to launch, rather than deck lists this time we decided to just go with a few cards we are looking forward to trying (note we haven't seen the full list yet) . If you haven't already then read our previous post which might give you a bit more insight/context into some of the choices we make below...
Rich
Cloud
I might be completely wrong about this card, but I feel that Cloud has the potential to dethrone some of the more frequently played 5 drop fire forwards. Whilst the damage dealt in the early game feels a bit underwhelming, his damage will grow the longer the game goes on. I think the closest comparison to Cloud is Baugavern - except Cloud fits better into dual element decks, replaces the special with the ex burst effect and doesn't damage for a fixed value. And Baugavern by all accounts is a decent card for mono fire, right? The second ability is probably not going to be utilised unless it has the potential to win you the game, but it's mostly going to be risky to just use willy-nilly.
Ultimately, I think Cloud and the presence of efficient finisher damage like Iroha or Rain, could lead the the emergence of an up-tempo mono fire deck that's heavily centred on enter the field effects. Feel free to taunt me 4 weeks after release about how wrong I was, which is often the way when I open my mouth about newly spoiled fire legends...
Lasswell
Lasswell is the card I'm most excited to play this set. It is packed with power that can be problematic for your opponent on a short, medium and long term basis. The most important of Lasswell's effects is his enter the field, as I feel that in today's environment, any card without an enter the field ability is instantly less playable. It's not the most efficient way of generating an on-entry dull and freeze (I'm looking at you, Genesis...), but the efficiency comes from keeping him alive and using the on-swing effect every turn - which for 1 fire cp is nuts.
The special is a bonus more than anything - I imagine that most opponents will immediately respond to Lasswell more than any other forwards due to the pressure he brings, and keeping him alive long enough to use Azure Sky might be problematic.
The one drawback to Lasswell is that he realistically only fits into Fire/Ice decks, and even then I feel like that he requires the deck to be centred around him. Sure - he can be run as a 3 of, and devout'd back if necessary. But I think how the deck runs when Lasswell ISN'T on the field could be an issue. Still, if he performs as well as I think he can, he could be the revival piece to the competitive fire ice decks of yore.
Yuffie
Yuffie represents the ultimate value card, even if it does require a specific setup. Luckily, it will be quite easy to fulfil the 3 Category VII characters requirement via backups - had this card said forwards instead of characters I would feel very different about it.
Despite the necessity of being tied to other Category 7 cards, I think there is a lot you can do with a sneaky Yuffie ninja attack. The 1k AoE on-swing provides a cheap proc for a plethora of other decks (namely Barbarricia and Diabolos in wind, possibly Orlandeau or Opus 5 Ramuh if you feel like getting spicy with Wind Lightning featuring the Turks).
I don't think that Yuffie will be much of a game changer, and she is far from a high impact card. But I think the card represents good value if you meet the criteria and run Godo, and it nailed the flavour of what Yuffie should do in this card game - which does not include being Vincent's or Red XIII's side bitch.
Mitch
Earth – Ardyn. 1 million CP.My pick for earth card is Ardyn. Now I know what some of you are screaming at the screen “but Mitch, the world’s best player, surely you must see that this dies to Famfrit” (*Replace with your favourite way to bone this card) and let’s be honest, if this card couldn’t be removed in any way, this game would just go to deck out and be really boring, god forbid this counter play. I’m under no illusion this card is great verses all match ups and as a result isn’t going to be a 3 of. Just don’t play it vs water…But now I will get to why I like the card; it actually has nothing to do with playing the card. I like it because it forces your opponents to build their deck in a way that they have an out to it, be it Deathgaze, Vayne, Deathgaze, Famfrit or even Deathgaze. This legend will auto win some match ups if they have no easy way to remove. I understand that this card also has “counter play” in that you can break your own characters to stop this beasty from blocking. Okay. Break your stuff. Let’s take earth wind for example, what would they want to break? Cactuar? Nope A back up? Nope, that deck is so refined that it will really struggle to deal with it. Earth Wind can adapt, but while this is true it that just feeds into my first point.
Lightning – Alphinaud
I know I should of picked the Kpop girls, but honestly they don’t excite me as cards, until they get the support to search or something to make this consistent. I may be wrong but the hype isn’t there for me at the moment.
I also see a lot of promise for mono lightning this set, you have that legend that deals 1k more than a fire legend who shall be shunned (BAD PALOM) and an action that makes this card a kill on sight.
My Card however is Alphinaud, searchable, haste with the right set up, but my interest is more in the deck it opens up. I believe that WOFF monsters, paired with this, lava golem and Urianger will actually become a thing. Urianger can bring back WOFF monsters with this card; it is a cheap aggro deck with a huge aggressive side. Originally I was thinking WOFF monsters would be 9k beasts, but with Alphinaud they won’t even be blocked!
Water – Shitty finger Zidane
I think fire might actually get to see some play this set, finally becoming a game of six colours. Fire got some great cards but it also got cards in other colours that compliment it. Everyone has thought of the Sage on Zidane first turn, and don’t get me wrong, it’s incredible. But I do think Zidane is viable in any water deck.
Zidane, to me, has given something to water which was sorely lacking or at least not strong enough to play and that is an aggressive early game. Everyone knows when you play water they need to set up, but this gives them a different playstyle. Then we come to the ability that it can’t be blocked if you have 6 or more in hand. Keeping 6 in hand before you swing should be viable which forces early removal for your opponent. This allows you to keep your hand up while setting up. Oh by the way, did anyone mention this was good with Fire?
Tom
It's easy to cream over new legends so i'll go for some that are a little less obvious, but I think will be really fun.
Ice - Palom
2cp Ice forward with discard.....turbo is back! Well no it's not, thank fuck, but for 2cp you get a multi choice card with all very viable options that you can flex depending on your situation and place a forward on top. Ground breaking hero, no but I'd love to see ice evolve out from the standard Setzer, Locke VI discard package and I think there's options now to really play around with some different combos/deck setups.
Fire - Marche
This was spoiled fairly early on and I think has gone under the radar. Fire was crying out for some consistent value plays and this offers that with an EX to boot (it's searchable too). I generally don't like cards that force you into mono situations but I like fire so i'll let this pass. I'd never thought I say it but with Opus 8 buffing fire somewhat, will you be able to find space for this into a mono fire deck?! One to test out for sure.
Earth - Gladiolus
FF15 slowly crawls it's way into FFTCG, this will probably be one more for fan service. Limited to Earth CP yes, however, you are going to be running Noctis so that shouldn't be an issue meaning you get a 2cp 9k forward with a dreamy 6 pack. I also love a special and this one is decent if not a little costly. You will mainly be running for the cheap body (no pun intended). Meta defining no, but if you are a fan this will be fun. Depending on the rest of the crew and if we get another Noctis could get interesting.
Peter
Sherlotta 8-053H
Ok so for a 2cp investment, at some point in the game you can cash in Sherlotta. Put her to the break zone to generate 1cp of any element.
You could do this immediately after playing her. For just 2cp! She's certainly my hero of this set.
Let's take a look at the possibilities of this mysterious woman.
Sherlotta will be a card I'll be looking to get 3 foils of, 100%.
Wind is my favourite element and the fact that this card now exists puts wind in a very fun position. You can add any card u want into the deck. You can play Phoenix L, Exodus, Dadaluma and even Opus 2 Yuna. Oh wait... noone plays that anyway :)
From a competitive aspect. Wind is a very popular element choice currently in the meta. Now every wind deck has access to the best bkup in the game. Shantotto. Scary thought huh?
So maybe it will even bring a psycological factor now I'm thinking about it.
As you know Shantotto is like Chaos/Cosmos and taps for any cp. In fact it gains the elements so there's synergy with H Bartz straight away.
I may be mistaken but up til now there isnt a way of playing a 6cp card without discarding from your hand. I feel this is important to mention because you're taxing your hand less which is great for high ceiling turns.
Honestly can't wait to build with this card. I'll be happier than a Catholic priest in an orphanage.
Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]). Alternatively just write anything on the FFTCG Fans Facebook page, Team Calamity's James Stevenson will no doubt comment on it.
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