#and now MULTIPLE games are playing into the chapter-based system
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Thinking about how if i ever had the opportunity to make. a mascot horror game or story that i'd have it take place right before the eventual Big Fall of the establishment
[Big ramble under the cut lmao]
Something something reuse how I thought for Security Breach we'd play as Vanessa and the five nights formula was doing the shift but slowly discovering through each shift that Some Shit is happening and she has to stop it (directly before we found out Vanessa was Vanny/Vanessa was the security guard's name)
LIKE!!! I fucking adore how a couple of standout mascot horror games have been [primarily Indigo Park, I'm willing to give it a shot and it's deadass because of Rambley and his role as an AI assistant], but a lot of what I've seen personally (stares at. Fucking. Garten of Banban), it's a lot of post fall. Always investigating or going through the abandoned place where shit's gone wrong (thank you BATIM for starting the chapter-based formula -bangs head-)
But like. I've always thought about what it would be like for a mascot horror game to take place before the fall, or even during it depending on the execution.
Before the fall, you're either a kid who's a regular at the establishment (daycare, amusement park, whatever) or even an employee working there-
(or even MORE interestingly, if we go with a chapter-based thing or even similar to FNAF in terms of there's a set thing for whatever, the POV keeps changing between different people- wait I'm cooking. i'll get back to that later actually)
-And slowly as it all develops, you watch as everything begins to just. Fall apart. Employees leaving, the place coming down into disrepair, something's up with the main mascots of the place but you don't know what (at least in universe, we all know this formula as players)
Actually, coming back to the changing POVs, you can even draw in inspiration from DBH (I only watched gameplay back then oops) where the perspective changes between different people. A child enjoying their day, a first time employee, a long time employee, a parent of a child. Hell, depending on things, you could even have a moment where (depending on the location) you play as a fucking burglar looking to steal shit (before getting. Fucking bass boosted)
And eventually there'd come the inevitable end where it all closes down, leaving whatever living mascots inside to rot (insert Abandoned by Disney line here /j)
LIKE!!! I want to see people expand on the formula!! I want to see people fuck around and find out!!!
Honest to god, I might take this and run with it myself cause now I'M getting ideas.
#nebula rambles#i do genuinely love mascot horror#lately tho (with the exception of indigo park hi can you tell i enjoyed playing it /lh)#i feel like it's been. run through the ground#either the SAME thing with the SAME outcome#or content farming garbage#no in between as far as i've seen tho i may be wrong#nostalgia sells as they say and playing into that while breathing fresh air into the genre does pay off#as much as im not too into it like i used to be#batim is a really good example of breathing life into the genre#and now MULTIPLE games are playing into the chapter-based system#poppy playtime garten of banban and even indigo park#(ngl i completely. fucking forgot about ppt as i was typing this sorry gamers /lh)#anyways hiiii i wanna. fuck around with my thoughts#could be a fun project
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I return to WHB Tumblr to see how the game us doing and I see the fandom in shambles, damn. And after scrolling through the tag for a bit, I have...questions.
Yo how big is WHB now even? I stopped playing shortly after they introduced the paywalled Gabriel and that's one of the things I've seen several people complain about...
Like I understand the rest of the complaints - it's mostly the same complaints I've been having about the game prior to me quitting. Multiple decisions that seem to reinforce the idea that this game is heading down the P2W path, very anti-F2P practices in general, outrageous prices for the paid Nightmare Pass, no pity system on launch, the disaster that was the implementation of the Solomon's Seals gacha, the many bugs on launch especially, the small amount of farmable premium currency, and the list goes on...the pancake shop rework not only seems to be in line with the trajectory PB seems to be taking in terms of game decisions, but is also the straw that broke the camel's back for a lot of players.
But, uh, storage? Wasn't it like 2 GB tops on launch? That was reasonable I think, because Arknights was around that size on launch and back then, there was so little additional content. Only JP dubbing, no L2D E2 art or skins (the only L2D we had back then was Closure, the SHOPKEEP), 5 story chapters (which translated to 92 stages, in which around half have a Challenge Mode variant and with a large majority being unique maps), and no additional game modes.
For additional context, currently Arknights is ~6-7 GB on a fresh account with all language dubbing, and it gets bloated if you don't delete unused event data (it's ~9.7 GB for me and I have Arknights on my current phone ever since Near Light first hit Global, so just over 2 years now). Keep in mind Arknights is close to 4.5 years old in Global, and CN just celebrated their 5th anniversary a few months back.
Talking about storage, I don't think comparing WHB to older games and non-tower defense is fair either, since:
Older games in general are much easier on your device in terms of storage to content ratio and performance, mostly due to device limitations of the past requiring less sophisticated game mechanics and the devs sticking to these simpler mechanics even as time passes and technology gets more advanced. Gentle reminder that FGO is ~7 years old in NA, ~9 years old in JP, and ALSO doesn't download everything initially - afaik there's an option for that in the settings menu which bumps the total size up significantly (the wiki lists it as around 9-10 GB total).
Different genres and graphics mean different storage requirements. Anything 3D or open world will almost always have higher storage requirements compared to anything else. Path to Nowhere is around the same size as Arknights despite being younger due to the former using 3D models for their battle sprites, compared to the 2D chibis Arknights uses. Love and Deepspace, a ~5 months game, is huge because of how they do the cutscenes AND the stage-based action gameplay, but Wuthering Waves is closing the gap on size quickly despite being only ~1.5 months because it's an open world action RPG.
What I will say, though, is that WHB is not optimized well. Now I may be very unfair by comparing WHB to Punishing: Gray Raven, a game by the optimization gods known as Kurogames (people ran the PC PGR client on 2GB RAM laptops and my 4GB RAM laptop can run WuWa despite it using UE4 - an engine notorious for chugging on low end devices - albeit with lag spikes in the open world map), but when a 2D tower defense game fails to run as smoothly as a 3D action game with stylish and fast-paced combat, then we have a problem. For context, my 4GB RAM phone only has minor lag when I use a skill that has a lot of visual effects like Lee Hyperreal's Hypermatrix, but back when I played WHB I still experienced lag spikes when deploying units.
Again this all boils down to PB just not being used to the game format. Which is all well and good, Arknights was a huge departure from Girls Frontline too - a good portion of Arknights' devs worked on Girls Frontline before splitting off to work on Arknights. But what made Arknights succeed is how accessible and F2P friendly the game was, with smooth and solid gameplay as well as an engaging plot that discusses themes such as racism, discrimination, and the fragility of hope.
Of course you can argue that Arknights is a tower defense first, visual novel second. Unlike WHB, which is an otome game first, tower defense second. And I would agree, but only to a certain extent. Once you step into the realm of having Actual Combat Gameplay Elements then I believe it's your duty to make progression as reasonable as possible. Including a power gate is fine, but nothing too excessive - and certainly do not hold any significantly strong unit behind a paywall.
Because fun fact - in Arknights' entire runtime, there were only a handful of completely paywalled content:
Player icons from promotional packs for large events, particularly the Ambience Synesthesia concerts
Character skins from promotional packs, like the Exusiai and Guard Ch'en skins during the anime release
Purestream, a B4 Therapist Medic who was released as a WWF collab, where all sales from her $1 pack were donated to the WWF. Even then, she eventually became available for everyone, as she was later added to the Recruitment pool (use a resource obtained from Dailies for a chance to get units, some unique to the pool like Purestream). She was a decent healer, and her Module made her a good budget medic. Even then you're more likely using the Medics you've already built by then - for B4 budget options, Perfumer is usually better for multi-target healing and a party HP regen passive, while Sussurro is your go-to for strong single-target healing.
And guess what? None of these had any direct impact on gameplay during their paywalled period. Purestream wasn't even a B5 or B6 unit, yo. There are many better options for healers. I STILL USE THE B3 ANSEL AND HIBISCUS IN INTEGRATED STRATEGIES.
I'm just...PB's choices baffle me, and I do wish they can improve not just on the game performance standpoint, but in how they treat their playerbase in terms of in-game purchases. I hope I made that abundantly clear...
#what in hell is bad#whb#rimei rambles#i'm confused y'all#storage was the least of my issues with this game#but idk how it is now so#for the love of god please compress your files#optimize your game#again i am arknights biased#and it definitely shows#arknights is such a good game i genuinely think it ruined all other tower defense games for me#so maybe i'm not the most objective person to be making all these statements#but the game state is so much of a dumpster fire it makes me sad#because if done well whb could've been great#instead...we got this
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Guys I'm really rackin ma brain now. I can't understand
What is an rpg
But not what is an rpg. What is the type of game called that I thought was an rpg but seems not to be
I am on about games like: Undertale, Deltarune, Pokemon, FNaF World, Danganronpa Summer Camp, Hyrule Warriors including Age of Calamity. I just finished replaying Deltarune chapter 2 in my excitement for remembering that the next chapter will come out this year, and I thought about how much I like this style of game: I like personalising the party to what I prefer and I love the monotony of the gameplay a lot
Yeah they're rpgs, but when I searched the Internet for most popular rpgs, it came up with stuff like Eldin Ring and Persona????? That's not quite what I'm looking for
What I mean is the games that have party based systems where you often have turn based combat and you gotta level up your characters depending on your favourite or their skillset etc
My favourite games to play are choice based games (so, with multiple endings or choices like Life is Strange, Stanley Parable, etc), visual novels (take my love for Cheritz for example) and of course now I'm realising: these rpg kind of games
But when I search for rpgs, I get stuff that's.....not what I'm looking for
#video games#deltarune#undertale#pokemon#I DONT KNOW WHAT TO TAG THIS AS TO REACH THE AUDIENCE I NEED#FNAF World#???????#sorry#rpg#rpgs#role play games
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2023 Game Of The Year: Storyteller (plus DLC)
I played Storyteller after the DLC came out, and Storyteller (with the DLC) became my game of the year.
Unfortunately, I can't really explain why without spoiling some puzzles. I will not try not to spoil any solutions in the screenshots (except one), but I will have to spoil the game mechanics.
What is Storyteller
Storyteller is a game where you arrange comic book panels and characters to tell a story based on a prompt. It doesn't require any dexterity, only deduction. You drag and drop comic book panels into slots, drag and drop character into panels to arrange them, or drag populated panels and characters around.
The challenge is to understand how the characters and panels work, what the prompt wants you to do, and how to do that. Early on, the game is mostly about figuring out the rules governing the characters and panels. It slowly shifts towards more "thinky" problems, where the challenge lies not in understanding how the game works, or what the goal is, but how to fit the required story beats into a limited number of panels.
Depending on the outcome of a panel, you may see little icons, speech bubbles, or thought bubbles that describe whether an action failed or succeeded, and how the characters think or feel about that. Sometimes the outcome of a panel is communicated in a much more direct way, and acted out by the characters.
Screenshot from second chapter puzzle "A Heartbreak is Healed"
Screenshot from first chapter puzzle "Heartbreak with a Happy Ending": At this point you are still learning the game mechanics like placing panels and characters
Screenshot from "Everyone Rejects Edgar": More thinky puzzle than recreation of a storytelling clichƩ, and an opportunity to apply what you know. The characters except for Edgar are interchangeable. You can have them fall in love with any other, or reject Edgar in any order.
Screenshot from later puzzle "Everyone Sits on the Throne": A thinky puzzle in the same vein as "Everyone Rejects Edgar". This time, there are important differences between the initial states of characters. You cannot make them sit on the throne in any order.
The panels can be thought of as story beats, sometimes as scenes/places, as in "A and B meet in the kitchen", and sometimes as actions/verbs, as in "A and B kiss". They aren't verbs in the sense that you can just put Alice and Bob in the kissing panel and they always kiss. They only kiss if they love each other, or at least if they don't hate each other. All you can do with the characters as the player is to put them in situations. You can drag the "horse" character into the "watering hole" panel, but you can't make it drink. I mean, probably you could, you might, but would be the puzzle.
Screenshot from "Hatey Murders Father and Marries Mother": It's obviously an Oedipus reference. You see that Hatey doesn't want to murder his father or marry his mother in this constellation.
The game keeps track of the relationships between characters, beliefs of characters, and states of objects. That means (I made this example up in order to not spoil any puzzles) if Alice has been in the kitchen with the cookies, Alice believes there are cookies in the kitchen. If the Cookie Monster has been in the kitchen, there are no more cookies in the kitchen. Now Alice could tell Bob that there are cookies in the kitchen, and Bob could ge hungry and blame Alice for lying, or he could catch the Cookie Monster eating the last cookie. The possibilities for drama are there.
Characters have different initial states and motivations. For instance, the King and the Queen are initially married, and they both have the crown.
Screenshot from "Three Heads Roll": Only the Baron wants to kidnap the king.
If you're into that kind of thing, you can imagine Storyteller as a STRIPS-like planning system with a known or at least discoverable initial state, multiple goals (not just one goal state), panels as actions that take characters as parameters, and a lot of state that can be observed and deduced, but not directly manipulated.
If you're not, you can just play Storyteller as a game about telling stories based on a prompt.
Progression
After you start a new save file, the whole game is open to you. Puzzles or stories are grouped into chapters of four of five stories. Each chapter has a common theme, and a set of common characters and panels. Later chapters mix it up a bit, and introduce characters into different environments or combine characters from multiple stories or mythologies, whereas earlier chapters mostly introduce panels and characters so you can learn how they operate.
Like I said, the whole game is open to you from the start, so you are free to skip a puzzle if you are stuck, to revisit an older chapter, or to skip to the last chapter. It doesn't really matter, because you have to solve every puzzle in the game in order to get to the end.
The first chapter teaches the mechanics of dragging and dropping panels, dragging and dropping characters into panels, and dragging populated panels around to swap them. Then the next couple of chapters introduce different characters and settings. Usually the first story of a chapter only has a few new characters and panels with a rather obvious prompt, the second introduces more content and a slight variation, and the third and fourth have a slight twist.
The later chapters are more focused on actual puzzles.
Some puzzles have multiple solutions, and after solving it one way, you see two additional prompts. For example, the princess could kiss the frog and then the frog turns into a prince, or the princess could kiss the frog but the frog turns into another princess.
I skipped many of those variations on my first playthrough, and this way I blazed through about 40 puzzles without ever stopping and thinking or feeling overly challenged. I learned how most of the characters and panels work, and then I went back to solve all the variant prompts. Somebody I know played every level in order and solved the variant prompts right away. That makes for a more thinky experience earlier on. Either way works, and both are clearly intentionally permitted by the game design.
In the final chapters, Storyteller actually becomes thinky and difficult. This seems like a flaw in pacing, but it works out to the first 70% of the puzzles taking 30% of the time playing it, and the last 30% taking 70% of the time. Instead of treating Storyteller like a storytelling game, you must finally treat it like a puzzle game.
When you beat the base game, the DLC content is added. Levels in the previous chapters get an additional variant prompt, and a new character is introduced. This character acts completely different from all the previous characters, so you have to at first understand how it interacts with the panels from the base game. The variant prompts are harder than anything in the base game. For puzzle game aficionados, this is where it gets challenging for the first time. Here's a "metagaming" tip: None of the DLC variant prompts is solvable with the characters from the base game. Therefore your solution must incorporate the DLC, and it would be impossible to reproduce with base game content.
Screenshot from "Eve Dies Heartbroken Devil makes everyone miserable": You have to experiemnt to figure out how the devil interacts with the panels and characters.
Why It Works So Well
Storyteller is a bit on the easy side. So why does it work so well?
If you are an expert at puzzle games such as The Golem or Stephen's Sausage Roll, then maybe it won't work for you. But if you are looking for a puzzle game that is different, if you liked Splice or Cogs, then Storyteller could be the game for you. It's not a puzzle platformer, not a first person puzzle adventure like Obduction or Sensorium or Quern.
Storyteller is not a storytelling game in the vein of Facade, but it uses themes and literary allusion to keep you interested early on. The music sometimes feels more like a fun Easter egg, but never annoying.
Early prompts in the vein of "boy meets girl" soon turn into more complicated prompts, requiring some minimal lateral thinking to figure out what you need to do. Some of the prompts are literary or mythological allusions and references. That keeps levels interesting and varied even when the actual puzzle part is simple.
Screenshot from "Butler Gets Fired" and "Friedrich Takes Revenge": The puzzle part is quite easy, and there is little lateral thinking involved. The fun is mostly in re-enacting pop culture tropes.
Screenshot from the level selection: Every puzzle in every chapter is open from the start, but it's probably best to do them in order.
Many bad puzzle games get this wrong. You can never really solve a puzzle, because there is only one thing to do. You pick up a key, you open a lock, you see a button, you press it to open a door, you just do the next thing you can do over and over. Instead of puzzling, you just push every button and see what changes to know where to go next. It's fine if the puzzle mechanics are just an excuse to get the player to traverse a temple/dungeon back and forth, if you see the lock and the key and the puzzle mechanics are just there for flavour and motivation. It's no okay if your game is not an action adventure or a puzzle platformer, but an actual puzzle game.
Monument Valley is such a game that doesn't have any actual puzzles in it, you just walk from one place to the next. The game is carried by the interesting visuals and the novelty of the perspective mechanic. (If you are looking for something like Monument Valley but challenging, I could perhaps recommend Naya's Quest or Selene's Labyrinth.)
Early on, Storyteller has this flow of simple and easy puzzles (like Monument Valley), one solved after the other, and it gradually gets more difficult. The references to books and storytelling clichƩs aren't particularly deep or laugh-out-loud funny, but they make for the occasional chuckle. Sometimes part of the solution process is to realise that "boy meets girl" was last time, and this time you have to use "girl meets girl" to make the story fit the prompt with the characters you have at your disposal.
The variant prompts manage to side-step a problem I that stood out to me on my playthrough of Baba is You, and a problem I encountered designing my own puzzles. Sometimes there are two levels in a row, where one level has an "unintended" solution, and the next has the "intended" solution removed, so you have to find the second solution for the first level. If you manage to find the "unintended" solution the first time, the next level will be very confusing. Just this solution again? Wait, what was the other solution? Did the last level try to teach me something I missed? Should I go back again to find the other solution?
It was confusing to me anyway, a couple of times when I played Baba is You. The same idea is implemented in Storyteller in a much better way. Instead of having a modified copy of the same level right afterwards, Storyteller categorises solutions into "basic solution", "variant A" and "variant B". Even if you manage to find one variant with your first solution attempt, you immediately see both variant prompts, and there is always one more variant to try next. You never have to construct the same solution twice in a row. Sadly this elegant system cannot be applied to Baba is You.
Screenshot from "Tiny gets a kiss": Sorry for spoiling the solution. Even if you manage to have the prince save Tiny the first time around, you would still have to find a solution where Snowy is ungrateful, and Tiny gets a kiss.
Pre-History
I can't really talk about Storyteller without explaining why I was drawn to this game in the first place. I first heard about it in 2008, when it won the IGF. Back then it was more of a story sandbox in the vein of "Tale-Spin". That's the old story generation AI that produced the sentence "gravity drowned", if that means anything to you.
Screenshot: Storyteller prototype with old pixel art
About a hundred flash portals mirrored the initial Storyteller Flash prototype that won the IGF. The original is still here on Kongregate.
Back then, I wondered how a sand box such as storyteller could be turned into an actual game. It was a prototype and some mechanics, but not really a game. It looks like the developer wondered, too.
In the mean time, FRAMED had came out. Now FRAMED looks clearly inspired by Storyteller, because it also has a mechanic where you rearrange panels, but it's nothing like it. FRAMED is more like the Limbo to Storyteller's Braid. Ironically, FRAMED is "a game that tells you a story". Storyteller is an actual puzzle game.
It has been in development longer than Duke Nukem Forever, but even after all these years, Storyteller doesn't feel dated or superfluous. They finally found a winning formula.
Storyteller was developed by Daniel Benmergui and published by Annapurna Interactive. Get it on Steam here, or if you have a Netflix subscription and an iOS or Android device, the price of the mobile app is included in your monthly Netflix fee. Storyteller is also available for the Nintendo Switch. I would recommend playing it on a PC or tablet.
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Introduction and Masterpost
Hello! Iām Io (with an i, not an L), they/them, enthusiast of evil space wizards and other assorted terrible people everywhere. This is primarily a SWTOR blog, but I post about other fandoms occasionally, and have recently fallen down a terrible hyperfixation hole about Fallen London. I write longfic, on a somewhat inconsistent schedule; chronic illness makes it difficult to put out chapters consistently.
I donāt have a DNI, but I block bigots and anyone whose posts Iād prefer not to see. I donāt do shipping discourse, and I donāt necessarily care what you ship, but see the previous sentence; if it makes me uncomfortable, and there are definitely things that make me profoundly uncomfortable out there, Iāll probably block you. (This has much more to do with tone than contentāI have triggers, Iām all for people experiencing unpleasant things in safe ways, but the moment it feels like theyāre being written as good and sweet and normal Iām going to nope on out of there as fast as I can. For my own mental health, and because the alternative is me biting someoneās head off.)
For my own part, I often write about dark subjects (especially in regards to my SWTOR OCs), and this blog may contain untagged discussion of fictional slavery, speciesism, systemic child abuse, state violence, toxic and abusive relationships, and similar topics. Mentions of sexual assault are generally tagged as āsexual assault cw.ā I try to tag discussion of parental or school-based child abuse as āchild abuse cw,ā as well as in-depth descriptions of it in general, but I canāt 100% guarantee it. I try to remember to tag what friends ask me to tag, but if we donāt know each other well, I may not be able to manage it.
For neurodivergence reasons, I find it extremely difficult to describe images most of the time, but Iām trying to include alt text on screenshots of tags more consistently, and Iām attempting to tag my own posts with undescribed images as āundescribed.ā (This includes most of my Fallen London posting, because thereās just enough formatting to poke me in the ācannot easily transcribe visuals to textā issue.)
Liminality/Discontent (SWTOR):
Liminality Main Cast:
[placeholder]
Discontent Main Cast:
[placeholder]
Sunlight (SWTOR):
[placeholder]
Other/Miscellaneous (SWTOR):
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Fallen London:
Amias Arling, the Calescent Inquisitive. Heartās Desire. A former freelance detective with a few unfortunate soft spots, who came to the Neath for a case and ended up framed for something their target did. Extremely clever and extremely driven, but embodies the maxim that everyone has a plan until they get punched in the face. Practically allergic to the direct route, unless it seems like no one would ever expect it. And even then, theyād rather take a convoluted way around.
SWTOR:
Liminality/Discontent, a sometimes-AU SWTOR novelization in multiple parts. Has a heavy focus on the implications that the game didnāt go into, the politics of the galaxy, and the pressure the protagonists go through.
like a moth to you, sunlight, a collaboration with my sibling @azems-familiar. Not very much is written on it, because collaboration is hard even when both people involved arenāt chronically ill (and our hyperfixations are largely elsewhere right now), but we love our terrible children anyway.
Liminality/Discontent:
The Dead Star; The Ruin, a prologue of a sort. As yet unpublished. Also works as a standalone work.
Anamnesis, a KOTOR novelization with a certain amount of playing with the format. A tragedy, if a bittersweet one, and a case study in why villains with good motivations are still villains. On hiatus.
Liminality, my pride and joy and occasional mortal enemy. The first and primary of two SWTOR base game novelizations, covering the Sith Inquisitor, Smuggler, Sith Warrior, and Jedi Consular storylines. It deals heavily with loss and familyāthe latter both by blood and by choice, and sometimes unexpectedly uncovered. Itās also about history, about the boundaries between past and future and life and deathāand the things that survive when someone is gone. The galaxy is full of dangerous secrets, and cycles that seem inexorable; in the end, though, what matters most are the choices you make and why.
Discontent, the fic I will someday definitely write. Covers the Jedi Knight, Imperial Agent, Bounty Hunter, and Republic Trooper. Itās about war, mostly, and cleaning up other peopleās messes. Nobody gets to step off a battlefield as the same person who walked onto it, if they make it off at all, but there are reasons to keep tryingāeven if only some of them are good ones. And somebody has to be the one to chase down the conspiracies in the dark.
Sacrifice, as yet not even started, which will cover the portion of the game running from the end of the class stories to Ziost. Thereās a fourth fic for the Alliance era, tentatively titled Conviction, but thereās less in my head about how that oneās going to go.
Sunlight:
still my heart is heavy (with the hate of some other manās beliefs), about spies and loyalty and people making slightly better decisions than they could have. Written primarily by @azems-familiar, who Illami belongs to. (I helped write Ardun.)
Other/Miscellaneous (SWTOR):
your last serving daughter, a collaboration with @reconstructionlegacy. Our silly little AU about Empire and the people who wish they didnāt live in it. Also infrequently updated due to the trials of life and coauthorship.
Fallen London:
None, yet, but it will happen. I can feel it.
The organizational banners used can be found here.
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Spent last few days working on the script for Chapter 6 (which I'm now editing so, highlights coming soon). In the meantime, here's a sort of masterpost of things concerning possible game mechanics for future VN builds
First things first, the visual novel will be kinetic. Meaning, no choices or story branches. Linear story telling. Perhaps a bit unusual when VN killer feature is the ability to choose your own path...but, I recognize writing multiple stories within one would be too taxing for me and I probably won't be good at it. Plus, some of the classics when it comes to VNs are kinetic, and people love them for their stories and characters.
However, it won't be just a book with pictures and music either. Some of the mechanics I'd like to try and implement to richen the gaming experience are:
Turn based, RPG-style battles.
I'm taking most inspiration from the first Darkest Dungeon game (and bits of Star Rail here and there), so the concept I imagined so far is rather similar.
You'll be able to play a party ranging from one to four characters (the main ones), each with their unique role and skillset: Tord, a tank/damage dealer hybrid; Edd, a buffer (but like, the OP one); Tom, a debuffer, multiple target specializing on DOTs (damage over time); Matt, sustain/damage dealer hybrid.
Each will have: a basic attack, and around 2 skills that require spending blood (action points). They will also have something similar to DD's sanity meter, that could build over time spent in unnecessary/avoidable battles, or by specific enemy attacks. If it goes up high enough, the character ends up "malfunctioning" in ways specific to them and their playstyle.
There will be ways to lower this "sanity meter" down to normal. As well as ways to acquire passive buffs, by finding items at specific locations. Probably no leveling system, but I'll try to research the possibility of it in renpy along with other things.
I'd like to have these battles happen in one chapter. So like, you go one chapter with some number of battles, then next one is "resting time" (no battles), then next chapter has battles again. And it will have at least two boss fights. Could make it three, if I'll find who could fit that additional boss role XP
Some other game mechanics for when there are no battles:
Random events. Bits of character interaction that aren't essential to main story but could give additional depth to them and the world around. Kind of my way of giving additional replayable content without the need to write branching story arcs XD
Mini games. Little puzzles to better relate to the character experience. Sort of, experience what they are experiencing in the moment. Chapter 3 already has one in the script, I'll search for other opportunities to insert them.
Unlockable character stories. A suggestion from Nina, to have the backstories I write for the antagonists as unlockable content after beating the game. Kind of like a Gallery, except instead of images you get additional game content XD Perhaps some could get unlocked by completing some sort of in-game challenge, like acquiring a certain number of buff items.
#eddsworld au#eddsworld vtm au#info post#i think what i have imagined in my head has the potential to be fun#but i need to find the time to create a draft build#to see what works and what doesn't. and what is possible within renpy and what isn't#but i'm spending most free time working on the script TwT#or designing characters#maybe when I'll finish all of it...
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This is probably an old topic this point but im thinking about it and feel violent to whatever lol
Iām glad that they remade Crisis Core so that new fans or people who never played the original CC got to experience it with fresh paint. But MY GOD there are a couple gripes i have with Reunion which have mounted a bit more with Ever Crisis.
1. Personal Gripe. Idk if everyone has this issue or if the game has been updated to include this or not since but when i was playing, I had to stop at multiple points and take a break because motion blur makes me genuinely nauseous. And at the time, there was no way that i could find to turn it off. I tried modding it out myself and it didnāt work. I want to 100% the missions but i donāt know if i can because after 10 minutes, I feel like death. But i like the combat system better than the og so hhhhh idk
2. This is not a criticism of the voice actors at all. Iāve gotten used to the voices and I genuinely believe they are doing wonderfully as the characters now. My criticism is at the directors of the english dub of Reunion. The original Crisis Coreās english script can already feel clunky at times. The writing and story as a whole was clunky to begin with. But it really feels like the english voice directors sometimes gave the worst directions and said āYes! Thats the one!ā to the worst takes that sucked any life and personality the OG game cast had given those same lines.
3. I love the shiny, new graphics and animations. And i think there are a few new missions and some quality of life things and it being retranslated. Other than that, i donāt think there is anything new at all. I am certain Square knows that Crisis Coreās story is clunky, sometimes cheesy, probably rushed, and not well written at times. And they did NOTHING to fix it. They didnāt add a couple new chapters to clear anything up. They didnāt add any new dialogue or something to make the relationship and dynamic of the First trio more clear. They didnāt clean up the writing of Sephirothās downfall into madness. For the love of everything they couldāve done some justice to a character based off a real person at least in looks and cleaned Genesisās story and writing. No. Insteadā¦
4. IT LOOKS LIKE THEYāRE PUTTING ALL THAT CHARACTERIZATION AND CHARACTER DYNAMIC AND CLEAN UP IN THE FUCKING GACHA GAME THAT THEY UPDATE SO GOD DAMN INCONSISTENTLY IT MAKES ME WONDER IF THEREāS LIKE 2 PEOPLE WORKING ON EVER CRISIS. ARE THE PEOPLE AT SQUARE OKAY??? IDK BUT AAAAAA I HATE WHEN COMPANIES DO THIIIIIIS
Anyways, I hope youāre all having a wonderful night.
#final fantasy 7#ffvii#ff7#final fantasy vii#ff7 ever crisis#ffvii crisis core#crisis core#ff7r#ever crisis#crisis core reunion#ffviicc reunion#rant#square enix#square enix being square enix#yes this is a rant about gacha games#its always fucking gacha games#fuck gacha games
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All the chapter scripts for Triangle Strategy are now up on the wiki! The scripts should contain essentially all of the text from the game, with the exception of some UI and other not-dialogue things.
Long-winded list + rambling about what I still need to clean up under the cut:
I haven't touched the mid-battle dialogue yet for the most part. It's all pasted in every chapter, but I've pretty much just slapped a "This dialogue is triggered if [condition unknown]" label on all of the lines and called it a day.
The dialogue for each side story is only included in the data once, so if one side story is included in multiple different route paths, there's a decent chance I missed that. Once I get the basic script down, I'll go back and take a closer look to make sure I have the side stories duplicated where they need to be.
There are also a few scenes that were in the script and that I can remember playing through, but they didn't seem to actually be in the chapter the datamining said they would be in, so I need to track down where they actually go.
Event descriptions are mostly all there, but there were a few places I need to go back and check.
There are a lot of little general things I might have missed (things like conditionals that didn't show up in the ids I was looking at, so they flew under my radar).
Question-answer associations are likely mixed up in a lot of places. I touched on it in a previous post, but this is due to the fact that when Serenoa is answering a question, there's no real id that's used to indicate what dialogue follows a specific answer. So I've mostly just gone off of what sounds right for the time being. But if you're dying for a not-tldr explanation (and of course you're dying for a not-tldr explanation!!!!):
The way I've been "datamining" a lot of this isn't actually datamining so much as it is sort of......... making educated guesses based on the developer's variable naming system. Like for example, a specific piece of dialogue might be named:
MS01_X01_A1_0010_F_FRE_0070
And what I did was sort of reverse-figure-out what those ids indicated. I figured out that MS stands for "Main Story," 01 is the chapter number, X indicates that it's part 2 (if there ARE two parts, otherwise it's just the whole chapter), A1 is a reference to the location (Wolffort Demense), 0010 I think is technically some sort of scene id, but I haven't been able to crack what exactly the value indicates. "F" is the gender, "FRE" indicates that Frederica is the speaker, and "0070" is some other numbers that I did actually figure out what they meant but it's not relevant to datamining (it's a counter for how many times a specific character has spoken in a scene, which was probably useful for making sure each dialogue line got a unique id but it's not super useful in any other sense). (Also my little brother was actually the one to figure that out for me so shout out to him!!!)
There are variants on this with other information included, such as:
MS02_X02_RESEARCH_01_DRAMA_M_ELA_S01_0020
Which is a line of Erador's dialogue with roughly this interpretation:
MS: Main Story
02: Chapter 2
X: Main Chapter Content
RESEARCH: Comes from Exploration phase
01: Version 1
DRAMA: This happens during the exploration phase (as opposed to before or after it)
M: Male
ELA: Erador is the speaker
S01: Scenario ID 1 (usually means this is the dialogue that displays the first time you speak to him, vs. any time afterward)
0020: speaker count again
With questions specifically (like Benedict asking, "What do you think the purpose of the tourney is, my lord?"), those lines of dialogue usually get the label S03. That "S03" label is applied to all parts of the question-related conversation, including: the question itself (e.g. "What do you think the purpose of the tourney is, my lord?"), Serenoa's answers ("I think it's to show off our military might", "I think it's to make friends," etc.), and any NPC response that follows (e.g. Benedict saying, "Not quite, my lord. You see, it's actually..."). As far as I can tell, there's no way to tell what answer goes with what NPC response. It would PROBABLY be in the code somewhere, but while variable names are really easy to see, the actual code is a lot harder to break into and would require likely learning a new coding language and other stuff I simply don't feel like doing.
So thus I'm just guessing a lot of times. For a fair amount of it, it's pretty easy to tell what response goes with what question, but whenever it's ambiguous, it's entirely possible I mixed up the placement of a few lines here and there.
#triangle strategy#ts datamining#I'm just sitting here at my desk kicking my legs and giggling because it's DONE#or at least the rough draft is!!!#I am unstoppable. omnipotent. I am excruciatingly familiar with triangle strategy's storyline and will be haunted by it until my dying day#and now I can stop looking at spreadsheets and go play tactics ogre until my brain melts!!!
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actually now that you've finished AM and re: Paired Endings, did you get the paired endings you wanted? I remember when I went in blind and didn't know how the hidden support points system worked in regards to paired endings, I ended up with exactly no paired endings I was expecting or hoping to get, and a few people I knew playing the game at the same time as me ran into the same "wait, how does this work" conundrum bc we all went and got everyone to A or A+ supports with everyone else and therefore had a roulette wheel of paired endings.
also just in general, how did you enjoy AM?
I barely knew paired endings were a thing so I wasn't aiming for any one in particular (although I'm upset by the Felix/Ingrid one. I'm sorry Ingrid, you deserved better).
That said, having paired endings almost hidden from the player if you don't know (I'm guessing it's a selection of the A/A+ support pairs, but if you have multiple it selects one based on which has the highest support points) is... really weird. Why not just have S supports at that point and give the player the active choice of which paired ending they want?
As for Azure Moon itself, I quite enjoyed it! Dimitri's journey is the good shit, his relationship with Edelgard is just tragic and overall it's a really nice personal narrative.
But for the larger narrative, well... I have questions. And they are not the good kind.
Let's start with the smaller things first - Sothis.
Why is she even in the game?
I'm saying this as a huge fan of her- I adore her, I think she's so much fun. That said, if she's barely going to have screentime in White Clouds and is completely absent in Part 2, why even pretend she's going to be a primary character if she barely features in it?
I enjoyed Ch9 and 10 with her because she finally had her time to shine, taking initiative, coaxing Byleth into investigating a bit more and being a little gremlin when she convinces them to eavesdrop on Rhea. She finally has the presence she should have always had, but then she merges with Byleth and... that's it.
Poor Rhea is in an even worse situation in Azure Moon, being completely absent in Part 2. They tell you she has been secretly been imprisoned in Enbarr all this time but they never tell you why (my guess is it has something to do with Edelgard's monster form?), and then when you beat the game... Nothing.
Just a small line telling you she has retired and moved to Zanado.
The poor woman feels like a complete afterthought in this route.
Speaking of things feeling like an afterthought in Azure Moon, the Dark Snakes (the personal name I'm going with for Those who slither in the dark because I hate that name so goddamn much).
In White Clouds? Hyped up as a major antagonist.
In Azure Moon Part 2? Nowhere to be seen properly.
You only get Cornelia and Volkhard who have been very blatantly replaced with members of the cult, and yet no one seems to notice.
Dimitri will say straight to your face Cordelia's whole demeanor changed around a decade prior but never think "hmm, this sounds familiar", despite him mentioning Kronya a few chapters prior.
They appear in the final chapter but only as an extra boss you can stomp to get rid of a bunch of soldiers, and again - barely acknowledged. The rest of them flee when you kill their leader so the Snakes are still around scheming, but this is never addressed in Azure Moon, not even in the endings.
And I am not accepting "it will be explained in the other routes" as an excuse, because if you're going to treat every route as its own game, then the narrative of every single route has to stand on its own.
As it stands, the Snakes in AM only exist to make Edelgard look better by comparison in White Clouds and are almost completely ignored in Part 2.
And speaking of Edelgard - we need to talk about the whole deal with FĆ²dlan's unification.
This game is... weirdly fascinated with the idea. I can understand why Edelgard views it as an ideal - of course the future Emperor of an Empire would have an imperialist mindset.
The problem is that several other characters and the narrative itself portrays it a good thing, when if you think of it for a few minutes... It's not. The mere existence of the Kingdom and Alliance as well as two of the major wars in FĆ²dlan being for their indipendence proves that.
And look - FĆ²dlan has many, many problems. Rampant racism and xenophobia, class inequality exacerbated by Crests, you name it. But it being united under a single banner, especially if by force, does nothing to solve any of the issues and arguably makes them worse.
Hell, as fucked as the status quo at the start of the game is, at least there was a clear harmony between the four powers, and FĆ²dlan had been at a state of relative peace for almost a millennia until Edie did her, um, thing.
Shamir has a line where she mentions FĆ²dlan will probably split again eventually, and she's right - it's increasingly clear that FĆ²dlan being governed by a single power does not work.
Also I know I barely know Claude at this point especially because he's deliberately written as hard to read but I'm sorry- him just giving the Alliance to Dimitri is bullshit. Both because of what it represents, both because I don't buy it at all he would just do this (especially with Verdant Wind existing), and especially because you really want me to believe every single noble would be ok with rejoining under the Kingdom they declared indipendence from two centuries ago?
So the narrative ends up saying "oh it's not that Edie's ideals of a unified FĆ²dlan are fundamentally wrong- no, it's her methods and the fact that she wants to destroy the Church". And the cynical side me is thinking that in the large scale of things, the main difference between the routes is choosing which war criminal gets to govern the whole continent.
So while overall I enjoyed Azure Moon, I can't help but notice so many warning signs for things to come.
#ask replies#loregoddess#fire emblem#fire emblem three houses#fe16#azure moon#fe16 spoilers#my rambles#three houses is rapidly shaking into the game i have most complaints about#i swear it's good but OOOOH BOY is there a lot of poorly made and/or questionable stuff#sorry for the incoherent rant at the endš
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What is Early Access?
Early Access allows you to play games that are currently in-development. These are games that will evolve as you play them, as you give feedback, and as the developers update and add content.
Why Early Access?
Early Access allows devs to have the feedback and support to reach bigger goals that they might not be able to achieve otherwise in a realistic timeframe and with a realistic workload. One example of a successful Early Access game was Supergiant's Hades, which allowed them to add a variety of content, including enemies, weapons, boss battles and narrative while maintaining balance and interest in the end product.
How does Early Access help Midautumn?
We're a small team making a big and messy game that we really want to resonate with people. The best thing we can do to achieve that is bring players into the fold as early and often as we can. Early access is our way of allowing the game's community to grow along with us and be a part of Midautumn's development journey. With your help, we'll have the best chance at setting correct priorities, making necessary adjustments & tweaks, and most importantly making the game as impactful as we know it can be.
How is the full version planned to differ from the Early Access version?
We're setting out to make Midautumn as expansive and as rich as we can, so many features are still to be implemented. Right now our roadmap includes the following:
Content updates (new abilities, items, enemies etc.)
Additional Dungeon Biomes
The rest of the game's narrative
More bosses
Changes and improvements to some of the existing systems
Improved optimization and stability
And much more!
What is the current state of the Early Access version?
The basic gameplay loop, including combat system, dungeon crawling, and character development, is mostly completed. The current game version includes:
The game's first chapter, which includes over 200 unique narrative events
3-7 hours of narrative content (per one playthrough)
3 bosses +
multiple miniboss that can be discovered by progressing the narrative
The game's starting dungeon biome - The Earthen Ruins,
16 base dungeon enemies
Permanent Ability Upgrades
Shops
Temporary Dungeon Items
Approximately how long will this game be in Early Access?
We expect to release the game in late 2024 approximately Full 5 Biomes done, implemented, and refined including the narrative, characters, enemies, etc.
Buy the game or play our free demo and be part of Midautumn's journey to success!
#indie game#gamedev#indiedev#hades#game dev#indie dev#video games#indie games#game development#steam#early access#roguelike#roguelite#indie game dev#indiegame#midautumn#midautumn game
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I haven't had much to talk about lately as far as dolls or doll repair tools go because I've been busy with other things.
My S.O. has been playing Yakuza: Like a Dragon Infinite Wealth, though, and I have some thoughts.
Which is on sale right now for $40 on Amazon:
He's been playing on PS5. Since he's the one playing, I can't give much of an opinion on the combat system or item storage, etc.
I can say there are a ton of mini- and sub- games that he's enjoyed like a bottomless dungeon, an Animal Crossing-like island resort to take care of, baseball, card games, a Pokemon spoof, a dating game, and more.
The game references and mimics many other classic video game genres.
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Like a Dragon Infinite Wealth is the first in the Yakuza series that he's played (he didn't even know about the series; I did but only from other people), and it was also conveniently a perfect place to hop into the franchise because you get a quick rundown of the games that lead up to this point. Even having not played Like a Dragon, the first in the Yakuza series to feature Ichiban Kasuga as the lead and a whole new battle system (it's now turn-based RPG style) and most of the characters already being established, Infinite Wealth makes sure you know who everyone is and how they're tied to Kasuga and Kiryu.
The Yakuza series is well known and well loved, and despite some heavy, emotional story the series doesn't take itself too seriously.
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LaDIW looks really great. There is some disparity in quality between cinemas, cut scenes, and game play but that's normal.
Characters have individual facial hairs. There is texture in the clothing. For the most part the movements are fluid and natural, though at times they are stiff and weird. In-game animation has gotten worse as the game has gone on but the cinemas are consistently high-quality. I wonder if they were in a crunch for some segments, or if they used a different, lower quality studio for those parts.
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The opening chapter is tedious. Cinema after cinema, they're long, they're awkwardly written, they go on and on and on long after the points has been made much like this sentence. If you can get through that, the rest is much more enjoyable.
I have noticed the ending cinemas are similar to the beginning in that they are awkward, keep going past the point being made, etc. That is a bit frustrating.
The English voice acting is..... I wouldn't say it's great, but it's ok. Sometimes it's really obvious when one V.A. is doing multiple voices and that can disrupt immersion. Seunhee likes to hiss her S's at the end of sentences and that gets under my skin. That's just a me, thing, though.
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The characters are dynamic, flawed, and very lovable. It's easy to feel like you're hanging out with a bunch of your friends, experiencing the same things they are, together.
There is a lot of melancholy in their individual stories. Illness, unrequited love (tons of unrequited love), taking responsibility, letting go of the things they want in order to help the people they love.
They are also mostly in their 40's which makes them a little easier for me to relate to.
I am old.
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There is a bit of misogyny in the game.
The male characters have skin texture, scruff, wrinkles, eyebags, and flaws while the female characters are all flawless, smooth, and generally younger.
There are 3 playable women and 7 playable men.
Male characters get jobs like cowboy, chef, breakdancer, and surfer, while the female characters get jobs like maid, dominatrix, and idol singer. There is no overlap, men don't get to be maids and women don't get to be chefs, for example. The men also get a lot more jobs than the women do.
There is a lot of ~younger woman interested in oblivious older man~ going on, too.
Everyone is equally capable, though, and all of the characters are treated as equals by the other characters.
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Without spoiling anything, some features and activities do become redundant due to how the game is set up (you'll see). Like you'll go to Location A and do something, then go to Location B and.... do it again.
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All in all we've both really enjoyed it, and I'm dreading the game ending because we've enjoyed the experience so much.
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WHOOO KYM 2 COMMENTARY while i stall on working on kym 7
lots to discuss about a chapter literally called 'the exposition' hjgkfsg. if you didnt know, the way ao3 multichap updates works is that you dont necessarily have to title a oneshot chapter but the second you update it, you really get shown the option to title your chapters. so it didnt actually occur to me that i needed names for each one until chapter 2. i believe originally i was going to use a similar system as kyd where every chapter title was a command a la homestuck. however, i wasn't really utilizing the commands in the same way, i didn't really end the previous chapter with one and the plan for the next chapter... technically involves a command but not one i wanted to spoil via the chapter title.
the current naming system came into existence probably 3/4s of the way or more into writing this chapter, once i made the realization that the fic was, in fact, going to be at least five chapters. at this point in time, the plan was the following: the introduction, the exposition, the climax, the ending, the epilogue. this changed even more as time went on and more chapter ideas rudely crammed themselves into my brain, though it helped the structure a lot, because giving me time to fill out the space between exposition and climax made my brain happy HJSKFG
so, moving on, the fun part about chap 2 is that it really establishes the 'narration' as its own living function, something that is vaguely independent of the story rather than just a tool to present the story with, that both voices the author's and the character's thoughts depending on who is grabbing for control. this isn't an aspect i planned when outlining the fic but it's definitely influenced by 1) how much fun i had reading the epilogues and subsequent epilogue flavored fics 2) my desire to find some way to one-up the first chapter despite the topic matter not being nearly as extreme 3) the impulse to add in another experimental element to the story, especially now that the more abstract and poetic style of the first chapter was being removed
it's also incredibly fun to play with, because every time i struggled with describing something or wondered how i could transition from one point to the other, i realized - oh! i can just make the narrator state that very thing. don't know how i'm gonna build up from the end of chap 1 to the narrative goal of chap 2 (rose's mkultra moment)??? let's just get that all out in the open, then! problem SOLVED
it ended up being a hugely fun choice that allowed me to inject some humor into what's otherwise just a big ole pile o' unrelenting angst. it also helped me take myself less seriously, which lent me even more creative freedom than usual, like. GOD. it really helped turn this piece into something so rewarding, it overwhelms me. goddamnit homestuck why do you have to be so good
i just rewatched butterfly effect recently, god. back to the future i've never seen though. time references haha get it cuz his aspect is still time-
speaking of time, this chapter was the first attempt to really try and describe a zeta kid's classpect without coming out and stating it. there's a few interpretations of different phenomena's in homestuck that point out the implication of classpect powers being active before reaching god tier, or even before entering the game (though, usually in a way that is incredibly weak, premature and subtle enough to be missed by the user). one of the strongest examples that i based this chapter on was something the epilogues described: the idea that rose's obsessive writing as a child was based on her light powers feeding her vague visions of her future character arcs and plotlines. i really loved that and wanted a similar sort of plight for dave. i'll go off about what his specific title is at the end of this chapter but it's really fun poking at it now and then
the multiple narrators? seriously??? bit was me realizing i had to add a Multiple Narrators tag on ao3 after this. at this point of writing, i had no idea if i would be visiting anyone else's pov besides dave's, though.
attempt at homestuckian humor GO
ā¢ļø jokes are so funny to me for no reason
wink wink hint hint this is one of dave's powers at work, actually!! so, dave egbert actually has a perfect memory. like, there is not a single thing he's ever forgotten in his life, if he's experienced it, he can recollect that knowledge. this power also extends to the imaginary, the subconscious, and the supernatural, ie: in the event that dave experiences any visions of the future, he will retain that information. likewise, he has memories of every dream and nightmare he's ever had. which is fun because considering he's a dersite and also a time player and also dave, he has a lot of them HAHA. more on that later
The two of you had hit it off instantly despite this, like you had known each other your entire lives, like any and every other relationship that had come before it had merely been a warm-up for the monumental connection that would spark instantly between you both.Ā ... Youāre pretty convinced sheās your soulmate. If not that, youāre at least assured by the fact that youāre absolutely head over heels in love with her.
sentences i had so much fun writing knowing how badly it's going to mess dave up to learn that they're actually related HA HA
Especially at the start, Rose was mysterious and she was hilarious and she was overwhelming, the brightest thing youāve ever had the fortune of witnessing.Ā
get it because she's a hero of light get it she's the light of his life because shes a hero of light get it get it she's mysterious because her class mimics its opposite at the beginning of the story so everything about her pre-canon arc clings to void but she!! is bright! like light haha get i- š„
see, reading sentences like this means i HAVE to at least write enough of their session to let dave both die and kill for his rose, like
also i need to write her killing and dying for him. well. killing for him. well.
killing.
perhaps just killing him. HAHAHA.
it is very fun to think about this because rose honestly just. does not talk about her relationship with dave much outside of mentioning that they're together. her narrative is so focused on the things that she wants the audience to focus on, so this was such a fun chapter to reveal the things she decided isn't important enough to ever let us in on.
like, she is so adamant that bro is the only important person in her life and the only person she loves, but she deeply cares about dave. she feels the same way, that they're connected in this way she can't pinpoint or name. and claiming him is exactly the right way to put it, because i don't think she knows how to acknowledge those emotions in herself, but she knows that she needs him with her always and wants him entrapped in a way where he can't get away from her.
i think rose is just incredibly attracted to what dave represents: safety, normalcy, the mundane, a reprieve from pain, but there are things about him that she just inherently gets. he's an outsider despite how much he attempts to fit in and i think there's something about that she relates to but also wants so badly to destroy and keep for herself.
also, this is a thing that belongs more in hcs than in kym specifically, especially because i imagine this taking place way earlier in their relationship, but bro absolutely knows about her relationship with dave. it isn't a secret. it's a thing that amuses him greatly. i actually imagine she shares a lot of details about him to bro, like allowing him this voyeuristic entertainment because dave isn't a threat to him, not really, and she shares every single one of her belongings with him.
in a perfectly pornographic world the two of them would spitroast the fuck out of him but this is a partially pornographic world that involves a meaningful plotline or whatever š smh
siiiiiiiiiiiiiiiiiiiiiiiiiiiigh
this part was incredibly hard to write. not because it was difficult or emotionally taxing but because i reached this unfortunate impasse i find myself at every now and then while writing a lot of darkfic where i struggle with... it's not exactly the impulse to project, necessarily, more just.... feeling forced through into inevitability of it? or maybe it's the reluctance to use personal experiences vs the knowledge that doing it can benefit your writing (but also can hamper it).
like, very hard to write about a self-destructive teenager with violent tendencies without being reminded of the time when you were a self-destructive teenager with violent tendencies.
that reluctance is born from a rant i'm definitely not gonna get into unprompted but i'll just say that it definitely complicated things HAHAHA. i've definitely gone through a 'i'm going through a psychotic break and i'm going to ramble out 7835963463 crazy things into this dm window because the person on the other side said i could' phase. i've definitely just. been insane and vomited so many words out and ngl for a second there in the final draft when i was feeling too lazy to get into Stream Of Consciousness mode i was very tempted to dig up an old vent post and copypaste those thoughts in for rose but ultimately i thought that was disingenuous and a betrayal of her character SO
a fun but unexpected surprise was rose sounding far more like herself during her drugged moments of honesty. it's especially fun because even in the future when she doesn't have access to any sort of drugs or contact with bro anymore, i don't think she'll sound this much like rose lalonde either. it's like in her desperate search to find more of her brother, she's really just found a core part of herself that she doesn't have access to in this universe
'Is there a mechanical soul within me?' there is and his name is hal hi hal
it is actually incredibly fun playing with typing quirk punctuation. it's actually a style i utilized a lot in chatroom roleplay groups yeaaaaaaaaaars after homestuck ended, very much inspired by tumblr ventblogging typing styles, crytyping and all that. the idea that someone's mental state can and should be reflected in their typing style, which is something you really only see in canon in a character like gamzee (i cant remember if other trolls drop the quirk in times of duress in canon??? i think karkat drops his as a joke about volume sometimes but that's it). i don't even know if it even really comes across as blatantly as it feels when i write it, but it's so fun to see the consistencies in a way a character types slowly but surely fall apart as they grow unstable
so the way this is designed, it's as if rose had a moment of finally being in touch with the core of herself, with what ultimately makes her rose (complete with proper punctuation), before slowly but surely lapsing back into ro-stri as she loses her punctuation piece by piece, and then ultimately devolving even more as she abandons her capitalization to type in a way that's reminiscent of dave but, more importantly, bro's typing quirk
'I think there are lives inside me/the life inside me is his' is so funny to look at in hindsight. this chapter was halfway finished before the pregnancy plot had even come into being, and this was only ever supposed to be a reference to the identity blurring she's experiencing, and this half-truth, half-delusion about being able to sense everything lil cal has injected into her and her brother. it is so STRANGE to reread it now knowing that it's become foreshadowing to her pregnancy, especially with that next sentiment following it:
'Sometimes I wish it was yours'. again, that idea of being soulmates, being connected with someone permanently. and, again, that idea of codependency, and rose being unable to express or understand love without that need to merge herself with the object of her affection. and again this was befORE the pregnancy plot was a thing so now every time i read this line i sit here hoping people dont interpret it as rose wanting dave's baby HGJFKGSGSG i swear im not into breeding i sWEAR
š„ŗš„ŗš„ŗš„ŗš„ŗšššššš
DAVE IS SO CUTE I ALWAYS DIE REREADING THAT PART HE'S SO CUUUTE
also i struggle so SO much writing comfort scenes especially dialogue meant to comfort someone but this came out so easily. perhaps because it's a futile attempt and i didn't have to worry about the recipient of that comfort actually feeling soothed...? hmmm!
i have nothing to add to the romantic cannibalism confession besides :3c
i don't actually reread this chapter all that often anymore so finding this paragraph was lovely damn shoutout to this sentence that made me choke on my water as i was reading it cuz i was so distracted by how much i didnt remember writing this that i forgot to swallow and my drink just slid down into my lugnshjskdfg
then it is a series of letters in a language you wonder if sheās made up, that is somehow so cohesive in its chaos that you start to doubt even that.Ā
more horrorterror references as if the literal last paragraph wasn't enough HAHA
a very fun part of designing and outlining the killswitch au is deciding who gets what plotline. for example, does rose strider get to go grimdark because she's rose? or does jade lalonde get to go grimdark because she's the lalonde with library access to the grimoire? unlike the characterization formula, there isn't an easy answer to this one. i'm mostly just going with what's more fun narratively and what makes a better and more cohesive storyline for the verse.
either way, though, ro-stri still has a connection with the horrorterrors, simply because she's a dersite and because i love a character that is so utterly doomed that every evil force on the face of the planet wants to take a turn on them. what's better than this... getting psychologically gangbanged by every demon in existence...
DID YOU KNOW I AM SO VERY FOND OF DAVE EGBERT AND HIS LOVELY PAPA WHO LOVES HIM SO MUCH
i am also so very fond of a dave egbert who cries alone in front of his computer cuz his girlfriend makes him so very sad every night like poor baby does Not Sleep and its so cute gjkgs
'its just prose' annoys the shit out of me to see because i wrote a similar line in a published piece of writing a couple of years ago so i can't reread this without being reminded of That hgjfkg
i will never write a strider rap i have the highest respect for any author who can but it'll never be me
their dynamic kills me HJKGFGKGS peak toxic romance right here god i wish i could write even more of it... i need to write more daverose so fucking bad....
a fun line because 1) i rly enjoy dave's half-forced half-genuine emotional voyeurism it's just a rly interesting aspect of his personality to write and 2) it's fun to have a moment with dave e's specific brand of humor since it's not as long-winded as a strider's would be
i rly forgot so much of this chapter HGFKGSGS oh dave... i love you... i love writing you so much...
stream-of-consciousness style writing is really fun like you get taken to so many unexpected places in the process. generally when i go SoC style i tend to have a few goals i want to land and this image, dave watching over rose in derse, was one of the big ones
ALSO THE IRONY OF DAVE CALLING HIMSELF HER PRINCE WHEN SHE IS ACTUALLY THE PRINCE OF THE SESSION HEHEHEHEHE
the lil cal staring contest is also another big one. it's just such a fun image to allude to like goddamnit i wish i could draw. it feels like an image that i can't even really describe properly what i want it to mean because it explains itself and there's not much minutia to pry free, it's just. them. rose inexplicably and perpetually being drowned in this cancerous evil at a rate that not even dave strider got to experience.
lmfao shout out to me explaining his memory power earlier forgetting that i explain it in the chapter HJSKFG
oh well NOW I GET TO ACTUALLY DISCUSS HIS CLASSPECT
so dave egbert issssss....
š„ [drumroll] š„
the MAGE OF TIME!!!!
and changing classpects actually did something incredibly interesting to the story. killswitch never would have worked as a simple homestuck rewrite, because i dont think swapping the guardians is something that can ever be simple. so it didnt make sense to keep their classpects exactly the same, because they wouldn't have the same personalities or the same backgrounds to craft those personalities, or the same issues that were born of their uniquely shitty backgrounds. it also didnt feel as easy as making rose a knight of light and dave an heir of time, etc etc. like, while rose is not insecure in the classic way that knights should be (it can be argued that the 'i am my brother' facade can count towards knighthood... but her role in the story and what it will turn into once she joins the game definitely brands her a prince through and through)
through researching for killswitch i ended up coming to this conclusion about sburb and how i approach classpect and hs narratives in general:
and because of that, it was super easy to reassign everyone based on what they've been turned into through the switch in their roles.
it also made for another easy characterization formula: their aspect represents their 'nature' while their class represents their 'nurture'. so all the zeta kids still belong to the same aspect while their class changes rapidly, though how close or how far it is from their original class really depends on their character
anyway, mage of time is an incredibly fun role that actually breaks the rewrite narrative almost more than rose's classpect does. as the mage of time, dave actually steals the cryptic psychic role from jade and john harley (though, i do have thoughts on that matter, because there is still going to be a benefit for them from having access to prospit, and that plotline will still be involved in some capacity... probably).
and it's a very fun, partially accidental discovery within the au that the zeta kids are all... just a tad more prepared to enter sburb than their predecessors. rose is completely aware of the fact that she's training for something specific and dave... dave knows that the game is coming. he doesn't know the specifics, he doesn't know that it's sburb specifically that will bring them all together, but he knows there's an it, he knows the day he'll meet all his friends in person will be a day for the history books, and he knows that rose is in danger and that he'll be able to help her in a way no one else can.
some mage of time thoughts, many of which inspired and/or describe dave egbert's storyline:
source
source
source
the above was probably one of the first interpretations i read and really what solidified him as a mage, my initial thoughts to his classpect and how it interacts with rose's was the following:
and it's just so fun GOD rly hope i get to write in his perspective more in the future
haha yeah if we ever get to it yEAH if i ever get off my ass and actually finish writing this wholeass au which i nEVER WILL CUZ I DONT WANNA WRITE 500K WORDS GODDDD IM NEVER WRITING A HOMESTUCK AU AGAAAAIINNNN
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Tekken 8 launches January 26, 2024
Gematsu Source
Tekken 8Ā will launch forĀ PlayStation 5,Ā Xbox Series, andĀ PCĀ viaĀ SteamĀ on January 26, 2024,Ā Bandai NamcoĀ announced as part of Gamescom 2023: Opening Night Live. Pre-orders are available now.
The game will be available in the following editions:
-Standard EditionĀ ($69.99)
Base game
Avatar costume: Paul Phoenix Set
Two Avatar skins: Tetsujin, Mokujin
-Deluxe EditionĀ ($99.99)
Base game
Playable Character Year 1 Pass
Character costume: Gold Suit Pack
Avatar skin: Kinjin
Avatar costume: Paul Phoenix Set
Two Avatar skins: Tetsujin, Mokujin
-Ultimate EditionĀ ($109.99)
Base game
Playable Character Year 1 Pass
Avatar costume: ClassicĀ TekkenĀ Tee Set
Three Avatar skins: Kazuya, Jun, Jin
Character costume: Gold Suit Pack
Avatar skin: Kinjin
Avatar costume: Paul Phoenix Set
Two Avatar skins: Tetsujin, Mokujin
Here is an overview of the game, via Bandai Namco:
Get ready for the next chapter in the legendary fighting game franchise,Ā Tekken 8.
32 Fighters for a New Generation
Completely redesigned character visuals. Elaborate, highly-detailed models built from the ground and high-fidelity graphics break the limits of new-generation hardware by adding a new weight and atmosphere toĀ Tekkenās signature battles. Vivid environments and destructible stages combine to create an overwhelming sense of immersion, creating the ultimate play experience.
New Game, New Rivalry
Fist meets fate inĀ Tekken 8. Holding a record for the longest-running video game storyline, theĀ TekkenĀ series begins a new chapter asĀ Tekken 8Ā continues the tragic saga of the Mishima and Kazama bloodlines, and their world-shaking father-and-son grudge matches starting from 6 months after the closure of the last match. The story of Jin Kazamaās growth and determination marks a new chapter in the timeless saga.
Thrilling Over-the-Top Battles Embodying Aggressiveness and Destruction
The new battle system, Heat, dials up the aggressive nature of battles, while maintaining the play feel and tactics unique to theĀ TekkenĀ series. The intensity of battles is greatly enhanced by the destructable stages. Unleashing super move-like Rage Arts is sure to enthrall both players and spectators alike. All of these hard-hitting mechanics come together to makeĀ Tekken 8Ā the most exciting installment in the series to date!
Enjoy YourĀ TekkenĀ Life!
In the new single-player mode ArcadeĀ Quest, craft your own unique avatar and embark on your newĀ TekkenĀ life. Battle your way through a variety of rivals across multipleĀ arcadesĀ as the story unfolds, all while mastering the basics and practical skills inĀ Tekken 8. Unlock a variety of customization items for characters and avatars as you progress.
And here are some additional details, via todayās press release:
Todayās reveal showcased Arcade Quest as a completely new mode coming toĀ Tekken 8. Arcade Quest is a new single player mode that will prove the ultimate training ground, tapping into the franchiseās roots to introduce a new way to play and polish skills. In this mode, players can create and customize their own avatar and āvisitā different arcades to participate in matches designed to improve their play and teach new techniques. As players progress through the story, they will continue to develop and grow stronger along with their avatar, honing their skills against tougher and tougher opponents in a story not too different from how some real players got into esports. Continuing the regular cadence ofĀ Tekken 8. character reveals, the trailer announced returning favorites joining the 32-character roster, with Kuma, Leo, Shaheen, Steve, Dragunov, and Yoshimitsu showcasing their updated looks and moves. All the characters in TEKKEN 8 will have deep customization choices, including completely new options, with the possibility to change colors as well as the size and position of accessories, letting players really show their style and bring personal flair to their favorite characters.
Watch a new trailer below. View a new screenshotsĀ at the gallery.
Release Date Trailer
English
youtube
Japanese
youtube
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The Excitement of WTC 2024-25: A New Era for Test Cricket! šš„
The World Test Championship (WTC) 2024-25 is just around the corner, and cricket fans across the globe are brimming with excitement! The prestigious competition has completely changed the landscape of Test cricket, bringing new energy to the longest format of the game. With a fresh batch of thrilling rivalries, new players emerging as key contenders, and the race to qualify intensifying, the WTC 2024-25 promises to be an unforgettable cricketing journey.
As we gear up for the next cycle of this incredible competition, letās dive into what makes the WTC 2024-25 such a significant chapter in Test cricket history. šš
What is the World Test Championship? š¤
Before we get into the upcoming 2024-25 season, letās quickly recap what the World Test Championship (WTC) is all about. Launched in 2019 by the International Cricket Council (ICC), the WTC was created to bring context and excitement to Test cricket, which, at times, can be overshadowed by shorter formats like ODIs and T20s. The championship aims to crown the worldās best Test team every two years, creating a series of high-stakes matches that stretch across multiple continents. šš
The first cycle of the WTC (2019-2021) was a massive success. The final between New Zealand and India at Lordās in June 2021 captivated millions of cricket fans. New Zealand, under the calm leadership of Kane Williamson, emerged victorious, becoming the first-ever WTC champions. š
š
Whatās New in the WTC 2024-25? š
With the thrilling conclusion of the first WTC cycle, we now look ahead to the 2024-2025 cycle. The format remains largely the same, but there are some exciting new dynamics that will make the upcoming season even more interesting:
1. New Teams, New Rivalries š¤©
One of the most exciting aspects of the WTC 2024-25 is the emergence of new rivalries and the rise of new teams in Test cricket. While traditional powerhouses like India, Australia, and England remain favorites, nations like Sri Lanka, South Africa, and Pakistan are also looking to shake up the competition. šš„
Australia, the defending champions, is looking to continue their dominant form, with players like Pat Cummins and David Warner leading the charge.
India, with their rock-solid squad and deep pool of talent, are determined to make a comeback after their heartbreak in the previous cycle. The Virat Kohli-led team has the skill and hunger to rise to the top again. šŖ
England, who have had an up-and-down journey in the past, are on the rise, thanks to their youthful aggression and new coaching philosophies. Under Ben Stokesā leadership, they could be a real threat! ā”
But whatās most thrilling about the WTC 2024-25 is the underdog story. Nations like West Indies, New Zealand, and even Bangladesh have the potential to surprise the world with their performances. šā”
2. Race for the Final š
Just like the previous cycle, only the top two teams at the end of the league stage will make it to the WTC Final. And the battle for those two coveted spots will be fierce! Teams will play against each other in a series of bilateral series and tournaments over the next two years. š
The point system will once again be crucial: teams gain points based on match wins and the series outcome. While Test matches will take center stage, every series will matter in the race to qualify for the grand finale at The Oval in 2025. š«š
3. Match Venues and Conditions šļøš
The beauty of the WTC lies in the diversity of match venues. Matches are spread across different countries, with varied pitches, weather conditions, and playing styles. Teams will have to adapt to the unique challenges presented by different conditions, whether itās the spinning tracks of India, the bouncy wickets in Australia, or the swinging conditions in England. š¦ļø
This variation makes the WTC even more exciting because teams are constantly pushed out of their comfort zones. India will have to overcome their own struggles on overseas soil, while England will be tested when they travel to subcontinent conditions. šš„
4. The Evolution of Test Cricket š±
What makes the WTC 2024-25 particularly thrilling is the way Test cricket is evolving. Modern-day Test cricket is seeing more aggressive play, with teams playing a more attacking brand of cricket than ever before. The introduction of new rules (like the over-rate penalty) and innovations such as the pink ball has sparked a new wave of interest. š
The arrival of players like Marnus Labuschagne, Shubman Gill, and Kyle Jamieson is a testament to how Test cricket is evolving, blending classical techniques with modern flair. These young stars are changing the way Test cricket is played, and we can expect more dynamic performances in the 2024-25 season. šš
Players to Watch in WTC 2024-25 š„
The WTC 2024-25 will undoubtedly feature some outstanding individual performances. Here are a few players to keep an eye on:
1. Pat Cummins (Australia) š¦šŗ
As the captain of Australia, Pat Cummins is one of the best fast bowlers in the world. With his leadership, Australia will be looking to defend their WTC title, and Cumminsā ability to lead from the front, both with the ball and as a captain, will be pivotal. š„šÆ
2. Joe Root (England) š“āā ļø
Joe Root has been a stalwart for England in Test cricket for years. His ability to adapt to various conditions and his consistency with the bat makes him a player to watch in the 2024-25 cycle. Expect Root to play a key role in Englandās quest for the WTC final. š„
3. Rishabh Pant (India) š®š³
The fearless wicketkeeper-batsman, Rishabh Pant, is one of the most exciting talents in world cricket. With his ability to turn matches around in a single session, Pant will be key to Indiaās hopes in the WTC 2024-25. š„
4. Kane Williamson (New Zealand) š³šæ
Kane Williamson is a master of patience and technique. The calm leader of the Black Caps led New Zealand to the WTC 2019-2021 final victory, and his experience will be crucial as New Zealand aims for a repeat performance in the next cycle. š
5. Babar Azam (Pakistan) šµš°
Pakistanās captain, Babar Azam, is a brilliant batter and an astute leader. His consistency with the bat and his leadership will be critical for Pakistanās bid to make it to the top two in the WTC 2024-25. šŖ
Why the WTC 2024-25 is More Than Just Cricket š
While the WTC 2024-25 will bring epic battles and thrilling moments on the field, it also represents a bigger story for the future of Test cricket. The championship continues to generate immense global interest and brings fans from different countries together. The drama, the rivalries, and the passion on display make the WTC more than just a cricket tournamentāitās a global celebration of the game. šš
As the competition progresses, fans can look forward to more iconic moments and new rivalries that will keep us on the edge of our seats. From stunning individual performances to incredible team comebacks, the WTC 2024-25 will give us a lot to talk about. šš„
Final Thoughts š
The WTC 2024-25 is poised to be one of the most exciting cycles of Test cricket ever. With fresh rivalries, intense competition, and the sheer unpredictability of the sport, it promises to capture the hearts of cricket fans worldwide. As the race for the top two spots intensifies, every match will matter, and every series will count in the journey to the WTC Final.
As fans, weāre in for an incredible rideāso buckle up and get ready to witness the magic of Test cricket in the WTC 2024-25! šš
For those interested in expert software development and services, Hexadecimal Software is a leading provider in the field. Whether you need custom software solutions or ongoing tech support, Hexadecimal Software has you covered with cutting-edge technology and expert services. šš»
Stay updated with the latest trends and innovations in software development by visiting Hexadecimal Softwareās Blog. From in-depth articles to industry insights, itās a must-read for anyone interested in the digital world! šš±
This blog post is your gateway to all the action, emotion, and drama surrounding the WTC 2024-25. Get ready, the cricketing world is about to light up! āØ
#WTC2024#WorldTestChampionship#Cricket2024#TestCricket#CricketFans#WTCFinal#CricketRivalries#AustraliaCricket#IndiaCricket#EnglandCricket#NewZealandCricket#BabarAzam#PatCummins#JoeRoot#RishabhPant#KaneWilliamson#CricketPassion#TestCricketLove#CricketIsLife#CricketCommunity#HexadecimalSoftware#SoftwareDevelopment#TechInnovation#DigitalTransformation#HexadecimalBlog#CricketExcitement#WTCFinal2025#ICC#CricketHighlights#FutureOfCricket
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I feel like part of the reason Iām not enjoying Xenoblade 3 as much as Xenoblade chronicles 1 is that every character essentially has the same backstory. Theyāre all child soldiers. Which, is kinda boring. Thereās no interesting dynamic of the meeting of different cultural views like there is in the first game. I highly enjoyed learning about the different ways of life, belief systems, and biases that the first game has. It also doesnāt help that the tutorial is multiple chapters long in 3. And even then you still get more and unlock important exploration abilities based on the heroes you meet far later than anticipated. The amount of times I have tried to jump on a zip line only to not have that ability, so all I can do is stare at a chest beyond my reach. I just feel like some parts of the game could be executed in a way that feels less of a slog. I have to say the more I play it it is a tad more enjoyable than when I started the game. However, it really doesnāt help that none of the characters have a differing backstory so far. Ah thatās enough of my ramblings for now. Have a wonderful day/night!
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Ohhh this post is so up my alley. I'm always looking for more video game recs, especially ones with female protags. I'd also love to add some of my own personal favorites!
Crosscode (trailer)
You wake up in a strange world with no memories and no voice. You're quickly taught how to interact with the world and are forced to rely on the people around you to inform you of who you are and what your story is. It's quickly revealed that you are a player in an MMORPG, where you will have to play the game to unlock your hidden past.
You play as Lea, a silent protagonist who still manages to have a very strong voice throughout the game. You quickly pick up friends along the way, the first of them being Emilie, and you immediately grow a close connection to her. The game has a 2D top-down retro playstyle, with balanced combat and complex puzzles that take inspiration from zelda dungeons. The game's story unfolds throughout the course of multiple chapters, with (in my opinion) fantastic pacing and wonderful twists and turns. Lea is such an amazing character and I think going in completely blind for this game, so you can experience the world alongside her, is an experience I'll always recommend.
Side note: I know nothing about MMORPGS, so if you aren't a fan of them, that's absolutely not a game-breaker. This game also has a free demo on steam! So absolutely go check it out, it is one of my faves and I can't recommend it enough.
2. Dandara: Trials of Fear (trailer)
"In a bizarre universe where the oppressed are on the brink of oblivion, Dandara has awoken to reshape the world." (Steam synopsis)
Dandara is a 2D metroidvania platformer with unique gravity mechanics that I find super satisfying to play with. The main character and themes of the game are based off of Dandara, a Brazilian warrior who spent her life fighting against slavery. (Though the game doesn't have any explicit themes of slavery, and takes place in a sci-fi, distopian-esque separate world). The game was developed by brazilian studio, Long Hat House.
It's currently on sale on steam for 70% off!
3. Mutazione (trailer)
You play as Kai, a young girl who is leaving her hometown to visit and care for her sick grandfather, on the island he resides on. The island was hit by a meteor some decades ago, leaving many of the remaining inhabitants mutated. The town, though mostly recovered, is still dealing with the damage that comes from a life-changing apocalypse.
Playing as Kai, you'll get to interact with the townsfolk and learn their stories, explore the beautiful and mysterious island around you, as well as spend time collecting seeds and planting in the garden outside of your grandfather's house.
It's a super beautiful game that balances themes of grief, loss of community/family, regrowth, and hope.
(Note: While this game doesn't have romance, Kai is a lesbian who explicitly shows interest in women in this game)
4. Oxenfree (trailer)
(Last one, I promise)
You play as Alex! You're a teenager and you're going to an overnight island party with your best friend, Ren, and your new stepbrother, Jonas. Things are going pretty well (that is to say, super awkwardly) until you and Jonas venture into an old cave system on the island and accidentally open up what is probably a rift in reality, resulting in a night even more terrible than the one you were already dealing with (whoops!). It's now up to you to save your friends, and the choices you make have a direct impact on how things end.
You'll take Jonas with you throughout parts of the adventure, as well as the other friends you were at the island with. While dealing with the overarching threat to your lives, you'll get to know the rest of the characters and help (or not help) them deal with interpersonal conflicts, along with conflicts of your own.
This game is a supernatural thriller with very cool voice acting, as well as an unsettling (but awesome) new game plus. It also has a sequel! (That I have yet to play, but it's exciting nonetheless).
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Okay! That's all I've got, sorry if that's a lot or too many or not what you were looking for! All these games are near and dear to my heart, and I do recommend all of them if you find yourself intrigued by what I've written. (If they aren't a genre you like, no hard feelings).
That being said, if you had to play one game from my list, I would 100% recommend Crosscode!!! I could gush about it forever and it doesn't get nearly the amount of love and attention it deserves.
Also, if you play any of the games I mentioned, or have played them, or want to play them but aren't sure you'll like them, then please please message me!! I'd love to talk about this more.
I'm gonna use this post to recommend good (in my opinion) video games with female leads and little to no misogyny.
Feel free to add your own prefered games if you want as well.
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1. Hellblade, Senua's Sacrifice
This game is dark, brutal and emotional. It won't be everyone's cup of tea because it is a strange game and sometimes scary. But I absolutely loved it.
Our main character is a warrior on a quest to save her lover's soul. He has died and she believes she can bring him back by confronting the goddess who guards the underworld, Hela (who looks terrific by the way, but I won't spoil it).
To do this she has to fight northern gods and other dark creatures, but mostly her own mental illness and grief.
She suffers from schizophrenia and through her we experience all the symptoms which can be disturbing. Is it mythology or insanity? You're never really sure. She also has to overcome her father's negative influence. But she is determined and nothing can stop her.
The game won 5 BAFTA awards for best acting performance, best audio, most impactful game, best british game and best artistic achievement.
Hellblade 2 is currently being produced.
#i just realized this post isn't from today like i originally assumed whoops#its ok i still stand by everything i said#also this really makes me want a radfem gaming discord#or just like#to talk to radfems in general that want to discuss games#if anyone messages me based off this post#or even plays a game based that i mentioned#ill be soooooo crying in a good way
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