#and now has to complete every ending because the player it's a completionist and now has to experience the horrors™
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Noelle's funky family
#deltarune#noelle holiday#kris dreemurr#susie#utdr#deer lord#spookys house of jumpscares#spookys jumpscare mansion#fanart#my art#crossover#Am I implying that Kris is the protagonist of spooky's? Yes#but just for the funny don't take it seriously#but also i imagine kris goes to the mansion with the players control#and now has to complete every ending because the player it's a completionist and now has to experience the horrors™
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Side Stories + About Liza
Time to talk about a new storytelling feature, as well as a certain shopkeeper!
Development on the shop system is still going steady! In fact, if all goes well, I have plans on showing that off in depth in the coming weeks. Being a solo developer, though, my attention must remain split across many fields, one of which being the writing department (especially important, as this is a story-driven game). This leads me to something that I don’t think I’ve really mentioned before...
In ReEnvision, there’s times where the story takes a break. This is usually done to create the illusion of time passing, as well as give the player some downtime to enjoy the world at their own pace. Stop and smell the roses, all that. These breaks are called “free times” (or “free periods”, I use the terms interchangeably). During these free times, one of the ways to end them is by completing a “side story”. As the name suggests, these are basically just story-driven side quests you can do. Think of how confidants work in the Persona series, it’s similar to that, but shorter!
During these side stories, you get some lovely time to spend with one of the 9 characters who have one. Establish a bond with them. Treat them kindly and by the end of the story, maybe you’ll get a reward! Who knows?
Of course, because this is ReEnvision, there’s still a bit of a challenge to this. You see, you don’t have endless breaks. This game has 3 different routes, and different amounts of free periods are available during them. In the true/neutral routes, you have 22-24 free times. In the bad route (also called the “erased” route), you only have 12.
Now, this doesn’t sound so bad... Except every side story takes up an entire free period. Most of them are also multi-parters, and some ALSO have prerequisites, so there’s a good chance you won’t be able to complete all of them in a single run solely because you messed up the order they’re loosely done in.
The best order to do them in is... Never told to you! So there’s some fun trial and error to do as well. These free periods are also spread across every chapter, so I hope you’re good at time management, too.
Don’t stress too hard, though! Completing every side story isn’t a requirement to beat the game. Feel free to only do the ones you want (as long as they’re unlocked, of course). You don’t even have to do any of them, if you don’t want to! I wrote the main storyline under the assumption that there will be at least ONE person who ignores every single free period, so although it’s suggested you take advantage of them, you won’t be lost in the story if you decide not to.
However, I do have plans on adding steam achievements, and completing every side story will be a requirement for a few of them. So... Have fun with that :)
ANYWAY, enough about the suffering of future completionists, let’s talk Liza!
My attention this month has been split between the shop system, which uses Liza as a test subject, and Liza’s side story, which has 3 parts to it. This month has felt like a Liza Appreciation Month™ because of it. It’s about to turn into two months, though, as although my time developing the shop system will finally be ending soon, my time with Liza isn’t done yet!
In April, I will begin developing a boss fight for the game, just to see how I should go about making them in the future. I didn’t feel like making a new set of sprites just to test this with the game’s very first boss, so I decided to make use of one of the bosses that are already in the game at the moment. Can you guess who it is?
That’s right, Liza! She’s not only the game’s main shopkeeper, but also the second boss of the entire game.
This boss fight will probably take a while to develop, largely because sprites take forever to create. But when Liza’s finally in action on the arena, I’m sure it’ll be super fun to see! This year is the year that development finally starts getting exciting, and we’re only just starting >:D
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Sprint 8 (Arcade)
Developed/Published by: Atari Released: 5/1977 Completed: n/a Completion: I played it for a bit. Version played: Atari 50: The Anniversary Celebration (Switch) Trophies / Achievements: n/a
An interesting inclusion on Atari 50 here. Now, I agree with the generally held opinion of Atari 50 that it’s a fantastic retro collection that has a lot of fantastic supplementary information, all presented in a very compelling, museum-like fashion, but I do have to complain a bit that it’s full of un-contextualised gaps that if you’re a deranged completionist like me makes it quite hard to grasp the actual history. You can quibble here that they don’t claim to be definitive, and I’m not asking them to include literally every game Atari ever put out or anything, but it seems odd to put Sprint 8 in the collection without much explanation when (as far as I can tell) it’s one in a long line of updated versions of Atari’s Gran Trak 10, which is believed to be the first arcade racing game (well, to feature cars).
That list includes a lot of confusingly similar games all called Sprint with a number at the end, with Sprint 8 I suppose what Digital Eclipse decided was the “definitive” one, because it allows the most players (8, unlike Sprint 4, or Sprint 2, or Sprint 1, which you can probably work out.) But then you’ve also got games like Indy 800 and LeMans, which basically look exactly the same. Are they different? I don’t know, Atari 50 doesn’t say anything about it.
But of course, maybe Digital Eclipse just weren’t that bothered about it because, to be honest, Sprint 8 isn’t much more than a curiosity–mildly interesting if you are following the lineage of top-down racers that will, of course, lead to Atari’s own Super Sprint, but not as something to can actually play. For one, there’s not really anything to Sprint 8 outside of competition with other players, as there’s no interaction with the “AI” cars outside of them knocking you off course if they hit you–the game doesn’t track laps or finishing position or anything, it’s just a score that ticks up per lap (there’s no score for the AI cars, meaning you couldn’t work out placement, though you can use it in multiplayer.)
And much like the other early Atari games which suffer because you don’t have a paddle controller, here you really feel the lack of a steering wheel because the game has that big, arc-y turning feeling you’ll probably already know from things like Super Off-Road, but also features tracks your car gets completely stuck on if you even slightly brush the edges (which makes playing alone miserable, as the AI cars all drive a perfect route at top speed, crashing you into the edges of the track constantly.)
Being charitable, in 1977 this is probably alright if you’ve got seven friends down the arcade with you? There’s four tracks, so there’s a bit of variety, and I can imagine without the annoyingly perfect AI cars there’s a more shambolic race experience more like what you’d expect from Super Off-Road or something (just a lot more basic.) But it’s not 1977.
Will I ever play it again? Often with these I say “oh, I’ll have a go on this if I ever see it in an arcade” but this would require me to be in an arcade with seven friends and at this point in my life I barely know seven people let alone call them friends.
Final Thought: Unfortunately, Super Sprint isn’t on Atari 50 (Nor the post-apocalyptic take, Badlands) because those are on the Midway Arcade Treasures releases, because of the way Atari was sliced up in 1985, with the coin-op and home divisions being separated–which is quite apparent in the Atari 50 collection having absolutely no arcade games after 1984. Guess I need to pick up Midway Arcade Origins as well now???
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#review#text#txt#sprint 8#sprint#atari#1977#video games#games#gaming#arcade#atari 50#atari 50: the anniversary collection
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I’m now fully convinced this entire season is FB trolling us. Nothing else makes sense.
1. How in the hell can you put out a season of LOVE ISLAND and give the player literally no say in who we couple with? WITH ONLY 8 EPISODES LEFT! Every pairing has been forced on us. Sure…we can choose between Johnny and Nickasshole but they are literally the same damn person post CA, so it doesn’t count.
2. There were so many complaints about Nicky/Seb being friendzoned in season 3 that FB said “alright, bet” and now we have no friends. Clearly that’s not what we meant FB…you can’t really be that stupid.
3. All the complaints about season 2’s CA boys not being able to take no for answer…FB says “Problem solved. Now NONE of your choices matter.” Again…THAT’S NOT WHAT WE MEANT!
4. Season 2 MC was (until this season) one of the biggest doormats I’ve met in the interactive fiction world. But season 5 MC takes the fucking cake and scarfs it down. Only…she’s not getting her LIs fav shirt for it because there isn’t a LI to be found on that godforsaken island. She’s like the isle at a royal wedding, getting walked on for miles and miles while the entire world watches in boredom. And she has very little reaction to it! No internal dialog about how isolated these people should be making her feel. No worrying about how it’s nearly the end of the damn show and no one gives a damn about her. Nothing. She’s just strutting around, throwing out the occasional rebuttal to the onslaught of BS they are piling on her.
5. I can’t tell you how many times I’ve heard “we want drama that revolves around MC”. Well…we got drama that revolves around MC. I guess most people didn’t ask for the drama to be logical, so sure…make it nonsensical BS. Speaking of, why is Kat pissed at me for not telling her I DIDN’T kiss Finn on the date?! WHY?! Even sitting aside the fact that she wasn’t coupled with him and didn’t even have her date with him yet, it still makes no damn sense. Who cares if you liked him…NOTHING HAPPENED. I also didn’t kiss Eddie, Suresh, Dana, Alfie or any of these other hoes. Should I run that by you too?
6. There’s been a fair bit about how everyone falls at MC’s feet and how annoying that can be. Some people like to be the pursuer from time to time. But we didn’t mean turning MC into Allegra where only one person is even remotely interested in her. Again…FB…you can’t be this stupid.
7. Not only have they taken our complaints and turned them into a textbook “careful what you wish for” lesson, they’ve taken the stuff we liked and went in the completely wrong direction with it. No Lottie-esque redemption for the Villa Bitch (or bitches in this case). We get CA again but only, they all suck…at least s2 CA boys aren’t toxic asshats. They give us fun challenges…only they make them terrible.
I’m going to finish this season because I’m a completionist and my anxiety won’t let me not finish it, but after this, I think I’m done. I thought I hit peak annoyance with FB last season, but holy shit was I wrong. And I’d love to say that it can’t get worse than this…but FB cannot be trusted and I am far less forgiving than my Suresh-loving MC.
And one more thing I need to vent about that I haven’t really seen mentioned too much today. How can Suresh not stand up for MC with this Niconny drama? Everyone else has known MC for a couple of weeks at best, but this guy spent over a year with her. He knows her. FB is out here trying to tell us this man still loves her and wouldn’t, at the bare fucking minimum, be like “huh…that doesn’t sound like the MC I know”. And why does Alfie ask US if we can be trusted but not the guy that’s known her for more than two years? What sense does that make? The writers ruined something that could have been great with this lazy writing.
lots of valid points here anon 😩😩😩
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What darkest dungeon mods do you like? I'm think abt doing another run. Confide in me your secrets.
i use a lot of different ones for different runs, and they all impact the game in radically different ways, so i’ll break them down into categories to make things easier:
aesthetic/non-impactful mods:
[these are either skin mods or only change a very small aspect of the game]
Remove Narrator from Endless Loading Screen
this does exactly what it says. you no longer have to listen to Grampy Darkest give his dissertation on why he’s the Most Evil and Fucked Up Guy around every time you wanna hop back into the farmstead.
Perfect Faster Dungeon
CANNOT RECOMMEND THIS ONE ENOUGH!!! i have no clue how i ever played this game without it. it increases walking speed, combat pacing, scouting, and end screen results without choppiness or awkward animations. this is perfect if you’re a weirdo like me and you’re trying to grind for all of the achievements or if you’re a longtime player or if you simply have a need for speed
Unofficial Palette Expansion Pack
hands down my favorite skin mod ever! it gives each base game class five new palettes to choose from. the recolors are subtle, but very well-done and visually unique, and they blend right in with the rest of the game. if you value immersion from your mods like i do, you’ll really like this one. there are also palette expansion packs by the same creator for the flagellant, shieldbreaker, and musketeer
Jester On-The-Run
i installed this one shortly after starting my all-jester run. i adore the design and how well it blends into the game’s art style. i almost like this one better than his canon skin, it fits his backstory much better
annnnd since i was neck-deep in crusaders and ONLY crusaders for a little while, i ended up installing quite a few crusader skins, which i’ll now dump here:
Warden Crusader Skin / Deus Vult Skin Set / Crusader Soul of Cinders Skins / Accurate Templar Crusader Palette / Crusader Knight Skin
class mods
[note: i haven’t had the chance to mess around with these in an actual run yet, i added these to my longest save after i had already beaten the final boss]
The Veiled
i haven’t had the chance to utilize the veiled much in my expeditions, but a lot of love and effort went into this mod and it really shows. he uses similar mechanics as the flagellant - the closer to death he is, the more powerful he becomes - but cranked up to nine. he has great healing and offensive abilities, as well as a decent debuff skillset. this mod has fantastic art, of course, and would probably fit right in with a good mark team
The Commandant
it might take you a little while to learn how to properly use this guy, but once you do it’s well worth the effort. he’s a great debuff/stress healing support class if utilized correctly, but he can dish out some heavy damage of his own if you have a little patience. cool aesthetics and a unique concept elevate this class quite a bit for me
The Stargazer
this dude is the definition of a glass canon. super low HP, but high dodge and the potential to deal out some serious damage. he has two states, each with four abilities (kinda like abom!), that he has a 40% chance of switching between, making him a decently versatile class, if a little unpredictable. he was made with the intention of being a color of madness specific class, in the same way that the flagellant was made for the crimson court. i was first drawn to his aesthetics tbh, i adore all the work that went into designing this mod, from the design to the unique animations and sounds
script/gameplay mods
[these mods fundamentally change the gameplay]
Bigger Balanced Roster - Max 99
does what you would expect: increases your roster to 99. i use this for my completed save, so that i can test out different comps and class mods to my heart’s content. i wouldn’t recommend this for a serious run, because it totally destroys a core aspect of the game’s difficulty lmao. i haven’t encountered any bugs with this one and i still receive 1-4 lvl heroes in my stagecoach regularly
Crusader Only
here it is. the mod that took over my life for six months. does what it says: ensures that only crusaders show up in your stagecoach and eliminates all non-crusader class-specific trinkets. i didn’t encounter any bugs with this mod at all. this creator has also made [class]-only mods for all of the other heroes, including a bunch of different combos (like crusader-arbalest only, shieldbreaker-flagellant only, etc). check out their work if you’re interested in Testing Your Patience Abilities
Eternal Fanatic
typically, once you’ve killed the countess, the fanatic will cease spawning. this is great if you're a normal person with a healthy relationship to video games, not so great if you’re a completionist and a cautious scaredy-cat and have successfully avoided him during your entire Crimson Court run. activating this mod on a save means that the fanatic will begin spawning again, albeit with a slightly lower chance. once you’re sick of him, you can deactivate the mod and play normally once again.
Last Man Standing
aka Reynauld Goes Beast Mode. this mod restricts you to one hero - Reynauld - and forces you to use him and only him for the entirety of your run. all eight of his skills are active at once and buffed to the gills, he has seven total armor/weapon upgrades, and he can carry three trinkets at once. but that doesn’t mean this will be an easy endeavor. as you might have guessed, you can’t toss rey in the sanitarium to deal with pesky quirks or diseases or stress-heal him in the hamlet. you just have to tough it out. i would highly recommend you use this in conjunction with the Perfect Faster Dungeon mod above. unfortunately, this mod is rather buggy in its current state. ive had problems with reliable quest spawning and many of his skills don’t function the way their description says they should (such as his added riposte). im including it anyways because it’s a really cool concept and has a lot of potential! i’ll be keeping an eye on it
and that’s everything i regularly use! i hope this was helpful & good luck on your runs :)
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A Review of SWTOR
So, not too long ago, a pair of friends (frenemies more like) of mine were playing SWTOR... and suffice to say they would not shut up about it. I’d always been aware of the game in the back of my mind, but it had never really appealed to me. MMO’s don’t really, as I would always be worried about random players sticking their nose in whilst I was trying to keep to myself.
Still, my friends would not shut up about it, and they kept recommending it to me, despite my internal aversion to it. Now, considering that they had both foolishly taken my advice on games to play in the past, I decided to return the favour and give SWTOR a chance.
And boy was I glad I did. Is SWTOR a good game? Yes... and no... and yes. It’s not perfect, it’s got problems, but it’s still a lot of fun, and I’m glad I’ve done at least one playthrough of the game.
Upon loading up I of course had to choose what storyline I wanted to follow. Since both of my buddies had gone Jedi Knight, (though I’d argue that a certain someone made their Jedi about as deplorable as Anakin) I decided to be the awkward one and went Sith Inquisitor instead, and honestly... I think I chose perfectly!
Oh and... for those interested... here is my Inquisitor:
His name is the Sixteenth Brother! What’s his backstory? Well... that depends on who you ask! Some say he’s the 16th sibling of a Zabrak family... others say he chose the name to hide his true one. Some even say he’s a time traveller from a distant future sent back in time after accidentally finding a Sith relic in his time. Whatever the truth is matters little. All that matters is that he was great fun to play as.
Oh and for the record, this review is based on a Free To Play experience and completion of the class storyline only. I’ve not touched the expansions yet, but intend to at some point. Any criticisms I have that are solved by subscribing are a moot point. Furthermore, it goes without saying but all of the below is my own opinions of the game. Doesn’t make them right or wrong.
The Good
There are many good things about SWTOR, almost too many to name. That said, there are some things I’d like to highlight.
The Story
The first and foremost best thing about the game is of course, the story. Being a Bioware written game created at the same time as the Mass Effect trilogy, I expected a good story... and I was not disappointed by the tale of the Sith Inquisitor. It was the standard tale of a protagonist coming from lowly origins, in this case a slave, and advancing up the ladder of society. Nothing too revolutionary, but add in the Sith and the Empire and it was made all the more better. Frequently, poor 16th Bro would get hounded for being an alien, and each and every time he’d beat the odds, and then usually show mercy to those who had insulted him. (I played him mostly light side... though there were a few times I surrendered to the dark and zapped people)
The world building within the story was also top notch. Plenty of detail is hidden away in the codex, much like Mass Effect, but that didn’t mean there wasn’t stuff in the actual gameplay and story as well. I’d never really been a legends fan, and whilst I’m still not, I do see why a lot of people love these sorts of stories. I was invested, and that’s what mattered.
Outside of the Sith Inquisitor, the very fact that there are seven other unique storylines and classes to play, as well as heavy character customization and role play more than make the game worthy of revisiting. There is a little bit of something for everyone it seems.
The Characters
Another great strength of Bioware games is usually it’s characters, especially the protagonists companions. I can happily report that, at least for the Sith Inquisitor, the vast majority of the characters in the story were great.
The three standout characters outside of the Inquisitor to me were Khem Val, Ashara Zavros and Talos Drellik.
That’s not to say that Andronikos, Xalek, Zash and Thanaton weren’t good characters either, I just didn’t enjoy them as much as Khem, Ashara and Talos.
Each character felt like they had their own arc. Khem Val growing to accept you as a Master and true successor to Tulak Hord was great, even if he and 16th Bro were constantly disagreeing about 16th’s methods. Despite his dislike of the decisions, I still sided with him when the time came to choose who got to control his body for good.
Ashara going from “I’m a Jedi and I won’t go against my teachings!” to “Peace is a lie!” was good development as well. I understand that some people don’t like this character much, but she was my go to companion most of the time. She’s not quite a Sith, but not quite a Jedi either, and that made for a perfect companion for the 16th Brother, as he was hardly a model Sith either.
As for Talos... well... he’s an archaeologist and a historian... and I’ve got a degree in history... so of course I was going to love him! Plus he was eccentric as all hell and added a nice voice of humour to the crew. His personal story about him trying to find his old mentor and carry on his legacy was heartfelt too.
As for everyone else, I was invested in their characters, don’t get me wrong, just not as much as the others. Both Zash and Thanaton were good villains that I took pleasure in ending, and Andronikos and Xalek got their fair amount of use on the field and in the ship. Everyone was friends at the end after all.
The Voice Acting
The other good point I’d like to highlight is the voice acting, particularly that of the male Sith Inquisitor. I’ve heard people say the female voice is better, but for my experience the male Inquisitor was the perfect match of sass and sarcasm. It made every scene with him in enjoyable to watch. RPG games were a single protagonist can get a bit boring sometimes. Commander Shepard suffers from this in Mass Effect at times. I never got that feeling with the Inquisitor though. He was hilarious from the second he stepped off the shuttle on Korriban and sassed Overseer Harkun (who I totally zapped to death) to the moment he took his seat on the dark council with a surprised Pikachu look on his face.
So yeah... super credit to Euan Morton for making the Inquisitor the dark master of sass and sarcasm!
Outside of the Inquisitor, I can say that all the other VA’s did a great job too. I can’t think of any character that had particularly bad voice acting off the top of my head.
Other Good Stuff
Outside of the three things I mentioned, SWTOR also has plenty of content to offer for everyone. If you want to do main missions, sure! Side quests? Sure! Space combat missions? Yep! Whatever you fancy, it’s there. There is no shortage of content to enjoy for hours on end, even as a Free To Play player like I was.
The Bad
And now to most likely upset some people... sorry about that, but no game is perfect, and SWTOR has some flaws that could put people off playing it. This stuff is by no means a game breaking deal for me, but it did annoy me and I felt like it needed addressing.
The Game is Tedious
My biggest complaint is that at times, usually after an hour of playing, the game can become tedious and boring to play! There were times it felt like a chore honestly, and I hate saying that because SWTOR is a good game.
The main reason for it feeling so tedious though comes down to how you move around the maps. When you can, fast travel is your best friend and can save a lot of time, however, not everywhere has a fast travel point near it.
This is where speeders come into play. You can buy one for a reasonable amount of credits, and they are faster than walking for sure, but not by much.
The problem with the speeders is that it is so easy to get shot off of one by one of the random enemies you are trying to drive past (and believe me there are hundreds of them!) that is becomes aggravating to move around the map from objective to objective. Avoiding enemies isn’t hard for sure, but sometimes you have to go right past them, and after hours of fighting enemies it can get a bit tedious being shot off your speeder in one shot just because you didn’t want to waste time fighting an enemy. Once you hit your level cap, fighting random enemies is pointless after all.
Maybe that’s just me though. I’d personally make the speeders a bit more durable. One tiny shot shouldn’t disable your speeder. Heavy fire... sure! Doesn’t help that sometimes you can tank a bunch of shots on your speeder and escape without being knocked off, but then on another occasion you’ll be knocked off by a sneeze.
Either way, movement around the maps can get annoying as all hell, but at least the scenery is pretty.
The Planets
Now don’t get me wrong, I like all the planets I went to... mostly... and my issue isn’t with the planets in general.
It’s with how bloody long it takes to complete them all.
The Story Arc quest lines for each planet can take forever sometimes and they end up going on a bit too long if you ask me. Alderaan and Hoth are the two that come to my mind the most. It felt like I spent weeks on those planets driving back and forth between areas to do simple tasks for little reward. Plus the sheer number of side quests didn’t help. I stopped doing everything that wasn’t a story or Arc quest once I hit Hoth!
Don’t get me wrong, I like side quests for sure... I just don’t like them to drag on forever! In a lot of ways, SWTOR reminds me of Mass Effect Andromeda. That game too also had side quests that went on forever.
My one piece of advice to nay new players for SWTOR would be to ignore the side quests and focus solely on your class story quests and planet Arc quests instead. If you try and do everything, you’ll burn yourself out quickly. Unless you are a completionist of course. In that case go nuts! XD
Other Bad Stuff
Aside from my two big gripes above, which are honestly minor in reality, the only other issues I really have with the game are the boring side objectives in some missions. Nine times out of ten they equate to ‘kill a bunch of dudes’. They are easy enough to complete, as you’ll be killing things anyways, so you don’t really need to put any real thought into completing most of them. They just feel tacked on and rather pointless honestly.
The Ugly
And now the ugly stuff. This is stuff that is between good and bad. Bad as in they annoyed me, but good as in I understand why others like them or they improved over time.
The User Interface
Oh god the UI! When I first started the game it was so overwhelming! Pop-ups everywhere! Hundreds of tabs and side bars and tutorial boxes being spammed my way. It was not friendly to a new player who had literally just jumped in. If I hadn’t played games like Civ or XCOM in the past I might not have been able to cope with how much stuff was going on at once.
Luckily, after a few hours of play, I began to understand the UI a bit more and became comfortable with it. I knew what was where and what did what, as well as what I didn’t need. (any PvP stuff for example) Plus the ability to edit the interface to your own liking helped a lot as well, so it wasn’t a complete lost cause, just overwhelming at first.
Flashpoints and Heroic Missions
So, these missions are designed to be played with other players online, clearly. They can be done solo, but they take forever to do so. Endless hordes of high HP enemies, including even higher HP boss fights is not that entertaining to me, and thus very quickly became boring to me. Artificial difficulty in a way. Plus if you do die, it ain’t half a pain in the ass to get back to where you were, only to find that boss that had 5% health left when it killed you is now back to 100%.
I gave up doing these sorts of missions and have no intention of returning to them unfortunately, which is a shame as some of the flashpoints have actual important story content in them.
Still, if unlike me you actually have friends to help you with these, then I get why you like them, and more power to you. I just don’t enjoy them much.
The Soundtrack
And now to really upset some people. Look... I like John Williams music scores as much as the rest of the fandom does. That said, there were places in SWTOR where it showed up and really really did not work! It almost felt like the game was just spamming random iconic tracks that sort of fit the scene, but really didn’t.
The biggest one for me that didn’t work was the final duel against Darth Thanaton in the Dark Council Chambers. During the cutscene between the two fighting, the music started on ‘The Final Duel’ from ROTJ when they were fighting, and they suddenly it shifted to the theme from Padmés funeral when Thanaton was overpowered! I mean, I get what they were going for with the music, but the sudden shift between tracks was unceremonious and didn’t work. If they were going to use licensed movie music then they should have just chosen one track and stuck with it rather than jumping between two!
Furthermore, to me those themes were written for specific scenes in their respective movies, and thus were created to fit those scenes, not random SWTOR scenes. If anything, the entire scene should have had it’s own score written for it rather than just reuse movie tracks instead!
That said, whenever the game does use original music that isn’t from the movies, it’s fine! The ambient background for the planets is great, Alderaan’s especially, and I hated that planet! They clearly had the talent of music directors to write Star Wars sounding music, so I don’t fully get why they didn’t just go with original music all the way rather than just reuse John Williams music instead. I don’t know if they didn’t have enough money or something. If that was the case then I’d understand.
So yeah, the music is a 50/50 for me. The original music is great. The movie music is still great, it’s just not used right.
Other Ugly Stuff
WASD controls. They aren’t game breaking, but I’m not a great fan of them. They make my wrist hurt. I adapted, like I did with the UI, so it’s not really a big issue, but I know it could put one or two people off playing it.
Another minor gripe is a consequence of the game being an RPG within an MMO. Other players are running around, often doing the same objectives as you. They can steal your objectives before you, forcing you to wait around for them to respawn so you can do them yourselves. Luckily there is usually other stuff to do in the meantime, and the re-spawn timer is smallish, so it’s not a huge problem. Just an unfortunate consequence.
Conclusion
So... would I recommend playing SWTOR to people? Yes! I would. It’s a good game, even with it’s flaws. I had a lot of fun running through the Sith Inquisitor’s storyline, and I learnt a lot about the game for any future playthroughs I do. I know what to expect now and what to stay away from, so hopefully whatever class I choose to do next will be full of less annoying little things.
That said, considering how long it took me to do the Inquisitor’s story, I feel like I’m gonna need a serious break before I can play another class. I was almost burnt out when I finished the Inquisitor, and I’ve still got the two free expansions to go!
So yeah... all in all, SWTOR is a good game,. I’d recommend it, and I’m glad I gave it a fair chance. It’s not in my top 10, but it’s one to return to. :)
So, if you’ve ever thought about trying out SWTOR before but were apprehensive about it, then I’d encourage you to give it a shot. It is free after all! Unless you subscribe. But you can at least try it for free! Bonus I say! XD
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Felix the Reaper - Thoughts? Review?
Can't really go into too much detail, it's rather late as it is and the ol' bed is beckoning, but I also want to couch this down somewhere while it's still fresh...
So, Death as a concept - as a character - obviously permeates the whole of human civilization. You've got Anubis and Osiris, Humbaba the Undying, thousands of years of mythology surrounding the concept of life leaving you and your flesh-bits rotting, generation after generation of people processing grief in visual and abstract forms - and now, we're sort of living in a context where Death isn't really all that scary anymore. We understand it, we can push it back in some cases - and when we can't, then we can sort of map out its occurrence. What started as just this inexplicable force swiping at hunter-gatherers and that warranted Danse Macabre paintings across Medieval France is now something we can put an almost-precise date and time on. There's a bunch of "death clocks" online that project a potential DOD based on your age, gender, health status, habits and BMI; sort of turning the concept of memento mori into a shockingly literate manifestation.
You will die, one day. We're so aware of that that a bit of science and Web design wizardry can shit out a half-serious guesstimation of when it'll happen. Pre-Colonial aspects of Death survive in Mexican culture in the forms of both calaveras and the Santa Muerte cult, and the inevitability of death now even counts as a game mechanic in the SoulsBorne genre. You've got Terry Pratchett's extremely Humanist rendition of Death and, well, Hollywood faff à la Meet Joe Black. The short of it is we're far from the robe-wearing zombie we used to plop everywhere as a reminder of our own supposedly sinful urges or on the fleeting nature of youth.
Another item that's of interest is the notion of life and youth being represented as the Maiden - and of Death being in love with her. Sometimes, the affection isn't returned and disgust is shown. That's most of Holbein's death-related works, in this case. In others, the Maiden leans in, lets the skeletal figure push a hand underneath her skirt and against one of her thighs. They share a kiss, press against one another in the way honest lovers might. He's a dried-out corpse with a bloated midsection and she might've stepped out of some sixteenth-century church in the Netherlands, but their liplock is intense and genuine. In one statue, the Maiden looks like she might've just surrendered to the Reaper's arms, but her hands are also touching his scythe....
Eroticism, a commentary on suicide or plain acceptance - there's several ways to look at that duality, and it's even managed to worm its way over to cultures that don't natively have similar associations with human remains. The Japanese, for instance, do have their own Gashadokuro concept, but the locals of Nagasaki needed their initially-exclusive exposure to Portuguese traders to shrink down their massive skeletal eidolons of doom and to design woodblock prints where a Danse Macabre effectively meets the dress codes and habits of the locals under sakoku, or the Emperor-mandated closing-off of Japan to the outside world.
Death as a dancer. Death, especially, as a force that's quite lively, despite its attributes. A force that falls head-over-heels for Life in its own anthropomorphized form.
This is what Danish devs Kong Orange opted to work on in Felix the Reaper. Their Death has a human name, has a thing for the stuffier ends of Business Casual, is maybe eighty pounds overweight - and won't ever, ever, let the music die. He's also in love, obviously - and in love with Betty, the equally portly and nimble personification of Life. The pair look a bit like a Fernando Botero couple waiting to happen, with ample waists and sagging breasts held aloft by spindle-thin legs - but if Ghostbusters taught us not to cross the streams, then you can assume that Life and Death starting a tango in the same workspace could have severe coincidences on the biosphere. Not that Felix cares, he'd want nothing more than for Betty to notice him. His supervisor is voiced off-camera by Sir Patrick Stewart, who's as delightful as always, and who sort of plays the part of the well-meaning supervisor who eventually realizes his new employee's quirks don't diminish his potential.
And what is Felix's job, exactly? Well, he's Death. He's not getting paid to distribute hugs and kisses, obviously. He gets sent to the mortal plane to, well, kill people, and more specifically, to kill people in precise and pre-ordained ways. His "televator" takes him to an instant frozen in time, and he has to alter the surrounding scene so that once time resumes its course, the requisite accident or happenstance occurs. You do that by picking up items, flicking switches, and placing targets in the path of whatever it is that's set to kill them. You also move the sun around the world using a magical sundial doohickey, as Death can only move in shadows. You're basically Death in the same sense as in the Final Destination movies, except you really, really, really want to twerk and sashay your voluminous heinie through the small changes needed to turn a nothing-burger into a drunk huntsman getting his head stuck in the stump of a decapitated deer, so the dejected and near-sighted hunter you've been following mistakes him for a target and shoots his spear through his brain-case.
And yes, Felix does twerk and he certainly sashays. Dude dresses like a stuffy librarian, sure, but seemingly loses all inhibitions once his headphones come up - which allows the player to share in his personal soundtrack. This particular Reaper seems to have a thing for very bass-driven and samply EDM, with occasional forays into Ambient and Jazz. His many, many, many idle animations all sync with whatever it is that's playing, and so does the variety of prances, somersaults, grands jetés and twirls he goes through while moving from place to place. Comparatively, you get the sense that Felix's coworkers are more the dour and solemn type - with a few unsubtle cameos from Skeletor and Manny Calavera in the opening cinematic - and Felix, well...
Let's just say it's a wonder he has those hips and that paunch. If he twirls around for every little thing he does, then you'd assume he only sits down to hoover an Olympic athlete's worth of food once a day. Or maybe I'm overthinking things because, well, death.
And therein lies the problem, honestly. In thinking, I mean. Felix is a puzzle game through-and-through, and also ties into a Challenge system in order to really tickle those completionist nerves. The starting scenarios are braindead-easy, but the later ones left me stumped for fifteen minutes per screen. Add to that the notion that the game doesn't check off some of them as complete if you only do the bare essentials, and you're left with another would-be mobile offering that doesn't reach its endpoint until you exhaust every little bit it has to offer - even if you're effectively done with the main gameplay loop. It's a great game, but there's just not a whole lot to do in those six chapters, beyond repeating bits of drudgery until your noodle clicks or you give up and look up a solution online.
It's a shame, too. The isometric perspective is perfect, and the game could've been pitched as a hybrid between a puzzler and, say, XCOM: Enemy Unknown. You'd take cover to hide from moving targets or to escape daylight and instead of shooting at them, would emerge from cover to move items around or solve puzzle elements. You could've had Death evoke the illusion of a friendly face to inject some more concrete narrative delivery, for instance. Steal a friend's features, magically conceal yourself, and then have your target piece her own weaknesses together, leaving you to retreat and regroup before executing your plan of attack. But no, everything is out in the open and everything is spelled out for you. Kong Orange could've also stolen a page from Hitman Go and set multiple triggers in place to truly sandbox the experience.
What is there is fun - it oozes personality and charm - but there's just not enough of it to justify Steam's full asking price, IMO. Comparatively, the Switch's online store is currently running a sale for it (as of Sunday the 15th, at least) and lists it as being 2,15$. Two bucks for a few hours of harmless fun is a pretty good deal, as far as I'm concerned. It also underlines why the devs and Daedalic Entertainment alike consider it as having "bombed", as the marketing effectively targeted Devolver's usual stable. It's not crunchy enough, however, and not exactly irreverent enough to warrant that comparison. A more hefty Felix could've earned its full 20$ price point on PC - and Kong Orange's very design for Betty makes it obvious that if Felix ever returns, it'll be in a co-op setup with the love of his, well, unlife.
I'd be up for more of this cuddly, swinging skelly - assuming the devs mature a tad and put something together that's just a smidge more compelling.
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Horizon Zero Dawn Review
The game that critics have been raving about for years and I just haven't played. I heard a lot of people say "this needs a movie" but they say that about any game that dares to be a little bit cinematic because I personally disagree.
That first part is rough, the story seems so in your face, predictable and bland but I think the problem is that it didn't know how to put in its exposition. I think it naturally builds up as it goes on, getting bigger and broader, it's just those first experiences that can be a slog because you're pretty much learning what style you're going to play in.
I got more or less everything I expected, crafting, a skill tree, various weapons. What I didn't expect though are dialogue options. You can choose normally up to four paths, an intelligent one, a compassionate one, and a straightforward one. You don't have to worry about the stress of trying to reach a specific ending because there's really only one, the only thing that affects it is the amount of people that are in it. So does that make the choices irrelevant? Yes and no because there are different dialogue options and like I said, which means that you can get certain characters to like you more given the option you choose but not in the same way that relationship points work and I definitely felt the draw to do that whenever I came across my first side-quest.
Side-quests are interesting, I love tracking things in games, though it's rare that you actually get the chance to do it and here you have a good amount of opportunities. Is that all though? Far from it. I actually found myself searching for side-quests because the first two were so satisfying. It really only began to show its hand a bit more after those quests. As I mentioned, there are a lot more RPG elements than I first imagined but it starts to send you on scavenger hunts, especially that Dreamwillow one, that one I actually laughed out loud at every time I was turned away. It also starts to gatekeep to where it recommends that you be a certain level which is...odd? I mean at face value it looks like you could rock basically any combat situation that isn't context sensitive. Leveling up gives you abilities but they're more like Deus Ex on that front, where it's just for preference and upgrading, not necessarily strength. The only thing you improve on offense wise basically boils down to having the right materials or units to buy weapons then a matter of finding modifications. Other than that, leveling up seems to just increase your health. It really just depends on the quest too because I'll play one above my level and be fine then play another that's actually under my level and feel stuck.
Now I only played it on normal mode so something like "Ultra Hard" is bound to be more demanding but as far as actual side quest content, I feel like they have potential but just need tweaked, give me more stuff for major characters that affects their standing with me. Rather than having each quest be contained in its own story, have it affect you later in the game, let your actions be shown, give it rewards and consequences. There are some really great side-quests but there are also some crappy ones, it doesn't pass that threshold that most RPGs fall under or anything. However, I did find myself doing side-quests at my own free will and the ones that I didn't like or couldn't do at the time, I just skipped and focused on something else, I felt a lot more freedom with this game, like I didn't feel forced to grind or do a certain number of side-quests or really do anything. It encourages you to explore and play the way you want to play and I respect the heck out of that. Maybe it's different for other players though.
Perhaps my favorite actual side thing was the Cauldrons for those who actually played this, you'll know why. For those who didn't, just know that it's cool and let it be a surprise for when you go to one. You might expect these big set-pieces and bosses like Uncharted or GoW, but it's not really like that. I genuinely think that this is more video-gamey than it lets on which certainly takes up its runtime. One addition to side-quests that I would like to see is one where you don't know it's happening. For example, in this game, you'll come across random hunters who are attacking or being attacked by machines but rather than just going on about your day and them going on about their's, I want to fight off the machine and the person say "You saved my life, my name's Jara, I live in the town nearby and want to repay you." so you go there and there's trouble so it starts up a side-quest. Now don't get me wrong, there are PLENTY of instances of people getting attacked actually being a mission but most of the time someone in town will just tell you "I haven't seen this person in a while, can you go check on them for me?" It's the art of subtlety and also just doing a good deed and getting rewarded for it. It's a conscious choice and split decision rather than just another checkmark on your list to complete.
Now I won't bother listing the characters and rating them but there's a certain aspect that has me really enthused So, Aloy is an outcast and a lot of these side missions and scenarios reflect her, you'll see the way she can relate with other characters, making it almost poetic in a subliminal kind of way. Then they add this tribal and futuristic setting to it where Aloy acts as the medium, there are parts of the game where she questions the tribe because they cut themselves off from technology and just don't know any better and we as a viewer know that but having the main character view things in 'our' lens is pretty genius. To top that off, they give her enough personality to be her own character while giving us enough power to influence her so that we ourselves can REFLECT WITH HER. It's not her character that I'm impressed with, it's the layout of the story.
So, how is the main story? It's kind of like the Flood scenario in Halo if I'm being honest. I'm not going to spoil anything but it's passable, like I said, it's not like an Uncharted and it's not like a movie. The visuals just look good at times (I took all the pictures in this review myself and so much more!). I'd call it a futuristic/tribal mix between Shadow of the Tomb Raider and Skyrim but I see elements of a lot of things. (Also since it's post apoctalypic, you find items that we see in modern day, like how they call keys, "chimes"! They think they're windchimes because there are no more cars! I love that!)
It actually does a pretty good job at being an open world considering that there are tons of things to do on your routes as well as collect but it's not so much so that it seems unfeasible, as I said, I found myself doing a good chunk of the side stuff just because it was fun to do and I'm not even close to a completionist for any game. If you mess up, healing plants will still be there. As long as you save, enemy parts will still be there. A place can be cleared out and conquered so that enemies don't come back. The actual towns are peaceful so you can't get mangled by any bots outside of scripted instances.
The graphics are pretty good but I can see some error here and there, nothing necessarily game breaking but the animations and AI are definitely janky at times. It's pretty obvious from the get-go but I'll do my best to specify and give constructive criticism on what I found wrong with certain aspects of the game. Rost is slow, like slower than walking speed but that's not to speak for all NPCs, some run, some you don't need to follow, it was really just him. I've had NPCs who fight but miss every single time on simple enemies (that might not be a bug, that might just be a funny bit that someone decided to add in). Sabretooths have jumped through walls (granted the walls were kinda broken but I'm not sure if those big boys can fit when they can barely find the entrance) I found myself jumping to a ledge or on a rope but not land it and just drop (it really boils down to loosening the hit box for that). Which to add on to that, I would like more places to climb and jump to in general (other than stupid mountains). I felt like there wasn't really enough that I could climb and the places that I could, could've been a bit more obvious that I could, maybe even make it viewable with your focus if you don't want it to be visually outstanding. There's a day and night cycle and while I like that, I found some of the contrast to be annoying because I could be staring a ladder right in the face and not even know it sometimes because it would be so dark. I'm not going to complain too much about it because I didn't turn my brightness up, I just left it at default and I would assume the PS5 version fixes some of those little things.
Now, this one is kind of a gray area: Hiking up mountains. Skyrim, Fallout, and Death Stranding went too far and gave little to no barriers. They had you looking for sweet spots that weren't there in order to cheese your way through an area either on or off a beaten path. But I would compare this to something like GTA where it's not as bad and does have its limits but might need tightened up some more because I can certainly get to places that lead to nowhere.
I've made headshots that don't make contact or damage while using precision. Part of that problem was that they could be high up in a tower (which have spikes sticking out) and I would hit ABOVE the logs, to make a headshot but since it was in that vicinity, it registered that as the spikes' hitbox so it wouldn't cause any damage and just alert the enemy (same if I was in the tower, looking down). Input lag where I hit up button on the D-Pad to regain health and I have to keep pressing it. If I had to guess, you have to meet the requirements of not taking damage, staying still, etc in order for it to actually work but it doesn't really have a reason to do that and it doesn't "tell" you that those are the requirements (as far as I know).
During the final boss, one of the enemies hit me into a rock wall, trapping me inside of it and the boss was already half health so I really didn't want to have to restart (I also didn't know how far back the checkpoint was) so I kept shooting stuff and eventually the boss destroyed the wall, allowing me to get out (timed section, by the way). There have been a few times where a tree or leaf or something is obstructing a cutscene and sometimes there will be a mech in the background screaming over the NPC talking, which I'm sure is due to the cutscenes being real-time which is still pretty impressive. Now are these errors all the time? No, not at all, I'm just pointing out that some times these things happened and that I felt it needed ironed out but I wouldn't call this half baked or an unfinished product or anything, it's nowhere near that level. I get that there are so many NPCs that it's hard to account for them all with facial animations but whenever they're talking, it seems pretty static and sometimes the lips don't line up. There's this one guy who says that he got lost in a sandstorm but he's standing in snow. Again, little nitpicks in an otherwise great game.
Now, I got this game for free as a Playstation promotion but that doesn't necessarily mean it'll be great, I played a little bit of that Ratchet & Clank reboot that was offered and I wasn't impressed, I quit after the first few worlds and was glad I didn't buy it at launch, (despite being a classic PS2 R&C fan) but we're not here to review that. I also played Abzu and loved it but it was short so it was definitely worth a play but maybe not 60$ (I actually think it's 20$ at this point though). With this game, it's the whole complete edition with DLC and everything, it has the length, so it really just boils down to "Would I have spent money on it otherwise?"
I think I would've if I knew more about it because I think it just got better and better after that first part of the game. It's marketed a bit differently than what I ended up getting but I found myself pouring hours into this game and loving it for one reason or another. I actually bought Shadow of the Colossus along with it (which is considered a cult classic) but I liked Horizon so much better, definitely worth its full price in my opinion. (So your promotion worked on me Sony, congrats) It has its problems but the potential is there and I feel like a sequel would probably iron out a lot of my troubles with it, so it's definitely a franchise worth investing into.
If you're interested in what I thought of the DLC alone (if you didn't get the Ultimate edition and are wondering if the extra content is worth it) I have a separate post that goes into that here.
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There was, of course, a fair amount of controversy around the time of Pokemon Sword/Shield’s release regarding Dexit, among other issues. When they first came out, I played Shield version, and had an okay time. Now, having put some space between the game’s release and the present, I decided to pick back up and try playing Sword version to see if my feelings changed any. Was it more than just okay? Or worse than I’d thought before?
I have a lot of notes on thoughts I had during this adventure, and I’m going to try to structure these thoughts in some way but idk how exactly. Some are fairly minor thoughts, but some are definitely going to require a more in-depth writeup. Also, for context, I only played through the base game, not the DLC. I probably will play through again to try out the DLC but I didn’t want to buy the DLC just yet.
Why Can’t Pokemon Follow You Anymore? AKA Iteration vs Innovation
Pokemon has a problem with getting any better as a series. Especially in the last few versions, we’ve really seen this coming to light - while early on, updates to graphics and gameplay (like the physical/special split) made each new generation feel like an evolution of the previous one’s gameplay, somewhere around gen 6 it really started to show that the series isn’t focused on evolution quite so much anymore. Sure, there’s still been some updates to mechanics and some graphical updates, but those have all been minor since, or completely dropped after that generation.
Mega Evolution, Z-Moves, and now Dynamaxing are all part of this problem. They are cool new ideas that add to the mechanics of the pokemon games, but are ultimately dropped in the next generation. They are gimmicks, meant to drive sales and engagement with any particular game in the series, but which don’t serve to elevate the series as a whole particularly well.
Generally speaking, it feels like the direction the Pokemon developers want to go with the games is more in coming up with some cool gimmick as a temporary measure rather than creating new core growth to the series that could be iterated upon in future versions to create better games with each new one. While Gold and Silver definitely felt like an evolution of Red and Blue, and Ruby and Sapphire yet again an evolution of Gold and Silver, with the games slowly becoming more advanced and better with each generation, I can’t really say that I feel like SwSh is any better than Sun/Moon, or Sun/Moon is really any better than X/Y. They are different, and have some small new iterations to the previous formula, but they don’t feel all that much better, just different.
Grinding bosses, AKA Diagetic Fail States
Diagesis is always a fun topic to talk about in video games. I was watching a video the other day about Sekiro and how it uses a lot of similar gameplay structures to other FromSoft games, like a diagetic fail state - when you die in Sekiro, that’s a part of the story. You don’t game over. There is no way to get a game over in a FromSoft game, as your character can never truly die.
Pokemon is definitely neat in how it is a series that has also always had a diagetic fail state - when you die, you retreat to the last pokemon center you were at, keeping any experience gained but losing your physical progress towards your next destination. However, each time you faint while traveling down a new route, you make the progress a little easier for yourself the next time, by both gaining experience for your team and defeating some of the trainers along the path.
However, this diagetic fail state doesn’t always make sense in Pokemon’s design, and I think the Championship in SwSh really brings that to the forefront. If your team faints while fighting a gym leader or while fighting in the championship or against the Champion, you don’t fail your gym challenge. You just retreat and come back to try again. This isn’t acknowledged in any way in-game. Leon has the same dialogue no matter how many times you fight him. Every time you fight him is the first time you fight him, no matter how many times you’ve been knocked out and had to retreat to the pokemon center. It creates a significant divide in the experience the game’s mechanics are giving you and the story they are trying to tell.
In the story, after helping stop the Darkest Day, you challenge the League Champion and claim your spot as the new champion. But in the gameplay, you have infinite tries to bash your head against the wall that is Leon, and the Championship will never end unless you end it.
I think the diagetic fail state pokemon normally has, wherein when you faint you go back to the last pokemon center, makes a lot of sense both mechanically and in terms of the world of pokemon. The world of pokemon is built in no small part to support this diagetic fail state. However, there are certain events, like fights with Team Leaders, Legendary Pokemon, or the Champion, where that diagetic fail state is incomplete.
How could pokemon fix this? I think the big thing would be to have two sets of dialogue for at least major antagonists, like the Team Leaders or the Champion, where they give you one set of dialogue the first time you fight them and a different set on future fights, if you lost the previous fight. And changing any cutscenes surrounding fights with Legendaries, like the fight against Eternatus in SwSh, to have different dialogue if you lost the fight at least once, could help explain why the legendary hasn’t already gone and done their nasty world-ending attack that the story often seems to set them up to be going through with.
It’s not a perfect solution, I think, but that seems like the simplest solution to resolve this weird discrepancy between the fail state that exists in gameplay and that which exists in story, one admitting the player failed but giving them a chance to try again, and the other simply pretending that the player didn’t even fight the legendary that would cause massive global destruction if it wasn’t defeated then and there.
The Legendary Problem, AKA Story-Driven vs Player-Driven Game Design
Speaking of legendaries... What even is a Legendary Pokemon? Mewtwo, Ho-oh, Lugia, Groudon, Kyogre, Palkia, Dialga, the three dogs, the three birds, the three regis. These are all legendaries. They are powerful and rare pokemon that exist in their particular game/region. But their existence and their purpose has steadily changed over time.
Early on, legendaries were truly that - legendary. To own a mewtwo in red and blue was one hell of a feat, because it took a lot of work to find it and a lot of work to catch it (unless you used a master ball). But things started changing around Crystal version, but especially in Ruby and Sapphire. Legendaries became less of a rare thing that was out there somewhere, as some kind of legend, and became more integral into the stories of pokemon, and representative in some way of the story that the developers were trying to tell. Groudon isn’t really all that legendary, as you’re guaranteed to encounter them in the normal course of gameplay of R/S, but it’s important that Groudon be encountered in the story because Ruby and Sapphire is a set of games all about environmentalism, and Groudon and Kyogre serve as metaphors for the natural balance of our environment.
And this is part of a greater discussion on the direction of the pokemon series as a whole. Over time, Pokemon has become less about the journey that you are on as a player, with your pokemon, and more about telling some kind of a greater story with the world as a whole, where the player character serves as a vehicle for the player to see the story that is going on.
Sure, Red and Blue had a world story, but in no small part it felt not like you were being funneled into partaking in a story, and more like you were building your adventure while you traveled. There was a sense of discovery in Red and Blue, like the region of Kanto had a lot of hidden away pockets of existence that just weren’t known to the populace as a whole. But by the time of the Galar region, even the wilderness is carefully curated and sanctioned off. The Wild Area exists as just a singular place, but it is full of bridges and other man-made structures clearly indicating that this place isn’t really wilderness.
And absolutely a part of this comes from me now being an adult and having played many pokemon games before. And certainly my nostalgia for the older games is playing a part in this reading, and I’d like to return to red and blue soon to see if this really holds up quite so well.
But overall, it feels like the direction that the pokemon franchise is taking in recent games strays further and further from the original intention of the pokemon franchise. The story is that the idea for pokemon was developed because the original creator missed his childhood adventures of going out into the woods and catching beetles, an experience one just couldn’t get while living in the city. Pokemon feels like it’s straying further and further away from that sense of a player-driven exploration-focused adventure, and more into a constructed narrative.
The Wild Area was a step in the right direction. And if I understand right, the DLC areas are in their entirety Wild Areas where you can just wander around freely encountering wild pokemon and trainers. With all hope, the developers are coming to a similar conclusion I have, that the core appeal of pokemon is in that sense of exploration, adventure, and finding new things.
(Though, to be fair, not everyone would think of that as the core appeal of pokemon, anyway! Different people are into different aspects of the series, and of games as a whole - some people are completionists, some are explorers, some appreciate a good story, and some are super-competitive. Everyone experiences games differently. And while the pokemon dev team has done has a lot to make things better for different styles of play, my hope is that they can give explorers like myself more to look forward to in future entries in the series.)
Other Notes
Alright, so that gets through all the big stuff. With that, let’s just talk quickly about some other little notes I had while I was playing!
There’s way too much dialogue, and it’s not very interesting.
Pokemon are definitely still very very cute and I love them and I love this franchise as a whole.
I loved when X/Y added fashion but really the clothes in Galar feels not great? There’s not a lot of options, and it’s mostly just the same couple of styles in different colors. So I was really unimpressed. I think the DLCs add a lot more clothing options, though? So that’ll be exciting to try out later on.
The whole thing with time freezing whenever you get on a ladder is still really really silly
The gym missions are real neat. They are definitely just kind of an expansion on the totem challenges from sun/moon, and I really like where they’re going with challenges that aren’t purely about fighting like older gyms were. (Look at me, talking about how this one innovation to the core gameplay is so great when I was just earlier complaining about their gimmicky way of not really innovating on the core gameplay. I don’t think this totally changes my opinion from earlier, but it does kind of. They are making changes, but just very slowly)
Why force players to wear the gym uniform during gym missions? Like, I worked so hard to buy my own fancy clothes and they won’t even let me show off my clothes to the whole of the Galar region during my fight against the champion. Horribly game design
Honestly, the whole dexit controversy. Like... I still don’t think the pokemon company were in the right, and they really should just delay main-series games until they are complete rather than trying to release on such a tight yearly schedule.
I miss Victory Road. Having to put all your skills and knowledge you’ve gained up to that point together for one final grueling challenge was just a really nice way to bring together the whole experience into a neat little package at the end. I guess since especially SwSh is more focused on the gym challenge and the spectacle of that rather than on giving you an exploratory adventure to go on, it kinda makes sense that instead we get a short linear route followed by a series of fighting your rivals and refighting some gym leaders before the Champion.
The Champion fight definitely feels way harder than any of the other fights. It’s got a decent bump in levels compared to the previous fight, and I think that’s... well, it’s kind of cool cause it does really make Leon feel impressive. But also like, at that point there aren’t any great places to just grind to catch up to him so I ended up grinding by just challenging him over and over until I happened to win one time, which largely happened by luck, not by my team’s strength or my stratetgies. Maybe the best way for this to have happened was having the player start to fight Leon, but then have that fight get interrupted after the first pokemon was knocked out, rather than interrupting the championship right before the fight with Leon. That way we could’ve seen Leon’s team in action and gotten a sense of how much stronger than the player he would’ve been at that point. Then, you could’ve gone out to train against the wilds and prepare yourself for your final battle.
But of course, following up on the last point and making this its own point, the only reason I did struggle at points was because I didn’t much take advantage of everything the game had to offer. I never once used a healing item in battle, I never used any rare candies nor did I ever dynamax any of my pokemon. I did use a couple of experience candies, but I only ever did three dynamax raids during the course of my game, so I didn’t have a ton of candies to use anyway. If I’d taken full advantage of everything Galar had to offer to buff up my pokemon, I would’ve absolutely bodied Leon. Instead it was a tough fight that was doable after a few tries and some luck.
Overall, I’d say Pokemon Sword and Shield are an okay time. The game didn’t excel relative to my last time I played Shield near when they came out, and it doesn’t excel compared to past games in the franchise. It’s also not particularly bad compared to my first time or past pokemon games, though it definitely has its fair share of problems.
And of course, let us not forget the greatest tragedy of Pokemon Sword and Shield:
The best pokemon in Galar, Snom and Frosmoth, just aren’t that strong.
EDIT: one last note, here’s my final team that took on Leon with me
Dirt, my Runerigus, was someone I caught to fight against the fighting gym, and became an integral part of the team ever since.
Clara, my octopus thingy whose species name I forget, is nicknamed after my character from a wrestling tabletop rpg my group recently played.
Charlene, my Dubwool, was the mascot of the team from the very beginning. I caught her as soon as I could and quickly put my starter into the box
Pepper, my Shiftry, was in its third stage evolution before I even fought the first gym. I’d caught him as a Seedot early on, and he evolved into a Nuzleaf on the route before the town with the first gym. And in the town with the first gym, you can find a Leaf Stone just sitting around, so I evolved him before we went in to face the gym
Cooper, my Obstagoon, was someone I always thought I’d end up replacing, but just kept sticking around and proving herself more and more useful. In the end, it was her with her moves of Night Slash, Thunderpunch, and Icepunch, that was able to tank and take out like three of Leon’s pokemon
:3, my frosmoth, was a late addition to the team but absolutely beloved. He may have been pretty weak overall, but he pulled out a couple of clutch victories and I couldn’t be prouder of his time with the team.
#eri blogs games#whew this is... a big one#a long post if you will#i had a lot of thoughts about my latest single-player gaming experience#pokemon#pokemon sword and shield
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Can We Discuss Solutions To Star Coin Bloat?
So a while ago, I ran some analysis on your opinions on price of Star Coins, which is where my 70% of players think Star Coins are overpriced number comes from. Around this, there was a discussion on the Riders On Jorvik Discord around the new Andies being 950 SC/$30 USD, and some solutions to combated price bloat. Which is what I wanted to expand on today.
Ok, I want to start off by pointing out that $30 for a digital horse is a lot of money. You can buy model horses for waaaay cheaper than that, and in terms of video games, $30 is the standard price for high quality 30-40 hours games, like Rimwold and Slay the Spire. Pokemon Let’s Go Eevee and most Harvest Moon/Story of Seaons games are $30 at release, and most triple AAA games drop to $30 once their sequels come out. And in terms of MMOs, is roughly the price of expansions. So for SSO to charge $30 for one horse is outlandish and waaaay overpriced by industry standards. Most games will sell mount skins for $5-$10, max.
I want to go over the one excuse SSO keeps using in reference to this issue: they charge more for newer models/special features because more time went into them. Well I fucking hope it did! It’s SSO’s job to make a better game, which means spending more time making their product better. But that does not justify them adding an “improvement” tax on players because they’re taking a while to figure it out. That’s like if I charged extra on my next book because I became a better writer since I published the first, and not base my pricing on production and industry standards. It’s a bullshit excuse because improving the game is SSO’s job to begin with, and it’s not our responsibility to support that. It’s also incredibly dangerous because it causes extreme bloat, which we’ve seen.
However, horses are SSO’s main and only real big skins and they don’t do expansions, so we can’t completely compare apples to apples here. So what are some SSO types of solutions we can apply?
1. Just Make It Cheaper
This is the easiest and most obvious. The prices for Star Coins should drop. It’s been proven over and over again that lower prices do better in sales. Dropping Star Coins so that $10 is 1000 SC will make horses more accessible and make it more likely people will make money sinks in the game. It costs SSO nothing to make Star Coins, so there’s really no reason not to outside of extorting players because they don’t know better.
2. Make More Horses At 500-600 Range
This goes back into that excuse I talked about earlier, but since the newer gens started coming out, SSO has continued to regularly price horses at 750+, mostly at 950 SC on account of the “special features” or “newer art style.” Again, bull reason, but it also creates a scenario of bloat. Whose to say that the next gen horses won’t be over a 1000 SC? What’s going to stop them? More horses need to be released again at the 500-600 range to prevent price bloat (and generally prevent going over 1000 SC).
3. Currency Conversion
Some MMOs do have higher prices on their pay currencies, but you know what they have to compensate? Conversion options. You can convert ingame currency into paid currency, which as a lot of benefits. It encourages people to play your game more and it also prevents those premium items feeling like a premium since you can work/play to get more. I honestly would prefer this system over the allowance, though I understand why it may not work for SSO since a lot of players will likely only be able to play on the weekends. I think 10,000 shillings to 100 Star Coins in fair though if they did this, since it’s roughly the equivalent already when comparing shilling prices to Star Coin prices on clothing.
4. More Content With Purchase
This one got a mix reaction in the Discord because I think a lot of people look at SSO as a single player game with other people running around and not an MMO. But as an MMO, I think this is fair, and with either the above or first suggestion, would be pretty fair. I think if they’re going to charge $30 for a horse, then you should get an expansion’s worth of content and not five days of busy work training. Things like mini quests that teach you about your horse’s special abilities (like the cold resist or special movements), or full on expansions. For example, you buy a Jorvik Wild Horse and unlock this side quest with a scientist where you get to learn more about the magic in Jorvik and what causes the transformations and work on tracking wild horses with a special collection daily that has you exploring the map. Or you buy a cold resist horse and unlock a quest with Nic about being able to travel in the cold easier and get extra dailies to help him speed up building his camp. The point is, if we’re going to be paying the same amount as a whole new game or expansion, we should get additional content as well. I know this irks completionists, but MMOs aren’t supposed to be completable, and, again, with one of the previous charges and/or the ability to pick up the quests on their own at a discount, this means the prices could stay roughly the same.
5. Expansion Discount
This is one of the ones suggested by the Discord that I wanted to expand on. The idea requires SSO to switch to an expansion based system. I think if SSO did switch to expansions, they’d need to do it for a whole quarter of the island (so like all of the current map is the same size as the next expansion), but considering SSO’s release style, I doubt that will go over well. But the idea is if you have an expansion (or we’ll say lifetime for the base game), then you get a discount on all Star Coin purchases in the area, which I think is pretty fair. I think for it to work, it means that major areas just need to be open, with smaller areas requiring expansions to unlock, otherwise there’s no point having a discount if you can’t buy the horse at full price.
Like, as an example, let’s say the map we have now is an expansion area. Everyone gets access to some base quests in Silverglade, but in order to progress, you need to buy the expansion to unlock Harvest, Mistfall, Golden, etc. Or using north western Jorvik as an example, everyone can get the quests to explore Rockville and Sunnyville, but you need to buy the full expansion to reach Coyote’s Ranch, Herman Castle, or get into Pine Hill, at which point you’ll also get discounts on horses in the whole region.
6. Rotating Discounts
I think with horses already rotating in Fort Pinta, this would be a great way to make more horses accessible. Don’t drop the level caps, but horses will appear in Fort Pinta for a week as a significantly discounted price (like 500 SC discounted). The next week, a new horse shows up and gets the discount. They have to be at least gen 3 horses, but I think that’s a great rotating sale SSO could have to make more of their newer horses accessible and it’s a proven marketing tactic. Free estimate, 50% off your first meal, samples. Companies offer something for free or significantly discounted, and that encourages buyers to come back to buy again because they already got a really good deal. While I don’t think a punch card would work very well, I do think this rotating discount could help.
7. Increase Allowance For Lifetime
There’s not really an incentive to buy lifetime. I mean, you should, because you’ll save money in the long run, but as far as SSO’s listed incentives are concerned, there isn’t really one. Woah, you get some free clothes that don’t have any stats, big deal. But, what if lifetime got you 200 Star Coins in your weekly allowance? I think a lot more people would see that as an upgrade and it would cut down on bloat.
8. Log In Rewards
SSO doesn’t have login rewards. I think a great way to both cut down on bloat and encourage people to get on more is to having daily login rewards, where logging in for a month gets you a nice Star Coin bonus, like 500. It’s not enough to buy a horse in a month most of the time, but it’s a nice bump, and if you have membership, then you could definitely get one horse a month. Not to mention it gets players logging on every day!
I think, end of the day, there’s no clear cut solution to this, but there are loads of ways it can be changed so it’s not as abusive as it currently it. Patchworking a couple of these suggestions in could encourage players to get on more often instead of waiting until they’ve saved up enough Star Coins every two months for a new horse. Just, make the game accessible for kids. Most kids don’t get $30 to spend every month on their new horse game. Most adults aren’t willing to pay that either. Something needs to budge, and sooner or later, the players will realize they’re the frogs in the water on SSO’s price bloat.
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Kakashi Asks-Answer
Q: (From @nyxako-writing) “So this is more of a silly question, but since the Narutoverse has everything we have (except for guns) do you think Kakashi would ever be a gamer? And if he played any of the Legend of Zelda games, which would be his favorite? XD”
A: Okay so, here’s the thing.
Nyx has the pleasure (?) of knowing me through Discord, and when I’m not geeking over Kakashi, I’m geeking over the Legend of Zelda games. I owe you a life debt for presenting me with this scenario, Nyx! I’m sitting here happy as a clam with my Beta, my Naruto Official Character Data Book and my LoZ encyclopedias.
While I was taking my own sweet time drafting this answer, the incredibly talented @roonie-doodle made my dreams come true by creating this piece of fanart featuring BOTW Sheikah!Kakashi:
Grab a snack and a tasty beverage and buckle up for ALL the geeking Hima below the cut.
In Boruto, we see the next gen ninjas behaving rather UNninjalike with their handheld gaming devices. Whether that’s allowed under the Shinobi Rules or not, it proves that video games exist in Narutoverse.
As a single dad, Sakumo would totally employ screens to occupy Kakashi so he can catch a nap between missions. It’s my opinion that the members of the Hatake household would not like combat games. Think about it: after a day of working in customer service, would you want to unwind with a game that requires your character to level up at a call center? Coupled with their predisposition to PTSD and I think that’s a great big nope. However, father and son could only play Pong, Asteroids, and Pitfall so many times before Sakumo would see the benefit of spending his ryo on the more sophisticated NES, when it becomes available.
According to me, everyone should love the LoZ series and that includes the knuckleheads of Konoha. Even without my totally biased viewpoint, I think Kakashi would enjoy some, but not all of these fantasy adventure games. After he inserts that first Zelda cartridge into the console, he’d be astonished by the colors and the music. His little masked mouth would water at the ability to go up and down, left and right.
And when he enters that fantastic cave where the wisest npc is waiting with a sword and the warning, “It’s dangerous to go alone! Take this,” Kid!Kakashi would be hooked.
It’s not just the gameplay that has him running back to Zelda after killer kindergarten lets out for the day, though. I think that the first time Kakashi realizes he could’ve taken the shorter route of up, right, up, right, right, right, right, right, up, left, up, to the second dungeon (instead of his initial path of up, right, up, up, up, up, right, right, right, right, right, down, down, left, up), he’d grab his ninja crayons and draw a map of the whole darn overworld. Sakumo would totally put that shit up on the fridge too.
Then, then, after Kakashi has smashed through every breakable wall, moved every block, and beaten the OG Ganon, there’s a second effing quest waiting for him (and what a beast it is). Sakumo would be able to put the first map in his son’s baby book then because it’s basically useless for the second playthrough, and Kakashi’s meticulous approach to beating the game would begin anew.
Time to grab a tissue because this is where things get angsty. As we all know, my poor octorok-squishing bean has a very short childhood. While I’m sure that he would’ve loved the hell out of the first Zelda game, he is much too busy being a child soldier in the Third Shinobi War to play The Adventure of Link. While Nintendo offers new consoles and LoZ games to go with them, Dungeon Boss-Kishi plunges Kakashi into darkness with neither a red candle nor a blue one to help him find his way out. Between dodging Danzo and loathing himself, I can’t help but think that it’s impossible for this ANBU assassin to find time to play A Link to the Past or Link’s Awakening. Sob.
However, the Sun’s Song is unlocked and the clouds part for the early days of Team Seven. I can totally imagine Kakashi spying on his cute little genin (while he makes them wait for him) and overhears them discussing one of the best games in the LoZ series, Ocarina of Time. After all the lunches Yams has bought for him, Kakashi decides he can afford to splurge on an N64, and he attempts to recapture some of that Zelda magic from his youth.
This game does not disappoint Kakashi, either.
Like everyone, he’d consider muting the TV way before Link had a chance to verily demonstrate his courage because of Navi’s constant interruptions. However, I think after dealing with another talkative bright ball of a boy as his student, Kakashi is willing to put up with Navi out of respect for the late Great Deku Tree’s wishes.
Honestly, I think Kakashi could relate to this version of the Hero of Time. The poor kid doesn’t quite fit in with the others around him, he’s orphaned, has the expectation of saving the world thrust upon his little kid shoulders, then before he knows it, he’s all grown up and the world around him is even more dangerous than it was when he started.
Even though a map is provided in this game, I think Kakashi might still keep notes of every odd thing he encounters as he thoroughly explores 3D Hyrule (boulders, different colored trees and wide spaces that LoZ geeks know are suspicious). He’d be the kind of gamer that focuses on completing the game-not just beating it-making OoT the right game at the right time for him. He’d plant every bean (and drop bugs on the sprouts), get every weapon upgrade, collect every piece of heart and every gold skulltula. He’d be intrigued by the owner of the Happy Mask Shop (as well as Impa, the Skull Kid, that shady Poe Collector fellow, and Kaepora Gaebora), and he’d make sure that Link models each mask for the Deku Scrubs in their hidden grotto. The Water Temple would’ve driven him just as crazy as it drove the rest of us LoZ freaks when he finds that he’s one key short or didn’t move that one block before adjusting the water levels, but it’s all forgiven when he fights Dark Link.
Kakashi would use fishing as an excuse for being late to meet with Team Seven and it wouldn’t be a lie. Naruto, Sasuke and Sakura would catch on to the truth when their sensei starts absentmindedly humming the OoT soundtrack (the Gerudo Valley theme is his favorite) because everyone that’s played the game is guilty of it.
By the time Kakashi realizes that it’s impossible to beat the Running Man (even with the Pegasus Boots) in that damn race to Kokiri Forest no matter how many times and how many different ways he plays OoT, Majora’s Mask has dropped.
The alternate world of Termina serves as the perfect distraction from Sasuke’s obsession with revenge, and the beginning of the end of Team Seven. Kakashi would be quick to appreciate this game from the beginning; chasing after that weird Skull Kid from OoT, which leads Link to encounter the Happy Mask Shop owner who, right off the bat, starts to prove what a creepy creep he really is.
It should be obvious without my listing all of the reasons as to why Kakashi would love this game. The world is gorgeous, the story is mysterious, the dungeons and bosses are challenging, the Garos, the MASKS fer chrissakes, and the side quests (OMG, the side quests) are an LoZ completionist player’s dream.
If you still need proof that Majora’s Mask is among his favorite games, I offer Kakashi’s boldest move as the Roku-blow-up-the-moon-daime. Fight me.
I’ve kept to the LoZ games that have been released for home consoles because I think Kakashi would avoid the handheld devices. He doesn’t need to have his gaming habit blow his cover while out on missions. He has his trusty, tattered copies of Icha-Icha books and those are plenty to keep him occupied and entertained during downtime around the campfire.
At any rate, at this stage in the Naruto series, the main hero is off training with Jiraiya and the Leaf is short on shinobi to run missions, so Kakashi wouldn’t have much time to indulge his love of LoZ games anyway. He’s definitely invested in the series by now and curious about new installments to it. He would be aware of the release of The Wind Waker, but I think his initial impression of that game would be that it appears cartoonish, and may not be enough to spark his interest in the game at the time.
However, I’m certain that the next LoZ home console release would have those tantalizing fingers of his twitching to play again. I think there’s a lot about Twilight Princess that would catch his attention. The overall dark tone of the game would remind him of Majora’s Mask, new characters and enemies… The familiar LoZ story branches off into new territory and I bet that would have him keen to explore it.
But then he starts to play it.
Twilight Princess starts off so damn slow and Kakashi is so damn busy at this point in the series that I think he saves and quits and isn’t in a rush to return to the game. He’s got a Kazekage to rescue and a Kyūbi to protect; he doesn’t have time to herd oxen and chase cradle-stealing monkeys.
After the power of friendship saves the day and Gai carries Kakashi home, the copy-nin is bedridden and picks up the game again out of boredom. His interest in it is rekindled when he meets with the Twilight Emissaries and is turned into a wolf. Midna entertains him, definitely.
Honestly, I think Kakashi would have a love/hate relationship with Twilight Princess. My headcanon is that he would enjoy another opportunity to explore the world of LoZ, but this game doesn’t present the kind of satisfying overworld journey as other games did. He would be impressed by a few of the characters, but scratch his head at most of the others. He’d have a greater appreciation of the enemies, dungeons, the Ancient Hero, the Cave of Ordeals and especially, the overall story. However, I’m convinced that Kakashi is a completionist and anyone that challenges themselves to complete Twilight Princess knows the unbearable pain of Rollgoal. Ugh.
After Kakashi finishes this game he doesn’t sell it, but he doesn’t replay it often and never through to completion again. He’s satisfied that the Kingdom of Hyrule is safe as long as Malo exists within it.
At this point in Naruto’s flawed timeline, things are coming to a boil. Kakashi faces off in his own boss fight against Pain and Konoha suffers the same fate as Kakariko. My favorite ninja dork falls in battle (and I rage-quit the series for a while), but Kishi releases a bottled fairy and Kakashi is revived to fight in another shinobi war, become the Rokudaime, and play more LoZ games.
Or so he hoped.
Being Hokage comes with more paperwork than any elite shinobi could complete in a lifetime. The position also comes with a pay raise (as I imagine), so I see Kakashi parting with some of his savings to give the gift of a Wii and Skyward Sword to his best buddy, Gai.
I think that this is an LoZ game that Kakashi would be content to occasionally watch his eternal rival play, rather than play himself. Lord Sixth would love the story, would love the presentation that this game is the beginning of LoZ lore. He would also love that he is watching rather than playing when Gai deals with the frustration of syncing and re-syncing the controllers when he flies his loftwing, or swings the Master Sword. The only time I think Kakashi would grab the controllers for this game would be to take a crack at Koloktos. I also think that would be the only break he’d get to sneak in some LoZ fun while he’s Hokage.
Of course, this means Maito would become a fan of the LoZ games and he would approach them with the same gusto he applies to everything in his life. Gai would play through the back catalog, training for when Kakashi retires and becomes available to speed-run playthrough challenges.
Gai would be the friend that convinces Kakashi that he must play The Wind Waker and distracts his rival from the eternal sailing by explaining why A Link to the Past might be the most important game of the LoZ series. Now that Kakashi has reached a point in his life that offers him time for leisure, he plays through it as well as other games in the series that he had missed out on. Besides adding A Link to the Past to his list of favorites, it would otherwise remain unaltered at this point: Zelda, OoT, and Majora’s Mask.
By the time Kakashi knows the significance of the yellow band in the various caps worn by the Hero of Time, Breath of the Wild is released and his list of favorite LoZ games grows again.
There is just so much about this game that would appeal to Kakashi. The sheer size of the overworld (I’ve read it’s 360 square kilometers) and the fact that he can explore the whole thing would be this ninja dork’s dream come true. He can progress through the game however he wants to. He’d buy that Sheikah set right away, and find Majora’s Mask as soon as that DLC dropped and roam the world to his heart’s content.
Kakashi wouldn’t be bothered by the odd trophies this game offers for completing it, because as a completionist player, he understands that completing it is its own reward. His alter-ego Sukea would love taking photos both for the compendium and for the sake of fun. Kakashi loves to infiltrate, gather information, solve puzzles, and form plans and BOTW offers all of that in spades.
He’d restart the game so many times just to try out different strategies. The first time Kakashi leaps off of Mount Lanayru, sputters out of stamina and lands on a buck that charges straight for the blue lynel in Naydra’s Snowfield (this totally happened to me btw), he’d realize he should’ve been trading those spirit orbs for stamina vessels instead of only heart containers; resulting in his first restart. The second restart would come after Gai shows off his spiffy expand-a-band-banded inventory and this time, Kakashi would plow through the Great Plateau so he could recover that pair of priceless maracas. Countless other restarts occur as Kakashi experiments with which and how many towers he should attempt to overtake before he finally makes his way to Impa.
With every restart, he learns something new about BOTW and enjoys it more. He commits locations to memory (at least 148 for the towers, shrines and captured memories). He rushes to gather the essential 441 Korok seeds in each new playthrough (he might shed a tear when he finally becomes a member of the 900 club-I know I did). He figures out how to cheat on Eventide Island. He learns that even though he could launch Link across Hyrule with Magnesis and Stasis doesn’t mean he should. He looks forward to every Blood Moon, if only to cook as many hearty durians, mighty bananas, and endura carrots as he can between 11:30 and midnight in-game time. He realizes that his greatest enemy in all of Hyrule is the weather. When the Champion’s Ballad is available for download, his excitement for playing the game begins all over again.
I’ve stated several times that I’m convinced that Kakashi would be a completionist player and out of all the games, the latest LoZ is a pleasure to complete (despite what some YouTube gamers may say). In addition, BOTW came out during a period in Kakashi’s life when he could afford to spend significant time playing it.
And this finally brings me to the answer to your question. Breath of the Wild would be Kakashi’s favorite LoZ game, hands down. He would love this game so much and would enjoy playing it so often, that I think he had a Nintendo Switch stashed in the fanny pack he rocked during the Steam Ninja Scrolls arc.
XOXO
#kakashi asks#ohayohimawari answer#Kakashi#Kakashi Hatake#roonie-doodle#naruto fanart#sheikah kakashi#loz#i had so much fun answering this
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Ieyasu came for my saving-for-Gala-Luca throat and I still managed to get him with 100 of my 250-ish saved up sommons >:3c
Now to go back into saving-for-Gala-Luca mode. After the absolute nightmare that was the Gala Elly banner, I’m not taking any risks this time.
Anyway, more about my summons under the cut [TL;DR: I got more than I even wanted, and also if anyone’s feeling iffy on this banner I just wanna let you know that Chitose is basically Light!Emma and he’s probably the best new unit on the entire banner lmao]
The last few weeks of events were really generous and got me all the way up to 250 or so saved summons, and after seeing that Ieyasu was gonna be featured on this banner along with like four other units I was terrified that it wouldn’t be enough to get him, and that I’d be left with no real chance of getting Gala Luca afterward, but then I got Ieyasu after 100 summons so we’re all good, lol. Let’s just say that once I saw that rainbow blade every single muscle in my body was clenched as I faced the imminent coin toss between getting Ieyasu and Nobunaga. And thankfully I got what I wanted in the end.
I also got two copies of Mitsuhide, who I didn’t really care one way or another about, but now I have her, lmao. I honestly don’t even think she’s worth pulling for since she only seems somewhat better than Fleur, but I’m happy to have her.
The most surprising part of this banner was that I randomly got my first copy of Yaten, which I’m EXTREMELY happy about. His banner was one of the first times [along with Ieyasu, ironically] where I really felt bad about not managing to pull him while he was featured, so I’m happy he finally came home. I was seriously considering dream summoning him in the future, and now I don’t have to. I’ll probably still be dream summoning Delphi soon, though, since Cygames is doing everything in their power to make me regret initially thinking he was a bad character, lol. So yeah this banner gave me the two 5-star shadow unit dudes who I’d missed out on previously so that’s pretty nifty. I think the only shadow 5-stars I’m missing now are Summer Verica, Delphi, and I guess Veronica but I’m not really counting limited units. And out of those three I only really care about Delphi since I already have Heinwald and Gala Cleo.
I got Chitose really early in my summons, and it almost made me contemplate stopping there, but I decided to keep going until I got Ieyasu. Which thankfully happened without me using all of my summons. I do think that Chitose is the real gem of this banner, but Ieyasu’s new mana spiral upgrade also makes him noteworthy again.
I thought that maybe at most Chitose would be a light version of DY-Xanfried, but nope he’s literally a light version of Emma, lol. I thought Cygames wouldn’t put such a powerful unit behind a limited banner, but here we are. Light continues to suffer from having most of their good units being limited. At least this whole banner makes me feel a bit better about not having gotten DY-Malora.
I was kinda worried about the idea of Chitose being a curse-res light wand, since I feel like endgame curse-res light content is kinda punishing toward ranged units, but they pretty much specifically designed his kit to make him super tanky, with his +20% defense passive and his 30% Max HP shield on his S2, lmao. At least if you use Chocolatiers or something on him, using those two together is probably enough to get past HZD’s HP check, so he might actually become a really good, accessible meta unit for that fight. But in general as a strength buffbot he’s pretty much automatically one of the best light units already.
On the other hand I think Hanabusa is probably going to be inferior to Yachiyo until he hopefully gets a mana spiral upgrade that fixes his partial curse res and gives his kit some new elements to make him shine. But I think if he can get that upgrade later [or if he can manage to get by with a curse res print in HZD], he might be really good. It’s hard to tell how good his kit as a whole is at the moment, but I like that he has team strength buffs built into his kit, and some pretty high buff time increases based on his S1 skill shift.
We’ll see how it shakes out, but I feel like Mitsuhide probably isn’t going to completely erase Fleur from the meta. It’s not quite like the Thaniel-Jiang Ziya situation, since Fleur is still super strong on her own, and I feel like Mitsuhide doesn’t provide much more aside from higher stats as a 5-star.
I’m basically forcing myself to not care about Nobunaga so that i can resist the completionist urge to keep pulling for her to have her in my collection just because she exists, so I’m just going to think of her as a unit that I can live without, for my own sanity, lmao. But honestly she doesn’t stand out a whole lot, at least not after all the massive buffs the flame roster just got. Her buff dispels don’t seem very special now that Euden and Naveed can do that too, and the unique debuff on her S1 kinda seems like . . . a worse version of bleed, lol.
Daikokuten seems like a good dragon, but I’m not gonna bother chasing after him since I got Cupid a while ago and I’m working on unbinding him. He seems like he provides more raw strength than Cupid if you can maintain a high combo count, but Cupid’s heal and crit rate buff pretty much ensure that he’s still going to be a highly valued dragon in the long run, so I’m fine if I don’t get the new one.
I honestly might have done the platinum dragon summon once if it was a thing where you got a guaranteed copy of Daikokuten each time, but it’s literally just ‘you get one of the 5-star dragons and Daikokuten has the exact same appearance rate as the rest of them’, which is basically useless to me. Same with the adventurer one, but I wasn’t going to pull on that anyway since i don’t care for the two new 5-stars. I can tell that they’re trying to give people a bit more incentive to spend money on this game, but I think it’s only worth it if you’re a super new player who barely has any 5-stars at all. Some people will probably do the adventurer one because they really like the new banner units, I guess, but it’s a horrible deal.
Also on the note of Nobunaga, I’m kinda disappointed that she’s just the Year of the Horse character, lol. I would have liked it way more if she was an unofficial Year of the Cat clan leader, with Ebisu as her pact dragon, but then that would have made me want to pull for her more because I’m weak for anything that I can twist into a Fruits Basket reference, so maybe it’s a good thing that they didn’t go down that route. Either way it feels kinda weird to not have her be about the Year of the Cat when she’s being bundled with the Rat clan leader, and Ebisu is already based on that whole myth anyway. It seems like a vaguely uncomfortable and off-putting message of ‘yeah this game isn’t going to last long enough for us to actually get to the Year of the Horse so we’re giving her out early :)’. If they were gonna do it this way in order to get all of the clan leader characters released within 6-7 years rather than 12, I kinda wish they could have done that from the start so it didn’t come as a surprise now. Oh well.
Anyway, even though I’m not a fan of Nobunaga at all [and even after the event story I still don’t have any interest in her lol], I really like the rest of the new units. I could take or leave Mitsuhide in terms of her being a 5-star light dagger, but the event story actually made me like her a fair bit. Plus, her 3D model helped sell me on her design.
But mostly Chitose is my absolute son boy and I adore him. I get the feeling he’s going to be very . . . polarizing, but I love him. He’s absolutely perfect, and to top it all off he’s exactly the character that the light roster has been waiting for. As soon as he came into my summons being like ‘here comes a slice of cutie pie <3′ it was over for me.
Hanabusa’s also fun, in a surprisingly Danganronpa character writing kinda way. I think his facial expressions really gave me that sorta comparison, since it’s kinda rare for characters in this game to be that cartoon-y. But I also really love him. The fact that purple’s my favourite colour may or may not be making me extremely biased in his favour, though.
Also, Ebisu seems to be a 40% HP shadow dragon, which I think shadow’s been lacking. He’s probably not as good as a MUB NIdhogg/HZD, but I don’t have either of those so he’s nice to have. Even though I use Heinwald as my shadow healer and he prefers mixed dragons.
The new event wyrmprints also all seem pretty good. The Wyrmclan Duo basically seems to be Resounding Rendition but with crit damage instead of crit rate, and I’ll have to see how the math on that one turns out. I think most characters benefit more from crit rate than crit damage, but I’m not sure. A New Year’s Battle seems like a pretty solid print for daggers, and probably other units that can get high combo counts.
And then A Game of Cat and Boar seems like it’s gonna be the best wyrmprint for light buffers like Chitose and maybe Hanabusa. It actually has the highest buff time percentage for a wyrmprint in the game, at 25% compared to the current main ones being 20%, but it’s locked to light units. The 10% shadow res also works nicely with Chitose’s innate focus on defense, to make it easier for him to pass HP checks and whatnot. It’s a potent enough buff time increase that you can pretty easily just run something like the HZD print in his second slot without losing out on much, but outside of HZD he might just use a second buff time print anyway since there’s no real reason to bother buffing his offensive stats.
Anyway, in short, this banner was extremely gracious to me, Chitose is Best Boy, and I’m going to skip everything between now and the next gala in the hopes that we’ll finally get Gala Luca.
On that note, I thought Gala Luca might be a light dagger, but that seems a lot less likely now that Mitsuhide exists. I think he’ll probably be a light blade, or maybe a light spear, instead. I think him being a light blade would be great. We really need more of those [especially since Hanabusa’s stuck with a welfare unit kit], and it’d be great to see Luca get the vindication he deserves by getting a really strong gala alt. So until then I’m just gonna try and keep hoarding my resources until I can pull for him. I think I have a little over 150 summons worth of resources saved up, and I hope that’ll get a lot bigger over the next month.
#murasaki rambles#dragalia lost#I've had such bad luck with the gacha lately that this came as a real surprise#I'm just gonna quit while I'm ahead and see what I get from the rest of the free summons we'll get#this banner went a loooong way toward making up for a lot of my bad gacha luck thus far lmao
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Quirkless Hero!Deku and Artist/Youtuber!Shouto AU expansion
Shouto was expelled from the Hero Course by Aizawa after the Sports Festival for his refusal to use all his might (neglecting half his quirk) when the chips are down. Shouto went to General Studies and after some serious introspection post-Hosu (he was dragged along by Ende*vore to do grunt work as punishment and happened to come across Tenya and an Idaten intern he didn't know facing off against Stain) began to find solace in art and writing classes and decided to take his life into his own hands.
Shouto started a gaming channel because Ochako- while introducing him to Super Smash Bros Ultimate- noted that he has a nice voice and he likes the story-telling capabilities of games, so why not? What does he have to lose? His striking appearance and slight fame will surely garner him a boost in viewership early on, and they do.
He initially has to run the channel from Tenya's home since Ende*vore would never allow it. He starts off playing multiplayer games because those are what his friends introduce him to so they can play together, but he inevitably shifts toward single-player games that devote quite a lot of time into compelling story campaigns and exploration. His first delves are into Horizon: Zero Dawn, God of War, the Fallout series, Portal 1 & 2, the Witcher series, and the Last of Us since these are the most prominent games at the time (remakes of games in 22XX tend to release in the same year and order the originals did to get the most playtime out of fans). He’s not good at it to start. He reads from a script and he’s stiff and uncomfortable in front of the camera. He thought he was desensitized to that given his time in the limelight thanks to his name but there’s something about talking to a small webcam that feels, well, silly, and... intense. Personal. It’s a serious detractor, and the comments he receives about it are almost enough to shut down the channel for good. His friends’ support gets him through though and he starts to develop a considerable following.
Before he realizes, he’s spending all his free time playing games with purpose, creating new videos on a nearly daily basis, brainstorming how to structure theory and lore episodes, and worrying about how his uploads are perceived. He runs charity live streams, plays fan-picked hero games, scours every last hint of lore from side-quests, get those sweet sweet completionist Platinum trophies that only like 1% of players get for every game.
Ende*vore cuts him off from his money, and inheritance. Shouto tentatively starts support pages and is surprised by the number of people willing to shell out for him. He starts to really feel the burn-out as he struggles to create more video content for awards before Momo suggests making things. Real, physical things for awards that will give him a break for the grind, and that he can use to improve his art skills. He smacks himself when he realizes that he can also use art as a way of re-connecting with his mother.
Visits at the hospital become days spent drawing, painting, sculpting, and knitting. His mother shocks him in a display of lace-making and he feels a pang of grief when he learns that it was a tradition in her family that she hadn’t been able to pass down to him. She’d taught Fuyumi and Touya a bit but Ende*vore found out and put a stop to it, saying that his legacy was the only one they needed to concern themselves with. She was too afraid of the harm her husband would bring upon the children if she tried again with Natsuo and Shouto. After hearing that there’s nothing more Shouto wants to learn (lace-crafts are his awards for months, and then on occasion for years to come).
His channel, SpicyHeathenGaming, steadily grows over the years and once he graduates from U.A., he devotes himself entirely to running it. By the time he has the formal encounter with Deku, he has millions of subscribers and has become quite comfortable in the public persona he’d crafted (it’s easy to slip into given his natural penchant for straight-man-esque dry humor). He’s almost 25, successful in a precarious field, and... happy. Genuinely at peace. There are days when he misses the rush of a fight, the satisfaction of post-rescue, and on bad days, he thinks of all the people he never saved. He schedules an appointment with his therapist and moves on.
Deku is the one to note that the Day They Met wasn’t at the construction site as he thought, but during the battle of Stain vs Team Idaten Round 2 (and U.A. Students) as the media has labelled it. Shouto is shocked but not for long. The similarities to his then-Idaten costume are prevalent in Deku’s short white mask, midnight leg guards, and heavy black soles but the rest is substantially changed. He’s vaguely reminiscent of a teal/aqua All Might- especially with his cowl on- rather than the Ingenium line now.
He’d become infamous for becoming a hero “the old fashioned way“ through interning and shadowing directly with Pros for years, foregoing hero-high school altogether.
While none of the schools outright forbid quirkless students from applying, Deku had said in his debut press conference, despite passing Ketsubutsu, Shiketsu, and U.A.’s entrance exams, I was denied admittance. They all said something to the effect of ‘I had a “weak constitution”’, ‘my “supposed passion” had been deemed insufficient hot air,’ and ‘my “heroic spirit” wouldn’t be enough to match the rigor of a top-rated hero-course’s training.’ A good friend of mine, Tenya Iida, had been at the same U.A. entrance exam as myself and after learning about my struggles put in a word for me with his family. I didn’t ask for a handout, but when the legitimate options are not truly available to you, what choice even is there? I wasn’t going to turn down the one chance I had left. Team Idaten was good to me and I wouldn’t be the man I’ve become if not for them. In all honesty, Deku shrugged, an almost apologetic look on his face, almost. I was starting to fall into a pretty dark place. I might have become a villain.
Deku had faced ire from Pros, alumni and non-alumni from the schools alike for those remarks, and public opinion had been torn between disdain for slandering the institutions of hero education or support for him having become a hero despite all the odds against him- a true, old-school origin story. All Might had surprised many by showing Deku support, and many U.A.-borne Pros had followed in his example. Ketsubutsu and Shiketsu had not been nearly as kind, with few exceptions. Deku’s rivalries with Dynamic Blitz (one-sided feud in reality), Magnitude, Cloudburst, and Sideburn Tress were almost as well-known as All Might and Endeavor back when they were heroes.
Deku was a world-wide icon for the roughly 2 billion quirkless people in existence, only one of a hand-full of quirkless Pros throughout the world since the dawn of quirks, and the first ever in Japan’s history. He was leagues above Shouto. Shouldn’t have paid him any more mind than any other civilian he’d saved. If not for Shouto’s disastrous inability to handle situations like anything resembling a normal person. He’d seen a strong, handsome, trend-setting, status-quo defying, internationally known hero up close in person, who not only recognized him for his channel but his private art blog and shop, reaching toward his evidently panicking self and had activated his right side as though it was the neglected half, and frozen their hands together.
He’d made a fucking fool of himself... but still... wound up with a number in his pocket and a wink emoji. He never got such lascivious flirting sent his way. Curses, that wink emoji. Not with his scar and eye-straining coloration and lack of proper skin and hair care. No way. What if Deku winked at him in real life? In public? Scandalous. What was he going to do?
Fuyumi. Tenya, help me.
Um, sure?
With what?
...kill me.
-Shou-!
W-why would you-!!
Please, just, vaporize me right now, I’m staring at the moon just take me by surprise, I’m begging you. Actually call Aoyama I have money.
Little brother! What’s brought this on?
That’s not an explanation! If you need help-
I... I have a date.
(Shouto is verrrr out of practice with his powers and dating and is a complete disaster gay. Izuku’s kinda suave and you can thank Tensei’s Big Brother Influence for that. Izuku saved Eri and Kouta okay I promise I have an explanation. All Might was a dick and never found Izuku to apologize. Izuku’s kinda bitter about it but he’s living his best life so :///////. OFA? Never met her. Mirio would be OFA’s 9th in this AU after losing Permeation. Will expand into a proper fic and post to AO3 when its done- I already have too many AUs at once going on.
Population estimates put humans stabilizing at about 11 billion in the 2200s - BNHA was already in modern day when quirks came and its been 200 years since then as per canon- and 20% of the population is slightly more than 2 billion. 2 billion quirkless people.
Dynamic Blitz is that motherfucker. You know who Magnitude and Cloudburst are~. Three guess as to Sideburn Tress’ identity. He wasn’t outwardly hostile but something about him set off red-flags for me. Also strikes me as having a lot of school pride.)
#tododeku#deku and spicyheathen au#part 2 of this#just follow my tags#todoroki shouto#midoriya izuku#quirkless hero deku and artist.youtuber shouto#fucking flip the fic trend#bnha manga#bnha spoilers#bnha manga spoilers#for the mirio thing#bnha
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17 moons to go!
I bought Mario Odyssey about a month ago.
I’ve been playing it anywhere from 1-12 hours a day since.
I’m not a “casual gamer” in the sense that I can put a game down and come back in a month. If there’s a game I love, like Odyssey or Spiderman, that shit becomes my life.
So I feel like I’m in a unique position to review it; I’m obsessed with it, but not to the point where I can/would “speedrun” it. I’m not an expert, and in fact, it’s only one of two (2) Mario platform games I’ve ever played, the other being Sunshine for Gamecube nearly 15 years ago.
Anyway, let’s get this ball rolling.
Odyssey is light on plot, as are most Mario games. Bowser has kidnapped Peach and is going to visit 10+ “Kingdoms” to steal something from each one to make their wedding complete. (Flowers from one kingdom, a cake from another, etc.) Not much different from any other “The princess is in another castle” game.
I don’t know about you, but I don’t play Mario games for the plot because it’s pretty much the same every time to the point of it being a meta joke. Like most Mario games, there’s always a mechanic/gimmick that draws one in. In Super Mario Sunshine, for example, it was the water spraying thing. That was a lot of fun to fuck about with.
This time, you have control of your own hat. Sounds kinda lame, ends up being pretty badass. Bullet Bills are no longer a danger, for you simply press Y and you BECOME Bullet Bill. There’s a point at which you can capture a T-Rex, but I’d have to say my favourite capture is the “Pokio” which can attach itself to walls and makes for some interesting and challenging gameplay at points. Also love the lava guys.
Collect “moons” to power your ship, and you can advance to the next level. At each level there’s usually a boss to defeat, then you can explore and collect moons. At the end of the game (spoilers, kinda) each kingdom unlocks about 20-50 more moons that were unavailable during the main story - giving the player incentive to keep playing.
And to me, that’s one of the absolute best things Odyssey does: it has end-game content up the ASS.
There are 4 endings to Mario Odyssey: one for completing the main story, one for going an extra mile and unlocking the “Darker Side [of the moon]” Kingdom, one for collecting every. single. moon. in the game, and one for grinding and being able to buy the additional 120 moons required to reach 999 moons.
So to follow just the main story, you end up defeating Bowser and saving Peach. But the story tells you outright that, if you can get 500 moons, there’s something more.
You unlock the hardest level in the game. A 14-segment level wherein, if you die, you go back to the start.
Now, full disclosure: I played with Assist Mode, which means three things: you get arrows to direct you toward your next goal, you never run out of breath when underwater, and most importantly, you get 6 lives instead of 3.
It’s not that I couldn’t have beaten the game in regular mode; I simply play for fun, not to be overly challenged. Because, in my opinion, the boss fights aren’t everything. To me, the game is about collecting.
I’m a completionist. I have to see, collect, do, unlock, discover and climb everything. It’s why I’m still trying to 100% Spiderman long after completing the game. And it’s why, even though the moons I have left seem impossible to collect, I’ll never give up. Even Dark Side 3&4.
Right now I’ve collected every single special coin, all the souvenirs, and my only moons missing are 13 races that I’m working on getting the routes down for, the Snow Kingdom moon where you have to collect all the rocket flowers to boost yourself up a massive hill, the Bullet Bill challenge on the Dark Side of the moon, and volleyball.
I feel like I know every kingdom like the back of my hand without even needing a map at this point.
So to get to my point, this is a fantastic game. Definitely in my top 10 if not my top 5 of all-time favourites. It’s challenging in a way that I love - it challenges you to complete absolutely everything in the game.
For one example, the Koopa races. Most are the bane of my existence. There are always 2 per kingdom, one “Regular” and one “Master”. They’re so challenging (for me) that I haven’t even passed the Regular Koopa races for most kingdoms. But there’s one that I just completed (both Regular and Master) that really epitomizes the feel of the game. Lake Kingdom.
To beat this race, you absolutely need to perform a very, very complicated jump combo. Roll, long jump, triple jump, cap throw, cap dive, second dive. In perfect succession to get up a wall. And it took me a good 20 tries. But when I finally got it, TWICE, I felt like a God. Much like the very last challenge on the Darker Side (though having 6 lives instead of 3 definitely made that much easier).
My point is that the game does well to deliver a sense of accomplishment, even though a lot of people would see the post-game activities as pointless or grinding. While I have no plans to grind up to 9999 coins to buy a fucking skeleton costume, I thoroughly enjoy the “grind” of trying different routes for races and finally getting it right. To me, it’s a challenge, not just repetition.
And as much as I hate volleyball, I’ll probably end up spending a good 10 hours playing it just to get that moon to have them all.
Long story short: it’s a great game for even a casual player, and an even greater game for those of us who have to complete EVERYTHING.
Finally, one more example: The Sims.
In Sims 3, when there were only about 15 skills, I trained a Sim to level 10 of each, definitely feeling that “completionist” vibe. But it wasn’t very satisfying, because there wasn’t really much of a challenge. It was just shit to do. (Sims 4 I don’t even bother because there’s literally 30+ “skills”). Structuring a game in a way where every hustle is a different kind of hustle is very good design.
That’s all for now. Stay Greater.
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Burnout: Paradise
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1. Burnout. Spinning wheels without moving. Antipodean slang. The smell of burned rubber.
The blank word document is another rounded bend. A few cars here and there loaded in. Driving these virtual streets is seeing ideas, tangents, discourse, thoughts spill off. In front is always nothingness. An inability to grasp on to anything coherent. Yes this is synecdoche, yes this is consumerism, a shiny shell of petromodernity – an actual critical theory term that I now take seriously - yes this is me, my life, my phd in miniature, the imperfect totalising open-world game, or yes this is a microcosm of the entirety of trying to play through the letter “B” of my steam library, stop-start, hopeful then despairing, takes longer than it should, yes this game is a magnum opus and I wish so hard to fill my lungs and release until my fingers are pinching some inflated balloon perfectly full of a graspable idea, or yes this game is fundamentally empty, a comment on a comment; at the bottom of all searches for purpose we find searches for purpose, etc.
So I start and I start and I start again. I drive I drive I drive. Event after event ticks down, my license goes from learner to D to B to A and then I hit my goal, “Burnout license”, and still I don’t know what I’ll write. Something about driving, in general; driving as notionally relaxing, driving while thinking about other things. How do people write? Write things? My PhD is in pieces on the floor and in the computer and in my head. I drive around Paradise City and terrible emo from the mid-noughties plays, interspersed with long bouts of classical. Days pass, and in the game the day turns into night and back again, and I adjust the clock to make this happen slower, and the weather changes in Paradise City, a little – cycles of rain and cloud and sun - and here in Melbourne the weather changes too. It was the tail end of summer when I started, and we’ve been through the surprising highs and lows of autumn, now settling into winter, doing it all again. There are no roads leading in or out of Paradise City, and it’s a long drive back from the hills.
2. Burnout. A series of arcade-style racers made for various platforms by Criterion Games [official site] between 2001 and 2011.
It’s a little uncanny, this pocket of 2008. It just looks real good to my rusty, unfussy eyes, like in visual terms it hasn’t aged in ways other games from that year age (though my friend James vehemently disagreed). It does the trick. It does lots of tricks. And it seems rare too, to say of a 2008 game that it’s a masterpiece, that it’s the best of its class, though of Paradise this is surely true, if all reports are to be believed with regards to all other open-world arcade driving games that have come since, including everything else made by Criterion.
Any doubts about its age are firmly put to bed by the soundtrack, though, which despite prominently featuring that Guns N’ Roses song from 1987 just screams mid-2000s at me, abundant “rock” guitars, masc whine and all, very of its time, salvaged by one timeless Avril Lavigne banger, a chunk of classical, and (to a certain extent) personal nostalgia for a time when this sort of soundtrack just seemed vaguely synonymous with “driving game”. There’s also the dated blemish of inane unmutable advice-slider DJ A(u)tomica, who at least has the good grace to (somehow) avoid repeating himself, even after seventeen hours of driving, at a clip of one quip every few minutes or so. There’s also the very 2008 nod to renewable energy via Paradise’s wind farm, harking back to that post- An Inconvenient Truth moment of progressive euphoria when we really all believed we could build towards a sustainable future that would also accommodate our oily desires, before another decade of resource-industry funded filibustering hadn’t proven this, again, impossible.
And yet Paradise stands up in ways that surpass the non-ironic soundtrack of fragile masculinity and the very 00’s DJ Atomica, despite or because of the people-less world, the flat and drab urban interior, the hardly even tokenistic ways of engaging with the city as function rather than form. I particularly like how B:P has not even the faintest hint of story, how even in terms of progression it purely becomes a game of exploration, winning events, checking boxes. It melds (excuse me for a second) form and function and manages not to get in the way of itself – the story is what the player does in the game, where the player goes. It’s kind of breathtaking, rare for any game before or since. (Hopefully it’s clear that I’m not advocating for the dissolution of narrative in games, only that the lack of narrative pretence here is very suited to this particular game, and very preferable to the kinds of irrelevant and bloated narratives that are thrown over e.g. other driving games).
Ah, 2008. It was just there! And yet so far. I played Burnout Paradise for a running total of seventeen hours over nearly three months. During this time, I also played forty-two hours of Tetris99. Everything in its place. Criterion recently announced they’ll shut down the Burnout Paradise’s online servers in August, though Paradise lives on in Remastered (2018) glory, Origin only.
3. Burnout. The act of refuelling the boost capacity of an engine by running out of boost.
Despite the time I’ve spent with it, the fact that I managed to complete its main in-game objective, and the running thoughts on time and place and representation of cultural norms, I feel I’m struggling to say much of definition about Paradise that fits easily into the scrapbook nature of this blog. Perhaps in some ways it's too close to life; a series of arbitrary checklists through which feeling happens (nebulously) around. I "liked" it but do not feel moved to thought, and I'm aware that that is the point – it’s a game that allows you to drive, endlessly, if you want to, think and do whatever. It won’t get in the way (barring DJ Automica butting in every couple of minutes – he literally cannot be switched off).
I do not drive much these days. Last year when Lauren and I moved to Canberra, we drove nearly 4000 kilometres across the country. The landscapes wound by, at the time fleetingly, but they piled on and left deep rivulets in my head, and though it was just five days and nothing really happened – we leant on the accelerator, stopped every hour, listened to music, stayed in nothing-motels quite literally hundreds of kms from anywhere else and ate forgettable takeaway - it feels immense, now. Driving is funny like that - you are never quite in a place, separated from it by machine noise and windows and infrastructure, the one activity you can do to facilitate thinking about something else. Still, impressions, motion, the sense of having moved, of having journeyed. Here in Australia, the fossil fuel lobby has won its third straight election in a row. Hope is eroding into nothing.
Probably my favourite hour or two in Paradise City was spent mucking around in the online section with Roy and James, trying to check off a few of the game's multiplayer challenges. These involved such serious exercises as trying to do barrel a series of barrel rolls, or try and land on top of each other, or smash into each in mid-air, or drive on top of a parking lot to jump a ramp onto a shopping centre. It was very good, if a little eerie and dystopic, strewn with outdated real-and-paid-for advertising billboards, branded vehicles, quaint echoes of paused time and uncanny dilapidation.
The mill of the game I could never quite settle on - I “liked” it, I think, but it wasn’t without problems. I found the single-player events to be mindlessly enjoyable, ploughing other cars into crash barriers, or effortlessly holding down "boost" to accelerate down a straight and into a finish line, celebratory cutaway shot ensuing. Sometimes I crashed into too many grey girders that my eyes hadn't picked out and got frustrated, or sometimes I missed a critical turnoff and got frustrated. Sometimes they just felt like chores, and it was certainly sometimes annoying to not be able to restart events that I had botched, and it took me ten hours to learn you could opt out of races, stunt runs etc just by letting the car idle for a few seconds. And knowing this probably would have saved me a lot of time in the early game, because like I said it’s a long way back from the hills, where like three out of eight events end up at, and committing to staying in a race which after a couple of botched turns and unseen barriers you’re definitely not going to win, whose distant finish line is going to land you a long way from the nearest event (once you finally get there) can feel pretty dire, really, though there was also part of me that admired how Burnout refused to let you jump around the map, forced you to drive, take your time, see the city, see the sights.
I did appreciate the cracky coloured collectms of Paradise City, how they brought the city to life, sort of, or gave it the impression of being a well designed and thought-through playground, though I never got too completionist about them, the core exercise of the whole thing. Both John Walker of RPS and Chris Donlan of Eurogamer have written about Paradise’s fluoro crash gates, the impulse to reinstall the game every year and knock them all down from scratch. Along the way to getting my “Burnout license” I unlocked 36 of the 75 vehicles, jumped 35 of the 50 super jumps, broke 79 of 120 neon red billboards, and smashed through 353 of 400 aforementioned glowing yellow crash barriers. The game puts me at 55% completed. No steam achievements (woulda been nice, perhaps, given that Burnout Paradise is fundamentally a collectmup; nothing but metres and percentages). I’ve driven a little over 1000 miles, supposedly, which is certainly more than I’ve IRL driven over the past few months.
4. Burnout. noun Physical and emotional exhaustion; breakdown caused by overwork. Commonly associated with “crunch”, “the video game industry”.
But here there is also pure hesitation. Procrastination. The fear of moving on, even at the end of this little step of what has ballooned into an impossible project. I can see the next letter waiting there, a new chapter, a chance for renewal. The one disappearing behind us has drawn out so far, encompassed a few years and a fair bit of change, and now almost petered into nothing at the final gate. I want to hit the ground running but I'm not sure I'm ready, and in the meantime various other deadlines swirl around, make it difficult to see the clear path ahead that I crave. And so it is that the temptation has been there to keep driving the streets of Paradise, its anonymous suburbs and abstract goals, continue delaying the inevitable, or the nearly inevitable, or the not-inevitable-at-all of writing this post and moving on to the next chapter, because it turns out this is a project I once made a choice to begin, and could at one point choose to stop.
There are nagging questions, of course. Who blogs, anymore? Who reads blogs anymore? How does one find a blog they like and then continue to follow it for the span of its natural life? Does anyone use “bookmarks”? What’s an RSS feed? I'm not even sure, in a broader sense, that I know where to find the kinds of writing about games that I want to read at the moment, at least not reliably, outside of say the occasional check-through of Critical Distance or Unwinnable. I look at the slate of games coming out and find it hard to be excited by anything much, the hype and the saturation. It is bountiful until it is not. The guilt element of playing games – something inherited from childhood that I’ve never been entirely able to dissociate - has become more and more prominent. I've increasingly used games as a tool for procrastination and a coping mechanism, a distraction from various (work/study and other) anxieties. I've also been aware of myself doing this, and in turn the kinds of gaming experiences I've relied on have been more focused on short term, low-investment distraction (hence the sudden unyielding devotion to Tetris, which really was just filling the hole left by an earlier act of self-discipline AKA uninstalling Rocket League; more recently, as I’ve managed to put the Switch away for longer periods, I’ve turned back to another simple but deceptive time-filler in Mini Metro. Choose your poison, basically). For a while it seemed Burnout would not only fill this role but do it responsibly: it seemed great for dropping into in short bursts - win a race or two, unlock a new car maybe – without quite the same dangerously addictive pull for me as those other games. But then I heard the GnR song "Paradise City" one too many times (it's mandatory with startup), or got sick of the menu loading times, and it lost this specific part of its appeal.
And then there's the subjective nature of this particular Sisyphean project - the knowledge that here I am pushing a rock up a mountain of my own making, one that exists only for me, entirely built out of and defined by the games and bundles I chose and continue to choose to buy, the rules I chose to set. Life is short, this task is absurd, and at the moment it's not even a joke I feel particularly happy about sharing. Sometimes I get to play great games here, games I may never have gotten around to; at other times I am playing shit games for this blog, and in the process there are inevitably other things I'm not doing. One choice erases another. Increasingly it feels like an isolated pursuit - playing games in general, not just the writing and making of this here blog. It seems like I know fewer people who play games these days, between falling out of touch with friends, seeing lots of other old friends give up games in one way or another, and playing games less frequently with those who I still know. I’ve accidentally become something of a game hermit. For years I've loved the camaraderie and easy familiarity of social gaming experiences even when I haven't loved the games that conduct them - the feeling of being connected to people even in a transient, shallow, goal-oriented sense, but even these I'm not sure I believe in anymore, or I find myself less and less willing to invest in the "right" titles to facilitate it.
I’m into my thirties now, and maybe this is just a feeling of age, life, I dunno, priorities finally shifting to where people told me they should’ve years ago. One of my oldest friends is about to have a baby, though he more or less quit video games over a year ago now. I'm extremely happy for him. Two of my younger cousins just had children, several hours away by plane – my uncle, a new grandfather to two babies, makes posts on facebook claiming climate change is a socialist hoax, and I can’t help but think of the kind of world his grandchildren are going to inherit. I'm mulling over a missed deadline that's been a thorn in my brain now for months, the single-largest hitherto unsaid reason why this post has taken so long to dig its way to the surface. This month marks the five year anniversary of another cousin’s sudden/unexpected passing; he was five years older than me, and though I’ll never be able to make sense of it, I feel like I get that there’s something sort of vulnerable about this age, when the things you want don’t quite work out, or when you’re a bit aimless and stuck in your patterns and feel like things aren’t going to change. He was so kind and gentle, a beautiful soul and a terrible Zerg, and I miss him so much. And one year ago I drove from Canberra to Melbourne and slept on the floor of this house I now call home while I waited for a truck with rest of my stuff to arrive. I’m very aware of the calendar, of change and inertia, of patterns and decay, of newness sprouting underfoot, but I don’t know how games fit at the moment, or I’ve lost the thread of feeling like they’re actually important, or why, amongst all the noise.
Burnout: Paradise is at the start, in the middle, and right at the end of all these things. It's a great game, part of me feels, or wants to say I feel. Playful, irreverent, childishly violent, simultaneously full of stuff and empty of matter. I'm happy I've played it, happy I can say that I've played it, happy to understand on an experiential level most of what it offers, happy I'll be able to remember it later, nod in some hypothetical conversation where someone brings up Burnout: Paradise and say I know what they mean, yeah. I get it. When we were playing it online together briefly, a couple of months back now, Roy told me that Burnout Paradise is the only game he ever one hundred percented twice - once on 360, once on PC - and that it was almost three times, because the first time he was almost done with it, someone broke into his house and stole his Xbox and all his games, and that Paradise was the only game that he re-bought with the insurance money, so determined he was to tick every box the game left open to tick, even if it meant doing it all again.
But maybe – counterpoint - I don’t get it. I’m finding it harder and harder to make good sense of this kind of experience, or feel like this kind of thing is (in some arbitrary way) a net positive, or that it’s okay to keep glossing over the emulation of destruction that games of so many different kinds fundamentally rely on. Outside there is so much suffering, so much to be upset about, and I no longer feel like there is time enough to sink into mindless (rather than meaningful, perhaps?) distraction. Or I’m finding it harder to get beyond the thought that this is an extension of the distraction/avoidance behaviour that I realised might actually be a problem in my life.
“Burnout” is, you’ll know, here in the great mess of the year 2019, a buzz word, particularly in the games industry. Games company employees have perpetually been expected to work unsustainable hours out of some sort of devotion to the industry, creating a cycle of talent depletion and toxic work cultures. But as is often the case with games, it’s a tip-off of what happens elsewhere, across the board. The mass casualisation of careers across all industries, the gig economy, pressures caused by un- and under- employment, the dissipation of viable faith, social-media and political stresses: all of these are leading to burnout, everyone has burnout, we are inundated with burnout. There is something ripe about the words or the idea of Burnout: Paradise, the very conceptual juxtaposition that seems to be two sides of the same coin, that feels very reflective of this moment, what we are all experiencing versus what we were promised. But what does this have to do with Burnout: Paradise, the game in which you pretend drive fake person-less cars around a virtual city, have horrific, visceral crashes from which you immediately respawn and “beat” by achieving a long series of arbitrary victories, collecting all there is to collect? Something, nothing, I don’t know.
“Burnout” means a lot of things, and the meaning of “burnout” the game adopts isn’t the other ones I’d associate with cars – a burnt out engine, or the smell of burning rubber - but one that exists only for the series, so far as I can tell: getting to keep using your boost because you’ve been continually using your boost. Keep going at all cylinders or bust, basically – except not, because the consequences for interrupting the boost are slim even on the relative scale of things that can go right or wrong, in this game where there is never really all that much on the line for the player anyway.
Paradise. n. Heaven. A place to await judgement. An enclosed park. Eden.
In Paradise City the grass is trim; the girls (all humans actually) are non-existent, unless you happen to be riding a motorcycle, presumably because a motorcycle without a rider would look very weird.
In Paradise City the cars are peopleless and drive themselves, so maybe it is an early vision of the tech bro version of Paradise. Or maybe the cars are driven by people who can only exist on the outside of the world of Paradise City, looking in across the matrix. Or maybe in Paradise City the people are the cars. This is Cars, the movie, sans dialogue.
In Paradise City all the cars emulate brands and models that exist in "the real world" but are called by names that exist only in the Burnout franchise.
In Paradise City all the cars ostensibly run on petrol, which is infinite but unnecessary, because going through a petrol station merely refills the car's boost capacity, whatever that is, rather than imply that your car would stop running if you at some point failed to “fill up”. It's very important that you know, though, that the cars run on petrol, because otherwise it wouldn't be a realistic representation of cars. Even in Paradise.
In Paradise City cars exist and then don't exist.
In Paradise City a lot more cars suddenly exists if someone decides they want to flip their car over and see how much monetary damage they can cause.
In Paradise City cars crash and crumple in a hyper-realistic way, but it's okay because the cars have no drivers and anyway all cars are all miraculously fine again after a few moments.
In Paradise City the railway has been shut down to give cars more places to hang out.
In Paradise City the whole city runs on wind energy, because it's important to care about the environment too, because you can have both, promises the radio, though seeing as there's nobody there in all of Paradise's buildings it's unclear, anyway, what such energy would actually be running.
onward to Caesar 3
#game70#burnout: paradise#burnout#criterion games#EA#cars#open world#humble origin bundle#2008#petrol
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Liz Liveblogs Bravely Second: Chapter 6, Part 2/2 *FINALE*
Well, nothing left for me to do now. I guess it’s time we finally hunker down and beat this game. I started this liveblog series on January 14, 2017 (July 23, 2016 if we include the Demo) and now, almost two years later, we finally see the end (layer) of Bravely Second
Before we get to the actual story I’d just like to say that I currently have five level 99 Apparati hanging out at Fort-Lune. FIVE. Jeez, somebody share something else for a change! This is why I share any Redshirts, Urchins, Goldies, or Turtle Doves I see! It’s also why I hate it when games make you rely on communication features for 100% completion. Stop that. It always goes poorly
Well, regardless. There’s a certain fairy waiting for... well, not us, but someone down at Norende Chasm and I intend to finish what I started. You got me into this series, Anne! You did this to yourself!
Feels weird to be back at the first ever dungeon in the series. I don’t know if it’s new for this game or if it’s always been there, but if you look off the edge of Norende Ravine you can see a river flowing at the bottom, beneath the fog. And “Dungeon of the Nature” is a great scene-setter, as always
This Party Chat is certainly something. Tiz is just reminiscing about being back and how as kids they were told to stay away due to monsters, but of course everyone played there anyway. And then when Norende was swallowed by the Chasm, he raced through here to see it with his own eyes, and there met Agnès, who would change his whole world. And they came back, again and again in each world. Finally, this was the path they took to the end last time. The place they went to reach the Dark Aurora to chase down Ouroboros. Norende Ravine is the most visited spot in the game in terms of plot, and you’d think it would get old but it doesn’t. “How many more times... will we walk down this road?” And Edea replies “As many times as we have to! Until we’ve wiped away those terrible memories once and for all! [...] The next time we walk down this road, it’ll be to visit the new Norende Village - the one you helped rebuild!” I never expected the game to bring up the Norende Village... minigame, I guess you could call it? I’m so glad they did, and I’m so glad that Magnolia and Yew declaring that all four of them would visit it together is what cheered Tiz up
...I didn’t realize I had 99 X-Potions? I guess my healers have just been really good so far
Oh Aaaaaaaaanneeeeeeee~ Guess who’s heeeeeeeere~ I’m gonna straight up kick your ass for what you did last timeline! And, presumably, whatever you were up to last game!
How predictable that we’ve come to stop you? Do you know what we’ve done since I found out you were here? You had every opportunity to disappear and didn’t! What, have you just been sitting here for a week? I think you’re the predictable one
Also, nice demonic cloud cover. I’m really feeling the glowing red mass underneath these near-black stormclouds
“Your master? But the kaiser is... Denys is gone...!” Bold of you to assume Denys was actually in charge of anything. I thought it was pretty obvious he was out of his depth when Anne mentioned her master and even Denys was confused by it
Hm. “Lord Providence, ruler of the Celestial Realm!” I’d heard that name thrown around before I even started playing the game, but “ruler of the Celestial Realm” is new. Given that his name means “God’s protection,” I guess you mean ruler as in “a deity” and not “a high ranking political figure”
Man, at the angle her head’s at, Anne’s hair protrusions really do look like antennae. It just hasn’t been obvious before I got this angle on her
How the hell is Providence supposed to enlighten anyone if they’re dead, Anne? That’s dumb. Your master’s dumb. Death isn’t enlightenment, it’s just death.
And Providence got all upset that the Moon people were killing his Ba’als, so he sent Anne to deal with it by destroying the moon. But screw that plan! There’s a Celestial shortcut right here! But you know, if something can get from the Celestial Realm to Luxendarc, then I don’t see why the opposite can’t be true, too
And, well, shoot. If Providence is the “ruler of the Celestial Realm” then we couldn’t have Ouroboros getting in! So Anne had to deal with Airy. Or rather, have us deal with Airy. And then she had to get someone to summon the Holy Pillar to take out the moon, and found Denys. Both games have all been thanks to her manipulations. Man, fuck Cryst-Fairies
“Hold it right there! That’s my brother you’re talking about!” You tell her, Yew! Rip her a new one! I’ve got your back!
Fuck, she did the same thing to Denys that she did to the player at the start of Bravely Default. Read us like a book and played to the key aspects of our personalities. Denys’s sense of duty and idealism, the player’s sense of duty and determination to see things through... hell, it’s almost like she read into my completionist tendencies and knew I’d do dumb shit like grinding to max level and job levels and getting the best equipment. Ouroboros didn’t stand a chance once that was thrown into the mix
“Why, he was even ready to kill his own precious little brother for his ‘duty.’” Can I take the use of “precious” as confirmation that it was actually a hard choice for him? Because Denys isn’t here to defend himself and never did get around to talking about it when he was here
I don’t think I’ve ever heard the word “dupe” used as an adjective. Most people go with “dope.” You’re weird, Anne! You’re weird and also a huge bitch!
“Denys died to save this world...” Is he actually dead though!? Like, no seriously, is he? Or is he just stuck in a situation that he will probably die in? Because one of those is potentially fixable in a sequel. ...actually, maybe both of them are fixable in a sequel. Situation’s unclear at the moment
“When Lord Providence descends, Luxendarc as you know it will be completely and utterly destroyed.” If he descends. If.
Yeesh, Anne, cool it with the shade! I know Denys’s kind of an idiot, but you don’t need to say it every other line!
Oh wow. Whoah. This... everything on screen is gorgeous right now? The glowing blue and gold bits on Anne’s final form, the translucent pink butterflies in the background against a starry night sky... yooooooooo. And I thought Airy’s final form was pretty
“Wicked Flight” is still a better boss song, though. Heck, the music right now isn’t even as good as Anne’s last battle theme, and it’s just a remix. I think removing the Spanish guitars and replacing them with a wailing rock guitar really does the song a disservice
That T-pose looks real dumb, Anne. Knock it off
It’s really fascinating what she says here. Humans are born without purpose, so they spend their lives lost and weak, constantly searching for something to live for. She, however, was made with a specific goal in mind, and always feels fulfilled because of it. And I don’t think she’s entirely wrong to observe that human beings spend so long looking for acceptance and purpose, and that the struggle to find some is central to most people’s lives. Heck, I don’t feel like I have a purpose most of the time. But I think, until I find one, if I just keep trying to do good then it’ll be enough. And the good thing about being born without a purpose? You get to find one you like, eventually
Cryst-Fairies are created by the gods to serve them. Anne is the older sister, but never really cared much for Airy, since Airy served someone who would destroy the Celestial Realm, where Anne’s master resided and controlled. Which... I suppose leads me to believe that they were created by different entities, and yet all Cryst-Fairies see themselves as siblings, regardless. Maybe it’s because they’re made of the same stuff? Like a half-sibling thing? Where one “parent” is the magical essence that they’re made of, and the other is the god that used it to create them?
Did Airy even know she had a sister? Like, was she even aware Anne existed? I don’t think she ever, once, mentioned her
Man, this game has a weird theme of “older siblings attempting to murder their younger siblings for a cause”
Oh, good. She can set someone’s max HP to 1. And she used it on Edea. Because even at level 99, Edea has to die at least three times per fight
I don’t think she expected Quadruple Meteor Rain Yew, though. That’s what you get for shit-talking a Geneolgia’s family
Oh. She didn’t even revive. Nice
Funny enough, Anne, Yew learned that secret technique after I knew you were here. So, you know, you had plenty of time to avoid that
If Lord Providence is gonna be here any moment now, then he is really taking his time meandering down the Celestial shortcut
Oh, geez! Altair, don’t sneak up on me like that! Holy shit, the sound of his voice startled me
There’s no need to apologize for Providence using Vega to create the Ba’als. You’re both just victims of an uppity god. Though, as a Celestial, I don’t suppose you have any info on your supposed “god,” Providence?
I love how on the same page Yew and I always are. Altair is family now, of course we’re gonna save Vega. Even if none of us know her, she’s special to Altair. And family of our family... is as good as family, too
Ahahahahah! “Yeah! We’re going to crush a god!” Never change, Edea. We’re upgrading from Ba’al Busters to God Crushers!
Altair just called them “my children”! Team Dad! Team Dad! Team Dad!
“Come, Yew! Let us deliver our pièce de radicchio!” ...let us deliver our piece of leaf chicory? Excuse me? Is that supposed to be like “Let’s serve Providence a bitter meal he’ll regret eating?”
Altair, normally I can at least follow your vegetable proverbs, even if they fall flat, but that one was really... uhhhhh?
So the evil fog in the Chasm is a sign that the Dimensions are in flux. “A holy battleground and an angel’s descent. A chasm of darkness and a glimmering ship.” Would that be the Ouroboros fight, or whatever Sylvie was prophesying about?
Clear the mists and reveal the path to the Celestial Realm. Hey, can’t all of us summon Hresvelgr right now? Can we get him to blow it away?
Ah, we’re using Agnès’s pendant, which can connect people between various worlds. It’s already a spacetime anomaly. Neat! I love it when they use lore, especially something like this, which has been established since the start of Default!
And now they pray, with the help of the pendant, to lift the fog. It’s not enough, so they call Agnès to pray, too! It’s still not enough. Yew cries out for help, for anyone to give them strength. In other games, I could see this leading to a pan-out where everyone in the world prays with them...
But here, they just need me. Time to mash “X” like the good old days and clear the clouds away for my favorite team
Aaaaahahahahahahahah. Ahahahaha! Oh. Oh god. So they use the 3DS camera to put your face in the Chasm once the clouds are cleared but oh man. Oh nooooo, that angle. That was not a good look. At all. I started laughing so hard I had to put my 3DS down. Ohhhhhh. Oh man, that’s a heck of a look for the first time the party gets to see my face. Imagine the first time you get to see your spirit guide and it starts cackling and the connection dies for a few minutes. I’m sorry, guys! I’m really - ahahahaha - really sorry!
I do adore how the Bravely series utilizes the fourth wall. The Celestial Realm is (or is at least based on) our world, and every time they depict it (so, this scene and the Ouroboros fight in Default), they use the 3DS camera. The player is every bit a real character in this game’s universe, and they do a hell of a job merging the two using existing elements of the 3DS hardware
God, nope. Still can’t look at it. It’s like a fun house mirror in there! I get that it’s supposed to be at the bottom of the Chasm, so that’s the angle it’s at, but it looks freaking funny!
I’m glad you’re all so focused on Vega and none of you are reacting to my mug plastered at the bottom of the Chasm. It’s still there, even after the cutscene
Oh. I know that place. That’s the background of the Snowcap Ba’al fights. Welcome to the Via Celestio, path to the Celestial Realm, altered based on Vega’s memories
And I guess Altair is going to explain what each Ba’al represents as we go though, which he’s only willing to tell us because we’re all pals now
Ba’al vi: Snowcap - Represents the day that Altair and Vega met, with ski lifts as its background. Altair was vacationing at a ski resort, and sat next to a young woman on the chair lift. They got stuck up there when the weather got particularly bad, and Altair noticed how scared she was, so he picked a flower from one of the trees their lift stopped near (good reach, buddy) to cheer her up. Despite that moment, though, Altair never got her name, and never saw her again before his vacation was over
Oh, don’t be so cheeky, Magnolia. “Though some might say giving a flower to a girl you just met might be a bit forward.” It worked on you, didn’t it?
So, I guess Altair and Tiz are going to be switching back and forth for this dungeon. And Tiz is conscious when Altair’s in control, since he heard that? That’s existentially terrifying
The glowing gold platforms, surrounded by the already very pretty Ba’al fight backgrounds makes for a gorgeous area... but I’m not feeling the music at all. It’s way too dramatic, with blaring sounds, militaristic drums, and weird wind ambience. I get what it’s going for, since this is the final dungeon and should be suitably intense, but it’s really incongruous with the location’s aesthetic, and also doesn’t fit the emotional tone of Altair nostalgically recounting his life together with Vega as we go to free her spirit. Something like this would fit better in a final dungeon like the Dark Aurora, where we were in an unearthly void on our way to the Infernal Realm. I know I mention “Dungeon of the Nature” a lot, but I really wish the Via Celestio music was more similar to that than, say, “Tower,” which is the music they used for locations like Eternian Central Command, like what we got. I’d actually have really loved if the music here was just Altair’s theme, but with the larger, orchestral sounds of “Dungeon of the Nature.” Something melancholy and soft, but no less grand. Altair’s theme played on piano, but with chimes and a string backing track
I actually don’t like “Tower.” At all. I think it’s probably the worst track in the game. It’s just so dissonant, and I turn my sound off every time I go into a dungeon where it’s playing
Alright, kids, it’s been fun, but you’re gonna have to turn off Obliterate for a sec so we can get those last three Catmancy skills
Okay, I don’t get Luxendarc sometimes. You kids have ketchup and baseball, but Altair had to explain what skiing was? You mean to tell me someone figured out how to make a specific type of tomato-based sauce and independently came up with the rules for baseball, but no one thought to tie planks to their feet and slide down a snowy hill with them on? Seriously, guys
Yew asks everyone what their plans for the future are. Edea says she’s gonna help with the Eternia-Orthodoxy peace talks, so she and Yew will probably still be working together. Tiz just wants to retire to Norende at age... 19? I mean, I don’t really blame him. He did die several times and kill multiple gods. I’d want a break, too. And Magnolia feels she has to return to the Moon and finish helping everyone there recover. Yew is disappointed. It’s a hard position to be in, you know? He loves Magnolia and will miss her dearly, but he also knows how much the people of her home mean to her and he would never come between her and them
Ba’al v: Urchin - Represents the day Altair and Vega met again in the spring, when Altair was transferred to work at the place Vega did, with its background being the rainy exterior of an urban office building with a couple that occasionally passes by, sharing an umbrella. There are little flower gardens, and a city skyline can be seen in the distance. As Altair tells the story, we see silhouettes of himself and Vega acting it out. Or at least, I assume it’s them, since “Altair” looks a lot like Yew in an ankle-length trench coat and “Vega” is just Magnolia’s researcher costume. Altair was an extremely successful scientist, but his superiors grew jealous of his skills and transferred him to a remote, less prestigious location. Altair was so distraught to be there that he ran right out into the storm. Right into acid rain, due to severe pollution in his homeland. Unbeknownst to him, however, he had been transferred to the very place Vega worked, and when she saw him run out, she followed him and offered to share her umbrella. Altair muses how this means that at the time, Vega must have remembered their first meeting on that ski lift, since it became a Ba’al, and he chuckles quietly to himself. Fate, indeed
So the last room had little snowy trees peppering the walkways, and here it’s rainy streetlamps and road signs. God, I love the visual design here. And now that I’m not fighting the Ba’al, I can get a better look at the gorgeous backgrounds
Ba’al iv: Goldie - Represents Altair’s first date with Vega that summer, where he confessed his growing love to her, with an absolutely gorgeous background of a Japanese festival. Lanterns and trees surround a single torii as fireworks go off in the sky above. The appearance of Goldie comes from their attempts to play the goldfish-scooping game they have at Japanese festivals
This is all coming across as so incredibly sad. Altair loved Vega with all his heart, but it sounds like he didn’t even really realize how much she cared for him until right now, where he’s seeing exactly what memories she treasured. And is seeing them twisted and used against the both of them
And Edea’s noticed something else. Meeting in the snow, sharing an umbrella, goldfish scooping... Yew and Magnolia have been unintentionally reliving Altair and Vega’s romance. No wonder he’s so adamant that Yew confesses sooner, rather than later. Altair knows how this story ends
Our little set dressings this time around are floating lanterns. I’m actually surprised there aren’t mini fireworks bursting around them
Most of the enemies in the Via Celestio don’t add a heck of a lot to the lore, but one does: the Spartan. It’s the final variation of a specific type of automaton we’ve been seeing throughout the game, that Altair comments on every time they show up. Turns out, Altair invented them to be caretakers for the Celestial Realm! They uh... I don’t think they did that great a job, but it’s the thought that counts!
And the Bestiary entry is basically “Okay but how do rocket punches and optical camouflage... help? With caretaking?” “I dunno! But isn’t the technology awesome?” Altaiiiiiiiiir
Ba’al iii: Apparati - Represents the struggle Altair and Vega faced together as they tried to continue their research despite the improper equipment and poor funds afforded to them, enhanced by the depiction of the interior of a laboratory with static-y, crackling monitors all over in the background. If we’re following the pattern, then the falling leaves and bare trees outside the window indicate autumn. Vega really kept Altair’s project going, by sneaking restricted data out of the archives for him and coming up with creative solutions whenever he hit a mental block. And when their hard work paid off and Altair’s hypothesis was accepted as scientific fact, then he knew he was absolutely in love with Vega, the woman who supported and aided him and who constantly encouraged him to be his best self. He was a different, better person around her, and he knew it
“If attraction is gazing into one another’s eyes, then true love is setting those eyes on the same shared goal... or so my theory goes.” I can’t say I have a lot, or really any, romantic experience, but this is something I believe strongly. A romantic partner is someone whose skills and personality differ from yours, but also complement yours, and yet who strongly value the same things you do. If you can’t agree on what’s most important to you, then you can’t connect on a deeper level. And I’m not saying, like, find someone who thinks exactly as you do! Because that’s not healthy. But find someone who you can agree on the important things with
Also, love that Altair distinguishes between “attraction” and “love” because they’re very different things, and I so often see people conflate the two
Seriously, guys, leave Yew alone! He’s 16 and this is his first foray into romance. That’s scary and overwhelming!
And there’s bookshelves and stacks of books with desk lamps on top littering the pathways
Ba’al ii: Redcoat - Represents the night that Altair proposed to Vega over dinner. Honestly, this is my favorite Ba’al fight background. It’s just a very pretty, snowy, city skyline with a tall tower and a suspension bridge in the center, but there’s something so beautiful about how simple it is and the shade of light blue they used for it. Altair describes it as a holy night, and since Redcap is a demonic Santa hat tangled in lights, I can only assume he means Christmas. Poor Altair, however, couldn’t afford a wedding ring. Their program funding was awful, after all, and what they gave him for personal pay, he spent on more research to make up for what they didn’t give him. Vega told him she didn’t mind, but he still felt incredibly guilty about it. They married with a small ceremony, and Altair eventually bought her that ring... right before the trip to Luxendarc that tore them apart forever
Altair tells everyone not to despair, since he lived a good life and had goals that he truly believed in that he knows he gave his all working towards, and I can’t help but think back to Anne’s speech about purpose. Altair isn’t technically human in the Luxendarc sense, he’s a Celestial, but he managed to find his own greater purpose and it made him stronger
“You must all live your own lives as well. Have courage! Be brave enough to default on the expectations of others!” WE DID IT BOYS, PACK IT UP, WE GOT A TITLE DROP. In all honesty, though, I love what the games say the symbolism of each title is. To “Bravely Default” is “to have the courage to go against the expectations of others” and to “Bravely Second” is “to have the courage to try again,” and by doing each of those can you get the best ending in each game, further enforcing their message (even if I thought it was a little botched in Default. You're supposed to be going against what Sage Yulyana says... by following Airy, who you were going along with from the start, so there’s really no “courage” involved. Gameplay-wise you never actually disobey anyone, because you completely obey Airy, though I suppose you still have to disobey Sage to an extent, who you trust more at that point)
Tiz has a point, too. Maybe Altair is content with the life he had, but it’s still not fair for all of his efforts to be rewarded with his and Vega’s suffering
Our road-markers in this room are banquet tables with a nice Christmas dinner on them. I was hoping for Christmas trees, but that’ll work, too
Seems like this is our final Tent Event. Magnolia’s cooking is fantastic as always, but the stress is getting to Edea. She’s so worried she can barely even eat, and Altair’s story has really shaken her. Of course it would effect her the most. She knows better than anyone what it feels like to be separated from someone you love across time and space. They’ve packed the leftover food for sandwiches. They’ll eat when they’re ready. One more megalixir, as a gift from our fox friend who I notice found his way into a dimensional rift, and we’re on our way
The final room is a straight bridge, adorned with roses, candles, and floral archways. The background is a church on a hill, blossoming trees on either side and doves soaring across the sky in the background. Ba’al i: Turtle Dove. Altair and Vega’s wedding. This one doesn’t need an explanation from Altair. Just one last save point between us and the end. Don’t think I haven’t noticed you’ve somehow gotten in here, too, Adventurer.
“This is it... our final battle!”
“Let’s do it!”
We’re in a chapel, with nothing but soft wind. Unlike the silhouettes of the Ba’al backgrounds, this is undeniably physical. And gorgeous. Very Baroque in its architecture
Vega’s voice is so much softer than I imagined it would be
I thought she sounded familiar. It’s Eden Riegel, who also voices Anne, so her range is commendable. For those curious, she also voices Iris in Final Fantasy XV, Devola and Popola in NieR and NieR Automata (I think what tipped me off was how similar her Vega and Popola voices are), Marie in Persona 4: Golden and its spinoffs, and Estelle in Tales of Vesperia. And those are just the ones I recognize! Her older brother is Sam Riegel, also a voice actor of renown and player on the D&D show Critical Role, which exclusively stars voice actors. Sam’s great, and probably one of the funniest people on that show. Good to see Eden’s doing great work, too
I guess the thing of note, though, is that she is NOT the voice who narrated the ends of Chapters 1-4 as I had suspected. Her voice is decidedly softer and not British. But if that wasn’t Vega, then who?
She’s so lost in her despair. She’s begging Altair to explain why he left, and why he didn’t come back. She won’t even listen to him explain that he tried, that he died and just couldn’t make it back
Someone told her the wrong meeting place to meet Altair that day. The reason she wasn’t on the ship was because someone didn’t want her on the ship
Ohhhhhh I did not like the voice distortion on “Why didn’t you protect me? Why didn’t you keep me safe!?”
Fuck, Altair? Altair! He just collapsed screaming with black and purple mist coming off of him. Black and purple mist that just formed a robed raven-faced humanoid with the worst voice distortion I’ve ever heard
Hey, are you Providence!? Get off of my weird vegetable-proverb spouting friend, jackass!
I can’t tell if that’s Vega’s voice layered under Providence’s or just another feminine voice. Could be Anne’s, too, since they’re both Eden Riegel
Also, Providence’s theme is pretty great? It’s got hints of the Ba’al music boxes, with a one woman wail in the background
“I’ve never tasted anything so exquisite!” Were you eating her despair? Of course that’s all she was to you. A food factory. And the sadder and more hopeless she got, the better for you, right? God, you’re like depression made physical. I’ve always wanted to punch the concept of depression
She’s held on for so long because she desperately hoped to see Altair one more time. And you used it against her!
And you saw Luxendarc, the world that was intended to be her safe haven and the place Altair was, and decided you were going to use her to power its destruction to break her further by making her feel guilty. What did she ever do to you!?
Okay, two things. One, you’re a fucking dick and I’m gonna strangle you with your own ribbons. Two, the T-pose doesn’t look any better on you than it did on Anne
That’s my boy! “We deny you because we are mortal! [...] our emotions, the memories we create with others - good or bad, this is all we have! I deny your right to claim them for your own!”
“I’m done letting you use the hearts of our friends as your personal plaything! We’re gonna send you flying to the edge of time and space!” Crush a god, Edea! This jackass has no place ruling anyone
Oh, Tiz. “He might be goofy on the surface... uh, like a cantaloupe? But inside is a sweet and sensitive soul! He’s suffered long enough, Providence! It ends today!” This is as much for Altair and Vega as it is the safety of Luxendarc. But, like, I am especially going to kill you for what you did to Vega. No one deserves God Depression
“Nothing is ever hopeless! It’s never too late, you’re never too weak to fight for what you truly believe in! I believe in a world ruled by hope, not despair. And thanks to my friends, I have the courage to fight for it!” Bravely Second, Magnolia. Bravely Second
Oh, poor baby. The light hurts your eyes? Shut them and make it easier for me to end you
That fight background is awesome! We stand in a grassy field, surrounded by telephone lines. A city skyline in the distance. A freaking GALAXY in the sky, with red-violet clouds. And this music is perfect. So perfect! Grand orchestral scores, with sections of electric guitar and lo-fi beats, all held together by sweeping chants. Holy shit, Providence may look pretty dumb, but this fight’s oozing style
What... so Providence can force a party member to do do his bidding? Like having Magnolia try to strike Yew down. That’s not great, but your first instance of doing so is using my healer to attack. And I’m supposed to be scared of you!?
Get him down enough and he starts consuming Vega’s energy to heal up 10,000 HP every few seconds. Fucking rude. Altair’s so upset he took over Tiz and is screaming for Vega... who can hear him. And she’s fighting back! All Altair had to do was tell her the compass was completed and their dreams could come true and her hope reignited!
This ass can still cast Doom, though
OR HE CAN JUST SAY “YOUR LIFE ENDS HERE” AND WIPE THE PARTY. God... dammit. Like, actually damn this god. What a dick. This is what I get for trying to have Yew conserve his MP. Chainspell Meteor Rain is prepped for next round, bitch
I could easily skip replaying this scene, but I wanted to watch my kids trash-talk Providence’s ideals again
God, I forgot to take Obliterate off of Tiz AGAIN. I know it won’t ever work and it’s just wasting a slot right now. I’d still die laughing if it worked, though
That can’t be the end. This is a JRPG, there’s at least one, probably two more forms coming. And come on, you only drop 980pg? What, are you a broke god? What an ass
Vega’s pink soul seems to be freed, though. And Altair’s spirit finally leaves Tiz, his color being blue. They’re really cute together, even if they are just floating, colored orbs
Is... is Tiz gonna be okay, though? Altair’s soul was kinda fueling his... everything
We shouldn’t keep them, though. I think it’s time for both of them to move on. Gonna miss ya, Altair. I know I’ve made fun of you in the past, but I’m glad you were part of this journey
“Keep your hearts like chamomile!” Just had to get one more in there, huh?
I’m so glad Vega’s here to make sense of this. “Chamomile is said to grow best and strongest when trodden on, you see.” So learn from our hardships, and continue to grow ever stronger. Stay stalwart in the face of adversity. Can do, you crazy, crazy Celestial man. Can do
Oh, so I have Vega to thank for your absurd produce tirades? She started the proverbs to get him to eat vegetables. Jeez, Altair, you sound like my dad. The man’s in his mid-50s and still refuses to eat any vegetables but corn and peas. Which SUCKS because I LOVE vegetables, and we only get to eat a bunch of ‘em at family dinners if he’s not around. I had a vegetable burger last night and it was GREAT
“And eat your vegetables.” YEAH, THANKS. I will! Somebody get me a carrot right now! (I’d get one but I don’t feel like peeling one at 9:30 at night, which is when I’m typing this)
Awwww. Altair finally ate vegetables once he got to Luxendarc because they reminded him of Vega
Yew should confess to Magnolia, WE GET IT. Let him figure out his own emotions! Stop pressuring my boy!
Bye, you two! May your afterlife together hold only the best!
Ohhhhh that’s what happened. Okay. So when Providence used Mandate of Heaven to have Magnolia attack Yew, she wouldn’t actually do that on her own. I had to make her do it, and because I didn’t in the set timeframe he used Divine Punishment to wipe the party. I totally misunderstood what was happening there, since Magnolia had negative BP and couldn’t move, and the very next turn was when I triggered the mid-boss cutscene with Altair. The second time I simply killed him on the turn after he cast it on Tiz, so it didn’t matter. That’s a very bullshit tactic and I am eternally grateful to Meteor Rain Geneolgia over there for ending the fight in a timely fashion
WAIT. Remove Obliterate from Tiz, genius. And heal. Trust no one
Hahahahaha okay, yeah. Yeah. I was expecting a cutscene before round two, and I’ll admit the harsh cut to the screen-shattering battle intro when I tried to leave the room made me jump a bit
This is what I saw a screenshot of before I played the game. Before the game even came out in English, even. I was looking up Airy’s sister after beating Default, because I saw the art of the Kaiser and Anne, assumed she was Airy’s sister, and wanted to know if she had a name. Saw the line “Anne works for Providence” and a low-res picture of Providence and clicked out immediately, but was left with the knowledge that the final boss was a purple pyramid named Providence. Seeing it now, there’s so much more to it than I remembered
We cut to the sky, a brilliant blue galaxy that the party is floating in. Magenta clouds adorn the top and bottom of the screen, and from them semi-mechanical, semi-organic looking hands of magenta and black descend, fingers wiggling. An inverse pyramid comes out of the cloud, and the gigantic eye in the center opens and glances around manically. An inverse Eye of Providence, that grants only poor fortune
Tiz, you should know better than to think this was the end. Ouroboros had, like, two forms and five phases
Providence’s voice is distinctly feminine now. And now that he’s unchained from Vega... there’s no internal fight to hold him back
“Who is it that controls you?” *Providence’s eye looks directly at the camera* What? What? I’m his aunt/mother figure/big sis/etc.! And I’ve done a hell of a job keeping him alive, thanks. I don’t see you standing against that Meteor Rain for long!
Man, what is up with this naming scheme? The hands are labeled Providence B and Ab, and the pyramid is labeled Providence Aa
O-oh? Providence can use its own Bravely Second while I’m in the menu? It... did barely any damage, but that’s startling
He’s pulling a *redacted character* Undertale and I will not stand for this! (I actually super love Undertale and I’m excited that Bravely’s pulling the same meta nonsense in battles that the final Genocide run fight of Undertale did)
I... You’re talking to me? Me, Liz, the person sitting here. I... look, I know these kids don’t actually know who I am, that all of the affection I have for them is one-sided. I know my poor decisions have gotten them hurt on occasion. Would you rather I have never played the game? What would that have gotten them? Sometimes you have to struggle for a resolution that benefits everyone, for a good resolution. I will never regret getting Tiz out of that Chasm. Or saving Yew from Denys. Because all of those kids standing there deserve a happy ending and I want to see them get it!
“Persist in this battle, and Yew and his friends will only feel more pain.” Said in a tutorial description box. Look, I want Yew Geneolgia to be happy, okay!? I’m gonna get him a good end! If I stop he ends up stuck in the Via Celestio for eternity! I’m getting him and Tiz and Edea and Magnolia home and you. Can’t. Stop me.
“Isn’t it enough? How much more must they suffer to satisfy you?” Ideally, none! I don’t want to see them hurt, but I want to see them fail to save their world and lose everyone they love even less. Tiz is gonna retire, Edea’s gonna be Grand Marshal, Magnolia’s home is gonna be safe, and Yew is gonna make a new family legacy that he can be proud of! That’s all I want out of this!
You think you can make me feel bad by treating me like I’m just here for the gameplay? Because battles are fun? Joke’s on you, I don’t really care about gameplay! I’m here because I love these kids and I want to spend more time with them! I want to see them grow and find their happy endings, and they give me hope that someday I can find one of my own. SO FUCK OFF
You aren’t my god, bitch
It... means you can cause screen and audio static? Hey, idiot, I do that to myself, accidentally
You don’t control me! You control my input device at best!
Stop that. Stop making my kids hurt each other. I’m not the one who wants them to suffer, that’s clearly you. I would never have the game play at normal speed. 4x or bust
Despair? Oh, this isn’t despair. I’m just fucking pissed. Sorry. I don’t really get sad when there’s a target to take my anger out on actively taunting me
Yeah, fine, just boot me to the start screeeeee-NO. Hey. NO. Take that cursor off of delete. I’ve accidentally deleted save files before don’t do that! Mmmmmm every button just makes it go closer to “Delete All” come onnnnnnn. I will replay this game over if I have to, Providence! I’ll be back in another two years you can’t stop me
I don’t want to press the button. I know I have to. I know the game devs couldn’t possibly be so cruel as to actually erase the files. Not to constantly bring this fight back to Undertale, but it didn’t get me when your save file got “deleted” at the end of a neutral run. It’s so much worse in this game when you have to press the button multiple times and inch it ever closer to delete, knowing full well that the only way to avoid it is to give up and turn the game off
...I hope the game, like, records how long it takes me to finally press that button. I’m just making entries here to stall at this point
Changed into pajamas, went to the bathroom, and messed around with the current timed quest in Hogwarts Mystery for a bit and they still want me to press the button, huh?
...fine. Supposedly there’s a shield that you can only get if you play through the whole game on Hard (EDIT: Nope! The wiki was wrong again) so I’d have to go another round, anyway. Do it, Providence. I dare you
JUST LET ME PRESS “NO” YOU WIGGLY FINGERED BITCH
Yew! Yew, buddy, I’m trying!
THANK YOU MY PRECIOUS BOY. I DID NOT EQUIP YOU WITH A SWORD BUT THAT WAS STILL BADASS AND I’M SO PROUD OF YOU
Ahhhhh! Orchestral version of his theme! I’m actually crying I love this boy
“There’s someone who’s been here, supporting me, all this time.” Yes, hi! Hi, kiddo. You’re great! You’re so wonderful. You probably didn’t see me wave at you when my face appeared in the Norende Ravine, but you’re awesome and I’ve never been prouder of someone
“I’m fighting for you, too!” And I want you to be happy! (I’ll be honest, having Yew talk directly to me is really powerful. I just wanna, like, poke the screen where his hand is and high-five him. Best boy)
YEW GENEOLGIA LOVES ME MORE THAN ANYONE ELSE IN THE WORLD DOES
Nope, I’m actually crying. Hahah. My favorite character thinks I’m cool. That’s a hell of a self-esteem boost
“It’s your will, and mine! We’re in this fight together!” Always, buddy. Whenever you need me
He used the letters SP from the title screen to activate the hourglass. That’s so smart I love the nerd kid
Yeah, Agnès, I love you guys! I’ll always come back to defend your world, even if just to see you again!
Janne. Janne, I really do not like you. Please shut up. Your encouragement is just making fun of me for helping Yew? Wow. Okay. I see you’ve learned nothing
At least Nikolai is grateful for me giving even the empire’s people a second chance
You know what, Minette? I’m glad you’re happy. I hope you get therapy! But a new dad is okay for now
Bella is... smiling? AND HELL YEAH, MAN. I’ll keep fighting for you, Cú! Some conceited eyeball ain’t gonna stop me!
Norzen you-you had glasses this whole time? Wow, I could not tell from a distance! Sure, cloud grandpa. Stars. Yes
Aimee did you and Angelo... really do anything? A’ight, sure, I’ll save your romantic future
Yeah, I can make it as if Providence never existed, Geist. “‘Cause this is our world, right? And you were a part of it, too!” Yeah, I was, Rev. Thanks, kid
So the screen shattered and... DENYS! Hey! Hey someone grab his ass right now! Someone save Denys please he’s right THERE!
“Promise me... that you will watch over my brother. Farewell, my friend... and thank you!” You deserved so much better, Denys. Sorry it doesn’t seem like saving you is in the cards right now. The second I can, I will. Then we can look after Yew together!
My emotions hold power... OH I’M PRETTY SURE BOTH MY RIGHTEOUS ANGER AND LOVE OF YEW TRANSCEND TIME AND SPACE. That’s MY BOY!!!
...oh shit he’s out of MP uhhhhhhhhhhhh
Thank god I never use items and had Elixirs
Get. WRECKED. Singlehandedly. By Yew Geneolgia triple-casting Meteor Rain after Tiz and Edea took out the hands
Also, I didn’t mention, but the music for this fight does exactly what I adored in “Serpent Eating the Ground” last game: most of it is clearly the boss’s dramatic song (already really great, as mentioned in Providence Round 1), but then partway through it cuts to remixes of each party member’s Special Attack song, melded together into one flowing number that completely overrides the Boss’s sound, in a musical indicator of our triumph. There’s some of the main theme of the game, in a sense, I guess you could say representing the player. And I think I heard a bit of Denys’s boss theme in that section. Fitting. He did send me back to the party, after all. And this section only starts up once Yew cuts through Providence’s manipulation, furthering the sense of triumph as the party actively overrides Providence
Well, that’s that, huh? Everyone’s back on Luxendarc, the path to the Celestial Realm is closed, and Altair and Vega have finally moved on together. Seems... there’s not much more I can do for you guys, huh?
...where’s Tiz?
Nonononononnooooo I knew he wasn’t gonna be okay without Altair. No, come on. Tiz, you can’t do this to me again! He just wants to retire
I... should we hang up on Agnès? I don’t know if I want her to watch this. Can’t we just shove me into Tiz again? I can keep the game running until my 3DS’s inevitable complete destruction
Y-y- ...I see. Vaguely British female voice? It was you all along, my Adventurer friend. Or should I say, miss Narrator? By what strange trick of fate do our paths cross anew?
No, Magnolia! She clearly knows... something. And I can tell she’s more than what she seems. How else... could she have made it into the Via Celestio on her own?
I can’t watch Tiz go comatose again. If you’ve got a way to save him, do it already
“But what is a soul? But the embodiment of our wishes, dreams, and desires.” Ummm... the metaphysical culmination of a person’s being? I’ve never quantified a soul before
Fill Tiz’s body... with the dreams needed to bind his soul. And uh, Yew? Yew. Is dumping the hourglass sand on him the best idea?
Oh. That’s how you ended up in those dungeons. You can just open warp gates. I see.
And she handed the hourglass to Tiz in the past... on his way to the Norende Chasm, where we first got the ability to use it in Default. And she was wearing green. I can’t for the life of me remember if she ever wore green in Default, but it wouldn’t surprise me given the amount of sequel nods there were in the international release. What, do you just change into green when you go to the past so your past self knows what’s up?
So ideally, we now have an hourglass with two games, or two and a half years’ worth of dreams in it
Did you create a time loop where the hourglass didn’t exist until Tiz had it and won’t exist after, or did we have two hourglasses and never notice?
Where would that even be hidden on Tiz’s body!? He was in a medical jumpsuit! ...oh, ew. I really hope it was in his pants legs and not... elsewhere
Oh, good, Agnès has it. Whew. Crisis averted
And the Adventurer finally introduces herself. A long, silver-haired woman named Deneb. One of Altair and Vega’s old friends. And, most importantly, probably another Celestial. Possibly the last one alive on Luxendarc
*Great Distance starts up for one last go* Run Agnès! Run with all you’ve got!
Credits are rolling. Let’s see those happy endings we all worked so hard to get
Nikolai is back in the priesthood, preaching to the New Crystalguard, of which Janne seems to be a member. I’m happy for Nikolai, still mad Janne never got over himself, but we can’t win ‘em all. Best of luck, gents! Call me in a few years when Janne has finally grown up
Bella and Cú are just walking around in... Eisen? Ah, well. They’ve got each other. Hope they find a home that accepts horsemen. And I owe you a two a special thanks! The Spellcraft and Triple Wield abilities carried this team, and the Yew Meteor Rain strategy couldn’t have happened without it!
Norzen is back to teaching, and Rifa and Pudgius are glad to have him there
Minette’s happily sailing with her new dad and his cat in his little rowboat. Remember what I said! Therapy!
Aimee and Angelo... did not set up shop in Gathelatio. Or they just haven’t moved locations yet. Pancake business is booming either way (You guys should seriously move, though. If more adventurers find out that Obliterating Chompettes is some of the best experience in the game, they’ll just loiter outside your shop all day and scare away customers! Customers that I’m surprised you even have at the deepest spot in a high level dungeon. ...maybe that’s the actual problem with your current location)
Geist and Rev are... standing around posing in the old seaside shack that was sold to Profiteur? He’d better not have gone back on his deal after I defended him like that!
Aw, Lotus is teaching Sakura to fly the Rubadub. I’m glad those two were with us through this journey
And Great Distance fades out as Agnès arrives, no more distance between her and Tiz any longer
“Good morning... Agnès.” Don’t ever scare us like that again, buddy. Happy retirement
*Great Distance back for Round 2* And now we’ve got the party epilogues!
The new Grand Marshal of Eternia contemplates what to do next, her second-in-command Alternis at her side. When faced with a conflict between two factions, Edea decides she has to go herself, because if anyone can make them see eye-to-eye, it would be her. And I believe her. Alternis declares that he would go to the ends of the world for her, in a way that makes you question whether it was Ringabel or not. Given the way Edea looked forlornly down at her feet, I’ll say “not,” making this a bittersweet end for her
With the peace talks over, Agnès has resigned as Pope, leaving everything to the Matriarch and new Vestal, Sylvie. No longer a Vestal, she has no reason to cling to the surname of those wed to the Crystals, Oblige. No, she’d rather be Agnès Arrior. And now she and Tiz are engaged and planning to move to Norende as farmers. I’m happy for you kids! Enjoy retirement with your sheep. You’ve both earned it
Music fades out again as we cut to Magnolia in the Buster Ship, musing about how wonderful Luxendarc was. Yew races to where he first met her... but her ship is already blasting off back to the Moon. And a ballad starts up as Magnolia walks up to him after he laments that he never confessed. That confession is as awkward as I hoped it would be. And then Magnolia winks at the camera (hi!) and muses about how love really can transcend time and space. Turns out, people on the Moon only tell their true names to the person they wish to marry... and she just whispered something into a very red-faced Yew’s ear. Cute! Just remember he’s 16. Give him a few years to get his bearings, Magnolia. I have no idea how old you are, but maybe take it a little slower. Best of luck, you dorks
One final shot. The Geneolgia mansion foyer, but this time Foundar’s portrait is gone. Now it’s a portrait of Yew, Tiz, Edea, Magnolia, and Agnès eating dinner together... with Denys standing behind them. This is the real Geneolgia family. The one that deserves to be celebrated.
And there goes my name in the credits. Thank you, Bravely Second team. It was a hell of a time and a hell of an undertaking. Almost two years since I started this liveblog, and it evolved rapidly from just a few reactionary bullet points to a full on analysis/reaction. And I’m really glad I did it. I’ve gotten to talk to some cool people thanks to this, and I hope they enjoyed the ride as much as I did!
I really wish I could stick around, kids, but I guess that’s just not how games work. Just let me know if you ever need me again, and I’ll be there. And this time maybe it won’t take me two and a half years to get to it. I’ll do my best!
One final scene, post-credits. Ringabel narrates that they found “the third key,” The Sword of the Brave, to a Vice President over a hyperrealistic shot of the moon
And now we have the final, true New Game+. I love the sparkly little border on the cleared file. But, hey, this isn’t the end yet! The Bestiary isn’t complete! We’re still missing items! And it’s all thanks to the three postgame dungeons! ...but I won’t bore you with that unless there’s demand for it
That being said, there’s still going to be one more update! I plan to do one final retrospective on this game as a whole. What it did wrong, what it did right, and my overall thoughts on the experience. I understand if that’s not everyone’s cup of tea, though, so for those who won’t be joining me, I hope you had a good time reading and thank you for spending the time to look at my ramblings on games I like. For those joining me for the retrospective, thanks for reading! Until next time!
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