#and the gameplay was still fun its just the story that makes me want to eat glass
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finished playing detroit become human
#>annoyed that someone made bad choices in their gameplay. install game to personally right those wrongs (plus nostalgia)#>makes different bad choices and characters die anyways (though some of it is unfair imo)#anyways. waugh. great game. i miss when it was popular and brand new :(#besides the story being great i fucking love the ui so much. oh god its SO good. unparalelled. scrumptious and sleek#im annoyed though that replaying the game isnt as fun as i thought itd be.. i wish i could skip parts i already saw#doesnt help with how its basically a movie game. not much incentivizing me to not just watch it on youtube#plus you have to redo all your steps if you want to get a similar timeline.. i get it i guess. but still itd be better if u could choose#i need more connor and hank in my life. this is so sad. lets pretend the game just released again please..#dextxt
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I saw a post a while back responding to criticism of botw as being "a good game but not a good zelda game", and they responded with how the Zelda Formula was getting tired and stale and botw was a response to that, that it was meant to harken back to the original zelda game where it just drops you in and it makes you find everything on yr own. which like is fine and good and all but. you do know that the original zelda had 8 full unique (as unique as they could be on the nes) dungeons right. the original zelda game had dungeon items. they didn't need to take out one of zeldas defining gameplay aspects and replace it with the fundamentally inferior shrines and divine beasts. you can make a game non linear and refresh its gameplay without taking out one of the series' strongest aspects.
#I saw it ages ago and haven't really stopped thinking about it#there's no way you can ever try to tell me that shrines r superior to dungeons no way#shrines are short. dull. all use the same assets and same theming. theres no room to work on and develop concepts#some concepts r developed across multiple shrines but bc the order you find shrines in is different every time it still doesnt work#divine beasts r fucking disappointing. they're the actual dungeons but they're abt as long as a mini dungeon and as boring as the shrines#they at least have the set pieces of taking place on giant moving mechs going for them. but inside they're all the same#the bosses are visually all the same#you can make a good zelda game w only four dungeons majoras mask is RIGHT THERE. but mm also has sidequests and a strong story and#strong characters that aren't already dead that you actually give a shit about#romani ranch and the. I can't remember his name. kafe or whatever the fuck his quest was so interesting#the only quest botw has that comes anywhere near as close to it in quality is tarrey town and the actual GAMEPLAY side of that quest is-#just chop down trees and gather x amount of wood#like multiple people I know who played botw didn't even want to actually fight the final boss/only fought the final boss out of boredom#that's not good!!!! when people aren't invested enough in your story to even fucking beat it that's not a good sign!!!!!#mmmmm don't get me wrong. botw is a good game. it's fun to explore and traverse that world. its physics and chemistry systems r insane#but this is why people say it's a good game but not a good zelda game bro 😭 I want more than 2 types of dungeons#botw is a game im very conflicted on I think it's fascinating. but I've only played it thru fully once#anytime I try to come back to it it can never really regain my attention fully#some of that absolutely has to do with adhd but some of that also has to do with the fact that it's not a rewarding game to play-#for me after a certain point. I've seen everything there is to see and that's really the only compelling thing it offers#ocarina of time and twilight princess and majoras mask all offer me cool boss fights and compelling stories#THAT'S a reason to come back. botw I think I need another 5 years to forget everything about it before I can come back#that last point has more to do with me than an inherent problem with the game#... but it's still the only game in the series (that I've played) that has that problem#again. I like botw. it was phenomenal the first 200 hours. I hope tok is more like what I want from a zelda game though#need to stop putting the entire post in the tags goddamn#espeon cries
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Which Yakuza game do you think was the weakest?
lowkey i know i rip on Y4 a lot but honestly Y6 tbh
#snap chats#like at least with Y4 there was a cast and shit#and not that i dont love nagumo and the boys but thats the thing i dont even remember the other two#i know naoto because naoto makes me think of persona but i cant remember the other one#oh god i had other gripes with y6 but i cant remember#like y6 at least had baby football and joon-gi tho#those can stay#and the ending always makes me smile cause yk. daigo#kiryu prob shoulda died in y5 oops#but anyways with y4 like at least its absurd enogh i can still laugh about it#and the gameplay was still fun its just the story that makes me want to eat glass#onomichi is also like. DREADFULLY boring im sorry theres just nothing there#and the fact you spend a good bulk of the game there does not help it
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Having spent the past several hours doing side missions, I unfortunately cannot say they improved the experience other than making me less-bad at combat.
I'll still do the Tyranny of King Washington but. I don't think I'll be trying to do anything in the realm of 100% this game unfortunately.
#not doctor who#rose rambles#knife boys#the gameplay is a lil boring#I was bored with revelations and it didn;t improve here unfortunately. it got worse a bit.#and I like connor's story well enough#its a sad one#but even when done intentionally. it isn't super fun playing a game where you hate everyone.#I hate the templars working for britain#I hate the american revolutionaries who [redacted for spoilers]#Haytham at least had like. complex feelings around Connor#but as is tradition. he's dead.#so I'm just sitting here like. I don't want to help these people#you do not deserve Connor's help#and the man doesn't even have like. anything to go back to.#just a whole lot of 'wow. this sucks. in fact things did not improve and only got worse.'#and the fact that connor is just genuinely a nice person#who's trying to do as much good in the world as he can#as he gets manipulated and pulled around and just kinda.#loses everything.#like again. I think that was the point. but that still doesn't make it fun to play. and it does not make me want to do sidequests.#probably I should have done the recruit assassins sidequests. but recruit them to what.#there are like 2 of us. and connor is one of them.
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I have been playing beastieball and first of all very good game second of all smth smth Olivia Broussard
#rat rambles#oni posting#the second I heard the basic concept I knew I had to make my player character olivia#Ive also been ofc doing an oni naming theme but thats a given#important context in my hcs olivia was a pretty sportsy teenager#but yeah Im also enjoying the endless sense of dread I get anytime I make story progress in this game#I need that guy dead NOW#also I forget their name but yeah rpedictably the nonbinary scientist is my favorite npc currently#but yeah I feel like Im at a weird point game progression wise where Im strong enough to take every fight I know of but I don't know how to#access most of the side content I want to do first so Ive mostly just been further training#dont get me wrong I was still underleveled for the last star coach match I did but they were like level 50 so y'know#I won btw because Im a hashtag gamer (I got my ass kicked the first time but the second time I barely scraped by)#ok I say barely but Im pretty sure I only lost one round most of my party was just on deaths door the whole time#I recently decided to rework my team since I wasn't having a lot of fun with my old one#I might end up mixing and matching my old and new teams a bit eventually but I rly like my current team#Im definitely still learning how to use it well tho and I can definitely feel that offensively it could be better#well actually more like it needs better defense to be more offensive#all my guys have good bulk in at least one damage type but only two are all around capable of taking hits#the other three are incredibly fragile in different stats and as such a lot of my gameplay at higher levels involved baiting and switching#which has been working out well enough so far but it definitely means my battles run slower than Id like#in particular because I only have one beastie capable of healing itself so its easy to back myself into a corner if I take too long#I also definitely need to look into redoing the stats for my dragonfly beastie as while shes fairly bulky she rly needs a bit more bulk#I also super need to look into getting some friendship skills for her since she just doesn't have the tools she needs rn to truly flourish#I believe in her tho she was the main inspiration for my current team and how I wanted it to play#which unfortunately we aren't quite able to do yet due to the fragility of everyone#again they Are quite bulky in certain areas but extremely fragile in others#the exception is my boy joshua who can tank most hits but is noy particularly helpful outside of that rn#which I also want to remedy#now the main question for me rn is if I considered switching out one of my more offensive units for someone with more utility#because a certain nikola may be a needed pivot currently but he was also supposed to be far more offensively useful than he can be atm
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what would have to go differently in DU Drows story for him to take the bhaalist route? would it be a split second decision in the temple or something he’d have to slowly accept over the course of the game?
EDIT: I slightly misread the question, the answer still holds but the first line is about what has to be done for him to turn AGAINST Bhaal.
Both mechanically and story-wise, it's pretty simple. He just has to be taken into the group kicking and screaming 🤷♂️
DU drow rejects Bhaal because he finds the world to be fun, he finds the people in it to be interesting and strange and he doesn't see any benefit to getting rid of it. Wyll may get on his nerves but he wants so badly to see the day where he snaps and stands up for himself, Halsin is annoying but boy have him and Astarion had a riot making fun of him behind his back, him and Jaheira get on each other's nerves for fun and Minsc is a living fascination - not to mention the endless NPCs that provide a moment's entertainment. Yes, Shadowheart sparing the Nightsong and Astarion's lifestory played a big part in his choices, but I think a base had to be set first, otherwise he could have very easily twisted the lesson's he learned from them into something that fit the pro-Bhaal narrative. He doesn't want to kill the world, the world is hysterical to him.
Also, BG3 seems to have a theme about showing compassion and extending empathy even to people who don't deserve it. A lot of its characters are the opposite of nice and personable throughout the vast majority of the game, and what you end up clinging to are glimpses of humanity that they try to hide from you - Shadowheart is objectively exhausting to be around, Lae'zel is literally and figuratively a social alien, Astarion is Astarion and realistically we would have all blasted him into the horizon team-rocket-style if he wasn't funny. I hated all three of these characters going into the game and now they own my balls, because they ultimately charmed me with something or other despite their flaws.
(They are also all hot, to be fair, but this is a fantasy video game so what'reyougonnado. Though personally none of them are my type.)
Sorry about the tangent, but I think that gets my point across well; DU drow needs to be given the benefit of the doubt for absolutely no good reason, as long as that happens, he would have no motivation in the slightest to turn to Bhaal. Even if romanced, a socially ostracized DU drow could not be persuaded to turn away from his father.
In the gameplay, this would translate to the MC encouraging him to see the silver-lining in things, either by showing kindness and understanding or emphasizing the entertaining moments they've provided you with; also, playing along to his mean-streaked humor instead of reprehending him for not always having a kind thing to say about everybody. You have to either see the best in him, or turn people into a joke instead of a threat. Done that, he would move into Act 3 without any inclination to take Bhaals's gift.
On the flipside, I think a romanced partner could persuade a "good" DU drow to consider it, though. By valuing his strength and potential-influence instead of his personality, he would arrive at the conclusion that to keep you, he must continue to pursue power, which would ultimately land you in the place Astarion ends up in his Bhaalist AU.
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DATV Mini-Rant about the lack of Lyrium Potions in this Game
A small thing that immediately made my stomach drop when playing DATV was the fact that there are no lyrium potions.
I did an elective on game design in university and chose Origins as my game of choice for my final essay because I always loved how much the game incorporated the world/lore in its game mechanics! Call it pathetic or sad (I won't blame you lmao) but this series was the first video game that engaged me so deeply with its story-telling that I wanted to dissect it. That's why I'm focusing on the lack of magical cocaine in a fantasy game series.
Lyrium is a substance that serves as a game mechanic and a major lore/world-building element. It's use is essential if you play the game as a mage or have party members that are mages - it replenishes mana in game, its use is central to being a mage within the story (harrowing, rituals, etc...), and it's a major export/plot relevant resource that is important to the world at large.
So imagine my surprise when I boot up DATV for the first time and there's no lyrium potions as a mage character. My main interest in the game series was for its lore and story (RIP) so I didn't look too hard into developer interviews or videos about the combat itself - it would either be good or bad, but that wasn't my main draw to the game. I kept playing, wondering if I would ever unlock another slot for potions, perhaps, but then it was abundantly clear that it wasn't the case.
It's a small thing, but popping a lyrium potion mid-combat has the same effect that hearing people say 'Maker's breath' and 'Thank the Maker' does. It's this little bit of world-building that reminds me that I'm playing a Dragon Age game. It's not just a 'mana potion' or some other glowy blue magic vial...it's this substance that's important to the world and that has a reason to be there beyond rejuvenating my mage.
It's the major export of Orzammar -> the pillar of its economy.
It's the substance that allows waking mages to enter the Fade -> it allowed me to save Connor Guerrin with the aid of other mages.
It's the substance that the Chantry uses to leash it's templars through addiction -> an addiction I encouraged Cullen to overcome in DAI.
It's the substance used in the Rite of TRANQUILITY.
It's the substance that allows my warrior character to take on the templar specialization in each game -> Alistair and Ser both talk about lyrium and its relevance to training (in DA2 you just do it lmao)
It's the substance burned into Fenris's skin by Danarius.
It's the literal blood of the Titans -> lyrium veins are literal veins (such a cool design choice in DAI to make them look like blood capillaries!)
And all the time in DAO, DA2, and DAI my mage characters were downing this substance like there was no tomorrow.
Even though the combat changed in DA2 and DAI they still kept lyrium potions for mages. Even though they simplified herbalism from DAO in the next two games, they still required the player to interact with the world and find the ingredients for these potions. It was this gameplay mechanic that linked the player to the world -> I know that I need blood lotus to set shit on fire, elfroot for healing potions/lyrium potions, etc... It was cool game design, having game mechanics and lore interconnected like this.
(Not saying that picking up dozens of elfroots was fun or the best game design, btw -> but it's just an example of how they linked the world and game mechanics together, and I like the intent behind it! Cool design does not equal effective design lmao)
What do we get in DATV? No lyrium, whatsoever, just healing potions.
Potions we don't even have to work to find or get crafted! Just break some green shit and there it is! We don't pick up ingredients or discover unique flora to each of these Northern Areas for our own use. We don't loot potions or ingredients from corpses, sacks, boxes, chests (etc...) to replenish our own stock. A healing potion in this game is not a potion you craft, made from ingredients you found, it's a button I press on my controller. It's lost that immersive link - especially when your companions can toss another one at you while being effectively immortal in combat.
The only new flora we hear of is Broma's Bloom which I did like the lore behind! It's used in dye to colour the Warden's armour and its growth is a sign that the damage of the Blight is lessening. I love that! That's a cool bit of lore! Especially since it's named after Andraste's mother in a land that is supposed to be extremely religious. Geographically unique flora and fauna (biodiversity) is just as important as architectural design when designing an area - DAI did this amazingly well with the different creatures and plants we could run into in each area!
The first time we meaningfully talk about lyrium is when we go to Kal Sharok for the first time - a decent amount of game time since the beginning of the game, depending how fast you play. And then, when we get there, the lyrium looks like a bunch of crystals from a 'grow your own lyrium' kit. The absence of lyrium from the game world and mechanics is something that was very hard for me to overlook considering its importance to every previous entry. Especially since in this game we address the fucking Titan's and what the fuck happened to them.
Just...imagine playing a mage in Dragon Age and not using lyrium?
This game is a death of a thousand cuts - so many small, meaningful world-building elements and mechanics brushed off - before fucking godzilla comes along and nukes it all with the handling of the main story/lore.
#bring back fictional cocaine aka lyrium dust!#on the subject of lyrium related drama -> why can't i tell Cullen he's drinking dwarven god blood?!#my man would never have lyrium again if he knew that lmao#literal templar blood magic and I can't tell anyone?? >:(#first thing i did when i finished that dlc was to run to Cullen to see if there was any unique dialogue#lyrium visual design in this game was awful - why does it look like something I grow from a kit you could buy? why do I want to lick it?#looks like a ring lollipop - i loved the dai blood veins design#what the hell happened to the titans too?? 'baby's first titan' - why is it so empty?#the one in DAI had a little SEA inside it - not to mention clouds / light source / plants / homes / birds etc...#“it's angry" - and very empty and kind of lame when u compare it to the descent dlc#lyrium#should I do a my meta tag? probably lmao#datv critical#dragon age the veilguard#bioware critical#veilguard critical
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PIGLET'S BIG GAME - INTERVIEW WITH PASCAL CAMMISOTTO
Earlier this week I interviewed Pascal (game designer on Piglet's Big Game 2003) about the making of the title that has received a whirlwind of attention online recently. You can find more information in my video that's going up today on my channel: https://www.youtube.com/@eurothug4000/videos
How did the project come into existence?
At that time, Doki Denki studio was already working with Disney.
We had released three PlayStation 1 games with them. Disney was working on the film Piglet's Big Movie and was looking for a studio to develop the video game alongside it.
I don’t want to say anything inaccurate, but I believe it was, officially, our first PlayStation 2 game released on the market.
If the information I found online is correct, Piglet's Big Movie was released after Piglet's Big Game came out! Were you given any direction by Disney on what the game should be like and if it should be similar to the movie in any way? Or did you have complete freedom in designing the game (story, gameplay etc.) as you wish?
I’m not too sure anymore how everything came together, but I believe Disney didn’t give us access to the film's content.
They were very secretive (and I think that was quite common at the time). They just wanted a ‘product’ to accompany the movie release.
All we knew was that it revolved around Piglet. So the game’s story was developed by us (the game design team), as narrative designers didn’t exist back then.
We had a lot of freedom, both in writing and game design, and I think that was partly thanks to Disney's producer, Risa Cohen. She really supported our decisions in the interest of quality.
What do you specifically remember working on for the game? (Certain levels, overall gameplay loop etc.?)
I remember several things: the horror gameplay, which was completely new for this target audience; the hour of real-time cinematics that I directed with the animation team; the cameras in each room that I placed as best as I could to follow the action; and finally, the overly difficult combat (which I wanted to tone down, but wasn’t allowed to. ^^).
The atmosphere in the studio was fantastic, and I genuinely recall a sense of pride in what we were doing.
Yes, it was a kids’ game, and yes, sometimes it was cheesy, but we still had so much fun making it, as if we were making it for ourselves. It was truly a great project.
Do you remember what the reception was to the game at the time of its release?
Yes, the game was very well received. It was considered by reviewers to be a very good children’s game. At that time, many licensed games (especially those for kids) were rushed and uninspired.
That wasn’t our philosophy at the studio. We wanted to make a good game, even if the target audience was very young.
I think that’s why the game surprised people with its strong approach and quality.
Have you seen some of the posts about Piglet's Big Game recently? What was your reaction to seeing them if so?
Absolutely not. I just found out, and of course, I’m thrilled that it’s being talked about again!
People online are talking about the "horror" aspects of the game, were these intentional? Was the aim to have a game that had elements of the horror genre?
When Disney spoke with the studio about this game, Marc Albinet (the head of game design, my boss) immediately wanted to make ‘a Resident Evil for kids.’
I believe he even went to Disney to pitch the idea, and he must have been convincing because they said yes.
Since we didn’t have access to the movie’s script, we created a story centered around Piglet. It focused on his lack of self-confidence and the courage he would need to help his friends, who were asleep and trapped in a nightmare.
The horror element was tied to these nightmares that the player would need to resolve.
Are there any links or anything that you'd like me to mention so people can find you online, or any projects you're working on?
You can find me on X (@KaMiZoTo), but I rarely tweet. Since my time at Doki Denki, I've gained quite a bit of experience, and now I have my own studio:
http://drawmeapixel.com
We released in 2020 "There Is No Game: Wrong Dimension", which I recommend everyone try without watching any let’s plays to avoid spoilers! (The experience relies on surprise.)
We’re also working on a new secret project with the same meta spirit!
A big thank you to Pascal for taking the time to talk about the game!
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how is it that i finished reload three months ago but it feels like a lifetime ago... ("some" thoughts about reload under the cut... spoilers obv)
reload is like a mixed bag for me. there's aspects of it that i hold near and dear to my heart (ryoji mochizuki my beloved), while some parts of reload... i'm kind of... "eh... whatever" about.
i think my feelings ultimately boils down to the fact that fes and reload are two very distinct experiences. the differences between them feels most obvious to me with the gameplay changes, and added social events (dorm activities + linked episodes).
because these two games curate a different experience, i feel awkward when i'm confronted with the question of, "what version should i play?" to me, the question kind of has the undertone of, "what is the definitive version of persona 3?"
even though reload is arguably the most convenient and accessible version of p3, i feel that when i recommend it... i internally have a bunch of asterisks that come with it. this hesitance mostly comes from my opinion that FES has more effective storytelling for the messages that P3 wants to convey.
FES's gameplay mechanics adds to minato's characterization in ways that reload doesn't. it's stuff like the tiredness system, and how it adds to the idea that death literally stole minato's chance to live life normally without complications. it's the way minato can adapt to any of the weapon types of the other party members. it's the way that the party orders/command system was designed specifically for FES and SEES really feels like co-workers for a good chunk. you don't really feel that in reload as much.
there's also some things about FES's visuals that feel better (to me). the palette of the dorms feels more somber and it enhances the atmosphere. and the half body portraits, oh, the characterization of it all that comes from body language (ryoji mochizuki you will always be famous to me). you don't quite get that when you only have a bustshot to work with.
i do realize that me expressing my grievances with missing these things from FES can be interpreted as "oh, so you don't like reload?" and i want to emphasize that this is not the case at all. i think that fes and reload are both valuable experiences, just for completely different reasons. (the same goes for portable as well, it very much has it's merits too!)
despite preferring FES' storytelling over reload's, i am hesitant to recommend it. even though the game mechanics can add to the story, they are also dated and i can see how this can turn people away. do i love how arduous the climb up tartarus feels in FES? yes. i really feel immersed in the minato-ism. but would someone else like it? no. and that's fine too.
this is where reload feels "better" than fes to me: updating it to modern gameplay standards makes it easier for players to enter a flow state. i do feel that the way they went about it did undermine some of the Vibes of the Climb™ (see my talk about the great clock on main).
theurgy is also another one of the mechanics that i'm a bit 🤔 about. i like looking at the characteristics that build the person's gauge (i especially LOVE LOVE how yukari's gauge builds), it's fun for characterization! and the visuals themselves are super appealing and fun to watch. junpei's 2nd theurgy, blaze of life, is one of my favorites because i really love how it represents his bond with chidori.
however i also feel that theurgy is... very overtuned. like, what do you mean i'm sweeping nyx avatar off her feet, i am facing death head on in the eyes and you're telling me she's a cakewalk? (this also applies to some of the other bosses.) of course you can just opt to... not use theurgy, but it feels weird for fights to be framed as "tough and unbeatable" within the narrative only to get through them with relative ease... (ludonarrative dissonance moment)
it feels really funny to write all of this out because i'm sitting here like, "you know, i don't think no one will care the way i do 😂" and that's fine, to be honest! i find it fun to think about how changes to a story can enhance or detract from the overall experience.
i do feel like i could elaborate on the story additions/removals and how some of it made me go "huh" and "whuh" but. i won't. because this post is long as is. but maybe another day. (but know that i am crying about the things they removed for aigis' storyline)
now that i'm done airing out my grievances with the gameplay, i want to talk about the things i liked about reload. even though some things had me go 🤨, i did sincerely have a fun time playing it, and i want to celebrate those things!
for one thing, the social links being voiced really added to the experience. i really, really felt myself immersed in the storylines of minato's classmates social links in ways that i didn't when i played FES. i just really loved seeing how charaters like yuko and keisuke would speak... and everyone's casting felt on point, to me!
reload is also very visually stunning. guy who doesn't play the game because they're too busy getting lost in minato's eyes. it's me. i'm guy. i really loved the animated cutscenes. it's fun seeing minato in a new coat of paint. he's so near and dear to me and seeing him in HD got me crying in the club. some things fell short (why does nyx avatar's face feel so low res...) but LIKE overall i was like, a yippee trail seeing minato interact with port island. i love seeing him walk around.
the story addition i liked the most (oh my god this is going to be such a surprise) (it's not). the ryoji episodes were everything i imagined ryoji to be. you can tell that sogabe worked on reload. i love how aleks le brought him to life. the music box drives me crazy. i love how special ryoji and minato's bond is and seeing them be like, explicitly, textually written the way they were? earth shattering, for me. they made new year's eve even more (oh no i've been flushed down the feelings lane). how the fuck did they do that!!!
i also still really love most of the ENG VA cast and what they brought to the table. allegra clark's performance as mitsuru was especially standout to me... so was zeno robinson as junpei... but GOD!!! SEES felt so lived in. i love the passion the new VAs had for the game and it felt evident to me in their performance.
and that's my reload thoughts :) i think it's nice that reload exists even if some things about it disappointed me. i do wish i didn't have a bunch of caveats when talking about it, but like... i find it very fun to dissect my feelings on it??? given that reload had some things that didn't land for me, it makes it all the more important to me to thank reload for what (i felt) it did well, and celebrate those parts of it. p3 is very near and dear to my heart and i will always cherish the bits that felt resonant with me.
speaking of which, i do think it's nice that reload has been an entry way for people to get into persona... even though i haven't been engaging with the community as much as i used to, i do like that there's been more fanwork to look at... even if not all of it is my cup of tea...! it makes me happy that there's a resurgence of ryomina, but also the entire cast is... so shapely. i cherish them dearly and seeing that others also like them as much as i do makes me really, really happy!
i hope p3 can continue to make others happy the way it made me happy! the message will stick with me for a lifetime, methinks.
oh that's a lot of gigabytes.
#lizz.txt#p3re#um.... i didnt mean to write 1.4k words talking about reload#it's a mix of the good and the bad. but i've been wanting to write this for awhile so i finally sat down and did it#i mostly wrote this for me bc ive been thinking about this a lot lately and i wanted to get it out somewhere LOL#i probably could've written more but by the time i was done talking abt the gameplay changes i was like#'nah man i am not going to get into the story additions this post would be too loaded if i do'#SIGHS in i cannot shut up. i had more to say than i initially thought whoopsie...!#and by the end of the post im like.. idk man reload has its issues but i cant deny that i still had fun with it#it's like they say that when you discuss something you can still acknowledge that some things were done well and praise that-#while also talking about what you may have felt could be done better or wasn't as effective. or whatever. idk#posting this here and not main just bc i don't really have the energy to have sustained conversation with a wide number of people tbh.#if you do read this and have smthn to say to me though ur more than welcome to say it but i cant guarantee a response...#lizzy is tired these days 😔 i still like checking in on ppl and seeing what they're doing but MAN !#how on earth did i socmed soo often in the past. its kinda insane to me. anyway have a nice day i hope you all know that i still love-#minato arisato very dearly and that ryoji mochizuki's kindness still lives rent free in my head they're so !!! YIPPEE!!!!#weirdest couple ever 100/10 no notes im making them kiss each other on the mouth mwah mwah i love them so much
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seeing all the crazy stuff people build in totk kinda ... it feels like that is also a factor in why it turned out like this, like the insane things people did in botw and the (i keep saying devs when i actually mean the directors .. producers?) directors saw it and build totk just around letting people do it all 100 times more
to be clear, i think its impressive as hell what some people build (i just saw like .. a movie scene with a functioning mech gozilla and tanks made with totks building stuff ... what the fuck) and those things go pretty viral (understandibly so) but i also gotta question
as creative, free, and impressive as it is ... should that have been the focus in a zelda game? like .. is building mechas and tanks like that something that should be in a zelda game? can it be in there without inevitably sacrificing so much else? theres building games just for that? and if you want to make it zelda themed you can make it a spin off?
like i get it, people did crazy things in botw, they saw what people had fun with and dialed it up to a 1000 in totk, which in itself is not bad, even pretty good if you consider gamedevs and feeback and all that bc in general you should embrace what people had fun with in your game even if it wasnt the intent, given that nintendy listens to feedback (perhaps even a bit too much at times) and creative solutions was a central point to botw design philosophy but
i feel like totk kinda .. missed the balance?
if its really a reason why totk is build around enabling that in a purely player centered toy box kind of way without it actually mattering in the story .. or even themes ... was it worth it? not to sound like an oldschool boomer tm but in a franchise that iconic, lore and story focused, should you really abandon nigh all lore/story cohesion just to give the player a big box of toys in a world where i feel that doesnt ,, really belong? in a direct sequel in the same world with the same characters no less? that point is perhaps the biggest issue with it, bc again lots of games even if somwhat a sequel, had strange new tech or things in the world but in all of those cases it was some alternative universe, millenia after the other game, or on an entire different continent; while totk is supposedly just a few years after botw in the very same hyrule
(still doesnt explain the erasing of all shiekah things and replacing it with sonau- tho suddendly revealing the shiekah had actual rockets, wheels with suspension and grenade-launchers, might have been confusing too- you could have enabled the player creativity with shiekah too imo, and personally i would have found it way more fun ... lil guardian leg crawlies ..)
having thought about it feels rather logical why they did it in alot of ways, but also ... totk is build around it, while its also not build around it at all- its build around the PLAYER, not the world, not the story, not the theme, not the character, but YOU (especialyl those that dont realyl care about anythign story or lore stuff and just want to have fun with the gameplay loop, which isnt wrong, but i question whether thats the right kind if player to center in a zelda game .... also not saying all of those that build these crazy things are like that but- ... i hope you know what i mean)
(i know games are always build around the player, or should be, but .. do you get what i mean????? playing in a world that doesnt make sense anymore bc its all a box of toys yeeted into my face isnt fun to me, bc im here not only for gameplay fun but for the world .. theme .. characters, its something that has to be harmonical as a whole for me and totk just .. isnt)
i say it alot but i do really mean it, its very difficult to get my thoughts and feelings written out and to have them come across correctly
#ganondoodles talks#zelda#totk#ganondoodles rants#maybe i need to stop doing these rants#even about the little stuff#at this point it probably seems like im just finding another detail JUST to rant about it#its a struggle between being so .. SO frustrated with this game and trying to understand WHY it is like this#be assured tho my ranting days are pretty much over at this point#i have gone about pretty much all my points#tho i guess sometimes there will be more little things#...........or more interviews that get released....
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Shifting Priorities
Thank you for all the nice comments yesterday! Some really helpful perspectives that gave me a lot of ideas on how I can tackle my simmer's block :)
Mostly, I think I need to trim down the number of neighbourhoods I consider "active" and the amount of projects I am doing in general. I have a hard time letting go of neighbourhoods, especially if I am still somewhat invested in them! But I also need to face the fact that I only have so much free time, and do not want playing the sims to be the sole thing I do with that free time XD
For some neighbourhoods I will also be trying out a more stripped-down approach to blogging, similar to what I've been doing with Driftwood. It makes me a little sad because I like my sims to feel fleshed out as characters and giving them voices is a big part of that! But maybe I can save the prose/dialogue for times when it is particularly needed, rather than including it as a default.
Finally, I am going to prioritise based on what I actually have the most fun with, rather than letting popularity drive my decisions!! Some neighbourhoods I feel sad about potentially retiring because I know people enjoy them, or I feel bad admitting I am never going to finish projects people were excited for, but I have to remember simming is something I do for myself, not for popularity or for other people.
So, plans for my neighbourhoods:
Pleasantview Plus - will continue in its current form for the most part, but holdholds I found less inspiring will just get short summaries rather than extensive documentation. This hood is waaaaaaay too big and I think not that many people follow it all that closely, but it's also my one true love and I would like to start prioritising it again rather than it always being on the backburner
Uberhood Challenge (YouTube Series) - This is a short-term series, and will continue as planned until I finish the challenge, which I'm over halfway through :)
Hollyhead - I hate to say it because I know a lot of people love it, but I feel like I have sorta outgrown this neighbourhood? Some simmers like their settings to be an escape from the real world, and when I made Hollyhead I think it was what I needed too, but these days I find how upbeat & wholesome it is a bit, idk, constraining?? I crave drama and conflict in my stories!! I also have kinda lost interest in the BACC rules and have started to find it more book-keeping and hassle for what I get out of it... Whenever I do open the neighbourhood I still really enjoy actually playing it, and I love the characters so much, but I just haven't found the events interesting enough to want to write about. I think this neighbourhood will not be retired completely (yet), but I will move towards writing much shorter updates in the form of newspaper articles and see if that helps. If by the end of this season I still feel ehhh about it, I might formally end it <3
Driftwood - no complaints about this hood, I'll probably continue with the current style of documenting major events & new builds only
Spruceburg (YouTube series) - I would like to do another season of this next year, after I finish the uberhood challenge! But I will probably go for a schedule of like, one season of series per year, rather than posting consistantly. I enjoy YouTube a lot, but its a lot of work too and I think has majorly taken away from my blogging time this year, which I am mourning now lol!!
The Fiero Legacy - it is probably time to throw in the towel with this and admit I just don't enjoy playing legacy style or with story progression that much! I always enjoy the period where the heir is dating but once they settle down and have kids it becomes a chore and a grind, plus with story progression's time system I always feel rushed and like I can't take a sim out of the house for an outing without potentially missing important milestones - the urban setting feels so wasted when its all family gameplay, haha. Hallie should be at the club!! It was an interesting experiment and a nice change of pace, but idk if I really see myself returning to it. I love the sims themselves and the setting, but whenever I actually load up the neighbourhood I just feel kinda stressed and overwhelmed :(
As for my building projects like Belladonna Cove, perhaps at some point I will get really inspired and return to them but for now they are on indefinite break. I remember saying a few time in the past that I didn't really feel much need to make over Pleasantview and Strangetown because if I wanted nice makoevers I would use frottanas, and tbh I feel the same way about Belladonna Cove - if I was playing it I would just use plumbtales makeovers XD With my past neighbourhood makeovers I was really inspired to make them because there wasn't anything out there that was exactly what I wanted but, well, there's loooooads of nice Belladonna cove makeovers these days so I just don't feel much drive to make my own version I guess?? I think I also have lost interest in building a little becasue I am no longer into super heavily decorated lots - I prefer lighter lots that won't cause lag lol! So yeah, I am probably not retiring from building forever but its no longer a priority for me :)
#blog maintenance#a lot of these were already on unofficial hiatus but hopefully making it more official will clear up my brain :)
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I really agree w/ all your Hades opinions! I played that one first and then went back to all the other SG games, and was surprised at how much better the storytelling was in Transistor and Pyre. Hades is really fun and clearly high quality, but its world and characters feel so much shallower compared to its predecessors, and I really despise Hades himself, so the "reconciliation" stuff falls flat for me. Since you like Pyre, I wondered if you would maybe want to talk about your general feelings on it a little bit--what you like about it, what you don't? It's the least popular of SG's portfolio, which is so sad to me because I think it's the weirdest and most interesting one of the bunch, both story-wise and gameplay-wise (even though my personal fave is Transistor, which is still excellent, I think Pyre does more things I admire).
pyre is one of my favourite games of all time so i would love to talk about it! i mean. where to begin. i love its world. i love the very clever decision to make all the proper nouns and fantasy stuff hoverable hyperlinks so that you, the player, can be filled in on important background information about the world without the need for stilted expository dialogue:
i love the world of pyre. it's genuinely beautiful, it's my favourite of any of supergiant's worlds: the downside looks genuinely unique, it looks at once forbidding and electrically pretty.
like god damn. but what i love most about pyre is the story and characters, and how they're both not just communicated to you through the traditional methods this game employs (dialogue, flavour text) but in a way that's woven into the gameplay.
like, pyre isn't a game about fighting, it's a game about sports. it's a very high-stakes sport, but it's a sport -- for those who haven't played it, the plot of pyre is that you and your band of wacky misfits have been banished to a secret underground world. from time to time, the stars align and one person can escape this exile by winning a game of fantasy baskebtall -- and because it's a sport, the game's happy to let you lose. you can lose and that can just be part of the story. on two different occasions, i chose to throw plot-critical matches in pyre--once because an NPC on my team asked me to and once because i felt like the other guys deserved to win more than the protagonists did. and the game treats that as a valid choice, a valid thing to happen in the story! it lets the game explore opportunities and feelings and situations that a more traditional game where the player 'has' to win in the 'canonical' ending isn't capable of and it does it really well
and similarly there's something very very clever done with the character writing. getting to know characters better -- finding out why they were exiled, what's at home that they want to return to, why they want to get back to the surface -- is the same process as improving that character's stats and skills in the basketball games. the result of this is that the characters you know best, the ones you're most emotionally invested in getting to escape exile, are also the ones who you've been relying on to win your basketball games! it's by far the best iteration of the 'switch up your playstyle or else' mechanic that supergiant obsessively puts in their games because it ties directly into the emotional stakes of the story and can make it a genuinely difficult choice to liberate someone who's an essential part of your team but you've just learned has a desperate need to escape before something terrible happens to their loved ones outside.
also its got the best romance route of any supergiant game. i dont give a shit about meg or thanatos when i've got sandra the unseeing
<3
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I'd honestly prefer no remake. They can't fuck up Ezio's character and story if they don't use it. XD Plus, the games are still good experiences if you don't expect modern graphics and gameplay. ^^
Yes i agree lol i said so in the answers also, i think they never actually remake the games that need it in a way that is needed.
Like Baldurs gate 1-2 deserve a remake purely bc they are so hard to play due to when they were made.(Try it and u will agree i lasted 10 min in that ui) İts not fun for ppl who didnt grow up in that generation so a remake would be amazing esp with BG3s popularity now.
But AC series dont rlly need a remake, they still look beutifull and they are still playable.
Clunky? Yes, esp some parts but playable and many of the mistakes can be fixed by fixing bugs and problems rather than a REMAKE. Water looks good textures look good and character models still hold up well. Slap some shaders on, and voila.
U dont need to HDfy and remake every texture pf the game bc then u get ac3 remaster, silent hill remaster.
Also whats w remasters and REMOVİNG content from the game??? Like U SHOULD ADD TO İT? w ac3 they took a whole mission at the end where u get to unlock cheats and get little lore and have fun w the mission. They just put the cheats at the menu.... And they didnt even do it right bc i thşnk i litterally had a mission icon for that trigger to show still...
So yea its better they dont remester bc they would make the original unavailable to get and remove leo dlc (they already did lol and clays too in rev) n stuff from game im sure. And as u said they cant butcher our boy if they never get their hands on it
Still simp part of me wants to see how hd young ezio would look
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actually i don't think i've ever put my thoughts out there about why i'm on team sequel for plza so i might as well throw them out into the ether before it all becomes moot in less than 24 hours:
i feel like people generally agree that pokemon z never coming meant that gen 6 never really got to reach its full potential. obviously, plza isn't going to fix those games, but i would love to see them take another crack at that setting to see if they can't learn from their mistakes and elevate the characters and plot concepts from xy that people have been lukewarm on in the past. like, i don't really care in the slightest about trevor, tierno, and shauna, and i know i am absolutely not alone in that. i would love it if this game could make me care about them. or with zygarde, it'd be cool to see how it actually winds up tying into the present-day story, since i assume whatever plotline they spin with it will be in some way inspired by the scrapped plans from z. and on a more selfish note, a sequel set entirely in lumiose city sounds like the perfect opportunity to do more with emma, one of the most underappreciated characters in the franchise.
so, like, mechanically, how is this game gonna work? how are they gonna fit an entire pokedex into a city environment? what seems like the most logical option to me is that over the course of the game, as we help develop lumiose city, we're gonna be doing stuff that brings pokemon in, like building parks and such, so that by the end of the game, we'll have created a city that wild pokemon of all shapes and sizes can comfortably live in. that... doesn't really sound like present-day lumiose city to me. sure, humans and pokemon live together, but it's not notably more well integrated than any other city in the pokemon world. i think it may feel a bit discongruent if the lumiose city we create in the past doesn't line up with the lumiose city of the present. (again, this is all based on my assumption of how the gameplay progression will function with basically no evidence as of yet, but it feels like a fairly safe bet to me?)
with what little information we have, it's generally assumed that this game will be based on the haussmann renovation, a public works project from the history of paris. one of the neatest connections we have that ties this together is the fact that the haussmann renovation was roughly contemporaneous with the start of the meiji restoration over in japan (which is what pla was based on). which is actually pretty cool! it means that a plza set in the past will be taking place at either the same time as, or slightly before, pla (depending on how much game freak wants to smudge the years around). and honestly, i don't have a problem with this on its own. i think tying the games together like that through real-world history is a lot of fun. my main concern is that i don't entirely like setting the precedent of legends games taking place specifically in the mid-to-late 19th century. one of the big things that immediately made pla stand out was how novel and unique its setting was, and i would like to see future legends games continue to try new things like that rather than settle into a specific era.
with all that said, i will still be excited for this game no matter which time period it chooses. i'll welcome a new cast, i'm sure they'll find a way for the progression to make sense for the time period it's in, and two's not a pattern when it comes to things like this. it's just super fun to engage in this sort of speculation when we have so little known for certain and so much excitement for more.
#i do really want more emma content though#like game freak if this game is in the past#please just make emma a faller like looker and throw her in there too#pwetty please <3#well in any case time to see how poorly this all ages#pokemon#pokemon legends za#plza#pokemon presents#pokemon day#pokemon day 2025#koolmathgames.com
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Things I love about Outer Worlds:
Story mode!!!! Oh my god, story mode.
Absolutely no romance between the PC and the companions.
The whole game is just so pretty.
AND it has nighttime that is STILL VISIBLE.
No audio lines from the PC!!
Companions have perks that make them stealthier, so stealth players actually have incentive to bring them along.
It's honestly just really fucking funny.
My gun has a 6x scope. I have never been happier.
The fun little chats between companions; very similar to DA2 except not just constant bigotry and insults.
I'm sure a lot of people hate the UI but I actually love how easy it is to use and it makes the gameplay a lot more focused than other open-world games.
Companions automatically teleport to you when there's no combat so they never get lost or stuck.
It's just generally a really great game for people who just aren't good at video games but still want the experience.
Things I love less about Outer Worlds:
I wish the companion chats had more event triggers; I had brand new companions talk about our experiences off-world when we hadn't even left their planet.
The rocks almost never have real textures, which makes it very difficult for mountain goat stealth players (me). I have fallen from and gotten stuck in a lot of rocks that don't really exist.
I don't like the blurry effect. It makes me a bit nauseous.
No romance means I can't seduce the vicar :(
Its name is very very similar to Outer Wilds, another space exploration game, and fhat's very confusing for me.
I don't like killing animals :'(
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So i ve done the main story in infinity nikki and im gonna stop playin now, before i squeeze the game dry of content and have nothing (new) to do on release.
Time for a lil review/thoughts post


I m not gonna review every single mechanic in the game, simply things that stood out to me or that i wanna talk about. I also wont add more images, i kinda want ppl to see the world for themselves... i ll share more when the game comes out tho.
There s a lot of text under this. Tldr, i like the game i think it's a solid, enjoyable experience with a good gameplay loop, the story isn't for me, and i'll keep playin of course. And u should try it too if ur device wont blow itself up tryin to run it.
Dress up
The bread and butter of Nikki games... it's good as usual. Game doesn't shy away from long skirts or coat tails or complicated ballgowns just cuz nikki can run and jump and dash now and i'm very happy bout that. There's some clipping issues once in a while, but it's nothing major and the clothes we do have in the game are lovely. There s an evolution system for some of the sets, which makes em a diff color.... usually they can evolve once, but i saw Three extra evolutions for one of the UR sets and that scares me. Bcs to evolve them u have to craft the suit again. So u have to pull 4 copies of a suit to max it out..
Combat
Game's definitely succeeding in its quest for being cozy. There's no real stakes, combat isn't difficult in the slightest but i do welcome it- super simple but it's pretty fun regardless. The boss fights were surprisingly creative and fun for what they are, it's just unfortunate that you have to do them more than once or twice (crafting mats)- but they do change what the boss does so it's different depending on what mat u are farming for... and u can claim double or triple or however much stamina u got-le of the mat after u complete it once. So that s rly nice.
Exploration
I actually think it's really really good. Again this isn't a difficult or complicated game, not yet i guess... but with the major goal being "get new clothes" and "take pretty pictures maybe", the open world feels actively engaging to participate in. There's collectibles everywhere, little challenges you can do that are diverse but quick, styling battles, collecting everythin from animals fur to bugs to fish, and allll of this brings u closer to that never ending goal of woo more clothes.
However even if a challenge doesnt give you a blueprint, it's still just. Really Nice to exist in this world. It's very whimsical, as expected of Lilith, and the world has a combination of realism and cartoon artstyle that is just soso appealing to me. It's genuinely how i would've imagined miraland to look in 3d. Shame it's not the same miraland we know..
Story
Hmm... silly is one word i could use for it. Cute also. The story isn't doin anythin bad per se, and i did start skippin dialogue near the end w the pieceys because i want to keep at least Some part of the story for the game's release... but i get the gist of it, and it s just not my thing.
It feels like a story made for children, and it definitely would get a G rating. Easy and simple to follow, there's moments of tension or sadness sure but with the antagonist bein a literal babie lookin cutey fairy with a grown man's voice, or the creatures that i'm interacting with are a bunch of. Fuckin weird lookin big eyed balls of fabric that look closer to plushies than somethin Alive... it's all so silly and dramatic sometimes i can t help but cringe.
Part of it is a me problem, if u just open ur heart and free urself from the cringe the story is fine. It's just a little too kiddy for me and i so desperately hope it won't stay like this forever. My prayers might be answered though, there's a whole war beyond the borders and we have refugees around... shit's lookin bad for Umbrosa.
Other things i noticed that i liked:
The effect on nikki's skin when it's raining, she actually has water dripping down her face... its so cool
Momo capes are actually kinda neat ngl. Especially cuz the fucker follows u around everywhere, at least i can bedazzle him
Npc models look really good im a fan. They do suffer from "everyone is very beautiful" syndrome, which makes some of the npc villains look/sound ridiculous, but they have kid-teen-adult-elderly versions of models (i never see teen models in these games! Its cool!) And some body variation. The grandmas look so lovely i cry
The dark skin tone is really dark, and it looks quite nice and natural.
The lighting engine in this game is just rly good in general. God bless UE5
The edges of the map where there s forest, which u obv cant go thru, the forest is made to be darker, thicker.... i m a huge fan of this idk y. It's not just *invisible wall in front of an open field* nopee cant go there lets explore that area later tee hee. And it looks good to boot.
Camera function is p robust, has more options for changin brightness/saturation/contrast etc which i feel Shining Nikki lacks.
Some of the creature designs are so good man i looove themm <3.... the pieces are awful tho. Ok creature design is a hit and miss sometimes but the stray hatty? Peak. All the weirdy fashionable animals? Peak.
Bein able to quick switch thru ur saved sets while in the overworld is real neat
Oke that was it. Bye
#infinity nikki#if i was a reviewer i d put more effort into the presentation of this game but#im not and its 4 am so
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