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#and the last time was actually in my first playthrough 7 years ago
buttercupshands · 7 months
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I honestly can't believe it took me 7 years
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vgperson · 2 years
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What Did I Do In 2022?
Game Translations That Aren't YTTD: 1. Okay, maybe 1.5.
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First of all, while I didn't add it until later in the year (not entirely unmotivated by the Stability of Platforms), my site now has an RSS feed for notable updates of any kind! I mention this upfront because I'm mostly just going over the things that are already listed there. It currently retroactively covers everything back to 2020, but I might add more past stuff over time so it can better serve as a general "everything I've ever done" page.
In February, I translated Kenshi Yonezu's POP SONG (and an interview). Noel The Mortal Fate Seasons 1-7 also got a revamped version on consoles (Switch, PS4); the console versions include a new Season 3.5 translated entirely by me, and the rest of the seasons have a revised script which is more thoroughly edited by me than even the redone Steam translation was.
In March, the update adding Kai to Your Time To Shine came out. Yes, he is Kai.
In April, I finally finished up my unofficial Japanese translation patch for Petal Crash. たのしいね、クラッシュ! It actually just got some extra attention after the Petal Crash run for RTA In Japan about two days ago, which is kind of wild. Is this what it's like to be famous...? (clueless)
In May, I translated Kenshi Yonezu's Shin Ultraman theme song M87 (interview, interview), and the coupling song from the single, ETA. And there was an article about the 10th anniversary of his debut!
Also in May, the Ib remake came out on Steam in English! Told you they'd contact me. It was later announced to be coming to Switch, scheduled for March 2023.
In August, Your Turn To Die was announced to be coming to Steam. It's planned for early 2023, but to be clear, it'll release first in Early Access still with no final part, though with some exclusive mini-episodes and character profile sheets. Apparently once that's out, the actual completion is estimated for 6 to 12 months later... but, you know. Estimates are hard.
In September, I put together a guide for and officially "released" my Custom Translation Engine plugin for RPG Maker MV, the one I made for the Ib remake, and back-implemented into Your Turn To Die shortly after I was contacted about it coming to Steam. It's fancy (in-game language switching!), convenient (minimal direct editing of code!), and you can use it for your own translation projects if you want!
In October... well, I didn't do anything new for it, but I'll take credit for The Witch's House MV coming to consoles. (Switch, PS4, Xbox) I also translated everyone's favorite Chainsaw Man opening KICK BACK, associated interviews, and the single's coupling song Y'all Should Be Ashamed.
Finally, in December, after lots of spending my time elsewhere and indecision about how I should go about returning to doing some dang free game translations, I concluded that what I'd really wanted to do all year was translate Uri's PEDESTAL.
I think some people latched onto specific parts of Uri's original explanation for why it wasn't being translated, such as the cultural aspects (I honestly winced at her blunt remark that the story was "no good at all"), but while Uri indeed had those doubts at the time of release, the only real reason it wasn't translated at the time is that I did a less-than-ideal rushed playthrough that slightly hurt my overall impression of its quality, and I felt too busy at the time to work on something with lots of text that was likely to be divisive. So similarly, me finally feeling up to it was the reason it did get translated. I probably should've come back to it quite a bit sooner (after I was made to give up a certain other translation, say), but as I alluded to in last year's post, I was self-conscious about "my big return to free game translations" being something that might not have wide appeal. Uh, glad to be past that, hopefully.
Oh, and ever since finishing PEDESTAL, I've been working on all sorts of overhauls to my site, but like... not the kind that actually majorly changes any part of the visible design and annoys people (and if something did change in an annoying way, it's probably accidental). Some of it's just better consideration of mobile browsing (stuff like images or tables sticking out of bounds at mobile resolutions), or making things more convenient for myself behind the scenes (did you know I made a program to add "br"s to every line of all lyrics content before considering I could just have the page code do that, and also better?).
Some more major observable changes include general renovations to the lyrics page (bigger font size, buttons that hide individual languages to aid in side-by-side comparison), and more convenient navigation of OSTER's tweets, such that I could actually imagine someone reading through them all the way from the start without it being too much of a hassle.
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While I'm glad to be over the PEDESTAL hump, I don't... necessarily have any definite plans for upcoming free game translations. I mostly just have some stuff on a list that I may have to make myself check out soon enough. Also, Game Atsumaru (which you may know as The Site That Hosts YTTD's Japanese Version) is ending in June??? So uh, might have to accelerate checking out stuff on there, though I guess it depends on how many creators are able to migrate. (Nankidai does plan to put YTTD's Japanese browser version up somewhere else.)
As I mentioned, Your Turn To Die's Early Access release on Steam should be coming up early next year with those mini-episodes and character profiles, and the game might be completed within the year. No promises. I mean, I don't have anything to promise, it's not my game.
Speaking of my game... also no promises. But I'd really like to release one. We'll see what happens. There's also a different kind of original project I recently returned to trying to make real, which could come early in the year, but who knows. As should be apparent, I'm working on a lot of different fronts here, so I frequently feel bad about neglecting such-and-such type of creative work, which sometimes means nothing actually gets done and released. Ultimately, though, it's probably better to follow what I most feel like doing, rather than force focus on one thing and end up not actually getting much done.
Which is to say: hoping to finish something in the new year!
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shinysamurott9 · 6 months
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2024 Games: Pokemon Sword
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So this was a bit of a weird time. This is a pretty long read as after playing this game after so many years that, along with the borderline nuclear fallout that was the fandom reaction to it, was a major contributor to me kind of falling out of active interest in pokemon, my ultimate takeaway was that the game was actually not that bad. It was pretty fun, a little underrated even.
My history with this game starts around 2018ish. USUM had come out and I really liked that game. Gen 7 was an all around good time overall which I still appreciate today. The release that year was Let's Go, which I'll be real, I wasn't a fan of it in premise, I'm still not tbh. I could go into that but, in short, it was a game I had little to no interest in and I ultimately decided to skip it to see whatever was next. I bring this up because I think this was the start of me falling out of interest in pokemon, at least for a while. But while Let's Go may have planted the seed, SwSh was what solidified it.
Enter the announcement of Sword and Shield, my friends and I were pretty excited for it, the game looked pretty interesting, a region based on England? That's pretty neat. The new pokemon looked really cool too, we were genuinely excited about it. But if you're familiar with this game's history, you know exactly what happened. In the middle of the game’s hype cycle, GameFreak announced the titanically controversial decision to not include roughly half the existing pokedex in the game meaning that many pokemon would simply not exist in Pokemon SwSh. This was probably one of the biggest Internet shitstorms I've ever been witness to, and the whole thing, both the actual decision and visceral reaction, only made worse by bad actors in the community fanning the flame, just really turned me off SwSh and Pokemon as a whole in a way. In some ways it was a good thing, in the time I wasn't playing Pokemon I was exploring other series I was less familiar with like Devil May Cry, Zelda or Xenoblade or further exploring series I hadn't fully played yet like Metroid or Mega Man, most of which are series I absolutely adore today.
I still kept up with Pokemon to some extent, mostly playing the games while keeping my distance from the wider community. I played BDSP when it released and was not as disappointed as everyone else while still feeling fairly apathetic to it. Played Legends Arceus when it came out and genuinely loved it for it's fresh take on pokemon while also offering a ton of history and lore on Sinnoh that I really appreciated and I played Scarlet and dropped it a couple days in after discovering Pokeball warps and absolutely breaking the game letting me do a lap around the whole region and getting a lvl 40 starter before ever entering the school. Yhe vast majority of my time with pokemon was playing older games in Gen 3 or shiny hunting. That was til about 6 months ago. I had been playing Emerald and I wanted to take on the Battle Frontier and get the Gold Symbols. While I was prepping to do this I was watching a couple videos on the Ribbon Master Challenge and since I was already doing the Frontier and with the looming closure of Pokemon Bank, I thought that I wanted to take that on. And it's been something I've been working on the past few months. Massive shoutouts to CannedWolfMeat and SirToastyToes for their excellent videos that inspired me to do this. And now I'm here basically at the end,prepping to play through Scarlet for the the last few Ribbons in that game.
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Of course though, In order to get the ribbons in Sword, I had to actually play through it for the first time. The playthrough, while really easy Leon and early Klara not withstanding, was extremely strong in terms of options for team members, especially with Isle of Armor options thrown in. I love pokemon games that offer a large variety of team members to use, it's a big reason I enjoy XY more than most. I found myself using 10 whole team members by the end of the playthrough. Would have had more but I literally never found Applin and Cursola is Shield exclusive. Many of these were new Galarian Pokemon which are for the most part fantastic. Galar imo has one of the strongest lineups of new pokemon in the series, though I feel Alola did regional forms better. Seriously though, I was using all these guys by the end.
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Something thatvalso surprised me was the locations. While the Wild Area is a little boring, I found myself enjoying many of the locations. The two big cities, Hammerlocke and Motostoke are cool and feel very large, Ballonlea and the Glimwood Tangle are actually really great areas visually and Wyndon is imo, one of the best cities we've seen in a Pokemon Game in terms of both scale and looks. While I do like these areas, I will say progressing through them is extremely linear, it feels like there's very little opportunity to go off the beaten path. It's a pretty big shame when even more linear games like XY or Gen 7 had at least a couple of optional areas to explore.
I will say the main story isn’t great. I enjoyed some of the characters. Bede had a neat story with him basically trying to get validation from a father figure who doesn't seem to care much about him. Marnie was an all around good character with some fun interactions who genuinely is just doing her best for her home town and much of the dlc cast like Mustard, Klara and Peony were genuinely entertaining. I did enjoy some of the main game side characters too like Bea and Piers.
Where the plot falls is, well, the plot, not a lot really happens. The game does build up Rose's plan with Eternatus, but you're kept out of the action for most of the events leading up to it. The game basically doesn't have an antagonist until right at the end, where it just kinda feels forced. Everything with Macro Cosmos at Rose Tower only happens because Leon was meeting Rose and we didn't like that for some reason? And of course there's the climax with Eternatus, where as everyone and their mother has pointed out, Rose basically unleashes the apocalypse because he couldn't wait one day to solve a problem 1000 years away. I do like how nonchalant he is about it though, that's kind of funny and Eternatus is actually a pretty cool legendary, though there really isn't much on it storywise beyond the fact it crashed to Earth 3000 years ago and it is the source of Dynamax.
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The DLCs though do have more interesting stories. With Isle of Armor focusing on Klara and her being humbled through the dojo and then bonding with Kubfu to raise him to his ultimate form. And Crown Tundra was actually really interesting as you have Calyrex be an actual character. The king of the land who lost his power over time, seemingly losing faith in himself and subsequently losing the people's worship and his steeds. Heck the fact that Calyrex properly talks to you really helps make him and his story stand out from other legendaries and is really neat I think.
I will say, there may be something to be said about how many of the best parts of this game are locked behind DLC. I don't think that's inherently a bad thing, the DLC itself definitely justifies its purchase, but I do agree that the main game is a little lacking in some areas that the DLC does help make up for but that of course has the price tag attached. I also have to say the way the DLC is designed is a liitle strange. While Isle of armor does a decent job being something you can do at any point. Having access to the Crown Tundra as early as the Wild Area is extremely weird. The levels don't scale like the Wild Area or Isle of Armor so no matter when you go there you'll be fighting stuff in the high 50s or low 60s. While this does mean you can't catch anything in the wild, there is absolutely nothing stopping you from doing the Dynamax adventures and catching not just a massive variety of overleveled fully evolved mons but basically any legendary from the previous generations. And with that stuff, it's not unreasonable to be able to do literally everything in the Tundra after that except for catching Calyrex. While I would agree this is a fair decision, when you're already handing me literally anything I could want to steamroll the game, blocking off Calyrex and only Calyrex just seems weird.
For some other Miscellaneous stuff. The Battle Tower: It's pathetically easy, especially by previous Tower standards. The NPCs are limited to the Pokedex available at launch and you have no restrictions on useable mons. I'm not really complaining about this as it felt good to have a Facility that was basically just a victory lap after doing every other Tower in the past 6 months or so, and it is very worthwhile to do for rewards like Bottle Caps, Candies and the Nature Mints. 50 BP for one mint sounds like a lot but it's really not as bad as it sounds. But it is slso incredibly funny that shit like this is allowed.
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Speaking of, the Nature Mints, those are a genuinely fantastic addition to the series. I'm very happy to see how accessible optimising pokemon has become since Gen 7. Between Hyper Training, Very easy levelling with jow many candies you can get through Raids, Nature Mints, easily accessible EV Training through the dojo and items like the Ability Capsule and Patch (Even with how expensive the patch is in SwSh), you can make pretty much any pokemon perfectly optimised for competitive use with, for the most part, not much time investment, it's genuinely great.
One thing I have to say as someone who enjoys a bit of Shiny Hunting, SwSh are kind of a slap in tge face with how many mons are shiny locked. Stuff like Type Null which was huntable in Gen 7, the starters which are a cardinal sin to shiny lock imo, and Cosmog who has literally no practical reason to be shiny locked when you can get Solgaleo or Lunala from the Max Lair with massively boosted shiny odds. It only really reinforces how little reason there actually is to shiny lock stuff imo and SwSh has among the most in the series. It's extremely annoying. Doesn't help that the game’s shiny hunting method is kinda eh, and wasn't properly figured out til ages after it's release.
So overall, I do think SwSh is a pretty flawed game, but I feel like it has a lot of strong aspects that get overlooked due to how initial reactions colored people's opinion on the game. Is it the best pokemon game? Not by a long shot imo. Is it still good though? I would say so yeah. I'd put it around B Tier I think. It has made me pretty interested to get to SV, which I'll have to do soon for the last few ribbons.
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oh-my-may · 6 months
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Hey there
Hi, this is my reintroduction to tumblr (kinda).
I go by May on the internet, it's some weird nickname I made of my real name and goes back to my first gamer tag on minecraft...
I'm currently 22 years of age, which sometimes makes me feel incredibly old on the internet? At the same time I seem to come across many other people my age who go through very similar struggles as me lol
I curretnly work fulltime as a waitress. I'm European so I get paid a proper wage there, and the work with my coworkers is very fun and comforting. I'm not always the biggest fan of other people, but being a people pleaser and having the ability to hide my true personality behind a "nice" facade makes my job possible and bearable. (jk aside, I really like my job)
Hobbies include:
reading (I always say that, but I barely ever pick up a book. Just spent most of my early teen years absolutely ramming through a shit ton of books. I still really enjoy reading, but I barely find the time to do it. My tbr list is endless)
gaming (I'll dip my toes into anything that's not an ego-shooter, my PS5 is one of my most treasured possessions)
watching movies (last year I dragges either my sister or one of my friends to the theaters at least once a month. Doesn't mean I'm a movie critic or anything, but I really like watching movies and I might just share some takes on it on here)
anime (just a select few, the most famous ones. Life's busy when you have a fulltime job and still have other hobbies, but I'm currently on my first watchthrough of One Piece! Will definitely post about this from time to time)
listening to music (realizing I have very basic hobbies bc my parents never urged me to pursue anything specific when I was a child, but anyway: I will listen to almost a bit of anything, but Taylor Swift and Ghost were amongst my most streamed artists on Spotify last year. Do with that info what you will)
writing. I did start with writing fanfiction, first harry potter, then boybands, then kpop, then anime. Most important to me was always my original idea though. I know many people have things like this. A few years ago I thought I'd actually go with trying to publish something. Now I have revised and rethought the whole thing. I barely write, but it's still in the back of my head all the damn time. I always think about writing, but doing the actual thing rn seems impossible.
As I'm writing this I realize how pathetic I feel doing this, beacuse I have this awful feeling no one is gonna respond and I'll end up regretting this so much that I'll delete it. Thank God the internet gives me the opportunity to be anonymous.
Anyway, the previously mentioned hobbies lead to my (current) interests that I'll most likely post about, so if you're into one or more of these things as well, let's chat!
in terms of games: Currently playing through Final Fantasy 7 Rebirth and generally FF7 is probably a huge hyperfixation of mine and has been for years. I've just arrived in Gongaga on my playthrough and I'm loving all of it. The game caters to all the expectations and interests I have in games. It's just so insanely beautiful and makes me tear up every couple hours idk
on this note I'd like to mention that I dipped my toes into FF14 but since I only play on Playstaion now, all the commands are overwhelming to me. I'm definitely planning on playing FF15 and FF16
Kinda cringe but I swear I'm normal: Genshin Impact. Have been playing since early 2021, once had a pretty unhealthy relationship to this game, but I was mentally not doing well during that time. Having a fulltime job changed my perspective on the game. Now I'm a casual enjoyer bc I love the open world and characters, and I love to get into the lore, so I might post a few theories and stuff on here
On that note: Honkai Star Rail. Same company, but it took me way longer to get into the game. Really enjoying it now though, although I am struggling with a bunch of battles. Save to say, I am NOT playing the game for the meta lol
One Piece! As mentioned, I started my watch of it last year in summer just before the Netflix live action came out (work bestie talked me into it). I'm quite literally at episode 500 rn. Had to stop for a while at around Thriller Bark bc the first few episodes didn't quite do it for me. Now I try to watch a few episodes before sleep everyday :)
Other anime that I am different levels of unhinged about: Jujutsu Kaisen, Attack on Titan, Bungou Stray Dogs, Demon Slayer. The basics, I know. Just don't have the time to watch a lot while other life stuff happens, you know. OP is the main thing rn, and until I am kinda up-to-date with that, everything else will have to wait lol
In terms of book stuff I must admit I keep going back to communities and fandoms I was a part of when I was a teen lol. This largely refers to stuff like Six of Crows by Leigh Bardugho, The Raven Cycle by Maggie Stiefvater and All for the Game by Nora Sakavic
Right now though I am more interested in reading some classics and other stuff. Read Britney Spears' biography last year (within the span of one day, I wanna add), currently I'm reading a chapter of Crime and Punishment once in a blue moon. I'd like to read more stuff like that in the future, but everything at it's time ig
Other fictional universes I was once quite unhinged about: Game of Thrones and Lord of the Rings. Both communities are kinda dead atm though. I'm still in the process of reading the books (which means I last picked them up over a year ago. But believe me, I'll get there, eventually.... someday)
In terms of music as I said I listen to almost anything. Not a lot of rap and techno, though. I like stuff with lyrics I can sing along to and feel deep within my bones. I wouldn't call myself a "fan" of any particular artist, I was very unhinged about musicians as a teen and I have learned my lesson. Now I just listen to the music without caring too much about the artist themselves. I used to really like 5 Seconds of Summer as a teen, then I moved to Kpop. Now I barely keep up with either but just listen to the stuff I did back then
I think that's basically it for now? The most important parts about myself. Stuff I like to talk about, so if you like some of this too, maybe come talk to me? I wanna get to know people here after all, and I have learned this is probably the best way to start.
I don't have many conditions for friends tbh. I'm 22, so anything between like 19 and 26 or so is fine as long as the vibes are good :) I don't care about genders and all that, personally going by she/her. I'm a Taurus, in case someone wants to know. Last time i took the test I was an infp-t (still think it's pretty accurate but it's been a few years nd I heard that test isn't as accurate? idk)
Other things you should maybe know is that English is not my native language, so excuse any mistakes you might come across lol. I dropped out of university. My profile picture kinda captures my most basic features.
Anyway, feel free to hit me up, I love talking to people on the internet and I really look forward to this reinvention of my account here and actually talking about my interests and reposting stuff I like :)
If you have any questions, just ask!
Until then,
May
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lilbittymonster · 11 months
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20 Questions for Fic Writers
Tagged by @crackinglamb, tysm 💜
1. how many works do you have on ao3?
Currently 33
2. what’s your total ao3 word count?
110,421
3. what fandoms do you write for?
Currently writing for Final Fantasy XIV, but I have also written for Borderlands 2, Fallout 4, and Critical Role
4. what are your top five fics by kudos?
Only A Thought Away - Critical Role, Widomauk, Soulmates AU.
This Is Home - Critical Role, Widomauk/Fjorester/BeauYasha, Domestic slice of life.
I Will Endure - Critical Role, Widomauk, background Yashagard, Canon Divergence.
Forgiveness - Critical Role, Genfic, a bit of catharsis that still ended up happening in game just not the way i first envisioned it.
Boy, Oh Boy - Critical Role, Genfic, modern au.
All of these were done for a discord event several years ago.
5. do you respond to comments?
I do, I make an effort to respond to every one I get. Only exceptions being a couple "moar plz" "when's the next chapter?" type ones that I just deleted.
6. what’s the fic you wrote with the angstiest ending?
Extinguishing the Last Light, my worst end Lightwarden AU where the Scions fail to defeat the final Lightwarden and the First continues to drown in Light.
7. what’s the fic you wrote with the happiest ending?
Walk to the Water, a 10k Borderlands Gaingel MerMay AU
8. do you get hate on fics?
Not yet, but if anyone tries it they've got another thing coming :)
9. do you write smut? if so, what kind?
I've written plenty, I've only posted the one E fic though. Mostly gay elf porn.
10. do you write crossovers? what’s the craziest one you’ve written?
No.
11. have you ever had a fic stolen?
Not that I know of.
12. have you ever had a fic translated?
Nope, though I'd be fine with it as long as I'm added as a co-author with a link to the original English.
13. have you ever co-written a fic before?
I have, I was doing a pretty large scale Critical Role rp fic with four other people. It disintegrated from some interpersonal tensions and one person leaving the fandom entirely but I still think very fondly on it. Before that, I was doing a Borderlands OC rp with a friend.
14. what’s your all-time favorite ship?
You ask me, a bisexual, to make a choice? Lol. Lmao, even. I do not have a One True Pairing, I have learned the mature art of multishipping like a goddamn adult.
15. what’s a WIP you want to finish, but doubt you ever will?
OOF well this is a tie between Sometimes Goodbye and A Thistle's Thorns, both being all but abandoned due to fandom drift and loss of motivation. I found the original outline I had (thankfully) written out for Sometimes Goodbye, and I have started another BL2 playthrough, but FFXIV has eaten my life at this point so idk if I'll ever come back to it properly.
16. what are your writing strengths?
Show don't tell, detail descriptions, I have been told my characterisation through dialogue has been consistently on point (which is a relief), worldbuilding
17. what are your writing weaknesses?
Finding a good place to end. if left to my own devices I will Just Keep Rambling. That was actually one of the reasons I kept my FFXIVWrite entries so short. I needed to get over the hump of just letting things end.
18. thoughts on writing dialogue in another language for a fic?
I haven't had this particular problem yet, but I will once I start writing stuff for Stormblood, because Kitali is multilingual.
When I'm reading it, though, I prefer to just have a dialogue tag indicating which language is being spoken and then either a bold, italics, or both to show what's being spoken in what language. It saves me the trouble of scrolling back and forth and back and forth from the notes at the end of the chapter or trying to remember what was said where exactly and in what context.
19. first fandom you wrote for?
Borderlands 2
20. favorite fic you’ve ever written?
That would be Dragoon Age: Origins, the telling of Kitali and Estinien's first clash which I definitely did not just spend the last hour or so rereading nope not me
Tagging: @captainsparklefingers @screamingvikings @ir0n-angel and anyone else who wants to take a shot, I have lost track of who writes and who doesn't lol
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rosecreates · 8 months
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God installing mods was both the best and worst decision ever because now I am sitting on 7 fucking playthroughs
Here's the list:
Nimue (Durge; High Elf; White Draconic Bloodline Sorcerer) - Romancing Astarion
Raven (Lolth-Sworn Drow; Swords College Bard) - Probably romancing Minthara
Ez'ria (Githyanki; Great Old Ones Warlock) - Romancing Lae'zel
Bea (Half-Drow; Necromancy Wizard) - Romancing Gale
Lusine (Mephistopheles Tiefling; Paladin of Selune) - Romancing Shadowheart
Fortuna (Fairy {Modded Race}; Lore College Bard) - Undecided, maybe Astarion
Elrayne (Seldarine Drow; Light Cleric of Eilistraee) - Romancing Karlach
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My preference for white-haired women strikes again woops (also my preference for Elves/Elf adjacent specially Drow. 5/7 (I count Fortuna cause...Fey) of these ladies are Elven just different flavors kjfgbjkgb)
I won't make them all into OCs no matter how much I kinda wanna because handling this many would be insanity.
Besides Raven and Nimue some have a bit more defined backstory than others though.
Bea is just a goofy necromancer lady who is maybe a little bit of bimbo and also trying so hard to ignore the way everyone stares at her with suspicion all the time. Also her friends are skeletons. She has no actual friends. She's an orphan and she just went ":D here's my skeleton undead friends-" cue some woman screaming in horror and she's just confused because she just wanted to show her friends :(
Fortuna left the Feywild many years ago to become a Tymora-worshipping (because Fortuna went 'You're Lady Luck? Obv Imma worship you! I vibe with you so hard!') bard in Baldur's Gate who is living her best life and is uh. EXTREMELY pissed about being implanted with a Mind Flayer tadpole. You know how Dolly Thrice throws a fit when you don't free her? Yeah. Yeah Fortuna is basically like that.
Elrayne was born on the surface and highly sheltered in a Eilistraean enclave so she didn't really understand the reality of how Drow are viewed and what other Drow have done until she hit maybe like 50 years old and she was kidnapped and tortured for being a Drow before being rescued, which is where she got the scars she has currnely (mind you she is at least 200, I hear that its only in the last century treatment towards Drow has gotten a LITTLE better, but apparently during BG2 Viconia was literally gonna be burnt at the stake for being a Drow so UH). And later on when she went on her first undercover mission in the Underdark when she was 100 and got found out and its where her eyes were damaged and the mask she wears is basically a magic artifact that lets her see better. She's not totally blind but its really hard to see without the mask. She hasn't gone on any undercover missions since but she HAS still traversed the Underdark many times to help Drow who do want to be better. She's basically in a really bad position where she tries really hard to show others Drow aren't evil and is just trying to do good but when so many of her race give a horrible rep to them and she faces all sorts of discrimination she's having doubts in Eilistraee's goal and wondering if its really worth all the suffering as even whilst she redeems one or two Drow every so often there are thousands of other Drow. And just a few bad apples can spoil the bunch you know? And changing the surface's mind isn't easy.
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lil-melody-moon · 9 months
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Year Summary #3
We're going with games today so without further ado!
The ones I've started and finished: 1. Pokemon Moon - Second/third time that I played it. I had started a save a long time ago, but I borrowed my 2DS to a dear friend of mine, so I just started everything from beginning. I enjoyed it as much as the first time actually, getting different Pokemon this time - or kind of? This is also where I discovered that tiny Pancham looks like Paul McCartney. Don't ask me from where I took it, but yeah. I named my Pancham Paul XD
2. Final Fantasy IX - I figured out that there has to be at least one Final Fantasy game during the year and this time it happened to be this one. Again, a replay, third fucking save. I had a new pc at that time, had to install Moguri again but you know. The worst was the fact that the old saves were gone, along with the one where I almost did everything in the time before the final boss. My first, almost complete save was gone, I was sad about that. That didn't discourage me tho, I played the game again, only to regret that I didn't use other names than default - it would be so fun, I have to do it next time. Anyway, I still love this game, I will gladly come back to it at any day really - crying at the end again, God, the credits song ;A;
3. Rayman 3: Hoodlum Havoc - I think this platformer will come back to the list of "play at least once a year". I love this games to bits, first platformer, my entire childhood and beginning of being a nerd is stored there - and again, Polish dub in this game is *chef's kiss*
4. Rayman Legends - replay after a few years and as much as I love the musical levels, the game itself is fun to certain point, I think halfway through, it gets kind of repetitive - or it might be me who played this game way too much in the past. Either way, I'm not coming back to it anytime soon. Had fun nevertheless tho <3
5. Murder by Numbers - got Epic Games Store, got my hands on free games and there I went, choosing this one as the first one. It has repetitive mechanic over finding clues - it's a detective kind of game, similar to Ace Attorney, but much more tame - but like, if you're bored you can cheat through them just to get on with the plot. I did that at the very end and really, I enjoyed the plot, characters, music. The tiny computer who helped the main heroine was adorable <3
6. Earthbound - you thought I will forget to play it? HAH, jokes on you! The end of year is nearing and my mind is already set on to play it again! I will never grow bored of this game and this time the team consisted of Ringo, me, John and Paul, Beatles themed team and truth be told, I WAS SO FUCKING UNLUCKY ON THIS SAVE. Like, I even did simplest mistakes, forgetting about the freaking shields which got me an instant kill. Had to repeat the last cave three fucking times, I never had such a bad playthrough in my life! Ringo borrowed his luck this time it seems
7. Spyro the Dragon - what did I do when I got a new PC? Downloaded PSX emulator and played Spyro. I'm a whole mood as my friend described me and honestly I don't regret this decision, even if I had to take this game in parts. The camera made me sick to my stomach - oh God I hope it'll be better in later parts and in the remaster - but like taking one level per day was a good idea to solve the problem. Plus the soundtrack - Copeland my beloved! - is just so good. One of those games which soundtracks I'll be listening to when I have time. ...Which reminds me that I have to make cleaning on yt with the games' music. MAJOR CLEANING *looking at my young self* You did fucked it up
8. Deponia - Oh yes, I came back to his fuckery and now I'm having a break before tackling the second game which I don't like very much, but about this one! The beginning is kinda long, but once out of town the game shows what it is capable of with puzzle solving, plot, humor, characters. I still love it and will probably nerd the third part like I usually do, because it's my favorite, but this time I did one major change. I've played with English dub, not like always with German and fuck, it is better somehow so I'm sticking to that <3
Now to the ones I've dropped: 1. The Legend of Zelda: Twilight Princess - Being younger I loved this game, but this time I just couldn't get into it anymore. Might be because my smart ass thought about erasing the save I didn't finish years ago and starting a new one, but who might know. I do regret I didn't finish the game for some weird reason those years ago, but maybe it was for the better? Either way, I sold it with a few other Nintendo Wii games, leaving only two Kirby games for myself so yeah
2. Mario and Luigi: Partners in Time - now I really had high expectations for this one. I always heard good opinions about it and so I started it, curious, only to discover that I'm bored of it in the long run. There's not much variety in the battle mechanics. You either do that or this and push buttons. There's no excitement like it is in Final Fantasy for example, it's simpler, much much simpler and the same goes too...
3. Super Mario RPG - while having an amazing soundtrack, this game suffers the same thing as the previous. Repetitive battle mechanics and like this is probably the worst thing you can do to rpg. I know a lot of people love it and I can see why. The plot is great, dialogues, characters and world building is amazing, but for me if the battle mechanics ain't anything good, then I'm gonna drop the game and move on
4. Kirby Mass Attack - I always wanted to play this game. It was actually the first ROM I've downloaded on Nintendo DS emulator right after getting new PC and I had fun in the first world. I love the mechanics with the touch screen, the fact that there's 10 tiny Kirbys running around, but what threw me off guard is the fact that even if you have 10 Kirbys, you're gonna end with one at the beginning of the next world. I felt like all the progress was lost and I had to start from the very beginning. It somehow didn't feel fair you know. This was a big let down
And the ones I'm playing now: 1. Cave Story - first time after hearing what a good game it is, and I finally agree with an opinion! It's smooth, like the older games, the graphics are cute, music is amazing, plot simple, but engaging somehow. And true, some part for a new player are difficult - I'm playing on easy, I don't think of myself as of a great gamer and I still find it difficult. One boss was really unreadable for me, the one who was driving, I don't know the name of it, but like I had to have a few tries to figure out what to do and that is the only complaint I have about this game. Second would be no checkpoints between bosses at the very end, but like there was a chance for me to get a life refill, but like I didn't know about it, so I screwed myself on my own wish. Plus, I'm having a break from it because I'm stuck at final bosses. In the meantime I jumped to this one:
2. Yooka Laylee - which I bought on sale on steam and honestly, I don't remember when I had such a great time with a 3D platformer since Rayman 3. I know a lot of people are saying that it's not the same as Banjo-Kazooie - which I didn't play YET - but like, is it really worthy to compare instead of having fun with a game? I mean, the plot is simple, characters are fun, mechanics are great, the moveset is good, it's not limiting the player at all, the freaking soundtrack is a whole orchestra really, always giving the vibe of the world in a great way. There are a few bugs here and there, but they are not game breaking or anything. I was only throw off my guard when I learned that I need 100 pagies to get to the end. Guess what I am doing as of lately XD
And that would sum up this year. Thank you for reading all of this and i wish all of you a Happy New Year <3
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dandelioncasey · 11 months
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15 questions, 15 mutuals
tagged by @aspecbuddie (i never get to do these so thanks for the tag!)
1. Are you named after anyone?
Kinda wish I was, but no 😔 I did create my name out of my deadname though, so technically I guess i'm named after myself?
2. When was the last time you cried?
Well, i just got done watching yet another playthrough of What Remains of Edith Finch, so about five minutes ago
3. Do you have kids?
Don't have, don't want
4. What sports do you play/have played?
Don't play any sports anymore because my joints are buggered, but I've done basketball, netball, fencing, horseriding, archery, and probably loads more that I'm forgetting
5. Do you use sarcasm?
All the time
6. What's the first thing you notice about people?
Probably how close they are to me - my policy on personal space is that if i can hit you with my walking stick (accidentally or on purpose!) then you're standing too close lmao
7. What’s your eye color?
Brown
8. Scary movies or happy endings?
It depends honestly - I can't stand the kind of 'happy endings' that you get in romcoms (or any film with a romantic subplot, which is most of them these days!) but I also have yet to find a horror film that actually scares me (mostly they squick me at best)
9. Any talents?
Like skills or like party tricks? I can play violin, I'm very good at paperwork and pub quizzes, and I can count to ten in five languages and do the alphabet in BSL (and I can put my foot on top of my head thanks to the aforementioned buggered joints)
10. Where were you born?
Kettering! It's a town smack bang in the middle of the East Midlands (and no I am NOT from the North as one of my classmates accused me last year!)
11. What are your hobbies?
Reading fanfiction, playing the Sims and Slime Rancher, and watching so so many documentaries about the weirdest niche topics
12. Do you have any pets?
My sister has a German Shepherd who I unwillingly dogsit far too often for my liking (given that she doesn't pay me for it!), but I don't really have the energy to take care of myself let alone another living creature 😔
13. How tall are you?
177cm, so about 5'10"
14. Favourite subject in school?
This is so dumb but my school had electives which you would change every term and they took the PSHE spot on your timetable, so I can legitimately say that my favourite subject was, for one whole term, magic tricks 😂😂 but in all seriousness, probably history or sociology
15. Dream job?
Something working with children, like an LSA or a tutor - I just finished up a master's degree in developmental psychology, so something researchy which uses that would also be good!
no pressure tags (don't think I have fifteen mutuals lmao i'm just dragging these out of my notes!): @snarkymuffin @the-young-girl-of-casterly-rock @saryn-prime @i-am-unoriginal-posts @thatrandomautist @who-the-hell-even-are-you @ellie-you-idiot @emotional-water
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owlixx · 1 year
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Operation Terminus
So…I’ve canceled my plan to play/replay the first nine Assassin’s Creed games following my current playthrough of Valhalla. Instead, I’ll be cleaning up my “backlog”. Given the nature of what I do and how I play games, that’s less about which games I “own” and more about which games I’ve already sunk some time into.
Games I’m close to finishing:
* Assassin’s Creed Valhalla Xbox
Yeah this is the one I’m currently doing so definitely going to finish here before moving on, but I maybe do some small sonic game runs before digging into this operation proper.
* Phoenix Wright 1 3DS
I’m sooooo close, I’m like halfway through the final case, the DS exclusive one.
* Midnight Suns Xbox
Okay admittedly I’m only like…just past the start of Act 2 but this one is a priority before all the information completely leaves my brain. Plus the DLC is all out now and I own it!
* Wind Waker Wii U
I’m literally over halfway done with the triforce hunt so this is super close but I lost about an hour of progress last time I played over a year ago and haven’t touched it since. Shouldn’t be more than a couple days of playing left.
* Sonic Unleashed Xbox
Stuck on empire city, I just need to get some more medals to progress. Using a guide should help.
Games I’m near or around half done:
* Skyward Sword Wii U
In Lanayru Desert for the first time, not yet to the dungeon. So 1/4 - 1/3 done with the game? The motion controls kill me but standing up might help
* Metroid Prime 1 Wii U
Similar to wind waker, lost a good chunk of progress last time I played to space pirates. I don’t think you can turn down the difficulty after starting a playthrough but I should if I can.
* Donkey Kong Country Tropical Freeze Wii U
Stuck on boss of world…3? I do really enjoy this game when it works well
* Wario Land 3 Switch
I think I’m around half? Game is just big and other stuff came up
* Hot Shots Tennis Get A Grip PS Vita
Actually no idea how long this game is but it’s awesome
* Ratchet and Clank 2 PS3
I think I’m around half? Just got new ps3 controllers
* Bulletstorm PS3
I think I just started act 4 of 7, enjoying it so far
* War For Cybertron (dad?)
Okay admittedly I’m like less than half done with the first of two campaigns but I think I’ll be trying this coop soon online with my dad
* Fire Emblem Awakening 3DS
I think I’m on chapter 8 of 25
* Fire Emblem Warriors Three Hopes Switch
I can’t remember how far I got actually but I feel like I poured a good amount of time in already
* Xenoblade Chronicles Wii
Maybe 1/3 done with game?
* Professor Layton 1 DS
Maybe 2/3 done? I tried to omit games I’ve already beaten from this list unless I’m super close to beating them again and it’s been a while
* Mario Kart 7 3DS
I just kind of plink away at unlocking all the courses now and then but this shouldn’t take long with any effort applied
* Monster Tale DS
Again no clue how long this one is but I feel like I’m a good chunk into it, maybe 1/4
* Deadpool PS3
I think I’m on chapter 4 of 8
Games I Can Skip The Intro On:
* Mega Man Battle Network DS
I’m past the first main boss but not yet to the second. Playing a fan Tran of the Ds remake
* Mega Man Battle Network 2 GBA
I think same as above
* Death Stranding PC
Honestly this is a huge game and I’m only maybe 6 hours in
* Disco Elysium PC
Maybe 15 hours in?
* Metal Gear Solid 4 PS3
Barely past tutorial
* Bayonetta Wii U
Literally just past tutorial
* Mario and Luigi Superstar Saga Remake 3DS
Out of tutorial and past first main boss
* Final Fantasy Tactics Advance GBA
Decent clip into this one, maybe 15 hours, but it’s a huge game
* Puzzle and Dragon Z 3DS
Still in the tutorial in the main game, on world 3 or 4 of the Mario version
* Pilotwings Resort 3DS
I mean, it’s such a short game that the couple hours I’ve played is like half of it
* Dragon Age Origins Xbox
Maybe ten hours in? Big game though
* Final Fantasy VI GBA
Only 2-3 hours in and a huge game
* Twilight Princess Wii U
Just past the tutorial if that
* Crisis Core PS Vita
Think I’m still in the first real mission after the tutorial
* Locoroco PS Vita
Towards the end of world 2
* Patapon 2 PS Vita
Okay not actually far in but I’m considering the five or so hours I spent in Patapon 1 to be a kind of sunken cost tutorial
* Dead Space Extraction Wii U
I think…3 missions in? Out of 10?
* Sonic Colors Wii U
On world…3? Out of 7? Played before and replaying taking turns with partner
* Uncharted Golden Abyss PS Vita
Okay just past tutorial admittedly
* Wipeout 2048 PS Vita
Like Mario kart, i plonk away at this here and there
* Luigi’s Mansion 2 3DS
First of five mansions down
* Retro Game Challenge DS
I wanna say I’m on the third or fourth game of 8
* Grand Theft Auto 4 PS3
Maybe 2-3 hours in
* ICO PS3
1-2 hours in
* Demon Souls PS3
Okay barely even got past making a character, just got to the hun world at all
* Pokémon Sun 3DS
Okay this one I’m actually more like half done with I think, maybe closer to 1/3 but it’s been a while.
* Elebits Wii
Maybe 3 or 4 of the 25 levels done
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ariendiel · 3 years
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Hey, I hope this isn’t a super annoying question but you’ve altars got such beautiful and positive content - what helped make a Noah route more enjoyable in the actual playthrough? Any advice you can impart?
Not annoying at all! I love these kinds of asks, so thank you! 💗 I'll make this my detailed guide to how I make the Noah route enjoyable (to me at least), but without playing it as a burn-the-villa route because I actually don't enjoy my MC being mean... Hope it might help some of you at least!
Please note this all requires projecting a lot of feelings etc. onto MC, which I think is a requirement for most routes to be fair. I'll add this post to my masterlist and will replay the game soon-ish (and for the last time) to make sure it all makes sense with any possible changes etc.
My guide to a nice* Noah route
Day 1: Choose Noah, I never minded that Hope "stole" him (it happens) but it does help if you – like me – want to create a "what if?" storyline in your head while playing. I've also never been a Bobby stan**, so I don't mind being in a friendship couple with him and just reject him. ** If you're a Bobby stan, probably choose someone else.
Don't flirt with anyone else at first, that way he will approach you during the evening and you can chat for a while before Hope comes to, uhm, collect him.
Day 3: Since MC is in a friendship couple with Bobby, and not really interested in anyone else here, flirt with and couple up with Rocco. The sympathy you get throughout Roccogate, while also forgiving Marisol, is quite nice – especially because you get protective Lucas.
Speaking of Lucas, I tend to flirt with him during etc. but then purposefully don't save him so that MC is again left feeling like there's no real option for her (Bobby is her friend, Rocco grafted on someone else, and now Lucas has left). This helps in the build-up to Operation Nope. Choose Henrik here if he's your preferred part of Lurik.
Day 7: Help Noah win the Mr. Love Island competition (I'm still salty they changed it so that Bobby is the one to approach MC initially. But just imagine Noah is the one doing it).
Day 9: Choose Noah for your Villa date. At this point, I headcanon MC and Noah as very good mates who increasingly look longingly at each other. Nope is rapidly falling apart, and book boy is feeling lost. The date is also just lovely in general. Hope picks first at that recoupling though, so pick Bobby.
I would recommend coupling up with Bobby here, but this time because he actively will encourage you to participate in ON. Like, you can project onto him whatever motivations you like, but it definitely makes MC kissing Noah feel a bit more... valid?
Day 10: Kiss Noah during Operation Nope (I don't like to be too enthusiastic when they plan it though, feeling pity for Rahim especially).
Day 11: If you don't like Jakub: Go on the date with him, and hate every moment of it. Break up with Bobby, saying your head's turned.
Day 12: Listen in on the conversation between Noah and Priya, it's quite cute I think – and makes it clear that Priya is quite bitter Noah is into MC and not her. This, I think, is why she later is the one to purposefully tell Hope in front of pretty much everyone that Noah is into MC and wants to couple with her.
That night, when the big argument happens, there are a few dialogue options I'd recommend over others: 1. Suggest coming up with a compromise. 2. Suggest giving Noah space to think. 3. Admit you like him, but say you won't act on those feelings. This way, Noah won't snap, Hope will forgive Priya, but not you, and at least to me it feels like MC is genuinely just tired of the whole thing and Hope yelling at her. Note: I haven't played the game in a while, but will do so soon to make sure these are all the same as they were over a year ago.
Day 13: Disaster recoupling! Noah will pick you, and just enjoy this for as long as it lasts. Literally it is so lovely to be coupled up with him and you get to learn quite a lot about him. Kiss him before going to CA.
CA: Ugh, just get through it. I prefer to stay loyal to Noah throughout, mostly because suddenly MC's girl"friends" don't think she wants to be serious with him and at least this way it proves them wrong.
Day 17: Noah switches to Blake. This man's a notorious over-thinker, and a combination of insecurity and Blake playing the game made him switch. Don't think too much about it, other than take note of how he switched to the girl that managed to "mimic" MC in how she behaves, rather than the one that looked like Hope. It's the little things, really. Say you're happy for him, and just enjoy how genuinely sad and apologetic he is, but also how he almost certainly thinks he's completely blown his chances with MC for good.
Day 18: THE PAIN. Everyone ignores MC and her feelings completely, instead working together to get Hope back with Noah for some bloody reason. The worst day on a Noah route, but you can tell Noah isn't really into it, and by this point it's hard to tell if Hope is just playing the game or not (I choose to imagine her knowing she has to be with Noah to have a chance at winning. I love her, but she's competitive and wants to win).
During the recoupling, I usually choose to save Jakub and stay with him in a miserable couple until the end. But choose whoever you're not really interested in from here on out.
Day 19: Fail the ‘Mister and Missus’ challenge. Your partner, or Jakub at least, will be genuinely mad at you for it. If you have low enough relationship points, Noah will make you breakfast the next day. ❤️
Get through these days and the gossip-sneezer drama as best as you can, ignore Hope and flirt with Noah when you can. Honestly, the chemistry and building (s*xual) tension between him and MC is so good if you're into him.
Admit to Chelsea you're into him***, that way you get to chat with him on the roof terrace, say you like him. *** I can't remember the day this happens on, but will check later.
Day 22: Flirt with Noah that morning, and notice how Hope is acutely taking note of it, because not much later she'll corner MC and ask her who she fancies. Here, you can't say Noah, the game forcing you to say someone else (I say Jakub because my poor MC is coupled with him and it feels like the "right" choice, but choose whoever you want to couple with). After you say a name, Hope will literally sprint out and tell this person, before quickly going to Noah – most likely to tell him about how much MC fancies [insert name here]. This, combined with literally everyone expecting it of him, is why Noah blows his last chance at being with MC and chooses Hope at the recoupling.
I think we mentioned it quite a bit in our Noah character analysis (here), but note how his speeches when choosing Hope get less and less emotional and more robotic as time passes.
Don't do any gem options with your partner by the way, and don't kiss them etc. Treat it like a simple friendship, and nothing more. It makes it a lot easier to imagine that they're only really with MC and laying it on thick at times because they're in it for the money.
Day 24: Whoever you sent home out of Lurik comes back, you can swap to them without hurting your chances with Noah if that makes it easier to steal the money. I still don't like to outright cheat or flirt with them though.
Again, just enjoy and take every single moment you get with Noah to flirt with him. He flirts back and is so very clearly into MC it hurts.
Day 28: Say no to being your partner's girlfriend (if you haven't flirted with them much up until here it's super awkward and feels forced). Noah won't have asked Hope to be his girlfriend either, so neither of you will technically cheat later, as they're pretty much just formally coupled up. Agree to chat with Noah on the roof terrace that night, and straight out admit you like him – don't go for the kiss... yet.
Day 29: Just get through the prom knowing that all Noah and MC, depending on how you project, can think about is the other. Hook up on the roof terrace that night, and accept that Noah won't just run back in and break up with Hope right away (it doesn't make much sense to do so, and Noah is not one to act rashly).
Day 30: Steal the money. Go talk with Noah and Hope first. Noah breaks up with Hope and you get that wonderful pool scene with him where he says "I love you".
Good luck, and let me know how it goes or if you have any questions! Now go get that sweet pixel librarian 📚
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planesofduality · 4 years
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Full Transcript edition:
“The Story Behind Solas with Dragon Age Lead Writer Patrick Weekes” by Dialogue Wheel/Video Game Sophistry
Reblog of one of my first posts ever. I didn’t understand how tumblr worked back then really, and long story short, I split the transcript of this interview  into 3 parts :) I’d probably do things differently now. Reblogging it as a single transcript for my own convenience, as I still refer to some of the things Weekes said here from time to time!
Interview is from before Trespasser DLC; posted to YouTube 12/20/2019 
Note: pseudo-reblog
“Interview with lead writer for Dragon Age Patrick Weekes years ago about how the enigmatic character Solas was created, here is what that magic elf could have up his sleeve for us in Dragon Age 4.” Not my interview, just wrote transcript of questions and answers for reference. 
Full video:
https://www.youtube.com/watch?v=aFx1nCdZFjw&t=1s
Time: 2:54
Solas, tell us about little old Solas. Talking about your other characters you created we always start at the beginning. Pen to paper - How did the idea of Solas first start? What was that first iteration?
So actually Dave and Mike both, you know, we - everyone knew who Solas was - everyone knew what the ending was going to be with him. And, you know, Dave and Mike said, “Well Dave is writing a ton of the crit path, the main part of the game. Dave really wants to do Dorian, that’s very important to him, and are you comfortable writing this guy? Are you comfortable writing someone who is going to be, in some respects, deceiving the Inquisitor for the entirety of the game?” And, honestly, how do you turn that down?
Time: 4:02
So really it was that simple then - from there, in the way you described it, they already had some ideas and some concepts about what Solas needed to bring?
Oh, yeah. Originally, one of the most difficult parts of writing him - and, you know, I said Iron Bull was the one closest to how I originally planned him - Solas and Cole are probably tied for least like how I originally wrote them. And, really, it was getting past the secret. It was getting past Fen’Harel.
Iron Bull: badass former spy, the opposite of Sten.
Blackwall: awesome Grey Warden who is not actually a Grey Warden.
Solas: He’s Fen’Harel…
Okay, can he tell you he’s Fen’Harel? No.
Okay, well what are we going to talk about?
[Pretending to be Solas:] “Hey Inquisitor, I’m still not Fen’Harel, do you have any questions?”,  “I will not take any questions about whether I am Fen’Harel.” That was the big stumbling block of writing him.
I remember the first draft… the first draft all we talked about was elves. It was elves all the time. Every conversation went “Elves, elves… Elves were awesome back in the old days.. Everything was great with the elves.” And then you’d go, “You really like elves huh?” “No, shut up - I’m not Fen’Harel.” And we all kind of looked at that and went, that’s not really much of a character hook. You cannot have a character hook built on something that you only reveal after the play has watched the credits. That is how we got to Fade expert. That is something where, if something had gone terribly wrong, if we were six months from shipped and we decided not to do anything with elves in the future, we could have taken the Dread Wolf out of the equation entirely and a mage named Solas who loves the Fade, is an apostate but without all of the fear and anger that you think of when you think of an apostate, but is just this guy who wants to travel through dreams and find mysteries and explore… that was a good enough character to stand by itself. That is what it took us a couple of drafts to get to.
Time: 7:04
You mentioned the first two phases of Solas - share with us a little more of that journey, when you finally go to this character that could stand on its own. If you don’t mind, a little more of that journey- was it just those first two and now everything’s cool?
First draft was “ ‘Elves, elves’ but ‘I don’t like elves’”. Second draft was about how much to tell. I think in the next draft it was significantly closer. Anyone who looked at that draft - and, you know, I apologize to anyone who looked at that draft - but, anyone who looked at that draft you would find places where “Oh okay that’s the Solas I know and love. There he is. He likes the Fade.” That’s something that’s actually interesting. But, he lied a lot more. And it actually really weakened his character. We played it so close with both Blackwall and Solas - both characters are the liars who don’t actually lie. They will tell you almost truths. With Blackwall - he never actually flat-out says “I am a Grey Warden.” If you ask him what it’s like being a Grey Warden he will say "Well  a warden embodies this and a warden embodies that… I’ve been blessed in my travels.” You know, he never actually quite says “I’m a Warden.” With Solas it’s the same way with the hand wave of ‘in the Fade’. I would start putting ‘in the Fade’ at the end of a lot of sentences.  “Yeah turns out that all of the stuff you thought was true in history was wrong… because I saw it…. in the Fade.”
In revision 2, he lied a lot more. On the one hand it worked, on the other hand it made him less tragic, more of jerk when we got to the reveal. So that is how we got to what we made him into: this character who is intelligent, wise… Solas will think very carefully before he tells you anything and anything he tells you is exactly as much as he wants you to know. That actually led to one of the funny little game moments - one of the last things we do is add the places where characters will approve or disapprove. I think what I want Solas to approve us is you actually asking questions . He’s kind of unique in that regard -  What Solas approves us is people who are interested in finding out knowledge. Whether they are finding it out from him or they’re talking with other people, Solas wants people to explore, he wants people to find information, he wants people to learn. What he disapproves of, honestly, more than what you do, is in many ways how you do it. You can do the thing that he wants you to do, but if you do it in a knee-jerk way, Solas hates that. He wants to know that you are carefully considering your options and taking a measured approach.
Time: 12:16
When it comes the characterization of a character that you’ve already been give at least some sort of name to. We know that this character is some sort of trickster god - when you were trying to develop and make him some a stand-alone character, did you ever have to rely on what the mythos already established of this particular kind of eighth-seat god that maybe a lot people hadn’t heard a lot about?
Well, I think, like we talked about before, one of the great things about the Dragon Age universe is everything that you learn in a codex entry is something that someone else heard in a story and wrote it down somewhere and you’re reading half of the book. So the good news on that is anything we wanted to do with Fen’Harel, there was so little and what was in there was already so sketchy that we had all the freedom we needed to play with him.
That turned out to be a nice thing because I think if we had someone that was completely by-the-books, already established, their character already given, it would feel like more of a letdown to write that as a character or you would have to play against type, you’d have to do something completely different to show he wasn’t just what the stories wrote about him. And, you know, in some ways that is both liberating but also disappointing to people who might have liked  the original stories. This was a fun experience of getting to fill in some of the gaps.
The only thing I think we had to struggle against is that anyone who hears “trickster” or anyone who hears “oh, he’s chaotic and unpredictable” it feels like there is a natural urge to go to “He’s Loki in the Avengers. He’s the guy who’s gonna make large grand-standing plans.” Or, you know, “He’s the Riddler, who’s gonna leave clues to test you.” We had to get away from that: “Let’s tone that back a little bit, let’s not have him be the Jack Nicholson Joker version of the Dread Wolf.”
That’s quite a quote.
You got Dorian as a large, grandiose , extravagant figure and it would have been easy to have him go that way. It was fortunate that we had Dorian as the mage who had the larger-than-life persona already to make Solas be the quiet one.
Time: 15:21
Was there ever an instance where you were really pushed with giving some indicators to the player that Solas may have some connection to this going through the gameplay? Because you do see a lot statues of Fen’Harel. There’s many instances of where you’re discussing it, you’re traveling through those lands. Where do you walk that line, how do you walk that line, or do you just completely disregard it whatsoever?
The goal we had is we wanted the very careful players, the very sensitive players, who were playing attention and watching every scene with Solas to know that something was up and to want more answers and then go to “OH MAN” as soon as the stinger after the credits rolled. But we wanted most players to just go “Oh, okay, he’s like ‘Fade nerd.’ He’s like ‘hippie guy.’”
The other thing we wanted was everyone on their second playthrough, as soon as they talked to Solas to be like “Oh, man, he’s just saying it. He just flat-out said it right there and I missed it completely the first time!” I think we called it the “inevitable in retrospect”- or the “slap the forehead on the second playthrough” style of writing, where we wanted people to see that the most interesting thing about the trickster god is he’s not actually that great of a liar - He is almost telling you a lot of the time. And, you know, some of the tragedy is it that you never had the chance to actually ask, “Wait -are you Fen’harel?”
Time: 17:13
We talked about leaving breadcrumbs, what that meant. Now the big turn, the big scene at the ending:  How did this come about, were you really involved in that sort of process and are you happy with it?
Oh, I’m absolutely happy with it. It went through several iterations,. Mike was hugely involved. The writing was definitely done by Dave; it was a huge crit path moment. He had me give a look at the Solas voice, I think I looked at it, I don’t think I actually changed a single word in the final one.
We had versions where after the main plot it was actually going to be a full plot where you the player went and were actually present when Solas confronts Mythal. We had a part where we said, “Wow that’s too big, a lot of players are gonna miss that, we’ll make it a DLC.” So it was gonna be a separate DLC where that happened. At one point we said “No, this is too big, we actually - let’s cut it and address it next game.” So it was going to be this thing that we pushed off into some future content.
I am really happy with what we went with, because, I think, you know, for my money, that short, little Marvel-style, after-the-credits stinger is what we needed. We needed something so that everyone who was paying attention and everyone who was really invested could go “oh my god!” And go, “Okay, so, just in case you were wondering, we’re not done, we have more stories to tell, and we are confident enough in what we are doing that we are willing to throw that ball.” That stinger is essentially us throwing a football to future us, trusting that we are going to catch it. Because, you know, at the end, we had that level of confidence. We felt that we had that level of confidence, we felt we made a really good game. Dave led an amazing team of writers, and I’m really touched that he has the confidence to believe that I’ll be able to carry that on for him.
Time: 19:49
When we spoke to Dave, one of the big moments that he mentioned, was when he created kind of a long-term idea for what’s going to happen in the Dragon Age universe. And to hear him say it, he mentioned that what he originally wanted for Dragon Age: Inquisition couldn’t happen - it was far too big - it wouldn’t work. And you guys had talked about  taking that concept, finishing Inquisition somewhere in the middle of that concept arc, and then using at least an influence or something like that to affect the franchise going forward.  Speaking with you now, as someone who has taken up the reins, do you know what I’m talking about? Am I talking crazy? Where do you see it going?
Um…
Reasonably - of what you can say on this.
So here’s the last scene of the next game… (laughs). I think there’s an extent to which no plan really survives contact with the audience when it comes to video games. We look at how fans react, we look at what hit, what rang true with everyone. You know, it’s funny, having people react angrily actually isn’t as bad as having people ignore things sometimes. Having people react angrily  means they were definitely emotionally engaged, so you know you hit something there. Whereas having fans go, “I don’t know, fine, I guess, whatever” and move on means, “Okay, I don’t know if that’s what we want to go back to. We didn’t actually get anything from them there, they didn’t actually remember that later.” So that’s a phase that comes after every game we ship. We look at what hit, what missed, and where we want to go from there.
Now that said, Dave’s future plan is, I think, fantastic, epic, and heartbreaking. Our plan is to use that as our starting point. To look at where we want to go, what we want to do, and it will not be - and I, you know, Dave and I have talked about this - it will not be the story that Dave would tell if he were still here as lead writer. Because it could never be that. We can get into that when we talk about Cole a little bit, but if I tried to do that I would just be doing a bad impersonation of Dave Gaider and no one is ever going to be as good at that as Dave is. My goal going forward is to, as lead, put my own spin on that process, put my own spin on the plots going forward, on the thematic elements, while keeping those same thematic elements that we had. Because, I think, what Dave has set in motion in three games, countless DLCs and expansions, is something that can endure: The idea that no choice is ever really that easy and that the great events always stem from human-understandable motivations.
So, that is where I think where we are going to go, as vaguely as I can say.
Time: 23:30
Speaking of specifically to Solas: His continuation of the story. Adding that little “Marvel moment” at the end - what do you think that did for the crit path and the overall arc of the story that players experienced in Dragon Age: Inquisition. Do you think they would have been more satisfied if there was  a DLC or is that just us gamers complaining because we can’t get everything we want right away?
Well, I think you want to leave people wanting more. “Man I wish you guys had done more” is a better problem to have than “Man I wish you guys had done less.” So, I think, looking at it from inside the studio, we didn’t have the resources to do much more than we did. So it was never going to be the big moment right then anyway. From my perspective, the reason I’m really happy we have it is, like I said, I thought it was a vote of confidence. The team is still the Dragon Age team and it is still the writers and designers who did everything else, who made such wonderful characters and were responsible for such fantastic plots.
Time 25:10
Well, again, looking at that in its completion, it’s good to see that even a character that needed to give you a stinger in your estimation didn’t take away, I guess, from the overall story you were trying to tell.
Well, thank you. Yeah it was obviously the moment we were building toward, but again, the goal was even if we didn’t have that stringer, he was still an interesting enough character that people would have not felt cheated that he was in the party.
Time: 25:35
One of the most beautiful scenes I think in Dragon Age Inquisition is the scene that you get with Solas if you play as a female elf Inquisitor. Talk a little bit about that choice to have this romance option very, very specific. It’s race- and gender- specific. Why that scene - what that scene meant and a lot of the subtext, because it is a very rich sequence of scenes, not just one. And, I think it’s really one of the most interesting romances in the game.
I love that scene because that scene for me shows how far we’ve gone past - not the make myself irrelevant anymore - but how far we’ve gone with the digital acting. Jonathan Epp the cine-designer for that scene put it together and when you take everything that Gareth David Lloyd - the voice actor - everything he did on his lines. And just putting so much tragedy, and making it clear in every line that he wants to say more than he can. And with Jon Epp the cine-designer, just in the wordless scenes: showing the tragedy, showing the heartbreak, showing how much he does genuinely care against his better judgement, and how he finally forces himself to step away.,
You know how I said when we were talking about the Iron Bull - everything, every major moment we do, is there for a specific type of player fantasy fulfillment. And you know, not all types of fantasies are the happy ones. There’s a reason why The Phantom of the Opera was on Broadway for so many years and it’s not because it has a happy ending.
The Phantom of the Opera isn’t exactly the theme for the romance -  the razor was something closer to almost professor and student in some ways. He definitely comes across as a mentor in some ways. When he finally steps back it is him beating himself up, not you, saying “Wow what I have done here is actually really unfair to you, and you, player, at the time don’t know that I’m beating myself up because I’m actually  1000s of years old and not the person you think I am and it’s disrespectful to you for me to continue this relationship.” So it’s a very moral perspective for our ancient, quasi-evil, trickster god to come with.
Time: 28:41
And it’s amazing because it’s another instance of content that so few players would actually get an opportunity to see. When it comes to making it that specific, I guess, why was that choice made? Because usually a lot of your content - most of the Dragon Age content - it’s very easy to get really rich, wonderful characters right in your face and have those wonderful “eat-em-up” experiences, why for this one was it such a steep price to get in?
You know, I won’t lie, a lot of it came from some of our designers. Some of the women in the design department really, really loving his voice and saying, “You are absolutely fools if you do not make him romance-able in some capacity.” And, really, his story overall is - and, you know, I think we’ve only hinted at that but I think we have hinted at it enough that I can at least say this part of it - his story isn’t a happy one. His story is one, where, if you look at him and Mythal, there is clearly some grief, there is clearly some tragedy. And, adding in the option - even for players who don’t take it - on my end as a writer,  knowing that some players will have this as a star-crossed, forbidden romance, you know, it makes him more sympathetic. It’s important to me as a writer because when you’re writing about someone who, according to Flemeth, is at least somewhat responsible for the bad guy getting the magical item that he used to blow up half a mountain in the prologue, it’s important to have something in there that you can always have, as a writer, look at as your touchstone and go “This is a real person. This is someone who experiences sadness. This is someone who falls in love.” Even if he doesn’t do it with that Inquisitor on that playthrough, this is always someone who can be like that.
Time: 30:58
Where do you see a character like Solas ending up?
(Big sigh) Musical theater.
(laughs) Right when we reach those beautiful moments, Patrick!
I think that it is fantastic that people have emotionally engaged with Solas and I hope we get a chance to explore that in some future content.
Alright and that’s the most that we’re getting right now.
Time: 31:37
Oh, and here’s a little tie in: Here Lies the Abyss, the demon that spoke to Solas - what was all that about, what was that going on?
Oh yes - the demon who speaks perfect Elven!
Yes perfectly to him, and if you remember any of that - did you have anything to do with that?
Yes, Here Lies the Abyss was mine. It was a fun plot. It was a terrifyingly difficult plot, because - I’m not sure how clear this is to players that have one done one playthrough or with one import state - but your key characters throughout the events at Adamant Fortress and then the events of the Fade, it’s a customizable Hawke. Which means it could be a male Hawke or a female Hawke and within that, Hawke from Dragon Age 2 is characterized by one of three different attitudes: friendly, grim, or sarcastic. So, that’s three attitudes times two genders, that’s six different Hawkes and three different possible Grey Wardens: Alistair, Loghain, or Stroud.  So, the process of going through Adamant Fortress and then going through the Fade was a crazy juggling act of trying to keep track of “Okay, now one of these five people, these five Schrodinger’s cat quantum people, will say this line, and then another of these five Schrodinger’s cat quantum people will respond with this line.”
It’s important to remember that as we went through everything in Adamant Fortress and the Fade was taking place in that contest. There was a long period time when we were looking at that really going, “Okay, I just have to hope this actually makes sense when it’s nothing but Alistair and my sarcastic female Hawke.”
But, to actually answer your question. As I recall, the Nightmare, who as a friendly, chipper guy was basically - I do basically two types of villains: I do the villain who thinks he or she is the hero, and is misguided and has opposed goals, and is kind of tragic and tortured in that way. And then I do the mean-girl villain who says snotty high school insults.
That’s it - that’s the gambit.
Well, just about, yes. I’m looking forward to see who writes the villain in the future Dragon Age games - so get ready for either tragic pathos or really, really good high school mean-girl zingers.
As I recall, he was speaking Elven to Solas and if I remember right, he said, “Your pride is responsible for everything that has gone wrong” and I think he said “You will die alone.” And then Solas said something that translates to either “Nothing is known for certain” or “Not necessarily.”
And what does all that mean?
Well I think it’s fascinating that people are emotionally engaged, and I hope we have the chance -
It was a very asked question - it was a question that was asked a lot. Specific to that.
Oh, I’m not surprised, and I hope one day that we can tell you. But, obviously, that demon knows that Solas is hurting and Solas feels guilty about some stuff and really wanted to dig in there, and Solas was shouting back.
Literally just describing what happened (laughs). All right, so something that will clearly be talked about in other games.
TIme: 36:22
Dealing with this particular quest I really think that this was one opportunity to involve the Grey Wardens in a story, and a world, that kind of progressingly, after the first game had less and less of a need to exist - let alone in the world - but in the main characters arc. Talking to David I remember initially there was some idea for this particular mission they would just fall into the hole and be hanging out in the Deep Roads, and having out with the dwarves, so tell us a little bit about this creation.
A lot of the process of writing these large plots, like I talked about the razor, you figure out what the core concept is, you always start with a lot of things, and in most cases what you then end up having to do is cut. And if you’re not someone in the studio, talking about having to cut things sounds like you’re losing awesome content, you’re ruining what would have been clearly the best part of the plot. Inside the studio though, most cases what you’re cutting is the stuff that didn’t actually help tell the story you wanted to tell.
So yes in the original version, in a very early draft, actually this was before I was actually on the plot - this predates me - there was, yes, going into the Deep Roads, and when you fell in instead of ending up in the Fade you ended up down in the dark. And finding out what the Grey Wardens in this version of the story had been involved with the Architect from Dragon Age: Awakening. It was an interesting direction, and it was, I think, a very cool direction, but it did not help tell the story of the Inquisition. It was more a story of “Hey, if we wanted to do more with the Hero of Fereldan, here is an interesting place we could go” and it did not help tell the story of “What is the Inquisition doing?” “What is Corypheus doing?”, “How do these two organizations bounce off each other and who’s caught in the middle?” So trying to come to terms with the Grey Wardens in this game not being the protagonists, not being the group that is in the center of the action but being the group that is caught in the middle of this power struggle was something that led to us having to eventually do the re-jiggering that got us to the plot you saw.
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pixelgrotto · 3 years
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The future of Pixel Grotto, and writing freelance full-time
It’s 2022, and time for a brief reflection. One of the major life events that came my way last year was a decision to finally dive into the freelance world and devote myself to writing about gaming and other hobbies that I love. I'd dabbled in the notion more than once over the years, but convinced myself that I wouldn’t be able to make it as a freelancer and needed a soul-crushing full-time job to pay the bills. 
The global pandemic, for better or worse, changed that. Working at home 24/7 gave me perspective, and the sheer nature of getting tossed about like a ragdoll in the major journalism jobs that I’d previously been pursuing made me wonder if I could make it on my own. Eventually, after my contract gig at a big newspaper came to an end, I had no choice but to pursue this option out of necessity. And here I am, several months later, making a living scribbling articles for a variety of different sites, primarily about comic books, tabletop RPGs and video games - all the while using “Pixel Grotto” as the penname for the majority of my gigs. 
It’s been a windy road, and money is always a concern. But I do feel like this is my calling, and I’m invigorated in ways that I haven’t felt before when my nose was to the grindstone working breaking news shifts under terrible editors. And in many ways, I’ve got to credit this little blog, which I’ve maintained for nearly a decade now, for helping me to break into this arena. There were a lot of other connections that I leveraged to kickstart my freelance writing career - in particular the great folks over at Asians Represent, who I first collaborated with for a readthrough of Legend of the Five Rings that probably contributed to me getting gigs at D&D Beyond - but this blog was the venue where I first started writing about gaming back in 2013. It’ll continue to be the place where I pen my thoughts about “the weird and wonderful world of play,” which was the motto I typed down here so long ago.
This blog is definitely taking a bit of a backseat to the writing that I’m doing which actually pays me, though. For some time now, I’ve only been able to write posts here once a month or so, and that pace is unlikely to change. My jam-packed schedule means that I’m unlikely to start any more huge projects like the big Resident Evil playthrough of 2018-2019, alas. But I really do like this little corner of the internet that I’ve carved out for myself, and so Pixel Grotto - possibly the last Tumblr blog in existence that still produces longform 1,000+ word articles when the rest of the world has moved to Medium and/or Substack - shall live on!
Nevertheless, if you want more regular updates on what I’m doing with my writing career and the sort of games I’m engaged with, follow the site’s Twitter account. And if you want to check the nifty portfolio I just whipped up that organizes samples of my writing, take a look here. Better yet, if you’re itching to collaborate on a project in the tabletop roleplaying space or want to pay me to write about something, gimme a shout! I’ve got some great stuff in the works, and I’m glad to be here, still trucking along all these years later.
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tumbling-odyssey · 4 years
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Games I played in 2020
Just felt like getting my thoughts out on all the games I played this year. I’ve been wanting to do something like this for years but I always let it pass me by. Well not this year! Fuck you laziness! 
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I played the first half in 2019 but finished it in 2020 so I guess I'll count it. DQ11 was my intro to Dragon Quest and what a good starting point. I'm not exaggerating when I say this is one of the best traditional JRPGs on the market. Characters, story, combat, it all clicks in just the right way to make a flawless game... until the end credits roll that is. 
I have no idea what happened with the post game but by god does it dive off a cliff. It undermines everything you worked to do in the main plot. The characters act brain dead and it shamelessly reuses events from the main game. Please pick up and play DQ11 but for the love of god just stop when the credits roll.
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Doom is a game I knew I'd like. The heavy metal ascetic and soundtrack were right up my alley, but I just never found the time. With Eternal on the way though and having found it on the cheap at a pawn shop I figured there was no time like the present. Needless to say but I was right. I loved everything about this game. The thrill of combat, the screech of the guitars, and the silent take no shit attitude of Doomguy. Make no mistake though, I SUCK at this game. I played on easy but still got my ass handed to me on the regular. But I don't care, I was having way to much fun.
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I flipped my shit when this game got leaked at the tail end of 2019. Zero 3 is my all time favourite game. To celebrate this getting announced I went and 100% Zero 3 as I hadn't done it on my current cart, and Zero 3 was still the first thing I played when I got this collection! I love that game to death and I’m glad to have it on modern consoles again. As I was under a bit of time crunch with other games releasing soon I only played 2 other games in the collection Zero 4 and ZX Advent. Until the DS collection those and 3 were the only Zero/ZX games I had so I have a lot of nostalgia for them. 
Zero 4 hold ups better then I remember. Not as good as 3 but a damn solid game with tweaks I honestly wish hit the series before its end. I remember having issues with the stage design and ya it’s not perfect, but it’s far from as bad as I thought. For ZXA this was the first time I beat the game on normal difficulty. For some reason the ZX games have always given me more trouble than the Zero games, so finally beating one on normal was very exciting. Maybe I can now finally go and beat ZX for the first time...
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The Mystery Dungeon series rising from the depth to punch all those unexpecting in the face was a very welcome surprise. I had a lot of hype going into this one as I have very fond memories of my time with Red Rescue Team and even more with Explorers of Darkness. And the game lived up to it! The remastered music is great and crazy nostalgic, the 3D models are well used and don't feel as stiff as they do in the core series, and the QOL changes are near perfect... So why did I drop this game like a rock once I finished the main quest? 
Anyone familiar with Mystery Dungeon will know that the post game is the real meat of it. The story is short and all the really cool shit comes in after it's done. But I just couldn't bring myself to put more time in after I finished said story mode. I'm definitely chocking that up to me just not being in the mood then an issue with the game. Here's hoping we get an Explorers DX sometime soon. That will fucking hook me for all it's got.
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Second verse same as the first. I loved this game and sucked at it horribly. Out of all the games I've played this year Doom Eternal is the one I want to go back to the most. I was not the hugest fan of some of the changes made and retained a stance that I liked 2016 better. First person platforming has never been a fun experience in my opinion and Eternal did little to change that. And I know this a lukewarm take at best but fuck Marauders!. They are so unfun to fight and ruin the pace. The Marauder in the last mook wave took me so long I was worried I wouldn’t be able to finish the game. But the more I've seen of Eternal after my playthrough makes me think I was being far to harsh. I haven't played the DLC yet either. Mostly cuss I haven't heard great things about it. Gonna wait for the rest of it to come out to see if it's worth getting. Might just replay to whole game at that point to see if it clicks with me better.
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This was my second favourite game of the year, and was going to take the top slot until a certain other game came out. Addressing the elephant in room right away, I hated the ending. But I was expecting something like that, I think we all were. I won't let the ending ruin the rest of the game though. Not gonna let 1 segment colour everything that came before it. We have to see how the later parts play out to truly see if this ending was trash or not anyway. 
It took Square over a decade but they finally got an action RPG battle system that works and feels good to play. This may be my favourite battle system in an RPG period honestly. All four characters are a blast and it only gets better the more time you spend with it. Figuring out the nuances of each character’s skills and how to combine them not only with the skills of the others but how to enhance them with the right Materia set. This makes fights thrilling and satisfying when you finally best whatever was giving you trouble. Tis was the best way to bring 7′s mechanics into the modern landscape while also fixing the BIGGEST issue the OG had. The fact every character feels the same aside from Limit Breaks. 
All this on top of graphics that just look fucking stunning, a few glitched out doors aside. Fuck I still feel blown away looking at the characters models (mostly Tifa) and see how god damn pretty everyone is. Also Tifa’s Chinese dress is gift from the Gods and I still haven’t picked my jaw up from the floor after I first saw it.
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In my circle of the internet there was a lot of hype for this game. So much so that I ended up buying it to see what all the hubbub was about. I had never played a Streets of Rage game before and my only experience with beat'em ups was playing a LOT of Scott Pilgrim and last year's River City Girls. Turns out Streets of Rage plays quite a bit different and it kicked my ass! So sadly I had to switch to easy to make it through but I still had a fun time with it. 
I started playing mostly as Blaze but once Adam hit the scene oooooh fucking boy. I didn’t play anyone else. There's a deceptive amount of content in this game. You can unlock almost every character from the previous games and all of them rocking their original sprites and moves. If I had more of a connection with this series I'm sure I would have gone nuts on unlocking everything. I stopped after my one playthrough and I was happy with that. Always glad to support a long overdue franchise revival.
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To properly talk about P5R I think I need to air a lot of my feelings on the original game and the importance it has to me. You see, prior to 2017 I barely played games, only sticking to specific franchises. AKA Pokemon and Mega Man/Mega Man like games. Until 2016 though I still bought a lot of games. Eating up Steam sales and deals I found at pawn shops. This lead to a Steam library and shelf filled with games I've never touched outside of maybe an hour or 2. So in 2016 when I took interest in the newly released Kirby Planet Robobot I made a deal with myself. I could get the game but I HAD to beat it.  And I did just that, gaining not just a new fav Kirby game but a new rule for game purchases. If I knew I wouldn't beat a game I was not aloud to buy it. Now what does ANY of this have to do with P5 you may ask? Well... almost everything.
 I was immediately interested in P5 when it hit the west in 2017. I loved the 20 or so hours I but into P3 years ago and really liked the P4 anime I had watched around the same time. So of course with all the hype around it I wanted to dive into the series full force with P5. But I knew myself. Putting over 100 hours into a game was beyond me and I had a weird relationship with home console games as I was predominately a handheld gamer. Add in the fact I didn't even have a PS4 and I was convinced P5 would be something I always wanted to play, but never would. So when I went to the mall with a few friends and they showed me that P5 had a PS3 version, I had a dilemma on my hands. I knew I wanted to play it and I now had a way to do so. But doing that would require me to change 2 HUGE hang ups I had with games. Would I being willing to waste 60 bucks with so much working against me? Apparently I was. I immediately started going to town on this game. Making sure I spent no less then 2 hours a day playing NO MATTER WHAT. Which may not seem like a lot but it was to me... at the time.. I also had just moved to my current house, so coming home from my still relatively new job and going straight into P5 was the first real routine I formed during this heavily transitional part of my life. 
I of course ended up loving P5 and put 200 hours into it. As such my outlook on gaming was forever changed. Console games were no longer out of reach and I knew I could handle playing monster length game. I started playing way more games then I ever did before and trying out generas I never thought I would play. P5 is the main reason for this and why I'm able to make a post like this. To actually touch on Royal though? It's unarguably the better version of the game and Atlus learned all the right lessons from P4G. The new characters are great and the added section at the end is possibly the best shit Atlus has ever written. I only wish Yoshizawa joined the party sooner so I could play as her more. 
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The release of this really came out of nowhere huh? Wayforward announced it was being made mid way through 2019, then there was its weird half release on the Apple store... and then suddenly it was out! Very little fanfare for this one. Is that indicative of the games quality? Luckily no. Seven Sirens is a solid addition to the series and follows up Half Genies Hero nicely. The game goes back to Shantae's Metroidvania roots and makes a TON of improvements. 
Transformations are now instant instead of having to dance for them (don't worry dancing is still in the game) making the game feel more like Pirates Curse in its fast flow. They also added the Monster Cards which take heavy inspiration from Aria of Sorrow's Soul system. A feature I'm happy to see in any Metroidvania since Aria is one of my all time favourite games. Sadly though the game does not take the best advantage of these improvements. 
Over all the game feels kinda empty. The dungeons aren't super exciting to explore nor are they challenging in any way. And the plot is very repetitive, with each dungeon repeating the same beats. Really this game feels more like set up for a better game down the line. The mechanics are all here and Wayforward has a solid art style with the sprites from Half Genie Hero. Hopefully they capitalizes on this for Shantae 6 and we get the best game in the series.
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While it may not have been the most thrilling game, Seven Sirens really put me into a Shantae mood. So much so that I went back to play the 2 games in the series I had never touched. This being the first game and Risky's Revenge. Shantae 1 really is a hidden gem in my opinion. Don't get me wrong, it's the definition of jank, but there's a lot of heart to this game. The sprites are great, the soundtrack is good, and the characters are funny... but it's still on the OG Gameboy and that's a massive hindrance for any game. I'm hard pressed to recommend this with how poorly its aged but I think it's better then it looks. 
Risky's Revenge on the other hand was a game that shocked me by how little it had to offer. I know this game went through a hellish development and what we got was far from what Wayforward planned to make, but it's hard to imagine a world where this was the technical BEST Shantae game. It's not a bad game by any stretch... just a boring one.
For the record my ranking of the games goes Pirates Curse>Half Genie Hero>Seven Sirens>Original>Risky’s Revenge
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Sword and Shield are mediocre games at best. I know, real steaming hot take there. I managed to make my Sword playthrough a lot more fun by not spoiling myself on the new Pokemon designs for the first time since Gen 3. Either way, I enjoyed myself enough that I didn't mind playing more of it with these DLC campaigns. Plus I love the idea of Game Freak switching over to this method as apposed to making a third version, so I wanted to support it. 
Klara is a fucking top tier Poke Girl both in design and personality and is probably the highlight of Isle of Armour. GF actually went out of their way to give her multiple expressions to sell her toxic bitch personality and I love every minute of it. She sadly drifts into the background for the second half of the DLC’s story which hurts an already rough section even more. Not more then having to grind Kubfuu all the way to fucking level 70 though! That put a serious hamper on my motivation to finish the story but I pushed through anyway. Having to solo the tower with Kubfuu was at least a fun challenge though, as was the final fight with Mustard. Fuck the Diglett hunt though. Ain’t no one got time for that.
Crown Tundra may be my fav of the 2 though even if there isn't a character as good as Klara in it. The hunt for the legendaries was just pure adventure and I had a fucking blast doing it. The joy I felt when I figured out Registeel’s puzzle put a smile on my face unlike any Pokemon game since I was a kid. The whole Regi stuff was honestly a nice Nostalgia trip to my times with Emerald. The story around Calyrex was enjoyable, even if I still hate its design. Not revealing the horses before release was a good call to as it gave an honest surprise. Having to chase down the Galar forme Birds in the overworld is a great way to evolve the roaming legendaries idea and I hope GF sticks to this. Plus the Galar forme birds are some of the best legendary designs since Gen 5 and I love Chocodos way to fucking much. 
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Here we are folks, my GotY. I love Panzer Paladin so fucking much. A combination of mechanics from Mega Man, Castlevania, and Blaster Master? Sign me the fuck up! This game is tailored made for me and I knew I had to play it once it started making the rounds on social media. I'll admit though, I was a bit worried when the the first full trailer dropped and showed the weapon mechanics. Breakable weapons that you have to sacrifice for checkpoints and power ups? I'm not sure about that.... Luckily I was being a complete moron and those mechanics are near perfect. 
I love the set up of each boss being a mythological creature from different cultures. They didn’t just pull the easy ones either. A lot of these things I learned of for the first time here. I love how Grit controls. Using the upward stab as a double jump and being able to pogo off enemies Shovel Knight style just felt great and satisfying. Flame was limited but it made her sections feel tense. She does more damage then you think she could at first glance. Also the only way to heal Grit being to use pods that only Flame could access was a cool idea. 
I am begging you Tribute Games, you have to make more Panzer Paladin games. Slap some new upgrades on Grit and expand what Flame can do and you have an even better sequel  on your hands. Also maybe not have so many 'gotcha' moments with enemy placement. That's really my only complaint about the game. Great music, great sprites, giant robots, unique premise, and a reference to Canadian legends. The ultimate self indulgent game for me.
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It felt super out of left field for Curse of the Moon to be getting a sequel. The games fucking amazing but it was really just a tie in for the main Bloodstained product. Not something I expect to get a continuation. Either way I was pumped. If this was even half as good as the original then I was in for a great time. Which held true... cuss this legitimately is only half as good as Curse of the Moon. I still like the game, quite a lot actually. I mean how could I not with a fucking Corgi piloting a Death Train Mech. 
Something was just missing here that never made this click like the first game. Maybe it was the stage design, maybe the bosses, maybe the fact that it's a bit to long. I'm not sure. All I know is I couldn't bring myself to play all the modes like I did in the original. . Stopping part way in to the one where you can get the first games characters. I want to go back some day... I just don’t know when someday is.
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This was an announcement I never saw coming. A Gundam Verses game coming to the west? That hasn't happened in the entire time I've been a Gundam fan. I had played a bit of Full Boost on my old roommates PS3 thanks to him having a Japanese account and I played Force on the Vita a few years ago. But to have the latest version fully translated with open servers? Holy hell that's a dream come true. 
Having the open betas every weekend leading up to launch was some much needed fun during this shit hole year. I had a lot of fun just fucking around with different suits and seeing what I could do with 'em. Absolutely trashing two Bael players as the Kapool is a memory I'll keep with me for a long time. Fucking danced on their graves. This gave me some new appreciation for suits like the Baund Doc and Hambrabi, the later becoming a lowkey fav as it was my main.
I've fallen off with the game in the last few months but I definitely want to go back. I hope to start learning the game and take parts in tourneys when cons aren’t death sentences anymore.
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It felt like everything in my life was SCREAMING at me to start the Yakuza series. From 2 of my friends playing 0 recently, a youtuber I following live tweeting as he played through the WHOLE series back-to-back, and Yakuza 2 having a run at AGDQ 2020. Plus the constant pleas to play this series you get from following Little Kuriboh on Twitter. I finally broke and picked up 0 in the middle of August. Boooooooooy howdy did I not know what I was getting in to. And no I don't mean the content. I knew Yakuza was a series of wildly conflicting tones between the main story and side quests. What I mean is the length. I legit thought this was gonna be a 20-30 hour game. When i reached hour 30 of my playthrough and realized I wasn't even close to a conclusion, I think I knew I had bitten off more then I was planning. That misstep aside I ended up loving this game and want to play the rest of the series.... I just need to rest up first before I dive into Kiwami 1.
 Let's actually talk about the game for a moment here. Kiryu and Majima quickly clicked as likeable characters to me and I cared about their stories. Combat is fun and the multiple styles are all great.... though both the default styles take a while to get there. The mad rush I felt at the end was fantastic and the last bosses are a joy to fight. Only real complaint is the pacing of the side stories. I loved being able to just stumble into various different events while on route to the next plot objective. But this became less common as the game went on and side stories started getting more tucked away. Also hot take here, the host club mingame is more tedious then fun and I like Kiryu’s business stuff as I could do that in the background. I’m excited to dive into Kiwami and probably Kiwami 2 this year... Though I’m not sure when just yet.
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Just gonna say it flat out, I think this is better the the 2018 game. The smaller scale helps in this style of game and Miles just naturally has a better move set then Peter. I'm not sure if they actually tightened up the combat system or if they just threw less bullshit enemies at you but fighting feels so much better in this one. Traversal is better too,  simply because they changed the button for tricks. In the original you have to hold down 2 face buttons to enter trick mode??? In hindsight that was such a bad call. 
Having both the heal and venom powers run off the same meter was a good idea. Making the choice between keeping yourself alive guaranteed or potentially ending a fight quicker/disposing of a problem enemy is super fun. The player having to make small choices like this during combat is what helps it not be brainless. I love all the different venom skills you get. While they all achieve the same thing in stunning opponents, how you achieve that goal is up to you. Do you want to just slug the bastard, throw 'em up in the air, tackle the shit out of them? The choice is yours. 
Only real big complaint is certain upgrades being NG+ locked. I know you want to encourage replays, but this is a shitty way to do it I feel. Also can we retire Rhino for the next game. Man has had 2 shitty boss fights now and I need a break. Between this and Spider-Verse, I'm honestly starting to like Miles as Spider-Man more then Peter.
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I got this game more on a whim then anything. I was definitely interested when it was first announced for the west. Vanillaware's beautiful art style in a story about giant robots beating the shit out of Kaijus? Sign me the fuck uuuuuu-oh wait it's an RTS? I had never played an RTS's before, mainly due to the sheer concept stressing me out. So I let it fall to the wayside. The game started coming up again though towards the end of the year with GotY on everyone's minds.  This revived my interest, especially as what I HAD planned to be playing around that time was... well. Cyberpunk. Don't think I need to say much more. Also I had worried for nothing as the Real Time Strategy was not that Real Time. 
This game really lays on the analysis paralysis once you're out of the tutorial. Do you want to fight, do you want to do story, who's story do you want to do, what branch should you follow, how much should you play with this one character? It's very overwhelming at first. I decided to not go ham on just one character and swap around all the time. The twists in this game are equal parts exciting and infuriating. Learning something new always came with the caveat of more questions, or something you knew 'for sure' being disproven. Like when I learned 1 characters was actually 4 separate ones! Anyone that's played knows exactly what I'm talking about. 
Natsuno ended up being my fav and not just because of.... obvious reasons. BJ was cute if unfortunately named and her relationship with Mirua was my favourite in the game. Not that there was much competition except for maybe Ogata and Tomi. I ended up really liking the combat but I can see why RTS fans say it's the weakest part. It's far from complex and I had a winning strat by the third or so real fight. Aka spam turrets and have the Gen 1′s gank all the bosses.
One quick thing I want to share was how I beat the boss at the end of Area 2. The one where Inaba is singing. I had Hijiyama use the limit break skill to bum rush the boss right off the hop. I took out half its health in one hit but Hijiyama’s Sentinel was on death’s door. Only thing that saved him was sending in Amaguchi to blow up a bunch of missiles. Hijiyama took it out on his next attack but lost his Sentinel at the same time. It was a real clutch victory and crazy fucking anime. 
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The best way to really describe Carrion is that it's a fantastic proof of concept. Can you make a game where you play as The Thing? Why yes, yes you can. Carrion just needed a bit more tweaking to really bring this concept home and be the A+ game I know it can be. As it is now the game is a bit empty. The level design is super samey and the lack of a map is fucking brutal at points. I know it would make no sense for a blob monster to have a map but somethings you just have to gameify for convenience. The level design must have done something right as even though I was completely lost I still moved from area to area properly. Hell by the time I actually looked up a map I had 1 more item to get and I learned I was one door away from beating the game. 
I love the idea of losing mass as you take damage and gaining more by eating people, but having abilities tied to size was a terrible idea. It just leads to tedium as I have to go and shed myself to the right size, do the puzzle, then of course I'm going to go back and rebuild myself to see if I can do the next segment at full power. Just make it so you can swap between abilities using the d-pad or something. I hope this game gets a sequel just so this sick ass concept can be fully realized.
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lihimsidhe · 3 years
Text
Full Review: https://youtu.be/nMBgmV3QMwY
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Summary
Stories Untold is a sci fi psychological horror adventure game released in 2017 by the studio No Code Lt and published by Devolver Digital.(1) Adventure games are characterized by exploring, puzzle solving, and narrative interactions with game characters. (2) The ‘adventure’ label hails from the 1st known adventure game Colossal Cave Adventure developed during the 1970’s. (3). In Stories Untold the player will do mostly 3 things: enter text into a writing prompt and hope what they entered progresses the game forward (text adventure), click around the environment to find interactive elements and utilize these elements in a specific order (point and click), and do some very light exploration.
Stories Untold’s origins lay in Ludum Dare; an event where game developers around the world challenge themselves to make a game from scratch in just a few days aka a ‘game jam’. (4)  House Abandon was the product of such a game jam. (5)  House Abandon would prove to be so well received that it is the very spark that would grow to become Stories Untold. (6).  House Abandon became just one of the four stories featured in Stories Untold.
Each story has the player assume the role of an unidentified person using various electronic equipment ranging from locations that include an abandoned house, a laboratory, and a remote radio station in a blizzard. There is a fourth chapter but to explain its location and tasks can easily wade deep into spoiler territory.  
It’s very difficult to reveal if this game attempts to execute on a specific message or not without spoilers. So treading as carefully as I can I will say that yes there is a message to be found here. A tragic takeaway that can hit hard for some players who put in the work to leave no narrative stone unturned.
Analysis
Disclaimer: I’m not a fan of puzzle games, or puzzles in games. They too often devolve into ‘guess what the developer was thinking’. More on this in a bit.  Back to the regularly scheduled program:
The development studio behind Stories Untold, No Code Ltd, describes the game as the following:
“Four Stories. One Nightmare.
From the prototype 'The House Abandon' comes the critically acclaimed, and BAFTA winning, 'Stories Untold', the latest madness from No Code. Four short stories, tied together in a complex web of psychological-horror, intense visuals and genre-bending adventures.” How does this game execute on these selling points? Let’s address the last line first: genre-bending adventures. In my playthrough I walked in expecting a fairly basic adventure game with excellent presentation and left having experienced that same notion.  This is all to say that Stories Untold, as far as I can tell, is not bending any genres.
The text adventure portion of Stories Untold doesn’t make a noticeable departure from one of the earliest text entry experiences ELIZA; a program created in the 1970’s that simulates a psychologist by responding to a user’s text entries (7).  In fact after having played around with some ELIZA clones online (8) I’d say that Stories Untold actually underdelivers in this genre compared to ELIZA that was developed nearly fifty years ago. Point and click began with the game Enchanted Scepters in 1984 released on the Mac (9). In that game you do much the same as you do in Stories Untold: Moving your cursor to find an interactive point that hopefully drives the game forward. An activity unfavorably described as ‘pixel hunting’. 
While I do concede that Stories Untold executes well enough on its mechanics would I also concede it is genre bending?  Absolutely not.  Mechanically speaking it falls very strictly within its genre.
As for the intense visuals the game advertises it has? I’m strongly inclined to agree.  This game’s visuals are a love letter to the 80’s. It’s as if the game reached into the past and brought a portion of that era forward in time both temporally and visually. 
Stories Untold also executes on psychological-horror aspects as well. There were times I was genuinely frightened both via jump scares and/or the dense atmosphere the game draws the player into. This game evoked feelings of fear, mystery, and foreboding of what was behind the next event.
“It is up to the designer to provide the appropriate information to make the product understandable and usable. Most important is the provision of a good conceptual model that guides the user when things go wrong.” (10) -Don Norman
The promise of a text adventure sounds great on paper: enter some text and the game reacts to what one entered driving the player’s progress forward. Just the thought of that fills my mind with excitement at being able to utilize my conversational skills I’ve learned in life to interact with a game sounds incredible The thing is, and the reason I’m personally not a fan of puzzle games is that they almost always seem like playing a game of ‘guess what the developer was thinking’ instead of the player applying their common sense to solve a puzzle.
If for example in a text adventure game you are trying to walk around a house you simply typing ‘walk around the house’ may or may not work. Perhaps the developer perceived ‘walk into yard’ as walking around the house. For me this creates a schism where it stops being about me vs the game and instead becomes a battle of how my exact wording for doing something very simple differs in verbage in how the developer would write it. So instead of walking around the house and losing myself in the story I’m now trying to guess what the developer thinks are the right words to say.  What compounds this here is that the feedback is binary; either what I typed works or it doesn’t and I get the equivalent of an error message that doesn’t offer any guidance on exactly what the developer was thinking. This ‘guess what the developer was thinking’ issue wasn’t as pronounced in the point and click sections of the game. These were almost always tests on one’s observational skills and parsing over every little detail until the path forward reveals itself.  Some of the puzzles I was willing to endure and some… I just looked up a walkthrough to solve them so I could get back to enjoying the game’s incredible atmosphere. The crazy thing about Stories Untold is me as a player desperately trying to scrutinize every little detail to move forward shares a strong connection to the game’s narrative.  I really appreciate that despite my misgivings with this game’s puzzles.
As for the game’s narrative itself… I say I left the game mostly satisfied. Throughout the game the music, visuals, and gameplay really got my mind racing with the possibilities of the world that was spilling out before me. “Where could this story be leading?”, I excitedly pondered.  And sometimes I was even afraid the game would provide an answer.  Seeing how it was resolved was a bit underwhelming.  I won’t lie.  I went from a mind racing with possibilities to a flat, “Oh it’s that? Well that’s something I guess.”
If there was one thing I wish this game did differently it would have been to have focused entirely on the text entry mechanic presented in House Abandon. I said before I went and played with some ELIZA programs online and I loved that there was no failure state. The conversation just continued even if the code emulating a human would sometimes spout nonsense. I don’t expect anyone, let alone Stories Untold, to conjure up a fully realized artificial intelligence to amuse me for my 3 hour adventure game. But I can’t help but muse about a more realized text entry loop.
This game has 12 total achievements to earn. (11)  Since the game utilizes a level select system, there are no missable achievements.  Most achievements are earned by just progressing through the game.  The ones that aren’t awarded in this manner are obtained by light exploration and finding some collectibles. All in all very easy to 100% in one sitting.
Significance
Stories Untold has received several notable awards (12) including British Academy of Film and Television Arts Game of the Year in 2017 (13).
Steam Reviews has it sitting at ‘very positive’(1)  while Metacritic has it at a 7.0/10 user score. (14)
It has sold at least over 100,000 copies on Steam (15). If Steam sales remained roughly the same on the other platforms it was ported to (Nintendo Switch, Playstation, Xbox) that would imply at least a few hundred thousand people have decided to enter the world this game provides. While adventure games have drastically changed since the days of Colossal Cave Adventure with games like The Walking Dead and Until Dawn, text adventures have mostly fallen out of mainstream gaming discourse. For that reason the fact that Stories Untold managed to break through in the way it did favors it being a touchstone for many adventure and text adventure games going forward.
Recommendation
Ask yourself the following: Do you like arbitrary puzzles?  Do you mind some psychological horror in your entertainment?  Do you ever wish you could just play through chapters in your favorite book? If you answered yes to both these questions then this game was made for you.  
What if you’re like me and you can barely stand puzzles in games because they seem to evoke a ‘guess what the developer was thinking’ type of feeling? 
I would still recommend this game.  The reality of the game is that it can be completed in just a few hours.  When you get stuck, look up a guide, solve your roadblock, and get back to enjoying this game’s stellar atmosphere.  It’s really worth experiencing. Especially if you lived through and/or are a fan of the 80’s
If you’re completely puzzle adverse but still enjoy interactive narrative?  It might be worth looking up a playthrough or livestream.
Sources
1. Dev & Publisher: Stories Untold on Steam (steampowered.com)
2. Adventure Game Def: https://www.britannica.com/topic/electronic-adventure-game
3. colossal cave adventure: https://en.wikipedia.org/wiki/Colossal_Cave_Adventure
4. ludum dare: https://ldjam.com
5. game jam: http://www.nocodestudio.com/development-updates/2016/9/5/the-house-abandon
6. dev interview: https://www.pcgamer.com/crafting-the-unique-genre-defying-horror-of-stories-untold/
7. ELIZA (origins): https://link.springer.com/article/10.1007%2Fs00146-018-0825-9
8. ELIZA (interactable): http://psych.fullerton.edu/mbirnbaum/psych101/eliza.htm
9. 1st point click game: https://arstechnica.com/gaming/2011/01/history-of-graphic-adventures/
10. Don Norman: https://www.amazon.com/dp/B00E257T6C/ref=cm_sw_r_tw_dp_2BZA3S6D0KPFSKXFKHVM
11. Achievement List: Steam Community :: Stories Untold :: LihimSidhe
12. Various Awards: http://www.nocodestudio.com/nocodegames
13. BAFTA: https://www.bafta.org/media-centre/press-releases/british-academy-scotland-awards-2017-winners-announced
14. Metacritic: https://www.metacritic.com/game/pc/stories-untold
15. sales: http://www.nocodestudio.com/development-updates/2017/9/21/stories-untold-news-patch-indiecade-awards
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satoshi-mochida · 4 years
Link
Tobyfox has provided a status update on the second chapter and beyond of Undertale sequel Deltarune in celebration of Undertale‘s fifth anniversary today.
First, here are the latest screenshots from Deltarune‘s second chapter:
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Get the full update below.
Introduction
Hi everyone.
If you’re reading this, you must have been sticking around for about five years.*
I want to express my gratitude for everyone that has supported and encouraged me over this time.
Thank you.
I’ve said it many many times before, but I didn’t expect the simple game I made to receive so much attention. Because of that, many interesting things have happened, and now I can even spend my time making another game.
It seems both of us received a lot of happiness from this occurrence.
If it’s okay, I would like to keep striving to do things that make both of us happy.
Let me know what you think about that.
*Since the Undertale demo released in 2013, the game has really existed for 7 years. It’s already been more than 25% of my life…
Deltarune
I will make another.
I am making a game called “Deltarune.” It is the second game in the Undertale series.
The game will be released in many “Chapters,” the first of which I released two years ago on Halloween. Since that time, I’ve been working hard to figure out the rest of the game.
However, it’s a game that’s much harder to make than Undertale.
Graphics are more complicated and several times more involved.
Systems are more complicated.
Exposes the weak points of my creative and artistic ability.
Plot is much harder to tie together (more characters, more important locations).
Significantly more content than Undertale in one playthrough (especially cutscenes).
I have only made one game ever.
Unlike Undertale, this is the type of game that would normally have many designers working on each aspect of the game.
A story writer, a composer, an audio director, a map designer, a battle designer, a minigame designer, and an overall director. Instead, all of those roles end up handled by me.
The good news is that a few months ago, I completed a significant milestone regarding the game’s design. I completed readable outlines for every chapter in the game, including first-pass dialogue for almost all the cutscenes, examples of the music, etc.
Although certain details are still hazy, the flow of the game and all major events and battles that take place are now clear.
In summary, I largely spent the past two years writing, composing, designing, and drawing. However, that’s not the whole story.
We had actually attempted to develop the game since the time too. Development started around March 2019 and a 99% work was spent on investigating engines alternate to GameMaker, which I used for Chapter 1.
Without getting into the details, I decided a few months ago to go back to GameMaker after all. It still felt like the best fit for the project. So using Chapter 1 as a base, we’ve started creating Chapter 2 since May 2020.
A lot of progress has been made since that time. I believe we can complete this chapter, content-wise, before the end of the year (not accounting for translation, bugtesting, and porting).
I feel very confident. And the strange thing is, even though we ended up using the original engine, I don’t regret the lost time, either. Not only was I still busy designing the game, but during that long period, I was able to think of many ideas that make the game’s story and characters better.
I’m glad that I’m making the Deltarune that I have now and that we are making healthy progress.
Deltarune Status Estimate
■ Chapter 2 (04.15.20 – 08.13.20)
Phase 1: Design
Main Design: 100% (dialogue, etc.)
Initial Setup: 100% (stuff involved setting up people to make the game, adding debug tools, documentation, etc.)
Phase 2: Implementation (05.01.20 ~ 08.13.20)
Art: 90%
Cutscenes: 80% (90% are started, needs 2nd pass)
Bullet Patterns: 70% (enemies are mostly completed, bosses are about 40% done, needs 2nd pass)
Non-Bullet Battle Elements: 30% (Some ACTs are done and enemies are fightable, but interactive ACTs need to be completed and polished and the bosses aren’t programmed outside of bullet patterns)
Audio: 80%
Maps: ??% most are started or placeholder, most need 2nd pass. NPC interactions are completed in all spots where written.
Other: 65%
Phase 3: Finishing
Balancing: 0%
Bugfixing: 0%
Translation: 0%
Porting: 0%
(Honestly, a lot of stuff FEELS like 80% to me, but the truth is that what’s there is quite rough now. Polish ends up taking a lot of time, so the real actual time value may be around 50% done…? We’ll see what happens. It’ll be a lesson for everybody.)
■ Chapters 3 and Beyond
Phase 1: Design
Story and General Game Progression (first-pass): 100%
Cutscene Dialogue (first-pass, lacking cutscene instructions): 95%
Map Design (textual): 70% (varies per chapter, earlier chapters totally completed)
Map Design (drawn): 0% (this takes a lot of wrist energy so I don’t do it until we start programming)
Enemy Design (conceptual): 90% (all bosses are known)
Enemy Design (bullets / visual): 80% (varies per chapter, earlier chapters totally completed)
Music (concept): 95%
Music (completed): 50%
Visual Design:BG Concept (first-pass): 75%, Important Character, Bosses (first-pass): 100%
Phase 2
Sprite Art: 20%?
Other Content Creation: 0%
Phase 3
Release Readiness: 0%
(These numbers can be somewhat deceptive though. My true design style is to reach the moment where we have to make something, then suddenly think of something different at the last minute. This is always how it’s been with me and my work. It feels like no matter how much I plan, everything comes down to what I think of at the last second…)
Team and Disability
You may have noticed from my phrasing, but yes, there is a team helping me create the game. Other than me, there are about three active team members working day-to-day, with a few other people pitching in from time to time.
Their roles of the main members are overall content implementation and organization, bullet pattern implementation (part-time), and art (Temmie). Other than designing, I still have the role of system programmer.
I’m extremely grateful to have a team helping me carry out my design especially because of my disabilities, which have also made development more difficult.
Although I have long suffered from wrist and hand pain, about five months ago my wrist was the worst it’s ever been. I could not play the piano, use the mouse, and barely could use the keyboard. I navigated everything through voice to text.
Through weightlifting, exercise, and various equipment I have been able to somewhat increase the stamina of my wrist to an extent. Various solutions have included trackball mice for each hand, using voice to text whenever possible, using a foot pedal to click the mouse, etc.
Now I can use the mouse and keyboard for a certain amount each day provided I take frequent breaks. I wish I could work without stopping. Once the world situation improves I would really like to take physical therapy again and/or investigate surgery to repair my wrist.
Future Plans
Once we finish Chapter 2, I would like to use it as the base to create future chapters from. After gaining experience from this chapter, I think making future chapters will be easier.
Part of me wonders if we could make the game faster if we increased the size of the team and did something insane like create multiple chapters in parallel. However, another part of me understands that, adding more people doesn’t guarantee that the game will be created faster if it’s not done properly. I’m already just barely avoiding becoming a bottleneck on development even with a team of this size, due to my physical limitations.
To that end, I am interested in making a list of people that could potentially help me make the game. I’m not 100% sure if I’m going to ask anyone to help, but I think if I could find just 1 person that works well with me, it’s worth asking.
Chapter 2 is proceeding at a good pace, so if we do take anyone on, it will probably only be for Chapter 3 onward. So please understand that anything you send in may not have an immediate result.
People I Am Looking For
Feel free to send in your portfolio if you have the following qualifications:
Worked in the game industry before
Worked under NDA before
Have professional references
A degree of creativity while also being okay with just following directions
Fluent in English
People I Might Actually Use
Music Transcription / Basic Arrangement (Part-Time)
I usually start making songs by playing the piano and singing. An important step after this is to take this basic outline and transcribe it into melodies and chords. Though there are not too many remaining songs to transcribe, it would still help my wrist to have someone else start this process for me. Although I know many musicians, I’m sheepish to ask for help to them, because the main role is actually just to help me compose my own music…
Helpful qualities:
Good at transcription.
Can stand listening to me sing.
Optional: can use an old version of Fruity Loops.
Bullet Pattern Programming (Part-Time)
I’m looking for someone to help me program bullet patterns into the game. These people will work from text and visual designs to create fun battles that match the feeling of the game. I already have one person helping with this, but I think a second person would help a lot. You have to be able to use Gamemaker Studio 2 to manipulate objects on the screen / okay with using pre-existing scripts to accomplish this.
Helpful qualities:
Sense of fun and understanding of player perspective and gameplay balance. This aspect is [many times] more important than programming ability.
Reliable.
Able to make patterns based off of visual/text instructions.
Fine working with a poorly made battle system.
Able to sprite bullets.
Good visual / timing sense.
Minigame Programming (Part-Time)
There are a few minigames and small interactive events in the game, which appear in and outside of battles. These could take any kind of form… who knows what I’m thinking! Have you made a game before?
Helpful qualities:
Same sense of humor as me.
Some level of spriting ability is useful.
You have to have made a game that is fun.
Ability to work together with me.
Unlikely to Hire, But Send Me Your Information Just In Case
Cutscene Programming (Part-Time)
Besides the battles, the largest amount of content in the game is definitely the cut scenes. You will have to understand Gamemaker Studio 2, but the majority of the work is simply using a scripting system that I created to make characters move around the screen. The most important quality you can have here is not programming ability but the ability to efficiently use the system in order to create scenes with a good sense of humor, timing, and emotion.
I’d strongly prefer to hire someone I know to do this because it involves the story. So I most likely won’t hire anyone else.
Helpful qualities:
Can take text instructions and impart a proper sense of timing, humor, and weight to them.
Fine working with a custom scripting system (or smart enough to make something better that makes the game easier to make).
Art (Part-Time)
Sprite art—Temmie has already drawn a massive amount of art for the game, and continues to do so. And I actually already have a few other artists that have helped me that I’m more than happy to keep working with if things become more overwhelming. So currently I actually don’t need any more artists.
However, personally, I’d really like to build up a portfolio of available pixel artists and even concept artists. It’s not as if this is the only game I will make during my life. Anyone chosen for this game needs to be able to match the style of the game, but I’m interested in seeing people with different styles as well. Knowing that I have different options can open my mind up to different creative pathways.
Helpful qualities:
Can take bad looking sketches and turn them into art that looks good (magic).
Don’t mind if your work gets completely drawn over or thrown out.
Anyone that can draw cute or cool poses is good.
Uninterested in seeing people that have an art style outside of the scope of the game.
Write (Full-Time)
Someone needs to transform into a new wrist for me.
Helpful qualities:
Flexible.
Doesn’t hurt.
Musical sense.
That’s everyone I’m looking for. The only other kind of person I might hire would be a single jack-of-all-trades type that can do any sort of things such as cutscenes, bullets, or even system programming, with a good degree of visual flair. (But if you can do those sorts of things, aren’t you busy making your own game already!?)
Anyway, I’ll show you the e-mail now. Just make sure you read these rules first:
Don’t send in e-mails about anything else!
Don’t send to other team members, Fangamer, etc. about helping out!
Got it? Then please send your information to this e-mail address:
Since Fangamer will be sorting through the e-mails for me, we’ll stop taking e-mails at the end of September so they don’t get overwhelmed. Ultimately, I’m only looking for one or two people, and to make a list of the rest of the potentially helpful people in the world.
Undertale is available now for PlayStation 4, Switch, PS Vita, and PC via Steam and GOG. Deltarune Chapter 1 is availble for PlayStation 4, Switch, and PC via Deltarune.com.
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sazorak · 4 years
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Every Game I Played in 2020, Ranked
2020. Boy, what a garbo year huh? Didn't actually play that many games this year all-in-all. Happens! My backlog is getting pretty big, but I just find it hard to focus on games when I could be working on something. Or put off working on something, as it may happen to be at times.
My arbitrary decision from years ago to only attach a numbered ranking to same-year releases is getting increasingly silly, especially given my propensity to wait on playing games until I’m in the right mood, but whatever. That order matters than the dumb numerical numbering anyway.
2015 | 2016 | 2017 | 2018 | 2019
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Later Alligator – 2019 – Steam – ★★
The style of this game is very cute, and the jokes are funny enough. But… ok, look, I’m not one to be precious about what is or isn’t a game. But this really isn’t a game. It’s a series of disconnected, unrelated challenges clipped from Atari Free Mini Game Collection 100, wrapped in a very non-interactive adventure-game. It’s cute, it’s kind of sweet, but it’s dull. Dull dull dull. There’s a pointless, mandatory sliding block puzzle early on that infuriated me by its mere existence. Them giving the ability to skip it because “wow you’re bad at this huh”, which, while accurate, also just sold the whole point meaningless of the “““interactive experience”””.
Also: when a huge part of your game is WOW WE ANIMATED EVERYONE REALLY GOOD, text boxes that reveal word-by-word, far away from the animations that occur when said characters talk? Kind of stinks!
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8. Carrion – 2020 – Steam – ★★
What Carrion does well— the whole “You’re controlling The Thing and just rippin’ people apart!” shtick— is really neat. They made that bootleg The Thing animate real-ass good.
The actual game as a whole though? Kind of garbage. Imagine a Metroidvania with zero actual exploration, where every opportunity you have to venture off the path instead results in immediate railroading with constant, utterly inexplicable one-way pipes. It’s not that it’s linear, it’s that it actively slaps you when you attempt to explore. It’s very frustrating! Add the fact that the tentacle-monster-shtick makes challenging to actually, y’know, move around and control all your bits…  the only reason I finished the game was due to foreknowledge of its extreme brevity.
I think if the game were more open and less obsessed with constantly handing out upgrades, as well as having less of a focus on pure combat, I think I’d have enjoyed it more.
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SD Gundam G Generation Cross Rays – 2019 – Steam – ★★
It is well documented at this point that I am both an active Gundam fan, and as well as an on-again-off-again tactical RPG aficionado. A SD Gundam game appearing on Steam with a good English translation and localization is… exciting, to say the least. That said, I have never had much context for this game series beyond the basic facts that the combat tended to be pretty well animated CG, and that it’s vaguely similar to Super Robot Wars. Turns out… it’s really different from SRW? I dunno how the rest of the series fairs, but Cross Rays is weird as hell.
For one, there’s zero tutorialization at all. None. Almost all of what I’m going to explain here is me figuring stuff out by trial and error, or by reading junk online. Gundam is insanely popular, you’d think they’d be interested in explaining how it all works, but… nope. Even Super Robot Wars has multi-level introductory bits for new folks to show them the rope these days.
So: Cross Rays is a tactical RPG where you can playthrough the storyline of various Gundam AUs. You can play through them in any order. These playthroughs are fairly literal translations of the stories. You take control of the lead mecha from those series, fight enemy mobile suits that show up in SRW-like tactical RPG combat, until all reinforcements cease. Pretty straight forward. There are occasionally mission variants like “prevent enemies from reaching X” or “prevent enemies from destroying Y”, but even those can be just reduced to “kill everything very quickly please.”
But here’s the thing: while there is a story progression, the characters in the story itself actually have no character progression. These characters and mecha are actually considered guests, despite it being ostensibly their story. Instead, you are able to field “permanent” mecha and pilots of your own choosing, which do have progressions. There is no plot justification for this or anything like it. The game does not recognize that it’s weird that during Iron-Blooded Orphans intro where nobody knows what a Gundam even is, you can have 25 Gundams show up at once and just fire lasers at everything. That’s because this game is actually about repeatedly grinding the same set of missions over and over.
Pilots are recruited by completing certain in-mission requirements. Mecha are acquired by either by getting enough kills with the progression-less “guest” mecha, combining mecha you already have gashopon-style, completing certain quests, or by leveling up mecha and then “evolving them”. This is the actual core of the game.
SD Gundam G Generation Cross Rays is basically Disgaea, it turns out? You’re grinding story missions at various difficulty levels in order to complete missions, try to recruit specific pilots, equip them with stats and levels to make them stronger, and then hitting mecha together in a sort of quasi-SMT fusion system until you get all the powerful mobile suits you desire.
The combat itself is kind of… bland? There’s a lot of systems, but they mostly seem in service of making an already easy game easier, or burning through tedium. There are four different difficulty modes, because there’s not actually that many different missions you can play through. The expectation is you’ll just work your way through every story beat while ramping the difficulty up over time to where the “guest” mecha would not be able to handle on their own. In fact, letting the story mecha act out the story beats is actually bad after a point, unless you’re still trying to get those lead mobile suits, or if you’re trying to complete some mission requirement in order to recruit Named Wing Grunt Pilot #246.
There is something to the notion of “I want to get N and N and N and N on a team, piloting weird but powerful mobile suits, and just solo every Gundam AU in a row,” but the whole premise seems kind of against purpose. Why bother recreating story beats at all, then? It’s not like the game even acknowledges any of that going on.
If the point is that I’m supposed to be, like in other grind-heavy tactical RPGs, breaking the systems to my own end in order to proceed… why not make the missions you play challenges focused towards that? The story progression literally only exists to facilitate the mission-based unlock conditions, which makes all the energy put into making them JUST LIKE THE ANIME really damn pointless.  
I like tactical RPGs, I like breaking RPG systems so as to beat hard challenges (I beat all the insanely hard extra bosses in FFXII for crying out loud), I looooove Gundam. I should like this. But I don’t really have the “god, I NEED TO FILL THIS LIST” gene that some folks have… except as an excuse to continue to engage in gameplay I enjoy. The gameplay here seems in service of the collection, rather than the way around.
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7. Pokemon Sword: The Isle of Armor – 2020 – ★★★
Pokemon’s first foray into actually doing DLC is… a mixed bag. As a positive, they’ve improved the Wild Area concept I liked from the main game, and even brought back buddy Pokemon walking behind you. That’s neat. On the other hand: the actual progression in it is completable in like an hour, it doesn’t scale with you, so you’re bound to be over leveled for it, and all the raid stuff, while still conceptually neat, is just as flawed as in the base game. And so, you’re just left with even more new Pokemon to RNG grind on to continue to catch-them-all. Nah, I’m good.
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Astral Chain – 2019 – Switch – ★★★
Platinum knows how to make good character action games. They’ve made a bunch of them. Bayonetta, Nier: Automata, Metal Gear Rising: Revengeance. They also know how to make some kind of mediocre character action games. Transformers: Devastation, Wonderful 101, their various shovelware character action games like Korra. Astral Chain falls somewhere in the middle, I guess?
Astral Chain has all the production of their good games. It has some stylish, cool action. It has a neat core mechanical idea, in that it’s essentially a two-character action game where you control both characters at once. It has a lot of the old mechanics from some of their best games brought in; witch-time last second dodging from Bayonetta, Nier’s shooting-and-slashing combination, the Zandatsu mechanic from Metal Gear Rising, even Wonderful 101’s multi-unit shenanigans. The setting is different, and there’s some neat world flavor all in all.
But, of all games I’ve played over the past few years, Astral Chain made me more vividly angry than any other. It’s not that it’s too hard— far from it, really, I found its combat incredibly mashy. No, the problem is that it has so many shitty mechanics slathered on that it become a chore to get to the “good bits”.
Why would you put forced stealth sequences in your character action game, especially when your movement controls are not suited for it?
Why the HELL would you put platforming sections in your character action game, constantly, especially when your stupid ghost buddy can accidentally yank you off the edge, your auto-combos can just throw you off the edge, or literally anything can knock you off the edge and make you lose life?
Why would you put so many constant excuses into the world to force me use the digital sensor in the game, that also makes it miserable to walk around while using it?
WHO THE LIVING FUCK THINKS THESE SHITTY BOX BALANCING MINI-GAMES ARE FUN???
These games are supposed to encourage me to perfect everything, right? Why keep putting fucking fights you need to complete in order to get an S rank behind backtracking, or Legions I don’t have yet? That isn’t adding replayability, that’s just wasting my time. There are even in-level missions that have fail conditions that you never even know about. Surprise!!! A lot of them involve chasing after guys and catching them with your chain, which is really obnoxious to do!!!! SURPRISE!!!!!!!!!!!!!!
The story is just Bad Evangelion, straight up. Every story beat from Evangelion is here, executed worse. They also make your character have a twin just so they can have a character who can talk and feel emotions, because your boring-ass protagonist is stuck being an emotionless audience cipher. Cool!!!
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Tetris Effect – 2018 – Origin – ★★★
It’s drugs Tetris. I personally don’t use, or have synesthesia for that matter. I imagine this game is better if you do. It’s an enjoyable enough experience but it feels incredibly slight for what I was expecting from it, or even compared to something like Lumines, which has tons of replayability by way of its difficulty. Tetris just isn’t that hard, unless you’re forcing yourself to do weird shit to get points. I WILL NEVER LEARN HOW TO T-SPIN. Never.
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Castlevania Anniversary Collection – 2019 – Steam – ★★★
Kind of an unremarkable Castlevania collection. Neat that it has an official translation of Kid Dracula in there, but also… look, I prefer Metroidvania Castlevanias, OK?
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6. Spelunky 2 – 2020 – Steam – ★★★
I’m not entirely sure why this doesn’t click for me where Spelunky 1 did. More annoying intro levels? Too many fiddly requirements for different ending-progression? Gameplay additions that just make things more annoying? Spelunky 1 was hard, but there was a kind straight-forwardness to it, even with its weird secrets, that made it much easier to grok and continue banging your head against. I’m just not having as much fun with this. Difficulty should be challenging, not a hassle.
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5. Stellaris: Federations – 2020 – Steam – ★★★
This is the year that Stellaris just broke for me.
Federations itself is a good DLC; it adds some really interesting mechanics tied to various types of multi-national unions (the titular federations, as well as the Space UN), as well as the addition of unique “origins” that allow you to further specialize your gameplay. The origins in particular are a great addition that allows more specialization and roleplay.
I’m just tired of the sheer amount of busywork Stellaris forces you to do. Every DLC adds more junk you need to keep an eye on, and the fact that the AI doesn’t even bother with it (compensating with copious economy boosts in order to keep up) makes the whole thing frustrating. It’s like playing fetch with yourself; you just get tired of chasing after your own ball after a point.
I have to wonder if they’re pivoting towards a notional Stellaris 2 at this point? Might not be a bad idea for them, though it is weird with all they talked up adding more origins when Federations came out.  
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4. GranBlue Fantasy Versus – 2020 – Steam – ★★★★
This is probably the fighting game I got most into over the past few years. There’s just this nice, almost Street Fighter-esque ease of execution to the controls, and that Arc Systems Works 3D-as-2D style continues to just do work. I don’t give a single shit about GranBlue Fantasy (frankly, I think I’d enjoy this game more if it wasn’t attached to a property) but the characters are fun enough to play and look at.
The big problem here is two things: no crossplay, and no rollback netcode. In the span of a month, this game became a total ghost town on PC, and it doesn’t sound like PS4 faired that much better. 
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Ring Fit Adventure – 2019 – Switch – ★★★★
I’ve fallen on-and-off this game all year. At its heart: it works, it’s a fun exercise game. I don’t think it really feels like a “game” (in the sense that I’m not really coming to it for riveting gameplay or anything) as much as just a guided exercise experience, but… that’s fine? The in-game story is kind of flat, but funny in the fact of it existing at all. Buff Nicol Bolas and all.
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XCOM 2: War of the Chosen – 2017 – Steam – ★★★★
XCOM2: War of the Chosen is a great answer to what XCOM2 struggled with. As I discussed back in 2016 (Jesus Christ), XCOM2 tried to push against player’s worst instincts by incentivizing them to keep being aggressive through a whole bunch of timers— which, kind of just weren’t fun given how much accidentally walking into an ambush could “ruin” dozens of hours of play. War of the Chosen dials that back in some intelligent ways, by instead making the encounter designs themselves, as well as much more grab-and-bail mission types, encourage players to push ahead instead. Smart!
The addition of the Chosen makes the game feel more alive, and they really do make missions harder— particularly early on. But they’ve somehow accidentally fell into the hole, where XCOM just… isn’t that hard? Early on it’s challenging, particularly with the resource restrictions and all. But they keep giving you more and more options (that aren’t especially meaningful choices) that make your team more and more powerful, without increasing the strength of the enemy as time goes on. By the five-hour mark, you basically know if you’re going to steam roll the game or not.
The amount of additional character and variety in the gameplay is great, I just wish it had a more challenging difficulty curve. Maybe make the meta-layer of when enemies show up more targeted to where players are at. If a player is doing well, ramp up the difficulty, if they’re struggling, pull it back a bit. I should always feel like I’m just barely keeping ahead with XCOM, not like I’m bored. And by the end of War of the Chosen, I was kind of getting bored, really. Oh well.
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3. Animal Crossing: New Horizons – 2020 – Switch – ★★★★
This is probably the video game that I spent the most time with hours-wise this year. I’m not entirely sure why? It’s a nice evolution of New Leaf, in that the crafting, environment shaping, and general quality-of-life improvements made are quite nice. There’s clearly been some thought on how people play these games, and ways to make the experience less frustrating.
… and yet, they kept so much tedium in the game. Like yes, the schedule stretching is the point, I get it. As someone who for some reason decided not to play with the clock, I only just recently finished the fish, fossils, and insects for the museum. But there’s just so many weird, little things that just make it hard to keep coming back to it. It’s like… to what end? When I’ve unlocked everything, and basically seen the entirety of the item list at this point, and the holiday events all being the game meaningless collectathons…. Why? I’m not going to try completing the collection; the museum stuff is about my limit, really (and even the paintings I can probably pass on).
I guess even an idealized, digital representation of a quasi-domestic life has the spiritual emptiness of consumerism-for-consumerism sake. Thanks???
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Hypnospace Outlaw – 2019 – Steam – ★★★★
I grew up on the internet of the early 00s. I had an AngelFire website, mostly consisting of shitty sprite webcomics and hosted Gundam pics. I remember when Google wasn’t really a thing and you would heavily rely on website compilation sites like the Anime Web Turnpike in order to find anything of value online. It was weird, it was wild. It was exciting!
The internet seemed so different back then. There was a ton of garbage online, but also, like… there was a sense of optimism to it. Folks were shitty, there was plenty of bad stuff online, but it felt so disconnected from the fabric of the physicality of real-life that it was at the same time a perfect escape.
I was young when I first got “online”, something like 12. I remember having this notion that the internet was going to be this great equalizer, that it had infinite potential to change how people behave and interact. Boy, huh.
Hypnospace Outlaw is essentially a splendid alternate universe GeoCities recreation, where you’re a volunteer moderator of a grouping of websites on HypnOS, an internet-analog you access while you are sleep. At the surface level, it’s mostly about poking around the weird alternate-historical version of the internet they created, full of kids feuding, bizarre historical divergences, and plenty of amazing bespoke weirdness. All of this is great; there’s an incredible amount of content that’s just great to poke at, listen to, and explore.
Below the surface, there’s also a rolling plotline about the ethics of this industry-owned platform, those who run it, and the way corporations handle new technology, new platforms, and emerging digital societies. There’s a late game turn that’s pretty damn affecting. And as someone who has moderator his share of internet forums in his time, trying to balance ‘do it for the community’ and what your ostensible ‘bosses’ require of you, it was kind of a weird throwback in more ways than one.
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Minecraft – 2011 – PC – ★★★★★
Turns out, Minecraft is really as good still who knew??? Started playing a bunch more of it this year due to Giant Bomb deciding to do so, and yeah: still good!
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2. Hades – 2020 – Steam – ★★★★★
I’ve said it before, and I’ll say it again— Supergiant makes damn good games. I’d been holding off on checking out Hades until its full release due to my tendency to burn out on games easily, and I’m glad I waited. Hades is a fantastic rogue-lite experience. The way it makes narrative progression part of the reiterative, randomized rogue-lite structure is just perfect.
It’s got all the usual Supergiant bullet points. Great characters, voice acting, narration, and music. In terms of gameplay, it’s probably their least ambitious game— playing something like a cousin to their original game, Bastion— but it’s also been polished to a mirror sheen. It just feels really damn good to play, over and over and over.
That being said, the second (final?) ending feels kind of…. Tacked on? It’s fine as a goal to go for while continuing to do the game’s relationship mechanics for additional story bits, but it ends up feeling kind of unfulfilling compared to the payoff of the first one.
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1. Crusader Kings III – 2020 – Steam – ★★★★★
I never could get into Crusader Kings II. Despite my interest, the sheer mechanical heft and unintuitive interface made the game a wall that I just couldn’t get over. I’m sure if I’d dedicated myself I probably could have learned it, but… ehhhhhh.
Crusader Kings III, on the other hand, has a good tutorial, a cleaned-up UI, and a very helpful highlight and tooltip system that make it much easier to understand how to actually play the game through resources inside the game itself. And, as it turns out: I rather love this game.
I mean, conceptually it’s an easy sell, isn’t it? Historical politics is something I enjoy broadly. I liked Stellaris but wish it had more narrative, roleplaying elements. They outright say that “winning” isn’t really the point of the game. Instead, it’s more about emergent storytelling and playing with the different systems and seeing what you can do with it.
My current game has had me taking the Haesteinn dynasty from its Viking origins into England, forming a London-seated Northern Sea Empire that encompasses all of Britannia, Iceland, Holland, Norway, and Denmark. I am currently working on hegemonizing Norse religious control over enough Asatru holy sites to finally reform the religion, such that more unified feudalization can occur. To that end, my current ruler’s predecessor invaded West Francia and conquered the whole of its territory, substantially reducing the foothold of Catholicism in mainland Europe… which seems to have kicked the hornet’s nest, given the Crusade I’m going to need to contend with next time I boot up the game.
Of course, a complicating matter is that my current ruler— the Emperor of the North Sea, King of Ireland and the Danelaw, liege of the King of Denmark, was elected from the extended Haesteinn family via Thing, the Scandinavian council of his erstwhile vassals. Where the previous emperor, the one who manufactured the invasion of Francia, was quite religious and beloved for his adherence to the old ways, I discovered as I took over as his successor that he really, really is into just boning down across Europe. We’re talking constantly attempting to seduce neighboring Queens and Princesses. His vassals are not thrilled with this. They also don’t care for his propensity for torturing people to death, constantly.
I had no real say in this; attempting to stay on top of a dynasty is kind of like riding a bucking-bronco, so many things are only tenuously under your control that some weird shit can happen. This is especially true when you use the systems that make it easier to maintain the coherency of your domain. The Norse religion encouraging concubinage results in you having a lot of kids, which means there’s a lot of domain partition going on (someday, primogeniture, someday). Naturally, using Thing election reduces that, but also makes you sometimes end up having to play Emperor Stabbo-Fucko because they thought he was the best candidate at the time. Hell, I thought he was the best candidate at the time until I discovered just how many people he’d be laying with on the low. But you just have to roll with it.
The way the game forces you to play ball with character traits is great. Doing things that match with the character’s traits makes them lose stress. Doing things against their character increases stress. Too much stress can force you to make the character take up vices (which can make them suffer health or opinion maluses, as well as altering their aptitudes), or even die outright. And sometimes those vices and attitudes can be boons, given they open up opportunities for different character interactions.
Emperor Stab-and-Fuck-Kingdom is perhaps the most relaxed person alive, it turns out, because his sadism makes him really enjoy sacrificing infidels, which makes the gods happy. It also freaks the fuck out of all of his vassals, so they’re a good supplicant mix of both appreciative of my religious sentiments and also utterly terrified of my skull piles. Some especially brave vassals occasionally try to assassinate me, but my lovers keep jumping in front of the knife and saving my life mid-coitus. Iiiiiit happens! :D  
The game can be incredibly fun to just watch, as it becomes emergently weird. Georgia right now is incredibly Jewish in game. I’m not sure how that happened; I guess someone made a random Jewish guy into a vassal, who somehow moved up enough in the world to make it a movement? The Byzantine princes elected a Coptic as Emperor, which over the course of the decade resulted in very accelerated balkanization as Byzantium just lost its shit. The Middle East and notional HRE haven’t really unified in a meaningful way, so I’m curious how things are going to go if/when the Mongols unify and roll-on in.
It’s one of those “Just one more thing” games that can completely devour time. I have more than a few times checked the clock mid-game to see that it’s 4AM and that I’ve totally ruined my sleep schedule in the process of play. Oooooops.
I highly recommend checking it out if you’re curious; the introductory, pre-release video series Paradox put out showing off the game does a pretty good job of showing the core gameplay loop and also how weird it can get.
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