#based on that one cutscene where all the island like managers or whatever looked a lot like the watcher
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arctic-bookclub · 10 months ago
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oh also one thing that i realized just now: qbagi’s initial suspicion over what’s happening to qphil being tied to the federation is technically not wrong
you know what drew qphil’s deities’ interest to him and quesadilla island? the birdcage. rose said in her earliest message ”I could sense the bleeding heart of the one I once knew, far, far away”. the deities noticed qphil had disappeared, and maybe they were curious to know what had happened, but the thing that drove them to find him was rose’s want to help him. and if she really was the one that freed him from the cage (and it’s heavily hinted she was), that birdcage undeniably was the thing that launched all of this into action.
how the enderking figured out that qphil had been weakened? we don’t know, maybe he sensed it, maybe he had already been observing him, maybe he noticed rose leaving to look for qphil, it doesn’t really matter. what does matter is that the trauma qphil got from being locked in that cage is what gave the enderking the perfect opportunity to strike. and is what led us to where we are now in the story. so even thought the federation isn’t ultimately the one tormenting qphil right now, it can still all be traced back to them and their continual abuses of power :)
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thatneilj · 6 years ago
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Game of the Year 2018
Originally posted January 2019
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2018 was a real busy one for me. Got a new job, finally started seeing a chiropractor again, and tried to deal with the bureaucracy surrounding immigration. Let me tell you, that last one is stressful as all hell and is also a big part of why this article took so long to get posted. Another large part of the delay is because of one of the games on this list. While I played quite a few games this year, these were the top 5.
Honorables
Bayonetta 2
Yes, this game did originally come out in 2014, but I didn’t play it at that time. This year, however, it came out on the Nintendo Switch, and I got to it. I love the silly cutscenes, the fast-paced action, and the entire style of the game. So, yeah, looking forward to number 3!
Super Smash Bros. Ultimate
Everyone is here! And so is a substantially bigger single-player adventure mode than I had expected. In a lot of ways, Smash is still that fun party game I had all the hype for in the N64, but in a lot of other ways it has just gotten… too crazy for me. I still have a blast with it, but I seriously have no idea what is going on half the time when items are turned on.
Deltarune
Undertale was a wonderful adventure through a world inhabited by monsters. Deltarune, even though Toby Fox denies it, feels like it is taking place either before the worlds were split or after the pacifist ending. It is only the first Chapter making it a much smaller experience than its predecessor, but the ways that the combat systems evolve and the cliff hanger ending has me itching for more.
5. Yoku’s Island Express
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I have always enjoyed playing pinball. I am not great at it, but hitting up the local arcade and playing whatever table was there never disappointed. I have also had a long running love of Metroid style games, be they 2D platformers or something else. It is the base structure of those games that hooks me so much; gain new ability, use that ability to reach new places. It grants a sense of progression that boosting your strength score never can.
Yoku’s Island Express managed to blend pinball with the structure and progression of an action-exploration game. I love it. It has goofy music that makes you want to smile, an aesthetic that successfully blends cartoony and functional, and some frankly solid pinball tables connected throughout the world. And let’s be honest, how could the game that made me a speedrunner not make my top 5?
4. Into the Breach
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In 2012 a little Kickstarter game was released by Subset Games called FTL: Faster Than Light. It was a run-based game where you managed a spaceship as it fled an oppressive military culminating in a fight against the flagship at the end. It ended up being a pretty fantastic game and had me really interested to see what they would do next. Well, what they did next blows FTL out of the water.
Into the Breach is often called a tactics game, but really it is more of a puzzle game. Like FTL, it is run-based, but instead of managing a spaceship, you control 3 mecha on an 8x8 battlefield. The objective isn’t to defeat the enemies, but to protect the buildings and maintain the power grid from destruction. Each map is randomized and sometimes have bonus objectives, like protecting a train that moves each turn. The reason it is more a puzzle game is because you get perfect information about all the actions that the enemies will take each turn. It makes each turn an individual puzzle to solve that will influence the next. Did you move a mech into a corner to save a building? Could mean you don’t have the movement to save them all on the next turn.
What’s even better is that the tools each mech team has causes you to solve the puzzle in completely different ways. The electric whip robot forces you to find ways to push the opponents together allowing you to deal chain damage to the group and stop the flood from becoming too much, while a team of rust buckets deploy smoke all across the battlefield to turn off or limit all the spaces the enemies can try to use. The goal of the puzzle is always the same, but the details and approach lead to so many unique scenarios. And when you fail… I guess it’s time to take your favorite pilot and jump to a different timeline. Maybe this time you can save some people.
3. Dead Cells
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Dead Cells hit early access during May of 2017. I saw a bit of it near that time and thought it looked really cool; the kind of cool I definitely wanted to check out myself, but figured I should probably wait until the full game was released. While it took until August of 2018 for that to happen, it was well worth the wait.
Dead Cells is kind of like Rogue Legacy turned up to 11. They are both 2D-platformer rogue-likes with randomly generated areas to run through. Both have some persistent upgrades for your character granting new mobility options. And both have some pretty tough bosses to overcome. Dead Cells also draws from games like Binding of Isaac with many of its item unlocks, though. Each run will be seeded with random weapons and support tools from the items you’ve unlocked. This makes every attempt unique through the interesting combinations you find and makes you approach combat in different ways.
And, oh boy, that combat! It is blistering fast, with the visuals bursting with color among the mayhem. The controls always feel perfectly snappy, like you need them to be, allowing the game’s brutal nature towards the player to never feel unfair. The speed of control they give you and the clarity of visual information, even through chaos of a large scale fight, means that when I die, it always feels like my fault. I made a mistake, and I will do better… next time.
2. Monster Hunter World
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Until the last week of 2018, this game was probably an honorable mention at best. It has DNA from a lot that I love; the preparation of the Witcher, intricate move-sets of a fighting game, a sprinkle of Shadow of the Colossus, and even a splash of Phantasy Star Online multiplayer. But something just didn’t come together for me… until Christmas.  After a couple months away from the game, I experimented with some new weapons, and it all clicked. Damn, this game is great – and in no small part the reason it has taken me so long to finish writing this article.
The basic structure of the game is to go on quests to hunt a large beast, and to use the materials gathered from the beast to upgrade your weapons and armor, which allows you to take on even bigger beasts. The creatures inhabit beautifully rendered zones ranging from a beachside forest to miasma-filled caverns. Each area intricately is put together to capture a naturalistic sense of a space filled with small details of insects and plants. And the monsters breathe extra life into them, inhabiting these places as a habitat rather than a fighting arena. They will use the swamps to protect themselves with mud and have nests they will flee to when they get scared. The targets you hunt are given so much care in their animations and mannerisms, they bridge into feeling like real creatures. Even now, with over 100 hours in the game, I find myself choosing to catch a Tobi-Kadachi (a giant, electric flying squirrel) rather than slay it, because when I see it trying to limp away making pained moans rather than aggressive screams, it feels true to a real animal.
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Choosing your weapons is where I made my mistake the first time around. This was my first Monster Hunter game, and I picked a weapon that I’ve since seen described as “the most complex weapon to be good with.” The amount of variance between all 14 weapons is wildly cool, and each one has unique and interesting move-sets. I generally like to be light on my feet and dodging around, but now I find myself having fun with playstyles I wouldn’t have dreamed of hooking me. The Gunlance, which forces me to walk like I’ve got those giant prison weights attached to my ankles, has turned into one of my favorite playstyles!
To top it all off, you can explore and hunt and do all of this with your friends. Assuming you have both watched the cutscenes for the story missions, and are friends on the platform without trying to make the game private, and… Ok, there are some pretty big missteps in some of the multiplayer functionality. From what I hear, this one is such a leap forward in that respect I cannot even imagine the hoops people must have been jumping through in the old games.
1. Celeste
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Sometimes a game comes along that feels like it was made just for you. Celeste is, for me, one of those games. It is a game that grants me the 2D platforming challenges I loved growing up, and follows it up with one of the most relatable narratives I’ve experienced in gaming.
The game begins with an overarching goal to climb this mountain and a few small pits to teach you the verbs you’ve got in this game; jump, climb, dash. With these limited tools you then take Madeline through 7 chapters of extremely well designed zones, each with their own mechanics to interact with and secrets to find. Not to mention the incredible music put together by Lena Raine that can be haunting, empowering, and absolutely beautiful. As you progress you also meet a few other characters and begin to see that the game is more than just a journey to the top.
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The game is about climbing a mountain, sure, but it is also about living with anxiety, self-doubt, depression, and failure. What makes it work so well is that, while the mountain is a big metaphor, the developers at Matt Makes Games are not afraid to get specific and raw about the emotional states Madeline goes through. It comes up early as she argues with a physical embodiment of the part of her she struggles with, but stays grounded as she makes a phone call to her mother to help with feeling overwhelmed. This is all by the end of Chapter 2, before an opportunity arises to have Theo become more than just a goof with an Instagram. Before having to take some deep reflections on how to actually get to the summit.
Once you complete the narrative, the game is far from over. For those who also adore the base mechanics of the game, they give you an epilogue chapter, extra hard obstacles courses themed to each zone, and even reveal actions your base tools gave you access to that only need to be engaged with in these challenges. These B-sides and C-side levels also come with amazing remixes of each chapter’s music from many other talented musicians. Seriously, listen to this stunning remix by in love with a ghost (https://www.youtube.com/watch?v=AgDYV_IbPuo).
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The only thing I can say gave me pause from loving every moment of this game was the cloud platforms. Those things did drive me up a bit of a wall at times. The fact is, Celeste looks, feels, and sounds wonderful. It tells a story that is easy to connect with and surprisingly powerful. And it all started with a message everyone could stand to hear a little more often.
You can do this.
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oh-boy-me · 5 years ago
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:0 could I have a beel,asmo,belphie,lucifer,mammon, satan (not including levi) and diavolo playing videogames? I thought it would be kinda funny since they're all really old- except for levi of course haha
Ohhh this should be fun!
Decided to do individual HCs for this one instead of a group thing so they wouldn’t be limited to multiplayer games.
Most of them, save for a certain prince, have been exposed to games a fair amount by proximity to Levi.
---
Lucifer:
Lucifer has a Mononoke Land account so that he’ll get the email notifications for events and can therefore keep track of Levi’s whereabouts.  He’s never played the game, though, nor downloaded the app, and he has no intention of doing so.
In general, he’s not much of a gamer.  The most gaming he gets done is minesweeper on Windows XP.  He doesn’t have the time, and it was never something he could get into.
That isn’t to say that he owns zero games, though.  His favorite genre is turn-based strategy, because he can afford to look away from them, and they make him think and plan.
He doesn’t like the hyper-realistic ones, though.  Things like Civilization and Here Be Dragons are up his alley, Hearts of Iron not so much.
He doesn’t care too much about the story, but a good soundtrack is mandatory.
Also he’s an old man so the controls also have to be intuitive or he just won’t be able to play.  Why is he jumping when he presses A he thought that was the attack button.
The type of player who needs to get every achievement.  A completionist.
When the group gets together for the rare multiplayer night, he has no idea what he’s doing and yet still manages to do well.  It’s kind of infuriating.
He won’t make alliances with anyone, no, it’s every man for himself.  He also actively targets Mammon no matter what game they’re playing.
The fact that he doesn’t really get it protects his pride when Levi inevitably wipes the floor with him.
Mammon:
Mammon actually does game a little bit in his spare time, mostly with Levi.  He’s got a couple consoles and is more open to different genres than Lucifer is.
He thrives in any game where the main goal is to rack up as many points or as much profit as possible.  He’s undefeated in tycoons and pinball.  (Tetris is an exception; he’s terrible at Tetris.  Stupid spacial recognition.)
The RNG elements boil down to his insane luck, but he’s actually very smart when it comes to investments and stuff, so it’s not like he’s only using his luck to get by.
If the games have multiplayer, even better!  Nothing like kicking Levi, MC and Belphie’s asses in a game of Fortune Street!
He also tends to like the action-focused games that Levi plays.  Not so much into turn-based RPGs, but he enjoys stuff where the enemies spawn, like in Zelda or Rune Factory.  And he’s great at button mashing in fighting games, although Levi, who actually knows how to play them, always beats him.
Mammon uses items as soon as he gets them, and is too busy rushing a boss to care about learning its patterns and strategizing.
Skips cutscenes even on his first run.  Levi and Satan hate him for it.
Like mentioned before, he gets an unfair disadvantage in game nights because everyone targets him.  Especially in those games with RNG, because otherwise he WILL win.
He’s banned from PTW games because he will indeed PTW.
Satan:
Satan is another one who doesn’t play too many games, and that might be for the best because he’s a nightmare to play with.
The sorest loser, and a pretty nasty winner too.  He insists on the hardest difficulty and then rage quits at the slightest inconvenience.
He will play when prompted, though; he’s not above hanging out with his brothers.  His favorite sorts of games are ones with a good story and/or good puzzles.  His planning is more on the tactics side, as opposed to Lucifer’s strategy, so he would love Fire Emblem.
He WILL drop a game if the story isn’t holding his attention, and he’s done so in the past.
Overly cautious and hoards resources.  He takes the safe route every time.
Also another completionist.
Beel would often ask Satan to help him find out which art pieces were originals and safe to buy in Animal Crossing, and Satan got a little bit interested and ended up making a resident on Beel’s cartridge so the donations could be in his name.  He went on a mini-campaign to drive out the residents he didn’t like, but one of them turned out to be Beel's favorite and he felt terrible about it for weeks.
During family game nights, everyone is always torn between appeasing Satan and telling him to deal with it when he loses.
He also gets angry if he catches on to the fact that they’re letting him win, though.
Probably a genwunner.
Asmodeus:
Asmo enjoys video games.  They don’t fit into his aesthetic so he’s never really tried to understand them, but he doesn’t dislike them by any means.
Gaming is becoming more mainstream though, right?  That’s a whole new audience that could appreciate him.  Maybe, just maybe, he can let himself be a bit of a geek.
Unsurprisingly, he’s got a penchant for games with customization options.  Surprisingly, he also really enjoys FPS games.  If he and Levi ever played at the same time, it would be chaos in the House of Lamentation.
As opposed to his in-your-face attitude, he likes to play sniper units.
He said he wants to tap into the gaming community, but he’s not very good at most of the games he plays so he’s too embarrassed to actually do so.  He does, however, play the Sims on livestream.  He does his best to make the steamiest and most dramatic scenarios happen, and he’ll hold strawpolls to let his viewers make some choices.
Asmo also plays Animal Crossing like a few other brothers, but his island is so well groomed and with just the right residents, it feels like you’re touring an uncanny dystopia and Asmo is the dictator.
When the group gets together, he usually ends up doing the worst.  He’s more interested in executing perfect combos than actually dealing damage, so he’s not aggressive enough to get anything done against players like Levi and Satan.
He’s also not very good at teamwork; he starts yelling at his partner very quickly.
Beelzebub:
Beel doesn’t have a lot of “gamer” in him, but some of his brothers seem to like it so he decided to give it a go.  Turns out his hands are too big, but he makes do.  Kind of.
You’d expect a sports game to be the best for him, since he’s so athletic.  However, it’s BECAUSE he’s so athletic that this sort of game isn’t in his library.  He gets too antsy and bored tapping buttons instead of actually playing the sport.
Beel’s also not an aggressive player in any sense of the word.  He feels guilty even hurting the most basic of slimes.
No, no games are better for Beel than the stress-free, casual life simulators.  Animal Crossing is no surprise his favorite one right now.  Satan handles the museum for him while Beel gets to do whatever he feels like in a world where the biggest threat is a wasp.
He’ll also play other low stakes games where living your life is the main goal, like Harvest Moon and Stardew Valley.  His big heart can never choose who to marry in those games.
Horror is also ok for him, because while aggression is hard for him, self-defense is not.
He got the Cooking Mama app on his D.D.D. and bit the device in half, so he’s not allowed to touch that franchise anymore.
When the gang meets up, his non-aggressive side sticks around.  In fighting games, he’s more likely to dodge and steer clear of the others, and in other versus games he’s so open to compromise you’d think you were on the same team.
Satan did get him his favorite resident back.
Belphegor:
Belphie probably games the second most after Levi; it’s something that keeps him entertained but doesn’t require him to move very much at all.
I actually have no idea how to describe his preferred genres, but League of Legends and Dark Souls is basically all you need to know.
League lets him socialize a bit, and it’s the game that he and Levi play together most often.  As for Dark Souls, he loves the sort of game where learning your opponent’s every move and outsmarting/outmaneuvering them is the only path to victory.
I guess that would be described as “really hard action-adventure” games?  He’d also like Sekiro.
He also has his own copy of Animal Crossing to visit and play with Beel, but his island is so underdeveloped you’d think he started that same week.
Belphie is the true wild card of family game nights; sometimes he sleeps through the whole thing, while other times he can take down even Levi.
He has everyone’s habits down to a T--Mammon charges in, Asmo does too much setup, Levi’s overconfident--and he knows how to counter each and every one of them.
For someone who’s so much of a cunning player, though, he also misclicks a lot.
He’s the most likely out of his brothers to make alliances.  He’s also the most likely to break alliances.
If he doesn’t think he can win, he’ll choose a player and start sabotaging the game in their favor.
Diavolo:
Lord Diavolo had read about like, Mario?  The little blue hedgehog guy?  But he’d never owned a gaming console before.  He probably thought Neopets was peak gaming.
Levi swore to fix this grievous error, and this was also a mistake, because now Diavolo keeps trying to get Lucifer to play all these hack and slash games with him.
He has legitimately told Lucifer that “if you don’t play Devil May Cry with me THIS devil may cry!”
The games need to always have something happening in them or he’ll get bored, kind of like Satan’s need for a good story, except with action.
It’s also worth mentioning that “play a game with Diavolo” actually means “sit in the same room as Diavolo while he plays.”
And oh boy… is he terrible at these games.
He just button mashes until either he dies or all the enemies die.
Never uses any of the items he gets because he’s sure he’ll need them more later on.  When, Diavolo?  During the staff roll?
Will bomb a door before trying the knob.
Since he’s usually only around Lucifer, who doesn’t want to get sucked into this, and Barbatos, who honestly couldn’t care less about this, he’s been left alone and free to develop these terrible gaming habits.
It’s rare that he comes to family gaming night.  Legend has it that Lucifer’s piercing glare is somehow connected to the fact that his brothers always let Diavolo win.
Masterlist
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hollowisthyname · 3 years ago
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Hello, Icarus! Please infodump to me about Danganronpa?
okay so! I had written out a whole thing but then tumblr deleted it! so that was fun! /s but now that I know what I'm going to write it's much easier, so that's good 😌
n e ways, I'm gonna do like a basic timeline w explanations and some other stuff that hopefully I'll remember once I start writing!! so let's go :D
a list of everything danganronpa in chronological order (not the order that you should play/watch the stuff in, I'll put that in the explanations)
Danganronpa 3: The End of Hope's Peak High School - Despair Arc (DR3) - second anime, watch along with the Future and Hope arcs after playing the first two games (and UDG if you want to). backstory for the cast of the second game.
Danganronpa: Trigger Happy Havoc (THH) - first main game, play first. also has an anime that's basically the same as the game, but since there's not enough time to put everything from the game into the anime I definitely recommend playing the game. high school students from a prestigious school trapped in said school are forced to play a killing game, hijinks ensue.
Danganronpa Another Episode: Ultra Despair Girls (UDG) - third game, not main. play after playing the first two games. very different game mechanics from the main three, and widely considered not cannon by the fandom. I like it though, and it introduces a lot of really interesting characters along with giving a v underdeveloped character from the first game a lot more character development. it's not necessary to play it (though one of the characters plays a pretty big part in the third anime, so that would make more sense if you already knew her), but I think it's interesting and fun. there are also robot fights.
Danganronpa 2: Goodbye Despair (DR2 or SDR2) - second main game, play after playing the first game. same basic premise as the first game, except it's a different class (same school though) and this time they're on an island. even more hijinks and plot twists than the first game.
Super Danganronpa 2.5: Komaeda Nagito to Sekai no Hakaimono - (I could only find the Japanese title for this one, sorry 😔) kinda also part of the second anime? watch after playing the first two games (and UDG if you want) and watching DR3. character is woken up from a coma via overdramatic and overpowered other character.
Danganronpa 3: The End of Hope's Peak High School - Future and Hope Arcs (DR3) - second anime, watch along with the Despair arc after playing the first two games (and UDG if you want to). aftermath of the first two games.
Danganronpa V3: Killing Harmony (DRV3) - third main game, fourth game in total. I don't actually know when it happens bc they're v secretive about everything, so I'm just putting it last. play last. same premise as the first two, the class is trapped in a school with a courtyard and a huge sort of dome around everything. peak hijinks, too many plot twists to count.
woo!! that's the timeline as I know it, hopefully I didn't miss anything. and I have managed to remember what else I was going to say, so let's move on to section two:
the mechanics of the games
danganronpa is, at its core, a glorified visual novel. every character has a certain amount of sprites for when they talk, as well as voice lines that aren't usually the exact text on the screen but fit the vibe of whatever they're saying. and as I've said before, there's quite a lot of talking. these games have more plot than should really be possible and most or all of it is done through dialogue. cutscenes and class trials are the only parts that are reliably fully voice acted, but there are a lot of those.
as for the parts that are less visual novel-y: you can walk around, and the settings are pretty much as 3d as the 2d-ish style of the game allows. you can also click on things, and sometimes clicking on stuff will get you monocoins, the currency of the game, which means you'll be able to buy presents for the characters!!
"now why do I need presents for the characters?" you ask. well, that's because you're given a certain amount of free time each game to hang out with characters you want to get to know better! the game's ending is fixed, so you won't change the course of the game by who you do or don't hang out with, but you can learn more about characters and become closer to them! giving them presents they like makes them like you more :D
and the most exciting part of danganronpa, what a lot of people play the games for, the true lure of the game.... the class trials!!
so these characters are in a killing game, right? basically, they're faced with a sort of lose-lose predicament: stay trapped in the school forever, or kill one of your classmates to "graduate". but it's not as simple as that, because in order to graduate, you can't be caught. and how do you determine whether or not a criminal has been found out? well, a trial of course!
enter the class trials. every student (barring dead or severely wounded ones) is required to participate in a kind of mock trial- except someone's really dead, and they need to find the murderer or they'll all die too.
(right, did I forget to mention that? only one person can graduate. getting out alive insures that none of your classmates get the luxury of doing the same.)
so, yeah. the class trials are a true fight for life on both sides, because who ever loses will be executed.
and they're really, really fun.
entirely voice acted! enough minigames that the list of them is probably longer than this entire post! the joy of solving the mystery! the... execution, right in front of everyone.
hey, it's a dark game. not like they're trying to hide that. and the executions aren't actually all that gory most of the time, but they're still very much there and onscreen. also as close to fully animated as the games ever get, which is pretty cool.
so how the class trials work is this:
there's a murder. dun dun duuuun. you investigate everywhere related to the murder to get "truth bullets", which are the reason you don't immediately fail at the trials. you don't have to remember all of them, they're all written down in your e-handbook. plus, the protagonists all seem to have really good memories.
time for the actual class trial!! Monokuma (asshole bear running the killing game) introduces everything, explains the rules. and everyone starts talking.
there are a lot of different parts to the class trial, but most of it is "nonstop debates". everyone talks one after the other, and you have to find inconsistencies and shoot the right "weak spot" with the right truth bullet. you refute the lie or mistake and everyone goes back to arguing normally.
there's also hangman's gambit (weird hangman to find a key word), multiple choice things (self-explanatory), and plenty of others.
near the end of the trial (or sometimes only a little over halfway in, it varies), the killer will.... kind of become obvious. there's a specific kind of change in behavior that's the mark of the murderer in these games, but I'm not sure how to describe it exactly. a lot of times there's an accent change, and in general they start acting much more erratic. since it's a trial, though, even after this presents itself you still have to prove your case beyond reasonable doubt.
and once it's become clear to the killer that they're backed into a corner, you have to do the "bullet time battle". it goes by different names in different games, but the basic mechanics are the same: you battle against a student (usually the killer, but not always) in a rhythm-based battle where you have to click to the rhythm to refute your opponent's statements. once you've dealt enough damage, you shoot the final piece of evidence, and that's the end of it.
the murderers react differently different times. sometimes they break down and confess. sometimes they keep denying it. sometimes, they're just calm. however they act, though, the end is the same. they are caught and punished accordingly.
but before that, there's one more thing to do. the closing argument.
your final task is to explain how the murder was committed, from idea to execution (look, a pun! see I can be funny too 😌). and you have to do it... as a manga.
you don't have to draw the whole thing yourself ofc- you just have to fill in the missing panels and then watch as the protagonist narrates it to the rest of the class.
and that's all for the class trial, not counting the long talks after every execution while still in the courtroom.
wow, this is getting...... really, really long. there's only one more thing I'm gonna add, and I promise it will be much shorter than the other two bc it is late and I am officially Incredibly Fucking Tired.
with no further ado, a very short part three:
my general impression of the game. its vibes or smth, I dunno this is just what i think about it
when I first heard of danganronpa, I thought it was a horror game. I can now assure you that it is not. thriller? maybe. debatable. but definitely not horror.
and despite its extremely dark premise, this game is not all doom and gloom. there's so much stuff about hope, and overcoming despair even when it seems impossible... it's not exactly a happy game, but there's a lot more of that in there than you'd probably expect.
all in all, I love this game. so much. it means a lot to me, and I think it's a really good game. thanks for letting me talk about it so much asdhfd :D
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isolaradiale · 4 years ago
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                                        ☆               ☆                ☆
At once, your phones light up again, showing a split-screen of two faces. On the left was Aspidiske, whose bored face was illuminated by the blue light of a monitor, and on the right sat 𝛿Caeli, seemingly somewhere outside with puzzled brows. As the first typed away, the second’s hands carefully adjusted some kind of complicated-looking device on his sleeve. Their voices began immediately, as if the broadcast started in the middle of their conversation.
“Like I was saying, if I have to go to a walkthrough to bring up the puzzle solution because it’s lore based and not logic based, it’s a bad puzzle.”
“You wouldn’t have to look up the solution if you didn’t skip the story cutscenes.”
“Listen here, Gramps. I play the game to blow stuff up and wipe the ranking boards, not to watch--”
“Ah, that’s it! You’ve got it! Brilliant work.”
“Glad you see it my way!”
“No no, not your game. The connection is back.”
“Huh! I didn’t think your low tech hunk-of-whatever would connect to the… Hey, can they hear us?”
“According to what I’m picking up, yes.”
“...And see us, apparently. Again.”
“Whoops! Looks like I forgot to change the settings from the last one.”
“Ugh.”
To face your screen, the ProtoStar turns, grin wicked and snicker sharp.
“Alright my lovely guinea pigs, my part is done. Go back to your homes and apartments or whatever, I’m taking a nap. Thanks for the info! For those who actually went and did it, anyway.”
Her side of the split-screen closed with a cackle, leaving 𝛿Caeli’s screen still open. His head shook in brief disapproval before changing his posture to look a bit more professional, putting both hands on his cane for support as the wind blew.
“Thanks to your efforts, we were able to confirm that there wasn’t any GPU presence on any of the islands that appeared in the mists, which is good news for all of us, I think. I realize some of you were taken to the islands against your will because of jumps and glitches in the launch program, and I apologize. You’ll be returning back to your homes on Radial Island in the next few minutes.”
As if looking elsewhere on the screen for something, he paused, and continued in a more hushed tone.
“I’m not authorized to do much, but the least we can do as a thank-you is pay you for your service. You’ll find some extra dust in your accounts when you return.”
Satisfied, he gave a tired-looking smile.
“I’m sure you all could use a rest, too. I’m not sure when I’ll be able to speak with you again, so for now, this is goodbye. I look forward to watching your adventures.”
With a wave goodbye, the screen blanked, and he gave a sigh from his point on the beach. His form disappeared pixel by pixel, until the old man vanished from Radiale’s shore. As if he were never there in the first place, the very sands began to shift, covering the gaps where his footprints once were.
                                           ☆               ☆                ☆
In whatever moment you found yourselves, things had begun to fade. The islands still moved around you in slow motion; dragonflies buzzed past you, the waves rolled lazily past your feet, the roars of the beasts and monsters still sounded. But like watching an image slowly begin to disappear, these things no longer affected you. No longer could you feel the ocean breeze on your face, or the smell of salt water hanging in the air. Everything around you turned white after the broadcast, starting with your senses and ending with your consciousness. Like suddenly falling asleep, there was nothing for a short while; no thoughts, no dreams, no feelings…
...And as you come to, you wake in your apartments and lodgings and beds. As promised, you’ve returned home, having survived the hazards of your “relaxing” escapes with some extra dust in your bank account and some new memories of your adventures.
                                           ☆               ☆                ☆
Thank you for participating in S.H.O.R.E!
As a reward for participating, each character who was whisked away to one of the Event Islands will be given a cool $1000 equivalent in dust to use at their leisure (note that this is different from stars, the currency for the Marketplace!)
As they return from the Event Islands, your characters will keep the following:
Their memories of the event
Any sustained injuries (sunburns, bruises, etc)
Their Isola-issued cell phone
Any of their own items and weapons that came with them to the event islands
However, they will not keep the following:
Any salvaged items, raw materials or treasures from the event islands (seashells, crystals, fruits, etc.)
Any creatures they’ve managed to tame/befriend (sorry, guys. No dinosaurs.)
Any makeshift weapons or tools made on the event islands
Any vehicles/rafts/ships/boats they’ve repaired
(Basically, if was on the island, it can’t come with you)
We hope you had fun in this year’s summer event, and we’ll see you next time!
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casualarsonist · 7 years ago
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Assassin’s Creed: Origins first impressions
Yes, once again it’s time for me to play 20 hours of a game and only be able to give a ‘first impressions’ review, because in this day and age if you’re not able to play a game like a full-time job then are you even playing at all?
I must admit though, for all their flaws as a developer and as a publisher, Ubisoft have, for the last few months at least, given me some of the most consistent gaming enjoyment that I’ve experienced in a while, and it’s due in no small part to the marked increase in quality in their recent releases. It started with Far Cry 5, which I will talk about once I’ve finished it, and continues with Assassin’s Creed: Origins, which is easily one of the top three games in the series. 
However, (and we’re talking about Ubisoft here, so of course there’s a ‘however’) there’s something I want to talk about first, and that’s a little thing I call the ‘Ubisoft Enjoyment Curve’. 
If the title isn’t self-explanatory enough, the UEC is a visual representation of my enjoyment when playing a Ubisoft game, and it’s a pattern that is consistent among most of their games in most of their franchises. If one were to do a shitty MSPaint drawing of it, it would look a little like this:
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This particular mock-up pertains specifically to AC games, but generally speaking, the UEC tracks a boring tutorial followed by a sharp increase in enjoyment as the world opens up, followed by a plateau when one starts getting into the repetitive gameplay loop. This is followed by a sharp decrease in enjoyment as the loop gets tedious, ending on a low as the final battle underwhelms. My experiences with Ubisoft games tend to follow this exact same pattern every time because the company consistently manage to do certain specific things very well, and certain specific things very poorly. For example, no-one designs an open-world like Ubisoft. While the world of, say, The Witcher 3 is a stunning place filled with gorgeous visual detail, it’s still a collection of discrete zones that can only be travelled between via loading screens. Origins, however, is one enormous, stunning, and SEAMLESS representation of Hellenistic Egypt, and somehow it performs like a dream. When the game first offered me a mission to leave the starting village of Siwa and travel to a different city, I finished everything there was to be done because I was convinced that, like Assassin’s Creed 2, for example, I’d be transported to another self-contained city sandbox, cut off from the rest of the world. So imagine my surprise where I realised you could just ride from one end of the country to the other on horseback, and as soon as I was loaded into Alexandria, I could turn right around and walk straight back to Siwa if I wanted to. You can gaze across the deserts surrounding Giza and see the glorious lighthouse at Alexandria towering on the horizon miles  in the distance, and if you want, you can make a beeline for it and rarely encounter stuttering and pop-in, with nary a loading screen at all. This technical sorcery is one of Ubi’s greatest strengths as a developer, and although, for example, Black Flag had attempted something like this in their open world, the fact remains that that world is a collection of islands, lacking even half the detail and landmass featured here. Even the most recent game before Origins - Syndicate - took place in the city of London alone. A large city, but much less a ‘world’ and more a ‘zone’. So once one slogs through the grind of the mandated Ubisoft tutorial (as if you’re not just playing practically the same game as you were ten years ago), the enjoyment spike that comes along with exploring the expanding world is dramatic. 
But then, after a few hours of running round on an exotic virtual holiday, they hit you with the god-awful present-day missions. Now it’s not that I object to the meta-narrative - failing to adequately follow-up Desmond Miles’ storyline is actually one of the series’ greatest mistakes, in my opinion. The promise of that story, and in particular (SPOILERS) the stunning and fantastic anti-climax for Ezio Auditore at the end of his life’s search for the secrets of Eden, as the Ancients delivered their message through him and over hundreds of years of time to Desmond, was one of the main reasons I was so excited for the follow-up entries following Ezio’s retirement as a character. But it’s specifically because they’ve failed to give the player any reasonable incentive to care about the meta-narrative that these missions are so unbearable. I mean, there’s also next-to-nothing to do in them, but it’s unsurprising that a lack of compelling storytelling begets a lack of compelling gameplay. I genuinely think that they could have thrown that shit out entirely with this entry - I would have been more relieved than anything if they had - and while I can’t comment on how this particular story develops, there seems to be little, if anything, going on as far as I’ve played. It’s more engaging than the confusing, entirely cutscene-based meta-story of Syndicate, but still, the present-day portions of Origins that I’ve played so far take place in a tiny, relatively featureless environment that offer little more than an annoying distraction from the true wonders of the game. 
After leaping back into the past, however, it isn’t long before the comfortable familiarity of the AC formula and the wonder of the game world begins to offer diminishing returns. Because once one has explored enough of the map, it becomes pretty clear that whatever changes Ubisoft have made for this entry are ultimately pretty superficial - Egypt may be beautiful to look at, but in many ways it’s like the pre-rendered backgrounds of old in that there’s little by way of interactivity here. At its core, this Assassin’s Creed game is fundamentally the same as that Assassin’s Creed game, and you’ve probably got another 50 hours ahead of you before you’ve finished with it. And while this plateau in enjoyment can hold out for 5, maybe 10 hours, eventually, always, the repetition of the gameplay and the lack of true content always gets the better of me, and rather than investing in what I’m doing, I start enjoying my time less and less. I stop listening to what the characters have to say and just perform side missions by rote, and I’ve noticed that, for all the talk of Origin’s side-missions being more developed than in other AC games, this is only superficially true, and it still falls into the old trap of cut-and-paste content. On the surface, it would like you to think that the old dog has learnt new tricks, but when you find yourself unlocking a cage and carrying a captive out of an enemy camp for the twelfth time you’ll see that Origins still embodies some of the longest-standing flaws of the series as a whole. And it’s all the more annoying because the repetition in the side content doesn’t necessarily have to be such an issue, but as always, the busywork still ends up taking up an enormous amount of your time in-game, vastly outweighing the time spent engaging in any kind of story-related content, and it saps away a lot of the life the game might otherwise have.  
So, with that said, what does the game do right?
The story begins in media res, and it does a fairly good job of catching the player up on the history of the main character - Bayek - and why he has you doing the things you’re doing. While it might initially felt like I’d skipped past interesting parts of a bigger story, I can’t help but feel like there is so much more to be revealed that I don’t know about yet, and this parallels the journey of Bayek himself, who begins the game equally ignorant as to how deep the conspiracy he has found himself embroiled in goes. For what I’ve seen, the game takes a rather hands-off approach to telling its story, as opposed to, say AC2, which leans into its historical figures and has a lot of fun with its fictionalised version of history. Origins opts instead to spend as little time as possible explaining its story via cutscenes, and throws the player into the doing rather than holding them up with the telling, and in my opinion it could have afforded to play with its history more. But again, I’m not sure how much of the story I’ve played so I can’t comment on how this changes later on. 
The time period of the setting is absolutely inspired as well, and depicts Egypt when it was the point of intersection of three diverse cultures - the Greek, Egyptian, and Romans all meeting as civil war stirs between the armies of Cleopatra and her brother/husband (yeah) Ptolemy XIII. This incredible time in history lends the game an immense diversity of both architecture and people, and the player gets to experience the joy of interacting with these, and playing the lynchpin of the political machinations of some of the most fascinating figures ever to have lived. 
Another area in which Origins excels over its previous games is the interaction between its various gameplay systems, and while it isn’t anywhere as detailed as say, something like Far Cry 2 in terms of emergent gameplay, it’s still a step up over previous entries. For example, I’ve seen soldiers affected by beserk darts crack open cages holding rebel prisoners, who have then gone on to cause extended chaos amongst the soldiers protecting a stronghold, leaving me free to slip in and out unnoticed. Sleep darts thrown into fires will explode in a cloud of sedative gas and knock out handfuls of people at a time. Poisoning corpses and wandering away can result in you returning to a dozen dead bodies strewn over the place as guards investigating dead comrades have carried disease back to their living counterparts. Tense battles can and will be interrupted by crocodiles or hippos racing in and devouring your enemies. Punt boats can be set on fire and sunk from under the people standing on top of them, or rammed and tipped, leaving their pilots swimming for their lives. Oil jars can be thrown into water, broken, and the spreading oil slick ignited. On multiple occasions I’ve avoided danger because the person who spotted me dropped dead on the spot with disease, or was attacked by a predator in the process of attacking me. I wish the game had gone farther with its fire mechanics, and I suppose in the grand scheme of things it feels a little half-hearted in terms of its implementation of some of these ideas, but still, it’s better than it has ever been. 
Origins also has the tidiest implementation of its climbing mechanics of any AC game yet. There’s a far more definitive use of  ‘press X to climb, press O to drop’ that leaves little room for you to be unsure as to whether you need to hit one or the other to scale that small ledge. The game is also much more forgiving in terms of which surface it will let you climb and where - as a result, Origins is much less a puzzle-climber than other games in the series, and it’s rare that you’ll end up getting stuck on something because the designers have simply decided that you’re not allowed to cling to that particular thing above your head. They also removed the infuriating restriction on jumping that was a particularly frustrating part of Syndicate - the one that completely stops you from leaping from ledges above a certain height - meaning that you’re free to leap to your death if you CHOOSE to, because this is 2018 and I should be able to make my characters commit suicide if I damn well want to. These movement tweaks open the way for more free-flowing experience, and allow for instinctive and reactive control by the player: if you’re chasing someone transporting resources and they disappear inside a stronghold, you don’t have to spend the next five minutes wandering around the perimeter looking for an entry point only to find that you can’t get down from the wall you just climbed - now you can just just take it in your stride and continue hunting your prey. 
These small quality-of-life improvements make a big difference to the overall feeling of ‘tracking and attacking’ (trademark, me, 2018), particularly when combined with the overhauled combat. No-longer is the combat system a poor-man’s knockoff of the Arkham series; instead you have direct control over blocking, light and heavy attacks, dodging and parrying, and characters are free-moving with the ability to lock on. It’s a bit more button-mashy, but you don’t have to spend your time waiting for the enemy to attack; instead it encourages movement and pressing the initiative. You’re even able to equip up to four weapons, including two bows that operate as a stealthy and fully-featured replacement for the pistols/throwing knives that appeared in the previous games. In response to this, enemy awareness has been ramped up, meaning that even the quietest assassinations will alert any guard close enough to you, and you can and will be spotted fairly quickly if you creep without care. That said, even on hard, the game becomes easy as soon as you level up higher than the enemies around you, but you’re offered a menu option to make enemies level up with you, and for those that want the game to keep pushing them (and I’d say it’s necessary to hold off some of the tedium of the gameplay routine) I’d recommend it.   
Lastly, I’d like to go into greater detail about the world design. From the gorgeous Mediterranean waters of Alexandria, through the verdant Nile Delta areas, to the desolate sands of the southern deserts, and the immense and haunting Giza pyramids, the game’s visuals are every bit the pinnacle of Ubisoft’s efforts. It can’t be overstated how amazing Origins looks, and there’s so much joy to be taken from simply standing and looking around, or touring the backstreets and bazaars and temples and cobbled carriageways. In a game like this it’s easy to get buried by the repetition and fail to see the forest for the trees, so it’s certainly a joy to snap out of that every now and then and just go for a walk and admire the level of detail on display. More than Syndicate with it’s rows and rows of similar buildings, or Black Flag and Rogue with their giant stretches of water, Origins feels like a world designed by hand and with care. Every surface and texture feels like it was placed with intention, and it gives you that very ‘Assassin’s Creed’ feeling in which you wonder just how close to the design the reality of the place actually was. 
Collectively, my first impressions are skewed quite positive, although even now I’m finding myself falling prey to a fatigue common to my experience with these games. Taking the extra year for development has certainly done it some good - it’s clear that the ambition and quality in its presentation has increased with the increase in development time, and that a few fresh ideas have managed to penetrate the wall of executives that make all the decisions for this type of thing. But one shouldn’t be misled - Assassin’s Creed: Origins is still the same old Assassin’s Creed, and if there’s any core feature of the series that you despise, chances are you’re going to run into it here. That said, it still remains one of the best games they’ve made. It’s huge, detailed, gorgeous, open-ended, with visceral and bloody combat, a number of entertaining systems that interact to hilarious effect. When it works, it works really well - it’s fun. But it does suffer from the fact that the size and scale of the game means more faffing about with relatively meaningless busywork, and it’s this repetition that dulls the shine of the world around you. In some ways it feels more of a throwback to older AC games whilst still having some new ideas of its own, but when it comes down to it, it’s the latest AC game. So...get it if you like AC games, I guess? Because it’s the latest one. 
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nullset2 · 4 years ago
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Why New 3D Mario Games Suck
Before I go to bed I want to write a quick article about my opinions of Mario games. Ah, Mario games... I will never tire of you. Crisp and clean, to the point and joyfully so. Just jump, mofocka. Games that revel in the concept of moving around, making it inherently fun. Is there more noble of a proposition in gaming? Has there ever been more lucid game design?
Yet, I think that modern Mario games suck.
Like everyone and their grandmother (and if your grandmother plays Mario send her my regards, she's cool as hell, dude) I've been playing Mario 3D All Stars to have me a nice time. However it does reinforce this idea that I've always had, that Mario games, even though they may share the same broad aesthetic values and mechanics, are different from each other by nature. In this article, I propose that this change over time has actually been for the worse, leading to a loss of complexity in platforming game design with each successive iteration which is being traded away in favor of more cinematics and bombastics.
First things first, we have the beautiful Mario 64. A timeless classic and most of us' first foray into 3D games (yes, this was the very first game I ever played where the notion of the third dimension actually mattered. I had already played Star Fox but in Star Fox you don't really move in three dimensions, you're just in a plane going on rails and you cannot move completely freely). I played this before I even touched Doom or other first person games of the sort.
Minor parentheses by the way: did you know that Star Fox was inspired on the Inari Taisha temple? The beautiful, big long mountain shrine in Kyoto full of orange gates?
Fox translates to Inari and its creator, Dylan Cuthberth, who loved Japan a lot, got inspiration from it which he applied to his new bizarre fucking mind bending 3D tech which he then pitched and sold to nintendo and then became the basis for the Ultra 64, which was to come, and thus one of the main pillars of all modern 3D gaming as a whole? Holy shit, right? In Star Fox you cross gates to gain powerups and to make it fun to maneuver around with your Airwing... How come that I had never seen the connection?
But anyway. Back to Mario 64.
It is commonly told that Mario 64 was created by Miyamoto parting from the concept of a "secret garden". Most of the development time initially, it is said, was spent on Miyamoto and Tezuka, Mario creators, fine tuning the movement system in an isolated garden map without any enemies or hazards.
The purpose of the secret garden was threefold: first, the team was used to designing Mario games as 2d platformers and they were uncertain about how to take Mario games into the 3D era (a literal, flat-out equivalent conversion of classic mario, think Super Mario World, powerups and all, was considered at a certain point in development, creating linear, obstacle course stages with a beginning and a goal, the remnants of which still linger in the final game as the bowser stages, an idea which was finally fleshed out with the Mario 3D series on the Nintendo 3DS and Wii U, 20 years later (!)), so they needed a way to hash out ideas about how to design this new installment.
Second, Miyamoto took as one of the goals of the project to design Mario's movement with a supreme level of fidelity, so he'd use this area to test and test and test all of Mario's acrobatics, to make them feel smooth, convincing and entertaining to play. He'd say that as long as a move didn't feel right in the garden, it couldn't be used in the final game, creating in the end as something that feels a little bit like ninja acrobatics on rollerskates or ice skating.
Third, the team eventually realized that, since 3D content was incredibly expensive to create back in 1995, when commonplace computer 3D animation and design was still quite in its infancy, they needed to develop the skill to design little sandboxes which were good enough to run around in over and over without getting tired of them (think of it as if constructing a highly detailed, complex diorama, an idea fleshed out finally in Captain Toad from Super Mario 3D world, again, 20 years later (!)). This was to create more content for the game while reusing the same architecture and geometry for the levels, since resource usage had to be maximized. The remnants of the garden are still present in the final game, as the Castle Grounds.
So, do you see the level of SOUL invested here? The level of care, the amount of love placed into each and everyone of Mario's moves in Super Mario 64? And the results show it: the game allows the player to tackle all objectives at their own pace, in their own terms, however way they can. The game forces nothing down your throat: blast to the island in the sky? Well, maybe just long jump to it if you're gutsy enough, no need to wait until you unlock cannons. Or get the 8 red coins first if you want. Or just fuck it, and go and release the chain chomp first because he looks very cool and this is probably the first power star that all people who play the game get first. Or just, fuck it, you can skip that objective all together if you want, just collect enough stars for the next door unlock.
Jump, double jump, triple jump, dive, dive from jump, punch, breakdance kick, backflip, turn and backflip, long jump, wall jump, grab objects and throw, jump-shortkick, slide down, ground pound, fly from triple jump, swim, crouch... and even crawl. I count a total of 20 possible interactions with the environment, maybe even more I'm missing. All movements completely available to you from the start to mix and match the way you best see fit (except for flying, which is unlocked like 15 minutes into the game). The world is yours and you're free, go nuts son. The only variable is your skill at the movement system.
So you can probably see why this is delicious design. There's never a single way to clear most power stars in the game, instead the decision is left to the player, which the game trusts is smart enough to figure out solutions to problems on their own. Wanna jump for it? Sure, if you can. Want to wait unil you got the powerup? That's cool too. Want to go play another level? Sure thing! OR FUCK IT! JUST RACE THE KOOPA IF YOU WANT!
So you can probably see why I loathe the fact that the sequel was based exclusively on giving people a dumbed down version of the same shit, with a fucking dumb water pack.
Come 2002 and under pressure to perform, the team releases Super Mario Sunshine and it's the most bland, dumbed down sequel ever (though, could anyone really live up to such a predecessor's prowess?). In an attempt to make the game accessible to more players (tm), the game is stripped out of its complexity. Mario no longer moves as a gracious, roller skating gazelle that can navigate the world in the most agile and beautiful way ever. Instead you screech down to a halt the second you stop pushing the direction stick instead of providing people with that most delicious sense of momentum and friction SM64 had. Boo Hoo! Baby think 3D platforming is too hard? BABY CANNOT HANDLE PING PING WAHOO ON THE N64? Then we give babby a water nozzle which will allow them to correct any miscalculated jump ever (it's insulting that this is the best solution they managed to come up with) HOORAY!
But hey! Sunshine has good things about it! Uh... the water is pretty! (that's probably where all the development time and resources probably went anyway).
SAY WHAT? WE GOT TO RELEASE THIS YEAR? AND THEY WANT US TO INCLUDE 120 STARS AGAIN? FUCK! WE RAN OUT OF TIME; JUST ADD BLUE COINS, DUDE! YEAH WHATEVER! SHIP IT! THIS IS THE GAME! I'M GONNA GO LIE DOWN AND HAVE A BEER! FUCK IT!
Mario Sunshine is not a bad game, but it's not a bold, groundbreaking game like its predecessor was. It detests and rejects the fact that you are a competent platforming game player. It nerfs everything down. It makes it almost impossible to lose. It plays things too safe and too easy, replacing action game design with flashing lights, prettier graphics, and an easier experience; it has its moments but it's an inferior game mechanically: jump, double jump, triple jump, hover, rocket jump, turbo run (why), walk on tightropes (why), spin in air (why), spin from ground into high jump, turn and backflip, swim, spray water, spray water and dive, wall jump, ground pound. It's only 16 moves -- less than its predecessor --, and they have less complexity and are easier to execute.
Not only that but you're no longer free to tackle objectives the way you see fit. The world is now a container for several course-clears, and no longer allowing for the freedom of open world games. If you pick Shine 1, you WILL clear shine 1 in that run of the level. If the game wants you to watch a cutscene (of which there were none in SM64), you WILL watch the fucking cutscene. Wash rinse repeat until you get enough shines to clear the lamest end boss in video game history.
Again, it's not a bad game but it reeks of suits getting involved in the process and demanding shit to be made easier because otherwise it wouldn't sell. It reeks of misplaced priorities. It's a pretty game and it's nice for an afternoon, but after that you just have blue coins left and hooooooooooooo weeeeeee I'm not touching that shit. The most asinine side quest I've ever seen in a video game: to find blue coins hidden in random spots, usually by cleaning a spot of graffitti, and exchange 10 of them for a single shine, the collection of which cannot be stacked and forces you to watch a cutscene every time. Reeks of laziness.
Then Mario Galaxy comes out and Jesus Christ. It's like they don't give a shit at this point. Open-world, acrobatics-centric 3D Mario is just fucking gone. This is probably the point where it became cheap enough to make 3D content en-masse that they just started copying the classic Mario formula in 3D to churn out content.
The bad thing, is that at a certain point it feels as if the games play themselves and I've always been against it and will always be against it because I'm into games due to the fact that they're something which engages my brain. I don't like games which just keep me there, passively looking at the screen, reacting to quick time events. I want to be immersed, engrossed and I want to feel that nice sense of exploration and fun experimentation that you only get with open world games.
The games are back to linear now: even though, in Sunshine, they made an effort to at least make things seem open world, they don't care anymore in this one. It's all just linear levels happening in planetoids which you visit in a sequence, to, yet again, remove all hazards and all notion of challenge and complexity, even more than before. And you have to shake the wii remote to spin to top it off, and this gives you a free save if you miscalculate a jump. The galaxy games were extrapolated through the 3D series: Super Mario 3D Land and 3D World (strong candidates for most bizarre title to a video game ever), to form which is called the "course clear" vein of 3D mario games, starting from the Galaxy games.
See, nintendo themselves differentiate between "Course-clear" 3D Mario and "Open World" 3D Mario. Once Super Mario Oddysey got announced, they came out with this interesting infographic about their classification for 3D Mario games:
Don't get me wrong again, there's nothing inherently bad about these types of Mario game, and Galaxy 2 and Mario 3D World are both some of the best video games ever created, but I think that something got lost in transition when compared to the sublime finesse of the movement system in Mario 64. The way it respects your intelligence, the way it drops you in an open world and gives you freedom, the way that its worlds are built, I think that all of this has never been paralleled, not even by nintendo themselves for some reason, and I think the reason why this happened is that, maybe the excellence of Mario 64, quirks and all, was a product of its time and the limitations in production ability for 3d content and graphics that surrounded its creation at the time.
Yet, Lo and Behold! 2017 is here and Super Mario Oddyssey is in the horizon and it promises to be the Next Big Thing (tm) since sliced bread. A TRUE and HONEST return to form, to the Glory Days of Mario 64! And the game is way too enthsiastic with its embracing of Super Mario 64 nostalgia: there's literally a whole level inspired after the Mario 64 castle grounds in Mario Oddysey and the whole notion of absolute freedom from Mario 64 (somewhat) returns (but not completely because you still are subject to doing a main big event per level, after which the rest of the level unlocks; once you clear the game, the second half of the game unlocks even). And the emphasis is back into acrobatics again, which is a good thing: playing with your hat can get you places if you're handy with it.
But my biggest gripe with Super Mario Oddysey is that it's not completely honest as it claims to be. It's a course-clear game hidden under a coat of paint of an open world-game. It's literally Zelda Breath of the Wild's half-assed design all over again: big empty world full of collectibles, with tiny "levels" to be found. Once you find a game, it's time to do a thing --wash rinse repeat. In Mario Oddysey you explore around until you find a pipe or a door or a character and you get plunked into a Super Mario 3D World style course-clear game with additional collectibles. So it's not really the game which it was told to be. The levels don't feel like beautiful dioramas, and the acrobatics, even if nice, are nowhere near as rich as the SM64 acrobatics. There's infinite lives this time around, so there's no real feeling of risk. The game rehashes its own content, you make a tower of goombas, cool. Then you make it again, twice as long. Then you make it again, in the water. Then you make it again, in the beach level. Then you make it again, in the ice level. Then you make it again. Then you make it again, then you make it again...
You could argue that they were onto something with the capture system, because it's an attempt to enhance the movement system while at the same time it's trying to keep things interesting, but the bad thing is that this is really not the case. Captures are contextual, and you're expected to capture an enemy, do something with it, then leave it behind, so it's not a skillset that you build up on, it's yet another course-clear level in a disguise.
So even though it's a good game, it's not the game that it set out to be, I'm sad to say. The Brilliance of Super Mario 64 is yet to be rivaled, and Nintendo should feel ashamed of it. It's been 20 years, man. Where has your mind been all along?
Alright Nintendo, to conclude, here's a freebie for you. This is how you design your next Mario game so it fucking kicks ass: you bring back the SM64 movement system and ADD ONTO IT. Do NOT take away from it, just ADD. Complexity is good in games. All of your fans are fucking 30 year olds, they can handle a complex game.
Next, you develop a vast, broad, massive open world. Think GTA-size. You set up 1200 stars and you place them all over the world in ways where it is EXCITING by itself to explore the world. Make it so people can collect stars at their own pace, ANY WAY THEY WANT, and expand the world accordingly. Keep the Super Mario Oddyssey persistence, where once you capture a moon you don't have to go back to a menu screen, that was a good addition. Embrace the diorama mentality and go nuts with the world. Fill it with waterfalls, caves, chasms, canyons, and provide the player nothing but their acrobatics to clear everything in the world. Avoid pre-scripted sequences (they can still be good for some things like bosses). And make the world seamless, none of this island in the sky thing anymore. Moving around and getting stars should be their own reward, not "getting to find a course clear level".
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retrorendum-blog · 6 years ago
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We <3 Katamari - Review
It’s been a while since I’ve posted here. I started this blog, or at least the idea of a game review blog, as a school project about two years ago. The very first game I reviewed was a wacky PS2 game called Katamari Damacy that I’d found by the happy accident of my friend owning an old disc, and I quickly grew to love it, completing the game in under a week by playing a few hours each day. That love never died, and over the last few years I’d find myself pulling up the Katamari soundtrack on YouTube or popping in the disc to roll up a few towns and relax. Enter the Nintendo Direct that happened on September 3rd of last year. We got the announcement of Luigi’s Mansion 3, Town, Animal Crossing Switch and more, but to me the biggest moment of the show was the reveal of Katamari Damacy Reroll, an announcement that literally had me standing on my chair and yelling in excitement as my friends watched me with growing concern. I got the game for Christmas this past year courtesy of my brother, and I played it non-stop for days until I once again rolled up the moon and the credits rolled. The next day, once again consumed by Katamari fever, I ordered a copy of the original game’s PS2 sequel, We <3(Love) Katamari. This is the game I’ll be reviewing today, as I completed it this morning. 
Title: We <3 Katamari 
Available and Reviewed On: PlayStation 2
Info: Namco, 2005
THIS REVIEW CONTAINS MINIMAL SPOILERS FOR CONTENT IN WE LOVE KATAMARI
Story: The King of All Cosmos may have royally screwed the planet and all it’s people a few years ago, but after they played the game Katamari Damacy, they can’t help but crave more of it’s addicting gameplay, unique style and ear-worming tunes. It’s your job, as the King’s son, Prince, to return to the surface of the earth and aid any Katamari fan with what ails them- by rolling up anything and everything in your path. Each level you select from the newly renovated hub map is a different task from a different fan, each with their own small tale to tell that ties in to what you’ll be doing in the following level. There’s also a subplot that is told through a cutscene every few levels that depicts the life of the King, through all his successes and hardships. This plot provides much more character to the quirky characters in the royal cosmic family, and also introduces you to the King’s father, who has his own small character arc as well. This story is told without any dialogue or text, and while that does miss the greatness that is Katamari’s charming writing, it makes sense in the context of a flashback over a cosmic being’s lifetime. Combined, these two tales make We <3 Katamari a much more engaging game since it provides small goals in the form of the cutscenes as well as giving the characters more depth and development. It’s wacky, fourth wall breaking, and just so Katamari. 9/10
Visuals: This is a department where We <3 Katamari isn’t too far from it’s predecessor, but the minor changes that are provided make the visual treat that the game does provide much more satisfying. The visuals are virtually identical, although this game has a much wider variety of creative items and diverse locales that make the best of the simplistic art direction and flesh out the world that you’re plodding through. This change in world design is most apparent in the game’s new types of levels, such as the firefly level (see picture below), where the entire level takes place at night, with peaceful french-inspired music playing in the background and a thick layer of gently swaying fireflies that glow softly as you roll them onto your sticky ball. Another fantastic level is the under water one, where schools of fish of all shapes and sizes zip by and you collect colorful stones and other aquatic goodies. It’s levels like these that make We <3 Katamari into a much different beast than Katamari Damacy, since it provides you with a more intimate sense of scale in the world, as well as showing you just how much beauty and creativity you weren’t shown during the relatively catastrophic events that took place after the King’s drunken rampage. Overall the visuals aren’t actually improved over the first game, but much more creative usage of Katamari’s artstyle lends itself to a more coherent and satisfying experience. 9/10
Music: Katamari music is an acquired taste. It’s all over the place -drawing inspiration from tons of genres and creating its own style with multiple recurring themes- all the while attempting to be drilled into your skull as some of the most memorable and uplifting tunes that any video game has provided. I think the reason the music in We <3 Katamari stuck with me as much as it did is because of how much I’d enjoyed the soundtrack of the first game. This soundtrack is heavily influenced by that one, taking the main theme in many different directions including but not limited to awkward acapella, softcore rock, and animal noises (yes that is real). Once again however, it’s diversity where this game truly shines. The tunes playing in each level are wildly different, matching the aforementioned variety of unique stages. Guitar melodies may be followed by a soothing chorus in a vast field of flowers, or a sound-effect filled chaotic tune may play while you race across an island at 5 times the normal speed. One other thing this game does allow is the ability to choose which song you want to play during each level before you play it, although I personally stuck to whatever the game had preset. I greatly enjoyed the music of We <3 Katamari, and I look forward to creating a playlist that incorporates the best of from both games. 10/10
Gameplay: Here’s the big ‘un. The most important aspect of any video game, especially one so based around the uniqueness of video games as a medium- gameplay. This is where We <3 Katamari differs most from Katamari Damacy, although it may not be apparent at first. The controls (unsurprisingly) are unchanged, and you have no new abilities or upgrades to your ball- but the important part is everything surrounding the actual Katamari mechanics. The level design and pacing and progression have all been majorly overhauled between entries, and I’ll devote time to the changes on each aspect. First with the level design. As I’ve mentioned in the previous sections, this is the way We <3 Katamari stands furthest apart from the original. Every level is much smaller in scale, taking place in one type of location, such as a campground or a zoo, in one building, such as a single school, or even just one kid’s room. Tied into these more focused stages are many unique mechanics, which vary wildly from level mechanics. In one level you’re be tasked with keeping a ball aflame to grow big enough to light a bonfire, making it necessary to manage your fuel levels by focusing on collecting burnable objects, as well as avoid water to make sure your Katamari doesn’t instantly go out- which would force you to restart the stage. Another level has you rolling a skinny sumo wrestler around a town, picking up food and allowing him to grow in size so he can fulfill his dream of winning a sumo tournament. Next is pacing and progression, which is the part of this game I had the biggest issue with- and unfortunately is the main reason this doesn’t get a perfect score (spoilers). The problem originates from the exact thing the level design does so well, which is smaller scale missions and more consistent size. This means the game as a whole doesn’t have the same sense of progression that made the first game so addictive. You no longer start out small then consistently grow until you’re absorbing literal continents, but instead stay approximately the same size, except for one level in the middle where you’re able to reach over 1000m. This means that the final level, which I won’t spoil, is oddly anticlimactic since its scale feels completely out of place. This same final level has another side though, because it’s actually given to you early- but you aren’t able to finish it quite yet. This isn’t necessarily a good thing, since I think the game would have been fine without this change, but it’s still an interesting way to show progression. Gameplay gets a 9/10.
Verdict: We <3 Katamari is a fantastic game. It’s lightyears ahead of the original in some ways, that lead to a much more diverse experience, but also takes a step back from one of the main aspects that made the first game so addictive. It’s quirky, unique, and most of all a ton of fun. It’s a game I’d recommend to anyone who enjoyed the original game, and even to those who just want something new. In my opinion these two games, We <3 Katamari and Katamari Damacy, are two different beasts that work best in a pair. One gives you a more grand and god-like story with an incredible sense of progression, while the other shows you the intimate side of the world and it’s people, along with a hearty dose of well... heart. We <3 Katamari is a must play, and gets a 9/10 from me. 
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waynekelton · 5 years ago
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The Best Offline Strategy Games for Android & iOS
In the age of the always-online freemium mobile experience, sometimes it's nice to know that there are quality strategy games out there that you can play offline. Maybe Grandma's wi-fi isn't up to the job, or maybe you just don't have any internet. Are you on a Bus? A Plane? Read on, my friend...
Whatever the case, there comes a time when you need a strategy game that's a real feast--but at a table set for one. Luckily, there are a large number of mobile games with great offline experiences in 2018, on both iOS and Android.
Community Suggestions & Hall of Fame
Ravenmark: Scourge of Estellion
Slay
Templar Battleforce Elite (iOS Universal and Android) (Review)
Aliens vs Humans (iOS Universal & Android)
Games for the Bus
Bad North (iOS Universal and Android)
Bad North is a self-styled 'micro' or 'minimalist' real-time strategy game that's been a big hit on PC and Switch, and is finally available on mobile. It works perfectly even when you're not connected to data or wifi, which makes it a no-brainer for this last. Technically, we've played this the most on Airplanes but since it's a game primarily about short-bursts of activity, it's also suited for played on the bus.
Essentially you're in charge of a small army of units that you must use to defend a succession of islands from Viking invaders. Islands are connected together in a randomised and procedurally generated chain, and once you've completed one it unlocks the the next in line. You have to try and keep up forward momentum because if you lag behind you may be overtaken and you lose. Along the way you can find items and more units to command, but the islands get harder to defend.
Star Traders: Frontiers (iOS Universal and Android) (Review)
This is technically more RPG than strategy, but it's a cracking solitaire game that gives you a wide open sandbox to explore as captain of your own space-shop. Trade and take on 'quests' as you strive to make a name for yourself in a dangerous universe, with both turn-based squad battles (JRPG style) and turn-based ship combat which will put your vessel and your crew to the test. You can customise your character and your crew as much as you like, levelling them up along specific career paths that can make you a hard-as-nails combat vessel, or a stealthy smuggler looking to maximise profit. The game has lots of story vignettes to pull you through, from standard quest systems, to larger multi-part stories and era-defining events that you can help shape, or not. Regardless, this is a living sandbox that will progress with or without your help.
What makes this a good 'offline' game though is the fact that not only does it not require an internet connection, but the game will remember your state if you find yourself having to close down the app unexpectedly, even in the middle of a battle. Plenty of save slots as well for all you scummers out there. The icing on the cake is that the developers are always pushing out updates, so there's near weekly fresh content being dropped into the game.
Rebel Inc. (iOS Universal and Android) (Review)
Just like its predecessor Plague Inc., Rebel is an excellent drop-in/drop-out game that allows you to pause the action and come back to it at a later date. This real-time strategy experience puts you in the shows of a newly appointed administrator of a troubled region recovering from a recent war (evoking memories of the recent War in Afghanistan, specifically). You must spend your budget wisely on government improvements and initiatives to help the population rebuild and to win support.
Unlike Plague, however, you can't just sit back and wait for the people to love you - the enemies vanquished in the recent war haven't gone away, and soon insurgent forces will start popping up on the map trying to try and take over by force. You then enter a different game entirely - one of tactical placement. By marshalling local or coalition forces, you must drive out the insurgents from the major population centres and corner them so that they have nowhere to run. Do well and they'll eventually ask for peace but the longer the linger, the quicker your reputation declines and if it reaches zero, you lose.
Doorkickers (iPad and Android) (Review)
Doorkickers makes a great bite-sized tactical treat. Each mission is a puzzle that you solve by drawing lines for your squad of police officers to follow. First you plan, then you can pause the game at any time to modify your strategy. The encounters are over as quickly as a real tactical breach would be, which means if you screwed up and got your officers fragged you can try again almost immediately. You can pass a mission with minimal requirements, but casualties and mistakes will carry over to the next level. While there's not much story here, there is a gradual progression of unlockable gear and skills and new, more challenging missions. At the same time, you're free to take on any one of several campaigns at the same time. Get stuck and you can just try a different one.
Frozen Synapse Prime (iOS Universal and Android)
This is another great tactical game that works well with a touch interface. Set in a futuristic city with cyborg commandos that can be controlled remotely, Frozen Synapse breaks turns out of a real-time battle by pausing every few seconds for both sides to issue new orders. The orders play out simultaneously, so the core mechanic is predicting what your opponent is going to do next.
While Frozen Synapse is extra great with a human partner to second-guess, it also has a very cool single-player campaign with a pretty interesting post-cyberpunk story-line. This also features quite a variety of mission types, smart AI, and satisfying progression. On iOS, you'll also be able to get the original, with hip minimalist graphics. On Android, you've got the Prime remake, which is essentially the same game but with more realistic visuals.
Iron Marines (iOS Universal and Android) (Review)
This mission-based RTS will take a little more commitment, but the rewards are worth it. From veteran developers Ironhide, creators of the mega-hit Kingdom Rush, is a polished, neon-colored gem of a mobile strategy game. It's your basic space marines vs aliens set against highly improbable but beautiful alien landscapes. Your commander has MOBA-like hero abilities that will help you face a variety of mission types and enemies, and the game can get pretty tough later in the campaign.
Games for the Airplane
Tharsis (iPad) (Review)
The fact that this game is iPad only (for now) doesn't stop it being an excellent solo turn-based strategy experience. Inspired by dice-rolling board game design, this is a survival/disaster management game where you must try and get as many of your crew to Mars as you can as the spaceship that's carrying you there slowly falls apart around you. Each turn represents a week aboard the failing Iktomi, in which the crew have to repair various system failures or suffer the consequences. These consequences include a faulty life support system damaging the crews’ health or a severe fire destroying the ship’s hull and bringing an abrupt end to your mission.
The solo nature of this game means that it's an excellent one for those longer-haul journeys, although the caveat is it may not be as battery friendly as others in this section. Still, the thought of being forced to resort to cannibalism to keep your crew alive can sometimes be too compelling to ignore, battery be damned.
Ticket to Ride (iOS Universal and Android) (Review)
A must have feature of any modern digital board game must be pass-and-play. It brings these apps closer to their physical counter-part and allows them to actually fill the niche they were designed for, albeit at the potential expense of sales as close-knit groups or couples only end up buying one version of the app between them. Ticket to Ride is an extremely popular, mainstream boardgame, although we can quibble over its definition of 'strategy' if you like. Still, it's combination of set collection and the tactical placement of your trains makes for a very compelling game - do you go the easiest route, or the longest? do you focus on your tickets, or try to subvert other player's routes? Do you place those trains now, or pick up those cards you desperately need?
Regardless, as an app and as an offline experience, it's well above par. The base purchase gets you the USA map, but most of the series' spin-offs and expansions are available to purchase via IAPs. IF you wait for a sale, you could easily stock up on options and you'll find yourself with a great shared experience to tide you through those long flights. You can even fit in a game with two people and two AI in an hour-long domestic flight, so if you're looking for a quintessential offline experience for two or more people, look no further than Ticket to Ride.
Final Fantasy Tactics: War of the Lions (iPhone|iPad & Android)
Lots of old console titles have been ported to mobile, but not many are worth the hassle. Final Fantasy Tactics is the exception. Brought over from the beautiful PSP port with an improved translation, gorgeous cel-shaded cutscenes, and new aspect ratio, the game still has the PlayStation original's RPG-influenced tactics. Most importantly, FFT is the one console port that works brilliantly with touch controls. What makes FFT a great use of your offline time is its mammoth campaign with a rich, mature storyline. There's gameplay here to fill a few months of commutes.
XCOM: Enemy Within (iOS Universal & Android) (Review)
Likewise, the mobile port of XCOM is rightly lauded as one of the few PC-quality experiences to be had on a tablet. Not only did this standalone expansion of the original ground-breaking remake Enemy Unknown polish off all the rough edges of its original, it added great new wrinkles to the classic core gameplay. You still get a massive open-ended campaign with tactical turn-based missions, but now you have a much more interesting storyline that has your soldiers questioning whether they have gazed too long into the abyss to still be considered human.
Battle of Wesnoth (iOS Universal and Android)
For a different sort of grand experience, try the venerable Battle for Wesnoth, an open-source project fifteen years in the making. It's a grand strategy game with a Tolkienesque fantasy theme. There's a massive variety of units in six highly distinct factions, plus different historical ages that change the balance. Its sixteen (!!) lengthy and story-based campaigns will keep you busy for a long long time. The complexity of the interface means this is one for the tablet, and the free Android version is a bit jankier than the more polished (and paid) iOS version.
What would your favourite offline strategy games be for mobile? Let us know in the comments!
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