#but from a gameplay perspective its horrifying
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embras-grace · 1 year ago
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Humans must be terrifying to the Majiri at first. I mean...
A. they can just eat and eat and eat. They don't have to stop when Focus is full, they just keep going.
B. They never sleep. Ever. They are up at all hours. Maybe this is because a Majiri day is rather short--but humans lived on this planet too so maybe they're just.... weird?
C. They can climb and run all day without a break. They can mine and chop wood without breaking a sweat.
D. They have no fear of going into old ruins or the Elderwoods because, like... they're humans? What's the worst that could happen, they just reform in stardust again cause mama Embra was like "ugh damn it, they died again"
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angelofthepage · 1 year ago
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24 Bendy Questions/Opinions!
So user BeninjaLIVE over on Twitter has this Bendy thread happening that asks a bunch of opinion questions, and you know what? I'm feeling a little playful tonight, so we're gonna answer them here. If you didn't have a baseline of where I stand as a Bendy fan before, well here you go!
1. Which is your favorite game? feel free to say any of the unreleased ones too!
See this is already hard. XD I really love the original BATIM for its story and characters, definitely my favorite story, but I've enjoyed the experience of Dark Revival a ton too. I've probably been exposed to it more times as a result of friends casually booting it up to play in calls, and the fan service for the original was great, Chapter 4 still breaks my heart. But I am a lot harder on its storytelling since, I don't think it did as good of a job as Ink Machine, especially in terms of how fleshed out its characters were. So I guess, Dark Revival for overall experience.
2. out of all the games, Which Character is your favorite?
I think my answer is still a tie between Sammy and Malice. XD They are my beloveds.
3. Which character installs the most fear / is the most horrific?
That depends on the context! From a gameplay perspective? Carley scares the crap out of me (I love you ghost girl, I want to give you a cookie, even though you're mean to us). From a writing perspective? The ink demon is pretty horrifying both in that he's this terrifying monster and was horribly mistreated within his backstory. A victim turned predator.
4. If you were in charge of directing the new Bendy game, what would change? (new features, new characters, changed gameplay, etc)
This is a dangerous question to ask me. X'''D I would put more focus on story and have more time spent with characters so that we get to know them and care about them a bit more. If we're specifically talking about The Cage, I want more of Sammy and Joey (and Boris, I would kill for a Boris reunion). I want to get to know them (if we're continuing the "Joey Drew learning to be a better person arc" I want him to try and be kinder to Henry and mess it up in his own Joey way). I want to know Henry's feelings about what he's going through. But most importantly, I would be putting Archie Carter, Evan, Buddy Lewek, Constance Gray, and/or Abby Lambert in this game. It doesn't have to be big, but for the love of all that is good and Bendy, PLEASE give us a book character cameo in this game, I beg of thee Meatly! We literally just had a book release involving a ton of Gent stuff, please give us an audiolog from one of these guys while going through the horrors of it, I would be SO HYPED for that!
5. What is your LEAST Favorite Character
This is the silliest thing, but there's only one Bendy character I actively dislike, and it's that puppet in the mop bucket from the prologue of BATDR. That thing creeps me out. I'm so sorry. ^^''''
6. smash or pass the ink demon
Neither, I'm extremely ace and not here for smashing, but I'm not passing up on interacting with him. I'm instead inviting him over for some cookies and hot cocoa.
7. Opinions on Bendy and the Dark Revival? this goes for gameplay, lore, characters, everything.
Already covered this one earlier, but to reiterate, I like it! I just wish we spent more time with the characters. I do have some issues with the way the story was handled. As much as I loved Chapter 4, I do kind of wish we got the reveal that Audrey was the daughter of Drew sooner, or at the very least, gave her more time/scenes to grapple with it. Because love the ending as I might, Joey's speech about her being born of darkness just, doesn't hit for me when she doesn't seem to feel that way about herself at any point? Like we see her struggle with it once and then never again, it needed some more build up and punch. But overall? I loved it. I loved this cast, I love the atmosphere and locations, I loved the expansion of the ink demon's character, Memory Joey was a hit despite doing some things that kind of lessen the horror of the previous game, and Twisted Alice, as nonsensical as her plan was, was such a treat, I was so glad to have her back and have her be such a menace. XD
8. Do you have high hopes for any new bendy games? (mainly Bendy - The Cage)
I have a reasonable level of optimism and curiosity! I'm sure it'll be an interesting entry. Curious how they'll handle more disturbing horror after how disturbing the last game was. I'm trying not to expect too much, going in with fewer expectations makes for a better experience for me personally.
9. How did you feel about BATIM's ending when it first came out?
Mostly confused, but really excited that Henry didn't die. X'''D No joke, when Chapter 5 first came out, I was so freaking anxious about what was gonna happen. A friend got on call and watched a playthrough with me so I didn't like lose my entire cool. X'''D Still one of my fondest memories in this fandom. The ending wasn't everything I hoped for, but I still appreciate it and the rest of Chapter 5 as a result of the experiences I had with friends during it.
10. looking back on it now, how do you feel about Chapter 3 of BATIM?
When the original came out, it needed some balance and bug testing badly. But in its current state? It's not as bad as people make it out to be, but it is tedious. I get so lost in it as someone who's directionally challenged, but like, -gestures at Malice- my GIRL! How can I not enjoy it at least a little when my queen is right there giving some of the best and most informative dialogue of any character in the game?
11. if you could change / improve ONE THING about Bendy and the ink machine (the singular game) , What would it be?
This is going to sound ridiculous, but I would want it to have some gyroscopic control on the Switch port. I'm sorry gamers, I don't know how you play games where you have to aim with the analog sticks, I can't do it, I'm so bad at it. X'''D I use motion controls for stuff like aiming my view in Splatoon, give me that as Henry and I will be unstoppable.
12. Opinions of MAlice Angel / Corrupted Susie Campbell?
She is everything, she is the moment, she is my beloved, and I want to bake for her and tell her she's beautiful, because she IS! She was such a fun antagonist and I want more of her backstory! Like she has been an enjoyable part of every game she's been in. Boris and the Dark Survival with the Milla Tapes? Underrated Alice moment, she was GREAT there.
13. Do you think Sammy dying, and THEN coming back was good or bad?
I don't think I can classify it as good or bad, but I did enjoy it! Like hey, ink creatures don't necessarily stay permanently dead, and they can have some really interesting mental things happening when reforming, that was cool world building! And then when we got to see under the mask, and he's ready to kill us? Oh MAN, oh that was a thrill. Would not trade that brief Sammy boss fight for anything, that's my GUY right there!
14. On a Scale of One to Ten, how convoluted do you thing Bendy's lore as of Present Day?
Eh, gonna roll with the devil's number and say a 6.6. It's not that bad. BATDR convoluted it more than BATIM did, and there are some book moments that puzzle me, but it overall? It's workable, and I only drive myself a tiny bit nuts over it (I say as I've been going "NOTHING IS TRUE THE CANON IS A LIE" for like two weeks trying to assemble a series timeline and classify ink creatures).
15. Opinions / on a scale of 1-10 on the Bendy Books?
Dreams Come to Life - 7/10, needed more clarity in parts, had some good moments with returning characters, Dot we love you, JACOB WE LOVE YOU
The Lost Ones - 7/10, was a little weird not seeing most of our studio cast and being so far removed from the studio itself, but it's an enjoyable read, really liked our new characters and swapping perspective, living for that Wally intro, and I have a lot of questions about what ink can do to your brain and Tom's mental state in 1946
Fade to Black - 9/10, by far my favorite, great balance of old and new, Joey Drew was DELIGHTFULLY UNHINGED (something something that's the Joey I knew), Rose was fun, Evan was fun, DOT HI I MISSED YOU, Archie Carter was THE BIGGEST SURPRISE and I ADORE HIM, never thought we'd get a YouTuber cameo audiolog character as a MAJOR PART of a book, Wilson was a treat, and the studio sections of this one destroy me, I love it love it love it
The Illusion of Living - 7/10, the greatest Joey Drew character study to ever exist, which is great but difficult to read when he jumps all over the place and rambles about who knows what for pages at a time, offered some really great moments that I can't imagine the series without, and it solidified my love of Abby, please give Abby a spot in the games, this book made it very clear she is important to the Joey and Henry backstory, and I am so frustrated that we have not referenced her ONCE in these games when she's one, the head of the art department, and two, the one with the braincell of this trio, also Detective Sinclair's murder mystery was fun, I didn't know I would enjoy that genre so much, also Sammy and Jack were GREAT in this book
Employee Handbook (the original) 6/10 - It's a game guide mostly, but I go back to this thing often since it's one of the few things in the series that ACTUALLY GIVES US DATES for when things happened.
16. Opinions / on a scale of 1-10 on the Crack up Comics?
Crack Up Comics is a solid 9/10 for me, it was genuinely fun to read. Sucks that so many comics got spoiled for me on Twitter (much like the ending of DCTL, still sore about that), but the art is really cute, there's a small bit of lore, and the characters are written in such a fun way. Bendy you little scamp, I love you. Hindsight being what it is, I'm still a bit sore there was no cameo appearance for Carley in this book, and I feel the same way about all the toons from this book not appearing anywhere in Dark Revival. What is the point of having fun cartoon characters if they're not at least making a small appearance on a wall poster or something? That is such a missed opportunity.
17. Best Toon Character? (Out of Bendy, Boris, and Alice)
Alice, by far. Don't get me wrong, I love Bendy and Boris too, but Alice has such a fun character, especially in the comics, I LOVED her.
17 (2). Best Butcher Gang Member? (toon)
Edgar. I've warmed up to Charley a lot over the years, but Edgar is my baby boy, I want to hold him and squeeze him and love him, he's so SWEET.
18. Not a question; but SHOW US YOUR / AN OC!! FEEL FREE TO LORE DUMP !!
So hiiii, this is my girl Bella Ewe, a young woman who got roped into Joey's shenanigans as an apprentice animator (after he accidentally broke her leg), and accidentally ends up in the cycle. She gets sacrificed by Sammy, ends up as a searcher that steadily evolves, he has regrets about it, and now with Jack, they're working as a trio called The Shepherds to try and help break the narrative that everyone's been forced to play a part in. Her dive ability allows her to plunge into the depths of the ink, where she talks to people to try and help them regain their humanity. She goes from timid and hopeless to fiery and surrounded by found family, and she is my beloved sheepy daughter.
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19. Best Human Character? (Out of Henry, Joey, Audrey, Wilson)
Oooh, that's hard. I'm gonna have to say Joey. I love Henry and Audrey, but the two of them don't get a lot of characterization. Joey however, we get to know him throughout multiple stages of his life AND an inky memory of him, and all of them are such a fun time to explore.
19 (2). Best Human Character? (Out of Wally, Nathan, Sammy, and Bertrum)
Okay that's not fair. X'''D Sammy is my favorite, I love his human iteration just as much as I love his inky one, but Wally is also high up there. He's a fun comedic relief.
20. Best Inked Creature? (Out of the ink demon, Malice, Sammy, and Buddy Boris)
This also isn't fair, how dare you make me pick between my wife and my husband. X'''D But I'm gonna have to say Alice. She's got the more compelling story, but Sammy is also really good as our first introduction to what can happen to a human tainted by ink, he's the one that pulled me into liking Bendy in the first place.
20 (2). Best Inked Creature? (Out of Shipahoy Dudley, Lost Ones/Searchers, Allison, and Tom Boris)
This is hard, but I think I'm gonna say Searchers and Lost Ones. Back when BATIM Chapter 4 dropped, you know that part where that one Lost One goes "when can we go home" and then you open the door to see a room FULL OF THEM? Shivering and miserable? That broke me, I just kept whispering "I'm sorry" as we went through there. (Also Porter and Heidi are great, I hope we see them again someday.)
21. Whats the best ink demon variant?
BATDR, hands down. He is a much more intimidating monster, the voice gives me chills (thank you Sean), I can't get over his silly little hooves, he's great. Still love all the others though, they're good in their own ways.
22. The Better gloves? three lines or two dots?
I prefer the two dots for Bendy, but it doesn't really matter. Alice got infinitely cooler gloves, I'm sorry. X'''D
23. Did you prefer Wally being Boris, or Buddy being Boris?
I'm a Buddy Boris kind of gal. Buddy stole my heart in the books, and I love him a lot. That said, I think they both have merit, and I can appreciate fan content that explores both of these options. When the original game was in development, and Wally and Boris were the characters that were left, all the others we could make pretty reliable guesses about the fates on, so him being Boris was a process of elimination theory that people tried to justify with details like him knowing his way around the vent system. And it would have been so sad as a twist since his whole thing was "I'm outta here," him not getting out would be the unfortunate punchline. I get why it was popular, and like I said, I enjoy a number of fan works that use it. But I won't lie, it didn't ever feel like that was the canon for me, not enough information to back it up. I mean Buddy has a similar problem, but at least we know he's a Boris. Whether or not he's Henry's Boris friend is the inconclusive part. Regardless of canon, that's how I write him at least.
24. Did you like Joey being inky or the newer lore?
I'm not sure what this is asking, but I get the sense this has to do with the old theories about Joey being the Ink Demon vs. what we have now with Memory Joey and the human Joey being dead? I'm okay with it to be honest. Would I have liked Joey to be the big bad that also suffers as a monster for his crimes against his co-workers? Yes, that would be very satisfying. But I think in a lot of ways, his current lore can still be satisfying too. It's no secret that I have some mixed feelings about his slideshow presentation, but let's reiterate for anyone who doesn't know me, because I think it ties into this in an important way.
I struggle with the decision to change the lore for Henry and Allison, and it affects my feelings about Joey. Memory Joey is a great character, he's a Joey Drew that's trying to be a better person, and that's what I like about him. He's imperfect, because he's a Joey and Joey is far from perfect, he's going to make mistakes and botch things up, but he's trying. He cares about Audrey, he's trying to help her through the studio without overstepping the boundaries, because again, he's still figuring out this whole "being a better person" thing. And ultimately, that was what endeared me to him. You don't need to change the lore of the previous games to give Joey Drew a redemption arc. All we needed was Joey choosing to try and be better. It doesn't erase his sins and all the bad stuff he did along the way, it doesn't change how he treated people, it doesn't change the literal murder and chaos he caused, the lives he ruined. And it shouldn't. Redemption arcs aren't about a character being forgiven or given a pass, they're about a character choosing to be better regardless of how the world sees them, and that's what's SO POWERFUL about Memory Joey! Joey Drew in life was so concerned with how the world saw him at several stages, so much time is spent being stuck in the past, despite his insistence that he doesn't want to think about the past. And finally we have an iteration of him that has tried to move past what he was before, and I am SO PROUD OF HIM!
That was all we needed, we did not need Henry and Allison being clones to soften his crimes. That does not help with Joey's redemption arc, in some ways it kind of cheapens it for me. Instead it has caused more confusion on whether or not ink creatures require a soul, lessens the horror of the original BATIM for Henry's characterization, brings about SEVERAL questions about who is and isn't a clone now (looking at you Tom), and just like, it's been really weird when it comes to Joey's murder and victim count. Like, the guy has been responsible for multiple deaths in BATIM and the books, why are we deciding now that these two aren't part of that? Also the one note about the ink children that came before Audrey, that is also a can of worms and I'm very exhausted thinking about it.
Overall, I like Joey as he is now. As stated before, I think Fade to Black has some of the best Joey writing in the entire series (as does TIOL, even if it was a bit of a slog to get through). I like Memory Joey a lot, I mean I wouldn't have made a doll of him if I didn't. X'''D He's alright.
Thank you for these wonderful questions! You guys, if you made it to the end and wanna go engage with the original, here's the link one more time, just so you don't have to scroll to the top. XD Have fun.
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cynical-gamer-media · 1 year ago
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23 for the Triangle Strategy ask meme?
Any unpopular opinions?
From a writing perspective I think Benedict's Route is the most interesting route (thus my favourite). The fact that everything seems to be going so well, only for the ending to slap you across the face is done so damn well. With a negative character arc of Serenoa becoming a cold king, Frederica falling out of love with him and just staying to do anything to support her people, Benedict winning his quest of vengeance, the implications that Gustadolph is still in power, Norzelia crumbling due to capitalistic exploitations, Roland working with Idore to spread his teachings in hopes of saving others, it's all absolutely brilliant stuff. This route made me feel the most: I felt like shit after finishing it, and realising 'I am perpetuating (or going to perpetuate) the cycle'.
People saying Frederica's Route is second to Golden Route in terms of bringing prosperity and freedom to the most people is odd, for in her route the entire continent of Norzelia suffers an on-going war. Many innocent people are caught in it: civil war in Aesfrost, Glenbrook totally abandoned by Roland (which was bad writing; he should have returned, or the writers should have painted him negatively as a coward abandoning his people), Hyzante still being around and preaching its horrific teaching. It's heavily implied that Norzelia will collapse. Understandable Frederica puts her people's needs first and foremost, as she should. Still it seems odd that she has shown compassion to all [especially those who suffer oppression] and yet doesn't give a damn that the entirety of Norzelia will suffer. I really find it weird that a number of fans paint this route as Golden Route-lite/second to Golden Route, and that the only bad thing to happen is Serenoa's death???
All three non-Golden Routes are extremely flawed and show that there'll always be people left behind/to suffer: that's the point. Of course you can debate which is more beneficial, which is also a point and great to discuss, but in the end none of them are 'all lived happily ever after'. None of them.
Roland's negative character development didn't feel OOC when you play the right routes, BUT there was some clunky executions that made him seem to forget he believed in one thing then completely forgot [horrified by Hyzante's slavery, then forgetting they do that???]. (He doesn't truly believe in Hyzante's teachings; he just wants a quick solution, and falls for the trap of utilitarianism.)
Serenoa being Roland's half-brother amounted to nothing. The plot point could have been Benedict wishing to create a new dynasty to take the throne (as history has shown many times to have happened) as a fuck you to those who used Destra [Serenoa's mother] and nothing would have changed. The half-brother feels like the writers pulling a 'no homo' rather than a 'twist for twist sake'.
Despite Roland ammending in Golden Route and maturing, I still think he shouldn't have been king. Cordelia has always shown a willingness to lead, so she should have been queen.
The game's beginning isn't THAT talkative. It may have trimmed the length but I wouldn't have downright cut back on anything. Really I think there are only two cutscenes (not including Extra Story) that are over 10 minutes? The rest are usually 2 minutes, maximum 5.
I LOVE that each character is unique to another in gameplay. You have three-four healers yet they are so different. It actually makes me want to try out different characters!
There may be more, but those are the ones to come to my head!
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genshingorlsrevengeance · 2 years ago
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FAQ: Warhammer
I have quite a few asks regarding the good ol' plastic crack hobby so I aim to answer a few of those with this post! And for those unaware of Warhammer in general, maybe this can help you get interested in it!
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As much as I've grown to love Fantasy/Age of Sigmar, 40k hands down. I've always been more of a scifi guy, but I can't deny fantasy has some damn cool characters/models.
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Favorite Faction:
The Farsight Enclaves
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Farsight Enclaves are why I fell in love with 40k to begin with, but the battlesuits they have also play a major role in why I like them.
While every faction's perspective is basically fighting through a heavy metal album, the Enclaves perspective is basically going through Attack on Titan in space. Them being the only real good guys makes it super fun and engaging to read about them. Which leads me into my favorite unit:
Commander Farsight
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He's basically a Gundam character in the complete wrong setting. He's Char without the horrible attributes that make him evil.
Farsight is also my favorite character in Warhammer, and HE is why I love 40k so much. Piloting a mech suit with a sword fighting impossible odds is the coolest fucking thing in the world. That and his novels made me love him too.
I also managed to get his new model and it is absolutely GORGEOUS
Below the cut are honorable mentions to other factions I like from 40k and Fantasy.
Space Marines - Primaris Intercessor
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Space Marines are my main faction in 40k funnily enough. But as for favorite, the humble Intercessor. Specifically the Assault variant but I do enjoy the basic rank and file trooper.
Something about the design (mostly the helmet) I adore and its simplicity, this massive hulk of armor imposing such a menacing aura.
Until I get Primaris Jump Pack marines, these guys will probably stay as my favorite.
Tyranids - Hive Tyrant
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2nd favorite faction behind Enclaves. Space bugs from beyond the Milky Way are cool as hell and being able to field never ending swarms of Kaijus is the dopest thing.
No matter the list for 'Nids, if I can, I'm taking a Hive Tyrant. The big bad boss battle of the Hive Fleet leading the lesser bio-forms to consume. Whether its him or the Swarmlord, his model is the most intimidating on the board, even next to the big boys like Trygons or Carnifexes.
That and every single game I've fielded him, he has absolutely carried so I'm a bit biased. Bonus points for being so customizable too.
Massive MASSIVE shotout to the Parasite of Mortrex for being a cool tyranid too.
T'au Empire - XV8 Crisis Battlesuit
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It's a 40K Mobile Suit. Thats why I love it.
As for gameplay, Its high customization, reliability, durability, adaptibility, and speed is why I love it. Crisis Suits have always jumped into the fray with my Commanders and always turned the game around.
Love 'em.
Slaves to Darkness - Chaos Chosen
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Evil bad guys rocking in armor blessed by their dark gods, wielding weapons called "Soul-Splitters". Don't think I need to explain why I think they're cool.
They've completely mopped armies aside for me ingame, I could not ask for a better """"rank and file"'"" trooper in my army.
Hosts of the Everchosen subfaction makes these guys Battleline by the way. Fucking horrifying.
Blades of Khorne - Mighty Skullcrushers
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Heavily armored warriors of the blood god trampling everyone underneath them in pissed off daemonic rhinos clad in 50 tonka trucks worth of armor. Again, don't need to explain why I think they're cool.
Thanks to the new battletome, they are an absolute bitch to get rid of and they actually hit like a freight train as they always should have. I have an army of only them, and of course my general is just a suped up version of them.
Best khorne unit aesthetically, and I will fight you on that. And fight you in general because Khorne.
Skaven - Stormfiend
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Giant rat ogre super soldiers equipped with flamethrowers, gas bombs, miniguns, and more. All piloted by a big brain rat on their back connected to the ogre. Epitome of mad rat engineering and showcase what I love about Skaven the most, specifically Clan Skryre.
Skaven is actually my favorite faction in Fantasy/AOS.
Tabletop wise, they're okay but they always die first since everyone and their mothers charge and try to kill it turn 1...Which I mean, fair. The times theyre left alone and get to do whatever is usually their last time before my opponent guns it for them instantly after 1 round of their combat.
Just wish their points went down so I can field more without them taking up half my army.
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There's probably a bit more but thats all I can think of right now.
What are YOUR favorite units/factions?
And if you know nothing about Warhammer, which of these sound the most interesting to you?
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nappe-plays-the-sims · 1 year ago
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1, 3, 13 and 16 for the oc ask game on your arkhelios gameplay blog (since asks aren't enabled on that one)!
Ooops. Reblogged it to this blog and I'll do the ask game here then instead. 😄
1.which oc has the best sleep schedule? the worst sleep schedule?
Kaeileen is an absolute mess in every way possible, that includes sleep schedule, or rather, her lack of sleep schedule. Her aunt Pia on the other hand stubbornly gets out of bed no matter what her mood that day is.
3. what oc has the best music taste? the worst music taste?
Look, you're asking someone who primarily listens to metal and hard rock music... So, from my perspective, Nathan. But music isn't a hobby for him, so I can't picture him listening to something for its great guitar riffs - I imagine he picks whatever bands that are the most controversial and have the most horrifying lyrics. He was definitely blasting music about blood and gore with loud speakers to annoy his mother before Cindra made him stop.
13. which oc drops the hydroflask in class?
Jorah. No doubt.
16. which oc has the most admirers?
Pelle and it's not even close. I underestimated his power when I made him. I didn't think about the fact that traits also boost attraction...
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spiritgamevibe · 3 months ago
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Dying Light, GOG - Now on Amazon Luna & Player Commentary
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Peace and thanks for checking out SGB.
Celebrated as the best open-world zombie game of all time by many zombie fans, Dying Light is one of those games that lives up to most of its hype, and Amazon Luna is now hosting the GOG version of it for Prime and Luna Plus subscribers, respectively. The version currently listed on Amazon Luna as of 8/18, also comes with all DLC content, making it a massive bundle you'll be celebrating for years to come.  That is, if maiming and mauling zombies is a legitimate past-time for you. 
I've played through the game a few times now, including "The Following" DLC  which I think I like better than the main campaign itself, due to the depth of its story and character development. Dying Light can be very scary at times, and there are different breeds of zombies that will engage you across the city of Haran, and its countryside. ​ Dying Light is a pretty challenging game, and its night cycle can be as difficult as it is horrifying, at least for average players such as myself. I tend to avoid it most of the time, due to its dark creepiness and the powerful "Volatiles" that roam about.
That being said all is doable as long as you pace yourself and gain some levels and inventory as you go. If you happen to have any issues with motion sickness, it would be good to wear blue-light glasses during your playthrough. It's always been helpful for me when playing first-person perspective games for hours on end.  ​ Dying Light's open-world is the star of the show, despite its zombie guts and glory and enjoyable weapons arsenal. Harran is a place with many hidden areas, and picturesque natural surroundings. Gameplay is solid with a functional Parkour system, and when it comes to music, it has excellent theme songs and sound design with good voice acting and solid vocal direction.
It's storyline is pretty thin, all things considered. This is an issue the development team rectified to some degree in "Dying Light 2", its sequel reviewed here on the Blog, a couple of years ago. You can check out that article Here - if you'd like.
You play as a government agent for the GRE (Global Relief Effort) by the name of Kyle Crane, who is air-dropped into the overrun city of Harran. His objective is to infiltrate it, in order to locate a man named Sulemani, who has a data disk with info. that can lead to the cure to zombie infection.  As the story develops, Kyle starts to form genuine bonds with the resistance, and people of Harran. This ends up leading to him having to make moral decisions that may put him at odds with his superiors at the GRE. This leads to some interesting internal conflict within the story.
That itself may sound a bit lackluster, but DL has a very likable main cast of characters. Although the game doesn't delve deeply into these characters' personas, it exhibits their strong convictions and attitudes rather well. Add this to the good sense of humor it maintains, and it can be an enjoyable overall narrative for many people.
DL is a game that I can recommend to zombie fans, so long as they can put up with a pretty expansive map. I'd say that if you are a fan of zombie games in general, you should at least get the game on sale and check out it's beautiful art style, even if you don't finish it. I don't play multi-player yet, but that is available for those who would like some help or comradery along the way. 
There are many weapons for Kyle Crane to choose from,  especially since most versions of the game now come with all DLC content. This makes for  a  stellar arsenal that's sure to please any zombie-killer in the neighborhood. Some weapons may require searching for crafting supplies in order to make, but generally it's nothing major. Just mind your surroundings for special items as you go about your questlines.​ DL's guns all have their own strengths and weaknesses, making for a balanced experience, and silenced pistols and rifles are available. There are also weapon packs such as the Astronaut Bundle which brings a laser gun and Astro. suit, and the Viking Bundle that comes with a shield and battle axe, just to name a couple.​
Personally, I like the "Diesel Punk" bundle, which features a nasty serrated sword called the "Gut Wrencher" that can be your best friend when dealing with Viral zombies that chase you relentlessly. It can kill many of them with one chop once you level-up a bit.
This isn't a review, but some quick commentary on DL to celebrate the very welcome announcement of it now being hosted on the Luna Cloud. If anyone would like to see a full review,  like I did with "Dying Light 2" ,  just let me know and I may be able to arrange that. 
Peace to the Ghosts. -Howl Blake
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justapillowpetpanda · 6 months ago
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‘Werewolf: The Apocalypse – Purgatory’ Revealed, Free Demo Coming Soon
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Explore the dark side of (in)human nature, uncover supernatural conspiracies, and combat the deadly chaos force known as the Wyrm. Different Tales, in partnership with Paradox Interactive’s World of Darkness, is excited to announce Werewolf: The Apocalypse — Purgatory, a blend of fantasy thriller, visual novel, and tabletop RPG set in the World of Darkness universe, coming to Steam in Q3 2024. Discover how the story begins in the upcoming demo, soon available on Steam.
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Plot of 'Werewolf: The Apocalypse - Purgatory'
Meet Samira – an Afghan werewolf and refugee. Follow her path of darkness as she flees her motherland and gets struck by a life-changing tragedy. Play in a world where evil comes in both human and supernatural shapes, and investigate the horrifying secrets hidden across the city of Warsaw. Will she sink into despair, overwhelmed by the tragedies of her past? Or will she give in to her rage and fight for a better future? The choice is up to you... https://www.youtube.com/watch?v=hxQ37tjlNs8 Drawing inspiration from its predecessor, Heart of the Forest, Purgatory continues the saga with familiar faces from the Bialowieza forest alongside a new protagonist, characters, and landmarks of Poland. Players can once again be transported to the rich and immersive universe of Werewolf: The Apocalypse, where the line between humanity and monstrosity blurs. Through a blend of RPG mechanics and a visual novel foundation, they will navigate Samira's journey of self-discovery - confronting inner demons and real-life monsters that loom large.
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Here’s what you need to know: - Complex protagonist – explore Samira's inner conflicts as she battles between despair and rage. - Thrilling conspiracies – uncover the sinister secrets of the werewolves’ world through two distinct story paths, each offering different challenges and consequences. - Real-life settings – travel to popular landmarks and explore the wild landscapes of Poland and Afghanistan.
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Shift into a werewolf – intimidate, manipulate or when all else fails, decimate all that stands in your way. Visual novel meets tabletop RPG – experience a blend of narrative-driven gameplay and tabletop RPG mechanics. Legendary World of Darkness lore – based on the new W5 corebook mechanics, the game emulates a classic role-playing experience.
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Different Tales is the home for bold creators. An independent Studio & Publisher based in Warsaw, Poland – developing AA games and offering boutique publishing to tiny teams. Following their acclaimed Werewolf: The Apocalypse – Heart of the Forest and Wanderlust: Travel Stories, Different Tales has recently published Backpack Hero and Havendock. World of Darkness is a transmedia entertainment brand encompassing a number of modern fantasy horror franchises, including Vampire: The Masquerade, Werewolf: The Apocalypse, and more. Through tabletop roleplaying games, video games, board games, literature, comic books, and more, these franchises tell mature stories in a dark supernatural fantasy layered over our modern world. Since 1991, World of Darkness has defined monster-perspective entertainment for a generation of fans. Read the full article
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boredtechnologist · 6 months ago
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Eternal Darkness: Sanity's Requiem for the GameCube introduces a novel gameplay mechanic that profoundly impacts both the narrative and player experience: the Sanity Meter. This feature dynamically reflects the character's psychological state as they encounter supernatural horrors, offering a unique opportunity to explore psychological themes in video gaming. This analysis delves into the psychological implications of the Sanity Meter through the theories of Sigmund Freud, Carl Jung, and B.F. Skinner, providing a multifaceted examination of how "Eternal Darkness" manipulates psychological tension and horror.
"Eternal Darkness" stands out in the gaming world for its innovative use of the Sanity Meter, which decreases as characters witness or endure horrifying events. This mechanic not only influences gameplay, altering perceptions and even gameplay elements to simulate mental distress but also serves as a lens to explore the psychological impact of trauma and fear on the human mind. The introduction of this mechanic sets the stage for a deeper exploration of how psychological states can be simulated and manipulated in interactive media.
Sigmund Freud's theory of the unconscious provides a foundational perspective for understanding the Sanity Meter. Freud believed that traumatic experiences are often repressed into the unconscious, where they continue to influence behavior and perception. In "Eternal Darkness," as characters' sanity levels decrease, players see hallucinations and experience altered game states, mirroring Freud's concept of the return of the repressed, where repressed fears manifest in unexpected and often disturbing ways. This gameplay mechanic ingeniously brings Freud's theory to life, illustrating how unresolved psychological issues can distort one's perception of reality.
Building on Freud’s insights, Carl Jung's ideas about the collective unconscious and archetypes deepen the analysis of the Sanity Meter. Jung posited that the collective unconscious consists of archetypes and shared memories that influence individual psychological experiences. In "Eternal Darkness," the supernatural elements and the characters' shared experiences of horror tap into universal fears and archetypes, such as the shadow self and the anima/animus. As the Sanity Meter depletes, these archetypal fears are visually and auditorily manifested in the game, enhancing the psychological horror through a Jungian lens, making the player's experience both personal and universally resonant.
Further analyzing the Sanity Meter through B.F. Skinner’s behaviorist approach offers another dimension. Skinner emphasized the role of environmental stimuli in shaping behavior through reinforcement and punishment. The Sanity Meter in "Eternal Darkness" acts as a direct form of psychological reinforcement, punishing players by increasing the level of horror they experience as a consequence of their actions within the game. This not only affects the player's immediate psychological response but also modifies long-term behavior, encouraging strategies to manage stress and fear responses effectively. Skinner's analysis highlights how game mechanics can shape player behavior by manipulating psychological states.
To conclude, the game's use of a Sanity Meter is not just as a gameplay feature but as a profound psychological tool that explores and manipulates the player's psyche. By incorporating theories from Freud, Jung, and Skinner, the game creates a rich, immersive experience that not only entertains but also offers deep insights into the human psychological condition. This unique integration of psychological theory and gameplay mechanics not only deepens the narrative but also enriches the player’s understanding of their own psychological responses to fear and stress. Thus, "Eternal Darkness" serves as a compelling example of how video games can explore complex psychological concepts and influence player behavior and perception in profound ways.
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tmmfmp · 9 months ago
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Investigating Puzzle Games with Different Perspectives - Side Scroller
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Limbo
Limbo is a highly rated puzzle-platformer video game developed by Playdead. Released in 2010, the game follows the journey of a nameless boy through a scary black and white world filled with puzzles and dangers. It is set in a dark environment. Limbo offers players a unique and immersive experience with simple visuals and ambient sounds. The story allows players to interpret it as they progress through challenging levels. The game's distinctive art style, as well as its eerie atmosphere and unique puzzles, has gained praise for its creativity and emotional impact. I enjoy the way that you discover the answers to the different puzzles as it ties in with the horrifying theme of the game itself. I do not like the spiders.
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Braid
Braid is a puzzle-platformer video game developed by independent game developer Jonathan Blow. It was released in 2008. The game follows the protagonist named Tim on his quest to rescue a princess from a knight. The game features time-manipulation mechanics, allowing players to turn back time to solve puzzles and progress through levels. Each world introduces new gameplay mechanics, like objects and enemies that follow different time rules. With its interesting gameplay, Braid is known for its artistic visuals and deep storytelling. It has themes of love, regret, and the passage of time. I want to use a time mechanic in my game but do it differently. I may use this game as inspiration. I don't like the way some of the levels seem to function like Superhot.
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Fez
Fez is a 2D puzzle-platformer video game made by Polytron Corporation and released in 2012. In the game, players control Gomez who is a 2D character who finds a magical fez that allows him to see the 3D world that he lives in. The game's primary mechanic is rotating the 2D world to show hidden paths and solve puzzles. It is set in a pixel art retro world. Fez combines exploration, platforming, and puzzle-solving parts to uncover the mysteries of his universe. I like the rotating mechanic as it really makes the game unique. I do not like the series of doors that lead you to the other side of the level as it confuses me.
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unitygamedevlopment · 9 months ago
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Resident Evil 2
"Resident Evil 2" follows the intertwined stories of rookie police officer Leon S. Kennedy and college student Claire Redfield as they find themselves trapped in the city overrun by hordes of zombies and other mutated creatures. As they explore the eerie corridors of the Raccoon City Police Department and other locations, they uncover dark secrets, solve puzzles, and confront terrifying monsters in their quest to escape the nightmare.
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Key features and elements of "Resident Evil 2" include:
Multiple Playable Characters: Players can experience the story from the perspective of two different characters, Leon and Claire, each with their own unique campaigns, storylines, and challenges. Their paths intersect at various points, offering different perspectives on the unfolding events and encounters.
Survival Horror Gameplay: "Resident Evil 2" is renowned for its intense and atmospheric survival horror gameplay. Players must conserve ammunition and resources, solve puzzles, and carefully manage their inventory as they navigate the dark and foreboding environments of Raccoon City. The game's limited save system and tense encounters with enemies heighten the sense of fear and tension.
Zombies and Mutated Creatures: The game features a variety of horrifying enemies, including zombies, mutated creatures, and bio-engineered monstrosities created by the sinister Umbrella Corporation. From lumbering zombies to agile hunters and towering bosses, players must use their wits and weapons to survive the onslaught of enemies.
Multiple Endings: The choices players make throughout the game can affect the outcome of the story and lead to multiple different endings. Depending on their actions and decisions, players may experience different story beats, encounters, and resolutions, adding replay value and depth to the game.
Overall, "Resident Evil 2" is a timeless classic that continues to captivate players with its gripping story, terrifying atmosphere, and thrilling gameplay. Whether experienced for the first time or revisited as a beloved favorite, it remains a definitive example of survival horror gaming at its finest.
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cosmos-dot-semicolon · 4 months ago
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Ooh I'm SO glad to hear from you on this, since I didn't go in blind on it; the only reason I bought Dicey Dungeons was because I spoiled myself on the plot and realised the dialogue was really well written. So it's really cool to hear somebody else who loved the game come from the opposite perspective discussing that!
Yeah, one of the best things about this game is its pacing. I've had ideas about it for a while, but you've just made me realise how well the gameplay and writing work together in this aspect:
Everybody's dialogue is upbeat and excited in their introductions, with Lady Luck sounding interested in and being encouraging towards their desires. Even her sinister slip-ups sound more like game-show banter - just like with the wheel-spinning you've mentioned.
You get to the gimmick episodes (2 and 3), and you see everybody keeping up their spirits, but it's clear they're slightly more worried. Lady Luck pokes more at their insecurities, but backs off and just lets them take it. And you make it through those just fine, probably. It takes a little longer than the beginning episodes, but you can make it, even if the number of levels left seems daunting. The wheel still doesn't land on any winning spot…
Then, without any warning, you get hit with the elimination rounds. There is no dialogue for them and no preparation. Story-wise, it's a difficulty hike for no justifiable reason. Gameplay-wise… it's built well enough. But, well. It's hard. Also Witch 4.
Then in Parallel Universe, Lady Luck shifts everything completely. Everybody is aware she holds all the cards and you really feel the pan boiling as she starts handing each contestant a personalised option of surrender.
It's fantastic. I'm aware that 'slow-burn' is usually used in reference to romance, but I think it really fits your description of the plot progression and also the 'oh' feeling wash over you more than the word 'twist' does. The candle was lit the moment the contestants entered the dungeons, and it stays burning at a constant pace. The realisation of both the characters and the player that the fire won't stop is just more horrifying than everything bursting into flames at once.
And yeah. God, it's been a while since I've seen a piece of media use a cutesy exterior design to hide "dark" revelations in a way that didn't feel like edgelord-signalling. I was not expecting it from a video game about dice of all things!
And yes! I'm a big fan of how Lady Luck does in fact have power over everything in the dungeons - even with her rules in Backstage - but thankfully doesn't touch its denizens' minds. And she does find it legitimately impressive that they manage to beat her at the end. It's a part of her (metaphorical) game that stops things from feeling entirely unfair towards the contestants, and it makes way for a really neat message about holding out hope and finding friendship in a chaotic world stacked against you.
also.
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#i have to write the best dicey dungeons analysis so my mutual doesn't know i only just realized today that 'fixing the dice' is a pun #make sure you delete that last tag before posting
fine. apology accepted. also big fan of the way you sound like baby squid writing out those tags.
I remember you saying Dicey Dungeons has a strong narrative in one of your posts about it. I agree (and am in fact working on a essay on it) but I'm kind of curious to hear what you liked about it :O
Dicey Dungeon spoilers below:
The main thing that stood out to me was the buildup.
I went into Dicey blind (dev of Wandersong reccomended it on his twitter), so when it starts I was like "oh its a fun little game show", and "Oh ha ha, they're not winning that car, game show humour". Then, just as not-winning is starting to get kind of repetitive, all the hints towards the sinister nature of Lady Luck and the dungeons that had been slowly piling up start to really click into place, and the subtle "oh" feeling that's been building up washes over you.
It wasn't a plot twist so much as a natural plot progression, and yet the way it affected how the story is viewed was so smooth. I wouldn’t call it shocking, but that slow build-up hits better than a lot of the plot twists I've seen in other media. And the goofy tone and cartoony design don't initially incentivise you to go looking for that kind of "darker" undertone, which heightens the impact when it does hit.
And despite the realization of the immense horror of the situation the contestants are in, the game maintains the same tone it started out with. I didn't feel sucker punched, I didn't feel tricked, and it was very refreshing. The direction the narrative took made sense and led perfectly into the Lady Luck being the final boss.
Speaking of, once it's been established just how big of a power house Lady Luck is, her anger over Jester's betrayal is super intimidating, but it you squint it also reveals a chink in her armour. Lady Luck, who had hitherto been in complete control of everyone and everything in the dungeon abs maybe even luck itself, can apparently be bamboozled.
Does this mean we may actually be capable of defying her? It isn't going to be easy, but if we try, maybe we can climb out of this pit of hopelessness we seem to have fallen into.
Dicey doesn't try to do anything huge with its story, it keeps things simple and fun and moves slowly enough to let the game play shine, but keeps up the pace to keep the story evolving and engaging.
The pacing works really well for the game play, the characters are efficiently established and charming, the trapped-in-the-dungeon and Jester-betrayal are solid revelations, and things escalate in an appropriate and interesting manner.
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beeapocalypse · 2 years ago
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i did not take a screenshot of it dying but SLEEPER DOWN ! fuck that strange crystal octopus
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demifiendrsa · 4 years ago
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Resident Evil Village - 3rd Trailer
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Gameplay (from 34:48 to 39:47)
Resident Evil Village will launch for PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, and PC via Steam on May 7, 2021 worldwide. Users who purchase the PlayStation 4 or Xbox One version will be able to upgrade to the PlayStation 5 or Xbox Series version free of charge.
“Maiden” Demo for PlayStation 5
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An exclusive visual demo for PlayStation 5 demo titled “Maiden” is available now via the PlayStation Store. This demo is a standalone experience that showcases the visuals and 3D audio that await in the main game. As the Maiden, players must rely solely on their wits to make their escape, as they will have no way to fight or defend themselves. A separate new demo will be available later this spring for all platforms.
Editions and Pre-Order Bonuses
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In addition to the $59.99 standard edition, the game will also be available in a $69.99 Digital Deluxe Edition and $219.99 Collector’s Edition. 
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The Digital Deluxe Edition includes the “Trauma Pack,” which includes the “Samurai Edge” weapon, “Mr. Everywhere” accessory, a Resident Evil 7:Biohazard-inspired found footage screen filter, special safe room background music, tape recorder save point, immediate access to an especially challenging difficulty setting, and more.
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The Collector’s Edition includes the “Trauma Pack,” a poster, a SteelBook case, a Chris Redfield figure, collector’s box, and art book.
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A “Complete Bundle” including both Resident Evil Village and Resident Evil 7: Biohazard will also be available.
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Pre-orders for all editions include the “Mr. Raccoon Weapon Charm” accessory and “Survival Resource Pack.”
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PlayStation Store pre-orders also include an exclusive mini-soundtrack.
Resident Evil Re:Verse
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Capcom also announced Resident Evil Re:Verse, a new multiplayer game for PlayStation 4, Xbox One, and PC included free with Resident Evil Village.
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Mia Winters and Rosemary “Rose” Winters character render and screenshots
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Lady Dimitrescu character headshot
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Overview
About
Experience survival horror like never before in Resident Evil Village, the eighth major installment in the genre-defining Resident Evil franchise. Set a few years after the horrifying events in the critically acclaimed Resident Evil 7 biohazard, the all-new storyline brings Ethan Winters to a remote snow-capped village filled with a diverse cast of terrifying enemies. After a devastating encounter with Resident Evil series hero Chris Redfield, Ethan pursues him in search of answers but finds himself in an entirely new nightmare.
Modern console technology paired with Capcom’s proprietary RE Engine deliver a visceral experience combining pulse-pounding action with signature survival horror gameplay synonymous with the Resident Evil series. Harnessing the newest console technology, Resident Evil Village delivers stunning graphics and advanced technology on PlayStation 5 and Xbox Series X|S. New gameplay features harken back to fan-favorite elements from previous Resident Evil games while new mechanics offer more depth to the action during combat.
Key Features
A New Chapter in the Resident Evil Storyline – This eighth major installment in the flagship Resident Evil series continues the story from the critically acclaimed Resident Evil 7: Biohazard. With the return of popular features and introduction of new elements, survival horror has never been so intense.
Latest Console Technology – RE Engine paired with new technologies available via PlayStation 5 and Xbox Series X|S delivers hyper-detailed graphics, advanced immersive audio and little to no load times, bringing the shadowy village and its evocative residents to life in first person perspective.
Popular Resident Evil Features – Fans might recognize new features in Resident Evil Village that are nods to previous Resident Evil games including a merchant dubbed “The Duke” who allows players to purchase and sell items, buy recipes for crafting consumables, and customize weapons.
Familiar Faces and New Foes – Resident Evil series Chris Redfield returns under a shroud of seemingly sinister motives. Ethan will also encounter a host of new adversaries inhabiting the enigmatic village, all with their own distinctive ways of attacking.
Evolution of Combat – In addition to engaging and attacking enemies, Ethan can also now guard against incoming attacks, or kick enemies away to buy time for his next move, requiring players to further strategize the best approach for surviving the many challenges ahead.
25th Anniversary Celebration Bonus – As a thank you to fans, Resident Evil Village will include access to a free multiplayer experience titled Resident Evil Re:Verse, coming to PlayStation 4, Xbox One and PC. An all-star cast of fan-favorite Resident Evil characters face off in four to six-player deathmatch battles in iconic series locations.
Play Across Generations – Resident Evil Village will be eligible to upgrade from PlayStation 4 to the digital PlayStation 5 version and will support Smart Delivery for Xbox Series X|S and Xbox One consoles.
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deadscell · 2 years ago
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For me they were one of the most annoying things about the game (as well as the ghosts) and I’m sure without a walkthrough guide that people have probably soft locked on their first play through of the game. I just think Henry takes a lot of unnecessary damage… It’s so annoying when the ghosts grab you in the beginning of the game and do a lot of damage which is permanent before you’re able to leave and go back to Henry’s apartment.
I was very impressed with the 1st person perspective, it gave the perfect atmosphere of being isolated and imprisoned in what was supposed to be your own safe space, you get to really experience what Henry was feeling and seeing in his perspective. As someone with anxiety it really did feel daunting at certain times, as with that impressive cutscene, I only bought the game to add to my collection I wasn’t expecting much when I loaded up the game but when I saw the cutscene I thought it was one of the more horrifying cutscenes in a Silent Hill game and it was what actually encouraged me to start the game. You can talk to me about any of the games and anything you’d like to say don’t worry!
Oh I agree I enjoy how everything changes at a slow but perfectly measured pace, clearly it wants the player to realise that there is something very wrong with Henry’s room, and that it’s also affecting his own mental state but I am not surprised, if I was Henry I wouldn’t be feeling too mentally sane either locked up in what I would once consider my safe space. I think people should go into Silent Hill 4 with an open mind, but play on an easier setting especially when it comes to combat and taking damage from enemies especially later on into the game and using a walkthrough with the game is something I’d recommend because I did it myself.
Agreed the speed makes it impossible to evade enemies at times as well as Henry being unable to avoid taking unnecessary damage, which can be daunting especially when Henry has tasks to complete. I haven’t played Homecoming but I’m not sure that I will despite my stepdad owning a copy (if you like high combat oriented games play that, but it won’t feel like a Silent Hill game at least not to me from the gameplay I’ve seen.) Silent Hill 4 definitely feels like a more legitimate Silent Hill game than Origins and Homecoming and it’s one I grew to love especially since they took the lore from Silent Hill 2 and gave Walter Sullivan a proper story.
Some people may disagree and say it’s down to bad writing but I enjoyed how Henry was just a victim in Walters plans, he was just a man living in his apartment who was unbeknownst to the involvement he was going to have with this dangerous man, learning about Walters past and present self so in that sense it was cleverly written. Origins is a lot more combat heavy with quick time events when blocking enemies, I enjoyed playing the game for what it was and I would play it again for simply… fun. That’s it really, if it wasn’t made then I wouldn’t really know what I was missing and I wouldn’t be too bothered and it’s definitely one of my least favourite entries in the Silent Hill franchise but I played it for what it was as it’s one of the western made Silent Hill games that I’ll play and enjoy for what it is on its own.
Sup, that post about sh4 had some comment/s on it (I think) that kinda disappeared, I'm assuming this is Tumblr being Tumblr but I did get a notif of a reply (that subsequently disappeared), but I couldn't access it 🥲 so if there's a lack of reply then that's why. Do ask away though, sh4 is underrated.
Yeah it did! I just went to check and for some reason they aren’t there anymore? Ugh so sorry about that 😭 I was just going to ask what you think about silent hill 4 being more combat oriented than some of the earlier entries to the series?
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tlbodine · 3 years ago
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The Horror Genius of Five Nights At Freddy’s
I’ve been playing FNAF: Help Wanted VR on my Oculus Quest lately (a birthday present to myself -- I know I’m late to that party!) and it’s reignited in me my old love of this series. I know Scott Cawthon’s politics aren’t great, but I don’t think there’s any malice in his heart beyond usual Christian conservative nonsense -- and I think he stepped down as graciously and magnanimously as possible when confronted about it. Time will judge Scott Cawthon’s politics, and that’s not what I’m here to talk about. I want to talk about what makes these games so damn special, from a horror, design, and marketing perspective. I think there’s really SO MUCH to be learned from studying these games and the wider influence they’ve had as intellectual property. 
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What Is FNAF? 
In case you’ve somehow been living under a rock for the last seven years, Five Nights At Freddy’s (hereafter, FNAF) is a horror franchise spanning 17 games (10 main games + some spinoffs and troll games, we’ll get to that), 27 books, a movie deal, and a couple live-action attractions. 
But before it exploded into that kind of tremendous IP, it started out as a single indie pont-and-click game created entirely by one dude, Scott Cawthon. Cawthon had developed other games in the past without much fame or success, including some Christian children’s entertainment. He was working as a cashier at Dollar General and making games in his spare time -- and most of those games got panned. 
So he tried making something different. 
After being criticized that the characters in one of his children’s games looked like soulless, creepy animatronics, Cawthon had his lightbulb moment and created a horror game centered on....creepy animatronics! 
The rest, as they say, is history. 
The Genius of FNAF’s Horror Elements
In the first FNAF game, you play as a night security guard at Freddy Fazbear’s Pizza, a sort of ersatz Chuck-E-Cheese establishment. The animatronics are on free-roaming mode at night, but you don’t want to let them find you in your security room so you have to watch them move through the building on security camera monitors. If they get too close, you can slam your security room doors closed. But be careful, because this restaurant operates on a shoestring budget, and the power will go off if you keep the doors closed too long or flicker the lights too often. And once the lights go out, you’re helpless against the animatronics in the dark. 
Guiding you through your gameplay is a fellow employee, Phone Guy, who calls you each night with some helpful advice. Phone Guy is voiced by Cawthon himself, and listening to his tapes gives you some hints of the game’s underlying story as well as telling you how to play. A few newspaper clippings and other bits of scrap material help to fill in more details of the story. 
Over the next set of games, the story would be further developed, with each new game introducing new mechanics and variations on the theme -- in one, you don a mask to slip past the notice of animatronics; in another, you have to play sound cues to lure an animatronic away from you. By the fourth game, the setup was changed completely, now featuring a child with a flashlight hiding from the monsters outside his door -- nightmarish versions of the beloved child-friendly mascots. The mechanics change just enough between variations to keep things fresh while maintaining a consistent brand. 
There are so many things these games do well from a storytelling and horror perspective: 
Jump Scares: It’s easy to shrug these games off for relying heavily on jump scares, and they absolutely do have a lot of them. But they’re used strategically. In most games, the jump scares are a punishment (a controlled shock, if you will) -- if you play the game perfectly, you’ll never be jump-scared. This is an important design choice that a lot of other horror games don’t follow. 
Atmospheric Dread: These games absolutely deliver horror and tension through every element of design -- some more than others, admittedly. But a combination of sound cues, the overall texture and aesthetic of the world, the “things move when you’re not looking at them” mechanic, all of it works together to create a feeling of unease and paranoia. 
Paranoia: As in most survival horror games, you’re at a disadvantage. You can’t move or defend yourself, really -- all you can do is watch. And so watch you do. Except it’s a false sense of security, because flicking lights and checking cameras uses up precious resources, putting you at greater risk. So you have to balance your compulsive need to check, double-check, and make sure...with methodical resource conservation. The best way to survive these games is to remain calm and focused. It’s a brilliant design choice. 
Visceral Horror: The monster design of the animatronics is absolutely delightful, and there’s a whole range of them to choose from. The sheer size and weight of the creatures, the way they move and position themselves, their grunginess, the deadness of their eyes, the quantity and prominence of their teeth. They are simultaneously adorable and horrifying. 
Implicit Horror: One of the greatest strengths to FNAF as a franchise is that it never wears its story on its sleeve. Instead of outright telling you what’s going on, the story is delivered in bits and pieces that you have to put together yourself -- creating a puzzle for an engaged player to think about and theorize over and consider long after the game is done. But more than that, the nature of the horror itself is such that it becomes increasingly upsetting the more you think on it. The implications of what’s going on in the game world -- that there are decaying bodies tucked away inside mascots that continue to perform for children, that a man dressed in a costume is luring kids away into a private room to kill them, and so forth -- are the epitome of fridge horror. 
The FNAF lore does admittedly start to become fairly ridiculous and convoluted as the franchise wears on. But even ret-conned material manages to be pretty interesting in its own right (and there is nothing in the world keeping you from playing the first four games, or even the first six, and pretending none of the rest exist). 
Another thing I really appreciate about the FNAF franchise is that it’s quite funny, in a way that complements and underscores the horror rather than detracting from it. It’s something a lot of other properties utterly fail to do. 
The Genius of Scott Cawthon’s Marketing 
OK, so FNAF utilizes a multi-prong attack for creating horror and implements it well -- big deal. Why did it explode into a massive IP sensation when other indie horror games that are just as well-made barely made a blip on the radar? 
Well! That’s where the real genius comes in. This game was built and marketed in a way to maximize its franchisability. 
First, the story utilizes instantly identifiable, simple but effective character designs, and then generates more and more instantly identifiable unique characters with each iteration. Having a wealth of characters and clever, unique designs basically paves the way for merchandise and fan-works. (That they’re anthropomorphic animal designs also probably helped -- because that taps into the furry fandom as well without completely alienating non-furries). 
Speaking of fan-work, Scott Cawthon has always been very supportive of fandom, only taking action when people would try to profit off knock-off games and that sort of thing -- basically bad-faith copies. But as far as I know he’s always been super chill with fan-created content, even going so far as to engage directly with the fandom. Which brings me to....
These games were practically designed for streaming, and he took care to deliver them into the hands of influential streamers. Because the games are heavy on jump-scares and scale in difficulty (even including extra-challenging modes after the core game is beaten) they are extremely fun to watch people play. They’re short enough to be easily finished over the duration of a long stream, and they’re episodic -- lending themselves perfectly to a YouTube Lets Play format. One Night = One Video, and now the streamer has weeks of content from your game (but viewers can jump in at any time without really missing much). 
The games are kid-friendly but also genuinely frightening. Because the most disturbing parts of the game’s lore are hinted at rather than made explicit, younger players can easily engage with the game on a more basic surface level, and others can go as deep into the lore as they feel comfortable. There is no blood and gore and violence or even any explicitly stated death in the main game; all of the murder and death is portrayed obliquely by way of 8-bit mini games and tangential references. Making this game terrifying but accessible to youngsters, and then marketing it directly to younger viewers through popular streamers (and later, merchandising deals) is genius -- because it creates a very broad potential audience, and kids tend to spend 100% of their money (birthdays, allowances, etc.) and are most likely to tell their friends about this super scary game, etc. etc.
By creating a puzzle box of lore, and then interacting directly with the fandom -- dropping hints, trolling, essentially creating an ARG of his own lore through his website, in-game easter eggs, and tie-in materials -- Cawthon created a mystery for fandom to solve. And fans LOVE endlessly speculating over convoluted theories. 
Cawthon released these games FAST. He dropped FNAF 2 within months of the first game’s release, and kept up a pace of 1-2 games a year ever since. This steady output ensured the games never dropped out of public consciousness -- and introducing new puzzle pieces for the lore-hungry fans to pore over helped keep the discussion going. 
I think MatPat and The Game Theorists owe a tremendous amount of their own huge success to this game. I think Markiplier does, too, and other big streamers and YouTubers. It’s been fascinating watching the symbiotic relationship between these games and the people who make content about these games. Obviously that’s true for a lot of fandom -- but FNAF feels so special because it really did start so small. It’s a true rags-to-riches sleeper hit and luck absolutely played a role in its growth, but skill is a big part too. 
Take-Aways For Creatives 
I want to be very clear here: I do not think that every piece of media needs to be “IP,” franchisable, an extended universe, or a multimedia sensation. I think there is plenty to be said for creating art of all types, and sometimes that means a standalone story with a small audience. 
But if you do want a chance at real break-out, run-away success and forging a media empire of your own, I think there are some take-aways to be learned from the success of FNAF: 
Persistence. Scott Cawthon studied animation and game-design in the 1990s and released his first game in 2002. He released a bunch of stuff afterward. None of it stuck. It took 12 years to hit on the winning formula, and then another several years of incredibly hard work to push out more titles and stoke the fires before it really became a sensation. Wherever you’re at on your creative journey, don’t give up. You never know when your next thing will be The Thing that breaks you out. 
If you want to sell a lot of something, you have to make it widely appealing to a bunch of people. This means keeping your concept simple to understand (”security guard wards off creepy killer animatronics at a pizza parlor”) and appealing to as wide a segment of the market as you can (ie, a horror story that appeals to both kids and adults). The more hyper-specific your audience, the harder it’s gonna be to find them and the fewer copies of your thing you’ll be selling. 
Know your shit and put your best work out there. I think there’s an impulse to feel like “well, nobody reads this anyway, so why does it matter if it’s no good” (I certainly have fallen into that on multiple occasions) but that’s the wrong way to think about it. You never know when and where your break will come. Put your best work out there and keep on polishing your craft with better and better stuff because eventually one of those things you chuck out there is going to be The Thing. 
Figure out where your target audience hangs out, and who influences them, and then get your thing in the hands of those influencers. Streaming and YouTube were the secret to FNAF’s success. Maybe yours will be BookTube, or Instagram, or a secret cabal of free librarians. I don’t know. But you should try your best to figure out who would like the thing that you’re making, and then figure out how to reach those people, and put all of your energy into that instead of shotgun-blasting your marketing all willy nilly. 
You don’t have to put the whole story on the page. Audiences love puzzles. Fans love mysteries. You can actually leave a lot more unanswered than you think. There’s some value in keeping secrets and leaving things for others to fill in. Remember -- your art is only partly yours. The sandbox belongs to others to play in, too, and you have to let them do that. 
If in doubt, appealing to furries never hurts. 
Do I take all of this advice myself? Not by a long shot. But it’s definitely a lot to think about. 
Now if you’ll excuse me, I have to go beat The Curse of Dreadbear. 
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eframschweigersskincells · 3 years ago
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So, Return to Hell was an absolute rollercoaster of emotions and I couldn't have asked for a better ending to the season three dlc missions.
SPOILER WARNING BY THE WAY!
Holy shit was this season a wild ride and with an absolute banger of an ending all I can say is well done rebellion you pulled it out the bag and held it high, I was so happy with everything and just my god its really hard to put down everything I'm so enthralled I can barely think straight.
I remember when the trailer dropped and I was so overcome with both excitement and sadness at seeing what the dlc entailed, I was so happy to see schweiger alive but devastated to see what was happening to him and originally I thought we were going to sacrifice him to help Umbra which terrified me, thank fuck I was wrong I dont think I could handle hurting my boy.
The intro was excellent, it really felt like distressing and that this was truly a moment of despair the way bruno spoke of it was absolutely amazing and I couldn't wait to get stick in. And when it finally gave way to the gameplay the opening area was absolutely stunning!
The way it's so familiar yet so foreign, like I'd seen it before but it had been so twisted that it was unrecognisable, lava around every corner and debris floating as if frozen in time the ground and walls cracked and crumbling and the fiery hues made this a fantastic yet haunting sight I hadn't even begun playing and I already fell in love with it.
When I finally moved on and the Baron began his tirade about the state of hell and how it was shaped and molded to fit the subconscious mind of schweiger I was shocked and saddened, to think that this was schweiger's fractured mind was frightening, all his guilt, fear, anger, confusion, sadness became reality and hell took its horrifying form filled with endless undead. I also found it really cool to see events play out from schweiger's perspective, meat locker, hell base and terror lab all playing out in schweiger's memories allowing us a glimpse in to everything that happened to him. He was betrayed so many times, I don't blame him at all for turning on us in deeper than hell, the amount of cruelty he suffered would drive anyone insane.
Being captured and forced to research the occult without any understanding of why, being tricked in to activating the relic allowing hitler to activate plan Z, working your hardest to try and make the world right then have your team infiltrated by nazi bastards who push you in to a hell tower and forcefully tear you from this plane of existence and left to rot in hell. Just when you think you can finally escape you're confronted with the fact you can not leave, only your closest comrades can leaving you in hell against everyone's will, then a voice manipulates you in to believing you were betrayed by your friends you're lied to and tricked in to believing this voice is your only friend who makes you do horrific rituals.
I remember how horrific I felt hearing this and then when Umbra revealed that he did all of this so he could break schweiger's will so he could steal his body I was filled with rage. Rebellion were amazing at putting emotion in to this one I genuinely went through constant emotional shifts realising that everything we had done up to this point was planned by Umbra and that everything we had done was only to fuel his plans. It was never schweiger's fault it was umbras and that knocked me on my arse.
The gameplay was a lot of fun, one of the best parts was that absolutely everything was randomised! The main sections of the map where always switched around no matter how many times you play it at first I went meat locker, hell base then terror lab then my second time I went hell base, terror lab then meat locker! I was shocked when everything cane out of order but it fits so well with everything! Schweiger's mind is so badly fractured that when hell took form as schweiger's subconscious not even hell itself could keep things in order.
I genuinely adore how the old familiar faces of these maps are destroyed, twisted and corrupted they are what we have seen before but warped till they look like different maps entirely, with so much more to explore in some areas it really gives you a sense of walking through broken memories like piecing together a memory Efram barely has a grip on anymore.
I loved how enemies were randomised too, getting attacked by a screamer around the corner then next time you go there prepared for a screamer you get blown up by suiciders or slaughtered by skeletons or an elite or in my favourite case being attacked by zombie alpha squad members! When zombie me jumped out and attacked I was so confused I didnt have time to respond when zombie jun popped out and killed me it was fucking awesome!
All our favourite enemy variations are here too, vampire creepers, electric suiciders, armored commanders, skeletons etc which really made for a really tough but good fight, never knowing what variation was coming to get you made everything even more fun.
And with the spitters now having a variant that spat magma it made what was usually an annoying inconvenience an actual proper threat and I love that so fucking much, maybe the spitters aren't so horrible after all.
That's a lie I still fucking hate them but oh well!
Once we successfully complete all three areas we now return to the main area with a very pissed off Umbra and schweiger who although conscious is barely alive. As soon as we arrive back to were we began we are immediately attacked and dragged off to an unknown place that we only know as the void as coined by Umbra.
Let me tell you when I say the void is creepy I fucking mean it, the void is of course pitch black you cant see anything not even your flash light does anything to the surrounding darkness, all you see when you spawn is the pitch black and eframs body of a slab surrounded by candles with Umbra looking over us and you really get the the sense of "holy shit, this is it!"
I genuinely adored the design of the void, the fact you only ever see your surroundings when a split second of bright red lighting strikes and even then you only see the faint outline of distant places, walking through the endless river of blood that stops you to a near snail's pace while fending of oncoming dead is genuinely spectacular! Holy fuck did rebellion pull it out the bag this round!
Just when you think you're about to have to do something to the incapacitated schweiger, Edie finally fucking shows up and does something useful for once, breaking schweiger out of his trance and giving him enough power to fend for himself when she realises Umbra has no defences! Thank fuck because now we know how to finally end The Baron and let me tell you I couldn't be happier to get the chance at killing the bastard.
The fights were challenging and had me cornered a few times and I'll admit I died a couple times but it was absolutely worth it, there was so much going on but it wasnt overbearing, with how large the areas you had to fight the hordes in were it made the fucking insane amounts of zombies absolutely balanced, I never felt like it was impossible but never felt it was too easy either just the right balance of insanity. And to make it even better I get to listen to schweiger shit talk the Baron as we help Efram regain strength while weakening Umbra.
Listening to Umbra beg and plead for mercy was great, it really felt like we were overpowering hell itself, no matter what Umbra threw our way it did absolutely nothing and listening to schweiger come to terms with what he's done and immediately work towards redemption by putting down Umbra was heartwarming. We were the winners not Umbra.
Then finally we get to what I've been wanting to do since the beginning of the DLC, after two whole hours I finally got to put an end to the Baron, activating that ending cutscene was so satisfying and I got to put down my controller and watch.
I'll admit I was confused when Umbea sprung back to life and actually attacked, where hitler failed to stop us during hell machine Umbra full pounced, he was going to take us with him and for a second I absolutely believed we were going to die with him, the fuck tries ripping our soul out rendering us absolutely useless. Its schweiger that saves us, pulling us away from Umbra then eviscerating the fuck out of him with ease and with that The Baron himself is dead, finally the tyrant is dead and everything we had worked towards was finally put to rest.
Just before that scene ends, we see schweiger smile! He's actually happy for once, free from Umbras grip, he's faced his fears and insecurities and in the end was the one who saved us and destroyed The Baron. To see him smile was one of the greatest things ever and I'm so glad we finally got to see that.
In last few moments of the ending, we wake up on the side of a cliff with Dr schweiger by our side and as the camera zooms out we see nothing but an endless sea of lava and I'm left thinking.
What the fuck is Projekt Ragnarok?
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