#but the original game without the achievements or equipment is more pure and the exploration is more intrinsically motivated.
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bees-in-the-machine · 1 year ago
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I think everyone should play Small Worlds. It's a small game made by David Shute which won a 2009 game jam. It's really quick to play and very pretty. The swf file is here: https://www.speedrun.com/Small_Worlds/resources
What's a video game you rarely see recommended to people but you think everyone should play?
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latin-dr-robotnik · 5 years ago
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What happened the day Eggman conquered the world? [Sonic Forces fic]
The following is something I wrote down way back in February 2018 and originally posted elsewhere in Spanish. Since this post inspired me to dig it up again I thought it would be nice to share it with everyone. It’s canon-ish, trying to tie in with the comics and the game, but there are mayor points where I try my own take of the events. Also because of translation differences some parts may have been completely rewritten, and if anything seems oddly written, please tell me! Enjoy!
“This can’t be happening...”
Sonic gripped his fist in a mix of fury and shock as horror unfolded by his eyes. He just arrived at the City and it was already too late. All of Green Hill got turned into a wasteland, and now the City was under siege, about to fall under the same claws of destruction and desolation. Nobody could comprehend what was going on, since up until yesterday everything was alright!
Last month Doctor Eggman already tried to attack the City with an all-new, never-seen-before army of Egg Pawns, but he still got defeated! How is it possible he could unleash such a massive force now, without anybody noticing?
Everything started one sunny afternoon at Green Hill. 
Sonic was returning from one of his many adventures. He stopped at a viewpoint over the hills to appreciate the view of the true place he calls “home”, and to also search for a location to lay down and chill a little, when he heard a familiar voice calling him...
“Soniiiiiiiiiiiiiiiiic!” The voice was closing in fast, from none other than Amy Rose.
“A-A-Amy! H-how are y-you?” Sonic stuttered, just before turning away from her, looking down the horizon, trying to stay cool. “It’s a really charming afternoon, don’t ya think?”
“I’ve been calling you for half an hour, and you didn’t even look back!” She was visibly tired and a little upset. “Didn’t you hear me?”
“Uhh... no?” Sonic turned back to her and tried to act innocent, waiting for Amy to summon her hammer and chase after him...
But it didn’t happen.
“Doesn’t matter!” She struck a confident pose and started walking around Sonic with the sweetest of smiles. “Now that I have your attention, and seeing you enjoy this view so much... I wanted to propose we spend the afternoon together, we’ll have fun!”
“Uhhh...” At first he felt a little unconfortable in front of Amy’s confidence, but he quickly took control of the situation again with all his charm.
“Alright. But with one condition...
I decide where do we go.”
And winked at her.
Amy was pretty satisfied with this outcome, but also centered in trying not to bother her hero too much to make him lament the decision and run away again. Since the Lost Hex incident, Amy started to appreciate every single moment she could spend with him, even if it wasn’t the perfect date at the perfect moment, as it could easily be the last one.
Meanwhile, Sonic’s plans were simple: a tree, a nap, an afternoon.
Sonic rested at a tree with Amy laying dangerously close to him for his liking. She fell asleep pretty quickly, clearly exhausted after giving chase to Sonic, but he managed to stay awake long enough to see a strange shockwave in red-cubes form.
And then, a loud, metallic-like noise was heard.
“Sonic...? What was that?” Amy woke up, visibly confused.
Sonic tried to downplay the situation, but inside his mind he kept on thinking about what he just saw...
“I would say it was some kind of explosion... But I don’t see anything different, so I’d say it was an Eggman ship getting wreck, and if that’s so, then it’s music for my ears~!
...
...but I’ve never seen anything like this before...” Amy didn’t hear that last part, and was pretty sleepy to keep thinking in what happened, so Sonic’s words were enough to ensure nothing is wrong. 
She cuddled up to his arm once again. Some time went by like that, but Sonic still couldn’t understand what’s going on.
“Hmm... that’s strange.” He thought to himself. “By this point several hours should’ve passed, but the sun is still there, going strong...” He thought to himself. “Well, I guess the world is just that more boring when the egghead is not around! 
...
...
...But man! this afternoon is becoming infinite to me, I can’t stand waiting so long! I need to take a run, Amy won’t even notice. I’ll be back in a flash!”
As he started running towards the valley, he felt the shockwave and the loud metallic noise again. He stumbled and fell while looking at the sky, now realizing Green Hill turned into a desert.
“Hey, I don’t remember Green Hill being filled with sandy rivers and everything... I should explore a little more and find out what’s going on!”
Suddenly, Sonic’s communicator started picking a call from Tails.
“Sonic? Sonic! Are you there?”
“Tails! What’s up buddy, what’s the hurry? Is your new toaster trying to attack you again?”
“Sonic! Eggman’s forces are surging into the city! We need you here, now!”
“What? Wait, when did this happen? Tails?”
Tails was in the City looking for some equipment to take back to his laboratory when the second shockwave caught him. Suddenly the place went under heavy siege from Egg Pawns, some Buzz Bombers and... Death Egg Robots?! There was no way he could handle all of this with just Sonic, he needed to call the entire team.
“Amy! I need your help!”
“...Tails? What’s going on...? What was that creepy noise again... and where is Sonic?”
“I don’t know, but Eggman is attacking the City with an unstoppable force. Sonic is coming, but we need every bit of help available!”
“Eggman is attacking? I’m coming!”
Tails kept desperately calling.
“Knuckles, this is Tails! Eggman is laying waste to the City, the Chaotix are here holding out and evacuating the civilians, but we need reinforcements!”
“Tails? How is it that the City is under attack? Oh no... Silver! You were right, the attack just started! How did we not notice it earlier?”
Tails got confused as to why Silver was with Knuckles.
“Yes, we have no time to waste...” Knuckles returned to Tails. “Hey, Tails! I’m coming with Silver, just hang on, the cavalry’s coming!”
Tails was hiding behind some rubbles, as Eggman’s forces pushed harder into the City.
“Rouge! Shadow! You guys there?”
“Hey Tails, I’m watching security footage right no---wait a minute... Shadow! Look at that screen, isn’t that the guy you were telling me about?”
“Rouge?”
The call dropped, and Tails heard heavy footsteps coming his way as he tried to get civilians back into safety...
Sonic arrived in the nick of time, rescuing both Tails and the civilians, but at the same time receiving the beating of his life, courtesy of the new and misterious Eggman creation.
After a very brief fight, Sonic dropped to the ground. 
“SONIC!”  Tails was horrified, completely paralyzed by seeing his best friend fall before his eyes. He stood there a moment, as the misterious figure started hovering above his best friend...
“You weak creatures... run like the cowards you are. Go tell the rest of the world your precious hero Sonic is nothing more than a pebble under my shoe... 
And always remember this name... Infinite. Now run... or perish under my power!”
Seeing he couldn’t reach Sonic safely, Tails had to run away and escort the rest of the civilians. They reached the laboratory over at the City limits, now almost in ruins. Some equipment was still usable, but they had to relocate at a nearby cellar, where Tails set up a beacon for the rest of his friends to rendezvous.
The sole thought of having Sonic left behind was painfully hurting him.
“What have I done? ...Sonic! I abandoned him... what if he died... because of my fault? 
No, no, pull yourself together, Tails! Sonic wouldn’t let that happen... but it’s true, I have failed him. 
What kind of person leaves behind his best friend? 
He trusted me...
I can’t stay here and wait for the others, I have to search for Sonic!
...but how?”
In this moment of shock Tails lost all the confidence he built over the years, all that progress just... gone by just looking at that masked... monster. Sonic wouldn’t let his friend act so desperate, but he wasn’t there now.
The rest of the team reached the rendezvous point just fine, yet there were no signs of neither Tails or Sonic. 
Meanwhile, at the City’s main plaza, Eggman was celebrating his victory.
“Oh ho ho ho! This is wonderful! Not even in my wildest dreams I could’ve achieve such a feat. Sonic is mine!
Orbot! Cubot! Hack into every electronic device, I want to spread a message to the entire world...”
Back on the cellar, everyone was starting to look nervous at Sonic and Tails’ absence. Tails even left his Miles Electric sitting on a table, making him harder to track down. Over at some old radio, a message started playing...
*Ehem* Citizens of the world! This is the Doctor Eggman talking to you, or should I say, this is your new Emperor Eggman! Starting today, all of you are now citizens of the new Eggman Empire. And because I’m such a benevolent leader, I’ll give you a brief explanation of what’s going on.
Over the last month, I managed to charge enough energy on my new ultimate weapon to launch such an attack not a single one of you knew! You may think I conquered your world in just a few hours, but in reality seven days have gone by! Seven days none of you felt like they passed, but during which my forces marched completely unopposed over every single region of this world!
Oh, and as a friendly recommendation from your new leader, I would turn myself over if I were you. This is the one and only chance I give you. Turn yourself in, and you’ll be granted a dignified life under the wonderful Eggman Empire; confront my power, and you’ll end up like your hero, Sonic the Hedgehog-- He’s not even alive to tell you! Mwahahaha!
[[This Public Service Announcement has been brought to you by the all-mighty Emperor Eggman. Join now the Eggman Empire, or die.]]
Knuckles decided to step up amongst all the confusion.
“Easy, everyone, that’s just pure nonsense. Nobody will buy Eggman’s lies!”
“I wouldn’t be so sure about that, sweetheart...” Rouge intervened. “I’m affraid y’all have to watch this security tape I just found...”
In the video, Sonic was clearly seen getting beaten and then taken away by what looked like Zavok.
Everyone was now in shock. They wanted not to believe it, but it’s real, that was Sonic.
“So... is everything true? Seven days have just passed in a blink of an eye? And that was... Sonic?” For once Knuckles was speechless.
Amy refused to believe it.
“No way! It’s just a dark, twisted lie from Eggman! Earlier today I was with Sonic, and he was alright...
It can’t be him... It cannot be... Sonic?”
She broke in tears.
“What do we do now?” Silver stepped up. “I came from the future because I knew this was going to happen, but I didn’t know it would be so... sudden.”
“Don’t worry, Silver. This is just the beginning. Eggman may have won the first round, but we are still able to turn around this situation.” Knuckles was getting more and more serious as he talked. “I don’t think Sonic is dead, but whatever took him down, well, it’s not an enemy I would like to play with. We have to stay strong, and stay together.”
“We should make a Resistance force, just like in the war movies!” Charmy was enthusiastic about the idea of fighting for a better tomorrow.
“Charmy! This ain’t no movie!” Vector exclaimed. “Also, we are completely trapped on this one. Who would be our leader? Sonic was our only chance, and we certainly don’t know where he’s at!”
Everyone looked to Knuckles, thanks to that short speech he just gave.
“Well... I can be your leader, but I’ll need all of you with me, too. I know I’m the strongest person here right now, and I understand why would you like me to lead the Resistance to victory---”
“Actually, I would’ve prefered my leader to be a blue and cocky hedgehog, or a really inteligent fox with a heart of gold before some red echidna who protects a giant emerald, and not that well if I do say so myself...” Rouge was playing around with Knuckles, but in fact she wasn’t so sure about his skills at leading a entire Resistance force.
“We’ll see about that, bat girl.” Knuckles was upset about that insubordinating act.
Espio intervined between them.
“We’ll also need more powerful equipment. We cannot defeat such a powerful enemy in just one night. We have to move quietly, study and understand our enemy before striking, there are lots of Eggman’s Sentinels outside.”
“I guess there’s someone that could help us.” Knuckles wasn’t going to let the Rouge affair without retaliation. “Rouge? Such a good spy like you should know where to find some advanced equipment, right? Or should I pay for someone better?”
“What?! Of course I know lots of secret places, ‘boss’. I know some spots that could let us ‘borrow’ some equipment, and I even know where to find some wispons, that is if you can’t handle ‘things’ with your own hands...”
Knuckles lost his serious face for a moment, blushing a little bit.
“V-very w-well. Everyone, let’s do this! We need to set up our HQ, find Tails and rescue Sonic! Remember to stick to the shadows, and by all chance avoid that masked guy. 
Good luck, you’ll need it.”
And thus, a new hope for this grim world was born.
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And that’s it! I know it’s quite a long read, but to be honest, there are lots of loose ends left by the original game, and all of this is just for the first level. 
Let me know if you would like to see more, as I have another fic developing Amy’s feelings during Sonic’s 6-month absence, and it’s something I haven’t ever released (not even in Spanish!). See ya!
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operationrainfall · 5 years ago
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Title Secret of Evermore Developer SquareSoft Publisher SquareSoft Original Release Dates NA: Oct 1, 1995 PAL: Feb 22, 1996 JP: Cancelled Genre Action RPG Platform Super Nintendo Age Rating Everyone
The golden age of RPGs gave us many classics that continue to bring about memories of joy and awe when simply mentioned. Games like Secret of Mana or Chrono Trigger are universally loved due to their epic stories, fantastic gameplay, and beautiful aesthetics. However, not all RPGs from that era achieved such legendary standing, as few games, even now, have come as close to perfection. Secret of Evermore is one such example; it’s a game with a satisfactory story and both familiar gameplay and aesthetics, yet it falls terribly short in its execution and overall quality. Not quite a hidden gem, Secret of Evermore is more a game with loads of potential that never manifested nor achieved the greatness it could have had.
Secret of Evermore begins with a cryptic thirty-year flashback, at a tucked away mansion depicting an experiment gone wrong. Turn to the present, a boy chases his dog to the now dilapidated mansion, stumbling upon a peculiar machine. The machine is activated and the boy is transported. He soon meets two unknown individuals, one of whom promptly dismissed him and eventually the boy finds himself plummeting from space in a pod before landing on what seems to be prehistoric Earth. Not knowing where he is, how he got there, or why his dog is now a feral wolf, the boy and his pet set off into this prehistoric wilderness in search of a way back home. He will ultimately need to work together with individuals from his own world that he meets and uncover the secrets of this land he will come to know as Evermore.
No kidding…
Secret of Evermore is a quest-driven story in which history, knowledge, and imagination mishmash to create the world our hero and his dog find themselves in. The simple task of finding a way back home develops into meeting various other characters who also find themselves in Evermore and doing the tasks they give in the hopes of achieving that similar goal. The game solely depends on its story to intrigue its players throughout the hero’s journey. Unfortunately, the story itself isn’t all that strong, as the mysteries of Evermore aren’t all that mysterious or intriguing. Rather than a fleshed-out unraveling of what Evermore is and how it came to be, it’s mostly addressed without any significant depth. We are told rather than shown. Exposition comes quickly and mysteries are bluntly uncovered to move the story and game along. This is a fairly common occurrence, missing out on opportunities to build suspense and establish a heavier tone of mystery. There is also an existential element to the story that is never explored, which is something that would have added much-needed depth. The story may remain amusing enough to hold one’s curiosity until the end, however that end is unsatisfying and once the game is completed, with its lack of mood, even less character development, and the linearity of the entire journey, the game does little to entice a replay other than purely for nostalgia’s sake.
The writing can be blunt at times…
Other narrative shortcomings come from the near nonexistence of character establishment or development. Not to say there isn’t any characterization⁠—the only character to have any semblance of unique personality is the hero⁠—but that doesn’t go much further than his apparent love for fictitious movies and his willingness to refer to or quote them as his circumstances call for it. The other major characters hardly have any detail to them other than their connections to the experiment and their current residency in Evermore. Even their voices are written painfully similar to the point that their only distinguishing traits are their obvious influences on Evermore’s landscapes and their character sprites. Simply put, characterization and development never seemed like a concern of the developers at all.
Our hero is simply a story-driving pawn
Leaving story behind, Secret of Evermore’s gameplay should be familiar to anyone who has played Secret of Mana. Secret of Evermore implements near-identical gameplay mechanics, utilizing the ring menu system and combat system from Mana. Basic combat requires a recharge after every strike and most other functions, from using items to equipping arms and armor, to casting alchemy skills, can all be performed via the ring menus. Familiar and intuitive, gameplay does have some unique quirks as well. One major departure from the Mana formula is that magic comes in the form of learning alchemy recipes and the use of items. Rather than a magic meter, in order to perform skills, you must have the required number of ingredients necessary to perform them. For example, to use Flash, the basic fire skill, you need one wax and two oils. As you traverse Evermore, different ingredients and more skills become available, but all are dependent on your having the right ingredients and quantities. In turn, this makes having plenty of cash on hand to make frequent purchases an absolute necessity. Together, the constant need for cash and ingredients becomes an annoyance as you’ll constantly be making purchases in order to make a viable offense.
Other familiar traits in gameplay include the use of different weapons. As you use a particular weapon, it levels up and allows for a charged attack that typically provides better range. Standard attacks, however, significantly and annoyingly lack range regardless of weapon type, so leveling weapons comes into greater play. Though the charged attacks are unique, I much preferred the varying ranges and traits of the different weapons as seen in other games at the time. Also, the need to get overly up close and personal to enemies to inflict damage means taking damage. A lot. More often than I’d like, placing even greater dependency on cash and item stocks for too frequent healing.
The challenge level of Evermore is noticeably steeper than similar games, so defeating enemies while balancing the unavoidable damage and maintaining HP is key. Grinding for levels is also recommended, as the hero and dog will both feel like they’re not hitting hard enough in crucial fights. Unfortunately, the experience gains from enemies are lacking while experience demands for a level up feel higher than what can be considered balanced, adding to the potential frustration players will feel. There are many enemies and moments that can feel downright unforgiving, so patience with the gameplay’s nuances is also a must. Again, that means working around the limited range and power of physical attacks and near complete reliance on alchemy skills, especially in regards to boss fights.
Not everything is intuitive or explained, leaving it to us to figure out. Here, you need to use the floor hatches to leave or the machine to launch your dog in the air
Outside of combat, gameplay is a linear ordeal, as you explore the subsequent towns, talk to NPCs, do a bit of trading should you choose, and simply trek from one point to another until the end. There isn’t much in the way of subquests, nor exploration in the dungeons and other enemy-infested areas, keeping gameplay to the simple tasks of surviving and boss beating. Though the straightforward style works, it lacks creative appeal and may be more a deterrent than an attraction to potential players.
Finally, Secret of Evermore sports a familiar, yet appealing aesthetic that overflows with nostalgia. The visuals are mostly strong, with detailed sprites and impressive enemy and boss depictions. The backgrounds and map designs are especially strong and creative, vividly detailing the historical aspects they are meant to represent. Few other games have attempted such an idea, so the uniqueness of Evermore’s world continues to stand out. Though I did find some maps inconsistent in their levels of details, the areas that do receive that attention definitely show it. As for the audio, the soundtrack is satisfactory, as the music matches its locales and serves its purpose of amplifying the tones that both the story and visuals attempt to convey. However, I didn’t find the soundtrack nearly as remarkable. None of the tunes truly stand out or possess the weightiness of the tracks from other games at the time of its release. I will say that I am impressed with the use of silence and ambiance, as both are used effectively to create mood, plus neither are overused, which I find to be a skill in itself. Overall, Secret of Evermore’s aesthetics support well the story and gameplay and while the music fails to stand out in any memorable way, its visuals will impress.
They may look cool, but the bosses can be annoying. This one constantly drops you, forcing you to climb up a tower to attack
The fact that Secret of Evermore was the first attempt by a new development team definitely shows, yet their efforts produced a satisfactory game that continues on more as a cult classic. Some love it, many others look upon it with mixed feelings or utter indifference. It’s not the hidden gem that is Terranigma, nor will it trigger the same levels of awe and pleasurable nostalgia like Chrono Trigger. Its narrative potential fails to hide the linear story and instead exposes its disappointing lack of depth. Missteps in gameplay hurt and may likely turn away players expecting the more robust gameplay of Secret of Mana, Illusion of Gaia and the likes of those more highly regarded RPGs. Despite all of this, Secret of Evermore has its strengths and will appeal to players looking for a bit of a classic, throwback RPG style. It’s not for everyone, but if you have the patience and the passion for the oldschool, Secret of Evermore may be worth the look.
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[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”2.5″]
Review Copy Owned by Author
TBT REVIEW: Secret of Evermore Title Secret of Evermore Developer SquareSoft Publisher SquareSoft Original Release Dates NA: Oct 1, 1995
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craigedwardgiven · 4 years ago
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Moving Video Call Backgrounds
Animated Backgrounds in Video Calls & Virtual Meetings
Overview
Coworkers have been asking me how I get animated and moving backgrounds (and foregrounds) in my video conference calls and virtual meetings. So, I’ve created this article to give an overview of the process and tools. For this article’s background example I chose a video that won’t get me into copyright trouble. Its background is a recording of the city gates of Amnoon. And its a scene I recorded while playing the game Guild Wars 2.
The method to create this effect is layering. In oversimplified terms, the background is the bottom layer. In my example I used a video instead of a static image. Layered on top of the background is the output from my webcam. And finally, the very top layer is a graphic with some text. I combined all these layers using the free software tool OBS (Open Broadcaster Software) and output that as a single video feed.
Since I’m not actually “broadcasting” or streaming (OBS is primarily for Twitch, YouTube, Facebook Live, etc.), I need something to convert the broadcast into a useable format. Therefore, I’ve installed the OBS plugin VirtualCam, which makes the OBS output look like a webcam to other programs. Instead of selecting my actual webcam as the input for my video-conferencing software, I set it to the virtual device named “OBS-Camera.” This technique works for Microsoft Teams, Zoom, Skype, Jitsi, and GotoMeeting. I’ve done so much testing that some of the results are fading into a memory fog. So, I’m only “mostly positive” that it will work with Google Hangouts, Google Meet, and Discord. The only “failure” I distinctly remember is for my doctor’s tele-medicine product, and that was because it would not let you choose an input device.
OBS is just one “link” in the chain of tools used to create my desired output, and each software tool runs on a fairly beefy computer (see the end of article for details). Below is more detail on each link in this chain of tools. They are presented in a logical sequence: from the source to the destination. Along the way I’ll also mention some alternative tools that I’ve experimented with, since they may suit your needs better. And at the end of the article is a collection of miscellaneous notes, tips, and tricks.
The Chain of Tools
Environment
I’ve arranged my environment to improve the image and audio quality I can produce. I’ve added lamps and baffles to diffuse, bounce, direct and control the temperature (color) of the lighting. Not only of my face but also of the background (so it’s easier for the computer to cleanly “remove” my real background). For audio I do the same to optimize conditions: I set the timer on my air conditioner so it cools the room beforehand, and automatically turns off just prior to the start of the next meeting. I then turn down fans and other background noise. I’ve also covered the glass (bordering our front door) with a decorative overlay so the dog is oblivious to the comings and goings in our neighborhood. And finally, I close the office door if the grandchildren are visiting.
Audio hardware
My primary microphone is a dynamic mic with a cardriod sensitivity pattern (i.e., it minimizes off-axis and extraneous background sounds and focuses on just my voice). It’s a Samson Q2U in a Rycote InVision USM shock mount on a Gator Frameworks boom and stand. The mic can be connected via USB, but I’m using an XLR cable to a Zoom H6 acting as my computer’s Audio Interface. The Zoom H6 lets me mix multiple audio inputs, directly monitoring the mic, control gain, enhance the audio (e.g., volume compression), etc.
video hardware
Built-in webcams typically produce terrible video (grainy, choppy, dark, and low resolution) and at the wrong angle. Dell is notorious for their “nostril” cameras, which are mounted below the screen. Therefore, I began my journey with equipment already at hand. For video I used an iPhone XS Max because it has an awesome camera. To make my iPhone act as a webcam, I used Kinoni’s EpocCam app and PC software. To hold the phone at the proper height and angle, I used a Ram Mount X-grip with an extension arm and custom base (a glass brick filled with decorative river stones). A wireless Qi charging pad from Anker was stuck to the back of the X-grip to supply continuous power.
Although the iPhone was a high-quality solution, I wanted a dedicated webcam because I kept forgetting it was still mounted above and behind my monitor. Not only did I keep leaving it behind, it was also inconvenient to use the phone, as a phone, in this configuration. Although the cameras on iPads and Touch iPods are not as good as recent iPhones, they could be a dramatic improvement over the built-in webcams you’re using. And EpocCam works with Android devices and on macOS as well, as well as other competitors that I’ve heard of from other users.
Before for buying a dedicated webcam, I also experimented with other “normal” cameras configured to work as webcams. One option was using the HAYOX capture device to convert HDMI output to USB input (e.g., when connecting a GoPro HERO8 Black in a Media Mod “cage”). But the latency and low-light performance was poor. I also converted a security camera I had on hand (the Wyze Pan Cam) into a webcam by applying a special firmware change. This was purely out of curiosity since the camera has an extremely large field of view that makes it undesirable except for the most desperate of users. You also lose the Pan/Tilt/Zoom controls and Infrared features, so it’s now restored back to its “security camera” configuration. And I can feed it into OBS as a secondary camera view using an iPad connected with an Apple HDMI adapter—it’s pretty cool, but not particularly useful for virtual meetings.
None of the above experiments compared to the performance of a dedicated webcam like the Logitech Brio (which is what I’m currently using). The less expensive Logitech C920s, C922, and StreamCam are also great alternatives. And I’ve craved pricer upgrades such as the HuddleCam HD or an Alpha-series Sony mirrorless camera (e.g., the wallet-busting a7S III). But those are more suited to professional streamers and media influencers that broadcast for a living.
The final piece of hardware equipment I have is a “green screen” (for chroma keying). I would NOT recommend it for most users, and I only use it for special situations. A lot of the software that I mention below can be used without it. Green screens can be tricky to set up because they must be evenly lighted (no shadows or brighter areas) and can “splash” a green glow onto the subject if the light angles or distance are wrong. And when the screen is far enough back from your position, then it has to be humongous to still fill the camera’s FOV (field of view)! I use the Valera Explorer 90 and even at this size it is a challenge to position so that it fills my webcam’s FOV. I wish it came with other color screens (chroma blue, neutral gray, and white), and I may make some by hand if the vendor doesn’t add them. I had originally contemplated a retractable ceiling-mounted backdrop that pulls down like a movie-projector screen. But I went with the Valera since it collapses easily and is small enough to store out-of-sight in a closet corner. If I were a professional streamer, and had a larger office/studio, then I’d probably go for a fixed screen (like this massive 8x8 foot backdrop) or perhaps a wall covered with special chroma green paint.
Software
I use multiple software programs to create the video feed used in virtual meetings. And the combination changes based on the look to be achieved. If I’m using a static image as my background, then no additional software is needed. Both Microsoft Teams and Zoom include excellent features that do background replacement.
A more complex composition, like my example video above, uses a few more tools. Let’s look at the layers (from front to back) and the tools used for each. In the foreground is a graphic with text that provides additional information. The broadcast industry calls this a “Lower Third” (or L3) since it typically appears at the bottom of the screen. In my example video above, my L3 is actually positioned in the upper right corner. It was created using the free art program Paint.NET but any graphics software (CorelDraw, Photoshop, Procreate, etc.) could be used. I save my L3 graphics in the PNG format since it lets me save images with transparent backgrounds. But also because PNG does a superior job of compressing mostly solid, non-gradient colored shapes and text, which is what most L3s are.
Both L3 examples above have a section for a ticker (scrolling text). This text is layered over the L3 and comes from, and is configured in, OBS. The ticker is a “Text” layer with a “Scroll” filter added. Below is a screen shot from OBS for an AFK (Away From Keyboard) screen. At the bottom (second pane from the left) is the SOURCES pane and it shows the two layers that make up the preview being displayed. The bottom layer is named “Please Stand By TV” and it pulls in the background image. On top of that is the ticker: a layer named “AFK Text” which contains the “I will be back in just a moment” message (including settings for placement, color, font, size, speed, opacity, etc.).
For my example video at the top of this article there is a middle layer, which is me via the webcam. In OBS this is a “Video Capture Device” layer type. However, there is a software component that sits between the Logitech Brio and OBS. The “Logitech Camera Settings” application lets me adjust and optimize the camera’s video. I adjust saturation, white balance, contrast, etc. to match the background (whether moving or static). For example, if it’s a sunny beach scene then I would set the white balance to a warmer golden cast, increase the contrast, and bump up the brightness so it matches the scene. I also adjust my office lighting so that the shadows fall in the same direction as in the background. If the background is of a thunderstorm at sea, then I would match my image with a cooler white balance (i.e., a subtle blue cast), a darker exposure, and less contrast. I’ve also taken the opposite approach, and selected backgrounds that already match the lighting in my office. With more believable backgrounds (like a photo of an office or kitchen versus the cockpit of a spaceship), the matched lighting has been realistic enough to cause people to think I was actually in those locations!
In addition to the camera’s utility software, OBS can also apply filters, and adjustments, and LUTs (adjustment Look Up Tables). A LUT is customized to both your specific camera and to your specific lighting conditions. To create a LUT, you first capture an image from your camera, which is taken under set lighting conditions. Then use a photo (or video) editing program to make adjustments to the captured image until it looks best. The adjustments are not applied directly to the captured image. Instead they are put on a separate layer, and you’re viewing your image through the adjustment layer. (Think of it as if you were painting on a pane of glass that is sitting on top of a photo.) Next, you replace, cover, or hide your captured image with a LUT reference table (original and unmodified). The LUT table is now sitting below those same adjustments. The results are flattened (the layers combined) and saved to a PNG image. This file is a custom LUT that can be applied to your camera’s output so all video gets the enhancements. Below is the before-and-after for a Wyze Pan Cam, a camera that’s optimized for security monitoring, not image quality. As you can see it adds a terrible yellow cast to the video, but with a custom LUT applied, the colors are much more natural.
For an animated, moving background I’ve been using YouTube videos. Yep, it’s just that simple! In OBS this is a “Browser” layer and would be positioned at the bottom. If your videoing or photographing your own (or when choosing someone else’s) backgrounds, be mindful of the angle. In a meeting, your webcam is at eye-level while seated! So choose/take photos at that same height to create more natural backgrounds.
Picking a good background is a balancing act. If it’s too plain, then the artificial outline—the edge where the computer cut you out from your real background—will be very noticeable. A bit of detail and texture in the background helps to hide that outline. If the scene is too busy and detailed, it becomes distracting and you blend with it instead of being in front of the background. In real TV studios they use a “hair light” to ensure distinction and depth—to make the person stand out from, instead of blend into, the background.
When removing and replacing your actual real-life background, you want it to be plain and as uniform as possible. A blank wall would be excellent. This helps the computer distinguish your outline from the background. Angle your lights and use baffles (I use foam core boards) so that the light falls on your face and shoulders but not on the wall behind you which are slightly darker. To prevent “hot spots” and deep shadows on your face, bounce the light off the walls instead of pointing lights directly on yourself. This will soften and diffuse the lighting and create a more appealing appearance.
While on the topic of texture and detail in background images, it’s important to not go overboard. Some software cannot cope with an image that is too intricate. I had a photo of the interior of the NASA space station. The original was too complicated for Microsoft Teams to even display. Also, you don’t want to overload the software by having it to constantly downscale large images. And photos from modern cameras and phones are massively oversized compared to a computer screen. They are so large they can crash your software. To prevent big images from slowing down or crashing my software, I proactively resize my backgrounds to “Full HD” size—that is, 1920 pixels wide by 1080 pixels tall. (This is also the size that MS Teams would reduce a background image to, so it saves the time and effort required to convert it every time,) And while I’m cropping, sizing, and enhancing backgrounds, I will also flip them so the incoming light in the image matches my actual lighting. For example, a background photo may have a window (with incoming light) that is on the left. I will flip that photo so the window is on the right-hand side, like my real-life window.
While we’re discussing software limits, don’t load too many backgrounds into your meeting software! I learned the hard way that MS Teams will crash if you have over 100 custom backgrounds. I now keep all my custom backgrounds in their own folder and only copy about 75 to MS Teams at a time. Below is a script I use to replace old custom backgrounds with a set of fresh “finished” images.
DEL /Q C:\Users\Craig\AppData\Roaming\Microsoft\Teams\Backgrounds\Uploads\*.jpg COPY /Y C:\Backgrounds\Finished\*.jpg C:\Users\Craig\AppData\Roaming\Microsoft\Teams\Backgrounds\Uploads\
Tips, Tricks, & Notes
Use a wired ethernet connection when video conferencing. It’s not only faster, but also more reliable and stable than WiFi.
The Zoom H6 can be used with an iPhone/iPad, even without AA batteries! When the H6 boots up, select PC (instead of iPAD) as the connected device.
Video processing can be intensive and requires a computer with sufficient capabilities. My Windows 10 PC has a Core i7-7700K at 4.2GHz, 32GB of RAM, a Samsung 850 Pro 512 SSD, 4 Toshiba 7200RPM 500GB drives in a RAID 5 array, an ASUS Prime Z270-AR motherboard, an Anker 10-port powered USB3.0 hub, a 1000 watt Corsair power supply feeding dual video cards, and a Corsair Hydro H100i liquid cooling system to supplement two case fans to keep the whole thing from burning itself out. This computer sits next to a window air conditioner that counters all the heat coming from this PC, the monitors, and accessories. Before the AC was installed the office could reach 80°F even in the dead of winter with all the heating vents closed.
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entergamingxp · 5 years ago
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Final Fantasy 7 Remake Review — For the Reunion
April 6, 2020 6:00 AM EST
23 years after Final Fantasy 7 changed the gaming landscape forever, Final Fantasy 7 Remake seeks to revisit Midgar on a scale we could only dream of.
Final Fantasy 7 Remake is here at last. Hoo boy, where does one even begin?
Say what you will about the original Final Fantasy 7, but its influence on the gaming landscape was massive. It’s not a legacy you can simply ignore, whether you like the game or not. There has been a huge amount of hype and expectation for this remake, and the team at Square Enix has seemingly shown every bit of acknowledgment and respect for that going forward. It’s because of that legacy that I must lay down a couple of points before we begin.
First: I have endeavoured to make this review as spoiler-free as possible. That includes both the events of Remake and of the original. If you don’t know what specifically happens in either, I’ve got you in mind. For those who do know spoilers, I urge you to keep them quiet to fresh players as well. Just go and look up the raw, unspoiled reactions to That Scene from the original; it’s something best preserved for people to experience fresh.
Second: my credentials. I’ve played the original Final Fantasy 7 to completion at least once, and other attempts at playthroughs more than that. This was well after the 1997 release (probably first around 2005), and I went in already knowing about That Scene and other spoilers. FF7’s impact on gaming and JRPGs had been well established by then, so I arrived late. Nonetheless, I thought it to be an excellent game and thoroughly enjoyed my playthrough. It isn’t — and wasn’t — my favourite Final Fantasy game, though it’s never strayed far from the top of the list.
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“It’s inevitable that opinions of Remake from any source or outlet will be coloured by prior attachment and sentiment to Final Fantasy 7 (or lack thereof).”
Lastly, I’ve also seen or played most spinoffs (notably Advent Children, Last Order, and Crisis Core). That’s a little less pertinent to this review, but fans of those products can take heart: there are nods to these in the game, as well as style choices that reflect them in places.
Hopefully, now you can approach my words on Final Fantasy 7 Remake with the full context of my connection to the original. It’s inevitable that opinions of Remake from any source or outlet will be coloured by prior attachment and sentiment to Final Fantasy 7 (or lack thereof). As such, take my words as a guideline and use them to make an educated decision of where you’ll land.
Remake Part One
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If you’re an FF7 fan reading this review, you’re probably here to find out how much of the game is present. Remake has been split into multiple parts after all, and this is just the first. Square Enix did this to cut as little as possible from the game, sparing no expense in remaking it to the fullest. Having now finished, I can say that they achieved that aim so far.
Content wise, there is a full game here, and my playtime ended at 43 hours. This entailed playing on Normal from start to finish along with being thorough and doing as much side content as I could. Further, additional perks and content become available once the credits roll. If you’re worried that you’re paying full price for an unfinished game, don’t; this is as much a full release as any newly numbered Final Fantasy title, and without Final Fantasy 15’s wealth of DLC required to make it whole.
“Pretty much every locale, scene, and story beat from the original is present in Remake.”
That said, Remake takes place entirely in Midgar, in contrast to the five to ten hours spent there in FF7. Pretty much every locale, scene, and story beat from the original is present in Remake. The additional time is primarily spent to bolster these moments, expanding on dungeons or smaller areas to give them the same scope. A tremendous amount of attention and care has been given to every facet, though. Character banter and dialogues are numerous, with a lot more cutscenes and chances for each to express themselves. Much of the runtime is used well, with new areas and events feeling interesting and consistent with Midgar’s style. Only a small fraction feels like genuine filler.
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Final Fantasy 7 Remake is fairly linear at first. You’ll proceed through a chapter in a fairly direct fashion, with some side areas and branching paths to explore for treasure and extra fights. Once you move to the next chapter, you likely won’t be coming back. There’s a handful of areas where the game opens up, allowing you to explore a more populated area and take part in side quests and mini-games. One area relatively late in the game opens up quite a bit more, bridging a couple of areas together and allowing an open-ended respite before funneling you towards the final few chapters.
You’ll gain access to a chapter selection function once you beat the game, however. This lets you go back with an experience/AP gain increase and find anything you missed, as well as access the post-game content. I’ll come back to specifics later. So, how does it play?
Mechanics, Materia, and More
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Final Fantasy 7 Remake continues the trend of Square Enix games becoming more cinematic and action-heavy in battles. If their aim is to make a playable Advent Children, they’re getting pretty close. This time around, the Active Time Battle (ATB) system of old has been merged into this for a pretty compelling take on an action/RPG.
You start the game as the main character Cloud. Combat will consist of utilizing his basic attacks, as well as manually guarding or dodging incoming damage. Your ATB gauge fills over time and increases when you strike, at which point you can open a menu to expend it. Time slows dramatically in the menu, letting you select from abilities, magic, and items. You can hold up to two bars of ATB (with the option of a third later), and every menu action requires at least one to use. These abilities and spells can be interrupted, but they hit considerably harder than your basic attacks. The damage difference is noticeable, so don’t come in expecting a pure action game; you’ll need the turn-based menu abilities to progress.
Once you get other party members, you can freely swap between them with a D-pad press. Characters you aren’t controlling will play defensive and try to get attacks in when safe. You’ll be the one ordering them to use menu abilities as they build ATB, though, and it becomes quite intuitive to cycle through them as you need.
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To keep things fresh, each party member has a set of different mechanics and playstyles. All have an attack string and guard/dodge options, but that’s where similarities end. The triangle button is dedicated to the character’s unique actions. Cloud swaps to a slow-moving, hard-hitting Punisher stance, Tifa has finisher attacks based on the stacks of an ability she has, and so on.
“Of the handful of hybrid action/RPG systems the series has tried, Final Fantasy 7 Remake definitely feels the most well-done.”
Charging time is pretty slow if you aren’t getting in the thick of it, but this also leaves you quite vulnerable to attack. Guarding is a trade-off, as it slows your passive ATB gain dramatically, so trying to stay aggressive and dodging smartly is encouraged. This is further compounded by each enemy having a break meter below their health; hit them enough or with certain attacks and you’ll pressure them, which usually stuns them and makes them take more break damage. Max it out, and you’ll stagger them, wherein they’re completely stunned and take a large increase to all incoming damage for a time.
Of the handful of hybrid action/RPG systems the series has tried, Final Fantasy 7 Remake definitely feels the most well-done. It avoids the spamming of items from Final Fantasy 15 and ends up feeling like a Final Fantasy 13 that you actually control.
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If this seems basic, there are further ways to supplement your moves. New abilities are gained in two ways: learned from specific weapons, or gained by equipping materia. Weapons are spaced out throughout the game, and each has a specific ability. Use that ability in battle a handful of times and you’ll achieve proficiency with it, whereupon you can use it regardless of your weapon.
Materia is the major noteworthy mechanic from FF7, and it’s been carried over almost identically to Remake. You’ll find materia orbs as you explore, and these can be set to slots in weapons or armor to gain their abilities. Furthermore, you’ll level the materia through AP gained after battles. A Fire materia will grant the Fire spell to the character while held, for example, and can be leveled up to access Fira and Firaga. Materia can be freely exchanged between characters out of battle, and most strategies for tougher fights will hinge on your setup. Different materia types can offer passive buffs, active abilities, or even massive summons that can be used only in specific fights.
At first, you won’t have much materia to play with, and even fewer slots in your gear to equip them. Cue Remake’s weapon upgrade system. Every time a character levels up, they’ll get 5 SP to spend, with bonus SP available from side objectives later. Each weapon has a unique “core” skill tree, and SP unlocks nodes on it. Each unlock grants the weapon new passive stats, modifiers, or even materia slots. At certain level thresholds, you’ll gain access to new sub-cores to further customize them.
What’s more, each individual weapon gets all your SP retroactively, so no need to pick and choose which to invest in. This means that if you like Cloud’s Buster Sword, you can absolutely keep it relevant throughout the entire game. All weapons have their own unique identity now, with stat priorities and abilities that you can prioritize based on circumstance or playstyle. The build options are quite diverse, and since you can reset them for a small gil fee, there’s no wrong way to approach it.
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All these systems are in service of allowing you to customize your characters for the battles to come. Each ability has its uses, and there’s a good selection of materia to play around with. What I found most limiting about the battles, then, is the action parts.
Those who played the demo might have expressed some misgivings about the lack of variety in Cloud’s moveset. For those who feel that this is pretty basic, I’m sorry to say that it won’t get that much more diverse. Almost every ability and materia is one selected from the menu, not in your basic attacks. The different playable characters and conditions of encounters might shake things up, but it’s the ATB spenders that receive most of your attention.
I found this especially disappointing because my expectations were set quite high from the outset. Exploring down a side path in Chapter 2, mere minutes after where the demo ended, I found the Deadly Dodge materia; this changed Cloud’s attack string immediately after a dodge into a larger AoE one. Finding this so early eased my fears that the combat would feel similar for the whole runtime, then! Surely there would be other modifiers like it if I got this one so early?
Nope! This is almost the only materia like it in the whole game.
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Much later, you can get the Parry materia (which lets you do a short hop and strike back if using dodge while guarding), and that’s about it. All other materia like it is simply a passive effect or occasional long cooldown. Otherwise, it’s all menu abilities that require ATB. This was tremendously disappointing to discover, and more options like that to personalize my general moveset would have been so much nicer to have. Even something like a perfect guard would have been great, though at least Cloud’s Punisher mode has counters on block. Perhaps that’s on me for coming to Final Fantasy 7 Remake having just played Devil May Cry 3, but that’s how I felt regardless.
That misgiving aside, the battles are nonetheless fun experiences. Bosses in particular tend to be larger than life affairs, with multiple parts to attack and various phases of the fight that change their mechanics. Again, those who played the demo will be pleased to note that more bosses play in the vein of Scorpion Sentinel than not. Some encounters can be pretty challenging, though for every game over I encountered (maybe half a dozen), a quick adjustment to my materia loadout and shift in strategy saw me triumph next time.
“There was a hell of a lot to love about the battles in Final Fantasy 7 Remake, and even if I had been hoping for more, it still stands out as a damn good time.”
Even regular enemies have individual mechanics. The circumstances by which the pressure and stagger systems are applied is unique to most enemies, so learning and exploiting their weaknesses makes the experience much smoother. There was a hell of a lot to love about the battles in Final Fantasy 7 Remake, and even if I had been hoping for more, it still stands out as a damn good time.
Mini-games are also interspersed throughout Final Fantasy 7 Remake. Most are variations of what was in the original, but there’s been a few added just to break up the routine. They were enjoyable for the most part, so there’s not much to say about them save that I appreciate the inclusion. There’s also a coliseum, letting you fight specialized groups under set conditions in exchange for unique rewards.
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After the credits roll, you’ll gain access to the Chapter Select and can revisit any part of the game. You’ll also unlock Hard Mode, which doesn’t serve as a difficulty selection for a new game; instead, you can activate it when accessing Chapter Select. Hard Mode locks out your items and stops MP recovery from rest spots, but offers unique collectibles in exchange. New battles are added to the coliseum also. Those who want more even after the game is over shall find there’s at least a little to check out.
Overall, Final Fantasy 7 Remake kept my attention for the whole runtime. The only real lapses were a few areas of traversal that were overly drawn out, and some of the side quests felt a little mundane. Even so, these featured additional cutscenes and conversations with the cast that really furthered the attachment to the world, so it at least felt worth it to do them once finished.
Tifa fans should do all the side quests in Chapter 3. Just saying.
Regardless, it was an enjoyable game to play. A little more concession to action mechanics would be great, but the hybridised action/RPG implementation was otherwise very impressive. Square Enix definitely seems to have arrived at a happy medium that previous Final Fantasy titles didn’t manage, and I hope they continue with it.
Presenting: Midgar!
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Presentation is the shining star of Final Fantasy 7 Remake. The demo made it clear that Square Enix wasn’t messing around, and it’s honestly one of the most graphically striking games I’ve ever seen. If any concerns were had about that level being impossible to maintain consistently, they certainly kept it close. Some of the larger open areas — particularly the slums — suffer from character pop-in, delayed loading on textures (if they aren’t just rough or muddy outright) and other small nitpicks. In addition, some cutscenes with minor NPCs talking to party members can be pretty jarring. They simply cannot match the level of fidelity achieved in rendering the main cast or other notable characters.
When the main cast is the focus and the set pieces are rolling, though? It’s far and away beyond anything else the series — or Square Enix in general — has produced. There’s a lot more daytime than the original game, so there’s enough colour variety to keep it from looking bland. Mechanical dieselpunk designs weave into gritty but “lived-in” slum streets. A pristine plate sector at night gives way to rusting maintenance structures underneath. The tall, clean and imposing Shinra HQ is met with the garish lights and noise of Wall Market. Midgar is a fantastically designed place and a treat to explore.
It’s not just the city itself that is well designed, though. To Square Enix’s credit, they have taken the sometimes goofy enemy designs from the original and kept them completely intact. High fidelity or no, it’s not afraid to take an enemy that is just a spiky dancing frog and have it make sense. There are even character dialogue and bestiary entries that further suggest how they work or came to be. If things didn’t have to be changed, they weren’t; they were just reimagined and made to fit.
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“Midgar is a fantastically designed place and a treat to explore.���
All of this visual and design splendour is furthered by the audio quality. From start to finish, the voice acting and direction is stellar. Shelving the voice actors that played the characters previously was unexpected, but the new cast absolutely nails their roles. Most have emotional moments or serious scenes that the actors manage to capture effortlessly. Even the NPCs and minor characters have quality voice acting. Shoutouts, in particular, have to be given to Barret’s VA for one particularly memorable scene, and to Hojo who is suitably creepy and sinister in every appearance.
Last but not least on the presentation front: the music. Oh man, the music. NieR: Automata laid the groundwork for implementing dynamic tracks, adding layers as needed to change the tone of the same track at just the right moment. Everything that was learned from that game was applied wholeheartedly to Final Fantasy 7 Remake, and then some. Musical cues and stings are on point, highlighting crucial moments in the best possible way.
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The original soundtrack is regarded as one of the finest works of legendary composer Nobuo Uematsu. Now, most of those tracks have been remixed or remastered in a slew of creative ways, but they almost always fit the tone required well. Some see multiple variations in different areas to wholly distinct effects. Music in the boss fights tends to really stand out, as the longer battles allow them to build up and crescendo during later phases. You know that the music is a highlight when songs are one of the main collectibles and each is a separate remix from their actual game appearance, all done in the style of music that might actually be made in Midgar’s setting. Genius.
There’s quite a lot to unpack and respect about the game on presentation. But all that presentation is in service of one thing: telling the story.
Reunions
I fully intend to avoid spoilers, so I will keep this section relatively brief.
The story of the original Final Fantasy 7 is one of the major elements that left a mark in gaming. These characters, their world, and their tales are iconic and beloved. Every moment of that story has been retained in full, just as Square Enix originally intended. Some trailers have hinted at adjustments and new developments — especially the launch trailer, which I encourage you not to watch for fear of spoilers — but this accuracy was paramount to the developers.
It’s safe to say that they achieved this. Every notable character, conversation, or location from the original game is included in Remake in some way. There’ll be adjustments, of course; they’re displayed in high fidelity and voice acted this time, so concessions will need to be made. But it’s all here, and the attention to detail in places was honestly staggering.
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With that said, Square Enix had no intention of just retelling the same story verbatim. Additional scenes and moments have been sprinkled all throughout, with at least one early chapter composed entirely of new events. All of it builds on the original framework, strengthening it further. There’s more character growth, banter, and interactions between the cast than ever before. It ends up making them feel so much more real and believable. Even characters I wasn’t certain about initially won me over by the credits. This isn’t limited to the cast either, and gives the same treatment to villains and NPCs.
The fact that this is only a chunk of the complete tale means that certain events, characters, and flashbacks have been brought forward in the timeline. You’ll be seeing Cloud get headaches or recall memories of his hometown right out the gate… and that’s to say nothing of Sephiroth. Even so, all of these concessions are handled with the same care as the rest of the game, so their placement fits and strengthens the whole. Better to portray these scenes and build up the characters now than have them appear out of nowhere 10 hours into a second game, right?
Now… thus far, I’ve been talking purely about parts that primarily concern the original work. If this praise was also true of the wholly original plot threads and changes, I’d have no issues whatsoever with Remake’s story. Unfortunately, that isn’t the case. Far from it.
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Early on, there will be a couple of divergences to the story that seem to be setting up a new sub-plot. These divergences increase in volume over time, and grow exponentially in the last two chapters. All the original beats remain, but they’re interspersed with these divergences, leading to a new climax and expanded conclusion.
“Genuinely, I was loving my time with it. But if the game had been a tasty meal up until that point, the final section soured it.”
And here is where it all started to come apart for me. For a brief while, I was ripped out of Final Fantasy 7 and dumped heavily into an unholy marriage of Advent Children and Kingdom Hearts. It was awkward, it was confusing, and it left me shaking my head in dismay. It felt massively out of place.
Did this part have to change so dramatically? Maybe. It wasn’t a true climax or game-ending point in the original, after all, and I expected some new conclusion and an added boss or two to cap off this experience. Yet, until now, it had been such a solid remake that made measured changes to supplement the classic story. Here, at the eleventh hour, it jarringly erupted into a massive spectacle that honestly felt like underdeveloped fanfiction.
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When I say spectacle, I mean that it was spectacular to behold in terms of graphics, sound, scale… but it comes at a huge cost, and that cost is the integrity of the story going forward. This finale and the accompanying changes have massive implications for the future installments of Remake, all of which feel like they’re going to ride the divergence train at full speed away from the classic plot. Suddenly, the insane turns that things like Dirge of Cerberus took are looking far more likely in the future.
I had been enjoying Final Fantasy 7 Remake throughout the entire runtime, whether it was new or old material. Genuinely, I was loving my time with it. But if the game had been a tasty meal up until that point, the final section soured it. This isn’t just because they tried something new, either; I could easily forgive it if it was just a new thread that tried, landed flat, and wrapped up. No, this sudden divergence has ramifications that could potentially change all future installments in dramatic ways from what was expected, and I now find myself lacking confidence that it can succeed.
In conclusion: old stuff? Great! Supplementary additions to old stuff? Also great! Character writing, development, and worldbuilding? Excellent! Brand new stuff? Middling at best, potentially disastrous at worst. Most of my grievances with the game are almost entirely to do with that final section. I fully admit to bias in the kinds of stories and developments I like, so your mileage may vary. But I cannot say I walked away from the ending feeling happy.
A Final Fantasy For Fans and First-Timers
One of the big questions approaching this game is, inevitably, “Should I play this if I haven’t played the original?” That’s an easy answer: yes. Everything is here that made Final Fantasy 7 such a stand out of its era, delivered with some of the finest presentation we’ve seen in triple-A video game development. It’s a fun action/RPG hybrid with solid gameplay systems, a strong story, and a set of well-realized characters that suitably develop and bond over time. Fans of the original will inevitably spot more references or appreciate the extra nods, but even newcomers should be able to slip in and find plenty to enjoy.
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Next: should you play this now, before the other parts come out? That’s a more tentative response, but yes. Had I not walked away from the ending with such mixed feelings, it would’ve been easy to recommend. Even without knowledge of the source material, the main story and throughline here is clear to follow and wraps up nicely. It’s mostly the setup of larger threads and what’s to come that have me so hesitant to recommend it, and I don’t think the ending was handled well. Buyer be warned, regardless.
“Final Fantasy 7 Remake is arguably the best non-MMO Final Fantasy game released in a very long time.”
Final Fantasy 7 Remake doesn’t replace the original. That’ll be true even when all parts have been fully released. Final Fantasy 7 will be a generational touchstone of gaming with a legacy that has lasted decades, and will remain long after the hype for Remake has cooled. I don’t foresee that same legacy being granted to Remake once the dust has settled, but it nonetheless stands with Resident Evil 2 Remake as a testament to the quality such a project can aspire to.
This is still one of the most excellently presented games I’ve ever experienced, and with a few tweaks for the next installment, that excellence might extend to gameplay and story too. Whatever misgivings I may have going into future releases, it’s undeniable that this was an enjoyable 42 hours marred by a single bad one. Even so, Final Fantasy 7 Remake is arguably the best non-MMO Final Fantasy game released in a very long time. Despite my qualms, it’s been a welcome Reunion.
April 6, 2020 6:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/04/final-fantasy-7-remake-review-for-the-reunion/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-7-remake-review-for-the-reunion
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Responsible For A Delete Wechat Account Budget? 12 Top Notch Ways To Spend Your Money
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Coventry Climax racing engines were the first British racing engines to power world championship successful Formulation 1 cars. Press Launch: Travis is at all times on the lookout for the outer fringe of chance whether it's exploring far reaching terrain, tips or cinematic achievements. This same ardour for progression extends to the design of his Lib Tech snowboard line, the all new super light super sturdy T-Rice Climax being the newest milestone in this storied lineage. Simply put, the Climax is the lightest, strongest most tricked out stick Lib has ever made.
Climax's extensive experience with security allows the corporate to integrate security measures, similar to world-main 2-km RF range, VOIP, and reliable communications, into our safety, senior care, and smart residence solutions. Our extensive vary of ZigBee and Z-Wave wi-fi home automation and vitality management systems are designed for customers to stay smarter and greener within the age of accelerating economic and energy challenges. Our firm has relentlessly pursued perfection in technology, production, value and service with the objective of offering the very best safety and care for every dwelling and individual.
All Games Beta caught the screenshots earlier than they had been pulled from the Climax website. It was listed as a "tech demo," which indicates that it in all probability wasn't an lively challenge. Most just lately, Ubisoft remastered a classic Prince of Persia for cellular devices. It revealed The Forgotten Sands to tie in with the Sands of Time continuity used in the 2010 film, and earlier than that got here the 2008 reboot , which can have been meant to show into a series but fizzled. Earlier this yr, Ubisoft CEO Yannis Mallat stated the series was paused to present it "time to breathe." Ubisoft has additionally been growing Prince of Persia titles internally since Sands of Time, so we have no cause to think it might hand it to an out of doors developer. That does not sound promising for a brand new game from Climax, however at the least we know they will nail the look.
The Climax is Travis Rice and Lib Tech's design moment the place precision, pop, and power have joined forces to create the epitome of performance. This board weights in virtually a pound less than Rice's already light-weight Goldmember. How is that this achieved? With full carbon development at zero˚, 30˚ and 90˚, Spin-Slim light-weight tip and tails, magnesium fiberglass layup, and a particular core that mixes ultralight recycled PET wth Paulownia, Aspen, Columbian Gold woods. The crossroads of fluid dampness and unbelievable firecracker snap is the place this extremely lightweight and durable all-mountain board lands.
A set of drawings was sent for, and much time was spent in looking for a approach of putting in the four cylinder 750cc (741cc, 653cc ?) Climax engine in a compartment which had originally been intended for a two cylinder 600cc unit. Eventually it was made to suit by tilting the engine over at an angle of forty five levels and slotting the radiator in alongside it.
Solely accessible on the Climax, Climax building uses a carefully calibrated combination of materials to create Lib Tech's lightest and simultaneously liveliest experience. A mix of different sustainably harvested woods makes a core that is lightweight, yet incredibly strong and snappy. Specifically formulated carbon lay-ups with S Glass strips and a triax glass layer deliver incredible response and a dynamic feel, while also maintaining weight all the way down to scarcely believable ranges.
What is better than carbon? More carbon! Travis Rice is consistently looking for larger performance in each his driving and his equipment. The 2018 Lib Tech T-Rice Climax Snowboard is the spawn of the world's greatest rider converging with the world's best board builders' with 30 plus years of board design material and composites experience. An aggressive banana rocker combined with cambers that sit extra underfoot, extra strong tip and tail strain for power, pop, precision and end-to-end stability. Combined with a medium amount of stress between your ft for carving, and edge hold on ice and float in pow. An excellent design second the place design and technology be part of forces to create pure efficiency with the 2018 Lib Tech T-Rice Climax Snowboard.
What is best than carbon? Extra carbon! Travis is constantly searching for larger performance in both his riding and his equipment. The Climax is the spawn of the world's finest rider converging with the world's best board builders' 30 plus years of board design materials and composites expertise. A glorious design second the place precision, smoothness, lightweight, pop and energy be a part of forces to create pure efficiency.
Immediately, anglers anticipate a lot more from their fishing lines. The variations between merchandise are sometimes minimal, however for a specialist fishing method they can be a nice benefit. On the next pages we would like to present you our product vary, shed some light on the fishing line ‘jungle', and assist you with CLIMAX strains to get slightly closer to your dream fish.
The breaking strain specified on the label ought to help the angler https://www.liveinternet.ru/users/ammaggp7/post438286240// to check totally different strains with regard to the line diameter, and select the precise product for himself. To this end, fishing traces of all producers are at all times tested for their breaking strain under the same laboratory conditions. Sadly, not all producers adhere to these practices and so they mislead the client with some extremely ‘embellished' breaking strain data. The linear breaking pressure of a line measures the tensile energy without European Federation of the Fishing Trade provides a type of ISO certificates for the authenticity of the technical particulars for fishing strains. Such a certificates is out there on many of our monofilament labels.
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