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#didn't play this game until almost a year after release
folkdevilism · 1 year
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brongusthearcanist · 6 months
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I think everyone has been a little nervous about the release dates for the next cosmere books because there's supposed to be a little bit of a drought. Stormlight 6 won't be seen until the end of the 2020s and mistborn is supposed to be written all at once which makes the initial release date farther away. But after this new secret project was revealed I think it's clear that we aren't going to have a drought. Sanderson somehow spat out a whole new extra novel while revising the 4 secret projects and finishing and revising stormlight 5, which truly seems impossible to me especially when you keep up with his YouTube updates. This isn't going to stop, Sanderson has a legitimate problem at this point, and I am perfectly happy to exploit this for the sake of my escapism. He's not gonna stop, I almost guarantee we will get 2 more secret projects while era 3 is being written. I just don't think Sanderson is capable of releasing less than 2 books a year. It is against his nature, you can't ask a storm to stop blowing, and I guess you can't ask Sanderson to slow down his writing. At this point it is becoming obvious that he has an incredible amount of anxiety attached to the idea that he won't be able to write all the stories he wants, and rather than processing this as a midlife crisis, he has decided to make this an ongoing crisis to conquer. I honestly think he keeps a blank page over his desk to taunt him while he plays video games into writing more. Y'all saw that blank page speech and thought it was cute, it was a manifesto. Sanderson intends to use all the paper in existence. One day he will disappear in a staples warehouse, leaving no trace but several drafts written on the bales of blank paper. But he didn't title or number them, and for the next 16 years we will try to assemble them into 16 separate books, but all along it was actually 1 giant book and we put it in the wrong order.
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kitsuren · 3 months
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DEMO // PLAYLIST
Flirting with Death is a 18+ Otome-like action dark romance in the form of an interactive fiction. The game focus will be mostly into character and relationships development, exploring how you interact with the world and the reactions to your decisions.​
Take charge of Eris, a newly (and forcibly) inducted operative of a shadowy organization, as she enters a world way more twisted from what she is already used to. 
The game will be released chapter by chapter and it will be entirely free after completion!
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You died. For all your life, you have been making bad decisions after bad decisions and this time your luck ran out. During your years working with the wrong side of the law you had seen the good, the bad, and the ugly. What you never expected was that your choices would take you into a maze of lies and backstabbing capable to bring countries to their knee. Something big is happening and you are not in the small leagues anymore. To bring down titans you will have to ally yourself with the shady HADES Project, a group with dubious objectives and even more dubious reasons. In a race against time you will have to do the unthinkable before it is too late. There is no right or wrong in this game and the stake is your second chance in life. The clock is ticking. Grab your power suit. Gather your allies. And remember: Trust no one.
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Play as a female gender locked protagonist;
Customize your Eris: decide on your past, specialization, appearance, and attributes, bringing your character to life;
Romance one of the 3 initial ROs, each of them having their own unique route that explore the story trough different perspectives;
Make  decisions that impact the people around you for the good or the bad;
Use state of the art never-seen-before technology, including your very own power suit so you will never die (again!) during a mission;
Choose between 5 classes that will assist you during the various dangers that will follow you and your team as you try to solve the mystery;
Be a a righteous vigilante or a complete menace to society;
Kick a billionaire in the face (or not)!
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This game is rated +18. Not only it will touch on heavy subjects, but it will also contain: 
Graphic depctions of violence; Strong language; Unhealthy coping mechanisms; Guns and gun violence; Manipulation tactics; Explicit sex (if chosen); Taboo relationship; Toxic relationship; Mature content; (This list will be updated if and when necessary!)
Yes, the protagonist is gender locked: This is my first time coding an IF and I didn't want to bit off more than I could chew. Not only that, I wanted to mix the otome/josei genre with the interactive format. Maybe it will work, maybe not.
This game is a ROMANCE first and foremost: You will not be able to opt out of it. I am aware that some people are not fond of this type of content and yes, you as a player will have the choice to have (or not!) sexual content/pda, but you will not be able to get out of locking into a romantic route.
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Cold, cynical, and incredibly sardonic, Phobos is all objective, giving up on any and all distractions and not being afraid to do whatever it is necessary for the greater good. His no-nonsense attitude and his constant tries to intimidate anyone into submission​ turned him infamous in the organization. His morality is almost black and he doesn’t care about the sacrifices that he needs to do to obtain the desired result. Killing for him is second nature, but most of times he will let Deimos talk him down from his murderous rampage. At least until he decides that the more approachable way is not being efficient anymore.
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Friendly, good natured, and helpful. Everyone who knows Deimos has the impression that the man is not fit for this kind of work. He is well regarded by anyone across HADES and normally tries to resolve everything without violence, doing a really good work as a “face” in his Kerberos Unit. But don’t be mistaken, even preferring to not harm innocents, Deimos is a perfect killing machine, honed by his past to be the perfect assassin and torturer. He has an approachable personality, but when working he only focus on the job that needs to be done. Can be quiet work focused and hyper fixate on the mission, which feeds his insomnia.
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With zero chills to give and almost always having and anxiety attack due to Phobos and Deimos shenanigans, his boyish appearance masks very well his personality and he constantly runs with the power of coffee and spite. As a handler he is extremely methodical and professional, being proficient with first aid, tech, engineering, and plan making, even if his ADHD tries as hell to hinder his plans. Being a genius, he mostly always lose patience with stupidity and prefer to work by himself. Chaos is the youngest handler in HADES history and by far one of the most respected, at least by name, since he is the only one capable to make Phobos and Deimos to actually shut up with just a glare.​ Can be a tad dramatic and fatalist, but he rarely is wrong. His favorite phrase is “I ain’t paid enough to deal with this shit” (Yes, he is.).
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losergender · 6 months
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pjo / hoo headcanons i have collected since my hyperfix came back
ignore the huge amount of nico and will. six years after reading the series i'm still obsessed with them </3
nico helps cabin 11 steal candy from the infirmary because everyone knows will can't stay mad at him for longer than 5 minutes
the apollo kids gifted nico a bunch of mythomagic packages after learning he had burnt his collection so he could start a new one. he thought it would not be as exciting but turns out he really really missed collecting them from zero because he had gotten used to getting doubles all the time
on the same note, cabin 7 (and specially will) try to learn to play so he has someone to play with. will and him always exchange doubles and sometimes he sacrifices good cards for mid ones just so will doesn't have a mid deck
nico once got a double perseus card and gifted it to percy
the first times nico played his favorite music to hazel she was flabbergasted by the emo genre but didn't want to be mean so she smiled and said it was "very cute"
leo calls will "güerito"
connor stoll owns a nintendo switch that used to be his and travis' (mostly travis') until he accidentally almost destroyed it and it became only his (the screen has a sepia filter to it, one of the joysticks needs adhesive tape to stay in place, it works slowly and the screen has cracks on it). when he can't sleep (because who in camp half-blood can sleep properly?) he plays pokémon until he falls asleep. he is also a big fortnite and minecraft fan.
lou ellen knows how to do balloon modelling
nico once asked chiara about what has italy been doing the past century and she showed him winx club like it was the most important thing italians did (and it is)
percy and will love teen beach movie
austin lake takes it upon himself to show nico all the music he missed during the past decades + the reason cabin 7 learns nico doesn't know any song from after 1942 is that they invite him to play a letter association game and he opts out because of this (the game is forgotten right after because having him listen to the classics is more important). no one suspected he didn't listen to modern music because 99% of his clothes are band shirts he got from percy and thalia.
will was obsessed with hannah montana / miley cyrus as a child (the climb is his favorite song)
connor didn't go to college with travis because he doesn't know what to study yet but instead he spent the year getting his driver's license
each cabin gets a "call home" day every other few days (initiative promoted by the iris cabin)
children of tyche's fatal flaw is impostor syndrome because they are constantly afraid everything they have is undeserved and just a product of their godly heritage
will's favorite dessert is texan sheet cake , nico's is panna cotta
the aphrodite cabin didn't like that nico was the only one with a personalized camp shirt (they are so done with the color orange...) so they started an initiative to get every cabin personalizes shirts with a representative color voted by the head counselors and their cabins number.
the iris and hermes cabins got together to start a camp half-blood magazine released monthly for year-rounders. they do a gossip section about couples at camp (for which they "hired" a child of aphrodite as their correspondent), interviews to the seven or to popular campers, the athena cabin added a crossword section...
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crescencestudio · 23 days
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๋࣭⭑ Devlog #44 | 8.29.24 ๋࣭⭑
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why did august feel so long and so short at the same time
And hot girl summer finally comes to an end! Can you all believe we're already getting into September? That's..... crazy.
Before I get into the devlog this month, I want to make a small announcement! It's a bittersweet one, but overall, I do think it's more exciting than anything.
Crescence is FINALLY CLOSE TO GRADUATING!!!!
It's crazy to be able to say this. For anyone who's an OG fan of Alaris, you'll know I basically started game development at the same time I started my Ph.D. program. It's been a wild ride having to balance game development throughout this entire journey. Funnily enough, when I started Alaris, I saw many game developers say a game that was around the same length as Alaris would take about 4-5 years. So at the beginning of my program, I remember thinking, "Ahh... So even though it sounds so intimidating to work on something for 4-5 years, that basically means by the time I finish my Ph.D., I'll be done with Alaris, right? Might as well start then! If I'm going to spend those 4-5 years getting a degree, might as well also use that time to make a game :D"
*Graduates before I finish Alaris alosjdfliasdifj*
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inserts a little fanart montage of recent fanart players have made to break up the text
Anyways, it's crazy that I've been on this journey for both parts of my life as long as I have. Both my dissertation and Alaris have equally tested my sanity, but words can't describe how rewarding it is to see the finish line finally in sight for both projects.
The thing is...
If I want to graduate this semester (which I so, so, so, so, SO desperately do), I have to write my entire dissertation (about 60k words) in about..... a 1-1.5 months, haha.....
On the bright side, it's feasible (Crescence says delusionally). On the not-so-bright side, it's going to test my sanity. And if there's a 5% chance I'll be able to make those deadlines and graduate this semester, that chance goes to 0% if I try to balance Alaris on top of that.
Which means...
I'll be taking a two month break from Alaris development, which is the first time in all of development that I'll be taking a break that long. For those who have followed me on this journey, you may know I've worked on my firstborn baby almost continuously since I first started this project. While I've balanced other games during development and sometimes taken short breaks where I don't make as much progress, I've never just Not Worked on Alaris. So it's a bit terrifying to imagine two months not working on Alaris at all.
But graduating this semester is important to me, and at the end of the day, as much as I love game development, it's very much my hobby. I don't talk about my IRL obligations on here too much, but I do have them, and finally getting my Ph.D. degree is one of my biggest IRL obligations and priorities.
So it's with tears in my eyes that I say Alaris will be on a break until the end of October. I'll still be around to answer questions (thank you to everyone who has been sending them in and showing sm curiosity and love for the cast!), and the Patreon will still be up for those who want to play Druk's beta. But aside from that, I'm taking a Full Break on Alaris so that I can buckle down and focus on the final stage of my degree :')
I know this may come as a disappointment to some of you, especially those who have followed me for a while and/or are eager to see the full game release. It pains me to have to step away from Alaris for such an extended time, especially since the weight of full game release does weigh on me with each day lmfao. I want this game out just as badly as the rest of you, and especially because so many of you have trusted me with your money, time, and support, please rest assured that this decision didn't come easy. It's my biggest hope that when I return to game development after finishing dissertation matters, it will be full steam ahead now that I'll no longer have degree obligations hanging over my head.
With that out of the way, let's go into this month's devlog! I'll try to make it as juicy as possible for you all as a thank you for your patience and support while I Get That Degree <3
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Thankfully, this past month was much more focused in the writing department! While there was some small editing happening in Fenir and Druk's routes, it was minor changes compared to July. Most of my attention was on Kuna'a, and I'm very excited to say that the first draft of his route is OFFICIALLY FINISHED!!!
THAT MEANS ONLY ONE ROUTE IS LEFT FOR ALARIS TO BE WRITTEN!!!!!! It is so crazy to finally reach the last stretch of script writing. While I'm sure there's much editing to be done, the idea of having the base drafts finished is honestly hard to believe considering how endless script writing has felt.
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A sneak peek of Kuna'a's route to celebrate
With how plot-centric the last three routes feel, it's also rewarding in a different way to officially write out a lot of the main plot details into the script, instead of just dropping bits and pieces here and there.
It makes me sad to pause Alaris development right when we're getting into the last meaty bits and pieces, but hopefully this just means when I return to development, I'll be hitting the ground running after missing working on the game ^^
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Art has also been making lots of nice progress this month! I finished about half of Druk's CGs and our current CG counter is.... 25 out of 54! Which means we're just about reaching the halfway mark with CGs as well ^^
One of the CGs was so hot, it broke my iPad and almost lost ALL MY ALARIS ART ASSETS!! ha!! ha!! ha!! That was a fun part of this month!!!! Anyways, this isn't the CG in question (that one would be too spoilery to show, though it is on my Patreon for those who want to see it, heh), but this is a CG that I'm particularly fond of that I finished recently---Sneak Peek!
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What lipgloss do you use, my man
CGs, aside from sprites, are the last main art assets that need to be done for the game. So knowing that they're just about at the halfway mark really shows that we're getting into the last stretch of the game's development!!
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Finally, in extremely exciting news, we launched Druk's beta recently! WHICH MEANS..... HALF of the routes are beta coded for the game!!! WHAAAAT!!!!
Obviously, I'll be going in later to fix up some things, add in more sprite expressions, the CGs, etc. at a later time for these routes. But the fact half of the game is basically coded is so surreal...... I remember when these updates were just me telling you I was still writing and that was literally it LFJALSDJF.
Now, we're here on our third route to be beta tested!!!
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everyone thank @minthe-drawings for drawing our beefy boy in all his beefy glory
Druk's beta will be up for a while since I'll be on break from development, but if you'd like to play his beta, sign up for Hydra on my Patreon!
This month, we've also started including drabbles to the Patreon for free members. So if you don't have funds to support through paid tiers but would still like some extra content, I've started writing drabbles that are free for anyone following my Patreon to read ^^
Finally, as one last thank you before I go on my break, we recently reached this milestone on itch.io!!! Y'all have downloaded Crescence games 100k times and played my games over 200k TIMES.... (we technically reached 200k plays a while ago, but I wanted to wait until the downloads number was a pretty 100k).
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not to mention the other milestones we've hit. thank you all for your support ;_;
It's crazy to even see this kind of number on my page.... I remember I used to see other amazing devs post these kinds of numbers and I could only dream that one day I'd be able to experience that kind of engagement. And so seeing that number for myself.... it's just really humbling to know you've all supported me for this long and to know I've reached the amount of players that I have <3 Thank you as always for the support and love you've all given my games. One day I will reward you all in kind and release Alaris....LFMALSDIJF
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For market research this month, I have been trying to play Fields of Mistria in the small pockets of free time that I have. March and Eiland my beloved. But what I really want to highlight this month is...
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No one is surprised that I am, once again, telling you to support @ravenstargames
Lost in Limbo is a phenomenal dark fantasy VN that just released their demo and went live with their Kickstarter. The team is made up of some of the kindest, funniest, most hardworking, and talented people that I know, and I can't recommend the demo enough. The cast is diverse and has so much character (I literally love every character). The writing is beautiful, and the art is absolutely stunning. It's the team's first game, but you wouldn't know it from how polished, immersive, and breathtaking the demo is! Please consider supporting the team, whether it's playing the game or backing the Kickstarter. They deserve every ounce of success they get, and if you're a fan of fantasy and stunning storytelling, you will LOVE THIS GAME!!! Envy stans RISE!!!!
That's all for this month (and for the next two months.... wah.... don't forget about me everyone...)! Hope everyone stays well and warm as we enter fall, and I'll see you all in November <3 I'll miss you all dearly (I say this as if I won't still be around to answer asks), and hopefully when I return, I'll be making my debut as DR. CRESCENCE!!!! \o/
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weaveandwood · 2 months
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Today is the one-year anniversary of BG3 being released, and while I didn't start playing it until the end of March 2024 (and still haven't completed a play through), I am so happy this game exists. Something about this game unlocked so much of my creativity that I had buried so deeply inside me I thought it would never come out again. I hadn't drawn regularly in eight years, I hadn't ever written creatively.
Now? I am drawing almost every day. I have two ongoing longfics. I have a completed fanfic. I have numerous one-shots. I wrote smut for the first time a couple months ago and it turns out I love it and am pretty good at it - I love drawing soft romantic things and writing explicitly dirty things. I contain multitudes!
One of the best and brightest things this game has given me is a community. I have made so many friends through love of this game, that I hope will remain friends long after the popularity of the game has waned and we move on to other things. I have been inspired daily. I remain inspired by every single one of you who puts themselves out there and publishes fanfic, posts their fan art, makes me laugh with screenshots, makes me swoon with videos of your Tavs kissing their love interest. You give me the confidence to do the same. I joked when I first joined this side of Tumblr that I was a Hype Girl and I hope that is what reputation I have. I have always found it difficult to be accepted into spaces, either online or in real life, and that has not been the case here. This community has been so welcoming, so open, so positive for me that I believe I am changed as a person for that.
So thank you to Larian and thank you everyone who worked on BG3. You helped me reclaim part of my identity I thought I had lost and helped me cultivate new facets of myself, and for that I am forever thankful.
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bogleech · 1 year
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Ok but I have seen you talk about this so many times, even referencing it in your old cartoons, so I gotta ask - when and how did you fall in love with neopets, like that?
Wait, is it that obscure now? I didn't know a single person from its inception to roughly 2010 who didn't have a neopets account. It was the single biggest gaming-esque name on the internet for years. Celebrities casually mentioned playing it, it got mainstream marketing tie-ins, it had plush toys people waited in line to buy up and a TCG made by the same company as Magic the Gathering. It's not that I especially "fell in love with neopets" like it's a niche thing but that there was a time it was almost outselling Pokemon, so it's just another huge cultural phenomenon that was a big part of everyone's lives during my teens to twenties, and hits my special interest in creature design since it has THOUSANDS (beyond the pets alone) ranging in quality from extremely creative to just plain heinous. I personally only got invested in it when they introduced the mutant pets, though, because it started out having almost like a "rule" against making any pets that were "ugly." They'd joke about it as a prank for instance, and originally only featured the mutants as part of a storyline they never intended players to actually adopt. They even had a fake alternate version of the site with fake "adoptions coming soon" and somehow didn't anticipate the userbase genuinely wanting the slime creatures.
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The Chia and Aisha were my favorites but mainly the chia because that kind of "scuzzy" creature was already my own design aesthetic, polar opposite of the site's established style and reminded me of if Jeff Goldblum got fused with a tardigrade instead of a fly:
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Is that just me? I feel like the tardigrade similarity jumps right out but I think it was an accident and they were possibly actually thinking of the rotting giant from Nausicaa:
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The fact that they intended its design to be unlovably ugly and were surprised anyone wanted it only made it more sympathetic. Eventually they made mutants available and I got fully invested into playing, at the time having to spend hours a day on their little flash games until I could afford a mutant after months of labor. But then a couple of years later they just abruptly decided they really didn't feel like having its design around anymore and "updated" it, which back then was automatic for all pets owned by all players with no going back:
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It had unfortunately been fairly common that they'd just completely, totally redo a pet like this with no warning and no user poll to make sure it's what anyone wanted. You just had to pray they never did it to your favorites.
All the other mutants in that earlier image would also get completely changed or never released at all. They still kept some of the other "gross" mutants and would make even grosser, so that wasn't even part of the reasoning. Just the random whims of mad gods I guess. I think what killed the game for a lot of people was actually when they did this to basically everyone at once, standardizing almost all the pet artwork so they could wear clothes in their new dressup system. It wasn't as drastic as replacing a sludge guy with some kind of hairy leaf guy but it did eliminate hundreds of technically unique designs from the site, and I found someone else's examples they put together so I thankfully don't have to do it myself:
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If anyone's not familiar enough with neopets or didn't figure that out from the last paragraph, the ones on the right are just recolors of the same exact art as all members of their species with added accessories (now wearable items) Players used to work hard to get pets they wanted based on their unique poses and personality, but you could only keep the original art for a small number of these. The customization feature kind of attracted a different new fandom, from what people say, but it never approached a fraction the site's peak, which is probably how the brand wound up getting sold to some NFT bros who aren't even involved in the site itself and supposedly never even spoken to its remaining staff outside some business emails? This is unrelated to the brief period it was bought by scientologists and the siterunners had to fight back against their propaganda leaking into it. I really didn't expect to turn this response into a mini article, I should really just make a thing on bogleech.com about it sometime. Some of my tumblr mutuals to this day are people I met through the neopets fandom and probably have equally lengthy memories/complaints.
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vgperson · 9 months
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What Did I Do In 2023?
Whatever I wanted, mostly.
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As I mentioned last year, my site now has an RSS feed with basically everything I've done back to 2020, so this will mainly be going over the same stuff from that, just with added context.
In January, I finally sat down and properly realized an idea for a short story I'd had sitting around for a while: From the Sidelines, about a fantasy RPG expedition going sideways. I remain very proud of it in both concept and execution, and hope people read it.
In February, Your Turn To Die was released on Steam Early Access, receiving character profiles and some bonus mini-episodes, adding two more later in the year.
After finishing From the Sidelines, I carried that momentum to revisit my Ut0p1a story series about funny computer animals. I'd always meant to continue it - and conclude it - but hadn't been satisfied with the ideas I had for it until totally rethinking them this year. In March, I posted the remaining stories one after another: Right to Code and Left to Code. I'm very proud of these as well. Also in March, Kenshi Yonezu released LADY. (Video, interview)
In April, Uri released the Data Book of the Strange Men Series, a big collection of the writing she's done on the games in the series, with a lot of new parts as well, all translated by me.
Then in May... uh, well, let's see. In April, Capcom released the Mega Man Battle Network Legacy Collection. I always adored the Battle Network games, and was initially excited that they finally did the thing... but by the time it came out, I was pretty disappointed by how, while you certainly couldn't call them low-effort ports, the effort didn't extend everywhere I thought it should, with the biggest offenders being the total absence of any "convenience features" except Buster Max Mode, the bad font, and the almost entirely untouched translations.
So, I ended up deciding I might as well just replay the originals, and that was a fun time (aside from the parts that were bad). Doing this, I couldn't help but notice how... turbulent the translations were, even if I'd always known they were less than ideal. I mean, the first two games just used periods for ellipses despite the tight character limits, then in BN3 they had an ellipsis character... but it's center-aligned, Japanese-style? Aside from the intro, which has normal ones? Gosh, somebody should fix that - it's simple enough to find and edit in YY-CHR. "JapanMan" is silly, too - I wonder if anybody made a patch for that? Wait, what do you mean there's just a tool to extract and insert text in all the Battle Network games including the Legacy Collection???
Thus began a journey that sort of occupied the rest of my year. First I did the BN3 Translation Revision, trying not to worry too much about cross-referencing the Japanese text unless something seemed wrong, so that I didn't spend too long on the project. Then I began to consider BN2, with its unfortunate "foreigner" text that would need some more significant reworking. I established more convenient tools for comparing with the Japanese script, and thus did a much more thorough job with it, releasing the BN2 Translation Revision in June (AKA Princess Pride Month).
Finally, after giving myself time to recover and actually finish replaying the series, I knew what I had to do to close things out. With the BN4 Translation Revision, you can finally play Battle Network 4 with a translation that isn't such a mess. Whether you'd want to is for you to decide, though if you can get over the structure, I don't think it's the worst game in the series by any means. (Oh, and in December I also updated the BN3 Revision to 1.1, doing a thorough pass with the methods I'd honed. But I think I'm pretty much good on MMBN translations now.)
Anyway, backtracking to other things that happened during my Battle Network haze... June had Kenshi Yonezu's Moongazing (video, interview), and July had Globe (video, interview, interview).
Last but not least, released in November, I translated Refind Self: The Personality Test Game, a short game from Lizardry (creator of 7 Days to End with You) with a fun concept.
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Obviously I was right to have said "no promises" last year. But really, Your Turn To Die should get its final part on Steam sometime next year, maybe even early-ish in it. That's certainly the goal.
I'm also hoping to buckle down and finish one of my own games, but as usual, who knows how that'll pan out. Letting my whims carry me this year let me finally finish From the Sidelines and Ut0p1a, which was great, and it also led me down a Battle Network rabbit hole, which was... fine, but definitely for a narrower audience. I'd always like to get back to more free game translations and the like, too, but it takes effort to find things I'd want to translate. For now, I think my increasing desire to be able to let loose some of these original games I've been planning, and the stories in them, might come out on top.
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multifanhoe99 · 1 year
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Kinktober Day 1- Thigh Riding
Literally, this man has had me in a chokehold the last few months so I had to make him the focus of Day 1.
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Pairing: Jungkook x afab!reader
Warnings: Mentions of masturbation, D/S dynamics (Reader calls Kook sir), Degradation, name-calling (baby, sir, slut, my love, darling), implied sex at the end.
=Please let me know if there are any warnings I may have missed.=
18+ MDNI- I really hope y'all enjoy this story because there is going to be more where this came from.
You hated him.
You hated him but also loved him, and honestly, you would not have it any other way. You have been with Jungkook for years and every day you get to see him do what he loves and he just keeps getting better at it. Nothing is better than seeing him thrive and be happy, well, almost nothing. You learned very early on that despite the shyness he had shown when you first met there was a side to Jungkook that only you got to see. That is until he recently started putting out his solo projects. It started with the promotions for Calvin Klien then more magazines then Seven and now to your present issue. His collaboration with Jack Harlow. Now, let it be known that you are not mad at the fact that he feels more comfortable now showing himself off and having fun with it. He's an adult now and that is what he wants to show ARMY that he's no longer the shy kid he was when BTS started. What you are mad at is that the whole time he is shooting for this song he keeps sending you pictures of his outfits and that pure white outfit has done something to you.
You aren't sure if it's because it's white or because Jungkook himself is wearing it but all you can think about is how much you want to ruin it. There were so many scenarios running through your head as you sat there alone in the Kentucky hotel room waiting for your boyfriend to return. He knew what he was doing to you sending those pictures accompanied by lyrics from the song. He was riling you up and you couldn't wait for him to get back. Finally, after being so fed up and horny you decide to tease him back. If he was going to torture you like this then two could play at this game. You decide to change from the clothes you were wearing into one of Jungkook's shirts. You knew how much he loved seeing you in his clothes especially if that was all you were wearing. You then head to the bathroom and take a picture of yourself one hand holding your phone in front of your face and the other on your propped thigh raising his shirt just a little so he can tell there is nothing else underneath. You send the picture to him and under it, you say, -I wanna see it in motion, in 3D.-
He almost immediately responds, -Baaaabyyyy~~ that's not fair I won't be done here for another couple hours.-
-Well, you should've thought about that before teasing me all day.-
-How can I make it up to you for having to wait for me to get back to the room?-
-If you come home wearing that white outfit I will consider forgiving you.-
-Bet-
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It has been a few hours since you sent that picture and you knew Jungkook would be back any minute now which was good. He had not stopped sending you teasing pictures and had even gone as far as somehow finding time to slip away and send you a voice message detailing all the things he wanted to do to you when he got back. It had you so riled up that you didn't think you could wait much longer. You needed release and you needed it now. You tried touching yourself and you did cum but it was not nearly as satisfying as when Jungkook does it. He really is good at everything. His fingers, his mouth, and his cock are all mouthwatering in their own right but, what really gets you going are his thighs. Every time you see him perform or when he works out at home you can't help but stare at his thighs. They are so big and strong and muscular and you could ride them all day if he'd let you. That is all you can think about at the moment and all you want to do first. Just the thought of his thighs has your mouth watering and your pussy dripping.
Just then you hear the door to your suite opening and closing. Then a call, "Baby I am back and I have a surprise for you." You run out of the bedroom to greet him and the sight of him is even better in person. He's gorgeous with his dark hair slicked back and the white jacket and pants and especially all the gleaming silver jewelry that complements his skin tone so well. He looks like an angel and you can't wait to sin with him. You walk closer to him and run your hands up his chest to rest around his neck. "You look even better in 3D my love," you tell him moving in closer to kiss at his neck. "Well I could say the same about you baby," he says moaning when you nip at a spot you know is particularly sensitive. He moves his hands up and under his shirt that you still have on to grope at your ass. He then leans down to whisper in your ear, "I couldn't stop thinking about you all day baby. It is amazing how I was able to get anything done. Tell me what you want and it's yours."
Now it was his turn to kiss and nip at your neck. Already being so turned on from his teasing all day it was hard to speak but luckily you knew what you wanted and you were definitely going to get it. Through gasps and moans you manage to choke out, "I want....w-want to ride your.......ride your thighs please please sir I need it."
"Awe, such a whiney little slut begging me already but since you asked so nicely I will give you what you want," he replies. He lifts you up and carries you to the couch that sits in the middle of the suite. He sits down and carefully places one of your legs on either side of his right thigh. You let out a moan at the feeling of the pressure from just settling on his thigh. He smiles and says, "Damn baby how long have you been this wet for me I can already feel you soaking my pants. Go ahead start moving I can tell you really need it." At his command, you begin to rut against his thigh. The pressure he gives feels amazing and is exactly what you wanted and what you needed. While you grind against his thigh he moves his hands up the shirt you're still wearing to grope at your breasts. He pulls and pinches at your nipples while also going back to suck dark purple love bites into your neck. All the pleasure he is giving you is becoming too much. You've been wound so tight all day and you can't wait any longer for release.
"Ah, sir I-I-I......I'm soooo close please please can I cum on your thigh please," you beg. You don't think you can hold back anymore when he finally responds, "Yes baby cum all over my thigh like a good little slut, that's it." At his words, you finally get sweet release making a mess all over his thigh. You collapse onto his shoulder and he strokes your back softly giving you a little time to recover before whispering, "Don't go to sleep on me yet darling we are only getting started." After this, you couldn't wait to see what else he had in store for you.
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A/N: Well that's it for day 1 I hope you enjoyed it! I do still need help deciding who I am going to be writing for for the rest of the days so if you're interested in sending a request you can find the prompt list HERE. I am also taking other requests as well so send them in if you have them! See you tomorrow for the next one!
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syaolaurant · 3 months
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Hogwarts Legacy inspired me to draw and have fun joining fandom again 
Warning: Long!!! and this is just my random talk.
I've been using this account for 3 years now (may be 4, I don't remember correctly). I created this blog mostly for posting my The Arcana fanart, and get to know very talented artists/writers and their Apprentices. That time was super fun, joining a fandom helped my drawing/water-coloring skill improve a lots. And another reason why I was so active at that time is because I was in a long-distance relationship, I didn't have much to do after work except playing games and draw, haha, like everyday. 
And then after 8 years of dating we broke up, because I could not leave everything behind and come to Australia to live with him without marriage. I quitted my job at a travel agency after the covid 19 second outbreak in Vietnam. Anyway, that is when I lost my willing to draw. I still logged on Tumblr thou, occasionally, but I just didn't have the feeling to hold my brushes again. At the same time Nyx Hydra was acquired by Dorian, The Arcana is not the same anymore. I still love the original story but I refuse to play the new stories on Dorian app. The fandom friends I know on Tumblr also deactivated. So I stopped drawing & left the fandom for almost 2 years.
Still I was lucky, early 2021 I found a new job in gaming industry, and met my husband there. It didn't take us several years to decided to get marriage. Last year was super busy, and I still play games, like alots. Genshin Impact, Baldur Gate 3, Red Dead 2, Tiny Tina's Wonderland...They're wonderful, but none of those ignited my willing to draw again. I couldn't explain , I tried to make fanart but always left the piece unfinished...
Until last month my husband bought me Hogwarts Legacy.
I've known about the game since its release, but didn't purchase it until this year due to my personal schedule and I wanted to finish other game first. Playing HL is different, like I see my 15 year old self stepping into the world I wish I could be there but couldn't. I was so excited! So many time I ran around the castle (casting revelio repeatedly and) shouting to my husband about how beautiful the environment is. And I met Sebastian, I thought he's cool but still didn't pay much attention on him until he took me to Felcroft. And all the shadow questline, all the lost and tragedies, the unfinished ending (why Avalanche?). So it has been decided, I wanted to be a part in this fandom, there are so many things could have been added in the game but the dev decided to throw them away, I needed to pick up my pencil and brushes.
And I'm glad I did. It's been 2 years since I joined a fandom and I almost forgot how fun it is. I've met so many nice artists who warmly welcomed me, and whose fanarts are too good that push me to improve my own drawing. I've read many beautiful fanfics that made me sobbing and giggling. It's like I've found the feelings I lost, and I want to thank you all for that.
Damn this post is too long already....
What I tried to say is, I don't know how long I will be here until my personal life pull me away again. But right now I'm on fire and I'm happy HL took me back here. After all I appreciate seeing you guy's contents everyday, and your nice comments whenever I posted something on Tumblr. I hope you don't mind if I post everything on this blog not only HL but also abit of my personal life, I just don't see the need to create another side ones. To end this post, here's the view from my company windows :"D
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saltminerising · 2 months
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praying this doesn't sound bitchy or overdramatic since this is partially a joke but the way the fr team will be like "it's okay... we'll let you make one new account capiche? 😊" after closing a decade-old account for 1 forgotten instance of multi accounting in 2016 kills me. like thanks but i just lost dragons i'd had since i was out playing warrior cats at recess with my friends. i'd been playing with these dragons and collecting items and talking on the fourms on this account almost every single day through grade 8 to college. i appreciate the merciful offer to let me start on an entirely new account and i will always hold a part of this game close to my heart but you gotta be fucking crazy if you think i'm just gonna hop back on like that ever again (1/2)
and it is probably gonna sound biased but as a now former fr player who'd been playing since this game's public release, i genuinely cannot believe the team hasn't implemented a strike system of sorts. it'd literally solve so many issues and so much heartache caused by this type of situation. like damn. perma-closing peoples accounts after years of playing because one isolated instance of multiaccounting 8 years ago that hasn't been replicated since is just bonkers. i've seen so many other games both smaller, larger, older, and younger that have strike systems implemented so players who make a mistake don't lose years of work and progress from a singular, isolated violation that happened years ago and have an actual separation from repeat offenders also... why couldn't they have just closed kid me's account back in 2016 for the multiaccounting ...??? like, i would've still been pretty heartbroken back then, but at least i would've been losing an account only a few years old rather than one A DECADE OLD? should've just booted me when i was 3 years in instead of letting me go on for another 7 years cluelessly before then deciding to ban me for an alt account i hadn't touched since i was a kid LOLLLL (2/2) sorry god those previous anons sounded really salty i seriously hope i do not sound like a karen or something here i am just very sad to suddenly lose 10 years worth of love and work due to a mistake i didn't even remember making as a kid until they closed my account. i hope it doesn't come off as chronically online or anything considering this is a pixel game at the end of the day, but a whole decade of playing this game almost daily since childhood is a very long time so it does sort of feel like a big deal 😶 (+ extra/2)
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coconox · 3 months
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my 2 cents on the state of whb
i've been contemplating about my thoughts on this game since i never really sat down and processed it, and a month of not playing the game and just keeping up with fandom content/official game news i think i can properly format my words (hopefully idk lol)
if you're looking for a specific section dw i'll properly format everything under the cut so you can just scroll till you find whatever you're looking for (also head's up it's insanely long i'm sorry but kinda not sorry i wanted to just put all my thoughts into one post rather than multiple)
SMALL INTRO
for some context on my experience, i have been playing this game everyday since launch/day 1, i was f2p up until i got juno's card, which i'll talk about later, but just know in advanced that juno was the only case where i've spent money. i uninstalled around the time the announcement was made in regards to no posting full stories of paid content, so almost month ago, and only reinstalled recently to grab certain items to add to the spreadsheet that i've been maintaining since november (aka a month after launch)
i've said it privately to a couple of close friends but i'll say it publicly here: imho, i think they released the game way too early even with the fact that they delayed launch 3 times.
i understand a handleful of bugs are from the fact that the public servers are significantly larger than test servers, but playing this game after the servers kinda stabilized feels like we are the test players, like we're constantly given rough drafts rather than the final copy.
the localization is rough to say the least, but i think i've been so used to it from other gachas that i've played that it didn't really ruin the experience for me,,, except when the text would switch to an entirely different language HJGFDHJGK
from visual bugs to gameplay bugs to voiceline bugs, there's been a lack of communication in terms of what has been fixed and what is still a wip. instead the players just have to "fuck around and find out" in terms of whether something has been fixed or not.
as i continue to state the issues with this game and its direction i'd like to put a disclaimer that i am by no means an expert in any of this stuff lol. i'm just a guy who nerds out over math, spreadsheets, and video games and everything i'll be saying is my personal opinion based on what i've seen/experienced.
THE ISSUE(S)
SOLOMON SEALS AND GACHA
i think the first mistake was them adding solomon seals in the first place. based on what packs in the past looked like, it looked like red keys were originally designed to be for debut characters, but instead they throw a curve ball and add ANOTHER gacha currency that was essentially p2w only up till some point early this year. this ultimately led to there being 2 standard banners, both of which essentially do the same thing except one doesn't have A/B/C-ranks. the fact that now even with realm of seraphim, in order for f2ps to have enough to guarantee with seals, they need to save for a year and a half. that is WAY too long for ONE character. this is of course worst case scenario of needing to hit pity, i'm aware you can get characters early but you should never always expect you'll get early in gacha games, i learned that the hard way during my idk how many years i've been playing gachas lol
i personally think that there's no winning across any of the gacha banners. there's no pity for either of the standards, and debut L/S-ranks have imo too high of a pity for what we're actually receiving per week. we essentially get more or less 1 pull per week in terms of red keys, yellow keys, and seals through dailies/weeklies alone, though of course that can vary cause of the rng key boxes, monthly login rewards, etc.
PANCAKES
there seems to be a general pattern that i've noticed of rather than confronting an issue directly they try to create something new in hoping that fixes the issue instead. an example of that would be the pancake shop.
the old pancake shop was fine as is, we could get a multi for relatively cheap price and get pie boxes everyday (albeit they're rng but pies are pies). what they could've done was add the L-ranks and skip tickets or whatever new thing they wanted to add into that old shop, adjusting the currency wherever necessary. yet instead they just remove the old system entirely and replace it for a new one that no one really asked for? while having the L-ranks in shop are nice, an entirely new system wasn't necessary to make that one relatively small addition. having A+-ranks and lower give gold and books was also not necessary, we have resource stages containing those 2 things and it's very accessible to everyone. what resources we are lacking in however are tears and pies, which are arguably more important than gold and books since those 2 currencies are the core to ascending/lvling characters and their skills.
PIES
i've emailed pb in the past in regards to if there will be other permanent methods for obtaining pies, and their response was holy coin portal and events. those two are NOT stable enough for pie income considering the prices of skills. if there's instances in unholy board where we need to level a character's skills, i'd expect there to be some sort of resource stage that would allow us to get pies so that we can easily obtain that skill level requirement.
"META" GAMEPLAY
i'll explain the quotes in a bit but i do want to put a disclaimer that whb was the first time i've experienced a full on tower defense style gameplay for gachas. i was already familiar with how it works kinda because of neural cloud even though the game as a whole is more like an auto-chess game of sorts, but some story gameplay had tower defense mechanisms and i learned a fair bit from playing that. personally i also haven't played arknights since i'm trying to cut down on the amount of gachas i play but i am aware of its playstyle through friends who like to attempt to drag me into playing it cause of certain characters that i might simp over (*cough flamebringer cough insider cough chongyue cough*)
disclaimer aside, trying to piece together what characters work and what don't genuinely hurts my brain. i put "meta" in quotes because realistically there's only 1: all L-rank light types, ideally at least 1 tank, maybe 1 healer (though a tank can act as both), rest be whatever dps you'd like really (preferably satan considering the fact he can be extremely reliable without his ultimate unlike a few characters). of course, everyone will have a different opinion on what they deem as meta, but that's the general idea i'd personally follow based on what kind of battles have been given to us, what characters are available, etc. the rest tbh are just "cope and seethe" for lack of a better term.
there's a huge type advantage with light and dark types, and i really wish they could buff the other elements more just show they have some spotlight too. i also wish there were more non-light L-ranks. as of making this post, out of the 23 L-rank characters there is currently only 1 non-light L-rank, and it's juno, an L-rank fire marksman.
the part that really "hurts" me the most (don't really know what other word to put here LOL) is the fact that this game is going in a very specific direction of just dps'ing through everything and hope you clear the stage before the enemies kill you.
this game has a huge and imbalanced ratio between dps characters and support characters regardless of element. the fact that we only have 5 healers (NOT including lucifer (victory) considering he's technically a marksman and the healing is from his artifact and not in his skills) and 8 tanks, whereas marksman and close-rangers have twice or thrice the amount is absurd. what pains me more is the fact that for tanks, if you don't have mammon, you're screwed. arguably the best non-mammon option players have that's accessible is bimet. valefor and eligos share the same kit with the fact that their downfall is the possibility that they could be instakilled the second they pop their ult. healers on the other hand are somewhat more lenient. if you don't have lucifer, marbas is your next best, then gamigin (marbas and gamigin can technically be placed interchangeably since their healing differs by 0.1%, it just depends on who you have), then morax, then maybe buer but he only heals 1 unit at a time rather than multiple but i digress. healers still have multiple and very reliable non-L-rank alternatives whilst tanks really only have 1. i really, really hope there's more support units in the future cause man this sucks.
NIGHTMARE PASS
spending $50-$70, on paper, is significantly better than spending ~$400 for a character, and that's really the only "good" thing about it 💀
$50-$70 may feel like nothing to some players, but to a majority, that is a portion of a cost towards food, groceries, rent, etc. basically, i'd assume a majority of people would prioritize surviving than watching pixels on a screen.
i understand at the end of the day pb is running a business, but for kings to be fully locked behind a paywall knowing for a fact that a majority of the player base are 1. casuals/f2ps and 2. are here for the kings is absurd. plus with the fact that typically nightmare pass characters aren't added to standard and aren't always 100% guaranteed to rerun in the future just puts the nail in the coffin for me.
i think it makes more sense for non-kings like juno to be in nightmare pass because it's just additional fun and silly content that arguably won't be tied to the main lore and whatnot, maybe referenced as a silly bit here or there but it'd be more of an easter egg than something important that you absolutely need to know.
personally i bought juno's pass because i love his design, kit, and voice. story was kinda meh for me personally but i really just cared more about the va and gameplay. gameplay-wise, he certainly does not disappoint as a gehenna support unit. but do i regret purchasing him? yes and no. oddly enough this was probably the first i've ever felt guilty in terms of buying something i wanted in a gacha game. yes i regret it in terms of i'm no longer really playing this game anymore, which is unfortunate considering i barely made it through half a year of this game's release. yet at the same time, no i don't regret it because he is a really fun unit. for example, when it's gabriel's rotation in realm of seraphim, juno's, leraye (nostalgia)'s, and leraye's ultimates absolutely DESTROY gabriel in a matter of like <10 or so seconds and it's so satisfying to see. i also just really like his va, scratches a very particular itch in my brain.
anyways before i get sidetracked over appreciating juno, the fundamental flaws of nightmare pass are essentially
you shouldn't need to buy both tiers to get the character. you should realistically need to buy the highest tier and by default it unlocks all previous tiers below it
ui is a bit confusing. i still don't get why f2ps have to unlock parts of nightmare pass that they can't even access/obtain. there should be a clear separation between what f2ps get, what advanced tier gets, and what premium tier gets.
it's too expensive. most bp's i know are ~$10 at the highest tier, though that's considering the fact that bp's i'm familiar with only give cosmetics rather than actual units
from what i've heard through the grapevine, beel (bath) is basically in the same formatting as all the other currently existing bath cards, which are all currently obtainable through gacha. beel has no reason to be in nightmare pass. it genuinely makes no sense as to why pb put him there aside from getting money and that in-turn alienates a majority of the fan base since we can't even view the prologue of card stories if they're a nightmare pass character.
when nightmare pass was first released during christmas, everything was in chaos. the fact that a nightmare pass character needed the other two limited gacha characters gameplay-wise is absurd (mind you, this was before we were given the chance to earn seals through weeklies). everything was too expensive, and rather than an enjoyable christmas event it felt like a "merry christmas, now give us money" kind of situation. i think nightmare pass should not be happening as frequent as it is now. the gap between gabriel and juno was perfectly fine (4 month gap btw), but for a nightmare pass to happen back to back on top of gacha events is too much for both f2ps and p2ws.
the point of buying packs, bp, anything that costs real money in a gacha game is so it makes your gameplay experience easier, paying shouldn't be the main component of your game. personally based on what i've experienced through playing gacha games you should theoretically be able to pull for almost every character on debut just by playing dailies/weeklies/events, yet here we get a bit over a multi per patch (this includes playing realm of seraphim).
DICTATING FANDOM INTERACTIONS
i wholeheartedly believe a fandom is what keeps a game alive. a hindrance to the fan base is a hindrance to the game, which can be seen with the aftermath of pb announcing that legal action will be taken if full stories of paid content are shared publicly. while i understand from a business standpoint that pb would want to enforce the "no sharing full story" thing for paid content since they want players to yk, buy the card, like i mentioned in the previous section, the majority of the player base just cannot afford it.
the people who posted full stories wanted to share to those who cannot afford it, some people may not want only tidbits of the story but rather the whole context, especially those who enjoy dissecting character lore but don't have the irl funds to fully experience it themselves. some people may even want to archive it, cause honestly no one knows how long this game will stay up and we want to archive story so that it's something we can easily look back on. to essentially make players borderline terrified on trying to figure out whether or not it's ok to publicly post stuff in relation to any sort of story content is absurd.
there is also that loophole of what is defined as a paid story. when events end and get put behind a paywall, does that now count as paid story or is that still ok? what about debut L-ranks that are behind seals and there's a 3 month downtime till they're added to standard? or is it just referring to nightmare pass characters? paid stories in the context of the state of the game right now is insanely broad, it's practically at least 50% of this game (i'm exaggerating (or maybe not i wouldn't be surprised if that was actually the case)).
i understand no datamining, while it technically speaking isn't illegal, it's disrespectful to the devs, but a lot of these call to action methods they're announcing are rather extreme imo.
with the most recent cards either being put to standard 3 months after their banner ends or flat out paywalled and not 100% guaranteed to have a rerun, story content as of late has been very sparse. what people want most is a main story update, which we were originally promised to be updated every 3 months and it is now month 6 and we still have nothing.
EVENTS AND EVENT STORIES
event stories being locked behind a paywall after the event ends is probably the first time i've ever seen a gacha game do this. most of the gachas i've played either don't archive event story at all and just rerun it every year, don't rerun or archive the event at all (i.e. if you miss it, cope and seethe), or they archive it for FREE. it feels insanely greedy how EVERY event story needs payment if you ever want to backread an old event.
what also concerns me is the fact like instances like gamigin's event or beleth's event carry so much lore for their respective region and that may never show up in main story, which then screws new players over in not knowing the full context behind every region. events like minhyeok's or bimet's are fine in the sense that it doesn't carry that much lore in comparison to the more recent events. the first few events were like silly banter and getting to know a bit more about the cast.
also changing the event shop from daily pies to a set limit per account was an awful choice it just emphasizes my point earlier of how unstable obtaining pies are in this game.
FULFILLING PROMISES
i think while it was a smart move to list what's gonna be implemented throughout the year, they shouldn't have stated deadlines on when they're doing so.
the following are the things that still aren't implemented yet as of making this post:
new daily chats (expected within february)
friends system (expected within march)
birthday system (more specifically celebrating your bday) (expected within april)
new main story chapter (new chapter expected every 3 months)
if pb were to just say "here's what to expect in 2024" and NOT give specific months, that's fine, but giving these specific months sets an expectation that they would complete it within that timeframe. main story for example is probably the one people have been anticipating the most. by now as of july, if we were to follow the expectation pb gave us, we would currently be on chapter 7, or at the very least chapter 7 would've been released some time this month. we have not even gotten chapter 6 yet. chapter 5 was released in january. it has been 6 months since the last main story update. failing to meet these timeframes will make people upset, because it was mentioned in the announcement that it's 1. a promise (i hope i'm not the only one that takes promises seriously) and 2. in bold yellow text, "what we can realistically expect to see in 2024." the only promises that were fulfilled on-time were the ones in january, the rest have been delayed by at least a month. if you're giving a timeline of what's happening, announce if there's any changes to that timeline, because not doing so will make players believe you were lying to them even though you probably aren't and are instead just falling behind schedule.
i think what hurts more to me is the fact that they aren't publicly communicating these delays. it shouldn't be our responsibility to find out why or when something isn't happening within the timeframe they promised (e.g. by emailing them), it should be up to the devs to communicate that publicly to us. i'm not saying they should overshare what's going on behind the scenes, it can simply just be a simple announcement of "hey, we're very sorry but we're having some technical difficulties with this certain feature and we need more time. here is some compensation in the meantime, thank you for your patience and again, we're very sorry." it's that simple.
FINAL THOUGHTS
i mentioned back in my intro that i feel like this game was released too early purely because the fundamentals of making a bare minimum decent gacha game are just not there. if every patch update has people complaining on what's just recently been added/removed, you're not fully listening to what the audience wants. while i understand pb is a small business, a business is still a business regardless of size and criticism/feedback is necessary especially in a game dev setting.
i've followed this game's news ever since it was teased, which was december of 2022, i've lurked/participated in the fandom (on here at least) ever since september of 2023. i've felt a rollercoaster of thoughts and emotions of "omg this is so great" to "why is this even a feature," hoping that over time the game would get better, but the only thing that's improved was server stability (and even that's still a bit rocky 💀).
a huge part of my stay was just being a lurker in the fandom. i genuinely appreciate all the creatives who fulfill asked prompts of characters, make ocs, fanart, write theories, reactions + many more. i love seeing other people's works/opinions and having just a lively fandom made it all more fun.
but at this point this game is just not for me. i've really only stuck around to read mammon's lore but since main story hasn't been updated in 6 months i'll really only chime back in when there's finally an update. it still amazes me to this day that my patience lasted this long. i think i've covered everything i wanted to cover but my memory is swiss cheese so if i forgot something,,, woops 💀
as for the future of the spreadsheet for those who check back on it, it's still being managed by myself and windy, who has been a huge help since day 1 of creating the build lists and team comps and i honestly can't thank her enough for also enduring this pain of a game with me as we've worked on this spreadsheet together hgjdfgh (luv u bestie 🫶). though it's written in the narrative that both of us will eventually quit updating it entirely if this game persists on not having any signs of improvement. when that day comes i'll make sure to post an announcement about it.
as for myself i'm probably still gonna lurk in the fandom/keep an eye out on game news. i doubt i'll be making any fanart anymore unless if i really have the motivation/boredom for it, but currently i'm revamping the "aesthetics" of this account so nothing's really set in stone. maybe i'll make a few whb rambles here or there if some game news really irks me but for the most part i've already been in the process of moving on to other things.
if you've stuck around this long to read this mess of a post, thank you for sticking around and have a cookie, you deserve it 🫴🍪
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lopposting · 11 months
Text
Hello Puppet pals + Romeo fans
would you like a fresh, fun new dose of pain tonight
On Romeo (long post)
So way back in april, in the taiwan event they showed some material from what looks like early builds of the game. this is the still i want to talk about today
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It's gepetto (romanized to "zepeto" here) asking if we've "killed the beast".
In the released version, we meet him outside in rosa isabelle street after the KOP fight. It looks as though he's even beside the same lamppost. There's no other similar scene of us meeting gepetto like this, so it's likely referring to the puppet king. (When we meet him on the bridge, he's seen that the donkey has been killed, so we wouldn't need to lie.) but the thing is, this question is a YES OR NO ANSWER, meaning one or the other would be a lie.
So maybe in the early versions of the game it was actually possible align with/spare the puppet king (and by extension romeo) and then lie to Geppetto about it. (I mean, it's possible that it's simply just lying about not killing him to G, and we couldn't spare him to begin with)
I think they realized that they couldn't possibly make such a narratively important boss fight optional and that story-wise it wasn't linear enough to work. The story as a whole is not nearly as effective without his loss.
TLDR: I'm speculating that that image was from an early version of the game, and Romeo could've actually lived but the devs made the hard call against this.
[It's also possible that they just made that image for the purposes of presentation, and that it doesn't mean anything, or that it's another beast entirely.]
But still, somehow it makes it the more tragic. *stares blankly into space.*
(bonus fun notes below)
In this IGN interview before release, Director Choi dropped a big hint about romeo here.
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"Yes, this is the king of puppets. And we want to call him a character and not a monster, because he will be the centre of the story. So if you play more and discover more about him, you'll find out more about what he is and who he is."
the puppet king being lampwick was also inadvertently leaked by IGN in this video:
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I don't think people unfamiliar with the story would know anything, but pinoheads definitely would've and did recognize what "romeo" alluded to
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They kept Romeo's ENTIRE EXISTENCE a secret up until launch. During the roughly two years of promotions before release there was never any mention of Romeo before release. Zip, Nada, so much so that the budding fanbase was starting to assume that he wouldn't even be in the game. NO ONE saw it coming when we found out who exactly we killed. Developers did consider that people who had read the book would catch on to particular things, so, bravo neowiz
And here's the other ingenious thing - they showed us the "Mad Donkey" boss early on in the demo and NOW I'm starting to wonder if this was a deliberate play. Almost everyone assumed this was already the game's iteration of Lampwick, so Romeo came as a surprise, and I think the proceeding story reveals about who the King of Puppets truly was were very effective.
also.. it's extremely cute what they did with the character. Of course, Romeo is the canonical name of Lampwick in Pinocchio, but the name "Romeo" is also probably the most heavily associated with Shakespeare's play Romeo and Juliet (which also takes place in Italy, as does Pinocchio!). And then we meet him in a theatre, and he puts on a play for us before we fight. Romeo supposedly had an affinity for acting, as Carlo did with the piano (I have heard this around on reddit, I don't know where this originates from, please lmk if you've seen these lore items). But most of all, Romeo and Juliet is a deeply remembered tragedy - like Lampwick in collodi's pinocchio. They are two young boys who didn't get away.
(maybe all of this was so obvious to everyone else but i love it still haha)
Fun to revisit this stuff after release with new clarity.
[To Reiterate - All of this is just my speculation]
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freshbloodau · 2 months
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Finally Being Open (+ Urgent Announcement) (PLEASE READ)
Sorry, this is gonna be a real lengthy read, I just want to finally get it out of my chest. Hey, I'm @kyodentporc, and I am the creator of the psychological horror fan project 'Sparklecare: Fresh Blood.' So I think that it's about time I find myself opening up, especially seeing the announcement that was posted by @sparklecarehospital , I personally believe it is the best time to speak on my fan project, and the reason this was made in the first place, and honestly.. it's the same reason behind the official webcomic. Sparklecare: Fresh Blood was, for almost the entirety, my idea, of what initially was just me and my best friend @mooniestarrcat creating OCs since he was the one that got me into Sparklecare in the first place last year in September, before I then had the idea of creating a video game, thus beginning production for Fresh Blood on November. Yea, Fresh Blood was initially supposed to be a video game for people to play, but after a while of thinking I even had the SKILLS to create a game, ultimately it was decided that Fresh Blood would remain a comic UNTIL I've learned the skills to make the decision of a Sparklecare fangame. Truth be told, the reason as to why it exists is to actually cope with trauma of my own, I initially didn't want to speak on that yet, especially since it's early in release and I feel like I've only had this community not that long ago and I don't want to scare anyone off with speaking on shit I've been through, however, at the same time, I don't want to hide anymore, and Sparklecare as well as the creator showed that to me, gave me the push needed to not have to hide anymore, to finally tell the truth, and for a good portion of my life, it sucked. Despite Fresh Blood being a psychological horror fan comic with more disturbing elements and graphic imagery, is how I've viewed things all my life. And the reason why I added Cry of Fear as an inspiration to this fan comic(I also got inspired off of the Silent Hill franchise but I'm solely speaking on Cry of Fear) is because that game assisted in helping me pull through, which also inspired the gameplay and soundtracks for when Fresh Blood was initially a game. I might even keep the soundtracks for when I'm ready to go back on it. And even though a few things MAY be overexaggerated and even changed up a bit, the majority of things that have happened in the comic and will be happening in the comic are what basically happened to me in real time. Syco is essentially me, kinda, and as stated last paragraph, the majority of things in the comic, especially big things that happen to and affect Syco(as well as a few characters in the comic that I'll introduce at some point), have also affected me, and had me become who I was, and possibly still am today. Here's an example, since the first portion of the comic has been released, Syco's deadbeat mother is my deadbeat father. I think now that Kneeby has made the decision to bump the age limit to read Sparklecare and Cometcare from 16+ to 18+, I think this actually would help me further express myself and write my story by portraying it in a fan comic as to pay tribute/homage to the official Sparklecare webcomic. To showcase how Sparklecare, thanks to @mooniestarrcat introducing me, has essentially saved my fucking life. And not to mention Uni Cornelius becoming my BIGGEST comfort character now, and still is, I'd like to think that Uni and I would be real good bros if I existed in spinch! lol So what does this mean for Fresh Blood? Well, it's going to follow in Kneeby's footsteps, meaning that Fresh Blood will also be 18+. I also wanted to state as it was also mentioned in the official announcement, NO, the project being 18+ DOES NOT mean that it will include.. that kind of material. The reason why it's 18+ is not only for Kneeby's sake, as it involves personal trauma, disturbing imagery and A LOT of improper humor, but for my own as well, as I don't want any minor to end up in a similar situation as I had ended up. I hope you guys can understand that.
--- @sparklecarehospital, Kneeby, this segment goes out to you specifically, I hope it's alright, and I hope you are alright too. Thank you so much for basically teaching me not to hide, to cope differently and in a better way, and for inspiring me to create a story out of it, even if I am doing it as a fan project of your creation. I'm so happy to still be able to check out the comic and interact whenever I can, and you won't have to worry about searching for my age, and I'll explain it to you here too, as in my account @kyodentporc's bio it says ''04' meaning that's the year I was born in(I am 20 lol). Also Moonie turned 18 a day ago. Happy birthday @mooniestarrcat!!! :DDDDD During my most desperate times of need, something to hyperfixate on what could also help me finally understand everything and finally begin healing from my trauma, I took one step into Sparklecare, then everything slowly changed, I finally figured it all out, everything that happened, and I'm finally- er.. I've finally been ready to tell my story as well. That is why Fresh Blood exists, that is why I am telling it through a fan project, a fan-made story, to express the most sincerest thanks that I could ever give you, words on it's own wouldn't work, especially with no visuals, so this is my gift instead. Thank you so much for creating Sparklecare, and for helping me lead a better life, and here is to the future! ---
Thank you to everyone so much for taking the time to read this, I know it's a massive ramble session and I'm probably covering a lot of Sparklecare art and projects and I'm really REALLY sorry for that, I've been looking at all of them myself and I love them all. Sorry for covering it up with this school essay of a post, but I thank you regardless. For those who are unable to join us at the moment, we'll see you in the future, and we will welcome you with open arms. Just like Sparklecare, there will be enough for you to catch up on.
See you guys then. :) - @kyodentporc
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fishfishiee · 2 years
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A somewhat continuation of this. In which you were a Genshin player before an apocalypse destroyed your world. After getting isekai-ed, Teyvat then gave you an ability to rewind time every time you died.
Warning: no Genshin Impact characters mentioned in this, MC mentioned to have short and dyed hair, MC knowledge of Teyvat was up until Inazuma was released.
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There were still a lot of Teyvat that you still haven't explored yet. You vaguely remember the game had just finished the story for their third nation, Inazuma, when the Calamity came upon your world. The remaining nations (Sumeru, Fontaine, Natlan, and the highly infamous Snezhnaya) were a complete blank for you. And so, you gathered your gear, planned your routes, prepared some food, and set out on the road.
Sumeru was set as your next nation to visit. You didn't even bother with Inazuma since it was just too much trouble to even get there. It was pretty, yes, and a part of you really wanted to visit the land of cherry blossom, but not at the cost of your already diminishing sanity and morality. Sumeru was also your next hope of finding out about this 'Creator' business and the whole 'isekai-ed' thing.
You had considered sneaking into Mondstadt's library, but considering that it was literally inside the Knight of Favonius Headquarters, it was way too risky to even try. Sumeru was a nation that prides itself in their knowledge. That means (hopefully) a public library to get information from. Oh, how wrong you were.
Traveling to an unknown land unexpectedly set something in your heart. A land where you know almost nothing about, and a chance to learn a bunch of new things. You had a theory that, maybe, your ties to these nations were minimal since the game company hadn't put them out for you to play with.
You heard about the 'acolytes' talking about how 'the Creator's presence was enveloping them as they went about their day' and how that stopped a while ago. That might not match with the timeline of your world falling into chaos six years ago, but time can be weird sometimes. You figured that, perhaps, the remaining nations would have fewer people who recognize you, since you never 'played' with them. You also had no idea where a certain blonde traveler with their floating companion were.
(Did you know that when you stopped playing, your acolytes were driven into frenzy and Teyvat was forced to freeze the time itself? From then on, it had been slowly gathering energy to bring you here, to the safety of itself.)
Your appearance also drastically changed. You never cut your hair even during your surviving days in Calamity, keeping it in your preferable shoulder-length. Now your hair was cut very short, dyed with wolfhook juice to make it a tinge more purple. You snatched some clothes from treasure hoarders and picked up their mask while you're at it. So now you looked like a treasure hoarder through and through, and had a story to back it up too. Just say that 'Oh, a group of treasure hoarder ambushed me and burned my bag, so I had to take their clothes to replace mine that was ruined, you know?' and probably most people would believe it. Right?
Sumeru was not easy to approach. The border was either The Chasm or going through Tianqui Valley. You ended up choosing going through the Chasm. It never came to you, but seeing that the Chasm literally looks like something twisted the place and pull it underground amazed you. It was a magnificent sight, really. Much to your surprise, there wasn't a lot of Milelith roaming about. From the gossip that you picked up, it seems that there was something wrong with the Chasm's… seal? There was also a rumor that said monsters were coming to The Chasm in droves, like something was calling them there. The odd thing was, those monsters then disappeared, never to come back out of the Chasm again.
The minimal security means that The Chasm was a perfect place for you to make a makeshift hideout. The amount of Treasure Hoarders also made it easy for you to blend in. After spending some time traversing the Chasm (in which you didn't die at all! What a record!) you finally stood on the Cinnabar Cliff, stunned by the sight before you.
It was a lush forest.
Somehow, you always thought that Sumeru would be a desert nation. Though, it made sense for the Dendro Archon's territory to be full of greenery everywhere. You can somewhat see sand dunes in the far back, so maybe your guess wasn't all that wrong.
You took a deep breath and confirmed your routes on the map you pilfered from one of the hoarders' camp.
Perhaps things will finally be looking up for you from now on.
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thegeminisage · 2 years
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So You Want To Get Into The Legend of Zelda But Don't Know Where To Start: A Masterpost
this discussion came up in my zelda stream the other week so i thought since i'm a longtime fan and Extremely Normal i'd make a guide to people who are just now getting into the series because of breath of the wild/tears of the kingdom. there's a lot of games and it can be confusing on how they're connected, where to start, etc. this is going to be an EXTREMELY LONG guide, sorry - if you want a short version you can check out this post i wrote a long time ago.
The Timeline
so the good news is that the zelda games were published non-linearly, meaning that the game that takes place first chronologically was not necessarily the first one ever made. they didn't even HAVE a timeline until like 2011 or so. for that reason, with a few exceptions*, you can jump in pretty much wherever you like. most zelda games (or pairs of games*) are spaced hundreds or sometimes even thousands of years apart, featuring different links and zeldas and other characters, which means you don't need to know anything about zelda to start with any game. the series is deliberately made so that each title works perfectly well as a stand-alone game.
*the exception is that a very few games have direct sequels - for example, majora's mask takes places just a few years after ocarina of time, phantom hourglass takes place after wind waker, etc. luckily even with these games, you can still jump in without having played their other half and have a good time without getting lost.
The Introduction
that said, the zelda series is extremely eclectic. while they all have the undercurrent of "zeldaness" that makes them special they can be as different as night and day. 2D or 3D, happy or edgy, mainline or spinoff, story-heavy or story-light...which game is best for you to start with will depend heavily on your own personal tastes.
the short version: if you haven't yet, i recommend most people new to zelda start with either ocarina of time or breath of the wild. these games, released almost 20 years apart, were both completely revolutionary and redefined their genres (or, in oot's case, the entire industry). they usually have something to offer everyone and they're both games with standout tutorial sections that teach new players the lay of the land with ease. there's a reason most people start with one of these two - which one you prefer depends on whether you can enjoy an older game or would prefer something newer. for brand-new gamers, i might also recommend skyward sword because of how much the game holds your hand - it's frustrating for more experienced players, but for those just getting started in gaming in general it might actually work out well.
the long version: OBVIOUSLY i'm going to do a game-by-game write-up. sue me. if you're looking for information on a particular title, ctrl+f it. otherwise, settle in. time for a cut!
The Games
how to read this guide:
which games: most of them. this guide is long enough as it is, so i'm not doing a whole ass writeup for REALLY niche spin-offs like the tingle games, the crossbow training game, the bs releases, or the much-loathed cdi games, even if i think the crossbow game ruled. i will do hyrule warriors and cadence of hyrule because they're properly fleshed out games. ports and remakes are gonna get grouped together with the originals to save time and space. if there's something missing from this list you want to know about, the wikipedia article with the complete list of zelda media is right here and it's a genuinely fascinating read. have fun!!
release date: self-explanatory. using japanese release dates for overall accuracy, and the games are in order of release date as well, but you DO NOT need to play them in that order - that would be madness
console: original console, other consoles it's available on (not including the weird experimental stuff like satellaview, c'mon), and whether or not it is available for switch. why? the switch is the latest console, how many new fans got into zelda, and because of nso, it will be the easiest access point for people who can't or don't want to buy new consoles/emulate on pc. nso stands for "nintendo switch online," which is a the online membership you can purchase from nintendo. the basic plan allows, among other things, emulation nes, snes, and gameboy titles. the expansion pack tier adds emulation of n64, sega genesis, and gameboy advance titles. i think nso is a good service with great value if you can afford it - read about it here. virtual console is just buying the game, usually for a low price, and downloading it digitally to play on newer consoles, but most of those services have been shut down now. there's also backwards compatibility - the wii u can play wii games, the wii can play gcn games, the original ds (and ds lite) can play gameboy advance games, and the gameboy advance (and gameboy sp) can play gameboy and gameboy color games. the snes can also play gameboy and gameboy color games with the super gameboy, and the gcn can play gameboy, gameboy color, and gameboy advanced games with the gameboy player.
average playtime: this comes from howlongtobeat.com - if it seems off, take it up with them
mainline game: this just means whether or not this game was a "big entry" into the series - typically, mainline games are devloped by nintendo directly (though nintendo develops side-games too), and they have a higher budget and a longer dev time, but this doesn't necessarily mean they're better - some mainline games are received more poorly than the ones that aren't mainline. also sometimes people argue about which games count as mainline games so take it with a grain of salt
sequel: whether or not a game is directly tied to another game in the series - again, even if they are tied to another game, you don't HAVE to play that other game first
story-heavy: how many cutscenes/cinematics/character stuff is going on
edge level: how much grimdark and serious stuff is present and how "on-screen" it is. zelda games are infamous for a careful balance of cheerful and dark stuff in all games, but some games are more forthright about the darker elements than others. i prefer those, but you may prefer it the other way!
the premise/the good/the bad/the verdict: the actual write-up. unfortunately not even i have played/finished every zelda game (someday...), so for the games i can't speak on personally, i will make a note on it so you can seek a second opinion.
now let's get started!
The Legend of Zelda (1986)
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original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 8-10 hours
mainline game: yes
sequel: no
story-heavy: no - in fact, for games in this era, reading the instruction manual is a must if you want story content; because the file size had to stay small, story content that couldn't fit was often added to manual instead
edge level: low
the premise: explore hyrule to find and put together eight fragments of the triforce so you can rescue princess zelda from ganon, prince of darkness.
the good: a solid introduction to the series, you can waste HOURS exploring this game, which is kind of a miracle considering the whole thing is only 128kb. (if you enjoy emulation, any computer will be able to play this. like doom, it could probably run on a microwave.) it's charming enough for when it was made and the music is all catchy as hell, even though it contains only a dozen or so tracks. this game is pretty light on puzzles, but most of the fun comes from the exploration - in fact, it was this game that the dev team for botw drew inspiration from when they were trying to figure out how to "reinvent" the zelda series - what they actually did was take it back to its roots.
the bad: well, it's that you can waste HOURS exploring in this game. back when it was released, the intent was to get players talking to one another - you would get one piece of the map explored and fine one secret, your friend would find and explore a different piece and find other secrets, and you'd trade! many people even had their own hand-drawn maps put together one screen at a time. since it really isn't possible to play this way today unless you get a bunch of friends together to do it blind, you almost certainly need a map or guide for this game when you're doing it on your own, otherwise you're never going to get anywhere, because there aren't usually indications that certain walls are bombable or bushes burnable.
the verdict: if you're a veteran who liked alttp (particularly the combat), if you have a high tolerance for aged games, or if you wanna see what this series looked like during its humble beginnings, you will like this game. if you're looking for a more guided experience or something with a lot of cinematics or puzzle-solving, pass. don't forget to read the manual!
Zelda II: The Adventure of Link (1987)
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original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 11 hours
mainline game: yes
sequel: yes, to the original legend of zelda
story-heavy: no - ditto for story being in the manual, like with the original loz
edge level: low
the premise: dive into six ancient palaces to place crystals there to wake princess zelda from an era long gone, who has been sleeping for hundreds of years. avoid being caught by ganon's minions, who want to use link's blood to revive their master ganon.
the good: because this game began life as an independent title which eventually got zelda-fied, it's quite different from most games in the series. it has side-scrolling combat and rpg elements. the soundtrack is very catchy, and this game also introduces dark link, an extremely cool popular doppelganger of our beloved hero. the map is HUGE in comparison to the original so there's tons more to explore here.
the bad: this game is HARD. not, "challenging," like, "bordering on impossible." i've never beaten it. i got just a couple of dungeons in and i was so miserable i had to give it up. even playing the "special edition" on nso (which is with all the unlockable upgrades to make it easier), it's a fucking slog. that's it! that's the only flaw.
the verdict: even with all its good qualities, even with how fresh it feels, it's so damn frustrating that only gluttons for punishment and very unique souls will truly find joy here. if you do decide to brave it, remember to read the instruction manual.
A Link to the Past (1991)
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original console: super nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gba (port), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 15-17 hours
mainline game: yes
sequel: no
story-heavy: medium. this was the first game to actually HAVE a proper story with named characters and extended dialogue. it wouldn't be considered story-heavy by today's standards, though.
edge level: medium, but like, on the high end of medium
the premise: one stormy night, link and his uncle receive a telepathic message from zelda begging for aid. link's uncle goes out into danger and doesn't return, so it's up to lik to go rescue her in his stead. from there you'll have to explore hyrule to locate the master sword, and explore the mysterious golden land behind the seal of the seven wise men to locate their missing descendants.
the good: alttp set the blueprint for the rest of the series - we finally have our first dungeon-crawler with proper puzzles, real dialogue from zelda, named bad guys, a huge array of funky items, and jammin' tunes still used in the games today (hyrule castle anyone?). plus, link has pink hair! the opening to this game is utterly iconic in every way, and traverse through not one but TWO world maps that overlay one another makes exploration even more exciting.
the bad: truly, no complaints here. it does require some patience. it's a little aged, and it's always possible to get lost without a guide, but so is it true for every game with a big overworld like zelda's.
the verdict: again, this game isn't story-heavy by today's standards, but back then it was more story than we'd ever gotten from a zelda game. as long as you don't go in expecting it to have an rpg kind of story, you'll probably enjoy it. if you don't like 2D zelda combat or need shiny graphics to keep your attention, give it a pass.
Link's Awakening (1993, 2019)
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original console: gameboy/gameboy color, and a switch-exclusive remake
available on switch: yes - you can play the original with nso (basic) or the switch-exclusive remake
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), switch (remake), pc (emulation of any version)
average playtime: 14-19 hours for the original, 14-21 hours for the remake
mainline game: yes for the original, no for the remake, technically
sequel: technically a sequel to a link to the past, but they truly have nothing to do with each other
story-heavy: medium - similar story style to a link to the past. smaller cast and less overall dialogue, but more character work on marin specifically
edge level: usually pretty low, but in the rare moments when it jumps out it REALLY jumps out
the premise: while sailing, link becomes shipwrecked, washes up on shore of a remote place called koholint island, and is rescued by a girl named marin. with his boat in pieces, he has to go on a bittersweet adventure exploring the island and getting to know his rescuer in order to wake a mysterious being known as the windfish so he can go home.
the good: a tiny yet vast map, foreboding dungeons (hello, face shrine), a strange and quirky world that's impossible not to love with a small but charming cast to match (though, of course, the real stand-out character is marin), fun minigames, and a soundtrack that only got better in the remake. this game has it all! the story will surprise you by leaving you weeping at the end. there's not a huge difference to the gameplay between the original and the remake - it's mostly a graphical update, though they did add some side content.
the bad: it's one of those games that's different from the rest of the zelda series, which means it's not for everyone - there's no zelda, no ganondorf, no hyrule. also, getting the best ending is absolutely painstaking.
the verdict: what a wonderful game! the story is sparse but rewarding. if you don't like 2D zeldas, story-light games, or don't want to cry through the credits, you can give it a pass - but everyone else should love it.
Ocarina of Time (1998, 2011)
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original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (fan-port or emulation of either version)
average playtime: 25-40 hours
mainline game: yes
sequel: no
story-heavy: yes, medium-high. it wouldn't impress by today's standards but back then it WAS the standard
edge level: medium-high. it's horrifying in some respects, but overall very wistful and bittersweet
the premise: link, the local outcast, is ousted from his idyllic home after tragedy strikes in the form of ganondorf murdering his forest's guardian spirit. from there you'll explore hyrule to open an ancient doorway, and go on a time-traveling adventure in a last-ditch attempt to prevent a terrible future and heal a broken world that didn't always want you.
the good: what can i possibly say about ocarina of time that hasn't already been said? critically acclaimed as the best game of all time when it was made and still 25 years later (with only breath of the wild threatening to unseat it), this game is everything. this is the game that taught me to love stories, to love gaming, to love zelda. the world is full of secrets and places to explore, there's a kind of dual-overworld thing happening the way there was in alttp, there's a lot of collectibles and sidequests and TONS of minigames, there's a huge cast of characters with real depth, you can RIDE A HORSE, and the quite literal coming-of-age story has actual plot twists that affect the gameplay. this game defined the official timeline for zelda (massive spoilers at the link), it defined the series itself, it defined the genre and even the industry - games everywhere are still using concepts introduced (or made popular) here, like targeting enemies, context-sensitive buttons, dynamic soundtracks, and day-night cycles.
the bad: one of the dungeons is a shitty goddamn motherfucking royal pain in the ass. you know what i'm talking about. unless you don't, in which case i'm sorry. maybe it's less horrible in master mode, i don't know. also, like, it's not that the game has aged poorly, it's still a solid adventure, but it HAS aged. since basically every game you've ever played has emulated oot with stuff like lock-on targeting, these features won't feel as revolutionary and special to a new player today as they did to new players in 1998. that's not bad, but it has caused some people to get excited to look into the hype, pop the game in, and then go "wait, i don't get it."
the verdict: unless you absolutely cannot deal with playing a 25yo game, pick this up - for the historical value, if nothing else. i cannot more highly recommend any game that ever existed than i do this one. that said, for people who are new to GAMES IN GENERAL, it may not feel as intuitive as it did to new players in 1998, because speak a slightly different language now. new gamers should definitely still play this, but they should either use a guide or consider not making it their very first game. more experienced gamers should still be fine making this their first zelda game.
bonus verdict: as for which console to play it on - the 3ds version has a lot of quality of life adjustments, including gyroscopic controls and a master mode (gcn version also has master mode), and the graphical improvement is absolutely astounding...but it's on a teeny-tiny little screen. i think the best way to play ocarina of time, if you're able to, is to emulate the 3ds version with the fanmade 4k upgrade. of course, this requires a good pc, emulation skills, and a properly connected controller (i haven't done it yet myself) - so don't feel bad playing anyway you can access it.
Majora's Mask (2000, 2015)
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original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (emulation)
average playtime: 20-38 hours
mainline game: yes
sequel: yes, it's a direct sequel to oot. the opening may be a little confusing if you haven't played it but otherwise you're fine
story-heavy: yes, VERY. the character-work alone is unparalleled even by modern standards
edge level: EXTREMELY HIGH. this is without a doubt the darkest and most haunting game in the series
the premise: link, trying to escape his problems back home, gets thrown into an unfamiliar world where the moon is going to fall and destroy everything in only three days. with the help of multiple forms (link can shift into a deku, goron, or zora), and time travel, link relives the same three days over and over again, exploring clock town and the lands around it, and getting to know its people, so he can find a way to help everyone and prevent the oncoming apocalypse.
the good: holy cast of characters, batman! as with every zelda game, there is exploration and dungeon-crawling, and these are phenomenal here - of particular note is how the use of 4 different forms plays into puzzle-solving - but the real meat of this game comes from its incredible cast. near the beginning of the game you are given a journal, in which to note the schedules and habits of each and every resident of termina as you learn them. you play the same three days over and over, so while the clock is always ticking, there's an infinite time to get to know them. each character reacts to the upcoming armageddon differently: some are resigned, some are frightened, some are brave, and some are in denial. (notably, one minor character who appears brave crumbles in the final hours, begging not to die.) who these people are and the sorrows they carry around with them to the end of the world define this game and make it like no other.
the bad: look, it's a game about an upcoming apocalypse. you're on the sinking titanic and the clock counts down every precious second and no matter what you do there will ALWAYS be that time limit, which not everyone likes. it's stressful, and it can be sad and tragic, even upsetting at times, which is kind of a requirement for the powerful catharsis it also offers. it's very different to the usual zeldas - no zelda or ganondorf or hyrule - which also isn't everyone's bag. it's also a huge timesink - you really miss a lot of the point if you don't 100% it or at least get all of the masks, which takes a long time and a guide (although it is fun as hell the whole time).
the verdict: some people really hate the time limit and find it imposing. i mostly don't have a problem with it - sometimes i have to race to finish a task before i run out of time so i HAVE time to travel back before i get blown to bits, but without this mechanic, the game wouldn't work at all. famously, this game was made in only one year (hence the reused assets), so the pressure the devs felt really came out in their work. i think it's a fucking masterpiece, but it is a game about death, among other things, so if you need a feel-good title this one probably isn't your stop. that said, the incredibly powerful cast makes this game timeless - if not for the graphics you'd hardly know it's aged at all. even newer gamers should enjoy this one, but use a guide! for a game this complex it's more important to find everything than it is to do it blind.
bonus verdict: while the graphical improvements on the 3ds are wonderful, and the added fishing minigame is great, i mostly preferred the controls of the original. new players may not notice the difference, though!
Oracles of Ages & Oracle of Seasons (2001)
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original console: gameboy color
available on switch: not at the time of writing, but nintendo has confirmed it is coming to nso (basic)
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), pc (emulation)
average playtime: 16-25 for oracle of ages, 15-21 for oracle of seasons, leading to about 31-46 hours total
mainline game: no
sequel: not linked to any other games in the series, but they're technically both sequels to each othjer - more below
story-heavy: no, about medium-low
edge level: low
the premise: link hears the triforce calling out to him, and when he investigates, is thrown into one of two words, depending on which game you're playing. these two games stand alone, but they can also be linked via a code so that your playthrough on one can be transferred over to the other (like golden sun, if you've ever played those games). you can choose which game to play first. at the end of your playthrough, you can get a code, which can then be entered on the other game - complete both and you get a secret special grand finale. somewhat like pokemon games, the games complement each other in their differences, thoguh the differences here are much more drastic - they have different overworlds and dungeons, a slightly different set of items, and a different way of interacting with the world (by either traveling through the ages or by changing the season). oracle of ages is focused on puzzle-solving, while oracle of seasons is focused on combat and action.
the good: what a dense and detailed little adventure these games are! with a double of everything from items sets to overworlds, there's a ton to do. the worlds have a ton of variety and can feel endless at times. and since they were built on (i think) the link's awakening engine, gameplaywise it's kind of like getting to play a really good sequel to that game for the first time...twice. the lore is fun, the lands are fun, there's a couple of unforgettable tracks i still listen to. since you can play the games in either order, there's a good bit of REplayability involved, because hardcore fans will want to experience it both ways - leading to two playthroughs of each game, meaning four total playthroughs, for up to a whopping total of 92 hours of gameplay. talk about bang for your buck!
the bad: the codes are a real pain in the ass to work with, and you really can't get by without them. not only is it essential for moving your file from one game to the other, but you can also use them to get special items from one file to another. it's SO EASY to enter these codes in wrong and SO TEDIOUS to have to check them character by character. here's hoping the nso version has a better way (though i'm not holding my breath).
the verdict: an absolute must for any 2d zelda fan. first-time players, i HIGHLY recommending playing ages first. there's an important side-character in ages whose story gets resolved in seasons, but not if you play seasons first. of course, if you really like the games a lot, you can always start over and play them in the other order for different cutscenes.
Wind Waker (2002)
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original console: gamecube
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 25-60 hours
mainline game: yes
sequel: technically, this is one POSSIBLE sequel to ocarina of time (which splintered the timeline, leading to multiple possible branching paths), though it takes place hundreds of years later. it has the same ganondorf from that game, but you should understand everything just fine whether you've played oot or not.
story-heavy: yes
edge level: medium-low - there are some more serious moments, and this is technically a post-apocalypse story, but overall this is one of the more bright and joyful games
the premise: this is a hyrule that was flooded by the gods when the hero of an ancient era could not show up to defeat ganondorf. people live on former mountaintops, now islands, interconnected by only the sea, and sailing is very dangerous. when link's younger sister is kidnapped, he has to leave his little island and go on a sea-faring adventure with pirates in order to get her back and unlock the mysteries of the hyrule beneath the waves.
the good: the game is vibrant, colorful, beautiful, and full of life. even if you don't like the cartoony art style (and i have mixed feelings), you can't deny the ambiance. there's a new combat system where for the first time you can pick up the dropped weapons of enemies, and the cast is stand-out - the "zelda" of this game is more hands-on than in any other title, and ganondorf is at his most sympathetic here, not to mention all the minor characters and their various sidequests. the characters are truly some of the funniest and most endearing yet - this game will make you laugh out loud. the enemies and bosses are unique and fun to grapple with (special shoutout to helmaroc king) and there's no shortage of stuff to do.
the bad: firstly, we have to mention the art style, which has been a little divisive over the years. it won't be for everybody. i like it for the most part, because you couldn't get the same vibe without it, but i do wish it was just a little less stylized - just a little! secondly, the game is just not finished. the development was rushed, leading to the cutting of an entire dungeon and a poorly-implemented second half where the focus shifts from exploration and dungeons to a near-ENDLESS fetch-quest for triforce pieces which involves a LOT of incredibly tedious and time-consuming sailing. (as kids, some trips were so long we could just set the direction and leave the controller on the floor while we took a bathroom break.)
the verdict: overall, the flaws aren't enough to ruin what is a truly great adventure. fans of the more serious games (hi! me!) may find themselves wishing wind waker had leaned into its post-apocalyptic setting and mysterious drowned world aspect more, and fans of lighter zeldas will find themselves wishing the damn thing was finished, but overall, everyone should find it's worth at least one playthrough, unless you absolutely cannot tolerate the visuals. fans of lighter zeldas, combat, and pirates will all love this one.
Four Swords (2002)
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original console: gameboy advance
available on switch: no :(
also available on: 3ds (single-player remake), potentially pc (idk if emulation of the original is possible considering the connectivity, but you could almost certainly emulate the remake)
average playtime: 3-17 hours
mainline game: no
sequel: technically, it's a sequel to minish cap, but minish cap hadn't been made yet, so whatever
story-heavy: not at all
edge level: non-existent
the premise: link pulls the ancient "four sword" in order to defeat bad guy vaati and becomes split into 4 selves. this game was the first multiplayer zelda, and you had to have three friends, all with their own gameboys and link cables, to even play this bad boy. from what i understand in most of the game you just compete to see who can get the most rupees? a single-player version was released on the 3ds a few years later but i don't know if you can still buy it legit or if the 3ds store was shut down. since it was so inaccessible, pretty much no one played this, including me, so i can't give it a proper writeup. probably nobody reading this will ever get a chance to experience four swords how it was originally meant to be played either, but you can find this game's spirit in similar titles like four swords adventures or minish cap, which are much more accessible.
Four Swords Adventures (2004)
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original console: gamecube
available on switch: no :(
also available on: uh yeah that's it. just the gamecube. you may be able to emulate it on pc though - i've never tried
average playtime: 15 hours
mainline game: no
sequel: teeechnically a sequel to the original four swords, but nobody played that, it's fine
story-heavy: not at all
edge level: very low
the premise: a sequel to four swords, this was intended to be the sleeker and (somewhat...) more accessible version. you can play this one as a single player, but my brother and i did it on co-op with a link cable and a gameboy sp - just the two of us, and no need to find two other friends - we each controlled two links each, to simplify it.
the good: the game is FUNNN as hell. the graphics are sleek as fuck because it's a 2d game running on a system capable of rendering 3d ones (just look at those flame effects!), the gameplay is addictive, and co-op puzzles are a blast. nintendo has always come out strong when it comes to in-person multiplayer (even if they have yet to catch up with online multiplayer...) and this is no exception. for anyone who ever wished they could sit on the floor and play zelda with their siblings the same way they played mario kart or smash bros, this game is a dream come true.
the bad: this game is still so GODDAMN inaccessible. we were lucky enough to have the gameboys and link cables we needed, but i don't have any idea how you'd go about playing it with other people now without some extremely tedious emulation or buying some extremely old (and expensive) gaming equipment. sure, emulating the single-player version on gcn is no big, but the game really shines in its multiplayer aspect, which is all but impossible for most people to enjoy now. it's incredibly frustrating.
the verdict: if you're lucky or rich enough to own a gamecube, a gameboy, and a link cable (multiple gameboys and link cables?) in 2023, AND you have a friend or three to play it with, please pick this one up. unless you just hate 2d zeldas, it is a FUCKING blast, and zelda fans the world over are probably envious they can't experience it for themselves.
Minish Cap (2004)
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original console: gameboy advance
available on switch: yes, with nso (expansion pack)
also available on: original ds (backwards compatibility), 3ds, wii u (virtual console)
average playtime: 15-27 hours
mainline game: no
sequel: no, but it is a prequel to the four sword series (made well after those games were released)
story-heavy: medium-light - about the level of most 2d zelda games
edge level: very low - this is such a bright and cheerful adventure
the premise: in an adventure meant to explain vaati of four sword fame's origins, you meet teeny-tiny people known as the minish, who live in teeny-tiny spaces all over hyrule. they mend shoes, use pots and old boots as houses, fight dust mites, and leave surprise gifts such as rupees and hearts beneath pots and the like to help adventurers. by shrinking and growing you explore various nooks and crannies and solve a ton of puzzles, and through fusing items called kinstones with strangers you can change or uncover more of the overworld and unlock even more secrets
the good: the game is beautiful, bright, and fun. the soundtrack is catchy, the gameplay is addictive, the puzzles are very fresh, and the kinstone fusion feature means you'll be doing a lot of backtracking and replaying to see all this game has to offer.
the bad: besides zelda, i didn't find myself terribly enthralled with most of the cast. the reused sound effects from other games can be nostalgic sometimes but sometimes they feel a bit cheap, since they had to be downsized; they're the audio equivalent of a pixelated jpg. and as great as the soundtrack is, it suffered from the same thing.
the verdict: my nitpicks with this game are minor - i think it's a wonderful and fresh entry into the series, and probably one of if not the best 2D zelda. if you like 2D zelda at all, you'll want to pick it up.
Twilight Princess (2006)
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original console: gamecube AND wii (i know)
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 30-56 hours
mainline game: yes
sequel: technically, this is another possible sequel to oot, taking place 100 years later, and involving oot's ganondorf. (it has nothing to do with the timeline wind waker is on.)
story-heavy: yes, very - the cutscenes look great, the mocap for this game is wonderful
edge level: very high
the premise: 100 years after ocarina of time, darkness falls across hyrule in the form of "twilight," desolating every part of hyrule that it touches by turning its denizens into ghosts, and forcing princess zelda to surrender to zant, the king of the twilight realm. when link's village is destroyed by this twilight and he is turned into a wolf, he leaves to save zelda, save hyrule, and save his home. this game was meant to be a gcn title originally, but development was delayed for so long that they began co-developing it for the wii and released it as a launch title for that console.
the good: where do i start? this game was intended to be a return to oot's more realistic artstyle after many years of the wind waker art style in spin-off games, and was in fact a spiritual remake of oot in many ways. it is similar graphically, tonally, and gameplay wise - it's the oot they wanted to make in 1998, only with a more powerful engine, and fans loved it - check out this video of its announcement at e3 - it still gives me chills. famously, this game introduced horseback combat, which the devs had really wanted to implement in oot and were forced to give up on due to hardware limitations. the cast and the puzzles are all great on this one, and the world is huge and full of surprises, but of particular note is your partner midna, who comes with a better story and more personality than any partner before or since (sorry, king of red lions). lesbians and their associates will LOVE whatever the hell she has going on with zelda in this game. twilight princess also has the most fleshed-out swordplay of any zelda game - the various techniques you learn from the ghost swordsman are fun as hell, and every single boss battle in this game absolutely fucks.
the bad: despite its high moments, the story in this game is just a little weirdly paced. ganondorf was brought in kind of suddenly, and link's childhood friend from his village, whom the story focuses on a lot, is maybe not the most compelling character (sorry to ilia fans - she's okay, just not my favorite). not everybody liked this game's emulation of oot, and some people felt it was uninspired. personally, my gripes are mostly about the dual-console release; having played both versions multiple times, i think they both suffered from being co-developed. because the wii version uses motion controls and most people are right-handed they switched to a right-handed link for the wii (BLASPHEMY), meaning they actually flipped the entire world horizontally, and there are times when the laziness of this action is very apparent when playing the wii version. while the controls are superior on the wii (there's a mandatory shooting minigame that's all but impossible on gcn connected to a crt tv), the graphics just...look a little aged for a wii game, whereas they look damn good for a gamecube game. the hd remake fixes this, but since it's only on the wii u, fucking nobody has played it, and it remains inaccessible to most players except through emulation.
the verdict: if you can get your hands on this, do it. despite its flaws it's a classic meat-and-potatoes zelda adventure. fans of combat and more serious stories will especially love this one. personally, i preferred the gcn version because of left-handed link, but i do think the motion aiming on the wii (and wii u?) was a great addition, so it's a matter of preference as far as if you want the hd graphics and what controller feels correct in your hands.
Phantom Hourglass (2007)
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original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 17-31 hours
mainline game: no
sequel: a direct sequel to wind waker - not sure if you need to have played that to understand; from what i can tell there are actually a few plotholes
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: after tetra gets sucked into a ghost shiop ad vanishes, link has to set sail on a new ship to find a way to free her. that's all i really know because, okay, up-front, i did not finish it. i did not give it a fair shake. it's got great reviews and they can't all be wrong, but i found controlling link with a stylus (the ds had no control stick) frustrating, the game hard to see (the graphics are trying to emulate ww's style on less capable hardware), and the story uncompelling (tetra? a damsel??). i know a lot of people really love linebeck and i wanna love him too one day, but until then, get your answers from the people who love this game!
Spirit Tracks (2009)
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original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 20-33 hours
mainline game: no
sequel: to wind waker and phantom hourglass, technically, though it takes place 100 years after those games
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: 100 years after wind waker and phantom hourglass, a new hyrule has been founded above the waves and it has TRAINS. for some reason zelda gets zapped out of her body and can now follow you around as a cool ghost who possesses bigass statues to help you out. that's right, your partner for this game IS ZELDA. the main theme for this game is so catchy it's a crime. i never played this since i didn't finish phantom hourglass, but it looks so fucking cool that i wanna power through phantom hourglass despite my initial reservations just so i can take a crack at it.
Skyward Sword (2011)
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original console: wii
available on switch: yes, as an hd port
also available on: wii u (virtual console & backwards compatibility), pc (emulation)
average playtime: 30-58
mainline game: yes
sequel: no - in fact, it's the prequel to every zelda, being that it's the very first one in the timeline
story-heavy: yes, very
edge level: mostly low, but it does have its serious moments
the premise: taking place at the very start of zelda's long and complex timeline, this game seeks to explain the origins of hyrule's creation and and some of its mythology. link and the other proto-hylians live in islands high above the clouds and attend the school for flying around on bigass birds, not knowing if there even is a world below, until one day zelda (not a princess but the headmaster's daughter) gets dragged down by a dark force, and link must venture into the land below to save her.
the good: skyward sword is oozing ambiance. a standout area of this game is lanayru desert, in which you can use a timeshift stone to shift the area directly around you back in time by 1000 years or so and watch it come to life with greenery. this soundtrack is fully orchestrated, we get to hear zelda sing (her first voice acting debut!), and when the motion controls are on, they're REALLY on. sometimes the swordfights feel like actual duels. the cast of side-characters all get a lot of development (shoutout to my man groose!), and the villains are creepy and quirky. the dungeons in skyward sword are especially good - the cistern in particular is one of the best in the game, but we can't forget the ghost ship or the sky temple either. minor spoilers for the story, here, but finding out WHY there are so many zelda games and the struggle against evil never ends (it's a literal curse) was really cool and really reframed how a lot of people saw the series and the characters - it's a lot more tragic that they have a fate they can't escape from so long as zelda fans want more games.
the bad: minor spoilers for the story here too. as far as prequels go it did not make a lot of sense. there's nothing about the three goddesses we've come to know and love, only about the minor goddess hylia, and the ancient hyrule features species that don't ever make another appearance mole guys and seahorse dudes. there aren't any zoras or gerudo or koroks/kokiri, there's only one goron, we only see two sheikah...it feels so far removed from the hyrule we know that it doesn't feel like a prequel at all. additionally, when the motion controls aren't good, they're REALLY bad - especially on the switch version, which has less precise controls than the wii. finally, while i personally didn't mind it (puzzles!), a lot of people disliked how linear the overworld was and complained there was no exploration. another common frustration, one which i share, is how much the game holds your hand. (this famously inspired toriel in the game undertale to LITERALLY hold your hand and do the puzzle for you.) this game will present a puzzle and then have the nearest npc (most often fi, poor fi, she undeservedly gets all the blame for this) explain how to do it before giving you even one chance to try for yourself.
the verdict: it has its flaws, but i still enjoy it a lot. i think more experienced players will be very frustrated with it at times, and people who hate motion mechanics or constant alerts/lots of useless dialogue will be miserable. (you can turn motion controls off in the switch version but it feels unnatural because of how sword-swinging works.) on the other hand, the game's linear and hand-holdy nature actually makes it a perfect start for brand new gamers, especially given where it falls on the timeline.
A Link Between Worlds (2013)
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original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 16-23 hours
mainline game: no
sequel: takes place at least 100 years after a link to the past, and even uses the same overworld! you don't have to play that to understand this though.
story-heavy: medium, about the level you expect for 2d zeldas
edge level: medium-high
the premise: link turns into a little flat guy so he can go more places! this is a sequel involving the inhabitants of lorule, a parallel world to hyrule, one without a triforce. go back and forth between kingdoms to save hyrule from suffering the same fate, all while trying to kick a giant rabbit guy out of your house.
the good: the puzzles in this one are really fun and fresh, the old overworld map feels super nostalgic, the music is charming, and being able to tackle the dungeons in any order is a nice touch. i especially loved getting to know certain inhabitants of lorule.
the bad: the non-linear style won't be for everyone, and i wish i had been able to spend more time getting to know hilda in particular.
the verdict: this in my opinion is one of the best 2D zeldas - if you're a 2D zelda fan, especially a alttp fan, don't miss it!
Hyrule Warriors (2014, 2016, 2018)
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original console: wii u
available on switch: yes, as a remake/collection
also available on: this is complicated. the game was originally released on wii u, then ported to the 3ds with new added content but i think mising some other content, and then FINALLY released on the switch with ALL the content. you can also emulate any version on the pc
average playtime: 17-38 hours, though people report up to a whopping 366 hours to 100% it
mainline game: no
sequel: no
story-heavy: medium-ish. there's cool cutscenes but it's not that deep
edge level: low, this shit is just balls to the wall crazy-ass fun
the premise: a crossover between dynasty warriors and zelda. turn zelda into a beat-em-up and add cameos from popular characters doing increasingly batshit anime fighting moves. what's not to like?
the good: this game is insane. the electric guitar soundtrack, the cameos, the nostaliga - it's all here. the gameplay is good mindless fun you can really sink your teeth into, and despite it not being the point i had fun running around and exploring all the maps. there's so, so, SO much to do (366 hours!) you will literally never see the end of it.
the bad: the OCs are maybe not my favorite people. i don't know if they come from other dynasty warriors games but they were a little annoying and truly, uh, underdressed. also, as someone who likes to 100% games, it annoys me that i'll likely never 100% this, just because of the sheer timesink/grinding required.
the verdict: if you like fighting games and combat, this is for you. if you're into zelda for the serious story stuff and the puzzles, give it a pass. completionists beware, 100%ing this game is NOT for the faint-hearted.
Tri Force Heroes (2015)
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original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 14-26 hours, but up to 56 hours to 100% it
mainline game: no
sequel: takes place a few years after a link between worlds - not sure if you need to play that to understand this, but it seems unlikely
story-heavy: doesn't look like it
edge level: low. oh my god, he's in a little cheerleader outfit. look at him
the premise: i don't really know, i think you crossdress to gain superpowers and then solve puzzles with your buds. i didn't play this one because i didn't have 2 friends with a 3ds and a flexible schedule. apparently there's a one-player mode, but it just doesn't seem as fun, and the lack of a 2-player mode is sad because my brother and i could've rocked it. like the four swords series, this looks like great multiplayer fun, but it's inaccessible to people without the time or coordination to get 3 people together. it looks fun as hell, though.
Breath of the Wild (2017)
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original console: dual launch on wii u and switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 50-100 hours, though to 100% everything and enjoy the dlc it could take up to 210!
mainline game: yes
sequel: technically, it's a sequel to everything, since it takes place at the end of (somehow) every timeline. but you don't have to have any prior experience to enjoy it
story-heavy: medium-heavy? this is the first zelda game with voice acting, and what cutscenes it does have are amazing, but you can expect to see only a very few of them
edge level: very high (this is once again post-apocalyptic), but not as high as majora's mask or twilight princess
the premise: link wakes after a 100 year sleep with no memory of who he is or what happened to the ruined world around him. explore a completely open world in your own way at your own pace, recover your memories, rescue zelda.
the good: this game hit the industry at a thousand miles per hour and six years later the hype still hasn't slowed down. this redefined the series and the genre in a way we haven't seen since oot in 1998. this game is revolutionary in the way that oot was revolutionary back then, but updated so that newer players find it just as surprising and refreshing as new players in 1998 found oot back then. the exploration, the physics, and the world are all totally unparalleled - three decades later, this zelda truly gets back to the original explorer and adventuring spirit miyamoto tried so hard to capture in the very first legend of zelda game all the way back in 1986.
the bad: as much fun as this world is to play around in, i found that most of my joy came from the exploration and not knowing what i'd find around the next corner. it's still a very, very, VERY good game, but i found that on my replay it just didn't have that same shininess that other games in the series do when i replay them. and, of course, because it's so different it's very divisive - there's no human ganondorf in this game, no dungeons - all your puzzle-solving comes in microdungeons called shrines scattered around hyrule. weapon durability is also a hotly debated feature - even i found it frustrating at times, although in many ways the forced improvisation it brings to the table is more than worth the cost of admission. and overall the enemies are all the same and have no real difference between them, even the bosses, and the boss fights kind of suck. it's a really good game, but it does have its flaws.
the verdict: this is the perfect starting point for anyone new to the series. many people have started with this game and learned about hyrule alongside the amnesiac link - i had an extremely interesting discussion once with someone on tumblr about how the game is different if you've grown up loving hyrule and see it get torn apart, vs if the only hyrule you know IS the one that's torn apart. both ways are wonderful experiences, and i think even non-zelda fans would find something to love in the freedom this game offers.
Cadence of Hyrule (2019)
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original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 6-11 hours, but you can add up to 12 more if you play the dlc
mainline game: no
sequel: no
story-heavy: not really
edge level: low
the premise: a crossover with crypt of the necrodancer, a roguelike rhythm game. there's no real story here except, notably, a brief cameo of a younger ganondorf, though his back is always turned to you. (if you could go back and kill ganondorf as a baby...)
the good: well, a rhythm game's gotta have good music, right? both the rehashes of the old songs and the new music are absolutely stellar here. i'm normally iffy on rhythm games but i found the gameplay addictive (there's a strong tactical element to moving around) and the exploration fun. getting to play as zelda (!!!) if you want is a great bonus, too. there's really nothing not to love.
the bad: the kind of movement you have in this game doesn't lend itself super well to boss fights most of the time. they weren't bad by any means but definitely one of the weaker parts of the experience.
the verdict: unless you hate rhythm games or hate fun, you'll like this one, especially if you're a crypt of the necrodancer fan or a fan of zelda's music in general. puzzle fans might be disappointed there aren't as many mind-twisters in this one, though.
Hyrule Warriors: Age of Calamity (2020)
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original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 25-40 hours, though it can take up to 76 hours to 100% it
mainline game: no
sequel: a direct prequel to breath of the wild and its eventual but as-of-yet unreleased sequel tears of the kingdom
story-heavy: yes
edge level: relatively low, i'm told
the premise: so this is a prequel to botw, taking place during the era just before the apocalypse. i didn't finish it because it came out right around nov 5 2020 (iykyk) and then someone spoiled the ending for me and i thought it sounded stupid, so i was less motivated to play. what little i did play of it was great, though - it was exciting and fun in all the ways the original hyrule warriors was but bigger and badder in every respect, and with a little more of that somber botw flavor. i intend to finish before totk comes out despite my reservations about the story.
The Conclusion
it's a great time to be a zelda fan because out of the 22 games on this list, only 8 of them are unavailable on nintendo switch, and only 2 of those are what i would consider to be mainline games. that means you can access two thirds of the ENTIRE SERIES, spanning almost 4 decades, on a single console! your only limits are your time and your wallet. most of the ones that AREN'T available on the switch can be played on a 3ds, so if you have or buy one, nearly the entire series is at your fingertips. (you can emulate the shit out of your 3ds, btw, and play a lot of these gameboy, gba, and ds games for free - nintendo isn't looking anymore so they don't care.)
sorry i couldn't fully cover all games - i welcome opinions from people who have played games i've missed in the tags. when i do get around to playing them, i will come back and update this guide! expect an entry for totk eventually too. thanks for reading and i hope it was helpful to someone!
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