#don't know much about like game design and balancing when it comes to fighting games i just think it'd be cool...
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arnaerr ¡ 11 months ago
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The more I think about the Elden Ring DLC after my second playthrough of it the more I hate that I noticed too many things that frustrate me in the lore. Not to be a hater on main but I feel the urge to note these down to think about it more later.
- the whole radahn situation. the fight design and the fact that it's the boss we've fought already sucks bonkers. But the fact that it lacks a proper buildup in a narrative and feels random as fuck is what really frustrates me. Feels like retconing. Am I watching Bleach again? Why tf the character who was dead and whose story had an ending is bringed back. The war festival felt like an ending to his plotline and it was fitting. "Miquella saw kindness in him" in a WARLORD?
- Miquella's actions make no sense. Why to bring a bunch of people into the Lands of Shadow. Why charm them if he planned to discard his great rune anyway. These people are not helping. They're just confused. And it's not like Miquella needed help in the first place? What's the point of crosses. Why are they in random places. Why is the one in the Shadow Keep and everyone there is ok with it. If the crosses are in random places bc Miquellla was travelling and searching for the truth about Marika, why is there no cross in the Shaman Village then 💀 it would make sense especially given all the parallels between Marika's and Miquella's ascension.
- if Miquella was obsessed with Radahn all this time he feels not very smart to say the least. Like, the whole scheme of counting on someone to find Mohg and kill him - what are the odds someone would do that. Why cocooning himself in the Haligtree. Why not to help his sister after she nuked Caelid. How did Malenia miss Miquella's kidnap or she knew about the scheme all along. Idk
- what exactly is a Scadutree. "Scadutree is the shadow of the Erdtree". Ok thanks
- the perfumers are growing minor erdtrees in two places DLC and one of them is the Shadow Keep and there's no lore behind it thanks for nothing I guess. When I discovered it, it felt important af 😭
- Torrent? Why the official art showed us that he belonged to Miquella. I hoped to learn more
- love how we use the kindling to burn down the sealing tree only to find out that other Miquella's followers got there before us somehow. Messmer is rolling in his grave
- I wish there was more Godwyn lore. Now the whole Castle Sol situation feels stupid and makes no sense, the mausoleums, etc.
- Romina. I know everyone adores her design but she's so lacking of context to me that I can't really like her. Who is she, what is she doing there why is she guarding the entrance to endgame area.
My main problem with the dlc lore is that I always liked how Fromsoft kept this balance of known/unknown - they gave us little info but enough to be INTRIGUED and speculate further. And as with dlc lore...some of this stuff is so random and has no ties to the things we already know about - too much of unknown - that i don't want to even invest my thoughts into trying to figure this stuff out bc I know that I won't come even close to the truth.
But still the best game I've played this year, 12/10, will replay 10 times, love it
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phoenotopia ¡ 3 months ago
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Star Iliad DevLog # 02: The Importance of Pacing
When it comes to making commercial video games, let's just say it's not our first rodeo 😎
(It's our second)
Steam automatically compiles various play data from gamers. From Phoenotopia, I know that we have a roughly even split of keyboard users and gamepad users. From achievements, I can tell which bosses were defeated and how far the player got (although our implementation of achievements requires the user manually unlock it, so it's less useful data). Today, I want to focus on one specific data point—the median playtime for Phoenotopia.
Unfortunately, the median playtime clocks in at 4 hours.
I think that's right when the player reaches Atai.
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(Atai - the death place of so many playthroughs)
A working theory has been forming:
Atai is the first real "slog" where players are stuck in one place for a long time. It’s a big town with 70+ NPCs to chat with. It’s easy to get lost, feel like you're not making progress, and then tap out.
Two major quest lines must be completed before reaching the second dungeon: getting the bombs and getting the flute.
Get BOMBS
Meet Lisa and learn of her plight
Find the bomb maker’s house—it's locked.
Tell Lisa you need to unlock a door.
Lisa refers you to Garnet, who gives you a “watch the kids” quest.
Play hide-and-seek with the kids.
Comb through the entire town looking for the kids
Go to the bomb maker's house and claim bombs
Get FLUTE
Meet Lisa and learn of her plight
Find the jailed Ouroboros man—he wants wine.
Go to the tavern—no ID, no wine.
Talk with Lisa and get her ID
Dye your hair to look like Lisa
Buy wine with fake ID
Go to the Ouroboros bandit and exchange it for the flute
Phew. Looking back, that is a LOT. And we don't even have a quest tracker >_>
I love romping through towns and chatting with NPCs—it’s my favorite part of JRPGs (the genre I’d be making if I weren’t making this). But maybe I let that influence the design a bit too much 🤔
During these quests, there’s very little action—unless players explore optional caves (which don’t quite scratch the itch). So after 1-2 hours of town questing, many players drop off. That’s why so many runs end at 4 hours. That's my theory anyway.
That brings us to today’s blog topic: PACING
Long story sequences should generally be avoided—it's a sign of poor pacing. If a long sequence can’t be trimmed down, it should at least be broken up with action. Think of it like making a burger—it needs balance.
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(Atai is like the burger on the left—only meaty "story" sequences. A well-paced game is like the burger on the right — it utilizes crucial tomato and lettuce "action" set pieces to mix things up)
Now, one of our new core design goals for Star Iliad is that if you take any 90 minute slice of gameplay from anywhere in the game's campaign, you’ll experience all of the following:
Exploration
Combat
Puzzles
Boss Fight
New Upgrade
Story Progression
That's the core "game loop". Of course, to stay balanced presents its own challenges because we can only control so much. Players set their own pace, and some will inevitably get lost. As designers, we can mitigate this by packing the game with so much content that there's always something new around the corner - make getting lost fun!
(It's going to be a lot of work though...)
It does raise some challenging design questions. For example, how can you deliver "story" sequences when you're deep in the whale's intestines, far away from town?
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Our answer is to employ something akin to Metal Gear Solid's codec calls. It's the future and people have "cell phones" (or holographic communicators in our case). You can call NPCs and they can call you (Players can also ignore calls if they'd prefer less story)
To conclude —pacing is important! No more hour+ long story sequences! Excepting a couple scenarios - say at a crucial turning point in the game. Long exposition dumps need to be earned. Pacing is something we’re going to be vigilant about through all of development.
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(Steve Ballmer understands how important Pacing is)
Thanks for reading!
(Next update will be in two months, at May’s end)
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eldraftsman ¡ 4 months ago
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Who/what are some of your biggest inspirations for your art because I think that your art style and the way you color your art is super cool!! 😁
Thank you! Glad you appreciate my work! The list of artists I feel inspired by is long, and quite frankly I don't think a lot of it ends up actually showing in my work (as in, I don't think I capture those strengths quite well  😅 ). But a chance to talk about some of my favorite artists is always a good one, so... Let's start with Ayami Kojima, the illustrator of the Castlevania series from the PS1 to the Nintendo DS era.
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When I came across her work I didn't really have a grasp of anything resembling color theory, but her pieces are one of the various reasons I'm still an avid fan of the series to this day; I found them mesmerizing. How could I not, really: the blending between elements of barroque art like the elaborate patterns and the chiaroscuro, the elegant (if incredibly anachronistic) sense of fashion, the dramatic colors: intense blood reds, royal blues and golden yellows mixed with the pale marble tones of the skin of the figures. And that splice of body horror juxtaposed with the pretty boys being depicted... it's just electrifying. An absolutely perfect fit that elevates a campy game series about fighting Dracula over and over again into something much more magnificent.
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Next on the list is Yoshitaka Amano. If you don't know the name, he's an anime character designer and the illustrator responsible for the Vampire Hunter D novels, as well as concept art and logo design for the Final Fantasy series.
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Not unlike Kojima, Amano's work excels due to its elegance. Unlike Kojima, however, Amano comes across as a skilled caligrapher rather than a painter: his lines and brushwork are loose and flowing in the most delightfully controlled way. The color choices are reminiscent of traditional ukyo-e, but with a watercolor touch that almost resembles french budoir cartels. One of the artists that I respect the most yet outside of some character design quirks I wouldn't be surprised if his influence is sensed the least in my work, go figure.
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Moving on... of course, as an animator, it should be no surprise I greatly admire the work of Hayao Miyazaki. However, when it comes to color more than the films themselves what truly hit a spot in my heart was his watercolor work. Be it concept art, manga covers or movie posters, the color choices are somehow soft while still exuding passionate vibrancy. The soft blue and purple shading against the light yellows and oranges with the occassional red accent of his sunsets are a sight to behold. It feels loose yet every brushtrike is exactly where it needs to go to create the intended effect
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Still on the realm of more ethereal colors, Jean Giraud, ak.a Moebius. No offense intended to legends like Akira Toriyama, Kentaro Miura or Jack Kirby, but Giraud was arguably the best comic book illustrator to ever grace the Earth. His linework was so exquisite he didn't even need color to bring you into another world, but when he added it... well...
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It was a lot of things. It was expresionistic, vibrant, dream like and bold. Psychedelic even (which is no coincidence given his exploration of substances). But it was never overwhelming. I didn't know how on Earth someone could ever do something like that when I first looked at it, not having a good grasp at color theory at that point in time yet. And quite frankly, now that I have more knowledge under my belt... I still don't think I could manage such a rich balance.
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Speaking of Kentaro Miura... I don't think he has influenced my coloring that much. He IS one of my biggest art inspirations (he was the king of black and white, some of those pages would only look worse with color) but his biggest influence in my art is about lighting and the way he handled hatching(aka, inking), as well as the intensity of how more dramatic and agressive moments are portrayed. His color illustrations are gritty and oppresive (and occassionaly have intense accents), which fits the theme of his work but isn't the most experimental approach. Seriously, tell me which one makes your imagination fly more between these...
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...and THIS.
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I rest my case. Anyway. Having mentioned all these great artists and their excellent color choices, if there's one artist that REALLY made me think about color and the theory behind it, that's gotta be Hirohiko Araki, the author of Jojo's Bizarre Adventure. Mostly because he does whatever the hell he wants with it.
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It's easy to forget when some people can be brutally critical, but foregoing traditional color design and color theory principles for the sake of trying something different isn't a bad thing and Araki embraces this with gusto. Seeing an artist take his own character designs and being so carefree about the color choices he uses for them was liberating, while also telling me an awful lot about the emotional effects of color. The palettes Araki uses are unusual, but they're all aimed to create a diverse set of emotional responses on the reader. That forced my mind into thinking so much more about the intent of each color choice. I was following my intuition up to that point and largely still do, but even an ounce of awareness can make the world of difference.
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Lastly, but not less importantly, a film director among all these illustrators: Dario Argento. Who also showed me how a single color enveloping the frame can kick like a mule.
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I briefly mentioned Suspiria (1977) during the Spy X Family 30 day challenge, namely to compare it to Endo using reds without being overwhelming. That was NOT a dig against this film(which is in fact one of my favorite movies ever), because the colors being so intense is the point. The extremes the primary colors reach while enveloping the cast, contrasted against the intense shadows of the rest of the set, give the film a fairly surreal atmosphere which enhances the dream like logic of the events. The way the dangers in Freigburg's Tanz Akademie don't always make physical sense, and that just makes them all the more nightmarish. It's effectively using oldschool Disney's Technicolor for the opposite effect the house of the mouse did: you don't feel safe, a lot of it looks unreal but that's precisely why it FEELS so viscerally violent.
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Seriously, how in the nine levels of hell can someone make YELLOW feel threatening?
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But I'm gonna leave it here for now. These are some of the artists that have inspired my work. Some more evidently, others less so Having done so much Spy X Family fanart it's impossible to say Endo isn't part of this conversation too, with its comparatively desaturated look to other Shonen series, but it was worth covering the other influences too. Is there any artist whose work you got similar vibes from my art that I didn't mention? It would be fun to hear what that is(heard some really fun responses in the past).
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randomshenaniganery ¡ 9 months ago
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Mairon to Finrod (info dump time)
I am going to draw Oleander when im not busy but I did want to show why it took me three days to finish up everything
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Me diving into the outfit design and slso Finrod's opinion on the boys its in the bottom tho skksks
ALSO ALSO if u make vespersonas i will be friends pls let us lore dump together
real name: ??? I haven't picked one akskkaskskaskas
Age: 29 (they pretend they're older as Vigil)
Height: 5'7 cm
Gender: enby
Sexuality: Asexual biromantic
Weight: 73 kg
Traits: Street smart, scrappy, observant, liar liar pants on fire
Skills: Swimming, sewing, sword fighting (shield user), puzzle solving, running,
Weaknesses: when they don't want to do something they'll be stubborn about it, can't jump very high,
Backstory timeline:
Has had Fractum Anima for at least 2 months now (same as all Vespers)
In the surface their job was being part of a group of private guards, they mainly escorted people or goods
Ran away from home due to domestic abuse at the age of 12 before joining the guard for training
Worked there for 17 yrs before they got diagnosed and went under
Met Cirrus they were like okay weird but whatever if there's a lunar ichor alternative we gotta try that, saw Cirrus punishing that dude went nope try again later, they did try again later and got the Cirrus grew bored of you route with Ark
Set the pleasure den on fire by using the lotions and oils that were left in the room. Fun fact if you dry lotion on fabric it's VERY flammable and since they don't have synthetic fibers in this game, plus considering what kind of ingredients they'd be using for lubrication, lotions and oil; it's really easy to set things on fire.
After running away and grabbing a new face, they broke into their old room and left their medallion before returning as 'Finrod'
met Oleander while avoiding the guards because they were feeling antsy
became Vigil and is balancing new work, how do I kill Cirrus thoughts and I might need to steal lunar ichor when it pops up in the market.
Habits & hobbies:
Whenever Finrod gets too overwhelmed they use pain to calm their mind, to them pain is clarity. So, sometimes when Finrod stews on bad memories they'll end up harming themselves in some way to force themselves to calm down
Really, really quiet when it comes to pain, crying or having a crisis, high pain tolerance basically which is good because of their flare ups
Sometimes Finrod doesn't really laugh even though something is funny so they learned to fake laugh as a way to show they find something funny
Whenever something is really funny to them they have the habit of covering their mouth
When they're unsure, nervous or feeling awkward they'll scratch their nose
Doesn't have a tell when they're lying cause they do it so much
Finrod has the habit of bringing everything they think they need with them at all times (matchsticks/lighter/strike-a-light/flint, knife, scissors, needle and thread, bandages, map, a magnifying glass, paper and ink) this is because of having to live on the go for their job. scouting behavior etc.
When Finrod is happy/relaxed/calm they'll start humming or singing this applies to games, when they have their plan all finished and they're confident they'll start singing to themselves
In a fight Finrod will throw themselves at people like a battering ram if needed, not that they're big but that they're good at knowing how to use their momentum and weight.
Likes massaging/caressing/tracing their friends' hands as a way to soothe themselves
Can finish dressing up and arranging all their things in under 4 minutes (habit from being a private guard on the go)
Name stuff:
Chose Mairon for their first half because I thought it would be appropriate since this is their first go at the mountain. Finrod is their second go because of how Finrod died and the betrayal stuff that happened to him.
Outfit Design:
Mairon's Clothes
Wanted it to come off as simple and formal more reminiscent of their time as a private guard. The most color you'll get from them is their belt and matching cuffs. Very neat appearance more npc looking since they want to blend in. They use the standard black mask in the game as well.
Finrod's Clothes
I gave it more color because Finrod had to ditch their old clothes due to the fire, it's a mix of things they grabbed or bought after the fire. They kept their belt and cuff because it's sentimental and also just useful to them. Although they wear more colors It's mostly dark shades so that they don't stand out in shadows. A lot of their body is bandaged and when they met Oleander half their face was bandaged under the mask too.
Opinions on the boys:
REaLLy wants Cirrus dead doesn't care if they get hurt in the process
Slowly growing an obsession over Oleander but they're very good at hiding it, their banter helps calm them down
Likes to mess with Kier otherwise neutral but i think storywise they haven't met
Francesco reminds them of a friend from the surface they bump into each other time to time
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coral-nerd ¡ 4 months ago
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okay, super curious, since I can't decide and need inspiration (you don't at all need to actually answer)
what are your farm layouts? Do you have a plan for them or do you just throw stuff down wherever there's space? I'm trying to decide how to decorate when I have the money and stuff
Oh dear oh no, now that really is the Coral Island question for the ages, isn't it?
Every time I start a new farm i tell myself, "When I get enough money, I'll completely re-do the whole thing and make it so ~ aesthetic ~ so for now I can just put things in places that are easy for me to remember where everything is."
And then I get to 2million coins and go, "eeeeehhh well I'm used to where everything is now, it would be a hassle to change, I don't even know where to put anything, idk what Vibe I want-"
Right now my only farmer who actually has a planned layout that's unlikely to change is Morimiya, who's a weirdo in that the thought process was "How can I plant as many things as possible and also maximise profit? Oh and keep animals too ig."
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And I mean, it worked! He's got 12million coral coins! And more crops than he knows what to do with.
Although actually maybe most of my farmers are weirdos; Juniper's farm is basically my testing place for all the new items I haven't tried.
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That one I have no intention of fixing up, it just lets me decide what I want for my other farms. For example: I don't actually like the turnip shed. The Pufferfish decor items are not worth it. Mushroom trees are super fun, but hard to fit in. Getting a good grid for your crops actually really helps. Pathways make things easier AND prettier.
And most of all, the valuable lesson of "as long as the insect and fish thingies look pretty and organised, the farm has a fighting chance of looking decent."
What I learned from Newcomer Hestia's farm is that part of my design problems come from bunching together all of my useful things, which then leaves too much empty space that I always struggle with.
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And like, practically speaking I don't want to separate the useful farm items too much because then it's a lot of running around holding materials, but how do I balance practicality with beauty?
I thought I had done a pretty good job of that with Maya's farm, but there's still a lot of Dead Space.
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Grass is super helpful for prettifying farms, but doesn't really cover the dead space. And to be perfectly honest, each style category does NOT have enough to cover the dead space on it's own. You'd have to do a lot of mix-and-matching.
Fun fact, Maya's farm was designed around the Smithing area, which I just randomly slapped down in the beginning. But I think having a Focal Point to build around helps.
But the lack of decorating really comes down to one main thing...
You can't line things up correctly in Coral Island.
See this? First thing when you walk out of the door, you just CANNOT line up a walkway with your door.
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It doesn't matter how many beautiful items you get, there will be a lot of frustration just trying to put things down, hammer it back up, give all your coins to the giants to fix it, give up on trying to align it. Decorating is not very motivating when you'll have to spend many in-game days cursing at how a Single Tile throws off the whole vibe.
Plus when you are finally satisfied with the set up, your farm will get obliterated by space debris. So.
Anyway, that was yet another incredibly long-winded round-about way of saying, "I just put things down randomly and build around them. Then I dream of someday being able to actually decorate it."
I'm constantly looking up other farm layouts for inspiration and then just never get around to implementing it.
But maybe with my NEW farmer-
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sokkastyles ¡ 1 year ago
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ATLA Live Action Ep 1 Thoughts:
When the writers meant they wanted it to be like game of thrones, clearly they meant "we want the battles to happen in complete darkness so nobody can see what is going on," and not, you know, the sex stuff.
Idk why this never occurred to me until now but ostrich horse is chocobo.
They are clearly going for a darker, more grittier feel here, but it clashes with the attempt to keep things true to the animated origin. Like, the earth kingdom OC looks straight out of some more realistic Adult fantasy show, whereas Sozin's character design makes him look like evil Santa.
So firebenders are able to do that to bodies, which I appreciate from a fanfic perspective and also confirms what people have been theorizing about the agni kai, that Ozai put his hand on his son's face. Not sure it was necessary to see it, though. The original does a good job of horrifying us with implied violence and the adults already get it, while showing it makes it less accessible to a younger audience. This is hardly a problem unique to this show, though.
Air nomads actually riding sky bison!
I like having more background with the air nomads and Aang's actor is great but front-loading the flashbacks doesn't work great for the pacing.
One thing I do really like is the emphasis on how the war damaged the harmony of the nations in more than just a spiritual way. No one has friends from other nations now. Zuko comes seeking "someone who does not belong" with the (false) promise that no one will get hurt if everyone keeps to themselves, keeps the status quo. The air nomads are a complete anomaly in a world of division. We are introduced to Aang, Sokka, Katara, and Zuko, and all are isolated in their own way by the war at the beginning of the story.
Overall there is something just weird about the pacing. Characters keep pausing at vital moments of action to deliver exposition or meaningful monologues. It just feels off.
Zuko so desperate for "glory" that he accepts Sokka's proposal to fight one on one (nice foil to the final agni kai by the way). Then his surprise when Aang shows himself reveals that Zuko himself did not know whether he would really find the Avatar in this village he's suddenly shown up to terrorize. God, it just emphasizes how low Zuko is at this point. This is probably his first real high stakes fight and he might have killed Sokka over absolutely nothing out of a false sense that he had something to prove. It's just...sad.
The scene at the Southern Air Temple looked great and had me in tears. I actually saw some criticism of this to the effect of them "ruining Aang's arc" because he comes out of the Avatar state himself, but first of all, let's be real and admit that if mastering the Avatar State was Aang's arc, he never completed it. Second, just because he could bring himself out does not mean he can control it, and he's still letting his emotions control him which is a learning curve for handling that power, it's just that he was able to control his anger in that moment by remembering the people he loved. Which is not that different from how the scene plays out in the original, only he isn't using Katara as a crutch. Which is a good thing, actually. It's much more fitting and poignant that he thinks about Gyatso here.
I don't think there was any mention of Katara wanting to go north. She has a few lines about wanting to help more and Aang teaches her about balance so she can bend now, apparently, but where is her drive? It feels like they're attributing her accomplishments to Aang and that bothers me. Maybe it'll be mentioned in the next episode, since they haven't talked about Aang learning waterbending yet, either. But I do miss the Katara who was ready to banish herself from the village the moment she met Aang not just because it was the right thing to do, but because of her own desire for independence and autonomy.
Liked the scene between Aang and Iroh. It gives us a glimpse of an Iroh who is stuck as to what to do and so he just gives Aang the Zuko treatment by offering him tea. I'd be excited if this means we get to see more development for Iroh.
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jaws-has-eaten-cereal ¡ 6 months ago
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SPOILERS FOR ANTONBLAST:
My personal rankings of every levels (including bosses) in Antonblast, an indie game I finished about a week ago, and my personal favorite game of the year.
I know some takes here aren't gonna be very loved buuut I don't really give a fuck! Cuz it's my opinions, if you wanna fight me about 'em, comments are here, but you probably won't cuz let's be honest who's gonna see this post? Anyways just in case you can't read the level's name here they are with a ranking out of 10:
Meh...:
Vs. TallBuster. (5/10 very mediocre boss fight, not bad but not good either.)
Good:
Crimson Factory. (7/10, I often forget this one exists, loved the HAPPY HOUR and music for this one, but everything else was meh)
The Mysterious Glass House. (7.5/10 this would be an easy Great! Tier if it wasn't so damn long, the level is just really annoying to get through, the platforming though, absolute S tier some of the best in the game.)
Great!:
Boiler City. (very sorry for the shitty take lmao, I still love this level though the music is absolutly FANTASTIC, and the HAPPY HOUR with the BossBusters chasing you for half of it destroying the city was such an amazing introduction to the HAPPY HOUR concepte, 8/10)
The Big Beth. (The horror level, I love this one because instead of having something chasing you it's just very eerie and lonely, strikes the perfect balance between not taking itself seriously and uneasy, such a fun level with an amazing HAPPY HOUR, that fake out got my heart racing, 8/10)
Vs. BrawlBuster. (8/10 very fun to replay because of how traditional it is, it could be a Rayman Legend boss fight actually, I'd see it!)
Vs. The Jewel Ghoul. (8/10 if BrawlBuster is a Rayman Legend boss fight, this one is a Rayman 1 boss fight I love everything about this boss, the music is absolutly banging, the attacks are tricky but not unfair, and that last part where you just shoot Jewel Ghoul for no fucking reasons, so much personality in that fight, loved it.)
Hell's Manor (my biggest hot take, If I was ranking these based on first impression it would be S tier, but alas 100%'ing this level made me love it a lot less, 8/10)
Slowroast Sewers (8.5/10... Genuinely don't know why it's so high... It's just really fun I guess, with one of the best osts in the game, and one of the best HAPPY HOURs in the game, solid level.)
Vs. MaulBuster (8.5/10, the concepte of her not actually wanting to fight you, but just do a play, while you ruin everything and she gets angry is just so funny to me, not as replayable as the rest but very fun anyways and got a good laugh out of me.)
Vs. Freako Dragon (8.5/10 THAT'S IT, YOU'RE GOING TO BRAZIL.)
Vs. SmallBuster (8.5/10 Such an original boss fight, it's more of a show than a fight because it's by far the easiest part of the game to me, but my god everything about this fight is funny, and Small's design is adorable too, by far my favorite of the Busters in terms of design, personality, and fight, I would still give best gameplay to Brawl but eh whatever bias.)
Bomb Candy Mines (8.5/10 just fun, fun gimmick with the bomb transformation, one of my favorites in the game, fun escape sequence with acid coming out of the walls you gotta out run, fun music for both parts of the level, fun everything, me love this one way too much.)
The Mad Mall (yes, this level isn't that hard you just have to get good I 100%'ed it on my 2nd playthrough of it, 9/10)
S tier:
Cinnamon Springs. (9/10 just like Bomb Candy Mines, fun everything, excepte even more fun, with a bigger focus on platforming and spectacle like when you destroy a fucking temple cuz you just wanna be a Dick, or when you ruin Greg's vacation, this felt like a Crash Bandicoot level almost, so that can only mean I'll love it lmao.)
Vs. Satan (9.5/10 GOODNESS. One of the best finale I have ever had the honor to play, my 2nd favorite music in the game for sure, Satan's personality is incredible and so is it's Amazing voice acting, all phases were challenging but not unfair at all and very fun and creative, not to mention you feel like an absolute monster for most of the fight, yeah, banger.)
Devilled Garden (9.5/10 best music in the game, idle hands down, and the level delivers as well, helping a demon rebel agaisn't Satan, not cuz he wants to overtake hell or is sick of it, but because he wants to fucking throw a party is hilarious, everything he asks you to do is fun (the clock part may be a bit slow but I still enjoyed it) and the escape sequence gives you such a fucking boost of ego with the mech suit out of nowhere, absolute masterpiece of a level.)
Vs. Ring a Ding (10/10, best boss just for the sheer surprise of the third phase, what can I say it's a monkey brain reaction: me see biblicaly accurate angel, me happy, the music on the last phase is absolutly incredible that solo makes you feel things in places you didn't even know you could feel, and then you just pull a Mario and Luigi move by just countering the Moon of all things, yeah one of the best boss fights I'v played personaly.)
Pinball Mire (10/10 the music... THE MUSIC, the 2nd half of the level has the third best song in the game, my god and the pinball mechanic? I usually am not a fan of Pinball in general especially in a level that stops you and forces you to play Pinball that's just boring, you could make the argument that this one does the same but the Pinball Gimmick is also used in platforming to do a Spindash like in classic Sonic, and thĂŠ Pinball sections are very very fun and quick if you know what you're doing, even on my first playthrough I didn't spend more than 4 minutes on any (excepte the one before HAPPY HOUR, it's a bit long but not the end of the world, all and all, a magnificent level.)
Concrete Jungle (10/10 AAAAAAHAAAAAAAHAAA, This... This... This Is everything, EVERYTHING I WANT IN A PLATEFORMER, fun, gimmicks are way too well fused together and never feel overwhelming when stacked on each others, the musics, all three of them, are bangers, with the third one being oddly nostalgic, actually the whole level has a nostalgic vibe to it, probably cuz I grew up in a city that actually really resembles this level so there's an strange feeling of comfort when I play it, it's strange, also you get to light the whole city on fire so 10/10 LMAOOOO, but yeah one of the best levels I have ever played in a platformer, masterpiece isn't good enough of a word to describe it, also these monke are some of my favorite charachters in the entire game, like third favorite charachter, they're cute and just have a cool Vibe)
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Anyways there's something wrong with you if you read all of this, but, I apreciate it, thank you very much.
Stay safe.
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oneriderratbug101 ¡ 1 year ago
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Alright so, in part because I see my tempest post gaining some traction, I want to talk for a second about Wizard101's aoe meta.
Nono come back, I see you walking away already, this isn't just going to be a rah aoe bad aoe meta bad post. There are way too many pieces of content about this issue that don't actually make any points and just say the issue is there. We know the issue is there, we all feel it, that's why a shitpost where I spent 5 minutes manually typing out the word tempest (that's right, not a single word was copy pasted) is doing so well right now.
Part 1 - Why hasn't anything been done?
I'm going to say it right off the bat, I don't think a lot of us really tend to think about how much of a nightmare aoe must be to balance. In the current state of the game, aoe is basically necessary for quality of life. This raises what seems like one of the biggest dilemmas in balancing history though- there is no middle ground for these spells. The only point in which these spells would be nerfed enough for the community to not spam is if these spells were made practically unusable. Because of the unique amount of time battles take in a turn based mmo vs literally any other mmo, using single target spells can feel like it takes forever, and is wildly inefficient. Other games with more traditional gameplay loops can make up for aoe's effeciency by having it in a middle ground, but because we have long turn based instances rather than open world quick fights as our main battles, if the aoe is in a "middle ground" we will still spam it as if it's op. There isn't a pure balancing fix to the aoe problem. In order to fix the aoe spells from a game design perspective, a system is going have to be added, changed, or the entire gameplay loop get reworked. Needless to say, that's probably not happening, and I can't really blame KI on that one.
Part 2 - What's the problem?
Alright, so we've established that, for the forseeable future, an aoe dominated metagame is here to stay. However, aoe makes up an incredibly small portion of the vast array of spells we can obtain. Not even just wiping off single target spells from the table, for efficiency's sake, the main aoe spells used are ones we obtain relatively early on in the game. This branches into two very heavily interwoven problems I've seen a lot of people reblogging the original tempest spam bring up.
2a:
This aoe domination greatly thwarts gameplay diversity. That's the main appeal of the post that started this all, really. It becomes a chore to play the game after a while when all it boils down to is the same exact gameplay loop you have been using for years, with no change despite the addition of more and more spells into your repetoire. It becomes tiring, and it makes the obtainment of new spells lose a lot of excitement, getting not only in the way of fun gameplay but also in the way of core progession mechanics. Other games can avoid this issue becoming too large, as the traditional MMO combat style puts you in more control of your character and adds another layer of enjoyment to be had through that. In Wizard101 I have to take drawn out turns to do combat, where in traditional MMOs you have a chance at getting a bit of a rush from the more involved, faster paced button spams. Now, from here, you can bring up the fact that card games have been around for ages and have been able to avoid gameplay loop issues like this for a good chunk of that time, and I will meet you with a
????? Card games have had balancing issues for ages and many people struggle to get into and stay in the hobby, they've got their own thing going on
But yes, I will agree that despite having their own problems, card games can generally avoid the issue of gameplay loop growing too large through being PVP. That's right, all of you Wizard101 PVP mains out there, congratulations, you've managed to avoid this problem! I'm sure Wizard101 PVP has its own problems though. Regardless, let's get into what PVP brings to the gameplay loop table. As opposed to PVE where you face a semi-predictable AI, in PVP you will be put against another real person, formulating new strategies, using a deck you might not know about, and using spells in a more random/unpredictable pattern. PVP has the benefit of novelty, forcing you to strategize differently across your battles, and to think hard about your opponent's next move every time.
I'm not claiming PVE doesn't have anything like this! Just that in the core gameplay of an MMO, which typically consists of a lot of general mob battles, this battle novelty typically isn't all too present.
2b:
We're missing out on a lot of cool spells! Animations, art, sound design, game design, etc, all of that work poured into these spells and we're just tossing them on the ground like that scene from Toy Story! This sentiment was lost in reblogs as I put it in the tags of the tempest post, but I LOVE storm! The ocean themes, general water themes, and of course actual storm themes hit their mark incredibly well for me! And I feel the same about every other school, as well! Tempest was merely an easy vessel for this message, as it's the most stereotypically spammed aoe. As I said before though, when all you're using is the same spell, a certain excitement surrounding the game leaves. I feel we have gone from seeing new spells and going "That's so cool, I can't wait to use it!" to seeing them and going "That's so cool, I wish I had a chance to use it!".
Part 3 - Why is this a problem? (E.g. why not just use whatever spell you want?)
You, balance wizard reading this: when's the last time you've heard something to the tune of "just blade me"? How did that make you feel? Did that extend to other parts of your gameplay? To expand on this, anyone who isn't fire or storm, has Wolf Stormblade ever told you that you can't hit? That you deal no damage? Told to just support or pass? Even fire wizards are sometimes subject to this!
The chances are, a lot of people don't realize how much of an effect the community has on their gameplay. I've even encountered this as early as Unicorn Way, but people care about the meta. You're going to play with people, and a lot of this playerbase can tend to treat their own word as law, and so you will have the meta drilled into you. Hell, sometimes their "meta" is less efficient or just straight up worse than your plan. Putting that aside though, opinions turn into "facts", they then circulate, and then you have been pressured to play a specific way. Before I continue, I'd like us to remind ourselves that this is NOT League of Legends, and that at its core this is an all-ages game in a humorous fantasy setting, and that some of us might be taking PVE gameplay a little too seriously. That being said, I get it though! Circling back to an earlier point, this gameplay loop can be absolutely numbing! Of course after 80 battles against Malistaire just trying to get that one drop you want everyone around you to play with maximum efficiency! It's impossible to always keep in mind that some people might be trying to experience these parts of the game you might have already experienced as much as you can! And in a way, it makes sense, why would we roughly double our already extended battle times through not playing aoe? Metas get popular because they work. They work extremely well. Under Wizard101's current combat system, which is a large part of why I love Wizard101, single target spells are rarely a better option, and instead cost me multiple more minutes in my day.
The next suggestion would usually be to solo, however:
A: Not all content can be soloed, you WILL have to encounter another player at some point, and it will usually be in a setting where these types of players congregate most.
B: Even if more challenging content CAN be soloed, you have to play extremely to the meta, defeating the point of soloing here.
C: This is an MMO. A core part of it is inherently community and other players. Why am I only allowed to have fun while lonely?
Unless you come upon a rare chance and find the perfect group of people, you can't consistently play Wizard101 the way you want. And the problem is much larger than the aoe spells.
So, we have acknowledged we all understand the problem and have feelings one way or another about it. We have described why nothing has been done about it, and what the problem really is. We've gone into the community pressures, incentive to self, and damage to gameplay options regarding aoe and a greater meta. I've also done my best to show that this problem runs deeper and is harder to avoid than you may think. So, what's my big suggested change for Wizard101 and KI to fix this problem?
Nothing. That's right, all this for me to suggest nothing. Unless a lot of random reworks somehow magically make things better, this isn't changing. I don't even necessarily want the reworks, either. This problem is just here. I guess the only actually meaningful call to action would be please, regardless of whether it's Wizard101, some other game, or even just life in general, be mindful of the experiences of others. You may be beating that boss for the 80th time today, but this might be a teammate's first encounter with it. You may be jaded and want to do things as fast as possible, but try your best to remind yourself not to take the sparkle out of the eyes of someone enjoying themselves. Remember- you always matter, and whether or not that's going to be positive or negative is in your hands.
Maybe our game gets better, maybe we get better, or maybe some secret third option happens. It doesn't even matter too much to me, despite this lengthy post. I just wanted to get my thoughts on this issue out there.
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ghostofacrow ¡ 2 years ago
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Crow plays Gubat Banwa Pt 2: The first Violence
I'll have to write this one in two parts because I briefly want to go over my setup, but I don't have time for the battle itself today, especially because I'm sure it'll take longer since I still don't know what I'm doing.
So here it is! The moon is bright tonight, watching over the Kadungganan trying to escape the forest's demon infestation. Unfortunately, they have been cornered by a riverbend - the bridge leading back to the coast has been destroyed, so now the only way out is for these three strangers to beat back the demon hoard advancing on them.
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I don't normally like using Tabletop Simulator for roleplaying games - the physics can be a bit wonky and it's really bad for sheet management, but it was the easiest way I could think of to make 3D terrain. The rulebook suggests using colors for terrain height, which is very good (and actually how I do it normally for other games) but having a map in actual 3D, even if it's digital, does look pretty nice.
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It helps that I'm playing alone, so sharing sheets isn't nearly as important, and that we're still at legend 0, so there isn't that much information I even need to have at hand. I also realized at this point that all the discipline information you need for a legend 0 character is contained on one page, which is very handy. So I just had to import that single page per character and their prowesses.
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I probably should have at least given the drawings a flat color tint so they're easier to tell apart but I didn't think of that until later. The balancing advice in the book suggests to use the number of Kadungganan + 2 as a base, which would be 5 in this case. I settled on six - I didn't know what enemies to use so I just picked the first one in each style and added the demon warrior from the demon's unique units. This also means they're pretty easy to color coordinate since the styles already have associated colors, except for the extra demon warrior
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Behold, the meeple I stole from a different game gruesome visage of the terrifying demon warrior. Finally I looked through all of the status effects I was actually going to need and made little tokens for them, and added a bowl of go pieces to use for counting things. That's the setup done so far, I think. I probably missed something, but I'll see that when the time comes. There was one other reason I decided to use tabletop simulator for this, and it's that the design feels (and I mean this as a compliment) boardgamey. The abilities generally have straightforward effects, and status effects are a binary affair - either you are poisoned, or you're not, so they're easy to track with tokens, and most of the abilities have straight forward effects like "push the enemy 1 tile" or "if the enemy is aflame, deal 1d4 extra damage". These secondary effects have no saving throw-like mechanic either, unless the enemy evades the attack outright or is immune to the effect, it's going to happen, which should make most of the effects here very easy to track visually. Last last pregame observation - I notice while writing this that demons are immune to aflame and resistant to fire attacks and uuuhm
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This makes the Baril Witch situation even worse then I was worried about initially because it makes half of their abilities and their thunderbolt gain condition either not work or very bad. It's not that big of a deal since I'm playing every character, but if this was a normal game with one character per person, I'd be a bit disappointed as Nasirakna's player. It happens, not everyone is good in every fight, but that does mean I'll have to vary up the enemy factions going forward.
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I'm back a day later, time to actually start now! Everything below this is a play by play of the first resound of combat - the next post after this one will be the after action report, if you want to skip to my general observations (this part is might be annoying to read and hard to understand, I honestly can't tell). I already rolled the divination dice when I did the setup earlier and got 1, 5, 8, 7 - the odds outnumber the evens, so the enemies go first. I'll keep the victory and defeat conditions simple for this one, the Kadungganan win if they defeat all enemies and loose if all three of them get defeated.
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For some reason, the figures clip into the tiles, but only on some of the tiles. I don't know why this happens other then tabletop simulators janky physics but I also don't care. Everything is set up now, the enemy sentinel moves first.
The enemy types have these tables to determine what they do on their turn if you play without a GM/Umalagad, here's the one from the Demon Guard, the enemy sentinel (the blue enemy on the map here):
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This is the first time I've seen pseudo-AI like this in a tactics ttrpg and I'm honestly a bit skeptical of how well it's going to work, but the idea is so good that I really hope I'm wrong here and it functions well. One of the benefits of this being a tabletop game is that, if you roll something silly here, you can always just ignore it and do something that makes more sense or is more fun, and the rulebook is open about this too.
I got a 6 so Rush + Shield Charge + Inflict Violence and it turns out I am proven wrong immediately because this is a solid turn (I'll put the exact riff breakdowns in the alt text)
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Yes the wide open token is a door, this is because I couldn't think of something less stupid looking yesterday.
Nasirakna gets to deal 1d4 (4) Damage to the Guard from her Overwatch Aura ("While you have Thunderbolts, you have an Overwatch Aura 3. Any enemy that moves into or leaves a tile in this aura you may deal d4 DMG against, once per enemy per Riff.")
Dranreb goes next and moves around the enemy like this, allowing him to flank and ram into them from the side using his "Shield Charge" Inflict Violence, pushing the enemy one tile away and moving after them.
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I get to roll 2 violence dice and pick the highest one because of the flanking here, and I got a 1 and 2, which is a dogshit result, but very useful here for demonstration purposes. The damage of my attack here is 2 (from the die) + 3 (Dranreb's Ferocity) and this gets reduced by 5 (the Demon Guard's Parry). 2+3-5 is normally 0, but damage can't fall below 1, this means the secondary effect (pushing the enemy) still happens anyway. The secondary effects are only avoided if the enemy dodges the attack completely, which usually only happens if you roll a 1. For reasons that you can probably figure out by looking at the map here, the push is more important to me in this situation then the actual damage. I really appreciate the lack of a saving throw-like mechanic here, non-damaging effects like applying poison or moving the enemies around is what you need for combos or to set up cool plays by your friends, so just letting them happen avoids a lot of frustration. You also gain a thunderbolt if your attack gets evaded or deals minimum damage, so being one point off from snakeeyes was maybe ... good? actually?? in this specific situation.
Dranreb has 1 more Beat left, and originally I was going to use his Shield Bash Inflict Violence, which also pushes the target 1 tile (and would push the enemy into the river here) and would give Dranreb d6 Block. Unfortunately, its violence die is a d6 and because this would be my second attack in this riff, I'd have to make it at 2 demerit - roll 3d6 keep the lowest one. If I land a 1 on ANY of the 3d6 here, it means the attack fails, and that's a bigger risk then I'm willing to take. Thankfully, Shove (push an adjacent fighter 1 tile) is also a basic technique that everyone has access to and doesn't require to roll anything, so I can just push the enemy into the river anyway.
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Goodbye. The Guard has jump 1, so he can only move one terrain height up at a time, which means they can't get back up here and has to walk all the way around. They also take 2d6 (4+4) damage from the fall. Really fun and cool move! In retrospect, it would have been smarter to move the enemy to the tile below Haraw to make pushing them off like this slightly harder, but I genuinely didn't think about that until I started planning Dranreb's turn. The decision to combine to hit and damage rolls into one removes a lot of the more annoying randomness in tabletop games (well, in D&D and its children specifically), but I don't know how I feel about attacks with lower damage potential also having a higher chance to miss completely, especially when the attack is already at demerit. It's only a difference of about 12% at 2 demerit between d6s and d8s, which isn't that much, but worth keeping in mind if you're attacking more then once. The demon Raider (a Lancer) is going to go next and I got Rush + Inflict Violence + Rush on the Gambit table. This is pretty straight forward so I'm not going to break it down in detail, they're just going to move in and attack Haraw, who is the closest to them, and then retreat back up the hill. Nothing too complicated except
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Rolling the maximum value on a melee attack means it combos and gets rolled again and added together. They also gain an extra 1d6 bonus damage to their next attack after rushing their full speed, which puts us at a whopping 8+4+1+FER(7) = 20(!) damage. Haraw's PAR is 3 so that's 17. This early and she's already at 9/30 POS.
Haraw is also going to go next and she's still taunted by the Guard that fell into the river, which means all her attacks against enemies other then the Guard suffer demerit. Thankfully, she has other options!
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Not an attack, so it doesn't count towards the number of attacks per Riff, and nothing to roll here. Dropping the raider enemy into the river is going to be less effective - their jump is 2, so they could get back up easily and wouldn't take fall damage. But the map does have a dangerous terrain spike growth, so I'm going to knock him in there instead. The description for dangerous terrain says that it deals 2 damage every time you enter it. I'm not sure if multiple connected tiles of the same type of dangerous terrain count as entering it once, or if it means every tile you enter, but I'm interpreting it as the latter because it works in my favor here it makes more sense to me that continuing to move through a spiky undergrowth would keep dealing damage repeatedly.
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The Corpseflower Curse is the most interesting part - its violence die is a d4, which means the chance to miss is pretty high, especially since Haraw is still taunted by the Guard and has demerit from it. But sliding the enemy down into the bramble first means Haraw is at a higher elevation now, her ranged attacks gain merit against this demon. So at least I'm rolling the d4 normally, get a 3, and put down the field. Flower Balyans gain a thunderbolt from putting down one of the flower fields, which I immediately spend on
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...and end her riff. Ending a riff cleanses Wide Open too, and I'm just noticing now that I didn't remove it from Dranreb after his riff. The annoying thing about writing this down as it's happening is that I'm immortalising all the small mistakes I normally wouldn't catch or quietly fix later. The enemy Witch goes next, rushes (through the dangerous terrain) and dazes Dranreb and Nasirakna. Daze gives all of your attacks demerit and all attacks against you merit, but this could have been worse.
Nasirakna is up next and uhm. She doesn't have a lot of options here due to the enemies all being resistant to Fire and immune to the Aflame status effect
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They're weak to Soul at least but that still means the ideal strategy is to get into a high position and snipe repeatedly. He's going to spend 1 beat to climb up into the tree next to him, and then use Bala Osuwang on the Raider - the height advantage nullifies the demerit from dazed. Aaand I rolled a 1. The next attack would be at 2 demerit, but at least I can spend 1 thunderbolt on Joss Reloads (see above) so my chance to hit looks slightly less bad....aaaaand I got another 1. This does at least mean I get the thunderbolt back and can use Joss Reloads again to gain 1 Merit for their next riff. I was really hoping I might be able to finish the Raider off but it wasn't meant to be.
The enemy archer gets into a tree of their own and shoots at Dranreb twice (and unlike some fighters here, hits both times). The Warrior Demon rushes twice, taking 8 damage from the dangerous terrain, and attacks Haraw, which is enough to defeat her, and also inflicts bleeding. This doesn't mean she's out of the battle, she's just debuffed until she recovered, Kadungganan don't risk death until they get 5 wounds, and you get one every time you take damage while at 0 POS. Getting knocked out and having to sit on the sidelines for half the fight sucks ass, so I appreciate not making characters drop unconscious. They only get 2 beats so their action economy is still being taxed, but they still get to do stuff, which is the important part.
I might have bitten more off more then I can chew with the enemies here, but what I've played so far already looks really promising. The random enemy behavior works surprisingly well, and the player abilities are very fun, but if I want to finish this battle in a reasonable amount of time, I'll have to stop writing down every move. The next post is going to be a highlight reel and my overall thoughts on how this battle went. It's not looking good!
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enarei ¡ 2 years ago
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the levelling experience in retail WOW is so mind numbingly dull. like I understand that they have a complex problem in their hands and leaving it unchanged wouldn't work. I understand the game has literally two decades worth of content, and just forcing new players to go through all of it as close as it was on release would not only be extremely technically challenging to balance, but also an insurmountable task to anyone with a job. but their solution to it shows such an utter disregard for the very core of what makes MMORPGs fun, and all the work they put into previous expansions.
it's actually sad to me to go Outland and see that everything scales to my level. that the bonechewer orcs on the cliffs to Hellfire Ramparts are the same level as the ones that patrol the road proper. that the handcrafted experience of surmounting each tier of orc progressively through questing, until you are powerful enough to climb the Hellfire Ramparts and take on a dungeon with a group of friends, and so on for each new area of TBC, all that has been sacrificed in the name of "current content". all of it has been homogenized such that it doesn't matter which area you do first, which class of enemies you choose to pick fights with, what quests you prioritize with each new level, it's all rendered equally (un)challenging so that players can speed through all of it to get to current expansion without a care in the world. there's zero incentive to care about the world besides the promise that once you're close to the end of your levelling journey, it'll get really good.
people might say that's always been the case since expansions became a thing, once new gear comes out, the old world is irrelevant. and I don't have a reason to disagree, except that I'm still presented with meaningful choices when levelling in classic WOW. the level 65 quest rewards might not be remotely relevant to {current max level content} Ice Crown Citadel in that game, but just being in the overworld itself is fun because the journey feels authentic instead of merely being there as "legacy" content to fulfill the requirement of some levelling experience in an RPG.
it's quite ironic that in an attempt to 'free' the player of the burden of being forced to level through every expansion linearly, so they can Have Their Own Adventure, they completely ruined the sense of autonomy that encourages you to actually do that. you wanna do a really hard quest 6 levels higher than you so you can skip the boring gathering ones appropriate to your level? or maybe you'd rather go to this other place that is full of beasts that you can skin and ore you can mine, so you can train your professions at the same time. have a friend close by? try to do this insanely stupid escort quest and get suckered into world pvp for half an hour when the Alliance shows up to ruin your day. like you get this very organic interaction between game and social systems by virtue of level ranges providing irregular bumps to perceived difficulty and thus how seriously you need to engage with your class's mechanics, how efficiency you need to use your cooldowns to survive an encounter — you get to pick the difficulty, and it turns out it's incredibly fun to challenge yourself.
In retail that barely ever happens, because every single enemy you'll fight in the overworld will be scaled to the same level as you, its health and damage output will never allow them to be exceptionally trivial or meaningfully challenging, which means you barely have to change your tactics.
I know the carrot is real. I know the class design has considerably more depth and the gameplay has the potential to be much more fun just by virtue of dungeons actually having interesting mechanics when they never did in classic. But it baffles me how much of a slog they expect you to push through to get to it as a new player. I find it very hard to believe I'd have gotten into WOW if this was my first experience with it and I didn't have friends telling me how awesome Dragonflight is.
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tony-lee-gordy ¡ 9 months ago
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I recently beat the demo for Card-en-Ciel; the new game devolved by IntiCreates, the same team behind the Megmaan Zero series, Gunvolt, and Bloodstained. As someone who really loves card games and deckbuilders, these are the types of games I really enjoy.
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The premise is pretty simple. You play as Neon, a "Master Chair Detective" (basically a white hat hacker) who takes on a case about finding out the scetet of some anomalies in various games. There's nothing too out there, but i really like Neon so far. Behind the do goober hacker side, he's just a big game dork who loves video games as a whole. It helps he's voice bt Aleks Le, and I've grown to like a lot of his roles like Shun and Minato. Heck, all the voice acting is really good, and there's a lot of it (which can thankfully be turned off since it persists into card fights, and i can see someone finding it annoying. I personally found it funny and charming)
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The game flow is pretty straightforward. Go do a dungeon run order to progress with the story, come back, gain levels to improve your stats between runs. As for the game itself, it does a few things I really like. First off, despite what some videos say, this DOES NOT play like Battle Network. It's solely turn based with emphasis on positioning and card management. Ine of the cooler aspects is a balance mechanic where if you do enough break damage, you can stun an enemy and stop them from attacking. It adds some much needed strategy between going for pure beat down or stopping one enemy and moving out of the way of another. The game encourages you to fight because not doing ao raises a threat meeter that can add random debuffs when entering a room.
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One of the more interesting aspects are Muse encounters. You can find them in a dungeon, and beating one allows you to recruit them, offering their skills and passive abilities when you meet a certain condition, and they can stack and it can get very, "I don't know what's going on"-y at times but in a good way.
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Something else I like is how you interact with the map. After clearing out a room of enemies tou can place cards down for bonus effects, heal, or enhance cards with passive cheat codes. I really liked this mechanic a lot. Made me think what I need the most. "I could boost one of my cards permanently, but my deck is getting kinda bloated I could stand to see a few cards on the map, then again I am low on health" these are the type of choices I like. Very risk vs reward heavy and no choice feels universally better. It's great stuff.
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Visually this game looks really nice. Very vibrant with very nice character designs....some of it a little fanservicy but the "all in good fun" kind that makes me laugh (like hell, the demo ends with you being able to use Ancie as a lap pillow..that just made me laugh one of those "want the hell XD" kind of laughs) and like I said the voice cast is really good. I can tell everyone had such a fun time voicing these characters.
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I guess my only real complaint is guess is that outside of those moments of losing track of what's going on, keeping up with card effects and all the voiced dialogue in combat being a little much, I can see people getting a little tired fighting all these fights. These maps are fairly large, and nearly every square has at least 2 enemies on them, and because you're encouraged to fight a decent amount, i can see this get VERY repetitive and annoying for someone. Heck, after a while, I just focused on fighting the Muse and treasure room enemies and a few along the way. You aren't REQUIRED to fight EVERYTHING on the map anyway so I think focusing on those rooms and a few more for good measure would be fine. The other personal issue is...this game is a love letter to IntiCreates and their I.P. I haven't played a lot of their games so I didn't recognize a few names but that's just a me thing. (I should get on that. The games I have played by them have been very good)
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I very much enjoyed this! It feels easy to understand mechanically, and the stuff it does differently from others in the genre helps it have its own identity. I love the voice acting. It's usually appealing. Yeah, the story (so far) isn't really doing much for me plot wise (outside of character interactions) , and I can see it at risk of being receptive but those didn't stop me from having a good time. I'm definitely gonna pick this up when it comes out. If you're into this type of game, or really love the company who made it I'd strongly reccomend this :)
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whyitfucks ¡ 1 year ago
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Why it Fucks: City of Mist's Themebooks
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lateral character progression rules!
For those who don't know:
City of Mist is a 2017 Powered by the Apocalypse game from Son of Oak Games. Described as "set in a modern city where legends are real people. Heroes, tricksters, and monsters are reborn inside ordinary people, regular Joes and Janes, who gain supernatural powers connected to their legendary alter-egos."
The game focuses on telling stories that merge the fantastical with the grounded. Okay, if not grounded "lower altitude". It's the structure that you'd find any on detective/police/superhero procedural on TV. A detective game, even if those detectives are also embodiments of legends like Red Riding Hood or the Goddess Artemis.
One of the delightful things about it, and the reason behind this post. Is its use of what it calls themebooks. Every character at any given time is host to 4 themebooks. These can be powers tied to the myth you represent (Mythos) or some part of your mundane life (Logos). A Thor based character could have a "Relic" mythos for his hammer, and a "Defining Relationship" Logos with his old dad he cares for. They provide benefits to rolls when needed, have unique weaknesses and so on. Most importantly they have a mystery (for the mythos) and identity (for the logos) that tell us why we care or give little hooks. These themes get discarded and picked up throughout the game as you use them. Letting characters change without worrying about balancing difficulty.
As an example, let's look at one of the characters from the quick start, Salamander, tied to the myth of, well, the Salamander
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One of his 4 playbooks is based on his job as a city water worker. We can see it has the identity "I need my job to survive" this tells us why it's important to him. I won't go in to much of the rest about power tags and such, instead looking back up to Attention and Crack.
Attention is like an XP track for that aspect of your character. There are a couple ways of gaining it like invoking your weakness tag for a penalty for example. You evolve it, expanding out the power/importance of the theme.
Whenever you take an action that goes against or would cause conflict with one of your themes it takes on a crack. Maybe Salamander has to leave his shift to go fight some bad guys, angering his boss. When the crack track is full, Salamander will lose that theme and trade it for another. Broadly, the themebook creation rules are written very generously. You can come in with a loose concept and they'll help you solidify it into something usable
Why It Fucks:
SO. What we have here are characters with 4 individual aspects that serve as side plots, mysteries or recurring beats that each have two directions they can go to (focus or conflict) that are, for the most part, entirely player directed as to which way they're going. Some MCs might twist arms for hard choices but at the right table that's just good drama baby.
This is a game that frequently references television procedurals or detective stories as big touch stones. What they've done here is empower not only the MC but the players to thread together their episodic adventures in a way that can also reflect consequence without making that player less "powerful" in game terms. Facilitating really dramatic change.
City of Mist is a game I'm quite fond of, it has it's issues but design like this is why I want to start writing these posts. Whatever I think about the game, this single little bit is SO! juicy to me.
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theannoyingurge ¡ 1 year ago
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For the Durge Creator meme, 4 and 9!
Sorry for how long this became!
4. How did Durge come to be? Why them? Was it a vibe you tried to capture or a specific visual you wanted to represent? Did you borrow them from previous works or were they handcrafted for this story you have in mind?
I went in blind as an Oath of the Ancients Paladin (lol). Never played a BG game before. I knew the gist of The Urge mechanic and that I wanted to resist it, but it wasn't supposed to be a main playthrough.
But then Alfira happened, and I met the Oathbreaker Knight - who had apparently met me several times before - I fell in love with the concept of a good person who was cursed to be evil against their will, and all the trauma that comes with.
The vibe was how dark a heart can become when forced to withdraw from the light. The self destructive ways we insulate ourselves from feeling anything too deeply. The fear of being seen for what we are, balanced against the dread of being alone. How we rationalize our own sins to live with ourselves, and how twisted our sense of reason can become when subjected to horrific realities.
When I feel the weight of my part in climate change/capitalism/systemic racism/etc, it's easy to just be a snowflake in an avalanche. The power I have to vote, boycott, protest, etc feels almost meaningless in the face of the pure scale at which evil exists.
I wanted Durge to feel that small, yet remain single-mindedly possessed by the power to end it all.
She rages against something she knows is there but can't fight without turning inward. It was a bit of a study in environmental factors, comparing her character before and after the tadpole. Pre-amnesia, she probably blamed life itself for The Urge, believing that peace was possibly only when there was nothing left to trigger violence. Post-amnesia, she is forced to unpack all of that around the campfire and can begin to heal.
9. How much did Bhaal influence their design or personality in the end? Did you research lore to purposefully get the resemblance or do you just go with the flow and what feels right for the story you want to tell?
I stopped playing the game for months to figure out how Bhaal's "divine parthenogenesis" supposedly worked while he was dead, how his temple functioned prior to Returning Day, what caused Viekang to suddenly murder his brother, etc. It was a mess, but I wrote a thing, and it made sense at the time.
Bhaal crafted Durge from his corpse floating in the Astral Plane and the essence of his botched rebirth, which was supposedly locked away in Mt Celestia after the events of the previous games. I blamed the Spellplague for releasing it into the Astral. There it was seized by his vestige, infecting the mind of a murderer with the heart of a savior (like Withers' line in Act 3).
Bhaal wasn't happy about his miracle child's Divine Soul sorcery, but beggars can't be choosers. He grooms her to supress it and train in other professions instead. However, he takes advantage of her ability to love him the way truly evil spawn never will. She was destined to be the perfect, loyal daughter; a foil to all the ambitious servants who failed him.
She's a sweet faced Tiefling bard. Has her father's Netherese features. She favors illusion, enchantment and divination spells to get inside people's heads. She effectively bluffs Bhaal back into power by sowing fear of his return, and portenting doom to any who don't aid that end (a Spirit Bard's take on Pascal's Wager).
In her younger years, she unleashes Creepy Little Girl nightmare fuel against Cyricists and sex predators to meet Dad's death quotas guilt-free.
She gradually extended the treatment to people she doesn't like, which steadily grew to the population of Toril. She failed to notice the shift from "necessary evil" to "evil necessarily".
However, a small remnant of her Divine Soul hibernates, restless and disembodied. It occasionally lashes out and tosses coins to beggars, or shows mercy to the Chosen of her father's sworn foe.
Suffice to say it's all Jergal's doing. He's involved in everything and too many tabs were opened. "What is the worth of a single mortal life?" sounds like a question he and Dark Urge have both done terrible things to get answers to.
I needed Dark Urge to experience spiritual conflict over something bigger than Bhaal, more akin to nihilism or fatalism, to untwist some deeper rooted issues and explore Jergal's character growth as well, as a once-BBEG who is now a Neutral servant to Kelemvor. Like, 'stop murdering people' is a great first step, but 'cherish life even when it seems fleeting and hopeless and you have no answers' is the goal here.
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onelastchorus ¡ 6 months ago
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a jumbled collection of random thoughts i have about the archon quest - spoilers below
mavuika is kind of boring... like i get what they were going for but i don't think they pulled it off which makes me sad bc she is a unique kind of character and i think she had a lot of potential. they want her to be a strong unflinching leader and also super tragic and the balance is just off and it leaves me with no connection to her
HOWEVER. her VA ate. especially in the scenes with Hine, she really pulled through as much as she could, i just don't think the writing did her justice most of the time.
honestly all the VAs in natlan are doing serious heavy lifting. with all the mediocre and/or messy designs, the voice acting often does the most to make me love a character. mualani could've been a cutout of an archetype we've seen time and time again, but the VA brings her to life with so much personality. i've really loved xilonen's VA since she first dropped, they have a unique style, they really make her sound conversational, not just like a character in a video game, but a voice of someone who's thinking as they speak (reminds me of welt from HSR actually lol. both very good performances imo). ororon is a trainwreck of a character, but his voice gives me cuteness aggression. of course he's a grandson, he's adorable. chasca is frustrating to look at, but her VA really pulls through in emotional scenes, literally the perfect voice you could've found for chasca. all the VAs are killing it, even if i haven't mentioned them here.
i think the best part of the quest was actually the domain before the big fight. getting to see everyone from all the tribes, ESPECIALLY NPCS and hearing what they had to say, and including characters from the tribal chronicles and world quests was so satisfying. probably the closest genshin has gotten to making it feel like a real world. i don't know how it worked if you hadn't done those quests but as someone who has, it was so great. everything really came together in a way the devs have tried to do for a long time and just now succeeded.
Speaking of NPCs.. vichama... sad gay man of all time. just one of many ways they brought threads back and made the world feel whole. (shout out to bona too. loved seeing her.)
why can they never get the pacing right. why was the intro w the party and and everything SO LONG.. i got bored and almost quit to come back another day. when will they learn to condense.
although everyone talking about their dreams of dead loved ones and kinich being randomly absent bc he would've had to talk about his dead abusive drunk father is so funny to me. definitely would've brought the mood down
too much traveler pushing? idk why we had to say over and over that they're so great and wonderful. we get it. dial it down Please.
i was also so shocked that their ancient name didn't have to do with their role as a descender. i thought it'd be 'witness' or 'sword' or 'will' or something. hope was a shock.
i wish they'd done a bit more explaining on what we were fighting, why we were hearing former pyro archons ect. left it a little blank? idk i feel like something had to have been removed bc we fight it and then just like don't acknowledge what happened. it's weird.
also did anyone read the description for the ancient name? because wtf??
i think a lot of people will agree with me when i say that i would've enjoyed capitano a lot more if he wasn't 1st of the Fatui Harbingers. they really did so much telling, not showing when it came to his strength and as a harbinger it was really disappointing. he's supposed to rival a god but he just sits in the corner plotting and whining about honor the whole time. i feel like his plot got really pushed to the side.
his story itself i'm still unsure about. it was definitely predictable, but that's not necessarily a bad thing. i love that his frozen corpse is just sitting on the throne and u can go see him. that's so sick. anyway i think i need more time with it. if he was a different character i think i would've been satisfied but he was too built up and i was expecting something more exciting.
ronova is really sexy. like. i am attracted to that eldritch being shade. why is she shaped like a vagina.. anyway. i might be insane.
COLUMBINA TEASE. (or the doctor but i don't want it to be the doctor. please.) SHES COMING, TRUST 🤞
the monument at the end is gorgeous.
anyway this is like.. a 6/10 archon quest for me. definitely doesn't stand up next to sumeru and fontaine imo but they had to lose steam somewhere, right? i think this might end up overshadowed by being sandwiched between fontaine and snezhnaya, and i think i'm okay with that. i still had fun.
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northwest-cryptid ¡ 1 year ago
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This shouldn't be nearly as much of a controversial opinion as it is; but I miss when games were literally and firstly designed to be fun experiences. That fun can absolutely lean into the demographic of the intended player; but the entertainment and fun used to be very clearly emphasized for the common player.
And see this is where I lose people. They get too caught up on the first part of that and ignore the last 2 words. I've heard people tell me "you're just salty because you're bad" but at the risk of sounding arrogant, no I'm actually salty because I'm better than the average player and if I'm getting frustrated and struggling to ENJOY the game then there might be a problem here.
Sure you can wave this off saying "you're arrogant if you think you're literally better than the average player" but honestly I see this issue a lot of in the communities of actually difficult games, where the difficulty is part of the fun. People treat it like a dick measuring contest and refuse to hear anything bad about it; as well as anyone saying they're actually good at it.
Thing is, I actually do enjoy difficulty in games. When I played ULTRAKILL I made a point to start the game on Violent. Even when I was told to go get all the weapons first; I found that I enjoyed a challenge that was designed with what I had available to me in mind. Sure I didn't P rank everything on my first go of it; but soon after I not only felt motivated, but enthusiastic to go back and P rank those stages with my new fun weapons.
Dark Souls 3 is literally one of my favorite games, it's clear that for all it's faults; there was a good bit of care put into the difficulty to match with where the player was expected to be at the time. Even with it's branching paths I never felt underleveled for a boss encounter. Bosses didn't have over the top wild combos that they could switch up on the fly; or ridiculous AoE spam that comes out exclusively in the last 10% of the fight. They were just balanced, challenging, entertaining fights.
I think the major problem people fall into with "Difficulty Is Fun" type games is that devs fail to understand who they're making the game for and when they're making the game for them.
Again going back to ULTRAKILL here, because it's a GREAT example of how a difficulty is fun game can be done right.
See the game starts very slow with a firm understanding of your basic weapons leaving you to figure out how to parry fairly early on and use it alongside your guns without thinking of it as something that's difficult to pull off. It's not this high risk high reward thing, it's just another tool in your kit.
But the dev/devs clearly understands this game is made for the Difficulty Is Fun crowd; so they don't just give us a difficulty option for the game; they additionally make sure the difficulty ramps slowly.
Throughout the first half of the game you're more than allowed to get used to how things work before being expected to use them well; and when you clearly have more experience and confidence with the game it begins throwing harder stuff your way.
But you know what's cool? The ultra-hard content that's made for the dick measuring contest elitists? That's locked behind getting Perfect rank on all the stages in an act; doing so unlocks the super hard boss mode stages and if you beat all of those you unlock the like ultra-hard masochist gauntlet stage.
Did I mention you can do this on any difficulty? Or that different difficulties actually change up how the game plays? With easier difficulties allowing you to counter your way through the whole fight but at Violent and higher you can't parry throughout the second phase? This means if I enjoy getting into the thick of it and scrapping by on 1 HP and a dream, I totally can; but my friend who wants a stress free fun time with the game can actually experience all the same content on an easier mode and guess what; we're both happy?
Like I'm sorry I'm not saying every game needs to have an easy mode; that's an argument in a totally different ball park. This isn't about "easy mode" because that's not what I want from games. I don't want my Difficulty Is Fun game to have an easy mode; I just want it to be fair and enjoyable.
People shit on Dark Souls 2 for a lot of stuff, but you know the one thing that has always bothered me?
There's this really pretentious achievement you get the first time you die, it's literally titled "This is Dark Souls" and you know why that bothers me?
Every SINGLE time I see someone unlock that the reaction is roughly "oh no, I'm not going to enjoy this game am I..." Which all the "hardcore Souls fans" laugh at and say "yea get ready to die for 40 hours lololol"
I'm sorry but like, that's the dumbest shit I've ever seen; go wank off to difficulty somewhere else. Did you hear what they fucking said? They're not going to ENJOY the game they paid for? What's the point of doing the thing that's supposed to be entertaining if they're not entertained?!
Are these games meant to be "rage games"? No that would seem almost insulting to call them that.
Why do I like Dark Souls 3? Because the game doesn't feel like it's looking down on you, the whole game is designed to cheer you on, to coach you. Every time you get knocked down the game is telling you "get back in there champ you got it this time." If you're not sure what I mean I should likely explain it like this,
I once watched a playthrough in which one person had never played Dark Souls and the other was a veteran player. The vet was a sort of coach to point out things about the game the newbie was likely missing.
The first boss encounter was pretty scrappy but whenever he's die the vet would ask him "did you see what happened there?" Essentially talking him through like "you dodged right but he's right handed so you dodged into the swing, try sicking by our left, his right; and dodge under his weapon instead." Or he'd explain things like attack opportunity and such. The idea of their turn and your turn, the enemy attacks; and then during their recovery you get to do an action as a reward for actually dodging the attack. This lets you heal, attack, or set up something for the fight. It's a classic back and forth that leads to players being able to play in different ways and not just build for Poise, Vigor, and Strength so they can play the most boring character known to man.
It's cool to watch because having someone there to point things out is a great way to show how a veteran vs a newbie is going to view the game. If you've played a lot of Souls before, or you've played the game longer you're likely going to pick up on the ways the game is trying to hint at you to do something.
I recently did a Dark Souls 1 stream in which I literally beat the first boss with the broken straight sword and doing so was a way for me to sorta showcase how. No the game isn't about DIFFICULTY; it's about understanding. I know that's a big meme in the souls community but I'm serious you know, if you learn the attack patterns (which they don't constantly switch up), you figure out what animations are tied to which AoEs and which attacks; and you focus your efforts on dodging those attacks and learning their timing. Now you know where your chance to hit the enemy is, you know how long you have, you can learn and gauge how you need to weave in and out of range.
There's this constant "git gud" saying that I really hate, because on one hand that explains nothing; on the other hand it's absolutely true. However when you tell a new player or even an existing player to "git gud" they're not going to know what that means, they're not going to actually take that to mean:
If you feel squishy, throw some levels into Vigor.
If you're rolling to slow, take off some gear; you won't need the defense when you learn the attack timing well enough to dodge it better; the extended i-frames will help you dodge more.
Take a moment to study the bosses movements so you know where your chance to attack comes in and roughly how long you'll have when it does come up.
Remember how scaling works, dumping 30 points into STR isn't going to do as much as upgrading your weapon to scale better. You can dump those points into Vigor and then throw a few points at whichever damage stat your weapon scales with and still deal considerable damage.
Use your estus early, if you heal for 50 HP with each estus, and you have 10 estus. With a total health of 100, you have effectively 600 health. If an enemy hits you for say, 30 damage; that looks scary, that can 2 shot you right now; but if you actually use your estus liberally you'll realize the boss needs to hit you closer to 20 times. As long as you're healing you have plenty of mistakes you can make.
When I say that games aren't made with fun or entertainment in mind anymore; and they're made to circle jerk the other top players and elitists of a community. I'm not just talking about how hard a game is to beat. I'm talking about nerfs made exclusively for PvP that effect the vast majority of PvE players who will never touch PvP. I'm talking about nerfs made to weapons that could help struggling players with specific bosses because they happened to pay attention to how damage resistance/weaknesses worked.
I'm even talking about how Elden Ring is a so called "Open World" game that refuses to tell the player the recommended level for an area. Meaning it's very much still a linear experience, just with more steps. You're not playing an Open World game, you're playing a Linear game with extra steps and longer walks between quest NPCs.
Okay so you start in Limgrave, cool; most the world isn't accessible to you until you beat some bosses; other parts are totally accessible to you, let's explore some of those first right?
Now if we assume you're a common everyday player, maybe new to Souls games because you've been hearing all the Elden Ring hype and want to try it out. You're probably not good enough to immediately go and fight the first real boss of the game. You're also likely not going south, because the game doesn't point you in that direction.
In fact, one of the early game paths leads straight into a level 60 area. How would you know this? Surely the game has some form of a warning right? Like you know, maybe an NPC along the most common path that will tell you that you're not ready yet. Maybe a message left at a grace warning of powerful enemies ahead; this isn't uncommon for Souls Games having little messages around to clue the player into things.
But no, it doesn't; it just lets you go in and attack something and see you're dealing no damage and then when you inevitably get 1 shot you go "guess I'm not supposed to be here" right?
Well no.
Remember, This Is Dark Souls, you're gonna die fucker; you better get back in there and keep trying until you get it, because THIS IS DARK SOULS.
That's when they inevitably get fed up and if they're smart, they go somewhere else. So let's say you try to skip over the first remembrance boss of the game; you finally got passed Margit. You do not want to have to fight another big boss right now. You just want to explore the open world, maybe get a few levels; see the sights.
Well I hope you're already level... 40-50?
See this?
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This is the wiki's recommended level per area, do you notice anything about it? A sort of linearity? Now you might not at first, you might say "but Cryptid there's multiple areas with the SAME recommended levels!" Sure there are, and accessing those areas may require you to beat a boss in another area, or travel through an area to get to that one. In other words; it's still a linear path, and while more than one of these is accessible to you. If you're not already a vet who might have over-leveled or who may be skilled enough to fight enemies significantly higher level than you; then it's possible to go from say Liurnia of the Lakes to Siofra Aquaduct and get your ass handed to you.
That's all well and good but the issue here is that it creates a sort of metronome of frustration.
When you know where the game wants you to go, and you're on par with it's damage output and such; you feel fairly confident even when the game does some genuinely bullshit AoE spam. However when you ping-pong between higher level (but technically "accessible") areas getting killed repeatedly and always having that core philosophy of "this is Dark Souls stupid, get used to it" in the back of your head where you can't tell if this is the intended path or not because sure it's hard but, and say it with me now; This Is Dark Souls.
You might be thinking "but Cryptid, even the cult classic Fallout New Vegas does this!" Which is wrong, they do in fact use high level enemies to dissuade the player from attempting specific paths and essentially railroad them into the intended route. However, there is one key difference; the fallout community doesn't pride itself on the difficulty of their games. The fallout community doesn't use the saying "git gud" in place of real advice. The fallout community is very open about cheese, breaking the game; and how this is a fun and acceptable thing to do. Not that if you cheese a fight or make something easier for yourself you're somehow "playing the game wrong."
So more often than not, if the player encounters a field of 50 Deathclaws they think "yea I'm not meant to be here yet" and move on. With many NPCs telling the player safer routes, the player actually not only has options if they want to leave, but actually knows where to go to progress as intended. They're still allowed to try to break that progression and do things their own way but you can't say they weren't literally warned by the in game system designed to make sure they understood the difficulty of what they were undertaking.
Dark Souls 1 and 3 feel like flawed, but enjoyable games; If I found myself frustrated with them; it was often because I was frustrated with myself for making the same mistake multiple times when both I and the game had been telling me not to do that again.
Elden Ring felt like a hot mess until I started paying more attention to things like recommended levels. Then it felt like a bit less of a still hot mess because I'm sorry but that's what it is.
Now I'm on the DLC and I hate that every time I get into a boss fight I begin to enjoy myself; I think you know, it's fun it's cool this feels fair but challenging. Then in the last like 10 - 25% of the HP bar they have to pull out some extremely spamming AoE that locks you into multi-hit and can 1 shot your entire health bar; or heal them for their entire health bar; or both!
Which you know, if I was a squishy glass cannon build or something then I wouldn't really complain. But I'm not, I'm literally playing the boring Vigor Poise Endurance heavy armor fucking bleed build ass piece of shit mimic tear summoning HP talisman + defense talisman build. I'm still getting consistently through most of the boss fight and then suffering because there's some cheap shit they pull out last minute to ruin the fun.
It's still impossible to know if you're on par with the area you're in, I don't want to look up a guide; sometimes everything leading up to a boss feels really solid; I dish out as much as I take; I'm feeling good about it. I go into the boss room, nope 1 shot. What, is the point?
Okay so now do I throw myself into the brick wall 40 more times or do I go grind? Or do I explore somewhere else? I don't know man I think I'll do the first because I got pretty close that time. Oh wait no I didn't not this time because I didn't really get to learn any of the moves. My camera is a mess, sometimes they can hit through walls, sometimes their hitbox extends outside their actual model; and sometimes they have a multi-hit AoE that launches so if you even get hit by 1 part of it then you're hit by the whole thing. Hope you somehow knew what this boss was and already preemptively built resistances to it or else you're not going to have fun dying to the last 5% of the HP bar repeatedly because oh yea it can still do other attacks while doing the bit multi-hit AoE bullshit. Fuck off.
I hate the feeling of "this is a fun boss fight I'm actually enjoying this; that's pretty solid I feel like I'm enjoying this game again." Being met with "oh no can't have that; let's throw some absolutely bullshit mechanic at the last 5 seconds to make sure you're here for 3 hours longer than you should be."
Look if I were particularly bad at these games I'd honestly shrug it off, but I'm not. I'm sorry if you think I'm fucking arrogant; I can't sit here and justify my confidence to you; if you think I'm arrogant there's no telling you otherwise. The truth is I used to speedrun DS3, I've done full no-hit runs of DS1 for fun; I actively enjoy getting P ranks on the fucking Prime levels of ULTRAKILL on Violent and fucking Brutal difficulty.
Not only am I actually good at "difficult is fun" games; but I genuinely enjoy them for it. I've not had a single boss fight in the DLC where I've won and still been excited about it. It's always a "fucking finally done with that bullshit" never a "WOO YEA BABY" is that what you want your players to experience?
There's absolutely a sort of bell curve in my opinion when it comes to the enjoyment of Difficulty Is Fun type games; they're the sort of thing you likely will be frustrated with a lot up front; but then as you spend more time with the fight you're going to learn it's mechanics and it's attack timing. So you begin to enjoy the flow of the game, you get into the sort of groove for when you can attack and when you need to dodge; or when you need to do a specific thing; or swap to a specific weapon. It all starts to come together in this kind of fun exciting back and forth between the game and you. However that runs out after maybe 15 - 30 minutes; now you've hit the point where you're confidence is so high that you don't feel like "you CAN do this" you feel like "you should have ALREADY done this 5 attempts ago." Your understanding of the attacks isn't "oh wow I should dodge INTO this one and AWAY from that one!" Now it's just "ugh right it's this one, god I'm fucking stupid I should be able to dodge that by now- oh right, cool yea fuck it go on do the fucking unavoidable chin move right right okay I don't get a turn to attack..." You don't celebrate a victory, you sigh in relief of it being done and over with.
I don't know about you, but I'm really sick of how especially in the souls community, if you dare to say something is bad and you've not beat it on your first try and mentioned how easy it is. You're ignored, told you're just salty; told to git gud, told to go play a different game if you don't like it. Now look where we are, FromSoft acts like the worst of the community, they refuse to let their game be accessible to the common average player. You pay $40 to get mad, frustrated, and give up repeatedly until you finally overcome the problem and don't even feel happy about it. Congratulations, I hope you "enjoy" your suffering because it's just not a good fucking time.
I remember how many people refunded Elden Ring back when it first game out, and I remember every fucking elitist dick measuring contest participant out here laughing about it. Why? Do you not think those people deserve to enjoy the same fucking game we do?
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tch-tchtchkaa ¡ 1 year ago
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Rune Factory Frontier RULES!
And I completely understand why younger me never got very far.
Coming from RF5, the pacing of this game is immaculate! I'm at the end of spring and I've only gotten to floor 3 of the Spring dungeon. I might be on the 3rd or 4th dungeon in some of the later games. There's always so much to do and in the beginning it's locked by energy (Max RP not increasing is actually a baller design choice), but once you get crops in the dungeon it quickly goes to time management.
The dungeon design is so peak!! Weapons taking a not insignificant amount of RP per swing means that crop growing is VITAL in the dungeons. Which means you'll have plenty of RP Runes floating around even if you ignore the fights after unlocking the fast travel to the lower floors. Also. Dying means something! Not a hit to your finances, you just lose the rest of that day! And one of the Bachelorettes hates you a little each time lol.
Love that time is paused in buildings. Since the map is bare bones and doesn't show people's locations, it's really nice to wander without feeling a time pressure. Also love that cooking/crafting/forging are all inside the house so no time passes as you gather materials and craft.
Having the crafting features tied to a mini game is such a cool design trick. Sure cooking can increase the price of crops, but it takes real world time and a modicum of effort to pull off. It helps keep the profit balanced not only through RP cost, but through player motivation. Plus, your one and only save point is right there in your house, super convenient for save scumming (which probably works best on emulation cause the Wii do be chuggaluggin')
However
The Runey system is super poorly explained with how important it is for the overall farming experience.
I definitely did not have the patience for this when first playing the game, so it just invited a complete sense of dread that would stop me from progressing. I had to search the internet for the various Runey guides and keep a journal, and it's still a bundle of stress for me. It's easily the most unfun chore in the game, the actual act of sucking up Runeys is sooooo fuckin slow, and the hit boxes are stupid and make no sense. It takes 5 ever, especially on a rainy day (Y'know, those days where watering your field is taken care of so you want to use your time saved on a different activity :/). And you have to keep a constant mental math of how many of each Runey you want to skim off the top to make sure the area is sustainable (although this part I enjoy cause I'm a wierdo who likes arithmetic a whole bunch).
Nevermind the fact that the whole Grass Factory concept was invented by players and I don't even know what the intended play design was supposed to be. It feels super unforgiving for how little is explained.
Also I literally have never fished in the game. When I played back in the day, I had no interest In Cinnamon and didn't look up her schedule. Turns out you can only get the fishing rod if you follow her to her fishing spots. That seems a little hidden for a main tool of the game imo. This playthrough, I just don't have the tiiiime. I want to fish, but if I have a few spare hours I feel obligated to spend it trying to unfuck the Runey system.
Literally everything else about the game is peak. And even with the blunders of the Runey system, following the internet guides are rewarding. Even if the game itself should be much better about explaining the system.
Holy hell I love this game!!
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