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#don't make like ALL of the bosses in a huge chunk of the game PLUS tons of the enemies flying
skrunksthatwunk · 5 months
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kind of surprised and enthralled by dmc2's inspiring commitment to making sure none of the staggering amounts of flying enemies you face are ever at any time visible on screen
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parab0mb · 6 months
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So, now that I finished the game (again) and the DLC chapters, I'm going to ramble about Crosscode C:
This game is really bizarre in the sense that, to be completely 100% honest, there isn't any particular part of the game that I think is all that mind-blowing. But all the individual elements (heh) of the game come together so well that the resulting product ends up being so much stronger and memorable than the sum of its parts.
Like, most indie games have one or several notable flaws or shortcomings (and understandably so) but this game is such an airtight experience that I can't help thinking about it and just being like "the how HECK is this game so GOOD?!"
...I am of course just getting started, I've got a wall of text of things I liked and thought her just "meh" under the 'keep reading' if you're interested (you've been warned (also spoilers obviously)):
The combat is definitely one of the strongest elements of the game and probably one of my personal favorites; its brutally difficult and sometimes feels like bullshit (and maybe there is one or two instances where it actually is just bullshit) but once you get the hang of it is really is flashy and satisfying and makes you feel badass to pull off. Plus its got the whole easy to learn, hard to master thing going on (like most of it is just charging SP and pressing the space bar, but knowing what moves to use and when def play into things).
I dunno how much of a hot take this is, but I really liked the puzzles in this game! I won't deny that they can sometimes drag on and interrupt the pacing of a temple, but personally I didn't mind. And just like the combat they're so well constructed that, while you'll spend minutes staring blankly reminded that you're a simple-minded creature and that the human mind wasn't made for this and you should be foraging for mushrooms in the woods and risking death over your next meal, they rarely feel impossible to solve without having to resort to a playthrough and are really satisfying to finally figure out (not to brag but there was exactly one puzzle in the game where I had to look up the solution and another where I did solve it on my own but then looked it up cause I thought I cheesed it by mistake). At first I wasn't a huge fan of how fast/precise you have to be for some puzzles on top of just finding out the solution in the first place, but after a while you kinda get used to it (and there is an option to slow things down which is really nice of the devs to include).
The story is... pretty alright. Yeah. I honestly don't have much to say about it. Bit of a slow pace, does the job, and has it's share of twists and emotional moments, but the narrative itself doesn't really do anything mind-blowing either so... you know. I definitely think it's the characters themselves that are memorable and prop up an otherwise average story. I mean every single one of them is just the hugest goober and even characters who initially seem forgettable or one-dimensional end up subverting your expectations and being super endearing/compelling/layered. Oh yeah, and Lea is a character that can only say like 10 words and SHE DESERVES THE WORLD I WOULD KILL FOR H-
Also, since the DLC is brand new to me I do wanna say that the ending was the tiniest bit underwhelming. Like you break into Vermillion Wasteland, fight a (surprisingly easy) boss, and that's... just it. Like 20 minutes top. I dunno, it feels like... something was missing. Still thoroughly enjoyed the entire thing and it is nice for the cast to get their happy ending (not quite as emotionally impactful as the base game's end imo, but still great and I'm glad they gave us more time with these dorks).
The platforming and navigating the overworld is tedious, which sucks a bit since that makes up a good chunk of the game. Idk man, having to scale different elevations of platforms is made frustrating by the fixed camera and the fact that the different "levels" of platforms aren't distinct from each other at all, so its easy to get duped by the perspective and jump to something you can't actually reach (yes you can use projectiles to check but it still isn't fun). Even without everything blending into each other visually, trying to find which obscure paths from four rooms ago will bring you to a chest just isn't all that enjoyable (some of the later maps like Sapphire Ridge were okay though, if only cause they started to have actually interesting puzzles to do). Basically they're just... there, between the actually fun stuff.
The trading system and farming for resources is confusing and kind of a chore. That's all I got.
Guess I'll touch on the art/music since I don't have too much to say about them. To be perfectly honest I'm not actually super crazy about the artstyle (blasphemy!), but I won't deny that the sprite-work and overall aesthetic are still super-well done, even if they aren't my personal taste (tl;dr I'm neutral on it). The soundtrack isn't something I'd put on my phone and listen to in the car, but like the art it's still well-made and perfectly suits the mood of/drives the emotional impact of the game, and there are still a handful of standout bangers (Lea's theme will live rent-free in my brain of course).
One last thing I'll say (that I mentioned before) is that as fun as this game is, it feels like a commitment to get through at times. Even when I first played it and had more free time, sometimes this game just felt "imposing" to pick back up after a break. Idk its hard to describe, but at least for me it was hard to play any other games alongside this (especially with my limited free time) which kinda sucked a bit.
To wrap things up, if I had to give the game an arbitrary number rating, I have to give Crosscode a 0/10 because its an indie game that doesn't have a fishing game (smh honestly how could they make such an obvious mistake 😔).
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a-silver-dragoness · 2 years
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"How long she dreamed to never wake
Not to die but forever sleep
To shed mortal coil and ascend
As dragon goddess
Winged and content"
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I was browsing Tumblr a couple days ago when I was struck with this intense, forest fire of inspiration. I don't remember the exact post, but suddenly it was like "I NEED TO MAKE THIS ART RIGHT NOW", and that burning inspiration hasn't ceased following it's creation.
I really, really want to gush over my favorite, most influential dragons of my life, so be prepared for a long summary/explanation!
From (top) left to right:
Everlasting Dragon, Dark Souls: "Rumour it may be, but I have heard of a surviving ancient dragon who resides in this land. A coterie of Undead serves the dragon, as they train to become dragons themselves. Sounds unlikely, but you never know, do you?"
- Domhnall of Zena
Light Fury, HTTYD THW: My favorite species in HTTYD! A welcome change to the classical "big, scaly monster" category that 90% of dragons fall into. We need more sparkly, feminine dragon species IMO. I know a huge chunk of the fandom hates this species because of it's feminine traits, and the individual that represents the species is female (females aren't supposed to have sparkles, such a horrible design REEEEEEEEEE), but I feel like everyone forgets that the ENTIRE species is feminine and sparkly, not just the Nameless Light Fury. There are male Light Furies with these traits, which everyone conveniently forgets, and assumes the entire species is all female or something?
I've seen plenty of really good redesigns, but it makes me feel bad that so many people hate the species enough to change everything about them. They make the species more masculine, more bulky, more "big, scaly monster". They make the species look more like Night Furies, which makes me feel kinda weird. But regardless, I will always prefer the canon design over any redesign.
Blue, Wings of Fire: My first exposure to WoF was the Graphic Novel of The Dark Secret. I was like, "Woah! Dragons as the main POV characters! That's so cool! I've been waiting for this my whole life!" So, I eventually bought all five Graphic Novels, and checked out The Lost Continent from my local library, and I've been hooked ever since. I currently own the entire 3rd arc, the Winglets, and Darkstalker. I know the fandom probably hates the scavengers in the last book, but as long as dragons continue the be the main POV characters, I couldn't care less how involved they are. Plus, as long as you have two intelligent species in room together, they're eventually going to figure out how to communicate (it's inevitable).
SilkWings are my favorite WoF species. Flamesilk (or just spinning silk and weaving it into tapestries) is an awesome ability, and a very unique feature for a dragon species. I have this strange, prominent love for four winged dragons in general, but I do prefer SilkWings over HiveWings. The ability the cocoon oneself and emerge five days later with wings is a concept that.... interests me greatly. I wish I could grow wings too.
Red Dragon, OG Demon's Souls: I have very fond memories of watching my brother run through Boletaria 1-2, running from the red dragon on those bridges to get to the Tower Knight boss fight. Their roar is unforgettable, and it's makes me happy to hear it. I don't mind the Remake, but I very much prefer the OG Demon's Souls. It has a very wonderful, janky old game feel (DS2 also feels this way to me), and the OST can't be topped. Plus, it has the sexiest armor in any video game, the Fluted Knight Set.
Ryukotsusei, Inuyasha: The first time seeing an eastern dragon was at my cousin's place. She had a few seasons of Inuyasha, and a Sailor Moon movie (the one with the winged unicorn). Probably not the most appropriate thing for a little kid to be watching (I remember Kagome getting kidnapped by a demon and waking up naked in a bathtub), but for my first anime experience I had alot of fun. Definitely had a crush on Koga. I remember drawing a circle in my hand and pretending to suck up demons at school.
The One That Got Away: I read this dragon book in elementary school, and I've never been able to find it again. I've only read it once, and when I went back for it, I never found it again. It has been bothering me for YEARS that I've never been able to find this wonderful book again. So, if anyone has any idea what book I'm taking about, please, PLEASE, send me a message or send an ask with the title! Here's what I remember.
A dragon (maybe red) swooping down grabbing a sheep, with veins seen in its wings, a farmer watches as his sheep is taken away. A dragon hunting a herd of deer. A dragon in a cave, with words like "this dragon's wings are too tight/big for this cave, it'll have to find a new cave soon".
On the bottom are things that might represent or be connected with my godkin identity. I could explain each one, but I'm very tired, and I don't want to do that.
Thank you for making it to the bottom of this VERY long post! Enjoy your day!
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alienducky · 1 year
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I am once again over thinking things and getting ramble-y about them, and this time it's the Fire Emblem Three Houses Academy Gronder fight, and also a little on traveling
We see in the cut scene that we have more or less a small army of generic NPC's for each house. Which is fine, makes sense, we are recreating an actual war. The students are learning how to be army officers and effectively direct others, we need them to have people to boss about. Besides their personal battalions
There's also Rhea and Seteth and a bunch of random Seiros guards standing at the top of a cliff watching the battle...
Actually I'm going to get sidetracked a moment, because wtf is up with that cliff they stand on? Pretty sure Bergliez territory, aka the bread basket of Fodlan, is "a fertile area near the Airmid River that is well-suited for agriculture". Giant fucking cliffs are not generally conducive to plant farming. Sheep or goat farming, sure. But not crops like wheat. And watching the scene again, there's pretty steep cliffs to the north as well, and I just... Sigh. I know Bergliez is a big territory and probably has multiple terrain types in it, but given what we see in the Houses scene, it's difficult to imagine the majority is nice and flat and plough-able and this is the only cliffy bit. I think I almost prefer the Hopes version of the map...? Actually that's pretty hilly too, though I don't immediately remember background cliffs. Do remember someone saying the Alliance are nice for not torching fields as they left, so maybe this fight area is the one odd spot surrounded by fields? Eh. The game has dragons. Guess I can live with fucked up geography.
Anyway. Back to my original points.
First part is the three colour armies. Who are they? Does each country send some of their own soldiers to help with the mock battle, temporarily lowering their own defenses? Or are they all Serios knights getting to play dress up for the day, meaning a huge chunk of the church army is here? Or are they even the other house students, since we see hundreds of those wandering around, and in Hopes we meet people who say they were in our class/year at the academy (which leads me down a tangent of how I think the academy works, but I can talk about that if anyone's interested). And how long have the houses had to get to know these people, to learn quirks and go over orders and strategies and sneaky plans? Or is it a "You won't always know who you're commanding in a war, tell these people you've never met before what to do in the next five minutes"?
Secondly, there really is a fair few people here for the fight. I'd say at least 100 per colour. At least. And they all had to somehow get there. And we know the students and Seiros lot at least had to come from the Monastery, and the route they take goes through the Alliance and across the bridge at Myrddin. And I could work out the specifics of how long that would take thanks to the amazing sevarix-blogs doing some pretty neat maths, but I'm going to generalise and say several days to get there, and then several days to get back. Because that's definitely not a "there and back in a day" trip. And you lose time setting up and breaking down camps when you travel, especially for that many people.
Which means they're going to clog up the roads. Like. A lot. There's several hundred people all plodding along with their mounts, plus probably supply wagons and healers and other assorted people not involved in actual fighting. This whole thing has got to be so annoying for anyone who lives along the route and needs to use the road while they're on it. Because the procession of people and mounts and vehicles is gonna be long and bulky and noisy, and generally speaking Fodlan roads dont look that great. I can easily imagine any merchant caravans going the opposite way being "encouraged" to move off the road so they can all get past so Rhea isn't inconvenienced
(Though I admit, that's just my take on the Church people. I think Rhea would probably be pretty cool about it, and not want others inconvenienced on her behalf. Her cultfollowers though? Icky)
OR
Or is long distance large group warping a thing that Rhea allows for this yearly event, and possibly the weekend missions where we go to bloody Sreng (which is a whole other thing, because when we go kill bandits do we go through Faerghus, or up to Derdriu and hop on a boat? I have so many questions), but conveniently isn't available post time skip when we need to move our army around? Or maybe it is, since there's no other logical reason to come back to Garreg Mach each month when we'd just need to immediately turn around and leave again
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owlixx · 2 years
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Mega Man Ideal Game (for me)
So, playing Mega Man 11 made me realize what my ideal Mega Man game looks like.
Basically: Mega Man Universe/Powered Up meets Halo: The Master Chief Collection
From Mega Man 11/Powered Up/Universe
Cutsey, chibi-ish, 2.5D art style
Lots of options for controls, playable characters, etc.
Maybe even just uses the MM11 engine
Double gear system as option (circle back later)
Opposite philosophy from the Legacy Collections - more about representing the old games rather than preserving
From Master Chief Collection (especially when it went to PC):
Unite the entire series under a single application
Start early access, adding one game at a time
Universal controls and settings
Introducing new levels of customization not seen before in original games
Singular hub the whole thing, universal features
Cross-game playlists (all ice levels back to back, that kind of thing)
Tons of leaderboards and achievements
Unique timed challenges
Incentives to play all the games in every style
So more specifically, I don't really need any more robot masters or plot. I feel like we have covered all the bases already. Instead, I want to see every Mega Man game rebuilt from the ground up in a unified engine. They could be sold as a la carte DLC, or perhaps in chunks of "season passes" with maybe 3 games coming out a year. Capcom already does something similar with their arcade collections. Just like those, I want tons of accessibility options and challenge modes across the board, universal screen filters, cute unlocks tied to achievements.
I would settle for something like the recent retro remakes that just redo the graphics but let you toggle with a button, but I'd prefer to have deeper QoL changes.
Specifically, my vision for this game hingers on encouraging players to replay these games over and over again with something a little different every time. Not just by offering achievements, but by offering a myriad of modes that don't actually require huge changes to implement, but make the games feel very different.
This is why I would want the games rebuilt in a new engine, almost like a map pack for Mega Man 11: so that we can add something like Roll as a playable character without having to hard code that into every single game. Admittedly, 7-8 and (hopefully included) MM&Bass are different enough to require some more work, but I think this isn't an impossible vision.
Again, here is just an example of what I am imagining: you go to boot up any of the Mega Man games, 1-11, and you are presented with an overwhelming grid of options, like:
Playable characters: Mega Man (with variants for his ability sets, maybe we can find a way to dynamically alter stage obstacles when he doesn't have slide, for example. Maybe that is asking too much, but the folks in the Metroid/Zelda randomizer communities seem to know a thing or two about stretching games to their limits without making them unplayable), Roll (again, just give her one tiny change like a double jump or altered buster to give her a totally different feel), Proto, Bass, Duo, maybe even X/Zero, maybe even Mega Man.EXE and Volnutt if we are getting crazy, or even potentially every single robot master like Powered Up does. Again, that would require reworking the stages, which wouldn't be manually feasible, but I am sure there is a way this could be accommodated. I would also love the ability to specifically go through each Mega Man game as a fully powered Mega Man from any other game, but again that demands reworking stages, especially ones like Sword Man that use earlier abilities.
Modes: hardcode in restricted modes like buster only, weakness only, no weakness, no charge shot, no slide, one hit, etc. as well as toggles for stuff like pits, spikes, higher health, etc. plus challenges like randomized weapons, reverse screen, time trials, boss rush, things like that.
Even just those two things alone could multiply to create a nearly unlimited amount of new replay value.
As for new QoL changes, I basically just want to see everything from Mega Man 11: hotswapping with buttons or right stick, new character model for each weapon, expanded tutorial, lots of difficulty options, auto shoot, auto charge, optional dedicated slide button, and I would love to see the option to bring the double gear system (or at least the speed gear in the form of a limited-use slowdown) in all the old games as an optional mode. Same with having the slide in 1-2, charge shot in 1-3, jetpack in earlier games, characters in games they shouldn't be in, etc.
TLDR: I want a unified remake of the Mega Man 1-10 in the MM11 engine.
I feel like The X series is too all-over-the-place to do this with, while the Zero and ZX games are too similar to be worth cross-pollinating this way, although again I would love to see X and Zero adapted to classic Mega Man, even if they end up being overpowered.
The other pitch for this game is basically to just...make Mega Man Universe and have it contain the official levels packed-in. Mario Maker has really proven how to do a AAA retro DIY game already, and so has the fangame Mega Man Maker as far as I can tell.
Alternatively, just make something like Power Fighters but include all 88 robot masters. That is still a hefty game, especially if you can build any kind of replay value in.
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deadspace2411 · 2 months
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Surviving the Horrors of Dead Space
The original creators of Dead Space, like Glen Schofield, were super into sci-fi flicks like Alien and Event Horizon, and horror games like Resident Evil 4, which is why revisiting this remake has me itching to delve into and buy Xbox games that capture that same intense atmosphere. Schofield, who’s now behind the chilling Callisto Protocol, which dropped in December, gave major props to EA’s Motive team for totally nailing the Dead Space Remake. It was some serious praise, and I'm totally feeling it too. This game totally freaked me out on so many levels, sometimes just by leaving me solo in the dark with my heart racing. Basic sounds like hummin' engines and screeching trams can totally spook you when everything suddenly shuts down, and then BAM, a monstrous roar. From tiny creepy-crawlers to huge bosses with arms like a freakin' octopus, Dead Space throws every type of horror at you. At the start, it's all about the mystery. You've got no clue why these beasties, the Necromorphs, are wiping out everyone aboard this mining spaceship. Isaac Clarke isn’t some superhero from the get-go. He's just a regular mining dude in deep space who’s stressed about his girlfriend on the USG Ishimura mining ship. His crew hops onto this wrecked "planet cracker" to figure out why it went quiet in some far-off star system. There are things lurkin' in the shadows aboard that ship, and all you've got to see 'em is a flashlight with a super narrow beam.
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Combat Tactics Against Necromorphs
Motive has added some sick gameplay features. It amps up the intensity on the fly if it feels like you need more action, which really enhances the overall immersion. It's the kind of innovation that makes me eager to buy PS5 games and explore what else is possible in gaming. And there's this peeling system where when you hack up the Necromorphs, you don't just get a messy pile of goo. You see layers of flesh, tendons, and bones that actually break apart. You might blast off a chunk and find there's still more to strip away. Imagine creatively slicing off a limb and then skewering the Necromorph to the wall with a spike. The game sticks with the main mechanic of strategic dismemberment. If you don't chop off their legs to slow them down, these beasts will trap you in a corner. These Necromorphs aren't always slow either, so it’s smart to use either the cutting tools or Stasis beams to put them in slo-mo. They’re so ugly and loud that your first instinct is to freak out, but that’s not the move. You wanna stay calm, take aim, and one-shot blast off a limb. It’s the ammo-savvy way and kinda like an art form for Dead Space pros.
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Advanced Weaponry and Strategic Upgrades
In space, there’s no solid ground to tread on, and Dead Space really messes with your head with its 3D puzzles. You’ve gotta stay on top of your direction using landmarks or adjusting your orientation, but I often thought I was going the right way, only to get spun around and end up totally off course. There are also puzzles to crack inside the ship. Sometimes, a door’s stuck or blocked by junk. You peek through a window, use telekinesis, or shoot a fuse to pop it open. Plus, you’re constantly rewiring stuff or plugging in batteries to get things moving. When it comes to combat, you start off with just a mining tool. The plasma cutter shoots lasers that can slice through targets, but I’m not the best shot, so it took me a few tries to chop up the Necromorphs, so they’d stop coming at me or swiping with their massive spikes. You can twist your gun to blast off limbs, but that takes focus. Usually, I’d just keep shooting and end up low on ammo. Once you cleverly slice up an enemy, you can close in for a melee attack to save bullets. Or better yet, grab something with telekinesis and jab it right through them. As you progress, you snag better guns. The pulse rifle sprays rounds fast, perfect for unloading on these bigger, scarier Necromorphs. The Contact Beam eventually became my go-to—it dishes out major damage when you keep blasting. The Ripper was awesome too, sawing through legs as these creatures charged with spikes. Watching them fall was oddly satisfying. And setting traps with the Line Gun was sick; they'd walk right into those laser beams. Upgrading these babies at the Bench? So satisfying, man.
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Intense Sound Design and Terrifying Encounters
The graphics upgrade in Dead Space totally amps up the creepy vibe. Picture Isaac floating in zero-G, surrounded by tons of tiny debris floating and spinning, with crazy lighting and shadows making everything eerie. I took a breather in a room filling up with decontamination smoke—it’s nerve-wracking 'cause you can’t see where the baddies are creeping in from. The sound is insane; all that bending and grinding metal messes with your head. Whether it’s screeching metal, Necromorphs jumping out at you, or terrifying horror music blaring, it’s all super intense. The crew’s infected, and even the ship’s captain turns into these freaky, powerful enemies. Even those little acid-tossing baby imps are a pain, especially when you’re low on ammo.
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Strategic Weapon Upgrades in the Dead Space Remake
Even though I’ve played Dead Space before, this remake is way more fun. They made a bunch of small tweaks that really add up to a big improvement. The game keeps you on edge 'cause one wrong move or missed shot and you’re toast. It stays true to the original but the story’s even better now. You really get into Isaac’s head, seeing his mental health spiral and his complicated relationship with Nicole, 'cause now they can actually talk and interact, moving the story forward. Plus, you’ve got tons of control. You pick which guns to beef up, how much health and ammo to lug around, and where to pump those crucial upgrades into your weapons. It’s a prime example of taking a clean slate, polishing up all the graphics and gameplay, and ending up with a way better product than the original. This remake of a classic proves why video games just keep improving over time.
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desultory-novice · 2 years
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What are your thoughts on Nightmare including his role in the anime?
You caught me, you tricky Anon. I haven't watched the anime (-still- haven't watched the anime) but I'll happily gab about Nightmare based on what I know anyway!
Actually, let's start off with talking about anime Nightmare, specifically since I haven't seen it yet...!
First off, I think there's some seriously amazing pun work going on there with the name! Bravo, bravo! Especially in the dub! "eNeMeE," pronounced "Enemy" and standing for "Nightmare Enterprises?" It's so darn clever!! Maybe even more clever than "Holy NightMare Co." (Though that one has a nice ~devious~ vibe to it, combining "Holy Night" and "Nightmare." Nice villain feels there!)
That said, I gather Nightmare was a bit of a disappointment in the anime? Something about him just disappearing for a large chunk of the show? Being too easy to defeat? Or that he doesn't really ever do anything except vaguely try to kill Kirby by selling Dedede silly monsters of the week? Honestly, that's a huge shame they don't go beyond that stale formula, because I think making him the big bad was really pretty cool!
And I think the idea I occasionally see pop up in fanfic, where he remains the big bad after the show ends and sends later Kirby game villains through his transmitter as demon beasts (?) is cute. Even if I've never read any of them -- well, except for THIS comic (Dess's Marx Bias) which is awesome! ...But has little to do with Nightmare...
Finally, I keep thinking that "Customer Service" is Nightmare in disguise, because of the face. But I guess they're separate people? (And Customer Service is really short too? That pic showing off his full body still throws me off every time I see it. It's like some weird photoshop!!)
....Sorry, my thoughts on Anime!Nightmare are pretty basic...
Switching gears more towards Game!Nightmare, I definitely like the idea of him being this great evil that has plagued Dream Land for some time! Mentioned this once or twice elsewhere, but the "Dream" = "Nightmare" parallels (why I like to put him in combination with a Noddy!Marx so much) strike me as REALLY GOOD STUFF.
...A lot of people seem to look down on Nightmare for being an early Kirby boss with a VERY silly design that just isn't scary. Plus, him having hardly any lore, and zero speaking lines in game. He doesn't even have a pause screen to explain his entire backstory! He's just "Nightmare Jumpscare!!!" and that's it!
But see, I kind of love him for that?? Because he's not explained, Nightmare has this lingering sense of primordial EVIL attached to him. (Whether or not he's like, "evil" evil is up for debate, I suppose.) Anyway, I like Nightmare very much as an Elemental Incarnation. Something that can never truly be destroyed.
.......Although I also like Nightmare as maybe an ancient sorcerer who once upon a time sought too much power and messed with the wrong forces and everything spiraled out of control after that? Like Magolor if Kirby hadn't been there. Or Hyness without the religious focus. Speaking of, what if it came out at some point that Nightmare was one of the Ancients?! Probably not going to happen (Dess continues to create nega-Kirby lore) but wouldn't that be WILD?! 
So, like, this is a teeny tiny tidbit of lore I had to scrape out of the JP wiki for the sake of a plot point in my fancomic (oops, still working on finishing Chapter 1 and now I'm casually spoiling stuff that I mean to hold onto till Chapter 6!!) but there's a line in Nightmare's JP trophy description that calls him "...an evil soul BORN FROM the Fountain of Dreams!" Meaning he wasn't an invader from beyond but something that emerged from the Fountain?!
Maybe he was sealed away in there after some magic accident! Or his soul placed in there as a punishment?! Maybe, in this weird Nightmare-as-an-Ancient theory we're running with now, he was the one who originally designed the Fountain of Dreams you see on all the planets, and a bit of his essence remains buried within each one!! (You see, Dess will never complain when there's not -enough- answers to Kirby lore questions, because it allows me to imagine all sorts of strange and interesting possibilities instead!)
While Nightmare Wizard's design is a bit......hmmmmmmmmmmm looking...I think his power orb form is just SO COOL. There's that joke about Kirby having biblically accurate angels (Miracle Matter) but Nightmare's Orb has that same, strange otherworld look to it....
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You see, I drew the  pic above for my "Marx is a Noddy" essay, trying to convey my feelings on what I thought it would be like to see Nightmare for the first time, and I feel bad that I am not a very good artist because the visual I wanted was Marx waking up to see...
:cue Orson Welles voice:
...a mass of warping, twisting, and pulsating stars, their light alternating between too dim and far too bright in some kind of sickening pattern, all of them trapped in an undulating void of darkness without a center, without an end, as if the entire night sky had been sucked up suddenly from its resting place above, squeezed into a cramped little ball and turned inside out, the caged stars all screaming, begging to be set free...
...Ahaha, sorry-not-sorry for the dip into Cosmic Horror there. Anyway, long story short, that is what I would have WANTED to draw Nightmare to be like.
Weird old man with purple skin, a comically long chin, and ridiculous shades aside, I do love Nightmare as some early Kirby chthonian entity! I mean, King Dedede took one look at this thing and decided it was better to break one of Popstar's most important relics than let it run free. And even when Nightmare was sealed in the Star Rod-less Fountain of Dreams, he was STILL able to spread Nightmares to all of Dream Land!
It makes you wonder, just what the heck could Nightmare have done if he were allowed to roam free? (Maybe cause however many millennia of war and strife that killed hundreds of other star warriors like the anime implied? ...Maybe. Again, I'm just going off of my vague memories of what I've read.)
Long story short, I have a lot of respect for Nightmare as a last boss. Also, for an NES boss, he looks AMAZING. Great use of colors and limited NES effects.
...Hot take? He's better looking (done better) on the NES than he is in NiDL.
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...Wait! Wait! Last minute edit!
Just found the Hidden Kirby Secrets (Settei) pic on r/Kirby - the one that says Kirby is 20 cm tall, and at the very end, it says Nightmare's "power orb" form is him in egg form? So he...hatches...? From the Dream Fountain?
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I'm confused, but intrigued! (And once again, I'm completely off base with Kirby lore. Although this looks rather old, so who knows how much they stick to nowadays? Like the 20 cm thing doesn't hold a lot of water in FL.)
Unrelated to Nightmare, but this is the same document that says anything Kirby defeats or inhales just comes back to life (like the weeds in summer.)
Aha! So I WASN'T imagining it!
...
Wait...did I not include that part in my mini-"Fighting Marx" retrospective? Well, I meant to...
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