#i could've been playing jedi survivor
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#i'm a wedding dress rehearsal (?) whatever it is called and i'm 馃 close to making it to the news#BLOODBATH AT BRIDAL BOUTIQUE!!!!!!!馃挜#i'm gonna kill everyone and then myself if i have to look at more wedding dresses#i could've been playing jedi survivor#having a picnic#watching a movie#thinking about obiwan#reading a fic#getting a root canal#ANYTHING ELSE#there is one single wedding on this cursed planet that i would willingly attend and that's my best friend's#anyone else never include me in your bridal party i'm begging you i'm putting this out in the universe#i hate weddings oh my god#they're talking about carnations 馃槹
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I just finished Jedi: Fallen Order and let me tell you I was SCREAMING the whole time with Darth Vader. And when Anakin's Dark Deeds started playing???? And the Imperial March???? AAAAAAAHHHHHH
#i want to play jedi survivor but i don't have a ps5 馃槶馃槶馃槶馃槶#the game was so good!!!#... except for some of the gameplay but that could've been just me jsjskajsja#star wars#jedi fallen order#darth vader#anakin skywalker#my life
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Sometimes when I think about the Ahsoka series, I think of how much I would have preferred if Sabine was the one who pulls Ahsoka out of her jaded and weary self. The more I think of Ahsoka and Sabine's respective stories, the more I think the show has missed the opportunity of bringing us a fleshed-out and strongly-connected relationship, because there is much these two have in common.
They both share a similar eagerness when they were younger, a desire to prove themselves (Ahsoka to show she's not too young to be a Padawan learner; Sabine wanting Hera to trust her with more details of the Rebellion), they were both survivors of genocide (Order 66, the Mandalorian purge), they both know what it's like to be named a traitor by their family (Ahsoka being accused of bombing the Jedi temple, Sabine being shunned by her clan after creating the Duchess), they both knew what it's like to walk away from home, as well as being a wanderer without much purpose (Ahsoka tagging along with the Martez sisters, Sabine being a bounty hunter with Ketsu), they both have a snarky sense of humor etc etc. The list can go on even longer if we look deeper into their stories in the animated shows.
So to bring these two characters together in the Ahsoka series and not touch on any of that is a pity, because I can imagine the interactions they could've had that would give us much more reason to invest in their relationship. (For example, finding solace and understanding in knowing that they are both relics of a past they could never return to, comparing notes about Jedi and Mandalorian values/training methods, how they reminded each other of previous dynamics with other people while working together, how Ahsoka is not affiliated with the Jedi anymore but still behaving like one is similar to Sabine's own confusion about whether she can still identifiy as a Mandalorian given her new role as Jedi apprentice etc etc.)
And as much as I enjoyed Sabine in the series, I couldn't help but think how it would be like if she was a character that acts as a reflection of Ahsoka's Rebels-era self: centered and reserved, but still forging ahead with a clear purpose. And that she was the one calling the shots during their journey, the one who reminded Ahsoka what it's like to believe in and fight for something again, and how much Sabine represented the youthful optimism she once had, making her realize how much she's hardened and changed, liberating her from the ghosts of her past and returning her to the Ahsoka Tano people once knew. It's difficult to come up with an arc for a character that has been developed for over 13 years already, but by bringing Sabine into play, the depth and dimension of the story as well as the possibilities it could bring are still yet to be fully utilized.
Anyway, these are some stray thoughts I've had from time to time, and it's been on my mind long enough that I feel like putting this out here. Comments and thoughts are more than welcome.
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(Jedi Survivor spoilers)
One detail that makes Bode's betrayal especially hard to handle is, in addition to already being willing to kill fellow Jedi, he sold out (and subjected to Imperial violence) the Hidden Path. I.e., refugees who are in the exact same position as him and Kata, and people who help those like him. These are people he should be empathizing with. Had he known before the deal with Denvik, he would've definitely been one of the refugees. But instead he threw in his lot with the Empire, almost a bit too readily.
I think even in the position he was in on Jedha right before the betrayal, despite him feeling like he had had no choice, he almost certainly did. He could've come clean to Cal and the others. Sure, they would've been peeved, but they would've understood and empathized with his plight. Cal and him could've mounted a rescue mission for Kata. Bode could've revealed the position of the archive but after everyone evacuated. Not an easy situation by any means, but Bode seemed to have not even considered it an option. He was so far removed from Jedi teachings that he only considered the Path "strangers" and couldn't think past his daughter.
He also couldn't think past his former wife (so sad). What re-convinces him to betray is the knowledge of which inquisitor killed his wife. Which, okay, incentivizing, but also definitely not important information for helping his daughter. It's only important if he wants revenge or some sort of warped closure, but it would give him none, only fueling resentment. He also (relatively more rationally) believed the Empire could not be stopped and would find them anyway. But he wasn't alone, and never really recognized that the group would support him.
His attachment meant he couldn't let go of what had already happened. It's so tragic because he didn't fall to the dark side like other fallen Jedi, but in a way, he ultimately did. He thought he had no choice when he had many chances to change. I imagine playing the game a second time will be hard because I will be screaming at Bode to come clean but he never will.
Even with the Order gone, straying too far into attachment is so detrimental for force users. Like, you have immense powers and foresight to change others' prospects, but if you focus too much on your own circumstances, you will threaten others. You will jeopardize their plights. Bode forgot what it meant to be a Jedi, and it's really painful.
#one of the most tragic characters in Star Wars#bode akuna#jedi survivor#jedi survivor spoilers#star wars
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Annon-Guy: What makes or breaks a Guest Character for you?
I know you focus on the main cast and all, but when a Guest does show up, how do you feel about them?
Feel free to use the Guests from Soul Calibur as an example. I know Link and Ezio are the most well received while Yoda, Dark Vader and Starkiller get shafted on.
Honestly, I haven't had much reason to complain about the guest characters I've been presented.
In Soul Calibur's case, we actually got VERY GOOD representation for a lot of guest characters (Bandai Namco and Project Soul were pretty skillful in that regard).
I'd argue that Spawn's presence in Soul Calibur is actually dwarfed by how he was presented in Mortal Kombat 11, to be honest.
If they managed to sneak Spawn in Guilty Gear, I'd go crazy... hahaha...
Samurai Shodown's Guest characters (i.e. Baiken/Warden/etc) were "simplified" to better suit the game's mechanics, and while that's something some people might complain about... in Samurai Shodown's case, "simpler is better" in a lot of ways. Even for Baiken in that game... she felt very solid in the game itself (well maybe not as versatile as she was in Accent Core or Xrd, but those are the peak of GG, and are hard to compare to).
I'd argue Soul Calibur IV's DLC wasn't the problem... the gameplay elements and mechanics were the larger issue.
Yoda is... well he's a mild amusement... Soul Calibur IV got mixed responses on a GOOD day... but people still loved Starkiller and Darth Vader regardless.
Yoda is the "Kliff Undersn" of Soul Calibur, if you can believe it... tiny character, awkward hitboxes, silly hits and combos... but DESPITE ALL THIS... he is very lore-accurate to the films that depicted Yoda in Combat in the Star Wars series (which is funnily ironic.)
I'd argue that they could've chose Boba Fett or the Mandalorian and got a stronger response, but that's Star Wars for you.
Honestly, I'm a huge fan of Jedi Survivor and Jedi Fallen Order, but that's a different story.
Soul Calibur IV itself suffered under its own mechanics and features, the Tower of Trials it had was some of the hardest content ever seen in an SC game, to be honest... not nearly as fun as Libra of Souls.
I'd say the character DLC wasn't the problem with that game... the mechanics of the weapons and the unlockables needed more to be improved upon.
In terms of visuals though, Soul Calibur IV is still one of the prettiest SC games (SC6 wasn't nearly as bright, but it also had a lot more stable features and played at a faster pace like SCII and SCIII are better known for being).
SCIV also didn't have an extensive museum/library like SC6 does, so that right there should tell you something.
Also SCIV had a ton of guest characters beyond the DLC and many of which looked nothing like standard Soul Calibur cast, some were straight out of an anime (Angol Fear), which was jarring to compare to at the time, since most SC characters look semi-realistic.
My standard for guests boils down to how well they fit in with everyone else in the roster... if they stand out like a sore thumb but can still scrap well in a fight, I guess that's fine for some people, but for me I don't necessarily want to be embarrassed by my friends when I decide to pick a character.
Angol Fear definitely stands out, however a character like Ashlotte was inspired.
It was Ito 艑gure who came up with her design, but as a result we got the Clockwork Doll character creation template later on in Soul Calibur 6... and many fans have appreciated it.
(By the way, Ashlotte is still one of my favorite SC designs as well.)
You could argue that 2B is the "next big step" in that aesthetic and genre, though in her case it's a bit more complex.
2B is also a guest character in Granblue Fantasy Versus Rising now, which is also nice to hear, I'd argue that Granblue is the 2D equivalent of Soul Calibur (and given the staff that created the game were former Project Soul Staff, that should be obvious).
Even if Harada once stated that Project Soul had to be disbanded in order to make a game like Tekken 8 possible, I still believe that everyone who was behind Soul Calibur as a series would love to work on something similar in the future... it was that great a concept.
Ultimately, when it comes to fighting games, you have certain themes you want to make present... and when including guests in to that theme, you want to make sure they mesh well overall.
Of course, that doesn't just apply to fighting games, but to every game that has that level of potential.
Despite the fact many might consider Soul Calibur dead and buried... MY SOUL STILL BURNS.
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Jedi: Fallen Order thoughts 2/?
Discussion on "Star Wars - Jedi: Fallen Order". First post here, spoilers and lengthy rambling after the jump.
Honestly, I love this box art so much purely for the facts that 1) I made sure to remove that poncho the instant I could because the game's cloth dynamic rendering had it flailing about wildly as if it were trying to attack the universe through sheer defiance of physics in every cutscene. And 2) see that alien dude on the left with a pistol? In-game, he's an utter coward who never once participates in anything remotely resembling violence and sure as hell never wields a gun. It just reminds me of how Kirby is always given angry eyebrows in the US because marketing people are fucking stupid and think players won't be drawn to the game with an abjectly cute mascot.
So! The story.
As mentioned in my previous post, "Fallen Order" basically wants to tell a Found Family tale about a ragtag group of remnants who leave behind their previous lives and forge a new future together. We have our main character Cal Kestis; a former Padawan who survived Order 66 and has been in hiding for a handful of years. Cere Junda; a former Jedi who's cut herself off from The Force, Greez Dritus; a gambling addict pilot with a troubled past he's trying to leave behind, and BD-1; an annoyingly named but utterly lovable Droid who is far and away the best character in the entire damn game. There's also Nightsister Merrin; the presumably last survivor of the Nightsisters and potentially Cal's love interest, but she basically only shows up in the last 10 minutes of the game and doesn't get a lot of screentime despite being presented as a major part of the cast.
The game takes place a handful of years after the purge of the Jedi in Order 66, where both Cal and Cere's core character thrust is tied into. Cal was a child who survived only due to his master sacrificing his life to save him and has been wracked with guilt and PTSD ever since. Cere, on the other hand, unintentionally abandoned her own Padawan and other younglings, directly leading to their death, corruption by the Dark Side, and almost falling to the Dark Side herself. The bulk of the narrative throughout the game is dealing with the relationship these two have with one another, coming to terms with their own trauma, and moving forward from there. Meanwhile, the overall plot itself focuses around finding a Holocron that has a map and list of Force-sensitive children throughout the galaxy, which the gang can use to rebuild the Jedi Order while also keeping it - and thus the children - out of The Empire's hands. The whole series of events culminates in a big showdown between Cere's former Padawan whom she abandoned and became corrupted into an Inquisitor, Cal contending with his own guilt, and the decision on whether or not the gang has the right to interfere with the Force-sensitive children's lives and potentially put them in danger if another purge were to occur.
On paper, it's a solid enough story. The actual execution leaves something to be desired.
Something I absolutely hate in games (which has become frustratingly abundant in recent years) is the illusion of choice. If a player is presented with choosing A, B, or C, that decision should matter. Which path is taken should have impact, consequence, and change the course of the story. If all three routes converge back together at the same outcome regardless of what you picked, then your choice never mattered at all. "Fallen Order' suffers from this. There are fairly sporadic points in the game where you're given the option to choose how Cal will reply to a given conversation, or whether or not to take a certain action, but it doesn't matter at all. The conversation's outcome nor the overall story isn't affected by your choice (or even if you bother to have the conversation at all), and the any time you try to do something other than what the game wants you to do, it'll just reset itself endlessly until you cooperate. You have no choice in the matter, but the game makes it appear as if you do to emulate your involvement.
I absolutely hate this in games. If a game presents you with choices, then your choices should have consequences. Your input should matter. There is absolutely nothing wrong with a linear, plot-driven game where the player has no direct input on the narrative. If anything, that gives the story even greater opportunities to shine because it allows the writers and directors to be in full control of the presentation, characterization, and story.
At the risk of sounding like a cranky old man, this is very much a "back in my day!" sort of situation where older games wouldn't shy away from simply locking a player out of content if they chose a certain path. If you pick A, you don't get to see what happens down B or C. If you want to join the Jets, you don't get to join the Sharks. If you want to see what lies down those other routes, then replay the game and make different decisions. Sometimes it was a specific design choice, other times it was a way to handle hardware/programming restrictions. But there's a big notion these days in particular where there's a desire to make sure the player sees all the game's content up front. I anecdotally chalk it up to an increase in non-gamers entering into video game development at management level and making design decisions they're not qualified for, but that's just my own take. Like, I understand the thought process behind it. "We have all this content, so we want to make it a selling point and ensure the player gets to see all of it! If they play our game and miss a bunch of stuff, they might bitch at us and cause reviews". I get it, I do. But it's also bullshit because it directly harms the final product. If a game is good, players will replay it ad nauseum for ages beyond release. So they're going to see all the content one way or another. When the "we have to let the player access all content up front" mind set is in effect, it means the player's choices ultimately don't matter and the resulting abundance of content is quantity rather than quality.
In the case of "Fallen Order", your choices don't matter one bit and it's not even out of a case of accessing content. For some reason the developers put in this vestigial, pointless fa莽ade of a dialogue tree and choice system when the game frankly would've been far stronger if it had just been left out entirely. Developers have to invest one way or another. Either make it a fully narrative-driven game and tell a solid story, or make it a player-driven game and put in the effort to make the player's choices matter. Especially in a Star Wars game, as RPGs in this franchise have historically have Light/Dark Side choices, character deaths, and alternate endings based on your decisions. A big part of "Fallen Order"'s story is characters contending with the risk of falling to the Dark Side because of their trauma, but the game itself never actually gives the player any chance to explore that at all. It's a huge missed opportunity either way.
I think that's where a lot of the story's trouble comes from in the end. It's a lot of build up on a good idea that fizzles out and goes nowhere. Cal spends the entire game getting to a point where he's ready to move on, and then the game ends. Cere comes to terms with her past mistakes and tries to redeem her fallen Padawan, only for said fallen Padawan to be killed abruptly and completely cut off that entire story thread. Greez's past coming back to haunt him is shoe-horned in randomly and never goes anywhere. Merrin doesn't have enough time on screen to matter. There are three major villains throughout the game who are just cast aside casually and with no lingering impact for ever having been there. The biggest final boss, who has been the core antagonist and a major point of emotional conflict for the entire game, is discarded with no resolution because this is a Star Wars game and we just can't have one that doesn't feature Darth Vader sweeping in to steal the spotlight.
It's just... ugh. There's potential here. There's obvious, glowing moments of potential where things could've been developed into something really impressive if they were just given the opportunity. It feels like a huge waste and the end result is just a "meh" game that doesn't go anywhere, doesn't contribute to the setting, and could very easily be dismissed entirely from the franchise with absolutely no impact.
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