#i like how the quests are kind of puzzles while the main missions are about your technical skill
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prismatoxic · 11 months ago
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i am for sure approaching the finale of the first level in p5t, where the only spoiler i know about will happen, presumably. i've decided i'm going with ryuji. i fucking love yusuke with all my heart and soul, and i'm sure his version of whatever this plays out as is great, but...
well, pegoryu was my first p5 ship, and remains one of my faves. ryuji is special to me. if i can't have akechi for this then ryuji is equally good (but in a very different way).
...admittedly i also have no idea where or when or how the akechi & yoshizawa dlc comes into play. i bought it before i even started the game. i assume they're not just inserted into the main story or anything, but i kind of assumed they'd be available as just team units. i guess that could be right still; the whole first level is about re-assembling your team, so it'd probably be weird to just give you two free guys when the structure is about building up your power and strategy. so maybe after this part...?
i could look it up of course, but i haven't gone into a persona game blind since strikers, and it's more fun that way. i'm sure i'll figure it out.
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trickstarbrave · 4 months ago
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skyrim's MSQ has a lot of logical issues and annoying railroading but there are a couple of things that rly make no sense to me
delphine getting into the sacred tomb of jurgen windcaller and taking the horn that she knows the dragonborn will be after. i dont know how she knows the ldb will be asked to go get it by the greybeards, but i can excuse that with her being an active scholar and archaeologist which she is shown to be before that point (no i dont know why she is then dismissive of scholars later on). im really confused how she managed to get it and get out without setting off any of the puzzle traps
why she put the note there. what if i missed the note. what if the note fell off into the water and was unreadable. like it seems not very good as a plan
she gives us a passcode in the note and then tests us to see if we're "really" the ldb and not with the thalmor. i could be a dragonborn AND allied with the thalmor, it isn't impossible. the thalmor, while bad guys in the story to a cartoonish degree, are not the big bad. thats alduin. regardless of if alduin is rly gonna end the world or just try to rule it again, the thalmor would want to oppose him and control the dragons (something the ldb can do). the ldb could be a thalmor sympathizer easily.
the general assumption the ldb is going to be allied with the blades even if the game acts wishy washy about it. there is no way to refuse delphine's quest to kill paarthurnax and no way to kill her instead. in vanilla you can delay this quest and be locked out of the blades until you do, but there is no way to NOT be allied with the blades. why even give us the facade of choice here asking us existential questions about what it means to be good and acting like we have a choice to make when we absolutely do not (and bethesda will probably say paarthurnax is killed canonically for this reason)
the entire thalmor embassy section. we get some world building for the thalmor but logically it makes no sense to be in this questline in this spot. "the thalmor might be behind the dragons coming back" is such a wild leap of logic, as is "thats why we need you to infiltrate the party" like this isnt super risky, liable to get me killed, and is unlikely to have a reward. if she said we need to know more about dragons and the thalmor might have information on any surviving blades members because she doesnt think shes the only one left alive, that would make more sense
although i still hate this quest because it doesnt matter if you are a super stealthy rogue who can make your way through undetected or a warrior in heavy armor cutting your way through all of them, the results will be the same: you are caught and malborn is held hostage where he either is killed there or has his entire life ruined having to live in hiding for the rest of his days. why give us a stealth mission if there is gonna be no reward for being stealthy? "oh well not every person will play a stealth build--" im not asking for non-stealth build characters to be locked out of this quest im saying maybe stealth characters dont get fucking caught at the end if they go thru the place undetected
you have to join the college as part of the main storyline which i think is rly dumb. i know ppl hate magic in skyrim and the ppl of winterhold are paranoid but come on guys you dont offer enchanting services to normies? you wont just let me look around the fucking library after i proved im dragoborn? the magic sucks in this game anyways and the college questline is underbaked, why am i being railroaded into this one. you dont make me join the thieves guild. cmon
the thalmor just kind of become irrelevant around halfway through the story. what do you mean i was caught breaking into the embassy and now they just kinda don't care? you'd think they'd report me to the empire aligned cities' guards or order a hit put out on me.
does bethesda even know if alduin was actually gonna eat the world or just try ruling again. bc its really not clear at all and i think that is an important distinction to make
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19thperson · 27 days ago
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19th's Steam Next Fest Impressions Oct 2024 Edition - Day 4
Day 1/Day 2/Day 3
KiNoKoe: Tree's Voice
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A Japanese salaryman , after seeing a strange light in a public park, discovers strange and subtle symbols woven into the surrounding tree's bark. After visiting a shrine, he discovers that these symbols are a language, and the messages he decodes sends him on a trip across Japan.
It's got the relaxing vibe down, but the main problem is lack of puzzle variety. So far it's just been simple blackout puzzles, simple Witness-style line mazes, and laser redirection puzzles. Nothing actually puzzling yet. Even the tree langauge decoding is something done for you once you have enough symbols, so there's no conlang learning.
While the exploration is fun, your player character moves too slow. There's busses to fast travel with but the demo blocks them off for a good portion of the demo.
Keep Driving
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A game about being a reckless teenager in the mid-90's and going on road-trips.
This game is mostly about managing resources: time, money, your car's durability, your gas, trunk space, your energy, etc. The game feels simple until it extremely isn't.
Once you set a route, you'll come across road events. while some are harmless or beneficial, such as getting a hitchhiker, most are hazards. When this happens, you're presented with a set of symbols, each a threat that will ding a different resource. You have skills that will remove threats, but each has their limits. It can cost a resource, it can have limited uses, it can only do a certain configuration of symbols (i.e. two energy drains side-by-side) and you feel both lucky and clever when you're able to clear them all in a turn. The game adds a nice gambling feature with the option to speed past obstacles. Can I clear this or do I cut my losses?
I only did two runs. The first I learned how easy it is to completely fuck yourself over (don't drink and drive kids, even if one of your hitchhikers gives you a quest to do so) and the 2nd one ended in a softlock on the map screen.
While I love the game's musical styling, it needs more songs. Hopefully the full release has a more varied soundtrack.
Mousebusters
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You move into a new apartment, dirt cheap due to rumors of it being haunted. The next day, you wake up and discover you've been turned into a mouse. Another mouse comes up and tells you that you can turn back to human if you clear the apartment of the ghosts driving each inhabitant crazy.
You only have 1 "mission" in the demo, but I can imagine they will follow a similar structure. Since you're a mouse, you have to stealth around the tenants and find some way to move them away from the ghosts they can't see. Then you do a simple shooting minigame to get rid of them. The shooting minigame feels…prefunctory, and the first set of puzzles were kind of pathetically easy. But I can see them possibly scaling up.
Unfortunately we get very little of the game getting Extra Weird that we see in the trailer. But I'm expecting that to be latter half stuff. The Pixel art is beautiful, but that's to be expected from Odencat.
Rogue Flight
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Star-Fox esque rail shooter with excellent presentation. After a rogue AI system decimates human civilization, desperate survivors stage a last ditch attack on its main core in space.
Impressed with the number of systems on display and how they interact with each other. The game has a chaining system, and aside from points, you get resources like lock-on missiles from maintaining a long chain. Said missiles can be used to easily start or bridge chains together, creating a self propelling system. You can hold back to vacuum up power ups without leaving your flight path, but it both leaves you vulnerable and could kill your chain. The "drift" system feels great, where you slow-mo and whip your ship around, treating it's rockets like a "whip" across the screen.
My main issue is difficulty. Of course, it's only first level, but right now it feels too easy. As in I was able to complete "extreme" difficulty on first try. And that's due to a single decision:
Instead of lives, you heave a singular health bar. Which, fine. 6 of one half a dozen of another. But maintaining a 4+ chain refills your health over time. I never felt in danger because I was constantly covering up my mistakes. I only felt the heat at the boss, due to being unable to maintain the chain there. That being said the trailer makes it look like later areas will have more pressure so, here's hoping.
Bugaboo Pocket
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Pet raising game about bugs. Feed them, play minigames to earn food and decorations for them, try to raise for specific traits, pet them, so on and so forth.
I like the melancholy vibe of the whole project. You're an etymologist who was hired by a company "asking her to revitalize an already dead ecosystem." There was a massive fire caused by the company that she feels partially responsible for, since she didn't raise alarms about some bad practices.
Most importantly, it's not if your pet dies, but when. Your care can only take them so far.
There are even different systems to handle the dead: a collect-them-all system for pinning them and a system for maintaining a garden using their bodies as fertilizer.
That isn't to say this is all bummers. I can tell this is setup for a redemption story as the ecosystem is restored. But considering how often cozy games make the mistake of just staying in the heartfelt zone, this contrast feels refreshing.
My main problem is that the demo doesn't give you enough to do, so there's periods of just… sitting and waiting, doing the same mini-game over and over or petting the same bug over and over. But I assume that aspect improves once you're raising multiple bugs at once.
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hydrachea · 2 years ago
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2-5, 7, 13, 14, 30, 31 and 34!
(Genshin Impact ask game)
2. Who is your favorite character?
Tartaglia. It's Tartaglia, to nobody's surprise. I don't know either, I didn't think much of him before I started playing and then he stole my heart and now he means the world to me. I got him to friendship level 6 today and spent half an hour writing the poorest excuse for an essay ever in an attempt to piece his character together from canon info only. I love him so goddamn much and he's disgustingly spoiled.
3. Your favorite party?
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This is my current main team (I have a secondary team with Geo Aether, Jean and Ningguang for "utility" like puzzles and mining). Double pyro for the damage, Taru as the main DPS with Yanfei as backup when he's on cooldown or enemies are immune to hydro, Thoma for the shields, and Shinobu for healing and a bit of damage now that she's C4 and has a 4-piece Ocean-Hued Clam set (both of them for elemental reactions as well). Shinobu and Yanfei are a very good Overloaded duo, and Tartaglia can pretty much murder anything on his own but a bit of Vaporize or Electro-Charged is always welcome.
4. Which characters do you have (count all of them)?
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That's all of them! So 22 total, but only about 14 that actually come from the gacha since you get a lot as quest rewards. Though interestingly enough, my Dori isn't an event reward since I'm not in Sumeru yet - I just rolled her.
Just... Don't look at their levels. It's a work in progress.
5. The character you don’t have but you want soso bad?
Zhongli, oh my god I want Zhongli so badly. He's my second favorite (I expected him to be the first but we all know what happened here) and I need his shield. For my sanity.
7. Who is your least favorite character?
For playables, I'm not huge on Mona though it's more her design - she's my "least favorite" in the sense that I like everyone else more, not that I dislike her. For NPCs I still hold the grudge of a lifetime against Keijirou for how tedious his stealth mission was.
13. Favorite enemy?
Ruin guards! I used to hate fighting them but loved their design (Castle in the Sky looking guys, how could I not?) but now that I have a built DPS I hunt them for sport and I have a blast every time. Fatui Pyro Agents are a very close second, they also have great designs and fighting styles.
14. Least favorite enemy?
So far it's still Geovishaps. My shielder isn't optimal for them, and they're just very annoying to fight - a close second is any kind of Lawachurl.
30. Something you like in general.
The music. Genshin has an incredible soundtrack, and I think for me it's part of why I enjoy the game so much. Good music really adds to a gaming experience.
31. Something you dislike in general.
The controls. They aren't bad, but there's no optimal setup - I play with a controller, which is nicer to sit back and relax while I play and also gives me better camera control, but it's not great for the instruments and most importantly it makes aiming with a bow incredibly hard. A bit of a problem when your main uses a bow... But I'm not willing to switch to keyboard for that reason alone, because for almost everything else I prefer using my controller.
34. What do you think of Paimon?
I genuinely, unironically adore Paimon. I still think it's due in part to how much nicer on the ears her voice is in the CN dub, but I also grew really fond of her. She's a dear friend to my Traveler, she cares about him so damn much and he cares about her too, and she's so endearing. If something happens to her I'll burn Teyvat to the ground.
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sinisteapot · 1 month ago
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oh i regret committing to this when i'm so tired. anyway Minimal spoilers below the cut but some vague gesturing where necessary to illustrate what i'm talking about
While I hold this game's opening hours are probably the worst to come out of this studio, I've found that once the plot is established and the core gameplay loops are effective this game's take on the modern Persona formula is way more well-considered and engaging than those that came before.
What do I mean by that?
Time Management — While this game is decidedly A Persona Game, unlike 4 and 5 it's not afraid to cut at the seams of the formula and refit them as needed. The calendar is much, much more condensed: you get four and a half months, and that's the entire game. And many of those days are restricted or spent for you! Now, this does not make for a shorter game, as I would like — but it does accompany a much more streamlined and intentional array of activities. There's only fourteen not-Social Links — I believe exactly four of them feel tangential to the main plot, and only two are truly Uninvolved and Optional. Eight ranks: the game doesn't let you waste time slots spending time with. In fact, the main incentive to always tell the character what they want to hear is gone, as there's no relationship points to earn through picking the right dialogue, just bonus job points. In addition to the usual automatic ones, several of them progress simply by side-quest progression: exploring jobs, side dungeons, etc. You very rarely spend much free time without something bespoke going on: I would estimate I've used less than half of my free time on stat-raising activities, and that's including those done in your giant mech commutes where most Social Link Activities are unavailable (those these segments come with more.
Pacing — So where's the rest of that eighty-to-one-hundred hours coming from, if it's cut the main source of series filler? The main plot, thank heavens. The game's not afraid to lock down your schedule often; scarcely a day passes, even if you clear your deadlines day one, without Some mandatory scene with your main party ruminating on their objectives or circumstances. It's not particularly belaboured by the director's standards, either — while the tone is much more consistently self-serious than any Persona game, it does find its whimsy after the opening. More than that, it finds a few different things to talk about beyond "isn't racism fucked up" — and better still, different angles to poke at how fucked up racism is! Less so on the last point — I still don't think it's anything revolutionary — but for something so boldly tangled up in its own Ideas it is relieving that (at this point) it has not already exhausted them like the director's previous work had. Even the side Gameplay content is more reasonably designed — no more mega dungeons! You get bounties and treasure hunts and other such little quests to go motivate you to spend a day clearing out a mini-dungeon for half an hour. Nothing revolutionary here, but having more gameplay more often in less oppressively-daunting chunks really really helps it.
Variety — Not being bound to a clear routine for its arcs does this game wonders. I don't think any one element here is really singularly interesting, but I'll take the Odyssey format over Shadow-or-Kidnapping-or-Villain of the arc any time. You start out plotting an assassination; that falls through, and you're climbing a massive tower to go beat up a necromancer. You finally get through the slog of an opening, and you're off to hunt some kind of Monster; you go after a fallen knight, end up in a real-timed segment in a monster's stomach, fight Naruto, and as one thing leads to another you end up infiltrating a castle through its sewers. After that, you're off again to offer up a public execution to the people for funsies, and a short while after that you're tasked with doing a stealth mission in a dungeon with only puzzle bosses all running on a three-turn game over timer. All the while, you get to engage with the much more streamlined social sim elements and explore a fair variety of competently-designed mini-dungeons rather than a single Monolith. It's kind of insane how copying Evangelion's homework once for a way of tying together the social calendar and major gameplay challenges ended up locking an entire trilogy (and presumably Persona 6, too) into an extremely tired routine that has led many millions to regard entire ten-hour stretches of game they love as "filler", but I can only hope they leave that in the past after this. It's nice for characters to have clear and tangible goals they can attempt to achieve through dynamic means paid off in meaningful increments.
Ludonarrative — I don't have much to say on this as it's not genius; I don't expect it to be. However, the alterations discussed all serve one major benefit: for the first time since 3, it feels like the systems were even somewhat designed in light of the story. I've said all I need to on P3's social sim thematically: making the most of the time you've got, appreciating routine comforts, the mundane, ever-present awareness of life's finitude — misogyny, a lot of gamified misogyny — inter alia. Whatever: point is, ten of your fourteen not-Social Links are directly connected to the main plot (seven party members, their funny chauffeur, not-Igor, useless rival character). All your stats are practical as what they're billed as: royal virtues, all stuff directly connected to what the narrative values in all its discourse on Righteous Leadership. Building social influence earns you Job Points; strengthening your martial or political connections improves your range of options for combat and time-wasting. The main character doesn't actually intend to go for the throne, but the game doesn't care to hide the fact that won't last: everything you do systems-wise develops and reinforces him into the kind of righteous democratically-elected Saviour-King it's always going on about. I love a Saviour-King.
Now. Issues.
As suspected: FUCKKKKKK more battle themes PLEASE. I understand you think your Esperanto choir is really cool: can you please record more than five minutes of it across two themes for common battles. About 97% of battles I've experienced in this game have been common battles. I'm sick of it already.
Really easy game. Moreso than its parent series! Yes, I am playing on Hard, and no, I'm not avoiding optional content or battles: as the game's so stingy with job experience, you can't really afford to if you actually want to play with the toys it's giving you. Annoying.
Usually a Hashino game would have committed some grave misogyny sin by now: I'm going to give it some benefit and say that it hasn't, because it's certainly not P4/5 Bad about it, but elements of a certain second arc antagonist and someone I understand to be my next party member have me uneasy. All the women seem to prominently feature medium-to-high concentrations of gap moe for their characterisation outside gravely serious story scenes in a way the men do not — but I (like any sane person) love gap moe so I don't really care. I wish the men had it too.
The script very much loves to spell its themes out and pat itself on the back. Make no mistake: it is doing that constantly. It does think it's very clever, and if you want to enjoy anime goat boys angsting over their immense temporarily-embarrassed-virtuous-noble shame, you're going to have to deal with lines like "Humans [fantasy monster] are bad, but I think people are the real monsters." You just have to.
I'm really sleepy.
about 25 hours into Metaphor; just got the third deadline. flawed game in some of the ways all Hashino games necessarily are, but i'm pleasantly surprised: it's managed to satisfy or intrigue me with others... let me gather some thoughts under a reblog cut.
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sharkpupsblog · 2 years ago
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🥶 frostbite 💔
A Katja x SoulRider! reader fanfic!!!
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Warnings: d34th , bl00d and spoilers for the main quests !!! And bad word………..
Sharkpupsblog back at it again??!? No way!?!? I bring…. Katja angst 😈😈😈 might be a bit ooc I sorry 💔 anyways I used a writing thing this time so hopefully my grammar is better this time! ❤️❤️ pls enjoy this silly story I swear its not . As bad as the warnings make it sound 😭 PART 1 CAUSE I RAN OUTTA SPACE 😭😭😭 I always run outta space 😭👎😢 anyways enjoy!!! :D
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You’re the fifth Soul Rider you’re Aideen incarnate and you’ve been coming back for thousands of years to help the Soul Riders and the Keepers of Aideen fight against evil. But every time you were reincarnated a horrible thing would happen to you. First the past You's started acting weird they started acting like they were on cloud nine. Then months later they’d turn up dead always in the same spot in the Valley of the Hidden Dinosaur always in front of the ice witch lair. Frostbite covered their whole body but what puzzled the keepers of Aideen and the Soul Riders most was that they were always covered by flowers all as dead and frostbitten as your past You's but none of them belonged to the valley and they were not from that world either. For many years the keepers and the riders tried hard to figure out what was going on but came up with no explanation just a theory that Aideen was reclaiming you. But why in this way? Why the flowers? they also had a theory that a specific dark rider was behind this but with no explanation for the flowers that theory was quickly dropped. Now you’re back again and the Soul Riders and Keepers have noticed that your behavior has been odd lately you’re giggly, you always have a smile on your face and you’re always the first to raise your hand when Rhiannon asks if there is anyone interested in a mission involving Dark Core or the Valley. Today you got a mission in the Valley but for your safety Alex was asked to tag along it didn’t take long to distract her with some lie about bigfoot. Which she believed of course because if Pandoria, talking horses and Fripp existed what said bigfoot didn’t? And so, she and Tin-can rode to where you had pointed and it did not take them long to realize that you did this just to lose them. Alex groaned and she rode to where she last saw you when she saw you weren’t there, she facepalmed what was she going to tell Rhiannon? She rode away from the spot going to look for you once Alex was gone you stepped out from your hiding spot. your horse hid behind a bunch of trees and you went to retrieve them but your horse was gone your heart fell to your stomach you call out for them panicked fearing the worst for your horse. After a minute of calling, you hear a neigh and a voice speaks behind you “looking for something?” you look behind you seeing your horse and holding their bridle...Katja. Your panic melts away you smile and you laugh “Katja!” you say and walk over to her when you say her name to her it sounds wonderful like music. She does not move and goes tense when you get to her and hug her, she’s careful if her skin makes contact with yours, it will be deadly and you know this. You hug her carefully resting your chin on her shoulder you sigh and close your eyes it’s been a while since you last saw her. She uses her sleeve to hide her free hand and she wraps her arm around you she wishes she could touch you like actually touch you without having to hide her hand. She wishes she could really hold your cheek; she wishes to run a hand through your hair and she wishes she could kiss you but she knows how dangerous that is. When you back up, she lets you go and she holds out the hand that holds your horse’s bridle you take it from her careful not to touch her. Katja gestures to her lair and you nod walking with her you offer your hand halfway there and she looks to it she hides her's in her sleeve again and she holds your hand the walk is quiet a comfortable kind of quiet and you both have the same wish at this moment. You both wish you could hold hands normally instead of having to hide one with a sleeve just so you won’t die. Once you get there you let your horse’s bridle and Katja’s hand go your horse runs off to Mortifa to play the mare had been hanging out outside the lair the whole time waiting for her owner to return once she hears and feels your horse, she starts running which sets off zoomies for both of them. You watch them for a bit but you remember why you're here..you come with a question for Katja today.
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tainbocuailnge · 4 years ago
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fgo criticisms have been flaring up in the wake of dw’s sakura wars mobile game quitting after only half a year but I have a disease that makes me get defensive when people try to rip fgo apart as this uniquely terrible game with uniquely terrible devs so i’m going to complain about people who are complaining for a bit.
i hadn’t heard of the sakura wars game before it shut down but from what i’ve been able to find it suffered from a lot of the same problems as (launch) fgo, terrible gacha rates with no pity, slow ap recovery rates, barebones repetitive gameplay. so i guess seeing how fast sakura wars was shut down people feel like it’s only the fate name holding up fgo and in the early launch days of barely playable fgo that was definitely the case but I don’t think it’s fair to fgo to act like people only continue to play it because it’s fate, and “being like fgo” wasn’t the only problem with sakura wars either. sakura wars is a vn/dating sim series that attempted to revive the series with a mobile game that featured none of the original cast that fans cared about while fate was already a series with new characters and a new setting every instalment and the thing that stood out in this new game was actually that it DID have characters from previous fates available. hell, it’s not fair to sakura wars to claim that its series name is simply weaker than fate’s when there were other factors involved in its failure beyond “being a delightworks game”
fgo DOES improve, launch fgo is unrecognisable compared to current fgo in a good way. events have become more streamlined (events have mid- to lategame enemy hp scaling but feature damage ce’s to let newer players keep up, mission events are set up so that they basically clear themselves just by farming the most recently unlocked node), they experiment with new game modes and gameplay mechanics on the regular, they’re taking more care to make viable permanent servants and buff the older ones, and the past few months there’s also been a noticeable effort to throw out random banners for minor things as an excuse to rerun old limited servants more often. I���ll admit the bar is on the low side (strengthening quests are a ridiculous model, there shouldn’t be this many limiteds to need reruns in the first place, etc) and progress is slower than many people are willing to put up with, and I’m not saying anyone Has to put up with it or they’re a fake fan or whatever, but like, granblue fantasy is seven years old and still doesn’t have the ability to uncap a weapon multiple stages at a time when its entire gameplay loop centers around farming and uncapping weapons and they’ve buffed heles like 7 times but she’s still shit, none of fgo’s problems are exclusive to fgo.
i LIKE playing fgo. i like tapping the cards and watching my little guys go and coming up with different teams to make them go harder or just look good together or even lean into the Themes. and this is going a little bit on a tangent but i have this post window open anyway i was talking with friends earlier that one problem that a lot of mobile games seem to have is that they use “making the game play itself” as substitute for “making the game fun to play”. the only game with autobattle functionality (out of the ones I play, i don’t know everything that’s out there of course) that I feel DOESN’T do this is arknights, where you solve the puzzle that the stage presents in order to earn the right to not have to solve the puzzle every single time you play the stage and coming up with different efficient or perhaps ridiculous ways to solve the puzzle is part of playing the game. the worst case I know is dragalia lost which upon realizing that playing it sucks implemented an item to just let you skip playing stages altogether. “this game is good because you don’t have to play it” is not the selling point some people (and devs) think it is, and fgo refuses to fall into that trap - something I believe is an intentional decision because of their explicit refusal to implement NP skip.
one big advantage that fgo has over the other mobile games i’ve played is that it’s entirely turn based with no real time elements beyond start and end times of events. fgo doesn’t NEED to continue playing itself when you look away because looking away has no bearing whatsoever on your ability to clear the quest, fgo doesn’t give a shit if you look away for six hours and then close the game and only reopen it another ten hours later, you can continue right where you left off. the problem is not that you have to manually play the quest, because as far as the system is concerned you can take as much time as you like to clear that quest, it’s that the greater structure of the game wants you to repeatedly manually clear the same low-stakes quest for disproportionately small rewards. this one’s easy enough to solve by just increasing material droprates across the board. repeat clearing a low level quest is much less frustrating if you actually get drops every other clear.
but that’s a bandaid solution, because related to the issue of having to manually farm low-stakes quests is the lack of high-stakes quests to do when you want to do something a little more engaging than routine farming. outside of event challenge quests with their time limited availability, certain main story chapters that you can’t replay, and recently on JP the permanently available kiara challenge quest in the main interlude, there simply isn’t any difficult content to play. you could argue about fgo’s merit as strategy rpg in the first place i suppose but if you ask me it does have that merit and there is a clear effort from dw’s part to improve the depth of fgo’s strategy elements, the issue is that there is simply not that much content available to unleash those strategies on. of course you’re gonna get bored if all there is to do is either brainlessly repeat the same quest for minimal rewards or play the specific challenge quest that the game hands you right this moment regardless of whether that’s the kind of challenge you feel like facing right now. the solution to this one, although it’s likely going to take some significant effort on dw’s side to implement, is to make main story quests replayable.
you want to flex your brain muscles but there’s no challenge event right now? you stomped on a boss by using overpowered servants the first time but want to challenge yourself with some 3* this time? or the other way around, you beat a boss by the skin of your teeth the first time but want to stomp all over them now that you rolled some bitching 5*? you rolled a servant that’s not that suitable for day to day farming but would really shine in more difficult content and you want to try them out? you have a silly strategy in mind that would only work against certain story enemies? you’re like me and just really crave the shimosa duels? all of this involves content that already exists and is available in the game, dw would just have to figure out a way to let you access it again after clearing the chapter. and of course ideally this extends to event story quests once they’re added to the main interlude
i guess another way to put it is that i think the reason a lot of people say fgo has bad gameplay is not that its gameplay system is actually bad, in fact it has the potential to be very engaging, but rather that it’s a system that is set up to respect your time through the ability to put down the game absolutely whenever you want without being penalised, only for the game around it to go and penalise you for putting it down anyway. if you don’t diligently spend all your ap farming this quest you won’t get single damn material drop, and if you don’t play the event while it‘s happening you’re going to miss out because you can’t be sure when if ever it’ll return. so the number one way to solve the problem of fgo’s “bad gameplay” is not to make the game play itself whenever it tells you to play, but rather to make content more easily available so you don’t have to play if you don’t want to and CAN play if you do want to. thank you for coming to my ted talk i suppose
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prof-peach · 4 years ago
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If you could cross over two of your favorite games, which would you choose? Please explain, why that crossover would be a good match.
Oh you’re going to regret asking this one, I’m bout to GET SERIOUS.
So Pokemon, obvs, I love the whole world it’s built in, but the games imo are REALLY boring, I haven’t enjoyed one a lot since gale of darkness, the main ones just are a little too linear obvious plots, pretty standard setups for story and style. Speaking of style, the games lack personality, the models aren’t animated well, moves have no dynamic energy or visual difference at times, and the turn based battle style just feels kind of, I don’t know, old? Slow? Just doesn’t suit what I enjoy personally, gives me a FInal Fantasy vibe and I just cannot stand the speed at which things happen in those games, plus not into 3rd person ‘let’s build a team of people’ much, but that’s a problem for another time. With this all in mind, the game I wish would happen is like gen20 Pokemon, far future sadly, I doubt I’d see it in my lifetime but god I’d be happy if I did!
Ok so take the newest Zelda graphics, the visual treat that was BOTW, open world, puzzles, not JUST combat, you got side missions, hunt the chickens, find missing pets, parcels, items, whatever. Love it! The horse taming?! Amazing you funky little game. Now take the bad guys and beasts from that. And put Pokemon in instead. Give them the diversity, the life and believable natures that BOTW gave the animals, I followed a frog in BOTW for 15 minutes, and it was a great experience, it felt like it was believable. Above world spawning, ACTUAL difficult gameplay, rare spawn rates, make dragons hard to get again, cmon, it’s too easy now, make it so we need a certain set of Pokemon for certain tasks. Water types big enough to carry you will be able to get you to new areas, rock types that can help you climb mountains faster, or break through blocking boulders. Actual towns with more than 4 houses in them, shops, barns, farms, homes. Like little link with the heat, maybe ice types would struggle in volcano areas, or bug Pokemon not be so comfortable in gale force winds. Give the weather more of an effect on your partners. Mounts, don’t even get me started that Pokemon Let’s go had you able to ride any of the larger species, but swsh did not???? Bitch please, give me my rideable Pokemon. The wild area too was far too closed, limited, online was laggy and a mess, camping is limited, let me do more with my team. Pokemon for me is all about the actual creatures, how they live with humans, and the many wonderful things they’re capable of. Yes of course it’s cool they can fight, but like what else you know?
I’d love a game that lets me buy a plot of land, maybe plant things, custom build things. I’m a sucker for the fallout4 settlement builds when they’re modded to hell and back, they’re fun! It can be a really calm and creative process. If I could do that and skip the main campaign and all the battles for a bit? Amazing, it sound perfect for me. I am that distracted hoe collecting flowers while the kingdom burns in the background. Side quests are everything to me. Let me give homeless people enough money to get them in a home? Let me adopt Pokemon that are stray around the town? Plz oh plz bring me a Pokemon game that allows me to work WITH my team to do more than KO other species. I want to save and buy a plow for my buddy gogoat, and grow amazing foods to sell to get currency to spend in decorations, to spoil my team. Give me actual game consequence, if I ignore that sick and injured Pokemon I find in the wild, later maybe it’s family don’t want to help me out with a different problem, too stricken from grief. I am all about the average bits, the old women who need help, the lost pets board in town, the general day to day stuff. Let me get cosmetic items for the Pokemon I keep, cute outfits, special gemstone items, let me actually live with them, or even feel remotely like they’re realistic.
Ok so in game, if it’s looking like BOTW it’s pretty beautiful but also stylised, I’d have it so you can send out a maximum of 3 Pokemon from your 6, using bumpers and such to throw them out. If you hit the trigger you switch from controlling the human trainer, to the Pokemon you’ve targeted with a standard lock on targeting system. You then can be the leader, but be the Pokemon. You could technically defeat the game without a human if you wanted, which incorporates the mystery dungeon games I think, and caters to that crowd. I’d love to see the use of attacks out of battle, things like using water gun to grow plants, using ember to start a campfire faster and stave off the cold. There’s no consequence to Pokemon anymore, and I think that’s where it’s lost me. I have to admit I miss the days of a poisoned pokemon fainting if you don’t heal them soon enough, I miss gym battles that were actually tough, damn, try picking charmander in red and beating brock without grinding in viridian forest first, it’s not easy. And I loved that. Yes it’s a child’s game, it will never be difficult again, but god it’d be nice to have a bit of a challenge, or maybe a difficulty setting, so some could play it with hostility turned off, great for kids, or you can be n adult like I know so many Pokemon fans are, and play it on expert mode and ACTUALLY have to work hard to beat the game. Alternate skill trees anyone? Train gun a fire type to ACUTALLy combat water moves?? Please! Cmon! It frustrated me that every challenger has pretty much a systematic set of moves to use to win. Grass opponent? Fire attack spam until you win. It’s dull, so at least with very difficult tricks to either find or learn in game would make it more achievable if you can send that fire type in and I don’t know, train them so much the heat evaporates the water mid-battle and you suddenly have a shot at winning. Pokemon has taught me that if you work hard enough you can achieve something, but the games just have such strict ways to win. Feels wrong.
In terms of battling, let us BE the Pokemon, let us learn to dodge, train our speed, train our defence, make a team of truly tough Pokemon instead of just, average? Some species have a cap on their skills, a squirtle has lower stat points than a Charizard, but you can’t ever change that? Let me choose the Pokemon I believe in, and let me work with them until they’re just as good, if not better than the game tanks. This would also make online battles more interesting. Everyone picks the top trio. Fairy, dragon, legendaries. And yknow what? It’s boring. That one IRL fight with the monster Pacharisu that won in the world tournament with follow me and the situs Berry? Unbelievable, I love that little rat so much because of this, so let us all have a chance to build a team that’s strategically viable, strong, and potentially a winner formula, even if they aren’t fully evolved, or the biggest Pokemon in the world. Yeah maybe you have to grind way harder with your unevolved Pokemon, but you get to the end game and win, because you put love and time into species that you enjoy, not just good fighters.
Unfortunately I am beholdent to Todd-idiot-Howard, and I love the Eldrescrolls and fallout games (before they got dumb, not that I don’t play the new ones. 76 I’m looking at you, you big asshole game.) honestly I hate online games, so none of that junk, just a good old fashioned open world sandbox game is plenty. Games for me are an escape from others, not an invitation to socialise. To each their own of course, and I do play online games sometimes, just pretty short lived ones, over watch and rdr2 for example. Would they be sometimes better on private servers? Yes of course, fallout76? Want to play with others? No. I do not. Please leave me alone. And if you buy a private server you’re feeding the monster that is Todd Howard, the man the myth the asshole, then we’ll get more bad games like 76. I just so desperately want the Pokemon company to see what a beautiful potential game they’ve got on their hands, that could be suitable for far greater audiences, but instead they’ve focused on the kids. It’s fine, it’s functional, but it’s lost to the fans from day 1, that are all 20+ years old now and want something meatier to play, something far more broad and inclusive. I also hate that there’s no wheelchair option in any Pokemon game. Like cmon, it’s not hard to include that.
In short, BOTW + Pokemon, with a sprinkle of open world sandbox to it, less fighting, more fun. Or, at least both options. Sure, go fight everything, great, but I want to farm carrots over here with 6sunflora, plz let me have some peace.
Edit: I forgot about harvest moon, chuck some of that in there too.
SECOND EDIT: someone in the comments mentioned to put this in Unova? Plz love yourselves, this game would be ALL MAPS. Stuff one singular location, this is the ideal game, put every map in it, join them, put islands in, make them more explorable, more detailed!
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limitless-imagination · 4 years ago
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sova, cypher, and omen with a gamer s/o reader please? also could the reader be gender neutral? thank you :)) i love your writing <3
[I know you asked for these boys x gamer s/o, but it ended up turning into, ‘what kind of gamers are they?’ If you’d like me to redo them, let me know! - cheesy]
Sova:
Sova is interested in many things, and has an open mind. Thus, he will try anything once. This includes gaming. He sees you on your device or console a lot, and since he hears you laughing or whining about a game, he wants to know what going on too.
When you offer tot each him, he’s ecstatic. He loves to learn something new. When sit him down in front of the tv or laptop, he’s unsure what to do. He’s never played video games. He looks so cute when he’s confused.
You’ll have to guide him slowly, and thankfully, Sova is a patient learner. He doesn’t get upset if he doesn’t get it right away. Everything comes with discipline and practice. With time, he gets the hang of the controller/mouse and keyboard
Don’t be surprised if he suddenly gets better than you quickly. Sova is also a quick learner, and his hand-eye coordination is off the charts. Sorry!
Whenever you lose in a game, he’s there to comfort you, if the loss means a lot. He’s your biggest fan, and will help you if you want it.
Sova’s game selection would be a mixture of something relaxing or something fast paced. Animal Crossing fits the bill for relaxing, and Hades fits something fast paced. He also enjoys hidden object games, to train his eye. He will occasionally play fps games as well. Like Valorant! Lol!
Cypher:
Cypher’s played a few arcade games in his youth, he’s not unfamiliar with joysticks and buttons. A mouse and keyboard would be a bit harder, though. So he prefers a controller. Yes, get him a nintendo switch. He will love it.
He likes having to do things with his hands. If he’s not doing something, he gets a little antsy. Having a portable controller with him makes his day better. He takes it with him on missions. He really shouldn’t, but he does.
Cypher can get a little competitive with games, and he loves that the two of you can enjoy gaming together. He prefers cartoony competitive games, so that he doesn’t take it too seriously. Like mario kart. But the amount of times he’s nearly thrown the joycons at the tv for getting a blue shell are too many haha.
Cypher’s game selection would be puzzle games and cartoony fighting games, like Smash Bros, and Street Fighter. He’s really good at those, as they were the type of games he played a lot when he was younger.
He loves the rush that comes with figuring out how something works, or getting the answer to something. You’d find him playing games like hidden objects, escape rooms, etc. He also really likes Among Us. Deception and lying roll right off his tongue (for funsies). He’s too good at not being suspicious.
Also wii sports for some reason. He loves wii sports.
Omen:
Omen is just not a gamer, period. He’s not interested in it. Besides, it’s not stimulating enough anyway. That is not to say he won’t lurk by you and wonder what you’re up. He’ll grumble about it regardless.
When you offer to try to play games together, Omen will agree. He chose to be with you, so he’ll want to be a part of whatever you’re doing too. He’ll cast aside a bunch of games. It takes a lot of coaxing and trial and error, but eventually, the two of you settle on a few genres.
If he has to play games, Omen will choose story based role playing games that are open world, and let you explore. He seems to lean towards fantasy, or historical rpgs, like Breath of the Wild, Assassin’s Creed, and Skyrim.
Omen likes to take his time with these games- also he doesn’t know what buttons to press half of the time. Instead of following main quests, Omen prefers to explore on his own. Yes, that includes reading a lot of the stories inside Skyrim, or riding around in Breath of the Wild, or just jumping off as many high points as he can in Assassin’s Creed.
He’d prefer if you stayed with him while he played games. He doesn’t mind backseat gamers, and actually likes that you can tell him what to do, so he doesn’t get too frustrated.
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katara0524 · 3 years ago
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Impromptu Ramblings about the NEO:TWEWY Demo
In case y'all weren't aware, I've been a pretty big fan of TWEWY for a couple years now, and with the sequel coming out next month, the excitement I feel for this game is greater than ever :) I played the Demo for the first time yesterday, and following a couple views of some livestreams of others playing it, I felt like sharing my (very ramble-y) thoughts prior to the release of the full game. This post WILL contain spoilers for both TWEWY and NEO:TWEWY, so if you want to avoid those from now on, please block the tags: #twewy spoilers, #ntwewy spoilers, #neo twewy spoilers, #ntwewy, and #neo twewy ^_^ Oh, and if you wanna keep up with any other posts I make about my experience with this game, please refer to the tag "kat plays neo twewy" :)
-First things first: I have not watched the Final Trailer and I don't plan on doing so to avoid spoilers, especially after the pre-release era of KH3 where a lot of the later trailers spoiled a lot of the endgame content. That being said, I've seen some minor screenshots from the final trailer including what many believe to be characters from the original TWEWY, namely Shiki and Joshua. That is all I know about the Final Trailer and I would very much like to remain as blind as possible going into NEO :)
-The very first cutscene was quite ominous in the sense that this game is likely going to be about "changing fate" (a recently common theme in Squeenix games, which I do appreciate), perhaps leading off from the end of A New Day in the OG and trying to stop an Inversion of Shibuya. Also worth noting that A New Day had similar aspects in which the main character experienced "future visions" of tragic events, although in A New Day these events were not able to be changed, while in NEO it seems like one of the main "powers" our protagonist has is specifically to rewrite these events and avoid a "bad ending." Very interesting indeed!
-I really like the revamped comic book style dialogue scenes, it's much more fluid and modern, which is an excellent direction for the series to take!
-I would love to have an actual PokemonGO knockoff of Final Fantasy creatures, please Squeenix that would be incredibleeeeee
-Also the LINE stickers??? Are so cute???
-I would just like to point out that Fret is an absolute treasure throughout this entire demo, he's hilarious and I will protect him with my life
-UHHHH don't like that Fret picked up some Reaper Pins just out of nowhere.....or the fact that they're apparently popular all over Shibuya.............did y'all not learn anything from the OG game or what lmao
-Okay so when I first got the "curry or ramen" scene and heard NPCs talking about the new curry place replacing the old ramen place I became IMMENSELY distressed that Ramen Don was totally cut from the game because....well, Ramen Don is a King okay?? But I'm glad to learn that no, he didn't fall off the face of the earth, he's still in business and he's the one opening the curry restaurant lolol. PHEW, crisis averted!
-.....I don't like the sudden appearance of a Wall Reaper and being able to read NPC thoughts. Wtf happened when they left the ramen place??? Are they playing the Game alive somehow?
-Okay so I have my own theories about this "Swallow" character and what they're up to but considering this is only the Demo and I still Have No Idea What's Happening, I'm just gonna say that I think Swallow intentionally led Rindo and Fret to the Crossing so they could join the Game. I mean, add in the fact that Swallow still communicates with Rindo during the Game and you've got yourself a suspicious character right there lol
-"Hey they're shooting off fireworks!" Fret honey that's not fireworks oof (see also: "*laughs* I'm in danger")
-WOOOOOO way to traumatize Rindo right off the bat like that LMAOO
-The visuals for the intro are VERY GOOD, the song is pretty decent until it gets all "screamo" (which I absolutely cannot stand sorry lol)
-Shoka is every Customer Service employee ever and I respect that
-Susukichi went from being "meh" to "WOW THIS GUY IS FUN" in the span of 10 seconds and I also respect that (he is also built like an Absolute Unit which is hilarious)
-The Wall Reapers (and just Reapers in general) seem.....way nicer and more helpful this time around?? Like in the OG the Wall Reapers were SO RUDE gfhjgjdfkhn and yeah I'm sure we'll get some like that but the juxtaposition of the first Wall Reaper in the OG compared to the first one in NEO is insane.
-The puzzles are quite a bit more entertaining this time around even if it's generally the same "fetch quest" formula lol
-"Rindo's Group" way to go Fret HFKJDGHSDFKJ mans really left the default name in there lmao
-OKAYOKAYOKAY so to those who aren't aware I am a MASSIVE SIMP for Sho Minamimoto, he's my absolute favorite and I think about him daily. HIS INTRODUCTION IS. INCREDIBLE. I LOVE IT SM.
-GOD hearing him actually SPEAK FULL SENTENCES is just SO SURREAL I love this sm
-Also the remix of his theme???? NEO TRANSFORMATION????? IT'S SO GOOD????????? It's like gone from a Boss Theme to a more triumphant sounding theme and I am HERE for it (every version of Transformation is just INCREDIBLE and getting a new one is even better)
-I Love Him, Your Honor
-Also idk how exactly but it's kinda weird seeing Sho in the OG vs NEO, cuz while he's mostly the same Insane Math-Obsessed Catboy, he's.....calmed down quite a bit?? Like OG made a whole point of how poorly he cooperates with others (not to mention just being completely unhinged and trying to kill everyone), whereas here in NEO he's......actually kinda working with others??? HELLO???? Sir what happened to you and Neku during those 3 years I would love to know all about it
-I guarantee you Sho is still probably scheming shite and will likely pull some total insane BS later down the road, and I am very much looking forward to that. Also, is he looking for a certain Pin or something??? Cuz he keeps talking about different Pins and even mentions "this is just another Psych Pin" like he's actively looking for a Pin to do something with. Maybe it also has to do with the "latent powers of Players" thing he mentioned as well??? What is this dude UP TO oml (also is he in contact with Neku at all?? they're both technically fugitives at this point right?? WHAT HAPPENED AFTER A NEW DAY I AM BEGGING YOU)
-I seems like Sho ALSO has an idea of what's going on in this specific game (even if he won't admit it straightforward). Per his quote "The game's 142,857. Factor it out," he's essentially saying, "This game is a neverending cyle, figure out how to get out of it" (or at least that's what I got from his "cyclic number" nonsense lolol)
-I do like how Sho mostly stays out of sight until he's needed for a battle or assisting with a mission, that's kind of on par with his whole "uncooperative" quirk from the OG, plus he might literally have to stay out of sight of other Reapers and Players considering he's likely breaking the rules of the Game (not surprising considering him and Neku broke practically every rule in the book during OG)
-The nicknames for Sho- I can't- They're so FUNNYYYY GFHJSDFKJ
-He goes from being called "Pi-Face" and "Tabooty" in OG to "Mr. Minami" and "M-Teezy" in NEO LMAOO
-(Wowee I just realized I've been mostly talking about Sho oopsies sorry y'all, this is what I meant by thinking about him almost daily he is THAT much of a fav of mine ghfkjsd)
-Okay RIP Fret and Rindo for not getting literally ANY explanation as to how the Game works OOF, that is kinda cringe that whoever gets the Pin earns points, not whoever erases the Noise (which like I understand but also URRRGGHHH I WANNA SEE THE SQUAD SUCCEED)
-"I should be going home now it's getting late" Oh you sweet summer child-
-Also love the mention of parents in this game???? KH you could learn a thing or two from TWEWY (poor Rindo's mom fhgjkdh)
-KUBO IS HILARIOUS I SUPPORT HIM AND HIS GROSS FACE (also thank you Final Trailer thumbnail for spoiling my suspicions about him very cool smh)
-Kaie is a LAD I also support him, go King type those funky texts I believe in you
-FRET PLS STOP SCANNING FHGJKSDHKJFGHFKJ he's like me when I scan in OG during Weeks 2 and 3 and see Taboo Noise coming after me ghfjdshfj
-Also Rindo can you stay off your phone for TWO SECONDS ik you're trying to figure things out but Fret is a jelly boi and I don't want him to be upset with you my guy
-Sho being an actual sorta mentor to the kiddos?? Who are you sir this is so unlike you ghfgskj what happened to the guy who tried shooting children in the face 8 times over LMAO (granted he's probably just using them but it's still nice to see him actually cooperating and sharing knowledge with the kiddos aaaaa)
-EYO EIJI OJI THE TIKTOK INFLUENCER IS BACK LMAO
-hgjkfshgkjf "we aren't glorifying capitalism on my watch" THATS SO FUNNY TO ME GFHJFSDGHJKS (also an all-orange ensemble is disgusting you deserve jail for one thousand years fkn Cheddar Goldfish Cheezit ass woman)
-WICKED TWISTERS NAME DROP EYOOO we love to see it
-gfhsgjf Poor Rindo embarassing himself for the sake of the Game that's incredible
-R e t u r n t o M O N K E. That is all.
-Dialogue during boss battles is HELLA cool i love that
-HHHHH THE KANON SCENE MADE ME A N G E R Y FRET STOP SIMPING MY GUY says the girl with a Literal Simp Encyclopedia and simps for pixels on a screen daily
-Can't wait to see the other Reapers :eyes emoji:
-CAN'T WAIT TO SEE NAGI MY BELOVED YEAHHHH WOOOOOO AAAAND that's about it for the demo lolol, I absolutely CANNOT wait for next month, this game is gonna be INCREDIBLE holy hell Prepare for more simping, more screaming, and more vibing from Yours Truly :) I fully intend on sharing more general thoughts like this on both Tumblr and Twitter so it's not just reblog-retweet-reblog-retweet with the occasional comment fhgskjd
If you wanna witness my insanity up close and personal I have a Square Enix Discord server called Sea Side Dreamers! You can look it up on Disboard, or you can add me on Discord @Katara0524#9244 for a direct link :) We have topics about Kingdom Hearts, Final Fantasy, NieR, and ofc TWEWY (as well as other topics!), so if you want some good ol' chaos and chitchat, you're more than welcome to join!
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zachsgamejournal · 3 years ago
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PLAYING: Breath of Fire IV
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I think we’re closing in on the end. But in good ole BoF fashion, the last leg is taking the longest. Also, Nina is totally the main character of this game.
NINA
I’ve only ever beaten BoF 3, 4, and 5--though I’ve played 1 & 2. It’s a constant that Ryu is the main character, and that Ryu is the player. Ryu is never (to rarely) given dialog because the player is meant to imagine the voice of Ryu. And while this definitely works for BoF 3 and 5, Nina is clearly the main character in 4.
1. We Start the Game as Nina
In both BoF 3 and 5, we start the game as Ryu, and that’s basically where we stay for the whole adventure (occasionally controlling other characters). BoF 4 has us start with Nina. It’s a simple distinction, but sets up my next point.
2. Nina Makes All the Decisions
My screenwriting professor said the main character makes the decisions that drive the story. In this sense, Ryu is extremely passive. He’s mostly just along for the ride. It’s Nina that offers to help him, Nina that decides he should tag along, and it’s Nina’s quest he joins. Later, Nina decides to rescue Cray. Nina goes to her father for help. Nina asks the gods for assistance. Nina insists they save Ryu. Nina encourages Dies not to abandon Ershin. Nina insists on the helping that furry...thing. All the while, Ryu is just like, “...sure.”
I vaguely know how the game will end, so we’ll see if this all holds up.
3. It’s Nina’s Quest
The game starts with Nina and Cray on a mission to find/rescue her sister. While Ryu is integral to the plot, he doesn’t have a lot of skin in the game. Nina is also royalty, and this game has some Games of Thronesian politics going on. While Ryu’s actions carry little weight beyond the act itself, everything Nina does has the ability to affect policy and international relationships. We see this when the Empire pressures the Alliance to cede territory post Nina’s rescue op failure.
Also, Nina just told Ryu that she loved Cray. Ryu isn’t even the love interest in this game.
I’m actually really happy that Nina is the star. Female characters aren’t normally given the respect they deserve. Maybe instead of Breath of Fire, they should have called this “Wings of Destiny”...cause Nina has wings.
Back to the Plot
So, Ryu went super-Dragon and killed some imperials. The gods have offered to help Ryu, (as long as he plays hide and seek first), and Fou-Lu has escaped the village in which he had started to feel at home.
Nina and the team discuss things and decide that if it’s Ryu’s destiny to meet up Fou-Lu, they might as well confront him proactively. They seem to be under the impression that the empire is using Fou-Lu gain power (if they only knew).
Ursala is the Imperial captain that captured us, but now she’s our captive. The team asks her to help them get into the Empire. She’s confused. It was her mission to bring the dragon to the Empire, so this kind of works out...She agrees and is now a playable party member.
I like her.
Heading back to the warp gate, we learn that it’s broken because of our previous activities (and because we were attacked by Captain Jackass). Ursala tries to make us feel bad, but she works for an evil Empire--so jog-on. We have to head north and need a sandflier but don’t have the cash. This is comical, cause I put in a cheat for infinite Zenny way back when...
We’re supposed to ask a merchant sandflier for help, but we’re too late. Ursala immediately jumps to action and without a word, Scias follows her lead. They take the merchant ship like a band of pirates and it turns out to be a French-accented froggy friend from before that sexually harassed Nina, Marlok. He tries to make use feel guilty, which works on Nina and Cray--but the rest of us know he’s a POS. He offers us a bond to buy a ship, expecting that we’ll do great things and thus able to cash in on our success.
We get to a checkpoint, but it’s blocked. Ursala wants to fight the guards, but Nina is against it. We do the non-violent solution of trampolining over the wall. We get to a ship yard...I only now realized in the game that the oceans aren’t water--but mud. weird...where’s all the water? So the only seas are up north.
The captain doesn’t want us on without the blessing of the sea god. We got to coastal cave and find the Sea Dragon there...I think. We get his blessing and are good to go. The captain now doesn’t want women on board. The women insist that they are tough and have been through a lot. The muscle the dude we keep fighting shows up, and it’s implied that his defeat would prove we’re tough. Ursala shoots him and falls off the mass of the ship. So  a new test of courage is needed. Ursala and Nina must stay within the hull of the ship over night with ghosts and bugs. They succeed.
As we travel across the sea, we fight muscle dude again (he was much stronger this time). And then the wind stops. The sailors think this area is haunted, maybe by a god. We go check it out. The dungeon is interesting, but frustrating. You have to walk across planks to get to the other side, but the planks break and drop you down into the hull. There’s a light over your head to warn you when you’re about to fall, but I still fell a lot. In the hull, as you walk, skulls that are spread about rattle and vibrate: it’s eerie and entertaining. Eventually we find a rock creature that thinks of itself as a god, but it’s just a rock powered by god-power. So we kill it.
No remorse.
The wind returns and we make it across the sea. After traveling through a jungle, we meet a furry thing. I feed it some food and it seems happy...I think. At the end of the jungle we find a treehouse and are attacked by more furries. The previously furry comes to our defense and we meet Beyd. He has married one of the furries and maybe these are his children? Cray had my reaction and was like, “Well...uh, anyway--how do we get to the empire?”
One of the furries gets sick and Nina vows to save it (cause she’s the main character!). This brings us to an interesting, but not super fun mini game. We get to sail the boat, but you have limited supplies. Every second you’re on the seas, the supplies get used, but they’re used faster if you row. Rowing is necessary because the wind doesn’t always blog in the direction you need. So you have to decide whether to burn supplies by rowing, or wait for the wind to change directions. There’s places to find and treasure to discover. It is, kinda fun...
While we’re out here collecting medicine on the high seas, I also find the sea god: SCORE!
We save the furry and are guided to some islands that are available to walk across when the tide is low. So we venture a cross some tropical keys. It’s pretty. The group gets tired and Nina insists on taking a break: cause she’s the main character. After our rest, the tide has risen and the group is trapped. Cray is pissed and Nina feels responsible.
This is an interesting part of the game cause the group has to survive on an island and reflect on their mission. Ursala warns it could be months or years before the tide recedes. Chill Ursala. The group explores the island and finds both water and and great fishing spot. We’re gonna be fine. Just delayed.
Scias likes the island, as he just sleeps all day. After a while, Cray chills out and apologizes for his temper. While Ryu is casting a line, Nina reveals that she’s in love with Cray, causing Ryu to trip. Nina reflects on her feelings, unsure if they’re true and doubtful that Cray feels the same.
The tide recedes and the team escapes. We come to a riverlands that requires some log riding and log dodging. It’s cute, but I want to get out of here...
Fou-Lu, after escaping the village, receives a direct hit from the hex canon. They apparently used the friendly lady that help Fou-Lu as a “sacrifice” to power the canon. EVIL! Fou-Lu survives and arrives at the capital. He meets statue guardian that recognizes him as the first emperor. Fou-Lu orders the guardian to destroy the imperial city. Fou-Lu is pissed, and just doesn’t seem to think humans are worth it...
As the guardian destroys the city, Fou-Lu cleans up loose ends, finally killing the general that ambushed him on the night of his awakening, and then killing the current emperor. The Emperor first tries to act subservient to Fou-Lu, but then stabs him with the “dragon slayer” sword. It doesn’t work and Fou-Lu laughs in his face.
Similar to Breath of Fire 3, the game has reached a point where it doesn’t have more story to tell, but wants to add hours. So there’s tons of little quests and obstacles that have little to do with the overall plot. It’s sad, because the minigames and mini-nations they’ve created are really interesting.
I tried to think back to how Final Fantasy 7 handled this. I think, for the most part, the game doesn’t make its endgame clear until much later. Most of the game is, “What should we do now?” So I don’t feel there’s as much a “rush” to get to the end. Also, much of the game is about tracking Sephiroth, so you’re really looking for clues as you find obstacles, vs having an end destination and just running into a million reasons why you can’t get to it. You feel out of control and inconvenienced. But these obstacles would make really interesting and fun side quests. Having them as options would absolutely make them more interesting.
Another thing that Final Fantasy 7 really succeeds at is making each new area a new piece of the puzzle. You’re always learning history about the world or a character. So while it might be a brief obstacle, it’s also an interesting deeper dive into the world. Breath of Fire’s diversions don’t feel as enlightening.
Still, BoF4′s diversions still feel like progress cause we inch closer to the goal...it’s just that we’re not getting much character or world development in the process.
Combat
I do prefer the combat over BoF3 (and many RPGs). I like that the other characters are always on-call in the battle, and it’s easy to switch out (more so than Final Fantasy X -- how I remember it anyway). I’ve done zero grinding, and I’m pretty proud that I’ve survived so far. After crossing the sea, it seemed like the enemies were getting ahead of me, but I got better at using the spell combos (which are cool!). So surviving a few battles usually meant getting a few levels up. When I first played the game, i was cool with grinding, but I’m glad I don’t have to now. The only thing that is cheating: I gave myself 99999+ zenny. So I’m able to stock up on healing supplies. Though it helps, I’m sure a few hours of grinding would have me being just as well stock on healing supplies.
Is it better than Breath of Fire 3?
I’m a little torn. Breath of Fire 4 is “epic”. There are multiple nations that have a strong sense of culture and history. The mythology around the dragons is of the galactic scale. World War is in the balance and my party includes two members of royalty and two semi-gods. The world feels huge even if the story is pretty linear.
In contrast, Breath of Fire 3 had three nations--that I could tell: Wyndia, Eastern Kingdom, and across the sea. Strangely, Wyndia had gangster cities, gangster markets, and amoral lab that was accidentally making mutants. While eastern kingdom seemed pretty chill and peaceful--but lacked a ruling entity. Hmmm...
Where Breath of Fire 3 feels “better” is that it feels more personal. The story starts small: a lost dragon-boy found my starving thieves. We live in a small town and solve small-town issues. This slowly grows to include local gangsters, a kingdom, and a dragon holocaust before we battle God. I like Breath of Fire 4′s characters, but I feel like I have a stronger bond with BoF3′s. Also, I felt like BoF3 tried to explore the grey area: killing monsters that had feelings. I felt emotionally challenged in the different scenarios. Whereas, BoF4 is always: “We’re the good guys, and we do the good things!”
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rainofaugustsith · 4 years ago
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Rain Plays SWTOR: Solo Macrobinoculars (most of it), Imperial side, Pt. 2
I'm back with Part II of the Solo Macrobinoculars Run. To reiterate, I knew going in that I would not be able to complete the entire chain, but I'm writing a guide on the parts of the quest that can be soloed. This site does not like links, so to find part 1 please click on the #swtor macrobinoculars tag. 
Where we left off, I'd just finished scanning targets on Belsavis, and we were ready to hit the Rakatan temple.
A Spy's Secret: Belsavis
How to get there: if you scanned the target in the Tomb last, you are actually positioned really well to get to the next part of the mission. If not, take the Rakatan Transport to the Lower Prison Magma Transport stop and then make your way out into the Tomb area.
In the front room, the order for making the grid go away is: 1. Click the third panel. 2. Click the fourth panel. 3. Kill the droids. 4. Click the two things on the sides of the walls above the power generator. 5. Click the fourth panel again. 6. Turn so that you are facing the Rakatan Transporter and look up. There's a clickable near the ceiling. Click it. The grid will go down. At the second grid: 1. Slow down. In my experience, the second (deadly) laser grid did not load right away with the rest of the room, so Viri ran right into it. 2. You have to click the wall panel five times. Once to open it; the rest to input the code. You will see the panels light up with the colors as you add them.  3. The code is Red, Green, Yellow, Green.
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In the Cryoban tank area:  1. Click the tanks and manage the pipes ONE AT A TIME. You need to click the tank, follow the white smoke coming out of the pipes on the ceiling and click on the ceiling junctions ONCE each to route the cryoban to the door to break it down. When the door weakens enough you can click on the pipe right above it, and then the door itself.
The first time I tried this I blithely opened all the tanks and found myself completely unable to figure out which pipes I'd done, which I hadn't, and how the hell to extricate myself from the mess I'd created. I ended up resetting this part of the mission (which meant scanning all three targets on Belsavis again). Learn from me. :(
The final boss here is relatively easy, but it made me sad he was Ortolan. I kind of hated killing him.
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Now, it's time to scan more targets. A lot of these are in really obvious places, on top of major landmarks. Alderaan
- QT to Thul Research Camp. - QT to Outpost Talarn. - QT to Thul Supply Camp, and then go south. It's in the heart of the Republic gameplay area but you can avoid pretty much all combat if you are careful about where you walk/speed. - QT to Panteer Hideout. The target is on the Panteer castle, you can scan easily from the bridge while you're still surrounded by friendly NPCs rather than wading into enemy NPC territory.
Balmorra
- The first target is right in the middle of Sobrik, where you come in on the planet. If you didn't do this one first, the closest QT point is the Sunken Sarlacc Cantina. - QT to Bugtown. - QT to Markaran Imperial Outpost. The target is on the Okara Droid Factory building so you can get it from a considerable distance. - QT to Sundari Imperial Outpost. It's on a building of the Balmorran Arms Factory that is against the rocks so it's hard to see the target from a distance, but it's scannable well before you reach the factory.
Voss
- QT to Ghen's Outlook. Your target is actually on the building tower on the base, so you just need to get a little ways away to scan it. - QT to Pilgrim Retreat. The target you're scanning is right on top of the Shrine of Healing, so as soon as you can see the Shrine from the road, you should be able to get your scan. - QT to Outpost Skyline. The target is in the heart of the Gormak Lands, so it's a bit of a schlep. It's on top of the canopy in the area that marks the entrance to the Gormak Lands. - QT to Outpost Overseer, and just hop on the main road. It's on the top of the Gormak arch.
At the end of this scanning mission, IR-77 will pay you another ambush visit, stronger than before.
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Nar Shaddaa
- QT to Keeling's Listening Post. If you don't have that one, the Corellian Sector. - QT to the Slippery Slope Cantina, which is the closer of the two QT points on the Promenade. -- QT to the Imperial Data Center, shuttle to Network access or pick up the heroic Hunger of the Vrbithers and use the provided transport. Be aware that even if you are not doing the heroic,  you will likely have to contend with enemy vrbither NPCs as you move to the scanning point.
All the Pieces - Nar Shaddaa
This is the last bit you will be able to do solo, and it's quite a grand finale. To get there, QT to Network Security Access.
The first obstacle is a group of four gold droids. You should be able to beat them, but it's a reminder that the next sections are intended for groups.
To beat the two discs on the floor, stand on them one by one. Put your companion to passive so they are standing with you. The discs will eventually explode and the door will open.
On the dock, every enemy NPC droid is gold, so try not to pull them all at once. Force pushing them off the platform does not work; they will return.
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Now your character will get to pretend they're in an action movie and recreate that sequence where Anakin Skywalker jumped out of the speeder into Coruscant traffic! This is a jumping puzzle like no other, and it's long. You will be jumping from speeder to speeder in heavy Nar Shaddaa traffic. What's that you said? Why didn't your character just commandeer a speeder instead of doing this? Shhhh. Jumping puzzle time.
You will likely die at least once while attempting it. Probably far more often. The good news is that there are three save points along the way. As long as you've reached these points, you will not need to do the entire puzzle again. You can hop on the speeder and just speed to the save point. If you die on the last boss, you'll be taken back to the beginning, but again, you can hop on those three speeders, one after the other, to get back to the boss.
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With the jumps, if you don’t see a car close to you- wait. A lot of the time the vehicle you need to jump on will pull up along side. Sometimes they will be so close that you don't even have to jump, you can just drop.
Rocket boosts can be useful in a few places but be careful, it's very, very easy to overshoot these jumps and fall to your death.
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For a few jumps, you're actually going to use grapples. Mouse around on the larger ships that are too far away to jump and they may have a grappling hook you can click.
Take your time. The traffic is rushing beneath you, but you can take all the time you need to figure out the safe jumps. If the vehicle you need has veered away wait, it will come back. 
At a few points (the save points near the speeders) you will face gold and silver mobs. If you're soloing this with your companion, it will be difficult. I ended up throwing Heroic Moment at the last one.
IR-77 will greet you after you defeat the final mob, and he'll be ready to destroy you. He has a knockback, which really isn't a pleasant prospect when you're on a moving, narrow platform. Be prepared for it and try to dispatch him as quickly as possible.
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Once you reach the large skiff, you will face Maki'Voro. It's a challenging fight and he doesn't go down easily. He has a very wicked knockback, so try to make sure you're angled so that he can't knock you over the edge. You will know he's about to throw it when he suddenly flies into the air.
I ignored the adds, with the exception of the nanodroid shield froid that appears over Maki'Voro's head. This droid has a potent heal, so you need to interrupt it and destroy it ASAP.
After Maki'Voro has been destroyed, you have reached the end of the Macrobinoculars quest line that you can solo. The final H4 requires four players because there are four panels you have to stand on simultaneously.
I really hope that SWTOR's devs will consider adjusting this final H4 so it can be soloed, especially since it seems that only one part of it specifically requires multiple players. They pulled an Oricon here, since everything except the last H4 is soloable. I knew going in that I would not be able to finish the quest line, but I'm guessing a lot of people who begin it do not have that knowledge. It's a very well designed questline with interesting gameplay and story, and it's a shame that solo players can't finish it. If Bioware really wants the content to be played and enjoyed, forcing grouping is perhaps not the best way to achieve that goal.
In the meantime, if you're like me and really hate grouping, you can still get a lot of interesting gameplay out of this mission chain. You just can't finish it. If you've played Shroud of Memory you know what happens to the Shroud, so perhaps, like me, you can try to incorporate that into your own headcanon to fill in the blanks of the mission you can't do.
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kuiperblog · 4 years ago
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I spent some time (and money) playing Genshin Impact
I've spent some time with Genshin Impact over the past few weeks.  (It's probably come to about 60 hours and 60 dollars that I've spent.)
All of the things that need to be said about this game has probably already been said by others: yes, it's very much similar to Zelda: Breath of the Wild in terms of the open world exploration and visuals. It's also a free-to-play gacha game where you have to put money into the slot machine if you want to be guaranteed to get the characters you want, and you have a limited amount of daily stamina to get rewards from certain repeatable content.
The thing that seems to be under-acknowledged is that Genshin Impact is largely two different games: an open-world exploration game that you’re largely free to play through at your own pace, and a “grind to make the numbers go up” game where your progress is mostly limited by daily missions and activities. These two games are sort of intertwined, but I think I’ve managed to decouple the two, and it’s greatly enhanced my ability to enjoy Genshin Impact.
Genshin Impact is at its best when it is an open world game where you wander around, discovering treasure and puzzles and shrines and fighting groups of enemies who are guarding chests.  This is the part that takes after Breath of the Wild: it does a great job of filling the overworld with content in a way that, every time you finish a task, you need only to pan the camera around to see another activity off in the distance that you can do.  And if you don't see anything to do, just climb the nearest mountain and pan the camera around to look for a glowing point of interest.  This, too, is very BotW-esque: you can climb any vertical surface (how high you can climb is limited by your stamina), then jump from the peak using your glider.  Scattered around the world, you will find orbs (usually cleverly hidden within environmental puzzles), and you feed these orbs to a statue in each region to raise your character’s stamina so that you can climb mountains more easily.
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The environment has an incredible amount of verticality, and I had a lot of time in one particularly mountainous region (pictured above), gliding from clifftop to clifftop, then walking around the "mid-tier" of the mountains where everything was connected by suspension bridges, and finally exploring all of the valleys.  And of course, I was constantly switching between the different "tiers" of the environment: I would begin gliding from one clifftop to another, but then I would pan the camera down and see, "ooh, there's a chest down in that valley.  Let me take a 'small detour' to obtain it," and then I would parachute down from the sky before climbing back up to see what other goodies were hidden in the world.
Genshin Impact, like Breath of the Wild, is all about seeing an interesting landmark in the distance, walking in that direction, and repeatedly getting distracted by detours and other smaller points of interest on the way there. You can stumble across a random torch, think “there’s probably a bunch of other torches in this area that will give me a reward if I light all of them,” and you will be right. No matter where you are in the world, there’s always multiple things that you can see in the distance that make you say, “ooh, I want to see what’s over there. I bet I’ll find another korok seed blue wisp.” It’s kind of great.
The thing that it actually does better than BotW is that everything you do in the overworld feels like it is giving you forward progress, whether it’s hunting for hidden treasure or fighting enemies.  In BotW, there are genuinely some enemy encounters where you will just fight a bunch of enemies and afterwards go, "Great, I just wasted half of this sword's durability, and all I have to show for it is a much crappier sword than the one I used to kill these enemies."  In Genshin Impact, there is no weapon durability, and every enemy drops materials that you will eventually use to "ascend" your characters and weapons (essentially raising the level cap), so even time that you spend fighting trash mobs isn’t wasted (though there are usually faster ways to progress, so I don’t fight every single enemy I come across).  Every chest that you open gives you progress toward raising your "adventure rank," which determines how high you can raise the level cap. The open world is fun to spend time in, and it always feels like you are making progress.
In fact, exploring the open world is so much fun that it's easy to forget that there's actually a main questline, though the questline is actually quite enjoyable. (And, unlike BotW, that main questline actually involves a large amount of story where you meet and talk to different characters, like you would in most open-world fantasy games!)  There's voice acting and cutscenes and an interesting story that explores the different cultures in this world, including an interesting contrast between one vaguely-western European region where you meet characters with names like "Jean" and Bennet" and "Noelle," and a China analog where the characters have names like "Chongyun" and "Ningguang” and "Xingqiu" (who you can see pictured below). 
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The cultural influences aren’t merely aesthetic (though they are definitely reflected in the fashion and architecture of these two regions).
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There are also “character” story quests where you will, for example, meet a character who is a book nerd and help him track down a volume of a novel he’s been trying to find. In the process of helping the book geek, you will meet with the merchants guild to engage in financial speculation and market manipulation, and also there are some combat sequences where you get to play with the book nerd character and find out that he’s also pretty good with a sword and water magic, and hey, if you’d like him to be a permanent part of your team, maybe you could consider spending some money on the gacha slot machine for a chance of getting him?
(By the way, if all of that sounds like a bit much just to help some kid track down a novel, it should be noted that this game is set in a time where books are quite a prized commodity: there’s also a story set in the game’s “vaguely western European” region that involves helping a librarian character track down overdue library books, and I don’t think it’s spoiling anything to tell you that part of this quest involves entering a dungeon and fighting a bunch of enemies.)
These “character stories” do feel like a pretty obvious way to get you to care about and “try out” characters that are locked behind the paywall, but I’m glad they’re there, as they are easily the most endearing part of the game’s story. I’ve been content with my main squad of 5-ish main characters without the need to dig into the game’s roster of ~25 characters (with more to surely be added with each update).
There’s a finite amount of content, in the sense that eventually, you will explore all of the open world and uncover all of the secrets, and do all of the main questline and all the character sidequests and whatnot.  (The game does have some repeatable and “daily” content...but we’ll get to that later.) The game’s open world and story seems to represent about 60 hours of content, from my own estimates (and estimates I’ve seen by others), and it is worth noting that more content is on the way: the game currently has 2 regions, but the map (and the game’s lore) has room for a total of 7 regions, and of course I’m sure that more characters (and accompanying side stories) are on the way, since getting you to pull for new characters is how the game makes money.
I enjoyed my time with that game very much, and will probably be coming back every time there’s a major update that adds a new region.  It’s also worth mentioning that while some of the activities in the open world are one-time puzzles, there are many chests throughout the world that do respawn every few days, so there is still stuff to do if you want to keep exploring the open world even after you’ve cleared everything.
All of what I’ve described above could be a regular AAA game that I’d be perfectly content to spend $60 on (and, as it just so happens, I have spent approximately that amount of money on it, because I wanted to recruit the mischievous bard archer whose ultimate ability is to summon tornadoes, and the chuuni thunder princess whose ultimate lets you fly around as an electro-charged raven and zap everything. I don’t regret that purchase.)
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This leads into the “second game” that is Genshin Impact.
One of the main “rewards” for exploring the open world of Genshin Impact (as well as doing the main questline and the side quests) is that nearly everything you do (including opening random chests in the overworld) gives you experience toward raising your “adventure rank.” Adventure rank 1-20 is when you are mainly progressing to unlock the game’s features.  This is done pretty well, for the most part: tying various features to the game’s progression system ensures that you’re not inundated with too much stuff to do right out of the gate, and it gives you an incentive to keep progressing the main quest to continue advancing your adventure rank.
The final “feature” that the game unlocks for you at adventure rank 20 is that you now have the ability to ascend the game’s “world level.”  At adventure rank 20, you ascend from “world level 0″ to “world level 1.”  (From this point on, every 5 adventure rank you gain allows you to raise the “world level” again: at adventure rank 25, you hit world level 2, at adventure rank 30, you hit world level 3, and so on.)
This is where you encounter the second game within Genshin Impact, which is a game that is basically about watching numbers go up.
You explore the open world and do quests to raise your adventure rank, which lets you raise the world level.  Raising the world level raises the level cap for all of your characters.  Raising the world level also makes all of the enemies stronger, but this is good because it means they drop better materials, which you need in order to ascend your characters to hit the new level cap.  This becomes the main “gameplay loop” of Genshin Impact: you want to raise your adventure rank, so that you can become stronger and so that the enemies become stronger so that you can become stronger faster.
This is where the complaints about the “stamina” system come in.  You see, the part of Genshin Impact that is just about watching the numbers go up is all tied to your adventure rank, and the open world has an essentially finite amount of adventure exp.  Early on, your adventure rank grows quickly because the story quests and sidequests give you generous amounts of adventure exp, but eventually the main soure of renewable adventure exp becomes tied to daily quests and the game’s energy system.
The game is filled with overworld bosses, short dungeons, and “leylines” (which are basically random points on the open world where you can spawn and fight through waves of enemies).  You can do these as much as you want, but they only give adventure exp (and other rewards) if you spend energy, which you get a finite amount of every day.  You get 180 energy per day, and each activity costs 20-40 energy.  (Also, energy constantly regenerates and you can only store 120 energy at a time, so if you don’t want to “waste” energy by hitting the cap, it means you have to log in multiple times per day to spend it.)
This means that, at a certain point, your “adventure rank” progress is gated by energy/dailies. (For me, this happened at around adventure rank 30.) Of course, you can spend money to get extra energy. This is what has a lot of players upset. (The game’s energy system is called “resin,” and doing a google search for ‘genshin impact resin’ or simply pulling up the Genshin Impact subreddit will probably turn up pages of such complaints, if you’re interested in reading such things.)
The thing is, the “energy system” doesn’t really impede your ability to explore the open world, which is where this game is really at it’s best.  In fact, there are people who have gone through the entire world and found all of hundreds of hidden orbs even before ascending to world level 1.
When I say that Genshin Impact eventually becomes a game about watching the numbers go up, I mean that quite literally: at world level 3, I am fighting the exact same enemies that I was at world level 1; they just have bigger numbers over their heads.  I am using the same characters and abilities and doing all of the same activities, but now instead of killing level 18 goblin archers to collect “firm arrowheads,” I’m killing level 45 goblin archers to get “sharp arrowheads.” The difference between these two items is that “firm arrowheads” are required to ascend my archer up to level 40, while “sharp arrowheads” are required to ascend my archer up to level 60.  Eventually, I’ll graduate to fighting even higher levels of goblin archers to get “weathered arrowheads,” which will let me ascend my archer up to level 80.
It is worth noting that the game’s “loop” of watching the numbers go up is quite satisfying: while it is easy to describe the game in a reductive way that makes it feel dumb and arbitrary, I’ll admit that once I graduated from fighting level 35 slimes (who only drop “slime condensate”) to fighting level 40 slimes (who were then able to drop “slime secretions”), and then used those “slime secretions” to upgrade my my wind archer’s attacks to do more damage, it felt good.
Whether it’s leveling your characters, ascending your characters, leveling your weapons, ascending your weapons, level up each of your character’s individual talents, leveling each of their individual pieces of equipment...it just feels good to make the numbers go up, and to keep making the numbers go up, you have to raise the world level to make the enemies stronger.  Every milestone feels like a significant achievement, and it’s great at giving you the constant feeling that you get when you “prestige” in a game like Call of Duty: the game ratchets up in difficulty, and you once again get to go through the process of grinding your characters up until you slowly accomplish the task of once again hitting the new level cap.
And so I absolutely understand the frustration that a lot of players hit once the “the wall” where only way to keep making the numbers go up is to sign in every day to do their dailies and spend their energy, or spend money to get more energy.  I myself was a bit annoyed, and even spent a couple dollars’ worth of the game’s premium currency so that I could gain more adventure exp to make the number go up faster.
But I quickly realized, “No matter what my adventure rank is, I’m still fighting the same goblins, slimes, wizards, and electro cubes that I was fighting 10 hours ago.” Even if my progress is being arbitrarily gated by an energy system, on a moment-to-moment basis, the gameplay is pretty much the same.
And at that point, I basically abandoned the game within Genshin Impact that is “make the numbers go up,” and went back to playing the thing that made me enjoy Genshin Impact, which is the game of “wander around in the open world, look for activities to do, collect all the orbs, open all the chests, and fight the various enemies that I fight along the way.” Doing this still makes the numbers go up, just more slowly than if I was spending energy on all of the game’s repeatable content.  And that game continues to be quite fun.  Eventually I’ll run out of things to do, and at that point I will probably put down Genshin Impact until the next region comes out and gives me another few dozen hours of open-world content to explore.
Most people I’ve seen recommend Genshin Impact do so with the caveat that before you go in, you should be aware of the gacha system so you don’t spend too much money, and maybe stay away if you lack the self control to avoid dumping too much money into it.  In my case, the money I’ve lost to gacha games has always paled in comparison to the amount of time and mental energy I’ve lost to playing any game that has “dailies” that make me feel obligated to sign in once a day (or more than once a day) so I’m not “wasting” a resource that the game is giving me for “free.”
Now that I’ve resigned myself to not particularly caring about the numbers in Genshin Impact, it’s not such a big problem for me, but if you are the kind of person who is going to lose a ton of mental bandwidth to any game that has “dailies” or an energy system, be aware that Genshin Impact is one of those.  Also be aware that playing the game at higher “World Ranks” is pretty much the same experience as playing it at World Rank 1 in terms of the enemies you fight against and the abilities that you use, and if you’re able to cross that mental hurdle (like I eventually did), you can loop around to not really caring too much about the game’s energy system (which prevents you from getting frustrated by having your progress, but perhaps more critically saves you from feeling like you need to log in every day for fear of “wasting” energy).
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brujahinaskirt · 4 years ago
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@missn11​ says:
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Ask and ye shall receive, fellow neonate! <3 Bear with me, because I’m about to hammer out 2000 words very quickly...
This massive rant by its topic nature is sort of Nines-critical, so lemme start by saying that, in my own way, I love Rodriguez. (I was partially self-burning in the shitpost that ignited this rant because I SEVERELY exaggerated Nines’s canonical shadiness levels in my ancient fanfiction, and for no other reason than because I was a teenage edgelord. I am appropriately embarrassed, but only by my excess and melodrama, not by Troika’s characterization. I think the writing behind VTMB’s Nines is superb.)
When it comes to Bloodlines, I think he’s one of the most psychologically interesting profiles in the game. In fact, I could never get into LA by Night because they so de-toothed Troika’s vision of him. Not to say LA by Night’s Nines was a poorly-developed character in his own right, ‘cause he wasn’t at all, but “my” Nines will always be unapologetically and only Troika’s: boiling angry, viciously pragmatic, a survivor who doesn’t let anyone too close lest they see through him, whose over-the-top confident façade cracks a little more every time his back’s against the wall. Troika’s Nines is the epitome of greater VTM’s “fallen rebel” archetype, and even though we don’t get to see it on all playthoughs, that makes it even better and more believable.
But as with all characterization in Bloodlines, we have to read between the lines and between our own play styles a bit to piece the truth of the puzzle together...
Besides the direct evidence Troika gives us—i.e. the music cues, which are a bit overbearing if I’m honest (sorry, Troika! ilu); the absence of Nines in Rosa’s prophecy re: people you can trust; and the overt warnings Camarilla-aligned characters give us about him—the biggest red flag about Rodriguez, imo? It’s twofold:
the way the characters he surrounds himself with talk about him and the type of vampire he chooses to fill his den. Namely: Nines exclusively recruits angry, spurned, mistreated people who are younger and far less experienced than he is
those messy, ugly, fleeting moments where you see his toughguy everyman personality crack
So! Starting with point one:
THE PERSONALITY CULT ITSELF
We can’t deny that Nines does not surround himself with peers. He surrounds himself with followers—people who don’t challenge him in any way, who are fanatically loyal, who openly profess their worship of him and their conviction he could never/would never do anything wrong. If you listen to how Damsel and Skelter talk about him, it’s with frightening adulation, often repeating Nines’s lines word-for-word without truly understanding the argumentation behind them. (Damsel’s the main offender here with her “IT’S A PYRAMID SCHEME… it just makes sense, you know? It just makes sense!” And then, of course, she gets pissed and refuses to speak to you when you push her into elaborating.)
Nines has clearly made himself much more than just a friend-figure or a Sire-figure to them. He’s utterly and completely mythologized by the LA Anarchs, held up next to other politically mythologized names like George Washington and Ho Chi Minh. His followers love him… but there’s a pecking order, and like good body shields, they believe their lives don’t matter as much as he matters. And they love that, too. They want to die for Nines. They’re not just willing to or resigned to it; they’re eager to die. Damsel will volunteer this information the first time you meet her. She just can’t wait to prove herself by taking a bullet for goddamn Nines Rodriguez. It’s literally how she introduces herself to new people.
And yet Nines deliberately withholds his attention and time from his followers. He uses his attention as a reward, as incentive. He rations some care and reassurance and help—makes you feel good and gives you reason to crave his attention—and then he pushes you away, back into his adoring ranks until the next “two minutes” you earn from him in which you’re special enough for such an exceptional, important, cool guy to talk to. That’s a classic manipulation tactic, and a classic personality cult tell.
And Troika is so damn fuckin’ brilliant about it because they don’t stop at showing us that an Anarch-aligned fledgling might feel this way—no, they make the PLAYER also feel this way. On our first playthrough of Bloodlines, we’re desperate to talk to Nines. We want the reward. “Let me finish the plaguebearer quests… let me run to the Elizabeth Dane… I hope Nines talks to me again now! Quick, to the Last Round! Maybe if I say the right thing to make him like me, he’ll give me another free EXPERIENCE POINT!” (iirc he’s one of two characters who will do so, and the only one who gives multiple points.)
But at the end of the day, Nines is indisputably the leader of the Anarchs, and even fledgling figures that out. (“Sounds like you’re the Prince of the Anarchs.”) He’s very much the Baron of Downtown LA, even if he won’t use that language. As for the grating day-to-day management and leadership stuff that might make him somewhat unpopular among the Anarchs, though? He fobs all that stuff off on Damsel!
Damsel, his Minion No. 1—whom a lot of players will hate on their early playthroughs, because she assigns tough missions with little to no reward. Damsel, who has no real power role in the Anarchs and functions only to serve Nines. You help Damsel, and you do Nines’s work—i.e. you do the work of the Barony of LA—and he doesn’t even have to take the admiration hit by having to ask you himself.
There’s only one non-follower of note around Nines. It’s Jack, and by his own words, he’s not one of Nines’s people; he disparages them, in fact. And we’ll notice that Jack—who is stronger, older, and wiser than Nines—very much doesn’t talk about Nines the same way Nines’s followers do. While Jack doesn’t directly insult him and occasionally defends him, Jack also has a downright shocking response to the announcement of the Blood Hunt. When fledgling desperately asks what they can do to help Nines—Jack says, word-for-word: I could give a damn.
Something ain’t quite right about this place.
Moving right along:
NINES IS A FAKE ALPHA MALE WHO KNOWS HE’S GOING TO DIE
Part of why Nines is so attractive to someone scared and weak like our fledgling (or Skelter or Damsel) is that he seems utterly fucking untouchable—like nothing scares him, and that must be reassuring when two of your age-old enemies are moving into town. But Nines’s tough, cool, Devil-may-care persona outs itself as a protective shell, too… and this is another thing I think Troika handled so subtly and so well.
You’ll notice that even Nines’s voice is dramatically different in a couple different situations: when Ming Xiao is borrowing his body, when he’s afraid, and when he’s distracted or deeply disturbed. (A successful Malkavian mind read will really slam a crack in his coolguy persona. For a second, the nonchalance shatters and he childishly screams SHUT UP!)
But whether you Malk him or not: In those isolated moments, the Coolguy Nines Rodriguez we normally see frays. Physically, even! His accent loses its burr (that ballsy rural American everyman accent), shoots up to a higher register—and reveals a much softer voice than the one he uses in front of other people. No wonder; part of Nines’s charisma comes from his performance of masculine confidence, and even if it’s not a toxically patriarchal masculinity in the way we often picture it, the fact this performance cracks at all shows it’s not his genuine self. He’s acting. In the way a lot of toughguy men do—but for Nines, whose survival depends upon attraction now, he’s acting toughguy for his very life.
I think those little fray-under-pressure moments are the “real” Nines, or as close as we’re going to get: scared, desperate, worn-down, and very aware of his doom.
Now, all that said…
BLATANT FALLEN REBEL CONCEPT APOLOGISM
I don’t think we can quite throw Rodriguez into the same Mean Monster Morality Dungeon for Evil Vampires as other Big Bads in LA. This is where motivation comes into play, at least for me. We know Nines can be merciless and violent, and he doesn’t hesitate to sacrifice his own soldiers (namely, um, US!) to protect his holdings. But he does seem to have a twinge of genuine anger over injustices wrought upon “little people” (look no further than Nocturne)—one that seems like it stems from a sense of right v. wrong rather than sheer pragmatism. This stands in stark opposition to the rationed pacificism of characters like LaCroix, who simply doesn’t want the headache of cleaning up a pile of dead humans on his nightly to-do list.
Nines also, of course, just doesn’t have the same kind of disaster reach other Bloodlines Big Bads do in how much harm he can cause. When LaCroix gets up to some bullshit, he crashes the national economy. Nines, like, crashes a car into a corporate office window or takes over a street or something. Can’t really compare the two when it comes to the scale of damage done.
And even Nines Rodriguez is, for all his strategy, still an honestly angry person. Not all of him is fake—what’s troubling about him is what he’s willing to sacrifice and do to satiate his anger-passion. It’s the standard Brujah emotional-moral struggle. Even though I agree with much of what he says about bloodsucking late capitalist vampires (tbh he seems to hate vampires in general!), one wonders if it’s not partially the anger-passion that’s warped him into the façade of a noble leader he’s become. It’s not a pure anger anymore; he’s weaponized it in selfish, unhealthy, destructive ways.
But if he’s a fallen rebel—and since he is still apparently capable of some genuine anger and sadness—then we can infer he wasn’t always like this. He fell, and narratively, that’s key to understanding Clan Brujah. Maybe he fell in a way all of us angry rebel-types risk falling if we let our hatred of the bloodsuckers in real life outgrow and consume our care for the real-world little people.
I think we also have to appreciate that—as far as we know—the shady shit Nines does, he primarily does to prolong his power. But for a threatened Anarch like Nines, power doesn’t mean expansion or accumulation as it might for an ascending Ventrue; it primarily means survival. The Camarilla and Kuei-jin incursions into LA have numbered his days, and he can’t possibly have any delusions about this, no matter how much he swaggers. So he does what he can do with the skills and limited resources he has. He corrupts vulnerable, angry, abused people by giving them the appearance of friendship, family, and hope they can become stronger—much like effective gang leaders do.
If he’s morally nastier than other power-players like LaCroix in some way, imo, it’s here. It’s the intimacy with which he manipulates the people around him. LaCroix may lie to you; Strauss may withhold information from you; Ming Xiao may double-cross you. But none of them ask that you love them. That’s not their goal; that’s not how they operate. None of them expect or encourage anyone to happily die for them of their own free will. If they get you killed, you’ll die resenting them—resenting that you had to die, at all.
But when you die for people like Nines Rodriguez, you do it willingly, if only because you believed he cared somehow and that he’d fight tooth-and-nail for you, too. You believed that you were a member of his little outcast family—or that you would be, if you just proved yourself a little bit more. If you just fought a little harder. If you were just a little happier about having the chance to die for the cause. Maybe if you die for Nines, then Nines will love you, too.
I don’t think he does. I don’t think he will. If he’s a true fallen rebel archetype, I don’t know if he can anymore.
That’s enough Anarchs for now! I’m gonna peace out with some copy/pasted lyrics from the theme song of Nines’s den: the ballad of the charming and vengeful Lecher Bitch. Stay sharp, my little Bloodlines fanatics!
Tell me your story Don't worry, I've been there Crown me your savior Don't worry, I'll be there
[Chorus] I said hey You're coming all the way I've got some hell to pay I'm diggin' all the way All the way down I said hey You're coming all the way I've got some hell to pay Gonna rip you every way On the way down again [Bridge] Don't belong lording above me Won't be hard to pull you underground It won't be long 'til you love me And I'll be coming at your back To break it down
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phoenixrisesoncemore · 4 years ago
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MDZS/CQL RPG mechanics
I was inspired by this awesome post from @wangxian-patriarch with additions by @moonwaif. Go check it out! And assume all those clever details and mechanics mentioned there.
This would work SO WELL for a late 90s PS1-style RPG, where graphics were improving and storylines/character arcs were becoming crazy complex but it was still kind of the Wild West/anything goes/take all the risks you want. And the best games (IMO) are those that mix genres in an episodic fashion and MDZS/CQL totally fits the bill for that! CQL even does it, itself.
This got so long that I hated to clog up their post with a reblog. Bear with me here. Batshit crazy thoughts coming at a million miles per hour. In addition to all the above wonderful stuff: picture this structured like a 75%/25% split of MDZS/CQL (because I think the interspersed flashbacks work better for a game where you get to see your past choices affect the present in chunks) but with 75% of the character expansions from CQL. AKA, more Shijie, meet WQ and WN in Cloud Recesses, interact with them at the Wen Indoctrination. Your choices determine at what pace the relationship with LWJ proceeds (see below)? The POV is always WWX.
Intro/tutorial: Mo Manor. WWX is your main character, obv. The main present story arc is a mostly linear action/adventure RPG. Mo Manor is your tutorial/training ground where you’re introduced to the main game mechanics, learn a bit about the world via NPC interaction and MXY’s notes, and get handed the first mystery/what appears to be the main game goal: who did MXY want you to get revenge on? Melodies keeps popping into WWX’s head. Begin mini game where you are introduced to the game’s musical mechanics as WWX tries to remember melodies. Most are eerie and harsh, but there is one WWX finds “strangely soothing” even though he can’t remember where it is from. Remember these songs, especially that soothing one, because it’s going to be important soon! Introduction of basic sword-based cultivation battle mechanics via an impromptu party forming with the ducklings against the corpse arm (WWX can join in with talismans or something relatively innocuous for now). Eventually WWX goes secret solo battle using flute-less demonic cultivation battle mechanics. Can you remember how to play some of those tunes to summon fierce corpses? Then LWJ appears and it’s time for you to get the Hell out of Dodge before there are questions about what you just did. Cue short sequence of getting out of Mo Village before you’re caught. Begin Little Apple game mechanics.
Dafan Mountain Quest. First big mission. Gather info and piece together the mystery while avoiding too much attention from the Jiang sect cultivators or Game Over. Solve the mystery and begin the first boss fight alongside the ducklings! But talismans and whistling isn’t cutting it any longer. Flute-based demonic cultivation mechanics activate! Remember those songs WWX has had going through his head. You’re going to need all of them now. Game Over if Jin Ling is killed by the goddess! Also: surprise! the goddess can only be defeated by a finishing move which requires summoning a high level fierce corpse. Which song is it? Succeed and summon Wen Ning, but oh no! he’s in berserk mode. Hmmm, what about that soothing song? Better remember how to play it fast or Wen Ning will kill the other cultivators and Game Over.
FLASHBACK: Cloud Recesses. I need this to somehow incorporate and deconstruct the school dating sim genre. I don’t know how, but I need that. Sharing loquats and Emperor’s Smile and causing trouble will sure make you popular. The rooftop fight seems like a standard fighting setup. Is there a way to mix those two genres? A fighting mini game inside a dating sim? Because there needs to be! Is Biling Lake a mini action-platformer segment? Also agree: Jiang Cheng interaction and combo learning here—sneak out to explore the back hill and learn pair fighting dynamics. Use WWX’s original sword-based cultivation skills. Rabbit-catching mini game. Decide what colors you want to gift to increasingly grumpy Lan Zhan. Get to know Mianmian and she’ll be more active in helping you later. Befriend NHS and change dialog trees with him in present arc.
Present day Cloud Recesses: your home base. Sandbox. Your actions in the flashback effect the present day Cloud Recesses. Did you hide some Emperor’s smile somewhere 16 years ago? Home of rabbit-raising mini game and various troublemaking side quests. You get points for every Lan Clan rule you break (and how deeply you corrupt the ducklings). The challenge is in figuring out how to break them. Break enough rules and gain early access to the library’s restricted section where you can learn all kinds of new unorthodox cultivation techniques. Break all of them and get a super awesome power-up. Up to a certain point you can return here with LWJ on Bichen once he joins your party. Duckling night hunts are initiated here?
Lan WangJi Joins the Party. The main body of the game commences as you begin the quest to solve the Mo Manor mystery and figure out who MXY wanted you to get revenge on. Your choices/skill in the flashbacks as they occur will alter (somewhat) the events of this, the game’s main “spine.” Each town/city encountered on the road trip has its own aesthetic and NPC populace from which you have to collect clues and learn what your next moves should be. Lots of immersive qualities and learning about the current political/social situation. Fierce corpse and ghost fights along the way. Collect (offensively inaccurate) YLLZ and Sunshot memorabilia. Slowly grow your affinity with LWJ in battle and use the skills for pair fighting you learned with Jiang Cheng to build towards those awesome battle-couple combos. LWJ will remain in your party for the rest of the main game (excluding flashbacks) except for short bits like Yi City. You can play WWX’s dizi along the road for practice and to up your skill level. Depending on how often and in what circumstances you play Wangxian and how you interact with LWJ you’ll start to get different (but still evasive) answers if you ask him how he knew it was you. Remember to play Rest so NMJ’s pieces don’t get out of hand.
Because this is long: more below the cut
The Man-eating castle. Logic puzzle dungeon. Try to outclever NHS in dialog trees to get him to spill information.
Chang Manor. Mystery dungeon with final grave robber boss fight. Learn about the story of XXC, SL, and XY as you explore Chang manor, looking for clues as to what happened. Avoid traps set by XY.
Yi City. I mean: THE FOG. It’s Silent Hill. It’s Fatal Frame. It’s a survival horror dungeon. How long and involved should the Empathy section be? How does the gameplay change there?
Explore Jin Lin Tai. Stealth dungeon. Sneak around Jin Lin Tai as first “MXY” and later as Paperman WWX (AH! Sudden scale/mechanics change), gathering clues and looking for NMJ’s head. Empathy cutscenes.
Escape Jin Lin Tai. Action segment/beat em up. A place to really show off those growing battle-couple mechanics with LWJ.
FLASHBACK: Happy Times at Lotus Pier. The closest we’ve been to the light-hearted gameplay of the first Cloud Recesses flashback. WWX. JC, and JYL involved in shenanigans at Lotus Pier. Maybe we even get the Lotus Seed Pod Extra content of stealing lotuses from the old man. Get a chance to use those Jiang Cheng combos you learned in the CR flashback. Last chance to use those sword cultivation techniques. Nostalgia galore.
FLASHBACK (cont): Indoctrination/Xuanwu Cave. WWX/JC party using non-sword techniques. Eventually morphs into a WWX/LWJ party. This would be the first time chronologically that they would have fought together.
FLASHBACK (cont): Lotus Pier Attack and Escape. I totally agree with the above that this will ultimately work out to stealth escort missions as you work to get JC to safety with WN’s help.
FLASHBACK (cont): Thrown into Burial Mounds. This could be super expressionistic. Wandering through Burial Mounds trying to stay alive, but with crazy nightmare-like elements. Think of the way Eternal Darkness messed with player perceptions and even broke the 4th wall when it came to game mechanics. Maybe this even bleeds seamlessly into the supervisory office deaths and Wen Chao’s chase and death.
Return to Cloud Recesses. More areas to explore are unlocked. Dialog trees with LWJ. Feelings.
Journey to Burial Mounds. This is your chance to really grind and refine those battle couple combos. Side-quests? How far has word spread that the YLLZ is back? How will that effect the way you can or can’t interact with NPCs. I also like the idea of interspersing the flashbacks from Sunshot and up through the building of the Burial Mounds settlement in here, so as to have the player get to interact with and design the settlement in the past before the ruins of it are seen in the present.
FLASHBACK: Sunshot. mashup of beat em up/strategy tactics using demonic cultivation with chenqing and the tiger seal to clear a path for the army of cultivators. WWX is a party of one for this.
FLASHBACK (cont): Post Sunshot. More deconstructed social sim mechanics. Use chenqing to help JC bag prey on Phoenix Mountain. Social decision trees at that really uncomfortable conference scene. Qiongqi Path rescue of the Wen Refugees. The LWJ in the rain confrontation either does or does not happen (or happens somewhat differently) depending on how your relationship has progressed thus far in the past.
FLASHBACK (cont): Building Burial Mounds Settlement. Settlement/Survival Sim elements. Choose where and how to build and what to grow. Play with and protect a-Yuan. Work to revive WN. Make demonic cultivation tools. Whatever you make will still exist in future and can be gathered/used for the Second Siege battle. JC duel (ouch, there’s those moves you learned together being used against you). Play around in YiLing with LWJ and a-Yuan. Spend the day as a family. Feelings.
Arrive at Burial Mounds. Explore the ruins of the place you built. Feelings. Gather items. Release the Juniors. Fight with the Cultivators.
FLASHBACK: Death of JZX/Nightless City. Beat em up using Wen Ning at Qiongqi Path. At Nightless City this time you’re solo sending hordes towards the cultivators. Heart breaking solo battle against LWJ, as with JC, he now knows and can anticipate your moves based on your previous flashback interactions. HORRIBLE TRAGEDY AND MASSIVE DEATH.
Second Seige of Burial Mounds. Massive beat em up where you finally get to utilize the full extent of your battle-couple skills along with Wen Ning in a series of brawls to end all brawls, eventually the ducklings join your party for brawl wave 3. You know that really big battle that happens near the turning point of video games that’s inevitably the second or third biggest battle of the game (and sometimes more difficult than the actual final boss battles)? That’s this one.
Return to Lotus Pier. Here’s where you get memories of WWX’s first night at Lotus Pier and YanLi saving him from the tree are interspersed as you explore the heartbreakingly different present day Lotus Pier. As with the other locations that you experience in both past and present, some choices in the past effect the location in the present. FEELINGS.
YunPing City: Final major location. Explore and gather info. Prep for the final battle. Drunk LWJ mini game shenanigans. (Sexy time? I mean, Indigo Prophecy did it...) Stealth your way into Guanyin Temple.
Guanyin Temple Climax: Dialog trees with JGY determine how difficult he is to defeat here in battle. Final boss fight against NMJ’s fierce corpse: poignant party/combo with both JC and LWJ.
Denouement. Maybe the Sizhui revelation happens differently depending on how you interact with him throughout the game. Obv NOT getting the revelation is considered the BAD ending.
Ultimately, how the relationship between WWX and LWJ unfolds in CQL and MDZS is influenced by the plot structure (or at least is better served in each medium by how it makes use of the plot structure). The character of that relashionship journey is so different between the mediums, but each has wonderful aspects. How that plays out here is kind of up in the air without nailing more things down. Is it possible your actions could determine the timing and expression of the ship such that you end up with something more distinctly MDZS or something more distinctly CQL? (And by that I don’t mean one is overtly sexual and one isn’t, but rather whether the revelation of their feelings comes all at once near the end or rather more gradually, shifting in intensity and character as the plot goes along). That would be quite a thing to pull off without breaking the central narrative. I don’t even want to think about how complex that decision tree would be, but it could potentially be kind of amazing!
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sazorak · 4 years ago
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Every Game I Played in 2020, Ranked
2020. Boy, what a garbo year huh? Didn't actually play that many games this year all-in-all. Happens! My backlog is getting pretty big, but I just find it hard to focus on games when I could be working on something. Or put off working on something, as it may happen to be at times.
My arbitrary decision from years ago to only attach a numbered ranking to same-year releases is getting increasingly silly, especially given my propensity to wait on playing games until I’m in the right mood, but whatever. That order matters than the dumb numerical numbering anyway.
2015 | 2016 | 2017 | 2018 | 2019
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Later Alligator – 2019 – Steam – ★★
The style of this game is very cute, and the jokes are funny enough. But… ok, look, I’m not one to be precious about what is or isn’t a game. But this really isn’t a game. It’s a series of disconnected, unrelated challenges clipped from Atari Free Mini Game Collection 100, wrapped in a very non-interactive adventure-game. It’s cute, it’s kind of sweet, but it’s dull. Dull dull dull. There’s a pointless, mandatory sliding block puzzle early on that infuriated me by its mere existence. Them giving the ability to skip it because “wow you’re bad at this huh”, which, while accurate, also just sold the whole point meaningless of the “““interactive experience”””.
Also: when a huge part of your game is WOW WE ANIMATED EVERYONE REALLY GOOD, text boxes that reveal word-by-word, far away from the animations that occur when said characters talk? Kind of stinks!
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8. Carrion – 2020 – Steam – ★★
What Carrion does well— the whole “You’re controlling The Thing and just rippin’ people apart!” shtick— is really neat. They made that bootleg The Thing animate real-ass good.
The actual game as a whole though? Kind of garbage. Imagine a Metroidvania with zero actual exploration, where every opportunity you have to venture off the path instead results in immediate railroading with constant, utterly inexplicable one-way pipes. It’s not that it’s linear, it’s that it actively slaps you when you attempt to explore. It’s very frustrating! Add the fact that the tentacle-monster-shtick makes challenging to actually, y’know, move around and control all your bits…  the only reason I finished the game was due to foreknowledge of its extreme brevity.
I think if the game were more open and less obsessed with constantly handing out upgrades, as well as having less of a focus on pure combat, I think I’d have enjoyed it more.
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SD Gundam G Generation Cross Rays – 2019 – Steam – ★★
It is well documented at this point that I am both an active Gundam fan, and as well as an on-again-off-again tactical RPG aficionado. A SD Gundam game appearing on Steam with a good English translation and localization is… exciting, to say the least. That said, I have never had much context for this game series beyond the basic facts that the combat tended to be pretty well animated CG, and that it’s vaguely similar to Super Robot Wars. Turns out… it’s really different from SRW? I dunno how the rest of the series fairs, but Cross Rays is weird as hell.
For one, there’s zero tutorialization at all. None. Almost all of what I’m going to explain here is me figuring stuff out by trial and error, or by reading junk online. Gundam is insanely popular, you’d think they’d be interested in explaining how it all works, but… nope. Even Super Robot Wars has multi-level introductory bits for new folks to show them the rope these days.
So: Cross Rays is a tactical RPG where you can playthrough the storyline of various Gundam AUs. You can play through them in any order. These playthroughs are fairly literal translations of the stories. You take control of the lead mecha from those series, fight enemy mobile suits that show up in SRW-like tactical RPG combat, until all reinforcements cease. Pretty straight forward. There are occasionally mission variants like “prevent enemies from reaching X” or “prevent enemies from destroying Y”, but even those can be just reduced to “kill everything very quickly please.”
But here’s the thing: while there is a story progression, the characters in the story itself actually have no character progression. These characters and mecha are actually considered guests, despite it being ostensibly their story. Instead, you are able to field “permanent” mecha and pilots of your own choosing, which do have progressions. There is no plot justification for this or anything like it. The game does not recognize that it’s weird that during Iron-Blooded Orphans intro where nobody knows what a Gundam even is, you can have 25 Gundams show up at once and just fire lasers at everything. That’s because this game is actually about repeatedly grinding the same set of missions over and over.
Pilots are recruited by completing certain in-mission requirements. Mecha are acquired by either by getting enough kills with the progression-less “guest” mecha, combining mecha you already have gashopon-style, completing certain quests, or by leveling up mecha and then “evolving them”. This is the actual core of the game.
SD Gundam G Generation Cross Rays is basically Disgaea, it turns out? You’re grinding story missions at various difficulty levels in order to complete missions, try to recruit specific pilots, equip them with stats and levels to make them stronger, and then hitting mecha together in a sort of quasi-SMT fusion system until you get all the powerful mobile suits you desire.
The combat itself is kind of… bland? There’s a lot of systems, but they mostly seem in service of making an already easy game easier, or burning through tedium. There are four different difficulty modes, because there’s not actually that many different missions you can play through. The expectation is you’ll just work your way through every story beat while ramping the difficulty up over time to where the “guest” mecha would not be able to handle on their own. In fact, letting the story mecha act out the story beats is actually bad after a point, unless you’re still trying to get those lead mobile suits, or if you’re trying to complete some mission requirement in order to recruit Named Wing Grunt Pilot #246.
There is something to the notion of “I want to get N and N and N and N on a team, piloting weird but powerful mobile suits, and just solo every Gundam AU in a row,” but the whole premise seems kind of against purpose. Why bother recreating story beats at all, then? It’s not like the game even acknowledges any of that going on.
If the point is that I’m supposed to be, like in other grind-heavy tactical RPGs, breaking the systems to my own end in order to proceed… why not make the missions you play challenges focused towards that? The story progression literally only exists to facilitate the mission-based unlock conditions, which makes all the energy put into making them JUST LIKE THE ANIME really damn pointless.  
I like tactical RPGs, I like breaking RPG systems so as to beat hard challenges (I beat all the insanely hard extra bosses in FFXII for crying out loud), I looooove Gundam. I should like this. But I don’t really have the “god, I NEED TO FILL THIS LIST” gene that some folks have… except as an excuse to continue to engage in gameplay I enjoy. The gameplay here seems in service of the collection, rather than the way around.
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7. Pokemon Sword: The Isle of Armor – 2020 – ★★★
Pokemon’s first foray into actually doing DLC is… a mixed bag. As a positive, they’ve improved the Wild Area concept I liked from the main game, and even brought back buddy Pokemon walking behind you. That’s neat. On the other hand: the actual progression in it is completable in like an hour, it doesn’t scale with you, so you’re bound to be over leveled for it, and all the raid stuff, while still conceptually neat, is just as flawed as in the base game. And so, you’re just left with even more new Pokemon to RNG grind on to continue to catch-them-all. Nah, I’m good.
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Astral Chain – 2019 – Switch – ★★★
Platinum knows how to make good character action games. They’ve made a bunch of them. Bayonetta, Nier: Automata, Metal Gear Rising: Revengeance. They also know how to make some kind of mediocre character action games. Transformers: Devastation, Wonderful 101, their various shovelware character action games like Korra. Astral Chain falls somewhere in the middle, I guess?
Astral Chain has all the production of their good games. It has some stylish, cool action. It has a neat core mechanical idea, in that it’s essentially a two-character action game where you control both characters at once. It has a lot of the old mechanics from some of their best games brought in; witch-time last second dodging from Bayonetta, Nier’s shooting-and-slashing combination, the Zandatsu mechanic from Metal Gear Rising, even Wonderful 101’s multi-unit shenanigans. The setting is different, and there’s some neat world flavor all in all.
But, of all games I’ve played over the past few years, Astral Chain made me more vividly angry than any other. It’s not that it’s too hard— far from it, really, I found its combat incredibly mashy. No, the problem is that it has so many shitty mechanics slathered on that it become a chore to get to the “good bits”.
Why would you put forced stealth sequences in your character action game, especially when your movement controls are not suited for it?
Why the HELL would you put platforming sections in your character action game, constantly, especially when your stupid ghost buddy can accidentally yank you off the edge, your auto-combos can just throw you off the edge, or literally anything can knock you off the edge and make you lose life?
Why would you put so many constant excuses into the world to force me use the digital sensor in the game, that also makes it miserable to walk around while using it?
WHO THE LIVING FUCK THINKS THESE SHITTY BOX BALANCING MINI-GAMES ARE FUN???
These games are supposed to encourage me to perfect everything, right? Why keep putting fucking fights you need to complete in order to get an S rank behind backtracking, or Legions I don’t have yet? That isn’t adding replayability, that’s just wasting my time. There are even in-level missions that have fail conditions that you never even know about. Surprise!!! A lot of them involve chasing after guys and catching them with your chain, which is really obnoxious to do!!!! SURPRISE!!!!!!!!!!!!!!
The story is just Bad Evangelion, straight up. Every story beat from Evangelion is here, executed worse. They also make your character have a twin just so they can have a character who can talk and feel emotions, because your boring-ass protagonist is stuck being an emotionless audience cipher. Cool!!!
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Tetris Effect – 2018 – Origin – ★★★
It’s drugs Tetris. I personally don’t use, or have synesthesia for that matter. I imagine this game is better if you do. It’s an enjoyable enough experience but it feels incredibly slight for what I was expecting from it, or even compared to something like Lumines, which has tons of replayability by way of its difficulty. Tetris just isn’t that hard, unless you’re forcing yourself to do weird shit to get points. I WILL NEVER LEARN HOW TO T-SPIN. Never.
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Castlevania Anniversary Collection – 2019 – Steam – ★★★
Kind of an unremarkable Castlevania collection. Neat that it has an official translation of Kid Dracula in there, but also… look, I prefer Metroidvania Castlevanias, OK?
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6. Spelunky 2 – 2020 – Steam – ★★★
I’m not entirely sure why this doesn’t click for me where Spelunky 1 did. More annoying intro levels? Too many fiddly requirements for different ending-progression? Gameplay additions that just make things more annoying? Spelunky 1 was hard, but there was a kind straight-forwardness to it, even with its weird secrets, that made it much easier to grok and continue banging your head against. I’m just not having as much fun with this. Difficulty should be challenging, not a hassle.
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5. Stellaris: Federations – 2020 – Steam – ★★★
This is the year that Stellaris just broke for me.
Federations itself is a good DLC; it adds some really interesting mechanics tied to various types of multi-national unions (the titular federations, as well as the Space UN), as well as the addition of unique “origins” that allow you to further specialize your gameplay. The origins in particular are a great addition that allows more specialization and roleplay.
I’m just tired of the sheer amount of busywork Stellaris forces you to do. Every DLC adds more junk you need to keep an eye on, and the fact that the AI doesn’t even bother with it (compensating with copious economy boosts in order to keep up) makes the whole thing frustrating. It’s like playing fetch with yourself; you just get tired of chasing after your own ball after a point.
I have to wonder if they’re pivoting towards a notional Stellaris 2 at this point? Might not be a bad idea for them, though it is weird with all they talked up adding more origins when Federations came out.  
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4. GranBlue Fantasy Versus – 2020 – Steam – ★★★★
This is probably the fighting game I got most into over the past few years. There’s just this nice, almost Street Fighter-esque ease of execution to the controls, and that Arc Systems Works 3D-as-2D style continues to just do work. I don’t give a single shit about GranBlue Fantasy (frankly, I think I’d enjoy this game more if it wasn’t attached to a property) but the characters are fun enough to play and look at.
The big problem here is two things: no crossplay, and no rollback netcode. In the span of a month, this game became a total ghost town on PC, and it doesn’t sound like PS4 faired that much better. 
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Ring Fit Adventure – 2019 – Switch – ★★★★
I’ve fallen on-and-off this game all year. At its heart: it works, it’s a fun exercise game. I don’t think it really feels like a “game” (in the sense that I’m not really coming to it for riveting gameplay or anything) as much as just a guided exercise experience, but… that’s fine? The in-game story is kind of flat, but funny in the fact of it existing at all. Buff Nicol Bolas and all.
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XCOM 2: War of the Chosen – 2017 – Steam – ★★★★
XCOM2: War of the Chosen is a great answer to what XCOM2 struggled with. As I discussed back in 2016 (Jesus Christ), XCOM2 tried to push against player’s worst instincts by incentivizing them to keep being aggressive through a whole bunch of timers— which, kind of just weren’t fun given how much accidentally walking into an ambush could “ruin” dozens of hours of play. War of the Chosen dials that back in some intelligent ways, by instead making the encounter designs themselves, as well as much more grab-and-bail mission types, encourage players to push ahead instead. Smart!
The addition of the Chosen makes the game feel more alive, and they really do make missions harder— particularly early on. But they’ve somehow accidentally fell into the hole, where XCOM just… isn’t that hard? Early on it’s challenging, particularly with the resource restrictions and all. But they keep giving you more and more options (that aren’t especially meaningful choices) that make your team more and more powerful, without increasing the strength of the enemy as time goes on. By the five-hour mark, you basically know if you’re going to steam roll the game or not.
The amount of additional character and variety in the gameplay is great, I just wish it had a more challenging difficulty curve. Maybe make the meta-layer of when enemies show up more targeted to where players are at. If a player is doing well, ramp up the difficulty, if they’re struggling, pull it back a bit. I should always feel like I’m just barely keeping ahead with XCOM, not like I’m bored. And by the end of War of the Chosen, I was kind of getting bored, really. Oh well.
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3. Animal Crossing: New Horizons – 2020 – Switch – ★★★★
This is probably the video game that I spent the most time with hours-wise this year. I’m not entirely sure why? It’s a nice evolution of New Leaf, in that the crafting, environment shaping, and general quality-of-life improvements made are quite nice. There’s clearly been some thought on how people play these games, and ways to make the experience less frustrating.
… and yet, they kept so much tedium in the game. Like yes, the schedule stretching is the point, I get it. As someone who for some reason decided not to play with the clock, I only just recently finished the fish, fossils, and insects for the museum. But there’s just so many weird, little things that just make it hard to keep coming back to it. It’s like… to what end? When I’ve unlocked everything, and basically seen the entirety of the item list at this point, and the holiday events all being the game meaningless collectathons…. Why? I’m not going to try completing the collection; the museum stuff is about my limit, really (and even the paintings I can probably pass on).
I guess even an idealized, digital representation of a quasi-domestic life has the spiritual emptiness of consumerism-for-consumerism sake. Thanks???
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Hypnospace Outlaw – 2019 – Steam – ★★★★
I grew up on the internet of the early 00s. I had an AngelFire website, mostly consisting of shitty sprite webcomics and hosted Gundam pics. I remember when Google wasn’t really a thing and you would heavily rely on website compilation sites like the Anime Web Turnpike in order to find anything of value online. It was weird, it was wild. It was exciting!
The internet seemed so different back then. There was a ton of garbage online, but also, like… there was a sense of optimism to it. Folks were shitty, there was plenty of bad stuff online, but it felt so disconnected from the fabric of the physicality of real-life that it was at the same time a perfect escape.
I was young when I first got “online”, something like 12. I remember having this notion that the internet was going to be this great equalizer, that it had infinite potential to change how people behave and interact. Boy, huh.
Hypnospace Outlaw is essentially a splendid alternate universe GeoCities recreation, where you’re a volunteer moderator of a grouping of websites on HypnOS, an internet-analog you access while you are sleep. At the surface level, it’s mostly about poking around the weird alternate-historical version of the internet they created, full of kids feuding, bizarre historical divergences, and plenty of amazing bespoke weirdness. All of this is great; there’s an incredible amount of content that’s just great to poke at, listen to, and explore.
Below the surface, there’s also a rolling plotline about the ethics of this industry-owned platform, those who run it, and the way corporations handle new technology, new platforms, and emerging digital societies. There’s a late game turn that’s pretty damn affecting. And as someone who has moderator his share of internet forums in his time, trying to balance ‘do it for the community’ and what your ostensible ‘bosses’ require of you, it was kind of a weird throwback in more ways than one.
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Minecraft – 2011 – PC – ★★★★★
Turns out, Minecraft is really as good still who knew??? Started playing a bunch more of it this year due to Giant Bomb deciding to do so, and yeah: still good!
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2. Hades – 2020 – Steam – ★★★★★
I’ve said it before, and I’ll say it again— Supergiant makes damn good games. I’d been holding off on checking out Hades until its full release due to my tendency to burn out on games easily, and I’m glad I waited. Hades is a fantastic rogue-lite experience. The way it makes narrative progression part of the reiterative, randomized rogue-lite structure is just perfect.
It’s got all the usual Supergiant bullet points. Great characters, voice acting, narration, and music. In terms of gameplay, it’s probably their least ambitious game— playing something like a cousin to their original game, Bastion— but it’s also been polished to a mirror sheen. It just feels really damn good to play, over and over and over.
That being said, the second (final?) ending feels kind of…. Tacked on? It’s fine as a goal to go for while continuing to do the game’s relationship mechanics for additional story bits, but it ends up feeling kind of unfulfilling compared to the payoff of the first one.
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1. Crusader Kings III – 2020 – Steam – ★★★★★
I never could get into Crusader Kings II. Despite my interest, the sheer mechanical heft and unintuitive interface made the game a wall that I just couldn’t get over. I’m sure if I’d dedicated myself I probably could have learned it, but… ehhhhhh.
Crusader Kings III, on the other hand, has a good tutorial, a cleaned-up UI, and a very helpful highlight and tooltip system that make it much easier to understand how to actually play the game through resources inside the game itself. And, as it turns out: I rather love this game.
I mean, conceptually it’s an easy sell, isn’t it? Historical politics is something I enjoy broadly. I liked Stellaris but wish it had more narrative, roleplaying elements. They outright say that “winning” isn’t really the point of the game. Instead, it’s more about emergent storytelling and playing with the different systems and seeing what you can do with it.
My current game has had me taking the Haesteinn dynasty from its Viking origins into England, forming a London-seated Northern Sea Empire that encompasses all of Britannia, Iceland, Holland, Norway, and Denmark. I am currently working on hegemonizing Norse religious control over enough Asatru holy sites to finally reform the religion, such that more unified feudalization can occur. To that end, my current ruler’s predecessor invaded West Francia and conquered the whole of its territory, substantially reducing the foothold of Catholicism in mainland Europe… which seems to have kicked the hornet’s nest, given the Crusade I’m going to need to contend with next time I boot up the game.
Of course, a complicating matter is that my current ruler— the Emperor of the North Sea, King of Ireland and the Danelaw, liege of the King of Denmark, was elected from the extended Haesteinn family via Thing, the Scandinavian council of his erstwhile vassals. Where the previous emperor, the one who manufactured the invasion of Francia, was quite religious and beloved for his adherence to the old ways, I discovered as I took over as his successor that he really, really is into just boning down across Europe. We’re talking constantly attempting to seduce neighboring Queens and Princesses. His vassals are not thrilled with this. They also don’t care for his propensity for torturing people to death, constantly.
I had no real say in this; attempting to stay on top of a dynasty is kind of like riding a bucking-bronco, so many things are only tenuously under your control that some weird shit can happen. This is especially true when you use the systems that make it easier to maintain the coherency of your domain. The Norse religion encouraging concubinage results in you having a lot of kids, which means there’s a lot of domain partition going on (someday, primogeniture, someday). Naturally, using Thing election reduces that, but also makes you sometimes end up having to play Emperor Stabbo-Fucko because they thought he was the best candidate at the time. Hell, I thought he was the best candidate at the time until I discovered just how many people he’d be laying with on the low. But you just have to roll with it.
The way the game forces you to play ball with character traits is great. Doing things that match with the character’s traits makes them lose stress. Doing things against their character increases stress. Too much stress can force you to make the character take up vices (which can make them suffer health or opinion maluses, as well as altering their aptitudes), or even die outright. And sometimes those vices and attitudes can be boons, given they open up opportunities for different character interactions.
Emperor Stab-and-Fuck-Kingdom is perhaps the most relaxed person alive, it turns out, because his sadism makes him really enjoy sacrificing infidels, which makes the gods happy. It also freaks the fuck out of all of his vassals, so they’re a good supplicant mix of both appreciative of my religious sentiments and also utterly terrified of my skull piles. Some especially brave vassals occasionally try to assassinate me, but my lovers keep jumping in front of the knife and saving my life mid-coitus. Iiiiiit happens! :D  
The game can be incredibly fun to just watch, as it becomes emergently weird. Georgia right now is incredibly Jewish in game. I’m not sure how that happened; I guess someone made a random Jewish guy into a vassal, who somehow moved up enough in the world to make it a movement? The Byzantine princes elected a Coptic as Emperor, which over the course of the decade resulted in very accelerated balkanization as Byzantium just lost its shit. The Middle East and notional HRE haven’t really unified in a meaningful way, so I’m curious how things are going to go if/when the Mongols unify and roll-on in.
It’s one of those “Just one more thing” games that can completely devour time. I have more than a few times checked the clock mid-game to see that it’s 4AM and that I’ve totally ruined my sleep schedule in the process of play. Oooooops.
I highly recommend checking it out if you’re curious; the introductory, pre-release video series Paradox put out showing off the game does a pretty good job of showing the core gameplay loop and also how weird it can get.
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