#i was even going to start individual lores but alas not at the moment
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speakeasier · 9 months ago
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day ten in less than ten minutes, speedrun let's gooooo.
-it's hard for the gods to bleed, but if you manage to get one to spill some. it's never golden. it tends to be red. but of course, it can vary depending on if the god is made of a different substance, etc.
-the gods don't need to sleep.
-the gods don't need to eat.
-but they like to do so, because it's an indulgence.
-it makes them feel something.
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jcfoxington · 3 years ago
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@sambambucky​ : “pls... Pastels, Peaches and Pain??? among us first draft??? marvel meets warframe meets a bunch of tumblr posts (it’s not an au!?!??!)
hi jo !!! Pastels, Peaches, and Pain is one of those sambucky wips i have mostly fully fleshed out in my head because of one (1) extreme moment of clarity after a rogue ‘what if’ tangent thought but havent written anything of yet out of restraint / knowing i need to finish at least one of my current sambucky wips before i start it or none of them will get done
this was the rogue tangent thought: “what if Sam is haunted by Figaro’s ghost and has been since he was a kid?”. i’ve changed the ghost cat to not be Figaro but that’s the premise !
i refer to the fic as the cat fic ‘cause the whole plot is based around sam’s ghost cat companion insisting he adopts nat’s cat Liho after endgame and then Figaro later and then [insert redacted because plot spoilers but just know it relates to Alpine]. no im not projecting my feelings about cats idk what youre talking about 
here’s some note snippets just for you:
the cat, inexplicably, takes a liking to bucky, which is really annoying bc sam doesnt know how to explain to him that all the oddly soft gusts of wind are actually sam's dead cat insisting on getting pats
bucky getting shade thrown at him by said ghost cat during all of tfatws + them making up (and not out. yet)
starts when sam's a kid & follows him as he grows up w/ a ghost kitty as a companion only he can see & interact with + angst with an undertone of comedy + getting together
he whispers to ghost kitty, who simply mmrrs happily
for the among us first draft thing, what basically happened is i saw this tweet and this video and my brain latched onto these dynamics so hard i had to write about them. 
here’s a sketch of my two main imposters, Black (left) and Cyan (right):
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and here’s a snippet:
The thing having Cyan pause and stare out at the asteroid field is how the colors stretch to family. When they and Black came aboard, they had thought every crewmember was an adult working on the planet-change project. That the patch of off-white with a black something-pattern-or-shape signified status. In a way, Cyan supposes it does, but just not the way they expected. They had expected it to show what rank an individual held within the hierarchy of the crew, from deckhand to division leader to captain, not to show that you're family of the crew and not actually part of the crew itself. 
There are innocents on this ship. Children. It was not something any of them had anticipated, and not something Cyan had been prepared to deal with. They and Black boarded this horrible place to eradicate a threat, believing each and single one of the humans were accomplishes and dedicated to the goal of destroying Cyan and Black's species, and their planet. But, now?
marvel meets warframe meets a bunch of tumblr posts... doesn’t have a wip title or seperate document for itself yet cause it’s been stuck in my ‘story ideas’ document since its creation. so ‘marvel meets warframe meets a bunch of tumblr posts’ is literally just me describing the vibe of an original world gjkerfkds
the world came to be for two reasons. firstly, i want to do make take on a superhero universe because the plot and complete lack of communication in both the dcu and mcu piss me the fuck off. secondly, needed a place to dump ocs with elaborate backstories or fantasy / sci-fi abilities that dont fit into any of my existing worlds
which sounds super competent but trust me, it isn’t. it didn’t gain any solidity at all until i decided to do a personal ‘how different can i make spn castiel look & still retain the same vibe?’ challenge. i have my own cas now
however, the reason i said ‘marvel meets...’ is because i’ve snagged a couple of different things from the mcu, most notably: enemies to reluctant coworkers to lovers, yes our best friend have the same name. no they’re not the same person, secret evil org is controlling the government, and the assassin that tried to kill you several times is now your best friend
warframe was added to the world because i got attached to my Volt build, gave them a name, and have some headcanons idk what to do with because i refuse to interact with that fandom. also because the friend i made through discussing warframe lore + plot dicked me over so it feels Bad to create for
the glue to this whole mess is that one “in every friend group there’s a mean bisexual, an even meaner lesbian, a she/they, a he/they, a himbo, an astrology bitch, a short king, and a token straight” tumblr post. my main group of superheroes ala the avengers consist of these people. the token straight is the only one i havent figured out who is yet
ever since i figured that out ive been throwing story / character ideas and weirdly specific aesthetics from popular tumblr posts into this world’s notes. here’s some examples:
sword grandmas
that trope where someone’s really nice and acts super well-adjusted to society but then they do something super whack and dangerous and you realize ‘oh they’re secretly a little bit insane, actually’
anti-gay group’s leader’s wife leaves him for another woman
superhero who swore to be the best hero [city / planet / solar system / continent / ????] has ever seen ever since he lost his wife. not because she’s dead but divorce just sucks & the hero-to-be is terrible at coping
dishevelled swamp witch
that one person who runs around with an amulet all the time & isn’t aware it’s cursed
an exasperated, tired superhuman assassin running after their husband and their husband's best friend. their husband and said husband's best friend both have wings. chaos ensues (yes, this one is a sambucky post)
ask me about my WIPs!
BONUS:
@sambambucky​​ : #i want to have a coffee and listen to synopses of all of these.... #i miss the discord wow #WRITING TAG #waitttt time jumping dream movie? lmao I'VE READ THIS LIST FORTY TIMES and every time i rediscover something i wanna know about #outfit doodlesss ugh i need to go
couldnt not respond to your tags because they make me go ghrkjfnerknf but in the good way. we miss you too jo !!
the time jumping dream movie was one of the first vivid dreams i had and the whole thing was so stupidly coherent and whacky i had to write it down. it grew plot, a queer love dynamic, weird sci-fi apocalypse elements, anti-military propaganda, questionable science, and a sequel while i wasnt looking and now i just. have to make it a real movie or i’ll combust
outfit djoodlles.png is only on there because my best friend sent me a ‘draw this outfit’ meme and space kitty, my current character brainrot, stole all the outfits for himself. otherwise, that file just sits there until im feeling like designing an outfit or wanna see how a stupid thing looks on my oc patrick
here’s one of the two poses-to-doodle-outfits-on of space kitty ive made so far:
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and here’s one of those stupid things on patrick (that then turned into an actual outfit of his because i have no self control):
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lepus-the-bun · 7 years ago
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Garlameld and it’s Real World Inspiration
Okay, so I’m gonna open up a bit of discussion. The main reason why, is multiple times over the past month, I’ve heard people equate the Garlean Empire to the Third Reich. Which... Isn’t terribly accurate. So here, I’m going to discuss where I believe the garlean empire is based off of, and where else they take inspiration from.
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WAIT! No no don’t just skip by! I know, a lot of people just don’t give two shits about the Garlean Empire, but it’s kinda becoming important to a character perspective that we -do- care to understand their basis and their lore more... Even more so with the increased focus they are getting. 
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Alright, so lets get started... And please, if you disagree and wish to say so, by all means do it politely and in a way that facilitates discussion. So right off the bat, let me hit out a quick disclaimer.
THE GARLEAN EMPIRE IS NOT MEANT TO BE FF14′S GOOD GUYS, NOR IN ANY WAY AM I ATTEMPTING TO SAY THAT THE EMPIRE IS JUSTIFIED IN EVERYTHING THEY DO, AND HOW THEY DO IT. I AS AN INDIVIDUAL SEPARATE FROM MY CHARACTER, DO NOT CONDONE THE ACTIONS PRESENTED IN LORE AND GAME.
Okay. With that out of the way, let me quickly say -why- I believe it’s important to understand where they are based off of.
BECAUSE WE HAVE A LOT OF SHIT GOING ON IN THE UNITED STATES, AND THE WORLD REGARDING PEOPLE HOLDING BELIEFS ALONG THE LINE OF HITLERS NATIONALIST SOCIALIST PARTY. 
It’s awkward, I know, but -PLEASE- bear with me. I remembered when I first started playing FF14, and encountered the Garlean Empire. I took one look at Black/Red uniforms and immediately my mind clicked and went “Oh so they are supposed to be fantasy Nazi’s.” It’s easy to consider that, so lets go over some small points as to why people think they are Nazi’s right off the bat.
Red/Black color scheme, common in association with Nazi characters. Aggressively expansionist against peaceful nations. (I will get into this later) Experimentation on humans and human like races. Very technologically advanced. Racists. Also that one time they tried to blow up all of Eorzea. And they kinda keep killing all the beast tribes.
On the surface, we look at these, and see well... Nazi’s. Really easy right? I mean, they’re dicks, they use Nazi color schemes and everything. Well, lets go into a few of those points. 
#1: Fuck you hitler for ruining Red and Black color schemes. 
Seriously, it’s a color scheme. I don’t know what you want me to say, but they’re not wearing SS uniforms, and shouting in german while goose stepping through the lands. Some legions, use red and black for their uniforms--- What’s that? Some Legions? Yes! With the advent of seeing the Doman legion, (Who’s uniform we get) we see that the uniforms change their appearance as their uniform is black with a gold trim. So... It’s a color scheme, for some legions, and that’s pretty much it. 
#2: Aggressive expansionists.
 Alright, this one is just a -bit- tricky so please -please- stick with me on this one. Garlean conquest is based on purely, conquest. Only in -one- place in the lore do we see someone claim Garlean Purebloods to be superior to the other races, and that’s from a mad scientist (Who I will get into later). Instead, what we see is the Garlean Empire expand out, conquer territory, and then subjugating them to service of the Empire, with the ultimate goal of incorporating the inhabitant’s and their descendants as -Citizens-.(This is important)
On the flip side, Nazi expansion was based upon the ideal of Racial Superiority, with a disputed intent among historians. Some believe the end goal was just europe itself, allowing the Third Reich to then create a system of government based heavily upon nationality with the intent to solely benefit the ‘Aryan’ race whom was considered superior over all.
This is not something we see in Garlean expansion, infact whenever a garlean insults member of a newly controlled country, it is all based upon their CITIZENSHIP. This ties in closely with another historical group who I will talk about later...
And as a final point, as to how we see them -treat- conquered territories... We see that for lands that rebel against them, they are quick to put out harsh punishment. Then when ZENOS THE CRAZY FUCKING ASSHOLE gets involved, he -deliberately orders the conditions to be worsened for him to get his jollies off-.(This will be important later.)
#3: Human Experimentation
... This has happened in the lore, within the Garlean empire. Yet, while compared to the Nazi goal of just ‘dicking around and discovering as much fucked up shit as they can’, the experiments we are shown are centered around granting Garlean Purebloods magic, which they cannot use naturally. Infact, the only reason we -SEE- this experimentation, is because Zenos (Aint Nepotism a Bitch) picked up the lost puppy of a mad scientist,  Aulus mal Asina. 
First off, FUCK THIS GUY. Seriously. Fuck him. He is not the -STANDARD- within the Garlean Empire. We are even -told- that he became Zenos’ little pet because NO ONE ELSE WOULD SANCTION HIS WORK BECAUSE THEY THOUGHT HE WAS CRAZY. He, is -why- the XII legion is filled with weird mutated creatures and other bullshit. Because Zenos, the crazy fucker decided to bring him -in- to the fold. 
Is this a sign that Zenos was just fucking deranged and held little value for life? Or that SE wanted add a dash of Nazi war crimes into the mix of the Garlean empire? Well, personally I believe it was meant as the first, with a little dash of the second. Hell, some could make arguments that the Nazi’s weren’t the only ones to do cruel and inhuman experiments... (YEAH I’M LOOKING AT YOU JAPAN, DON’T THINK YOU’RE OFF THE HOOK EITHER)
#4: They are one of the most technologically advanced groups.
... A lot of former countries/people started empires because they had a technological advantage. This could just as well be based off the USA, England, Egypt, Greece... Or what I’ll point out later. 
Secondarily, there is a -CLEAR- lore reason behind this. Garlean purebloods cannot use magic. That’s it. In the lore, the Garlean Republic was often bullied by neighboring countries, and in their search to find a way to fight back... They found Magitech, and then started to -steamroll- through the other nations. So it’s not just making them technologically advanced because “MAKE THEM LOOK LIKE NAZI’S”, there’s a bigger grasp of the lore present... Where it’s used to make UP for a weakness held by the purebloods, which turned out to turn the tables and enable their conquest.
#5: Racists. 
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They as a nation, are racist. It’s true. So were Nazi’s. So were the Greeks. So were Romans. So was the Japanese Empire. The Chinese Empire. The French. The English. The United States. 
Moving from IRL to the game, there is racisim aplenty there too. Limsa violates treaties with Kobolds because ‘fuck those guys’, and then plays victim. Girdania shows in the MSQ they don’t care about the suffering of the Ala Mhigans, but care more what the elementals think, and Ul’dah... Do I need to really go into how racist and filled with assholes Ul’dah is? Save the Sultana, who is a sugarbun too pure for this world. Hell, it was considered a -great- advancement when a Hyur got to the Syndicate... And Ul’dah also committed literal genocide against a fellow city state in the past. 
Discrimination, is not unusual. Hell, it’s -common- in Eorzea, and the world in game from what we see. This is all COMPLETELY different from the racial beliefs of the Nazi party however. As we see no extreme equivalent to the Waffen SS, hunting down the ‘impure’ or those of theological differences. We don’t see concentration camps, though there are prisons for those who -do- resist/rebel. But the distinction of the reason WHY they are in there, will be important at the end. But lets get to the important one...
#6: They want to kill all the beastmen!
... No. I was -shocked- by this, but from what we have seen, the Empire is perfectly fine coexisting with a beast tribe... UNTIL THEY SUMMON A PRIMAL. At that point, they do not discriminate and wipe out the tribe in the area. From the Lupin, to the Anatana, to even the use of Kojin as mercenaries. The Lupin are even brought in as conscripts to be -used- in legions. Anatana are mostly left alone, and end up being attacked by a FUCKING IDIOT WHO DIDN’T THINK PROPERLY.
We even see the empire preparing to clean up some Vanu during the heavensward MSQ... And after having a chit chat with the emperor, and your friend showing up, they bounce back off to their GIANT FUCKING AIRSHIP THAT COULD HAVE OBLITERATED WHERE YOU WERE STANDING. 
But, we also know -why- the Empire despised beastmen... They summoned primals, and primals, slowly kill the world. To the Garlean empire, the moment a tribe summons a primal it is an attack upon the world, and -needs- to be quelled... This is -not- the same as the Nazi’s irrational hatred. HOLD ON DON’T GET READY TO THROW ME TO THE GALLOWS! This does NOT mean it is justified, and right... But rather the distinction is IMPORTANT. Moving on from this...
#7: They kinda tried to blow up Eorza.
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... That is a thing we did. that is very much a thing we did. Although, that is really... Really not a Nazi thing, and if anything, was more a ‘America and the Nuke’ inspired event.So... Not Nazi inspired. Just as genocide inspired as dropping the nukes, WHICH I UNDERSTAND AMERICA WAS/STILL IS PRETTY FUCKING RACIST AND EVERYTHING AROUND THAT WAS JUST FUCKING TERRIBLE...
But it’s not a Nazi thing. It’s just a insensitive to life thing. Of course, the whole reasoning behind it ICly was “FUCK YOU IF WE CANT CONTROL YOU WE WILL BLOW YOU UP” because Eorzea kept allowing primals to be summoned left and right, and outside of one group... Really was not prepared to contain them. So yeah. Crazy, stupid, morally wrong, but not Nazi. 
FINE NOW WHAT THE FUCK ARE YOU GOING TO SAY THEY ARE INSPIRED OFF OF?
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The Roman Empire. More specifically, during the decline of the Empire. To simplify and not take up too much time, allow me to use a quick list for ya’ll.
-Liberal use of Roman Military structure, with consistent use of roman titles. -Consistent use of citizenship for conquered lands, including the popular ‘military service for citizenship’ -Brutality is often used as a response to rebellion, and not just because of someone’s lineage -The nepotisim that brought Zenos to power, and really, Zenos just embodying late roman emperors. -A republic that became an empire, while still keeping the senate intact.
These are just a few. But hey, if you disagree or wish to discuss, please... Feel free. 
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entergamingxp · 5 years ago
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DualShockers’ Favorite Games of 2019 — Scott’s Top 10
December 27, 2019 2:00 PM EST
2019 for me was filled with tons of games from different genres, and even though it was hard to pick 10, here are my favorites from 2019.
As 2019 comes to a close, DualShockers and our staff are reflecting on this year’s batch of games and what were their personal highlights within the last year. Unlike the official Game of the Year 2019 awards for DualShockers, there are little-to-no-rules on our individual Top 10 posts. For instance, any game — not just 2019 releases — can be considered.
Greetings and glad tidings, Shockerians? DualShockese? Sorry, I’m new, but yes it is the time of the year once again to share with the internet the video games that left a particularly large imprint on us throughout the past 365 days. My name is Scott White, and let my list be my humble debut on this fantastic site and introduction to you fine readers.
2019 treated audiences to titles that have been long desired, from Kingdom Hearts 3, Death Stranding, and of course, the Resident Evil 2 remake. The time between these behemoths was filled with other stellar titles from indie studios to large developers, rounding out the year and making it one with far too many games and myself with far too little free time for them all. However: I did play a bunch, so let me tell you about some of them!
As a brief note for readers: the first nine games I will list are in no particular order, but the final entry on this list will be my favorite of the year and noted as such.
Forager
What was a random suggestion on my Steam page turned into my go-to chill game of the year. With a bright and vivid cartoon pixel art style, Forager crafted its way into my heart. I found something incredibly peaceful and rewarding as I bought up the various islands faster than a land baron who struck oil, and worked to create my autonomous empire. With my army of drones collecting precious ore and gems, while my furnaces burned non-stop crafting new items, I could sit back and admire my work.
With the inclusion of many other indie darlings that you can dress your character up as (Shovel Knight, baby!) and flow of constant updates and additions from the single-man development team, Forager is a game that I keep coming back to, being charmed all the while.
Katana Zero
I have to say, I wasn’t expecting a dark narrative dealing with such heavy topics as PTSD, drug addiction, or child soldiers when I started playing Katana Zero. My sight zeroed *wink wink nudge* in on this game after watching the trailers with the neon visuals, the samurai who deflects bullets and mows down enemies, and the time-warping mechanic. What I ended up getting was so much more, and made me fall in love with this game.
Check out DualShockers‘ review for Katana Zero.
Dragon Ball FighterZ
Yes, it’s an older game, but FighterZ has still been one of the games I’ve had the most fun with in 2019. With the drops of some of my friends and I’s favorite characters, my usual crew of friends were hopping into the lobbies and hurling beams at one another more than ever. With the recent release of the final Season 2 character with Dragon Ball Super’s Broly, there’s still no word on a Season 3 of new characters. You can count on it though, that if we do get another round of characters, there is a good chance you will see Dragon Ball FighterZ on my list next year, too.
Check out DualShockers‘ review for Dragon Ball FighterZ.
Dragon Quest XI S: Echoes of An Elusive Age — Definitive Edition
Fact: Dragon Quest XI was one of my favorite games of 2018. Also fact, Dragon Quest XI S easily adds enough content and goodies to warrant being included on my list for 2019 too. With the addition of the orchestral track, new outfits, and a new game with the 2D version of XI included with all of its unique content, I gladly jumped back into the role of The Luminary. Any fans of RPGs and that own a Switch need to get this game.
Check out DualShockers‘ review for Dragon Quest XI S: Echoes of An Elusive Age — Definitive Edition.
Daemon X Machina
As a longtime fan of From Software’s non-Soulsborne franchise, Armored Core, the lack of complex mech customization action titles as of late left me rabid for this game when it got announced. Fast-forward a couple of demos and a release later, Daemon X Machina fills the void left by AC’s disappearance this generation. The tense combat mixed with a visual style that separates it from the pack is just *chef’s kiss* muah. The added fact that I can now run around as Geralt of Rivia in a giant robot is just icing on the cake.
Check out DualShockers‘ review for Daemon X Machina.
Resident Evil 2
Growing up, the Resident Evil series was always one that I wanted to play, as the lore and concept behind it was so intriguing to me. Alas though, it contained a foe scarier than Mr. X and more crushing than Nemesis: the dreaded “tank controls.” The releases of the remasters had solved this dilemma of mine with Resident Evil 0 and the first game, and with the RE2 remake release, I got to finally experience Leon and Claire’s origin.
This game should be placed on a pedestal with a beacon shining on it that never gets extinguished as an example of how remakes should be done. By everyone. Forever. It is simply a suburb horror title that nailed this vibe. The first time I was being chased by Mr. X remains the most nerve-wracking horror experience of 2019 for me. Bravo Capcom, bravo.
Check out DualShockers‘ review for Resident Evil 2.
Bloodstained: Ritual of the Night
With magical whip in hand, I ventured forward into the night, vanquishing all manner of demonkind, skewering myself in the chest along the way to absorb the abilities of my foes. In a similar vein as Daemon X Machina scratched my mech itch, Bloodstained: Ritual of the Night gloriously scratched my Symphony of the Night itch. Plus, David Hayter is a demon-slaying samurai, so that instantly gives it +120 bonus points.
Check out DualShockers‘ review for Bloodstained: Ritual of the Night.
Kingdom Hearts 3
In the convening years between the releases of Kingdom Hearts 2 in 2006 and Kingdom Hearts 3 this year, I evolved from a senior in high school who had no idea what he was doing, to a full-fledged adult…who has no idea what he is doing AND paying rent! What a decade it’s been.
I may have grown out of the raging hormones and living with my parents, but it turns out I have not grown out of the wide-eyed reaction to seeing Keyblades, Heartless, and Sora+Donald+Goofy Co. teaming up and vanquishing evil with the power of friendship and deus ex machina. It’s far from a perfect game, or even a perfect Kingdom Hearts game, but when a game makes me tear up from the title screen, there’s no way I couldn’t include it on my list. I love this game, this series, and all the craziness that comes with them. I can’t wait to see what lore-f***ery comes with the upcoming Re:Mind DLC in January.
Check out DualShockers‘ review for Kingdom Hearts 3.
Randomizers
Not relegated to a single game, but more a family of fan mods, this year saw me really dive into retro game randomizers. These nifty mods mix all sorts of stuff up inside a game–chest contents in Zelda as an example–to create new experiences in each playthrough. Whether it was having Kent in Fire Emblem rocking as Bard or Yoshi being King of Figaro with his twin brother Master Chief in Final Fantasy 6, these mods stole a lot of my time this year.
My Favorite Game(s) of the Year: Legend of Heroes: Trails of Cold Steel 1-3
Spending more than 250 hours with a cast of characters, experiencing their world, their struggles and triumphs this year, I’ve found myself completely enraptured by this series of RPGs. Imagine the materia system from Final Fantasy VII, the social bonding and links from the later Persona titles, and blend them together with a constantly expanding narrative, and you have Trails of Cold Steel.
I felt I had to include these games as a single entity on my list. So many moments of these games left me aghast; they lifted my spirits with hope and pained my heart with loss. This is a series that needs to be experienced by more people. I can only hope that 2020 will see the localization of the end of this saga with Cold Steel 4.
Check out the rest of the DualShockers staff Top 10 lists and our official Game of the Year Awards:
December 23: DualShockers Game of the Year Awards 2019 December 25: Lou Contaldi, Editor-in-Chief // Logan Moore, Managing Editor December 26: Tomas Franzese, News Editor // Ryan Meitzler, Features Editor  December 27: Mike Long, Community Manager // Scott White, Staff Writer December 28: Chris Compendio, Contributor // Mario Rivera, Video Manager December 29: Scott Meaney, Community Director // Allisa James, Senior Staff Writer // Ben Bayliss, Senior Staff Writer December 30: Cameron Hawkins, Staff Writer // David Gill, Senior Staff Writer // Portia Lightfoot, Contributor December 31: Iyane Agossah, Senior Staff Writer // Michael Ruiz, Senior Staff Writer // Rachael Fiddis, Contributor January 1: Ricky Frech, Senior Staff Writer // Tanner Pierce, Staff Writer
December 27, 2019 2:00 PM EST
from EnterGamingXP https://entergamingxp.com/2019/12/dualshockers-favorite-games-of-2019-scotts-top-10/?utm_source=rss&utm_medium=rss&utm_campaign=dualshockers-favorite-games-of-2019-scotts-top-10
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ciathyzareposts · 5 years ago
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Star Control II: Summary and Rating
For the box art, the developers seem to be paying homage to L. Ron Hubbard.
           Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019
Date Finished: 14 May 2019
Total Hours: 47 Difficulty: Moderate (3/5) Final Rating: (to come later) Ranking at time of posting: (to come later)
       Summary:
Star Control II takes the ship-by-ship action combat of the original Star Control and places it solidly within an adventure game of epic proportions. In a galaxy of more than 500 stars and 3,000 planets, a captain must build alliances, find artifacts, mine minerals, and coerce information from alien races so that he can ultimately throw off the yoke of the Ur-Quan Hierarchy and free Earth and its allies from slavery. Gameplay comes with a lot of lore and plot-twists, but every so often it reveals its origins and requires the player to defeat enemy ships with selects from his own armada, each with their own strengths, weaknesses, and special abilities. Although the sense of an open world and a nonlinear plot both end up being somewhat illusory, the game is still fun and memorable.
****
         In the comments for my winning entry, several readers have offered descriptions and text that occurs when you try some of the game’s alternate strategies, such as surrendering to the Ur-Quan, provoking the Orz, or selling your own crewmembers to the Druuge. Most of them are either dead-ends or offer such harsh consequences that you’d best not do them in the first place.
One thing I was curious to check out is what happens if you wait out the game’s time limit. The Melnorme originally told me that the Earth would be destroyed in January or February of 2159, but my actions in the game managed to delay the apocalypse by almost two years. As I sat in hyperspace and watched, nothing much happened until November 2159, when the Supox and Utwig returned to their original systems, much diminished. 
           No one remains but the Ur-Quan.
          Around the end of 2159, the Kor-Ah won the civil war and started to circle the galaxy, destroying each sentient race in turn. Some of their ships reached Earth in April, but they weren’t here to destroy Earth just yet. I fought a few dreadnoughts and the horde moved on. The Arilou, Umgah, and Zoq-Fot-Pik were all gone by June 2160, the Supox and Utwig a month later. By October 2160, the Ur-Quan fleet had reached the “southern” end of the galaxy and destroyed the Yehat. Finally, in November, I received a broadcast from the Ur-Quan notifying me of Earth’s destruction, and the game was over. My ship was parked right next to Earth at the time, and I was hoping I’d see a bunch of dreadnoughts approaching it, but alas, it wasn’t quite that detailed.
              The “bad” ending, unless you’re a big Ur-Quan fan.
           If I hadn’t cheated a bit during the game by reloading when an expedition proved a waste of time, I probably would have run into issues with the time limit. Watching the slow destruction of every race, along with the intelligence that they possessed, would have been mildly horrifying. But apparently you can still win the game at any time during this process, with nothing altered in the endgame sequence.
I confess that the last bit bothers me a little because it’s indicative of the approach taken by the game as a whole. When I started playing Star Control II, it gave the impression of an open-world game with multiple narrative possibilities. But it turns out you have to follow a few paths in a relatively specific order, and most of the choices turn out to be illusory. Oh, it certainly does better than the typical RPG of the period, I hasten to add. It was just a bit disappointing to find that open exploration isn’t really rewarded. If you’re lucky enough to stumble upon a key location amidst all the planets in the vast galaxy, you probably won’t be able to do anything because you haven’t bought an important piece of information from the Melnorme first.
I have similarly mixed feelings about the game’s approach to the alien races and racial characterizations. On the one hand, I enjoyed the variety. When you’re making a game (as opposed to shooting a film or television show), you have the freedom to make some interesting races without worrying about the CGI budget. I appreciated that there were no “bumpy forehead” aliens except perhaps for the Syreen.
            I could have done with less of this.
          I also don’t fault the game for broad characterizations. It’s a longstanding trope of science fiction and fantasy to paint races with a broad brush: the wise elves, the logical Vulcans, the proud Klingons, the evil orcs, and so forth. You rarely have time to explore the detailed characteristics of an entire culture. It’s perfectly acceptable that Star Control II decided to highlight one major attribute of each race, such as cowardice, depression, loneliness, and greed. When it did go into more detail, such as in the case of the Ur-Quan and the Syreen, the detail was generally good, and it was rewarding to unlock those stories. I also appreciated the consistency of characterization. The Spathi locking themselves under their own slave shield amused me to no end because it was perfectly in keeping with the Spathi personality–and, in hindsight, 100% foreseeable. 
But I also felt there were too many moments of outright goofiness and parody among the racial interactions. The Orz, the Pkunk, the VUX, the Umgah, and the Utwig mostly just exhausted my patience. I couldn’t help but think how the same races with similar characteristics might be handled with less silliness. We don’t have to look very far to find an example. Starflight and Starflight II had some of the same broad racial characterizations, but rarely crossed the line into outright slapstick. I felt the stories and plot twists of those games were much better, too.
Nonetheless, I understand why Star Control II is regarded as the better game: it’s all about the combat. I wasn’t any good at it, but I can see why people like it. Until I played it, I wouldn’t have thought that a single choice–what ship to pilot–could have so many tactical implications. There are 14 ships that can join the New Alliance and 13 potential enemy ships, resulting in 182 potential battle combinations, and each has completely different tactical considerations. (With the Super Melee application, you can fight any of the ships against any of the others, for 625 possible combinations.) Slowly mastering the strengths of your ships and learning the weaknesses of the enemy ships is a huge and rewarding part of gameplay. Later in the game, when you have to fight multiple ships in a row, there are strategic implications for what ships you send into combat first and which you reserve for later in the battle.
             The typical outcome of my combats.
           Still, the nature of combat, plus the lack of “character development,” really makes this a non-RPG, which means it might not do so well on the GIMLET as an RPG. I played it as an exception. I don’t want to hear any future comments along the lines of, “Well, you played Star Control II, so to be consistent, you should also play This Game.” The point of exceptions is that I don’t have to be consistent with them.
As to the GIMLET:
1. Game World. Star Control II manages to check most of the boxes in this category. It has a rich, detailed backstory, an open world, a clear place for the character and his quest, and an evolving game state that responds to the player’s actions. (I particularly like how the starmap continually updates to show the dispositions of the various races.) The plot and its twists are original and interesting. The only fault I can find is that there isn’t much to see or do in the open universe. I wish the creators had seeded more planets with optional encounters and finds, perhaps replacing the system but which you purchase all your technology upgrades from the Melnorme. Score: 8.
2. Character Creation and Development. Alas, there is none of either except for the ability to name your own captain. Even if you regard the ship as a “character,” it doesn’t get innately better so much as it gains better equipment. Score: 0.
3. NPC Interaction. Another strong point. I’ve given my thoughts about the NPC personalities, but I should add that even goofy personalities are better than we get from the typical RPG of the period, which is no personality (or even NPCs) at all. I wish there had been more honest variety in dialogue options instead of one that’s obvious, two that are stupid, and one that’s evil. The Starflight games did a better job giving the player real “options” when talking to different alien races even though they came in the form of “stances” rather than specific dialogue choices. 
I should also note that most NPCs aren’t individuals but rather representatives of their races who somehow know the previous conversations the player has had with other representatives. But the game otherwise hits most of the criteria for a high score hear, including a plot that advances based on NPC interaction. Score: 7.
             My thoughts exactly.
              4. Encounters and Foes. The game has an original slate of foes (ships) that require you to learn their individual strengths and weaknesses. There are otherwise no real “encounters” in the game that aren’t also NPC dialogues. Score: 6.
5. Magic and Combat. I can’t give a high score here because my scale is about RPG-style combat and the various tactics and strategies that draw from attributes, skills, and the player’s intelligence rather than his dexterity. Still, as I discussed above, the choice of ship and the way you plot long combats create some important tactical and strategic decisions. I just wish combat has always been about ship versus ship. The planets, which show up suddenly as you switch screens, were unwelcome guests. Score: 3.
           The asteroids, on the other hand, I didn’t mind so much.
         6. Equipment. All of the “equipment” in the game is ship-related rather than character-related, and it all applies to the flagship, which a good player arguably does not rely on. I wish there had been opportunities to upgrade the other ships in the fleet. It would have been tough to offer meaningful options with so many of them, but even just generic attack or defense improvements would have been nice. Beyond that, it’s fun to figure out how to best make use of the limited modular space on the flagship, particularly as new options come along regularly. Score: 3.
7. Economy. There are really two economies in the game: the “resource unit” economy that lets you build a fleet and equip your flagship, and the Melnorme “information” economy that depends on bio data and Rainbow World identifications. I found both rewarding enough for about two-thirds of the game. Score: 7.
8. Quests. The game has one main quest with a few options (though, as I mentioned before, a lot of the options are illusory) and side-quests. There’s only one ending. Score: 4.
9. Graphics, Sound, and Inputs. I don’t have many complaints in this category. The graphics are perfectly fine for the scope and nature of the game; the sound effects are fun and evocative throughout; and it’s hard to complain about the interface of a game that supports both joystick and keyboard inputs and lets you customize the keyboard. I had problems in combat despite these advantages, but I don’t think I can blame the game.
I do have one major issue, or several related issues, that fits into this category. The dialogue is delivered one line at a time in a huge font. You can hit the SPACE bar after each bit of dialogue to see a transcription in a smaller font that you can barely read. Either way, if you don’t make your own transcriptions or screen shots (which must have been tough for an era player), the dialogue is lost once you leave the screen. In most cases, you can’t prompt the NPC to speak the same lines again, and there’s no databank in which to retrieve it as there was in Star Control II. Thankfully, I took copious screenshots, but they’re a cumbersome way to review previous dialogue and I think the game should have offered a better system. Score: 6.
             This text is better than nothing, but it’s still not very easy to read.
          10. Gameplay. I give half-credit for non-linearity. The game is more linear than it seems when you start, but you still have a lot of choices about the order of your activities. I also give half-credit for replayability. As I mentioned earlier, many of the “options” seem illusory, and a replaying player might find himself swiftly on familiar paths, but there is at least some variety for a replay. The hourly total is just about right for this content, and while I had difficulty in combat, I still managed to win with an acceptable number of reloads, so I can’t fault the difficulty. Score: 7.
That gives us a final score of 51, surprisingly close to the 53 I gave both Starflight and Starflight II, which had actual characters and character development. But reviewing those games, I’m reminded how awful combat was, and how many issues I had with the interface. I’m thus comfortable with the rating. 
              The ad makes it seem like the game’s enemies are the Umgah.
          There are plenty of players, however, who would consider a 51 an insult. Star Control II still continues to make “best games ever” lists compiled by various publications. In a March 1993 preview in Computer Gaming World, Stanley Trevena liked the game enough to put it on his “top ten list of all time.” “It is not often,” he says, “that such a perfect balance is struck between role-playing, adventure, and action/arcade.” In the November 1993 issue, they gave it “Game of the Year” in the adventure category (or, at least, it tied with Eric the Unready). Dragon gave it 5 out of 5 stars. It’s rare to find an English review out of the 90s, though for some reason European reviews tended to put it lower, in the 70s.
The 3DO version from 1994 has some significant differences from the DOS version. It has an animated, narrated introduction and cut scenes plus voiced dialogue for the conversations. (My understanding is that the open-source Ur-Quan Masters would use some of this voiced dialogue but re-record others.) Some readers encouraged me to play this version specifically because of the voices. I’m not sure I would have liked it better. There’s really just too much dialogue overall. Some of the voices are good: I appreciate the Vaderesque bass of the Ur-Quan, the lispy enthusiasm of the Pik, and the weird Scottish accent the creators gave to the Yehat. For some reason, they decided the Shofixti was a bad English translator of a 1970s Japanese kung-fu movie; the Orz, Spathi, and Utwig are just annoying; and the Umgah is the stuff of nightmares. The Talking Pet is the worst, with some ridiculous southern “Joe Sixpack” accent. I was also disappointed by the Syreen, who sounds like Doris Day rather than . . . well, honestly, I’m not sure what would have done justice to the Syreen. How do you blend a fierce Amazonian and a seductive vixen in a single voice?
Star Control II left a satisfying number of mysteries, such as the fate of the Precursors and why they seemed (to the Slylandro) to be nervously searching for something. We never learned about the Rainbow Worlds or why they (apparently) form an arrow pointing to the “northeast” of the galaxy. We never learned what the Orz did to the Androsynth, what the Orz really are, and how they relate to the Arilou. I was disappointed that we never found out why the Ur-Quan destroyed historical structures of humanity, including some places we weren’t even aware of. I was disappointed to find that most of these questions are unanswered in Star Control 3 (1996), although we do apparently learn that the Precursors genetically modified themselves so they would have the intelligence of cows, thus protecting themselves from a race that periodically harvests the energies of sentient races. I think the creators missed an opportunity by not making the Precursors actual cows. There could have been a Gary Larson tie-in and everything.
           The creepy cover to the game’s sequel.
          The direction of Star Control 3 reveals some of the background drama between developer Toys for Bob (authors Paul Reiche III and Fred Ford) and publisher Accolade. According to Reiche and Ford, Accolade gave the developer such a limited budget that they had to essentially work for free for half a year to create a quality game. Accolade would not increase the budget for the sequel, so the original creators refused to develop it, and the job went to Legend Entertainment instead.
In 2002, authors Paul Reiche III and Fred Ford made the source code available for free, and some fans used it to create The Ur-Quan Masters for Windows, with multiple releases starting in 2005. It has since been ported to multiple additional platforms. The effort also led to the creation of the Ultronomicon, a Star Control II wiki.
The Star Control trademark passed to Infogrames when it purchased Accolade in 1999; Infogrames soon rebranded itself as Atari. When Atari filed for bankruptcy in 2013, its assets were sold. Stardock Corporation managed to acquire the Star Control license and produce Star Control: Origins (2018). Set 26 years before the original Star Control, the game would seem to retcon when Earth first encountered alien life. During development, Stardock claimed to be in contact with Reiche and Ford, and were developing the game along their vision, although they couldn’t technically participate because of their Activation contract. If this relationship was ever friendly and cooperative, it soon became otherwise when Reiche and Ford announced they would be creating Star Control: Ghosts of the Precursors and Stardock started selling the first three Star Control games on Steam. Both parties counter-sued each other for copyright and intellectual property violations, and Steam removed the Star Control titles (including Origins, at least temporarily) after receiving DCMA takedown notices from Reiche and Ford. As far as I can tell, the litigation is still ongoing.
            Combat in Origins has improved graphics but seems to adhere to original principles.
        Toys for Bob still lives as a subsidiary of Activision, and Reiche and Ford still continue to direct the development of its games. I don’t think we’ll see them again, however, as none of their titles are RPGs. (For more on Reiche and Ford, see Jimmy Maher’s excellent coverage of Star Control II from this past December. My favorite part is when Reiche gets fired from TSR for questioning the purchase of a Porsche as an executive’s company car.)
I am often dismissive of calls for remakes, usually considering them to be the products of dull, dilettante gamers who can’t handle any graphics more than 5 years old. But I would like to see, if not a remake, a modern game that has the basic approach of Star Control II (and, for that matter, Starflight)–perhaps even one that realizes it better by offering truly alternate plot paths. We have plenty of games (although, in my opinion, not enough) that allow us to explore open worlds; have any so far allowed us to explore an open universe? Perhaps that’s what we’ll get from Bethesda’s forthcoming Starfield.
source http://reposts.ciathyza.com/star-control-ii-summary-and-rating/
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