#if I have to solve a puzzle to banish a demon or something I’d have a way better chance
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enigmakiwi · 2 years ago
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I got comic relief (which I mean yeah kinda… I’d go through phases. Probably freaking out so hard I’m useless -> coping only through humor -> dead inside and will kill the killer if given the chance. Assuming I don’t die in phase 1, which is incredibly likely.)
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Saw this little trend on twitter so I’m bringing it here for fun!
Take this uquiz to see which horror movie stereotype you are.
Then create your 70s/80s horror movie self!
Here’s mine:
Unfortunately this is very true.
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Tagging: @aprincessnotaqueen @art-by-mira @courtneyenthusiast @catastrophicmind @darkmasterofcupcakes @drunkonabroomstick @doitcody @elskamo @hollowboobtheory @heysatanitsyourgirl @marshunter06 @pink-daydreamer @ragamuffin-bites @sentimentalslut @straighttxhell @sugarlesswriting @sukisactualgf @unawarer @webui1tgwensface @withjust-a-bite @xwhatababex @youllnevergetmealive
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metalgearkong · 5 years ago
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MediEvil 2019 - Review (PS4)
10/28/19
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Developed by Other Ocean Emeryville / Sony Computer Entertainment, released October 2019
It has risen again! The original MediEvil from 1998 is one of my favorite games of all time, and one of the games I have completed the most. Like other games from the PS1 era, I discovered MediEvil on a demo disc and replayed it constantly. I loved the Nightmare Before Christmas aesthetics and music, and liked that it stared a cowardly bumbling skeleton. The late 90′s was a time of experimentation for 3D action/adventure games, and while some people hold Ocarina of Time or Super Mario 64 as their favorites of the genre, MediEvil has always been my personal favorite. MediEvil II released two years later, but lost a lot of its appeal for me because it took place in Victorian London instead of the graveyards and spooky locations of the original. MediEvil: Resurrection was made in 2005 for the PSP, but was more of a re-imagining of the original game, and not a true remake.
I had heard about MediEvil being remade yet again a couple years ago, but tried to have tempered expectations, and not buy into what could amount to be rumors. I imagined it would be akin to a big screen version of MediEvil: Resurrection, or at least the developers would butcher the original game. Last year was when I saw the trailer for this MediEvil remake, and I felt more confident in it. While most people were anticipating big triple-A or franchise games for 2019, my sights and hopes were dead set on this. Finally, after all this time of waiting, MediEvil 2019 has released exclusively for the PS4, and I couldn’t be happier with the final product. Other Ocean Emeryville has created a deeply loyal and extremely faithful remake of the original game I cherish so much, but I feel like only true fans will be able to truly appreciate it for the accomplishment it is.
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Before I talk about the game proper, I have to elaborate on the unexpected odyssey it took to actually get the game going. Not only do I have to make a three hour round trip to the nearest Gamestop to get a copy, the game had to immediately download a day one patch: version 1.01. This update was a massive 16GB, and with my super slow mountainous wi-fi speed, my PS4 predicted it would take at least 50 hours. There was no option to begin the game without this update. I was floored. It put me in a state of blue-balled depression and denial. So I took my TV, PS4, and all the necessary cords, and physically hooked in my PS4 to my work’s ethernet cable in a public building, hoping no one would disturb it. The estimated time dropped to a meager four hours, and it made me feel a lot better. Ironically, my PS4 only realized I didn’t have enough storage space to download the update, and somewhere along the line it quit. Thankfully, it let me play after giving up.
Expectations mean a lot, and leading up to this MediEvil releasing, I intentionally did not do a lot of research on the game in order to discover it in person as I was playing. I didn’t realize this was a fully committed remake of the original. MediEvil: Resurrection disappointed me because it changed a bunch about the game and left out a lot of my favorite levels. 2019′s MediEvil recreates every inch of the original game with modern graphics. I was so thrilled I can’t even describe how cool it was to see one of my favorite games of all time with a new coat of skin, especially because I never thought THIS game would be chosen to be remade. Not only that, but the game uses the same exact audio for most of the dialog; each and every gargoyle head and character Dan meets plays the same audio as I’ve had engraved in my skull for over twenty years, only with new character models and more elaborate animations.
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The developers even used the same music for each level, only re-recorded it with only small differences or flourishes. Even insignificant things like textures on a doorway or on the ground were recreated in 3D to look just like they did. I would have been perfectly okay with the developers simply using modern graphics and textures to remake certain pieces of architecture or focal points in this game, but no, every corner of Gallowmere represented the original locations, and I constantly had to pick my jaw off the floor (no offense Dan). Cinematics also play out exactly the same, with the same camera angles and movements. Part of me thinks about how maybe Other Ocean Emeryville could have taken these short cinematics sprinkled throughout the game and elaborated slightly on lore, but that would veer dangerously close to a “re-imagining” territory, and I’m just thankful everything is kept so faithful in the end.
The banished necromancer Zarok has raised an army of the dead to conquer the realm of Gallowmere. Unwittingly, Zarok also brought back to life Sir Daniel Fortesque, King Peregrine's captain of the militia, who perished embarrassingly years prior in an earlier battle against Zarok and his armies. After Fortesque’s death, fables, songs, and legends told of his false bravery and battlefield accomplishments, but now he has the opportunity to live up to his own mythical status as the hero of Gallowmere. I’ve always loved this story, wherein the bad guy accidentally raises the very hero who would thwart him. I’ve always loved Dan because he’s so unlike most knights and heroes. He has to live up to his own reputation, and prove those wrong who know what truly happened. We play as Dan and travel from the hum drum graveyards of Gallowmere all the way through more exotic levels such as a pumpkin gorge filled with demonic pumpkins, crystal caverns filled with Minotaur-like monsters, an enchanted forest containing a demonic prison, and much more.
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The first advantage to the modernization of this game was being able to see the Hilltop Mausoleum (the 2nd level) from The Cemetery (the 1st level). It would make sense if you had an expansive cemetery, and the very next level, adjacent to that level, had a massive building on top of a hill, and you could see it from far away. As a PS1 game I’d never expect to see something like that, but with this remake, they had the care to include things such as this, which only helps the world feel that much more real and connected. The controls and mechanics are nearly the same as the original as well, only made slightly more convenient. Dan can still equip a one-handed weapon and a shield, and switch between weapons in a menu. He can block attacks, but only as long as the shield’s HP holds out, until you need to find a new one. Dan has all the same moves as the original, but the more free-form camera makes the game a bit more convenient to play by making platforming and seeing things easier.
As you slay enemies in each level, you fill a chalice, and bringing back a full chalice to the end of each respective level grants you a visit to the Hall of Heores before the next level begins; this world’s version of Valhalla, where the most accomplished heroes of history drink, feast, and arm wrestle for eternity. A side goal of this game is to collect the chalice from every level so Dan can also become a member of this ethereal warrior’s afterlife (twenty in all). This is something I struggled with as a kid, but in the past many years I’ve always gone out of my way to make sure Sir Fortesque gets into the Hall of Heroes where he rightfully deserves to be. Sometimes items can be found in a level which are to be used in entirely different levels, something the game only hints at. Case in point are the Ant Caves, which is a maze-like level hidden within a level that is completely optional to complete (but not if you want all twenty chalices). 
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Some of the original game’s drawbacks could be regarded as similar drawbacks for this remake. Criticisms like haphazard combat and imprecise platforming are somewhat the same case here, but I would argue that’s half the point playing as a gangling hero who hasn’t yet earned his stripes. I honestly can’t take an unbiased position on some of the game’s more objective problems, not only because I’m such a fanatic and have played the original so many times, but also because it’s impossible for me to have a fresh perspective on the game. I can’t tell you how hard the puzzles are or how tough the game is simply because I’ve played the original so many times, I’ve gotten used to any perceived problems and solved all the puzzles so long ago. Reviews for this game seem to be lukewarm, and it’s an opinion I can’t share because I’m so impressed by how faithful one of my all time obscure favorites has been recreated.
In fact the very few changes the developers did make I could count on one hand. Mostly these changes have been made to a few of the game’s boss fights. Most of the bosses have always been very easy, especially compared to today’s obsession where bosses are meant to be extremely punishing. I can honestly say the changes are for the better and improve on these boss fights. For example the fight with the captain of the ghost ship has been improved, allowing you to manual aim a canon before firing it at him, rather than running back and forth between two fixed canons, hoping one of your shots hit the captain as he paces back and forth. Another addition are the “Lost Souls” which are hidden collectibles, one in each level that can be found by Sir Dan. This basically makes you replay every level to find the Lost Souls, as they only appear once you’re already near the end of the game. I can’t say I was motivated to find them, at least not right now, since it appears to be a shallow fetch-quest.
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Besides getting the game booted in the first place, I did a have a few technical problems while playing the game. These are probably because the version 1.01 patch never actually downloaded and installed, and I may have been experiencing what the developers were trying to fix. One example was a door not opening once I had defeated all the enemies in the room, effectively trapping me there forever, forcing me to restart the level. The problems were mainly things such as this, and I bet I’m the only person in the world who had to complete the game from beginning to end raw without the day one patch. Otherwise the game ran great, and looks good as Hell.
I’m so glad Other Ocean Emeryville didn’t try to subvert expectations or put a clever twist on certain things, leaving it as is. MediEvil 2019 constantly impressed me, and I don’t think I’ve felt this much fan service and satisfaction since the Shadow Moses chapter of Metal Gear Solid 4 from 2008. The music, dialog, weapons, level design, aesthetics, enemies and controls have been painstakingly remade, giving this cult classic an impressive new look. Its the restrictive nature of the developer’s design philosophy I appreciate the most; this is simply a game for the fans, and very obviously by the fans. MediEvil was my most anticipated game of 2019 and I am deeply satisfied and surprised about how well it turned out. Annoying day one patch download aside, I had an incredible time experiencing this remake. While some gameplay flaws might still exist, and those who don’t already love the original may not see it in the same level of reverence, this was a big payoff for me and I’m sure other dedicated fans feel the same. Thank you Other Ocean Emeryville, this has been a wonderful gift.
9/10
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feebledungeons · 7 years ago
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Feeble’s Ultimate D&D DM Golden Rule #2: Building Encounters
Following on from the first one of these I did, I want to talk about the basics of creating complex encounters in your game.
First off, I just want to break down what an ‘encounter’ means to me. In my head, an encounter is always a kind of puzzle for the players to solve.
No matter how intricate, these puzzles can always be broken down to the following simple concept:
THE PC’S MUST OVERCOME AN OBSTACLE TO REACH A GOAL
The obstacle could be a goblin band, a broken bridge over a raging river, a city full of hostile townsfolk, a heavily guarded castle vault, or even an ever-changing maze of dream and nightmare pocket dimensions (shameless plug disclaimer).
Likewise, the goal could be any number of things: Continuing on down a path, making it to the other side of a cavern, gathering information on a missing friend, getting their hands on the largest diamond in existence, or even escaping hell.
The important thing is that the PCs have something they want to achieve and there is something stopping them from achieving that, creating CONFLICT and forcing the PCs to take action to solve the puzzle.
The method of solving these puzzles will always include one or more of the three basic activities that PCs engage in:
Combat - including combat mechanics, offensive spells or abilities, and anything to do with fighting
Problem-solving - including skill challenges, investigation, riddles, tangible puzzles, defeating the environment, and things that deal with overcoming physical or mental challenges.
Role-play - including more esoteric elements of the game like interacting with NPCs, calling on PC personal histories or doing ‘cool character sh*t’.
The PCs can include any combination of these types of activities, and ultimately it is their choice how they handle an encounter, but the DM can encourage different approached by pointing out different aspects to the environment and using flavour text. I’d recommend that DMs play around with encouraging different mixes of activities to keep players with different preferences engaged.
See below the cut for some rad examples!
Golden Rule #1
[Quick disclaimer here: Your PCs could use any solution under the sun for the below encounters, that’s the beauty of tabletop role playing games! The Primary Activity and Probable Solutions only give a basic guide of the most likely predicted solutions, assuming the PCs follow a linear and obvious route. Coping with players deviating from the probable solutions will be addressed in later posts, don’t worry!]
SIMPLE ENCOUNTER: THE ABYSS!
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The DM says: You enter the cavern to find that the path before you is broken. A 20 foot chasm stretches the width of the cave. On the far side of the chamber, you see the only exit leading onwards.
Goal: Reach the exit.
Obstacle: Abyss.
Primary Activity: Problem-solving.
Probable Solutions: Athletics to climb. Grappling hooks. Flying spells. Magical bridges or vehicles. Flying animal or magical companions.
SIMPLE ENCOUNTER: THE BERSERKER!
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(x)
The DM says: You follow the screams to a clearing where you see a huddled group of terrified children. Before them stands a ragged man, wielding a great-axe and clearly crazed. As you approach, the madman raises the axe above his head and yells a battlecry as he advances on his victims.
Goal: Save the children.
Obstacle: Psychotic maniac.
Primary Activity: Combat.
Probable Solutions: Kill the maniac. Subdue the maniac. Distract the maniac until the children can escape.
SIMPLE ENCOUNTER: INTERROGATION!
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(x)
The DM says: The elven thief sits bound before you, glaring up defiantly. She knows where the hostages are being held but, as a long-time gang member, you know that she’s not likely to give up her compatriots easily.
Goal: Locate the hostages
Obstacle: Reluctant informant
Primary Activity: Role-play
Probable Solutions: Intimidate the informant. Persuade the informant. Deceive or bribe the informant. Truth spells or potions. Divination or true-seeing.
MEDIUM ENCOUNTER: CSI FAERÛN!
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The DM says: You barrel through the door, following the sound of screaming. In the centre of the room lies a corpse, stabbed to death with the bloody knife still lodged in his back. The room is in complete disarray, with furniture strewn about and smears of blood on the walls. A wailing woman crouches by the fallen man while two stocky dwarves stand in attitudes of shock. The window is shattered as though someone had just jumped through it.
Goal: Discover the murderer
Obstacle: A mystery!
Primary Activities: Problem-solving & Role-play
Probable Solutions: Use Medicine to examine the corpse. Investigate the scene. Interrogate the witnesses. Gather clues and motives. Seek out suspects.
MEDIUM ENCOUNTER: VOLCANO LAIR!
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The DM says: The volcano rumbles around you and gouts of lava spew forth from the walls of the chamber as the cult members finish their ritual. In the centre of the magic circle a terrible flame belches forth and the demon king rises. He screams out insane laughter and, at the sound, the spumes of lava swirl and dance in a tornado. As one, the cultists turn to face you.
Goal: Banish the demon king
Obstacle: Hostile cult, demon king and lava
Primary Activities: Combat & Problem-solving
Probable Solutions: Fight the cultists. Dodge the lava. Investigate the magic circle. Ice spells to cool the lava. Trap the demon king. Collapse the chamber.
COMPLEX ENCOUNTER: BATTLE ON THE OPEN SEAS!
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(x)
The DM says: You are one day’s fair sailing out from your destination and everything seems ship-shape when your lookout cries down to you from the crow’s nest. A sail! On the horizon another ship has been spotted. It’s heading straight for you and, the lookout shouts with a tremble of fear in their voice, they are flying the black flag of the Blood Brothers, the notorious slaver-pirate gang.
Goal: Reach port successfully
Obstacle: Bloodthirsty slaver-pirates
Primary Activities: Combat, Problem-solving, Role-play
Probable Solutions: Athletics to climb the rigging and perform sailing tasks. Perception from the lookouts and navigators. Hand to hand combat. Combat spells. Utilising cannons. Steering the ship. Inspiring the crew. Manipulating the weather. Outrunning the slavers.
COMPLEX ENCOUNTER: CASTLE HEIST!
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The DM says: You study the map before you. The blueprints show a complex sewage system, filled with roaming monsters, high walls that are patrolled by guards, and a solid gatehouse, decked out with portcullis and moat. In the centre, deep within the castle’s underbelly, is your target. The vault and the fabled Diamond of Carnack. Your contact informs you that the Queen is hosting a tourney this week, where the winners will be feted and feasted in the grand hall.
Goal: Steal the diamond
Obstacle: Fortified castle
Primary Activities: Problem-solving, Role-play, Combat.
Probable Solutions: Sneak through the sewers. Climb the walls. Imitate a guard. Befriend/seduce a noble or guard. Pretend to be servants/entertainers. Win the tourney. Disrupt the feast to create a distraction.
Golden Rule #1
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