#it's fine though it's not like he's UNPLAYABLY bad
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arashi-no-saxlphone · 2 months ago
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the thing that really pisses me off about Rensen 8 is that 3 years in that shit is still COMPLETELY AMBIGUOUS ON BLOCK.
You pulled in someone who chicken blocked and want to know the frame advantage? Fuck you. You're either so plus or so minus and we're not telling you which one it is. I used to say that it would be crazy for it to be air unblockable like it used to be but after this long I'm not being reasonable anymore - make it guard crush. Make it plus. Hell make it minus 2 but please. Please make it make sense. Make it consistent. This character has gotten like 5 major buffs and he's still so bad. Give me one grounded plus button. Why the fuck is Chaos' c.S +1 and mine is -1??? I just want to understand.
Rainwater it's just a manual spacing thing; it's annoying only because other characters with a similar tool just get to press the move and it does what it should. Rainwater is helpful it's a good move but it needs a little more fine tuning imo. I don't understand why they gave Ram Ondo and made it +7 but this is only +3. No one is scared of that. That is not enough plus frames. Do I look like Sol Badguy to you I have one of the worst c.S in the game PLEASE help I'm dying out here because the opponent can dashblock.
If they did give him a few buffs in certain areas he'd probably be very solid, which people don't like, but like.... Chaos. Johnny. Bridget is doing this kind of shit but with a DP and insane mix. You can't fool me I know a double standard when I see one. Free my boy he only did some of that.
Whatever though they can make him bottom one and you'll still have to pry my sunshine British puppy dog from my cold dead hands.
I'm complaining about Axl again. Why does this motherfucker have so many blind spots on his moves holy SHIT
Rensen 8 is one of the most irritating moves in the game to me just because it hits 7 miles above Axl's head and is seemingly fucking TRIVIAL to jump out of after a blocked Rensen
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Genuinely what the fuck is this shit. Let me catch people who IAD PLEASE.
"You can use rainwater to bait throws" good fucking luck the hitbox for some reason DOESNT HIT UNDER AXL????? HELLO???? You can use it to bait throw at midscreen ig but if you're in the corner and the opponent tries to wakeup throw you it FUCKING WHIFFS???? i still love rainwater and the one vision sideswap combos you can get are extremely swag and cool and fun but pls it has so many flaws
Air snail as well only hits in like a 30° arc in front of Axl so if you try to use it preemptively you better HOPE your opponent is right there in the little zone that it hits in
Love you pookie you're gonna carry me to celestial 😘
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pwnyta · 9 months ago
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From someone who knows basically nothing about Baldurs Gate......
Imma give my UNSOLICITED OPINIONS.
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Karlach is the most consistent with her style. She looks great in everything. Shes also the hottest overall (no pun intended). Her personality is one of the cutest and the fact she doesnt seem to get that good of an ending is UH... CRIMINAL.
Best ship- ...//covers face and mumbles... I really like her relationship with the player... this is so unfortunate... but its so cute. I love her. (I know theres a couple endings where you can kill her. Those dont exist or Im calling the cops.)
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Base model MEH, Camp model VERY cute, Panties.... ITS A CHOICE BUT ONE I BUY THAT HE'D MAKE FROM WHAT I KNOW ABOUT HIM. Also I dont believe for a MINUTE this man got a six pack why are you lying directly to my face... He reminds me of Dr Frank, I love his voice, I would never be able to deny him anything because hes really funny and I just wanna see him go crazy.
Best ship- Astarion/Wyll... I just saw a video of Star being SO into Wyll it was hilarious. 'Honestly that MAN~' Someone get him a Thirst-aid kit.
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The sheer driplessness of this man needs to be studied by SCIENTISTS. But his panties are pretty cute. I do like his face/hair... but the man cant dress himself. ...Look on paper Gale is everything. His sweetness and earnestness is very charming but GOD... hes so cringe sometimes. GOOFY FUCK.
Best ship- ... Probably Wyll? I mean you can just slot Wyll in anywhere cuz hes so charming and he and Gale are such cornballs itd be insufferable.
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Laezel takes second place right behind my bbg Karlach. Her base model is a little weird looking the metal looks weird but it still looks pretty cool. Her camp model is super hot, I never would have expected those panties TBH... why dont the men get fun panties. This is a crime. Anyways 9/10 Zel! Congrats. IDK if I like her or the memes with her. her VA did that ducks in a row video and its so funny and I cant ever be mad at her no matter what she wanted to do.
Best ship- .....I mean aesthetically Karlach? For shallow reasons... idk what their relationship is like.
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...Look I know shes super popular but.... Look her camp model is pretty great but Her hair is hideous. I can get over Gales absolute driplessness cus hes still handsome... what is this hair... GIRL. The panties are a choice too... but after Karlach and Zel she really had little chance. Least theyre better than the guys.
Best ship- //shrugs I have no attachment to this woman LMAO
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Base model? Kinda boring but not terrible. Camp model? One of the best... the cute little peekaboo belly. I hope someone bites him. BUT THE PANTIES??? Girl. Youre lucky youre so handsome. The horns and crazy eyes elevate him... just putting that out there. Like Gale... on paper Wyll is so perfect but HES SO EMBARRASSINGLY EARNEST. The problem is probably just the style of the game... if it was less uncanny realism and more stylized maybe I wouldnt be as cringed out LMAO. Youre so damn cute Wyll... Im sorry.
Best ship- Astarion is funny but hes such a menace... I think Wyll deserves better. HALSIN/Wyll.
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Halsin somehow does the earnest lover thing way better than Gale or Wyll... but hes almost as bad as Gale when it comes to dressing himself. Who let this man dress himself? Hes hot though. It makes up for it. I cant believe BG3 let this beefy elf exist... Im so used to young looking scrawny pasty elves (eyes emoji).
Best ship- Like Wyll you can just put him anywhere.... but WYLL. Theyd just be so cute. Halsin could definitely dull the sheer earnestness to tolerable levels probably.
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This lady I know almost nothing about except shes kinda rancid.... but at least shes kinda hot and also can dress decently.
Best ship- ...//shrugs
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The fact shes not romanceable makes BG unplayable. Her face and hair is gorgeous, her clothes get a MEH from me... maybe if the colors were more muted?
Best ship- ...//shrugs
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Hes fine.
Best ship- ...//shrugs
?
I know the Emperor has some part in this too... and hes hot. So...
Overall-
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The difference between S tier and A tier.. isnt that different. I really like those 3 freaks.
At first Wyll & Halsin were these too but... they grew on me & I cant blame them for their faults. Its not Halsins fault you can traumatize a squirrel... its not Wylls fault the realistic style combined with his cheesy romantic bullshit embarrasses me...
I couldnt even get through Dream Daddys.... and I love that game.
I can forgive Wyll.
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spinningbuster98 · 2 years ago
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Devil May Cry Missions 9-12
Here is where we fight Griffon. The first fight isn’t too bad since it’s in an open field
The second one though? Pure garbage
That dinky ass boat is way too cramped for a boss this size, there’s too much shit in the way preventing you from either dodging his attacks correctly or even hitting him at all and the camera doesn’t even bother to keep track of the bastard leading to plenty of cheap shots.
The devs must’ve been aware of this since he has less health than before but fuck this. On DMD this fight is borderline unplayable. It feels like the boss was added at the very last second with little consideration as to wether or not it would fit.
The second fight against Nelo Angelo is fine though, now that we have the Ifrit gauntlets we can even break his guard with charged attacks, heck you can even stun luck him if done correctly.
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dimiclaudeblaigan · 2 years ago
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I like Engage, but I’m so tired 3Hs being made out to be this unplayable mess for shit other games did before it. No weapon triangle? Gaiden. Big maps? FE4 Hub world between maps? That had been getting bigger with each game. Rewind? Echoes. Breaking the game open? Every fucking game has that one unit or skill and it’s a choice; no one put a gun to your head. You don’t have to LTC a map and actually play it as intended. If it ain’t about part 1 being tedious on replays and the graphics, stfu. Ugh
Oops, I forgot to add that Fates did the the route split and Echoes had combat arts first. The map reuse in 3Hs is pretty bad too even with the story reasons trying to justify it so that criticism is valid.
People are just looking for poor excuses to hate on Houses now because there's a new game out.
Did Awakening have a weapon triangle, or even Fates? I don't recall them having it.
FE8 also did the route split and nobody hated it for that so lol.
I'm probably the only person around who prefers weapon durability but I do (also something not new to Engage as far as not having it lol). I'd rather have the money I need for what I want/need rather than no durability on my weapons and suffering for money. FE4 had a perfect balance because all weapons have 50 uses and could be repaired, so even though weapon choice was limited, the amount of money you could get overall per unit wasn't even that bad and you also had plenty of use out of your weapons. Not all, but most staves also had fifty uses.
For some reason FE9 said lolzies at Armorslayers and gave it 18 uses instead of just rounding it off to 20 lmao. Still bugs me to this day.
Personally yeah I hate the graphics for Houses, but that's more on the team that worked on it and less regarding the actual game itself. The content within the game is still great and it doesn't make me want to play it less. Typically I can ignore the backgrounds easily enough - it's just the anti-aliasing not being present that makes the models look bad close up. Hopes had that problem very very mildly but they definitely fixed it quite a lot in comparison.
I also like Engage, it's just not a top favorite of mine. I do like the characters for the most part, but I way prefer Houses' cast. The gameplay is fine, but I find it... oddly tedious sometimes? If Houses had a problem with being tedious, Engage isn't any better lol. FE4's hub world was perfectly sized imo and made it extremely easy to navigate everything you wanted to do, and you could also return to it within the chapter and go back to the arena or buy different weapons as you pleased. Also, even though every character has their own money, you still get plenty more money in FE4 than in Engage lol. It's also crazy to me going from Engage to FE9/PoR because PoR pays you for being a mercenary which is a perfect tie in to the story, so you get paid per chapter.
I break the Tellius games open with Oscar. :) :') He's the best unit in all of FE history and I don't take criticism. :))) :DDD
Houses is nowhere near an unplayable mess and neither is Engage. If people really didn't enjoy it that much, they shouldn't have continued to play it and just dropped it. Personally I found Houses to be more interesting on the map because you could zoom in and see the map outside of a grid view. Engage's camera pisses me off lol.
If Houses is an unplayable mess, then my name is FE5 Escape Map Where You Only Escaped With the Main Character and Nobody Else, Thinking Your Army Would Be Right Behind You Like In FE9, Except You Were Wrong and Now You Only Have One Unit For the Next Map. My last name is Unfortunately the Game Gives You Zero Indication That You Have to Actually Escape the Map With All Your Units So Frankly If You Saved Over That File After Escaping Without the Rest of Your Units Before Realizing This Then You're Fucked and Have To Restart Your Entire Fucking Game.
All that only to have to restart the hardest game in the series. :) :')
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thefootballobserver · 8 months ago
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Keep, Loan, Sell: What Lies Ahead for The Current Spurs Squad
Newcomers and outgoers have helped develop the squad for Ange’s vision - so what’s next?
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For a squad the size of Spurs, it was still unsurprising to see the team struggle through poor form when injuries and suspensions struck hard after the November home match against Chelsea. Despite being high-flying and unbeaten until that match, it was clear to any Spurs fan looking at what Postecoglou had that the team lacked squad depth to play the way the coach wanted. Although the coach could still put out a strong starting 11, the players on the bench - or even further - were still very much players from the past eras of defensive football under Mourinho and Conte. 
Despite some talented players coming in and remaining valuable to Postecoglou, there’s still a fair share of players whose time - for at least next season - might be best spent away from the team, either rebuilding their careers elsewhere or getting valuable game time.
This blog is by no means meant to slander or say that any players in the loan or sell section are bad; however, no player is over the club, and for new players to come in, current players will have to make their way out. For academy players, loans are a chance to get senior football under their belt in hopes of eventually making it into the first team. The list also has to consider homegrown rules, particularly ones concerning UEFA football, as it requires at least four players from the academy in the A team.
Keep
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The Spurs captain has the most goal contributions this season.
Guglielmo Vicario: He has arguably been the best goalkeeper transfer in the Premier League this season, although a lack of clean sheets from Spurs’ high (and, at times, exploitable) defensive line has worsened the look of his debut season for the neutrals.
Fraser Forster: If his foot injury isn’t too bad, he remains a valuable number 2 or 3 for the squad, bringing experience to a young side.  He signed a contract extension until 2025 this season and has little resale value, but he should be staying regardless of his role next season.
Alfie Whiteman: With UEFA’s stingy rules and another homegrown goalkeeper likely leaving in the summer, Whiteman’s likely here to stay at least until his contract ends next summer. He’s currently 4th choice keeper, though.
Cristian Romero: The World Cup winner isn’t going anywhere, with him receiving vice-captaincy and massively reducing his card collection this season. He brings a lot of experience in an inexperienced backline.
Micky van de Ven: The speedy Dutchman has bailed the team out on multiple occasions this season and is vital when fit, but his hamstring injuries may be something to watch.
Radu Dragusin: A new January signing still adjusting to the Premier League, he was signed as depth in a position that desperately needed someone, and he’s done fine so far. It would be great to see him play at RCB more, as his passing range seems limited in LCB.
Ben Davies: He probably won’t be sold for a meaningful price, and his contract ends in 2025 anyway, so the best option for everyone is for him to stay. He covers depth in two positions, doesn’t complain and can work with the academy for his coaching badges - a win-win scenario for everyone.
Destiny Udogie: It’s only been his first season in the Premier League, yet he is already one of the best left-backs this season - maybe even the best.
Pedro Porro: He has completely changed his reputation for the better. He’s been amazing, and I hope he starts sharing more set pieces with Maddison.
Yves Bissouma: With his inconsistency, it’s unsure whether his long-term future remains here, but at his best, he is unplayable; he just needs to concentrate more, as losing the ball has resulted in goals - or at least very high-quality shots - on more than one occasion.
Rodrigo Bentancur: His best will have to wait until next season, but we’ll all be there! He showed a lot of promise between his ACL and his ankle injury but hasn’t reached those levels yet, and that’s okay.
Pape Matar Sarr: He has easily been our best and most consistent midfielder this season; his work-rate is truly impressive. He’s been an absolute joy to watch, too - it’s hard to believe he’s only 21 sometimes, but he must be among the top 10 most promising U21 players in the Premier League this season. The legs he brings to this team are borderline unbelievable.
Oliver Skipp: This is primarily due to the UEFA rules, as this choice wouldn’t benefit Spurs or Skipp in the long run. He’s our leading academy player and the closest to being a starter, even if he hasn’t been on the bench lately and hasn’t played in months. However, he seemed promising when on, trying his best in an unfamiliar eight role (as a traditional number 6) and putting the legs in. He also had some nice long balls. Ideally, he would get a loan for game time, but that’s not how football works.
James Maddison: Although he hasn’t hit his pre-injury levels this season, he’s a fantastic creator for us on his day. For whatever reason, he’s been dropping deeper lately when he used to operate as almost a 2nd striker at times before, which is severely limiting his attacking output in set pieces, which is a real shame because we don’t have any like-to-like replacement for him. Again, he should be sharing set-piece duties with Porro more often, and his injury record is another thing to keep an eye on.
Son Heungmin: An obvious choice as club captain and a legend at the club. Since he���s not getting any younger, he’ll likely be used more as a striker since his pace will likely decline, but his clinical finishing won’t. He’s not an Ange winger but an upgrade on Richarlison.
Richarlison: Some want to sell him, and some want to keep him. The club invested £60m or so in him, and he should be given the time to repay that through goals unless there’s a massive offer for him. He’s a different profile from Son, which the club needs.
Brennan Johnson: An impressive upturn of form after heavy criticism of his performances. He’s still young and has a very high ceiling. It’s easy to forget that players don’t choose their price tag, and it’s also the fans’ job to keep supporting and backing their players as long as it’s clear they’re putting effort behind the scenes.
Dejan Kulusevski: Despite his poor form in recent games, there’s no real reason to let him go, especially with his work-rate and versatility. While he’s far from an Ange winger, he has the work ethic, and it’s hard to see Spurs selling him - poor form happens with every player; he’s only 23, and patience is necessary.
Loan
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Ashley Phillips has impressed on loan this season at Plymouth Argyle.
Ashley Phillips: This decision heavily depends on whether Spurs sign a senior centre-back in the summer. If so, Phillips would benefit from another senior loan, either in a better Championship team or a weaker Premier League team. If not, then Phillips’ development may come with the senior team.
Alfie Dorrington: Impressing with the U21 side, a senior loan would be the best for Dorrington’s development. With Dorrington and Phillips having bright futures ahead of them, Spurs may not have to look for long-term defensive options in the summer, depending on how both of their profiles mature or change with more senior football.
Alfie Devine: He’s impressed with his initial loan at Port Vale, helping the team get to the quarter-finals of the League Cup. His second loan at Argyle with Phillips has been slightly more disappointing. However, he appears to be playing in a somewhat different role than usual - he was recently sent off in his former England coach Ian Forster’s last game in charge of the team for a bad challenge. Given that this is only his first year on loan, another could be useful before he (hopefully) gets a chance on the first team.
Jamie Donley: Another youngster who’s impressed in the academy, becoming an assist machine, mainly shown in the team’s 6-0 win in the club stadium. He’s made a few late-game cameos in the first team during Spurs’ injury and suspension crisis - notable moments include winning an aerial duel against Haaland in that match and pulling Maupay’s shirt in that other match. He’s already one of our own just for that.
Lucas Bergvall: Perhaps this is a shout to the clouds, as many fans want to see him play in the first team as soon as his time in Sweden ends. That said, the Swedish league is another level from the Premier League, and he’s just turned 18. A loan within England would likely be the best option unless Postecoglou decides in pre-season that he’s ready.
Yago Santiago: He’s 20 and needs a loan unless he’s getting sold to another academy. However, academy watchers say he’s been highly promising and could be what Ange needs from his attackers.
Dane Scarlett: It would feel unfair not to give one more shot at a decent loan; he’s been unlucky this season with Ipswich’s unexpected promotion charge, and the team had no reason to play an inexperienced 20-year-old over any of the senior options. His performances for the England youth side also appear to be promising.
Will Lankshear: Much like Donley but switch assists for goals, the two have formed their little Harry-Son pair, with Donley providing the assists for Lankshear. He recently made his name known for his 11-minute hattrick at the Tottenham Stadium, making it the fastest. He said he plays like a traditional, old-school number 9, so should his development go well, the team could have a serious goalscorer on their hands.
Alejo Veliz: His current loan at Sevilla is faltering, despite being given the number 10 shirt and high praise from the coach (don’t forget the Sevilla admins on Twitter constantly Spurs-baiting fans). Rumours say that Spurs will send him out on loan again next season, with Bournemouth being one of the linked names. Though it won’t happen should Solanke remain, Bournemouth would be the perfect club for Veliz’s development if he gets sold.
Sell
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Hojbjerg’s future at Spurs is over as long as Ange is at the helm.
Japhet Tanganga: Although his loan at Augsburg could only be described as disastrous, his current time at Millwall couldn’t be any more different as he’s a regular starter and recently scored his 1st and 2nd senior goals there. It’s always a shame when academy players don’t appear to have a future at the club, but it seems like his career will be spent away from Spurs.
Djed Spence: He’s currently on loan at Genoa as part of the Dragusin deal. He’s received praise but hasn’t regularly played 90 minutes, either. Given that Ange already had a good look at him in the pre-season and said, “Nope,” it seems like a sale is inevitable.
Sergio Reguilon: He’s been on so many loans and has struggled with fitness issues, although he’s a starter for Brentford with Henry injured for the season. He was OK for Manchester United early this season but isn’t technical or defensive enough to play as an inverted fullback. Another player that was also looked at in pre-season anyway.
Joe Rodon: With Rodon having a great season as a starter for Leeds as they continue their charge for automatic promotion, he’s the player with the highest value for Spurs, and the club will likely try to maximise profit. Although he’s not bad, he’s not at Spurs’ level but would do fine in any lower team in the Premier League. It would be great to see him continue with Leeds, but without a buy option, it seems unlikely that he’ll stay a second season there, especially if they fail to get promoted to the Premier League.
Emerson Royal: If Spurs will keep Ben Davies, then Royal is an easy shoo-in for this category. With Dragusin in and Royal needing to be more adept to play as an inverted fullback, his time under Ange is likely up, no matter how many (frankly fantastic) rap songs he writes or how many vibes he has. Rumours say Saudis are sniffing around, and Spurs should be looking to sign a better fullback anyway.
Tanguy Ndombele: This probably won’t happen, but his time in Galatasaray has been unsuccessful, and despite his heavy price tag, his work ethic is severely lacking. Regardless of the reasons, his future does not lie at the club, and his contract ends in 2025, so this summer would be the last chance for him to get a fee before he leaves for free.
Giovani Lo Celso: He’s a bit of a fan favourite, and it’s easy to tell why. However, his injury record is poor, and with Maddison not boasting a great one either, it would be in his best interests to cut someone off and bring someone more consistent. He’ll probably want more game time with how he performs internationally.
Pierre-Emile Hojbjerg: He was brought for a different style of play, which he did well at, but he no longer fits the new attacking play Ange has brought to the club, which is a shame because he’s clearly a good character and still puts in the work despite pushing for an exit last summer. He’s still an excellent player under the right coach, and although the period he was here wasn’t the most pleasant, fans can still be proud and thank him for his performances.
Bryan Gil: A player with the right profile for this team but isn’t built for the physicality of the Premier League. He’s very much a Laliga player and will probably go back there. It’s still slightly baffling why he didn’t choose to go on loan in January, especially when he hasn’t made it in the squad in months.
Troy Parrott: His loan at Excelsior has brought the attention of potential suitors. Again, it’s always a shame when academy players don’t work out for the senior team, but it’s for his career and the club's direction.
Release
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Despite being 3rd choice goalkeeper ahead of Whiteman, Austin’s contract ends this summer.
Brandon Austin: Our only player whose contract ends this summer. Although he’s ahead of Whiteman in the pecking order, Spurs don’t seem to be preparing him for a contract extension anytime soon and at 25, he needs to kickstart his career away from his boyhood club - for whom he’s never made a senior appearance for (Whiteman has made one).
The Left Winger Conundrum
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Timo Werner has made an impact during his loan at Spurs.
Manor Solomon: He injured his meniscus in training in October and got minor knee surgery, but hasn’t featured since September after suffering a few setbacks. His most notable feature was the two assists he provided in the Burnley away game for Son’s hattrick, but he didn’t make any real impact in his other appearances. Signed on free from Shakhtar due to the UEFA rules surrounding the Russia-Ukraine war, it would make sense for Spurs to sell him for a fee to free up space for a new left winger touted as “Son’s successor.” It doesn’t seem like Solomon has a long-term future in the team anyway, with Johnson and Werner having more significant impacts on the left wing. Hopefully, he recovers before the summer transfer window ends to help his market value. Of course, geopolitical situations elsewhere may also be playing a role…
Timo Werner: He’s currently on loan from Leipzig with a buy clause of around £15m. Although his finishing still leaves a bit to be desired, he’s pacey and surprisingly good at finding white shirts inside the box. He’s said he’s enjoying playing for Spurs and being in the environment has likely helped his confidence. He’s still not an Ange winger, but he’s the second-closest fit behind Johnson and is a slightly different profile from anyone else the team has. Should Spurs go into the market and purchase an excellent left winger for a respectable price, Werner can provide good cover, rotation, and experience without causing too much of a fuss. However, his wages and age are worth considering, as he’ll likely have to take a wage cut, and he’s closer to 30 than not. If Spurs can keep him and another good winger in around the £60m region, he is worth keeping beyond this season. But fate is more in Werner’s hands than it is in Spurs.
Ultimately, the fate of many players in all the sections depends on Spurs’ actions in the transfer market. Additionally, some of the academy players in the loan section may likely have to stay to satisfy the UEFA requirements should Spurs manage to qualify (which is, at this point of the season, seems unlikely that the team can’t quality for one of the three competitions available), even if it’s worse for their development unless Spurs chose to field a smaller team A squad.
Hopefully, Spurs will back the manager and get players in this summer, as there’s clearly a vision in the team that can be fulfilled next season.
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less-than-three-3 · 2 years ago
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The Mageseeker: far from the peaks of Ruined King
When Ruined King, Riot Forge’s first published game, was revealed in the December 2020 Nintendo Direct, I was intrigued but cautiously optimistic. The combat looked really interesting, and the universe was one I had some familiarity with through a brief stint with Legends of Runeterra (the card game) but never really cared much about. So imagine my pleasant surprise when the game came out the following year and was possibly one of the most engaging turn-based RPG’s I’ve played, possibly ever. The story and characters were compelling, the combat system slapped, and the variety of team composition possibilities kept me hooked the whole way through. Sure, it was a little buggy in places, but it was very easy to overlook that. 
All this to say, this publisher started off on a really strong first impression to me. Arcane blowing me away certainly helped me get invested in the universe as a whole. Of course, Forge is an indie publisher, not a dev studio, so whether or not that momentum could be kept up was fairly up in the air and dependent on the teams they’re working with. Despite this, though, I was still really excited for its next narrative release (so not Hextech Mayhem, lol). 
The Mageseeker is a good reminder of why I should temper my expectations sometimes. It wasn’t bad, but it certainly didn’t live up to the heights of Ruined King. And again, it’s a bit of an unfair comparison I know, but it still kind of stung regardless. Full thoughts below, fairly spoiler free:
Before I get mean, I just first really want to highlight hands-down the best part of the game - the music. Gareth Coker, composer of the Ori games and Ruined King, soundtracks which I greatly admire, returns for Mageseeker, and I am super happy that they did so because he knocked it out of the park again. The setting of the game really played into his strengths, I believe, as its more magical and mystical settings lent themselves well to an Ori-like style, though of course it very much has its own identity. A great fantasy soundtrack from the serene forest themes to intense climaxes.
This would be great if it weren’t for the fact that, sometimes, the audio would kind of... tear? I don’t know how else to explain it other than audio tearing or crackling, maybe it’s peaking in the mix? Like when you’re lagging in a game or something, it reminds me of that. I have to assume this is a mixing issue of some sort, but it wouldn’t happen at predictable time (like during frame drops- more on this later), it would just kinda sporadically happen, even during tame cutscenes. I’ve never seen something like this before. For the record, this was on the Nintendo Switch version, so maybe it might have to do with it being a fairly weak console? And unfortunately this is just the start of a few technical issues I had.
I would also occasionally get frame drops which feels odd for an indie game of this style, and again this is totally probably a Switch problem, but the Switch can certainly handle games like this fine. It runs Hades flawlessly, for example. And I’m not usually a stickler for this kind of thing, but it was really noticeable when it did happen. (Again, oddly enough, the frame drops and audio tearing weren’t simultaneous, they are independent issues.) It would also occasionally crash, including, hilariously, during the end cutscene??? I hate pointing things like these out for an indie game, because these are teams that pretty much always need the good press, and they’re really trying their best. This isn’t to say the game is unplayable or has a ton of bugs, but I just really noticed these few issues and, while it didn’t necessarily sour my experience, I feel like I needed to really mention it.
Technical issues aside, I think the next strongest thing was the combat. Using the chains as grapples and the ways to incorporate it into your combos, especially with the elemental partners adding new combos and bonuses was satisfying. I think it could probably use more depth if it were a longer game, but for a like 10 hour experience, that kind of combat is totally welcome. The vfx could also have used some more oomph for hits, but it was something I got used to over time.
The spells? Well, it was fine. Not really as cool as I was expecting, in part because of the relatively low variety in spells. Using them from your toolbar was great, and there were some pretty broken spells in the late game, and those are pretty fun to use. But I mean the spell stealing mechanic was not the most satisfying thing in the world. It works, it’s fun, but it never really clicked. I found that just using melee combat was way more fun and engaging than spell stealing. 
Interestingly enough, the depth for the spells can be found in a side mission archetype, where you travel down prisons and gather new spells with modifiers tied to them on each floor to get stronger. I know this game is not a roguelike and they did not want this game to be a roguelike, and I did not really want this game to be a roguelike, but damn the roguelike sub-mode was fun. There was a build I got where your damage would scale with your health, and other modifiers that just boosted max health and scaled damage, and it must have been multiplicative because I just straight up one shot most mobs. It was incredible. If they built on that, or introduced modifiers as an additional upgrade tree (as opposed to just more damage/defense/health up trees....) I think I would have enjoyed it a lot more.
The story also does not really keep up with Ruined King, in my opinion. I think the characters and motivations are all there and fairly compelling in theory, but at the same time they get to feel fairly one-note by the end, with pretty straightforward arcs pretty much going “wow, my previously harmful beliefs that were directly condemned by some of the people close to me are bad, actually? I should change...” The pacing feeling fairly rushed didn’t help this at all, either. The Katarina side-comic they released leading up to this game has character building leagues (heh) ahead of it, which feels just a little disappointing, y’know. Maybe voice acting would have helped, but I don’t know. 
All in all, I can’t really in good conscience recommend this that much, specifically the Switch version. If it performs better on other platforms, it is probably worth playing as a relatively light dozen-hour game with some moderately interesting story elements, but I think there are probably just better indie games out there that can scratch this itch. It pains me to say this, but this really felt like the “just ok” tie-in game that I was fearing Riot Forge games to be overall. I just hope that Convergence can really blow my socks off again like Ruined King did. 
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pegasusknightsonly · 2 years ago
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now that im at endgame i want to quickly run through my team and what i learned about awakening luna playing it again after seven or so years
what i learned:
i used WAY too many units. nice as it was to have a full second gen trip the late game it was not really feasible without a lot of grinding
its generally better to play aggressive than defensive on maps, even if it means you're not using pair up so you have better action economy. chapter 4 and chapter 9 were really tough until i went all out with the aggression.
myrmidon might actually be good in Luna bc avo+10 becomes really really good when it's cancelling out a whole bunch of hit+10s. this does not fix lon'qu's bulk issues.
map skirmishes blocking useful shops are the fucking devil and not something you can do anything about other than wait until you hit endgame. really annoying feature
DLC doesn't scale to game difficulty!! that's fun
weapon forging is my new best friend
van/ven is still ABSOLUTELY broken and Owain hard carried my team through several maps
and my thoughts on my team!!
Robin - i actually think i fucked up by second sealing at twenty instead of promoting? armsthrift is nice and i wanted it for Morgan's inheritance but robin fell off really really hard by the midgame and i never got him back so it would have been nice to have rally spectrum available when that happened. ultimately that was ok for me bc unlike the luna guides will tell you i was not solely relying on robin for the front lines but oof he fell off harder than Fred
Chrom - Chrom is Chrom. not much to say there. he didn't get to see a lot of combat early which kind of worked out in my favour bc it meant he was still in lord in chapter 12 and gave Sumia some HUGE effective dual strikes with his rapier. it might actually be worth delaying his first class change to get that?? as usual i went archer -> bow knight and he was great in both. rally skill is actually really good to have on a non-combat unit in later maps where everything has so much speed and avo, it definitely made the difference for Nah a couple of times
Sumia - MVP. oh my god she was so good. i had to grind Olivia anyway so i ran her through great knight and although i don't want her to see any enemy phase combat at this point it has been really helpful to have her fly in, kill something annoying with a luna proc and fly out again to physic or rescue. rally speed has been really helpful as well! i had to do a little hand holding with her in chapter two but early investment pays off so well and i can't think of another unit who can transition from frontliner to support as well as she can. love her.
Fred - when people say awakening luna is unplayable without using Fred are they like. are they just bad at the game? don't get me wrong he was fine but imo the Fred carry/Robin carry meta really only is true until chapter 3 which is... not long, and definitely not long enough for Fred to have the kind of reverence he has in Luna meta. idk. he was fine! i had to finagle a bit to get him and Olivia married which was a pain but then it was nice being able to give Olivia extra move via pairup in the late game.
Olivia - i normally bench her after getting the kids when i play hard bc galeforce is just better than dancing and she becomes a liability with the ambush reinforcements so it was kind of novel to still be deploying her in the valm arc, even though that was mostly just to dance Sumia so i had two actions worth of healing. i had to do a LOT of grinding with DLC to get her galeforce for inheritance which was pretty painful and her stats were never that good. dance utility for my healer has been pretty nice!
Sully - i probably shouldn't have used her and shouldn't have given her the resources that normally go to wyvern Panne but i LIKE her and she did really really well in chapter 12 after she promoted and got lance access back. Gaius s support is solid but those first few levels before reclassing were really difficult because her bases are just so low. if awakening luna slightly bumped up everyone's bases it would be a joy to play.
Panne - it says a lot about how good wyvern Panne is that i brought her back in to the team way too late and she not only kept up but then outperformed Sully who'd had so much more investment. brokenly good unit and by the time i got Yarne she had late game worthy stats. the lack of galeforce kind of hurts as does her weapon ranks - she was stuck using bronze axes for so, so long - but yeah. good unit. believe the hype.
Nowi - i have really mixed feelings about Nowi's performance because it was just. so painful. her bases do not get bumped enough and at the start everything was doubling her and her awful 18HP. speed issues continued for a long long time but she eventually kind of pulled it together. a bit. not sure I'll do this again
Vaike and Lon'qu - mostly they were used to produce Nah and Yarne respectively but they were ok!! really solid backpacks. Vaike's stats were toilet tier for a long long time but he got there eventually. lon'qu loved dual striking for panne so much it got her in trouble a couple of times. it's good that they can support each other as well!
Gregor and Miriel - i put so much into Miriel lmao i love her. woteva. she was fine, bulk and survivability issues but that's pretty standard for Miriel. i also had trouble with her critting things i did not want critted. Gregor got so little investment i actually felt kind of bad for him. i promoted him after like... one or two levels worth of dual striking experience but i probably should've done it sooner
Lissa and Libra - early promotion to get Lissa tomefaire (mostly from rescue staff abuse) was worth it! really solid performance from both of them and Lissa had decent offenses on her galeforce grind. i wish I'd used Libra as a frontliner more but ultimately Lissa needed more exp than him and that's how it worked out, but it felt like a missed opportunity bc Libra in luna is really, really good.
Sumia!Lucina - i was worried about her stats on recruitment but she's been really really good and had some fantastic survivability thanks to her aether procs. great unit, does everything she needs to. i ran her through great lord for rfk + rapier access and that worked pretty well! her final class was between bow knight and paladin but surprisingly paladin has better overall stats and she didn't desperately want anything from bow knight. i don't think i would want to do anything dramatically different with her
Chrom!Cynthia - BEAST. BEAST. BEAST. ALL OVER THE SHOP
Libra!Owain - my only van/ven build and boy did he do good work with it. kind of ruined a couple of maps when the computer abandoned all reason and prioritised attacking him bc he was a staff unit which was a pain but ultimately pretty recoverable. van/ven is good! van/ven owain is good!!
Gaius!Kjelle - sadly she became mostly just a pair up bot for Owain. i never quite got her offences up to scratch to get her galeforce which was a real shame. Owain appreciated the stats and a partner with flight though
Frederick!Inigo - ugh. my only real disappointment in this run. speed!! speed!!! where is his fucking speed!!!! giving him galeforce was nice and all but he can't use it very well if he can't fucking double!!!! Inigo!!!! what's going on there!!!!!! i think Fred passed down dual guard+ which is fine but ultimately inigo would've been better with either luna (the lack of offensive procs really started to hurt him) or deliverer for extra movement for Cynthia. kind of pain to level and promote. he relied on his s support with Cynthia a LOT.
Vaike!Nah - might have been a little too ambitious to want to run her through merc and hero before bringing her back to manakete but those Vaike offenses ended up really paying off. very very slow to start cooking but so good once she got going. sightly too tanky? enemies tended to avoid her on EP which wasn't helpful. her sol proc rates also need some work but overall a really solid unit and one i might bring back to hard mode or use in luna again.
Lon'qu!Yarne - I'm glad i made the decision to bring Panne back to avoid Lon'qu/Lissa. listen. i have not asked Yarne to do too much but he has done it so well and has probably contributed the most in battles for the least exp. bless him! bless his name!!! i wish Panne gave him a better class set. he could have been everything.... that said, even if my original plan of barbarian -> beserker -> griffon didn't work out due to lack of EXP he still did really well and sat in an unpromoted class until chapter 25 when i took pity on him and went to a DLC map. really solid guy.
Gregor!Laurent - i had such plans for a strong and bulky nostank with armsthrift and then it just... never happened. im sorry Laurent. i don't think i ever gave Gregor enough levels to make that work. he did ok promoting to dark knight instead of sorc to be Morgan's pair up bot but i kind of wish I'd managed to get him going. i have two forged Nosferatu in my convoy that i now can't use. whoops
Lucina! Morgan - less than 25 str or mag as a level 10 dark flier was not it. great crits, great aether procs but what the hell happened to her offensive stats. bizarre. probably not unfixable but she's going to close out the game as a rally spectrum bot. rip
Cynthia got the most MVP awards but Owain was just so, so good and Lucina did everything i needed her to. Sumia!!! she's so good!!!!! anyway i had a lot of fun with this run once i found my feet with it and i... honestly will probably finish it and immediately start another one lmao. it was fun!!!!
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fullsuuns · 4 years ago
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true blue | n.jm
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pairing: jaemin x fem. reader
genre: angst, fluff
wordcount: 6.4k
tags: camphalfblood!au, forbiddenlove!au, demigod!jaemin, mermaid!reader, jaemin is son of poseidon in this, it’s also told in jaemin’s pov
warnings: none
synopsis: in which na jaemin finds out he’s more gifted than he initially thought and also takes the risk of falling in love with a mermaid.
song rec♫: neptune - sleeping at last (highly rec this song as it alone inspired this entire fic)
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na jaemin had always been a lover of water.
growing up in busan, he always felt inexplicably drawn to the ocean. be it the way the water always felt refreshing to the touch and would instantly clear his head, or how the tadpoles would dance around his toes when he dipped his feet in, he didn’t know. all he did know was that he adored it.
maybe it had been the initial reason he’d joined his highschool’s swim team during his senior year. something about diving straight into water and moving his body in a way that almost felt like second nature to him. getting praised for doing so was just another factor in what drove him to spend more time at the school’s pool than, quite literally, anywhere else. though in his last year, jaemin quickly became a commended athlete for his extraordinary talent.
what other people didn’t know, especially his classmates and his coach, is that na jaemin could do something with water — something that he was sure other people couldn’t. at first, jaemin told himself it wasn’t anything out of the ordinary; that making the water ripple beneath him without even pressing his palm to the surface wasn’t odd.
except it was — that was what he soon realized.
of course, making water move didn’t seem like a big deal; jaemin would reassure himself that it was most likely due to the pressure coming from the pool’s installed filtering jets. everything seemed fine as jaemin dove into the body of water. he hadn’t noticed the pretty bad scrape on his arm, either — and from what? he didn’t even know.
when jaemin had surfaced, his eyes caught the slight discoloration to his submerged skin almost immediately. he brought his arm up and out, water sloshing around him as his eyes inspected the scrape. the wound looked pretty gruesome under the white light, the harsh lighting of the natatorium almost making it appear worse than it probably was.
he was about to just let it be, swim a few more laps — at least that was the plan until he saw water creep its way up his arm. several streams ran over the wound, collectively healing and sealing the scrape up. now in its place was nothing but unblemished skin, as if nothing had ever happened.
jaemin was shocked. his mouth had hung wide open, eyes almost bulging out of his skull as they drank in his now seemingly perfect forearm. he was quick to dart his eyes for his surroundings, hoping no one had witnessed what exactly had just happened. there were various students, all a part of the water polo team, but they were all too busy with setting up equipment to notice jaemin’s situation. he was thankful.
he swam to the edge of the pool after that. he pushed himself up, gushes of water splashing around him as he exited. jaemin power-walked to the locker room, wishing that whatever he’d seen was just a figment of his imagination and that it never actually occurred. he didn’t spare his arm another glance for confirmation, choosing to ignore the incident for his own sanity.
nothing intense had happened since that day, and jaemin had graduated from highschool peacefully. of course, the swim team’s ace had been scouted by big universities, but jaemin had already been set on dropping swim after the pool incident, so he politely turned each one down. (each agent had looked at him incredulously, but jaemin just smiled humbly, thanking them before parting ways.)
the summer after his senior year of highschool had been pretty boring. several hours into the night for various nights in a row, jaemin played call of duty with his friends donghyuck and jongho. he was sure that he even developed eyebags, but ignored the mirror every time he stepped into the bathroom. cold showers always fueled to restore his energy almost completely, keeping him going despite donghyuck’s whines that they didn’t do anything. jaemin would tease that the brunet simply just wasn’t as cool as him.
one day, jaemin had decided to pick up the mail that arrived at his mother’s house just so that she didn’t have to. he was surprised to see a handwritten letter addressed to him, even going as far as having a wax seal on the back. jaemin had dropped the rest of the mail pile onto the kitchen table instead, focused on prying the single envelope with the hard-to-budge seal open.
the letter wasn’t anything fancy, really, but it hadn’t been written in korean. initially, it was written in a language jaemin couldn’t decipher — or at least that’s what he thought until the characters started to float and move around right before his eyes. out of shock, jaemin dropped the letter and envelope to the floor. he’d squeezed his eyes shut, spewing mantras of it’s just the redbull, it’s just the redbull.
jaemin eyed it for a while, the crinkled cream paper unmoving in all its glory. his mother still hadn’t gotten back from work, so it was just him in their house. still, jaemin refused to pick up the letter for five more minutes.
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he should’ve known that that had been the start of it all; that it’d be the inevitable start of na jaemin finding out he had magical blood running through his veins.
he simply ridiculed the idea, ridiculed the letter in its entirety until his mother had gotten home that one fateful day only two weeks ago. she’d told him that it was all true — about how jaemin was a descendant of the all-mighty poseidon, god of the seas, and that he was a lot more gifted than he thought possible.
he wanted to cry, laugh, maybe even scream, because he desperately wanted to be told it was a joke. still, the memory of his mother only looking at him with serious, unplayful eyes bore itself into his mind. in that moment, fourteen days ago, jaemin knew that it was true — knew that that was the reasoning behind why he was always different.
na jaemin didn’t want to believe it. he still wanted to be in unnerving denial, even as his mother drove him to what she said was the boundary line that connected the human world to the gifted world. even when their car had stopped at a clearing and she had exited the vehicle, she still motioned jaemin’s figure out.
“i can’t go beyond here, jaemin. you have to go on your own.” she told him when he finally stepped up to her.
“but why?” he asked. jaemin didn’t want to admit it, but his heart was beating sporadically beneath his chest at the thought of having to do this alone.
“i’m not like you, jaemin. you must go on your own and figure out your destiny.”
she’d given him a hug, promising she’d call him. jaemin wanted so badly for her to tell him this wasn’t what was actually happening, that it was some planned-out prank that would land them both on television and get them thousands of dollars, but he knew it wasn’t in his mother’s nature to pull something like this.
as he stepped deeper into the forest with backpack on his shoulders, jaemin looked back to see his mother wave at him. he waved back, a wistful look crossing his features momentarily as he stared at her. with a newfound sense of bravery, and one last look at the woman who raised him for twenty years of his life, jaemin turned back around and ventured farther into the forest, leaves crunching beneath his boots as he searched for whatever it was exactly that awaited him.
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jaemin was surprised, shocked, flabbergasted to see that whatever his mother had told him about actually turned out to be true. forty minutes into his walk, and with the sun threatening to set, jaemin reached a clearing.
it greets him in the form of tall, wooden trunks that are formed to create a singular entrance. above it, greek lettering rearranges itself into korean before jaemin’s eyes (just like they had on the letter), and soon, camp halfblood is sprawled over the wood.
he didn’t know exactly what to do from then on. jaemin heard a yell being shouted from inside the open territory, and someone was quick to jog up to him.
“new comer?” the person asked. he looked to be around his age: black hair, youthful brown eyes, and a similar build to jaemin.
he nodded, albeit a little cautiously.
“i’m jeno,” the raven said, grinning, “son of ares, god of war.”
“i’m jaemin.” he greeted. “son of poseidon, i think? at least that’s what i was told.”
jeno’s eyes widened, marveling at him. “no way, poseidon?”
jaemin only nodded again, more confident this time.
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safe to say, it took jaemin a while to get used to his new life. word of the one and only poseidon’s son was quick to spread around the camp — or at least that’s what he assumed, because only two days had passed before he’d found out everyone knew of him.
with jeno teaching him battle techniques and all about camp life, jaemin grew grateful at the chance to be given a friend in his new life. of course, there were still times that he missed his old ones.
(he’d told donghyuck and his other closest friends that he’d be away on an internship in the united states for some time, and that his cellphone service wouldn’t allow for international calls or texts. it was a lie, but it seemed believable enough that they didn’t question him.)
jaemin was lucky to reach his mother on the phone the night he’d first arrived at the place two weeks ago. he informed her that he’d gotten to camp safely, that he’d even met a new friend, and she’d been relieved. his mother told him to stay safe and to call her more often, to which he agreed he would do.
more time passed, and jaemin had met more friends: renjun, son of athena, chenle, son of hermes, and jisung, son of demeter. they were all nice boys, despite their initial gawking at finding out that jaemin was a direct descendant from poseidon himself. although the shock was there at first, they were quick to dismiss it in favor of treating him normally — or as normally as demigods could treat eachother — and jaemin was grateful for it.
he’d even gotten his own cabin — a gift from his father — chiron, head of camp, told him. it was a grand cabin constructed close to the edge of camp, away from any and all others (jaemin was happy to learn that) as it overlooked the vast ocean it connected to. over time, jaemin grew to love visiting his dock in favor of clearing his head. the water around him felt like home, and it still served to calm him and keep him peaceful when he was conflicted.
jaemin would visit the dock several times a week just to get a sense of grounding. there were times he would play with the water beneath him, ghosting his palms over the surface to practice creating ripples. the fish that swam under the water were always spooked.
it’d been two months later that something truly happened, something that he never expected to see — or, well, hear.
jaemin thought it would be just another ordinary thursday, except that idea changed when he heard faint groans of pain from behind the giant boulder to his right.
he knew that the rock was beyond the boundary line that separated the camp from the outside world, but jaemin always pinged himself as the curious type. he was quick to round the rock, wanting to figure out what exactly had been making noise.
he didn’t know what he expected, but he certainly didn’t expect to see you laying a ways away from the ocean, tear streaks on your face as you distinctly cried out in pain.
jaemin was quick to rush over.
“oh my god, are you okay?” he asked, panic in his voice as he knelt down next to you.
your tail shimmered under the sunlight, and jaemin was sure he knew what you were. he’d read about creatures like you all his life. he thought mermaids would just be folklore, imaginary. he didn’t believe them to be real at first, but jaemin had also found out he was a demigod so he wasn’t exactly sure about what was real or not anymore.
you definitely seem to be real, at least that’s what jaemin thought to himself.
he was refocused by the time he heard a whimper escape your lips, fear evident in your eyes as you tried to shimmy away from him. with your attempts being fruitless, jaemin’s heart ached momentarily when you lifted your tail only to wail in agony.
“it’s okay,” he assured. jaemin brought his hands forward to show you that he hadn’t been holding a weapon. “i won’t hurt you. what’s wrong? i want to help you.”
you bite your lip. your voice is quiet, yet almost melodical to him when you speak. “my tail. it’s my tail. i can’t - i can’t move. it hurts too much.”
jaemin looked down to see what you were talking about. sure enough, he saw several gashes lining the ends of your tail, some chunks to your fin even ripped off.
his eyebrows knit in sorrow, worry. “who would do this to you?”
he didn’t expect a response, it’d been more of a rhetorical question that he’d wondered to himself. still, he heard your quiet answer. “fishers.”
jaemin looked back at you, smiling in hopes that it could be enough to soothe you down a bit. he didn’t miss the way your irises still held traces of caution and fear, but he was quick to reassure you.
“don’t worry, just let me do something real quick. i promise you’re safe, i won’t even touch you. just let me help. can i help you?”
he waited for you to nod, for you to give him permission to help you. hesitantly, you did so.
you were still a close enough distance to the ocean that the water came alive at jaemin’s command when he held his hand out. he looked to you for any sign of discomfort, letting his tensed shoulders go lax when he only found twinkles of surprise and curiosity in your eyes. jaemin didn’t let the water get swallowed by the sand as it trailed up to you. he directed his palm towards your tail, the water running over the broken fin of your tail.
what happened next made you gasp and jaemin grin. the water was slowly beginning to mend your tail, restoring the previously broken off ends with new, healthier ones out of thin air. by the time your tail was repaired, and you had flapped it experimentally, you cried out in happiness.
“no way! no way, my tail!” you give it another flick, just for good measure. “it’s back!”
jaemin saw the grin on your face, saw the way your eyes shone so brightly, and he had to admit that it served to bring a smile to his lips.
that had been jaemin’s first encounter with you.
two weeks had passed.
jaemin was sure he’d never see you again after that, telling himself you’d most likely never come back a second time. he didn’t tell anyone of his encounter with you; hadn’t mentioned anything about mermaids to anyone. still, two weeks passed and he couldn’t get you out of his head, because simply to him, you were the kind of ethereal beauty beyond those descended from the aphrodite herself.
he’d been seated at his cabin’s dock again. the water was calm, nothing but the faint chitter-chatter from camp the only sound that could be heard. in his silence, jaemin constantly found himself wondering if you would ever come back, if he’d ever cross paths with you again as he dug into his pocket for a stray coin. he threw it into the ocean, watching it leap for several seconds before sinking below the surface.
he let out a sigh.
“maybe something like that was too good to be true,” jaemin spoke to himself. “silly me.”
except, jaemin was quick to turn his head when he felt something hit his bicep. looking down, he saw that what he’d been hit with was a singular pebble — round and smooth and definitely hand-picked. he chose to ignore it, telling himself it could’ve just been a coincidence. then he felt another hard collision to his arm.
he turned faster this time, eyes fleeting as they scoured for location of the source. the top of a head behind a boulder caught his gaze. it disappeared almost instantly, but jaemin knew he saw it. a tiny spark of hopefulness was quick to rise within him when he realized that that had been the rock he’d previously seen you behind.
jaemin got up to his feet, grabbing the small yet striking pebble in his hand. he’d looked over his shoulder, made sure no one saw him crossing over the boundary before he made his way over to the boulder.
jaemin reached the top of the rock soon enough, sitting down as he waited for you to come out. he’d purposely tip-toed so as to not let alert you that he was approaching, and it’d worked as he heard a shriek from you once you made another appearance. the surprise of it had you falling back into the water, in turn making jaemin both laugh and clap his hands in amusement.
he grinned teasingly at you, holding up the pebble next to him. though he wasn’t happy about you throwing stones at him, he was ecstatic to learn that you came back. “is there a reason you’re throwing rocks at me?”
jaemin watched you emerge from the ocean in all of your radiance. he took note that from under the clear water, your tail was fine now, no longer needing care. he also took note that your hair was still pretty despite it being stuck to your wet body, and that you had a mesh bag tied to your wrist.
“yes, actually,” you answered, laughing. your eyelashes fluttered extra prettily against your cheeks when you brought the bag up to him, and jaemin was completely enraptured. “i want to thank you for helping me.”
“you don’t have to thank me,” jaemin said. “but i’d love to know your name.”
“y/n,” oh how beautiful your voice was to him. “and you, my savior?”
a smile prodded at jaemin’s lips. “y/n,” he echoed, testing your name on his tongue. he loved it. “i’m jaemin, na jaemin.”
“jaemin,” you had repeated with a giggle, swishing the bag around in your hands. it was so, so easy for him to be intrigued by you. “i’ve brought you seashells as a gift.”
his heart had fluttered when you placed the mesh bag of trinkets into his palms, various seashells moving around in his grip. the bag was wet. droplets poured down onto jaemin’s jeans, but he found that he didn’t mind. not when you gave him a bright, beautiful grin that had his breath hitching.
that was his second encounter with you.
it wasn’t long before jaemin really, truly started to fall for you. every friday, he’d meet you at the same rock just outside of the boundary line after duties at 3p.m — or, well, when the ocean’s current direction shifted for you (he came to figure out that mermaids simply didn’t calculate time). still, these were the days he awaited most.
he’d share stories upon stories with you about both his camp life and human life. he grew fond of how you attentively drank up every detail from every story he shared with wide, beautiful eyes. you, too, shared counts of your life at sea, though they were more dark if anything.
jaemin’s eyebrows furrowed when he heard of how your kind was hunted, sought after for your fins. you’d told him about how they were magical in the sense that they were able to heal the weak and restore them back to full health. jaemin now understood why you had been so scared the first time he saw you. though he smiled at you reassuringly, his heart broke beneath the surface.
jaemin had grabbed your hand, interlocking your fingers together with a whispered promise. “i’ll never let anyone hurt you again.”
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no one knew of jaemin sneaking out beyond campgrounds to meet you. no one even knew that he was sneaking out in the first place until two months in.
jaemin was careful enough to not let anyone see you, always hiding you away from the direct line of sight from camp just had something go wrong.
nothing ever did, at least until that one friday.
he’d been perched at his usual spot on the boulder, sitting cross-legged with you in front of him, your top half emerged enough from the water so that he could place his lips on yours. there was nothing but the ocean and the forest around you, a calm serene setting for when he would kiss you under the shade of the giant camp tree.
jaemin held your hand out, your palm facing towards the sky. you’d giggled, asking him what he was doing, to which he only shushed you with another kiss to your lips. he had to pull away when you placed your free hand on his cheek, deepening it ever so slightly.
“sneaky sneaky.” jaemin tsk’d.
you hummed, tongue darting out across your lips. “nice chapstick. is that cherry?”
“yes it is,” he answered. “now hush, i’m trying to show you something.”
he returned to drawing a figure on your skin, connecting your palm to his right after. your eyes glimmered as you watched in awe, eyes trained on the watered silhouette of a seahorse that floated between both you and jaemin.
“wow, it’s - wow, jaemin. that’s amazing.”
jaemin’s heart thumped from beneath his chest, as it always did each and every time you smiled at him. you tapped an index finger at the floating water, yelping when some of it ran down your arm and back into the ocean. you were shocked at first, but quick to let out a sweet laugh right after. jaemin was happy to see you happy. jaemin was happy that he could make you happy.
maybe he’d been too caught up in you — too caught up in the melodical beauty of your laugh to notice anything unusual. his eyebrows furrowed when he saw your eyes settle on something behind him, the deep pools of your irises growing the same fearful look they had when he first met you, and a panic arose within him. you didn’t say anything as your eyes met his, but you were quick to duck back into the water. jaemin watched you swim away below the ocean with a weak and confused heart.
that’s when he heard it.
the faint, distant call of a camper.
jaemin visibly tensed, his jaw hardening and back straightening at the intrusion. the water that he’d controlled, now fallen, served to create a damp spot on the rock. his eyes scoured the ocean, but he saw no trace of you anywhere. he’d hoped that whoever was calling for him didn’t actually see you.
with a heavy sigh, he turned around to face the random camper — someone he’d never even seen before. still, jaemin tried to muster the best fakest smile that he could account for, even when his blood simmered. the intruder only looked at him warily before turning away, scurrying back to camp.
he was now left alone with nothing but the ocean around him. the sun had almost set, glow peaking just enough from behind the mountains, and that’s when jaemin realized just how fast time would pass when he was with you. sometimes, there were fridays where he would return to camp after darkness had grown, after spending hours talking to you about nothing and everything all at once, but he never once regretted one of those days.
a few days later, jaemin thinks word got out to chiron that he’d been sneaking past the boundary line, because soon he gets summoned into the centaur’s office for what he presumes is that very reason. the place smells of smoke upon his arrival, and the cabin has a surplus of antiques from olympus that decorate the interior. it’s nowhere near as elegantly built as his own cabin; jaemin thought this as he watched the crackling fire from the fireplace. he pushed that down when his wandering thoughts were interrupted by the rough clear of a throat.
chiron is stoic with his gaze, but jaemin is unphased. if he was really here for what he thought he was here for, he didn’t care.
“i hear you’ve been sneaking out of camp.” ah, so jaemin’s assumptions were proven correct. there was a disapproving lilt in the centaur’s tone that made jaemin almost flinch. “to converse with a mermaid?”
jaemin knew he couldn’t lie to weasel himself out of this situation — it simply wouldn’t do him any good when everyone already knew anyway. he’d had the feeling that the camper he’d seen would tell someone as soon as he returned back to camp, but jaemin didn’t care in that moment. he’d been too caught up in feeling distraught over your untimely goodbye to think about the probability of his secret getting out.
he just sighed. “yes, i have.”
except chiron already knew.
“do you know the danger that outside creatures could impose on our kind?” he berated. “that boundary is put in place to keep us safe, keep us away from the danger that the outside world brings. i will not have you stepping outside of that field again - for a pesky mermaid much less.”
jaemin felt his blood boil at the words, at the way the centaur spoke of you so unnervingly. his hackles raised in defense, eyes unsparing as he spoke with a tone full of venom. “do you know who i am?”
chiron must have been taken aback, because surely he hadn’t expected jaemin to challenge him so outwardly.
jaemin continued. “i’m son of poseidon, god of the seas, and unless you want this entire place flooded by the ocean’s water, you’re going to leave me alone, and you’re going to leave her alone. i can handle things on my own.”
he didn’t spare the centaur another word nor did he allow him to respond. instead, jaemin rose from the desk he’d been leaning on, storming out of the cabin and halfway across camp towards his own.
jaemin meant it when he said he wouldn’t let anyone hurt you again. he loved you too much to let anything bad happen to you.
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the week that followed was too tense. jaemin hadn’t spoken to his friends in a while. he told jeno he needed alone time, needed to think — to which the raven assured him to take as much time as he needed. by then, everyone knew that na jaemin was seemingly in love with a mermaid, as gossip about those descended from the most powerful of gods always spread like wildfire. he didn’t mind it though, maybe that would get aphrodite’s daughters off his back for once.
the next friday was quick to come.
that entire morning, jaemin had buzzed to see you. he’d missed your eyes, your voice, your lips, and positively everything about you that he grew to adore in so little time. he wanted to speak to you again, to make you laugh again, and to get the chance to kiss you again.
he’d arrived at your spot that evening, your favorite flower freshly picked in his hand. he even went as far as to truly making sure no one had followed him this time by coming out earlier than he usually did.
jaemin waited, and waited, and waited. there was no sign of you anywhere; no breathtaking glimmer of your tail under the translucent water as you swam around him, no teasing splash as you coaxed him into getting in with you, and certainly no familiar ripple as you got ready to emerge from under the ocean.
he waited. but you never came.
jaemin realized he’d been sat there for hours when he saw the ever fading sun begin to hide itself behind the mountains. they’re the same hours he would spend with you, but the time that passed now left him sluggish without your vibrant presence.
still, he didn’t move. he refused to until the day turned into night.
hours later, the sun got replaced by the moon — the subsequent result of time that had passed.
jaemin soon gave up. he figured you’d come another day, and it was left at that.
except with every trudging step back to his cabin, his heart ultimately cracked. the now droopy flower in his hand mirrored the sorrow he felt when he placed it on the nightstand next to his bed, a lone petal falling. he’d been ready to see you again, been ready to give it to you (jaemin remembered that vague memory of you telling him of your favorite flower weeks ago, and he wanted to see that familiar sparkle of delight light up your eyes — simply because he adored it too much).
unable to sleep, jaemin laid awake for some time that night, staring up at the wooden ceiling of his cabin. when he did manage to feel sleepy, eyes fatigued, he closed them with one thought plaguing his mind: he didn’t know where you were, but he really, really hoped you were safe.
jaemin didn’t give up.
instead, he opted to visit your same meeting spot every day after he finished daily training, hoping you’d come back to him at some point. at times, he would bring his ipod and play your favorite song — a song you’d told him stuck with you from a passing cruise ship. you sang the lyrics so prettily, and though tranced, jaemin still managed to jot them down on a piece of paper so that he would have it by the next time you two met up.
he grew to miss you more and more with every passing hour he spent by the unmoving water. he found himself missing the way your eyes would crinkle when he cupped your face to press chaste kisses to your lips, and how you would laugh into his mouth each time. jaemin was sure he hadn’t felt this way about another being before, and he told himself he’d rather walk through the gates of hell than let you go like this.
so jaemin waited. patiently.
another two weeks passed, yet he still came back each day.
it’d been two fridays since jaemin had last seen you. time felt still when he sat on the rock, but he found entertainment in watching voyagers travel from a distance. he noted that the clouds were gloomier today, a sort of overcast that almost threatened to storm against his surroundings, but jaemin didn’t pay it much mind other than that. instead, he found serenity in closing his eyes, and favored listening to the sounds of nature around him.
jaemin first felt a splash hit his left hand, but excused it as just a random ocean wave that’d gotten a little too powerful (those weren’t all too uncommon, especially when a rainstorm was near). with his eyes still closed, jaemin breathed deeply, ears twitching only when he heard the faint chirp of birds behind him.
there was another splash a few seconds later, though this time it’d been undoubtedly bigger than the last. jaemin peered one eye open when he felt both of his arms get drenched, the water now drenching his lap.
safe to say, his mouth dropped open in surprise. a soft gasp followed when he saw you floating in front of him, in all of your divine radiance. your hair was soaked, sticking to your body. droplets of accumulated water had decorated your flushed cheeks, your eyelashes wet with saltwater. still, you looked as gorgeous as you always had to jaemin — maybe even more this time.
he didn’t know how to react — didn’t know if you were actually truly in front of him. he’d waited countless hours for you to return back to him, return to your spot, yet he never expected to see you so abruptly like this.
you opened your mouth to speak, but jaemin had beaten you to it.
“y/n?” he asked almost incredulously. “is it - is it really you? are you really here right now?”
you only nodded.
a grin was quick to plaster itself across jaemin’s face, soon falling when he noticed yours didn’t mirror the same excitement. instead, he took in your sad eyes, the familiar spark that would shine beneath your irises no longer visible. he was confused; sadness was something jaemin had never seen from you.
“what’s wrong?”
“jaemin, i -” your voice sounded distressed, breaking before you could even say anything else. jaemin tried to reach out for you, to comfort you, but you pulled away from him in time so that he couldn’t touch your face. hurt panged at his heart instantly, and he was sure the confusion was evident on his face.
you gulped. “we can’t be together, jaemin.”
it took a second for your words to register, but when they had, they felt like a painful punch to his throat, and jaemin’s heart metaphorically plummeted to his feet.
he recoiled, bringing his arms back to his body. many different emotions swim through him all at once, unsure of how to feel exactly. he looked at your face for any signs of bluff, but was only met with sad, unmoving eyes.
“what? y/n, what? why?” his voice cracked, words laced with distress.
he watched your eyes well up with tears, and his heart continued to break. above the both of you, the sky grew darker, a flurry of clouds passing over the sky rapidly quicker than they ever had before.
you cleared your throat. “we can’t be together, jaem. we’re from two different worlds, and i don’t want you to end up hurt because of me. i - i don’t want that. so you have to let me go. you have to. i just want you to know that i love you and i’m so thankful for you, and i’m so, so sorry that i had to do stumble into your life.”
jaemin wanted to reassure you that you were all he ever wanted — all he ever needed as he heard you babble. he opened his mouth to speak, wanting so badly to console you, but was quick to get interrupted by a loud roar of thunder.
water came shortly after. it poured heavily around the two of you as the atmosphere thickened. jaemin felt his hair get damp, his clothes growing heavy with rain, but he was completely unphased by it when he looked at you — looked at who he fell in love with.
he watched you look up to the sky, felt his eyes begin to water.
“i have to go now. zeus knows i’m here, and he’s not happy,” your voice was distraught as another heavy clap sounded through the sky. the sound made you jolt. “i won’t forget the time i spent with you, na jaemin. thank you for - for showing me your world. and telling me your stories. and loving me as i am. i love you, i’ll truly never forget you, but i have to go.”
jaemin wanted to cry in confusion. he didn’t want to say goodbye. he’d waited too long just to see you again.
tears poured down his face rapidly as he shook his head in denial, begging you to not leave. he reached out his hand to your submerging figure, crying out when you retreated back into the water and swam away with nothing but a final glance at him.
jaemin cried for who knows how long, uncaring of the rain as it pelted his body. the usually refreshing feeling of water no longer served the same purpose at calming him. instead, his body wracked with countless sobs — crying because he missed you, crying because he waited so long just to hear your voice, and crying because he wasn’t sure if he’d ever see you again.
all the other times that jaemin didn’t want to leave this spot felt incomparable to how rooted he felt to the rock in that moment. the sun was gone by then, and jaemin had cried his heart out so much in those hours that his eyes turned puffy and his mouth was parched from dehydration. he didn’t move, couldn’t move when he heard a voice call to him. he didn’t budge, even when he felt a firm hand drop to his shoulder.
jeno sat next to him, silently looking out at the ocean. he, too, ignored the pouring rain.
“i’m sorry, jaemin.” he consoled. jaemin was thankful there was some sort of apologetic tone to his words, it was nice to know someone felt sympathy for him. “maybe it was for the best.”
tears were fresh again as they brimmed behind his eyes. he let them fall.
“i loved her - god, i loved her so much.” the words were strained, tension raw in his throat, but he still managed to choke them out.
“i know she loved you too.”
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weeks went by at a slow pace, and jaemin wasn’t any better. he’d still sneak out and visit the ocean sometimes, visit your rock, even when he knew you wouldn’t return a second time. he’d speak to the body of water as if you were there, as if you were in front of him once again. more often than not, jaemin would just cry.
camp isn’t any better from then on; he didn’t find joy in anything anymore. when he wasn’t at the ocean, he spent most of his time in his cabin, crying and reminiscing fond memories he experienced with you. his friends checked up on him every once in a while, but nothing seemed to mend the brokenness of his heart.
he’d heard talk around camp of ongoing sea complications in korea, especially back home in busan. everyone had been confused as to why it happened so suddenly, but jaemin knew. he knew that he was the one causing the sea levels to rise, and in turn, making water travel farther up the city beaches. jaemin couldn’t bring himself to care, though, because he had lost the one thing he cared about most.
jaemin couldn’t bring himself to care because he had lost you.
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twinvictim · 4 years ago
Note
your opinions on each of the post team silent games and a rating out of 10. hand 'em over
YEAHHHHHH FINALLY CATERING TO ME!!!
Uh really long post oops. for reference, my rating for the first 4 sh's are as follows
Sh1: 9/10 Sh2: 7/10 Sh3: 9/10 Sh4: 9.5/10
Silent Hill 0/Origins
overall score: 7/10
Alot of the games issues can of course be attributed to it being a psp game, and while i won't excuse everything bc of that, j have to be honest and say I think it had so much potential as a (very) late ps2 game. Not to mention, the game ON THE PSP functions as it should. (The ps2 port does fucking not tho..oops) ans you'll see that this is...a rarity post team silent.
The story has alot of potential, Travis as a character is interesting and sympathetic and j think his dynamic with alessa js super fascinating to dig into, both of them being abused children and there was alot of intrigue regarding his powers, the game feels like a smaller more watered down she, and for that I can't fault it too much. The weapons system isn't my favorite but the combat itself is reminiscent of 1 and 2 and I really like a good chunk of the monster design, there was clearly thought and care put into it, nurses and strughtjackets/lying figures be dammed. The unlockables are pretty cool though and alot of the environments look pretty cool for a psp game, hell i LOVE the theater level its super unique, I would love to see it in (actually functional) better graphics. I also think the puzzles are pretty solid, not hair pulling like sh1 even if they're not quite as clever as say sh3.
My biggest criticisms come from the reuse of sh1 characters (just alessa and Travis would've been fine, maybe dahlia and some more org characters would've been better) the bad ending being straight up bad writing. Not to mention they did the sh3 thing of "kill too many monsters and get the bad ending" which is...stupid. The foreshadowing of the butcher being? He's just kinda there, I like the lead up but it would be more interesting if the butcher represented something from those years between Travis' father dying and him being an adult. And while there's more replayability imo than sh2, it doesn't have difficulty sliders and that makes it kinda hard to come back to quite as often. Not to mention unlike sh1, 3or sh4 there's not as much horror focus and random events.
Overall, solid game its fun to play, very silent Hill and if you're willing to look past a few continuity errors and accept its a little different and slightly derrivitive at the same time, I like to say I had alot of fun with it and still do. (Maybe I just like Travis alot...idk)
Silent Hill: Homecoming
Overall score: 6/10
Once again most of the issues here are gonna be corporate fuck ups, but I'm also not gonna beat around the bush, this game isn't like...good. its bad actually. "But you gave it a 6/10?" Yeah bc its not NEARLY as bad as some other games I've.. experienced.
The negatives here are, many and vast, so let's run them down. Firstly the games performance is janky on console (ps3 at least) and abysmal/unplayable on PC, what with framerate issues that are detrimental to game play on pc and make the third boss impossible. That said on console it is completable and not even too terrible...usually. Scarletts boss fight however is terribly unbalanced and broken on all skews so :/. The combat is...functional but not anyone's favorite, it's difficult to use any actually strong weapon and you can pretty much strong arm ur ways through shit with just the knife (except scarletts first form..don't try it, it won't work) for some people this will be borening (not my opinion but w/e). Most of The puzzles...leave alot to be desired. I hate sliding block puzzles. Also no run button? At all?? No easy mode? Ok... also what is this.. wheel design for the inventory...im accidentally using my serum..what is serum also? And why is the item pickup noise like...bass boosted.
The character models look awful most of the time, and comically unfinished other times, some human models are just grotesque, (judge halloway, Adam shepherd, mayor Bartlett. .you get it) and yes...there are sexy nurses. Bc of course there are. (Whole ass out???) They did straight up have some terrible endings for this game (ph ending for one, the way you get the ufo? Hell the ufo ending is kinda boring. I like the in water ending here too but. Yeah.) the story has some, problems. To say the least.
However, while the performance is bad its not the worst I've played (on the ps3 once again..unplayable on pc) and I hardly noticed the framerate when I was just running around, I personally found the combat kinda fun, between trying to dodge accurately and still attack and not use all my health items (bc those and ammo are actually rare! Unlike some games...) it is kind of a challenge and reminds me of a much worse sh4. And hey, the health items both heal an understandable amount of health that i can easily read with a bar (unlike 1-3) and they're not a complete joke (unlike sh4...) i find the exploration really fun and sure the characters look shit but the environments are Fucking great. The church is one of my fav sections, short as jt might be and yes it stole the confessional scene but its pretty well written and acted I think. The monster design is pretty fucking rad too honestly, I like the schism, siam, I like the DESIGN of the needlers even if they make me so mad to fight, and hey the nurses and ph don't show up that much to be too aggregious. The boss monsters are also fantastic design wise, very unsettling and the boss rooms are interesting as well.
The story has problems but it also has alot of potential, the concept of people sacrificing ther children for silent Hill and being overcome by their own pain and guilt is pretty fucking cool, and alex is a good character they did a good job of giving him personality, ppl bitch about him being a soldier but a) he's not and b) soldiers are people too, and a sh game that could tackle toxic masculinity, be critical of the military, and also tackle abusive religeious parents is pretty intriguing, not to mentions themes of brotherly love that's complicated bc of how they clearly favored Josh . Sure, it misses the mark, but I like taking the potential and thinking about it bc its compelling to me. And like I said, i like alex alot.
Overall, bad game yes, but not the worst as it has enough good for me to honestly really enjoy it, besides it is pretty funny when it is bad. Don't play the pc port tho
Silent Hill Shattered Memories
Overall Score: 8/10
Unpopular opinion im sure but honestly? I find this game ALMOST on par with the team silent games. Its really that good, yes its a wii game, so this is my score taking into account the motion controls BTW.
For the good, man where do i start. Its BEAUTIFUL for a wii game and esp for a post team silent game, the graphics are nice and Constsitent, the environments are pretty and it has a pretty nice cold color pallet to contrast the warmer tones the series tends to skew towards. The acting and intrgrige are all on point and the WRITING is fantastic, its one of those games you play the first time not knowing the twist and play the second time picking up more and more clues and things that strengthen that twist so much more. Like sh2 its a simple story told in such a clever and interesting way that you'll probably be too invested to put it down, I beat it in one sitting in 6 hours bc i was so engrossed in the narrative. And the Puzzles man! The puzzles are phenomenal and fun to accomplish and there's even a little bit of variety in a few places on repeat playthroughs. The level of detail in this game is insane really, the things that change with the different psychology answers are pretty cool too and tho it all plays out relatively the same its still fun to see the different things you can get to happen. The gimmicks like the phone as an object, taking pictures, sneaking and zooming in, they're not too intrusive as to take away from the exploration or other game play but not completely useless and have some pretty fun Easter eggs too. The game plays sort of like a worse outlast with good puzzles and for that I do have to commend it. Oh and the fucking MUSIC is INCREDIBLE idk something ab this soundtrack has alot of heart put into it clearly.
Now, it's not perfect. The thing is, it is a WORSE outlast type game, in the running and hiding sense but well, the hiding is completely useless, its a run away game, which is ok, but I understand that people aren't gonna be a big fan of that when silent Hill has always balanced combat ad puzzles and exploration. The running segments are..aggravating, mostly bc its hard to figure out where to go, not to mention using motion controls that don't like to work half the time to fight the monsters off of you. Also, the monsters are not scarey in the slightest and the raw shock scream is actually enragaging if you've died one to many times, there's also...not really any penalty for dying. And once you're out for these running segments,there's no danger, no monsters, nothing to hide from despite having a hiding mechanic. Its not really a horror game more of a psycological thriller and I understand that the fact that its not horror can be disappointing. The psychology things might be a bit overhyped And yeah fine, the wii foreplay scene...well yeah its weird but it IS also funny as fuck.
That said, there's still alot thats good and alot thas unfair criticism lobbed at this game. Harry didn't have much of a personality in sh1 bc he's a ps1 character and sm really fleshed him out well, not to mention giving cybil some nice characterization, and they did some interesting things with dahlia and kaufmann. And Lisa.. well I'm gonna be honest I never found Lisa all that interesting in sh1..so it doesn't bother me that she's the way she is in this game. I know people hate the "horny" aspect of it but to be completely fair, YOU choose to make the game that way, don't answer in a sexual manner or look at boobs or anything else and you won't have an overly sexual game, its...literally that easy. Its given as an option for the play id they want to go for what is arguably another joke ending. (You cannot tell me sleeze and sirens is meant to be a real serious ending to the game. Cmon) and you can complain about the innacuuracies if you want but its a spin off, a retelling of the original game. Its not canon, and it didn't change the original game. It just took the ideas presented there and made them more human and lest fantastical, there's some supernatural elements but it takes a backseat to the human moments. And its honestly really cool.
Overall, great game, i reccomend it if you don't mind some slight jank with the motion controls and honestly? Look up directions on where to go for the running segments and you'll have a pretty good time overall.
Silent Hill Downpour
Overall score (so far): 7.5/10 *to be noted i haven't finished actually playing it yet but I know the basic plot and some of the details so I doubt it'll change
And so for the final silent Hill Game, I have to say, i don't think it deserves NEARLY the hatred it gets, there's alot about it that i find really cool and even fun and I think its a solid entry, a little better than origins in some parts and its downsides are both unfortunate and once again, mostly Konami's fault . That said, I'm also not gonna kid and say its a good game, just that I like it alot and we should be nicer to the last silent Hill game were probably ever gonna get.
Downpour has a pretty good, original story overall, there's alot to it, alot of intricacies and intrigue to it that honestly make it a pretty sold silent Hill game. Its different enough from the others to stand out but not super far removed from its themes and messages. I like that it doesn't try and lean into the cult aspect and tries to do something else with it, it doesn't try to explain silent Hill, but just use it to torment the characters, as it should be. There's tragedy ad human feelings here and some of them aren't the most...sensitive but they are pretty reasonable reactions id say. Playing as someone who's odds are stacked against him from the beginning as he's a prisoner is a cool way to open the game, someone convicted and you must discover if he is a good person or not. Themes of revenge explored more than in sh3 which is pretty cool. The environments look pretty nice, and i like the look of the otherworld, once again being unique with its cooler color pallet, but without the ice so it really feels like its own thing. The EXPLORATION is awesome with an actual open world which I think works well, there's alot to do in town (unlike sh1 and 0 on limiting hardware and 2 which just pretends you can explore to town but you cant) there's alot for cool little stories and sidequests to do, my favorite so far being the cinema (which has a section of ACTUAL fixed cameras like old Resident evils which is smth SH has never done and its super fucking cool!) And all the sidequess help strengthen murphy as a cheacter and argue for his innocence or complexites. The weapons system is pretty cool, picking up items and attacking with whatever you might find, finding cool Easter eggs with exploration and having fun noticing things. And it does honestly have the strongest side characters outside of SM. The puzzles are pretty solid and fun to figure out with some cool mechanics and the seperate difficulties is a great thing to bring back (actually done well like sh3) I also kind of like the method of triggering the night world/rain/monsters, and silent Hill really feels likes its constantly punishing Murphy, as it should. The music might not be Akira but its still pretty damn good, and fuck yall I like the Korn song, and you CAN press start and skip it yknow. (Thx tomm hewlit)
The negtitives tho, well they are there. For one it has the worst performance of any sh game outside of pc homecoming and like...the hd collection, the framerate like to shit itself alot lmao, its not usually detrimental bc I've played re2r with similar framerates but, yeah its not great. Not to mention while the models look better than hc they don't animate well or often at all, and the game has trouble loading in the models as fast as they should. The sound mixing could use...some work too, poor murph sounds like he's eating the mic. While I find the games exploration really fun, murphy also has the issue of not running very fast so it can be a little annoying to get back to a place you want to be when you can't run that fast, not to mention the loading times. The monster design is def the worst in the series, maybe on par w SM. Which is disappointing bc there's some pretty good moments here and there, but not nearly enough to make it scary and there's so much you can do with monsters with this premise. Also, the running sections in the otherworld are better than SM ad even more engaging than the brief ones in 2 and 3, but still, I'd prefer to do puzzles or fight a boss or smth. I will also say, the endings are, iffy while the main 2 endings are really good and Anne's bad ending as well as the joke ending are great, murphys bad endings are weird and ooc for the muphy you come to know in the game (even more so than Origins) plus, idk that the writers knew all that much about prison andbprison culture, nobody in a real prison would be mad ab Murphy killing a pedo (there's some racist implications here and there too which is. Unfortunate and disappointing. I like Howard and Robbie but they are a bit tropey, esp Howard) that said Anne is a compelling albeit unlikable character and thas pretty cool to see pulled off.
Overall, while it has downsides, I don't think Downpour is worthy of all the scorn it gets, this can have problems and you can point them out without disregarding the good parts and while it is unfortunate it doesn't run better and have some extras and didn't handle some things great, I still think its worth a playthrough, esp if you go out of your way to do the sidequests.
Bonus round
Book of memories is not a game I intend to play bc I don't wanna get a vita and can't imagine I'm missing much. It doesn't look bad pwr say but I'm not interested tbh
Fuck PT. :)
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cosmiciaria · 4 years ago
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Assassin’s Creed Unity Review/honest thoughts/discussion - SPOILERS (long post)
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So I decided to finally settle on a proper review – although this one is going to be more of what here in Argentina we call a "sincericidio": basically I will spit my guts out and cry in one corner, while being completely honest about my feelings. I will try to keep most spoilers at bay, like I always do, but there's just one thing I cannot not talk about which is THE spoiler so – I want you to be considered warned.
Before I start, I should state, since this is my review and reviews are quite personal actually, why this game is so important to me and why I wanted to play it so bad. There's a combination of factors, and obviously this game isn't going to strike the same chords with everyone, so bear in mind that this is strictly subjective and, right now, personal.
First factor and I think the most important one: I like writing. Wait, don't leave the review just yet. I like writing and creating characters. I have many. Lately I've been revisiting a character that had a very sad backstory and added quite long happy ending for him. I made him fall in love again. He's black haired, wears a short pony tail… his new love interest is a redhead with wavy hair… ok, you get me now, don't you? And what's worse, is that their story takes place in a fictional world that resembles quite much Europe of 1800's. So clothes and ballrooms and palaces and big, fluffy dresses are a thing in this story of mine. I think that, if you've ever created a character, to find another fictional, similar character in any medium is going to draw your attention to that product right away. It did happen to me with Cal Kestis from SW Jedi: Fallen Order, I have another redhead baby boy that needs to be protected at all costs. It's a way for us to 'see', let's say, or imagine our characters being brought to life.
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Second factor: I love Paris. I visited Versailles and Paris back in late 2018, and I went there with zero expectations, only to fall in love with France. I love the Château de Versailles. I love palaces. I love the Seine. I love the Louvre. I love it. All of it. If I could, I'd live there. Sadly, I'm poor and speak little to no French at all.
Third Factor: I'm learning French! I dream with the day I can speak like five languages as well as I speak English (I studied it for ten years so… it kinda makes sense that I feel comfortable with it). I'm still struggling with French, but I will get there someday. I will. Because I love it. I love the language. Oui.
Fourth factor: I also really really, really like the French Revolution, and I've never, much to my surprise, watched or played any series, videogame, movie or anything that takes place in such a context (if you have recommendations, please drop them right away!). And I say "to my surprise" because I really like that part of History! So, to live in almost first person how the French Revolution unfolded – to hear the chansons and to see people gathered in crowds at every corner, listening to a liberty preacher wielding the French flag – that was glorious.
Fifth and yeah we're done: I love Les Misérables. I know it happens way later than the French Revolution, but since this musical (and the 2012 movie) became my 'home', I can't help but feel a stronger connection with everything I said above. I can watch that movie over and over and I will still sing Empty chairs and empty tables with tears in my eyes, despite its flaws.
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I had like every reason to play this game. And it paid off.
Before plunging into it, I did read the novelization. Sadly, it was only to satisfy my soon-to-be-fulfilled obsession with the game, since I don't think the quality of the narration was, uhm, that good – it felt like you needed to have played the game before reading it. And I get it, it's a videogame adaptation, that's fine, but when you look at it as standalone book, it doesn't stand alone that good. What disappointed me, though, wasn't the narration, which was what I totally expected it to be, nor the dialogues or the ending – it was Élise. I was bit weary about this because she came across as completely different character than what I had in mind about her, and I didn't like her. At all. In the book, at least. I didn't like her because she had a few comments and took some decisions that made her look like she was stupid and/or selfish. I can understand the selfish part; I do not want to even believe that she's stupid. So that's why the book was a bit of a letdown for me. I recommend it, though, if you're a fan, because there's a book exclusive character that really gets the plot moving and he's endearing: Mr. Weatherall. Oh, what a man.
Now, regarding the game itself – it shouldn't come as a surprise that I thoroughly enjoyed it. As I've stated in another post, this game is barely an Assassin's Creed, since you delve like zero into the AC lore, and it's just an excuse for your character – Arno – to know parkour. Which in fact he knows before becoming an assassin, so it begs the question, why is this game even in this franchise? I digress. It's an AC game at the end of the day and that won't change.
But do not jump into this game expecting it be your average AC story. I firmly believe that the creators wanted to convey a different story here. For starters, Arno is no hero. Arno doesn't want to save the world. Arno doesn't care about any artifact or magic or creed. Arno only wants to discover who's the man behind De La Serre's death. That's his main driving force. And behind that, there's this undeniable and yet quite destructive feeling that pulls him forward: Élise.
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Élise and Arno's relationship goes deeper into this story than it's noticeable at first glance. When you look back upon the plot, you discover that without their love 'subplot', there's no plot at all. If I may be so bold, I would even argue that Arno's story is a tragic love story. All the assassin's lore, all the betrayals, the first few assassinations, it all falls back into the background when Élise returns to the stage almost halfway through the game. And even though they only share like one kiss or two during the 40 hours of gameplay, there's still this latent, persistent motivation behind each of Arno's actions, that he wouldn't be doing what he's doing if it wasn't for Élise.
And it all comes down to that one line: What I wanted was you.
I cannot stress enough how much I loved all of the drunkard memory of Versailles. I think it embodies Arno's perfect character development. The constant rain and the bluish filter on every framerate added to the overall depressing atmosphere. I felt miserable while playing those quests, and the moment he steps out into the entrance of the Château de Versailles and reflects on his past decisions – decisions that have been stolen from him, because he could never defend himself nor change the course of actions on his own accord – that exact moment that he sits down and cries, I cried too.
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Because all the game, all the memories, all the dialogues go in a crescendo only to crumble into this abyss. And this, in turn, creates a fleshed-out character, with a believable development, believable feelings, believable motivations. I can feel for Arno, I can understand him, I pity him, and I want to hug him. The whole game reaches its peak in its main character's worst moment: when he realizes that he's screwed everything up.
And not always do we get a story where the main character doesn't win. He just doesn't. Underneath its revolutionary streets, this story reeks of inexorability and fatality. You know it, you know it in the back of your head, but you push that thought apart because you want to enjoy jumping over rooftops and finding the best strategy to kill that man. There's this underlying, looming melancholy in every memory that you play in, and that's why the end doesn't surprise us.
It makes us cry, of course, but it didn't come as a surprise at all. If you're shocked about the end, then you haven't been paying enough attention to Élise's dialogues, to the tone of the story, to her letters, to where this plot was going. Because, like I said, the story is about Arno and Élise's relationship, it isn't about defeating the bad guy. And there was only one way that story could end.
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*cries in French*
*Je pleure beaucoup*
I know the game has been panned by players for its performance. And being the 2020 year of our lord, I cannot say I reject those allegations, since it's been 6 years since the game was released. I hope enough patches were implemented to salvage the bugs. I only came across one bug in my entire playthrough which bothered me a little: some NPC's would sometimes pop into cutscenes and phase through the characters like nothing. At first it was funny, but then towards the end it happened two more times, in important cutscenes with our lovely couple, which kinda destroyed all immersion, if you know what I mean. The rest was fine: it never crashed on me, I didn't encounter the infamous, horrendous bug that unleashed memes in internet, never a T-pose or something that rendered the game unplayable – nothing, only that funny bug I mentioned. I did see the drop in framerates, specially in very crowded areas – but to be honest I never saw a game with so many NPC's together in the same place, like, hundreds of them, each with unique animations and varied models. I only come from playing Syndicate, and even there the number of NPC's was lower. Here is jarringly unreal, I didn't know the French Revolution was THIS jam-packed with people!
On a graphical department, this 2014 game still holds up. Very well. I think it even looks better in some scenes than some of its successors. The cutscenes were sometimes very cinematographic, with close ups, zoom outs, certain angles, with quite real lighting and shadows. I know it's not Naughty Dog and it doesn't have the whole Sony battalion behind, but damn if some of the character's expressions were really good. It didn't happen often, so when one of them had this very specific face I was like *insert surprised pikachu meme*.
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I also enjoyed the music a lot. I don't know why but the one from the main menu stuck with me for a while. All of the songs have this Versailles, aristocratic tone to it which put me in the mood.
I have only one minor complaint and its entirely optional, let's say – I want to platinum this game. But I don't own PS plus, because it's, uhhh, expensive in my country (do not want to indulge in dollar exchange rates right now). And there are like two trophies only obtainable through multiplayer, which renders my trophy hunt useless. But, alas, I knew this before buying the game. I think that games shouldn't come with multiplayer trophies for the platinum. If you have to pay extra for something, it must be completely optional. And so should be the trophies related to it. It's a bit disappointing, though, because after finishing this game I want so bad to return to it, but if I can't platinum, I don't see myself coming back to it soon. Either way, I could still earn the rest of the trophies, but that would only enrage me more when the last 3% is going to be locked forever *cries again*.
All in all, my major question at the end is: why does this game receive so much hate? I guess if I came from a hardcore fan standpoint I could understand it more. If I had played all its predecessors before this one, I would also feel that the gameplay and the objectives are repetitive. That the challenges are bs. But the stealth aspect has been improved, the parkour has been redesigned and adapted, and as of now, bugs aren't a problem anymore. I want to believe that when a remaster for the PS5 comes out or, I don't know, if someone by divine grace has an epiphany in the near future regarding this game, people will change their mind on this one and will appreciate more what it wanted to be, than what they made it to be. After all, this is Arno's story. Arno's tragic love story.
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Also this game is beautiful JUST LOOK AT IT LOOK AT IT!!! 
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Sorry couldn’t help myself
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inventors-fair · 4 years ago
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Lessons Unlearned: Short Story Commentary and Reflection
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Well. 21 entries isn’t exactly a 50+ commander extravaganza, but that’s where we’re at. This contest made a lot of sense to me, in my own head, and I think I got lost in the concept without considering the full execution, or that Other People Might Not Think Quite Exactly Like Me. 
Still, I would say that almost all the entries created their own unique worlds, some plane-based, some personal, and it made for great and creative reading. I feel that something more concrete would help a contest like this in the future, like... Well, I’ll have to save that for another time.
Onto the commentary!
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@abzanhero — Captain Morgan the Vengeful
The Card: It’s interesting design space you’re playing with here, and I’m actually a fan. You could pump him up to a 2/2 for a little battlefield presence, but it’s not out of the question. The fact that there’s not consistent graveyard tutelage means that he’s not as overpowered as he could be, and it’s only one counter, which... Admittedly, it’s powerful, but there are a few moving parts to make this less than incredibly overpowered. I’d rather the trigger happen at the end step for that “final fate” feel, personally. Minor templating: “shuffle it into your library” (only planeswalkers get personal pronouns), and I think contemporary design supports “when you do” as a trigger to respond to instead of “if you do.” 
The Story: Ha, it rhymes! ... And yeah, it doesn’t precisely explain the ins and outs of the curse, but it’s swashbuckling as hell. It’s one degree off-kilter to have a rhyme that isn’t part of a meta-tale, but I like it, so. I can imagine younger players doing their best pirate voice as they shuffle him (the character, not the card, I know, pedantry) into their library. Arr.
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@dimestoretajic — Eternal Bond
The Card: I had to go through the Zendikar image gallery to make sure, but yeah, “party members” isn’t a term. I believe this card would read “Exile two target creatures in a party. (reminder text)” And it would be “combined” toughness, right? Either way, this is a hyperspecific and expensive removal spell, at rare, with a modest amount of lifegain. That simply doesn’t feel good, and I’m not getting a feeling of a “bond” out of, well, a removal spell. Let’s move on.
The Story: So, a kind of love story, framed around a removal spell? That already doesn’t make a lot of sense. I don’t have anything positive to say about the writing itself, so for Magic critique, I’ll say that it doesn’t feel like a Magic card or part of a Magic world, absolutely not Zendikar. There’s a time and place for those kinds of cards, such as Cathartic Reunion and Planewide Celebration. But Magic doesn’t need single-card love stories, unless they’re remarkably well-written.
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@fractured-infinity — Baddon, Rivstalt’s End
The Card: Okay, that IS a real town in Innistrad. Had to check that. Anyway, man, someone would love to make a commander out of this bad boy. Kinda eh that he doesn’t do anything specific on his own, but the death effect is cool as-is, I suppose. The only issue is that HOO BOY you are going to have a LOT of memory issues with all your Zombie tokens capital Z. It’s flavorful and I think it would be worth doing, but the second part... Nah, keep it simple. 3UB, no protection, just Zombies, and you’re golden.
The Story: I’m having a really hard time parsing your writing. It took a couple reads to understand that he’s talking about... Well, actually, I don’t know. What do emotional bonds have to do with taking the town, or damaging the bodies? How does that work? Do we get that anywhere else in the story? Hate to say it, but this little snippet doesn’t really make much sense in or out of context, without heavy inference about the world that we don’t really get.
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@gollumni — Tempest Serpent
The Card: I love the idea of off-color emerge! Emerge was a fantastic mechanic and I feel that it could come back again. It creates some really neat draft ideas that unfortunately may bend a lot of the pie rules. But also. A three mana 3/3 flying hexproof? That’s OP at uncommon, no question, good lord. Small templating note: Flying comes before hexproof, and the second should be lowercase.
The Story: I can just see the art of a guy on a boat cowering as the ship snaps in half and a massive stormy elemental electric snake monster BLOWS UP outta the ocean ready to eat him. It’s cool how it’s not about the serpent itself, but rather the human/NPC interacting with the serpent. It’s not Hemingway, but you conveyed something great! I liked this story.
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@i-am-the-one-who-wololoes — Gravedigger of the Order
The Card: I don’t get how all these parts come together. Pro zombies, sure, she’s a zombie caller. The blocking/blocked trigger, uh, I don’t see that coming up a lot considering that she’s only a 2/2 with no significant combat-oriented keywords. And the last ability implies a strong return mechanic that I’ll admit makes a lot of cool sense with your flavor but doesn’t translate to perfect gameplay. I don’t know, maybe I just don’t grok this card, but it feels like there was cohesion sacrificed in favor of flavor.
The Story: Well, this sure as heck ain’t Innistrad. I’m curious about where this would take place, and what kind of world you’re going for here. Let’s try looking at it from an isolated perspective. It’s an alright macabre story, so I’ll give you that. But the name. What is the “Order?” Is she part of it? Do all members of the order whisper to bones like her? I don’t understand her goals and motivations, what “kindness” she whispers, why the dead are coming back at all.
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@ignorantturtlegaming — Demonic Mentor
The Card: It feels unplayable and yet extremely playable at the same time. It’s expensive and creates some really crazy shenanigans in Commander with surplus life. Oh my goodness, Oloro would LOVE this card, good GOD. It’s unfortunate that it does have to be costed this way and that it makes sense for a tutor. I believe the wording could be adjusted to one chunk of text: (using Covetous Urge and Thief of Sanity as references)
“Search target player’s library for up to X cards and exile them, then that player shuffles their library and you lose X life. You may cast those cards for as long as they remain exiled and you may spend mana as though it were mana of any color to cast those spells.”
The Story: I don’t get it. What does having  a demonic mentor have to do with brother rescue? I assume this is part of a larger story, but we don’t have that story for context, and mentorship doesn’t have to do with rescue. This is a card about tutelage and power and losing life, not losing a mind. The library is so often represented as the mind, and you’re not losing that, you’re saving part of it. Really iffy on this one, despite the coolness of the card. Also, watch out - you switched tenses in the second sentence. 
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@macaroni-and-squeez — The Iroan Race
The Card: RRR for haste, sure, whatever, that’s fine in this day and age, if a little color-heavy. But this card isn’t meant for limited. This is a build-around-me if I ever saw one. “Four instances of haste”?? I don’t want to call that brilliant because it frustrates my sensibilities, but dammitall, it’s...it works. For those of you doubting me, the Zendikar Rising release notes for Attended Healer states “Multiple instances of lifelink on the same creature are redundant.” So, if that is to be believed, this card is designed for some combo player to go nuts with haste nonsense. Or maybe I’m just reading it wrong. Either way, I like this card. But I would make it win the game for you, not anyone else.
The Story: Sure, I’m into it. A guy running a race for Iroas checks out. I would have condensed it a little, but in general, yeah, it fits the world and makes a neat little story. I’m really hung up on the name “Kris.” That...doesn’t feel like a fantasy name as much. I mean, we have things like Gideon, and Judith, etc. but Kris? I can’t help but feel that it’s a smidge too out of touch with Theros worldbuilding. Yay, nitpicks.
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@milkandraspberry — Burn Down the Library
The Card: Conceptually, this card is pretty cool. Very strange. It’s a different take on anti-blueness in red, and I can go for it. Sorry about MSE and fonts. Reinstallation is a pain but it’s possible. Anyway. I wouldn’t call this card a breakout all-star, but it would be...fun, I suppose. A good combat trick enchantment thing. Shame it doesn’t do much if you have an empty hand. With wording: Use “can’t” instead of “cannot cannot.” Use “cast blue spells” instead of “play;” that’s been phased out for a while. You also can’t discard spells, but you can discard blue CARDS. Question: what if you couldn’t cast blue spells from your hand? Eh? Eh? Flashback and madness? Ehhhhhh?
The Story: This time, I’ll give an example of how this could be shortened. “After years of fruitless study, the young scholar found a better use for her teacher’s wisdom.” Maybe “frustrated young scholar,” or something to give her motivation. Why is she burning down the library? That’s the most important question to ask. “Because she felt like it” is the obvious answer, but that’s not motivation, that’s not intrigue. We have to ask “why,” always. Your story makes sense, but it’s just on the brink of great characterization.
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@nine-effing-hells — Arch-Evoker’s Capstone
The Card: I want to like it, and I probably do. I don’t know what kind of deck would play it, as it feels like a Commander card for sure, but yeah, I think I do like it. It’s got powerful stuff attached to it with very red sensibilities. The land destruction is pretty wild, but it’s expensive as hell. Or is it? Five mana to destroy two lands... That’s actually, hm. That’s actually really, really, super strong if this were to see any limited play. You may even have to make it XXRR to get around that if you want to keep that effect. Land destruction is unfun. (I <3 Ponza though, so)
The Story: With this specific card, I wouldn’t have recommended also adding three lines of flavor text on top of four paragraphs of rules text. Additionally, um, I don’t get that last line. “It wasn’t every day the horizon was on fire for a week straight”? It’s exerting too much effort without a strong effect on the reader. Edit and save for a card without as much rules text.
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@partlycloudy-partlyfuckoff — Spiraling Depression
The Card: Buries? What opponent? Is this targeting? Is this an edict effect? Least power among creature they control, I assume? I legitimately don’t know what you’re trying to do with this card. Wretched Banquet-esque?
The Story: Instead of attempting to give this flavor text legitimate critique, I would instead advise you that referencing real-world conditions such as “spiraling depression” without a critical lens might appear as insensitive to individuals legitimately suffering from those conditions.
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@reaperfromtheabyss — Blazing Sacrifice
The Card: I really love this card, actually. The choice to do CMC over power I would argue requires playtesting, and I would prefer power to compare to other cards in the family such as the lovely Fling, but I can see the argument against it. Yeah, not much to critique or add onto that front. You made a really great card mechanically.
The Story: And then the story lost me entirely. “monsters that would surely go on to destroy everything he loved” is clunky to say the least. “Surrounded by monsters” is fine, it’s decent, it gets the job done. Monsters are monsters, that’s that. But that last line. That’s...a D&D reference, right? I can’t take that seriously, I just can’t. It’s verging on cliche, and it makes sense on a rudimentary level but adds nothing to the Magic world. I’ll be the first to say that yes, it’s personal bias and that some players would appreciate the memetic qualities, but it simply doesn’t do it for me.
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@scavenger98 — Walking Stick
The Card: It...is a stick. You know, I think I like this one, and frankly I would consider it for constructed play. I’m a Krenko guy, what can I say. But yeah, it’s fun, it’s fragile, it’s got good equip synergy, and I might actually be underestimating its power. I don’t know, is there some crazy combo that you could do with it? This stick is made for walking, not fighting. Heh. Good flavor tie.
The Story: And there it is, right? It’s kinda funny how it’s implied that the whole story about this thing is that this piece of equipment is breaking. And that’s kinda what makes me on the fence about it. Like, if you had a creature, and the text was about the creature dying, that wouldn’t make a lot of sense, right? Maybe if the text was about Bredik fearing the day when he WOULD face a sword? Eh, I’m just being picky here. I think that it’s still pretty good. I like Bredik. He’s not a fighter, but he walks very fast.
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@tmstage — Rocks Fall, Everyone Dies
The Card: Yeah, once again, looking at Zendy Risey, I think the wording would be different than “full party.” I’ve been sitting here and I can’t come up with a better way to word it, but it still doesn’t mesh well even if it groks. And it’s a situational card that’s either going to do literally nothing or it’s going to destroy four creatures for one mana. That’s...not great. Hey. I understand if you don’t like a specific mechanic, but I’ve seen some really great ideas from your neck of the woods. Let’s keep going.
The Story: Technically, uh, this does not fit the criteria. Who was praying to the vengeful god? Was it the creatures in the other party? Is there a god of making rocks fall down? What’s up with the name, anyway? There’s a strong sense of disconnect and many questions that go unanswered. But considering all the factors that are going into this card, I have a feeling they aren’t really asking to be answered anyway.
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@walker-of-the-yellow-path​ — Marathon of Mogis
The Card: Wow, I wasn’t expecting two Theros-themed God-themed enchantments that gave a number of creatures haste. Great minds and all. So, this card. I don’t think you need to reference the active player. The whole thing can be toned down a little. “At the beginning of each player’s combat (or end?) step, that player sacrifices all creatures they control that didn’t deal combat damage to a player this turn.” Keeping it simple. Honestly, though, I...am not sure I like it for four mana. It feels like a game-ender kind of card. Frankly, I would make it six. And I know that’s a lot and I know that it might be too much, but to be honest, this would be an unfun card otherwise, in my opinion. It’s really, REALLY powerful for a clock.
The story: Is that Mogis’ deal? Does he make people run? I checked the wiki and read through it all and I don’t understand why Mogis would get pleasure out of people not dying. The point of the stampedes and the destruction is to invoke slaughter and sacrifice, not to run humans to the bone. The ferocity of minotaurs is not sadistic. This feels like a Rakdos card — the cult, not the color combo. I feel that there was a misunderstanding.
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@wolkemesser​ — Otherskin Scarecrow
The Card: I’ll go out on a limb and say that you could make this a little more Horizons-y and give this card Changeling instead of just saying it has all creature types. Could that make it a shapeshifter? Hm, what if, because it wears clothing from characters in the past, it also has the creature types of all creatures in graveyards? But I digress. Anyway, this card. It’s not bad! It’s not making me super excited, but it’s not bad. You meant for this to have a Reaper King vibe, right? Or at least to work well with it? I think you succeeded. 
The Story: Love the first sentence, don’t quite understand the second one. My interpretation is that it’s taking skin from others, right? Well! Um! That’s actually scary and makes me miss the world of Lorwynmoor even moor. Er, more. It’s unfortunate that the mechanics of the card don’t necessarily depict “skinning intruders alive and taking their identity in a grotesque fashion” as much as I’d personally like. Still, that’s a risk, and you know what, the implications aren’t super strong but it’s enough for me to grok.
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Once again, thank y’all for your entries. New contest tomorrow. Be prepared. Be scared. Be....ard. 
-@abelzumi
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xtraordinaryfangrl · 4 years ago
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I just finished playing The Last of Us Part 2 and I loved the gameplay. But I have so many scattered thoughts about the story. We’ll get to those after I sum up my overall opinion. Which is this: the game is not that bad. It’s not as unplayable as most user reviewers seem to think, yet the story isn’t as superb as the first game (coming from a girl who has only played the sequel). There are areas I believe the writers could have developed more, and there are details that fit the theme. Even accentuated the story.
The first thing I will address is the scene that was leaked by anonymous (yeah, I’m talking to you) and something we all dreaded watching: Joel’s death. Now, considering that this is a story about revenge and how it changes a person, his death made sense. I even EXPECTED him to die when I first saw the E3 trailer. His death fits from a logical, storytelling standpoint. HOWEVER, I’m not so sure the writers executed in the best way. In fact, there are plenty of instances where I think their execution felt flat.
One was how Ellie discovered Joel’s lie at the end of the first game, even though I appreciated the flashbacks. Another was Abby and her role in the second game. Not only did I feel she should have been mentioned or at least hinted at in the first game, but - like the majority of the fandom - I disliked her after she killed Joel and was not looking forward to playing her. My opinion on her didn’t sway (slightly) until she met Lev bonded with him. I grew fond of their friendship, fond of helping this boy at all costs.
So I played Abby’s side with a lighter heart and a more open mind. At the end, I deduced that I was fine with her getting a second shot at living. Why? I found her willingness to help Lev (someone from a different background/lifestyle than her, someone from a group she was currently at war with) a redeeming quality. As long as that boy was alive, I wanted Abby to make it as well. But more importantly, Ellie gets another opportunity at life too.
She could have killed Abby, but it would have been for nothing. She killed nearly every accomplice in Joel’s death, and we see her lose a piece of herself with each killing. If she had killed Abby, she wouldn’t have been able to return to the farmhouse. That would have been the last straw in her having ANY semblance of hope. Of having something to live for. With that being said… I am satisfied with the ending.
Like the first game, what happens next is left up to interpretation. I hope she’s going back to Jackson in search of Dina and JJ. Her family. But I’m not 100% sure. And I don’t think I’m gonna get any confirmation from Naughty Dog any time soon, so I’ll just let my imagination run wild in my next AO3 search.
Overall, my gaming experience was enjoyable. Even with the violence and angsty, heart-aching, tension between Dina and Ellie. 10/10 for both the graphics and gameplay. Solid 8 for the story/characters. Though, I’ll be honest and admit that my original rating was a 6 (then a 7.5) but then I found out “JJ” stands for “Jesse Joel” and- Well…
He’s a cute kid. And Ellie’s potato. I caved.
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mishidraws · 4 years ago
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nehrim update:
-To elaborate on my last thing, Kim thinks you’re an angel sent from heaven to deliver him from slavery. Like, not in so many words, but it’s obvious how grateful and happy he is to be in the Order, and how much he’s thankful to you for making that happen. He sees his time in Sildren as a trial set by the gods. He also attributes the good things that happen to him to acts of god. And now he’s working for an organization that aims to kill the gods. I wonder how he feels about that, as someone who is devout?
-Anyway that’s why I think he’s headed for a bad end
-And therefore, to maximize the amount of time I have with him and for no other reason, I decided to keep sidequesting instead of going to Waverock.
-other than that my main complaint about Kim is that I can’t play dress-up with him and even if I could, I’d feel too guilty to actually do it. In my long career as a TES player I have been searching the internet over for a cute male mage companion mod I can dress up in all of AlienSlof’s horniest outfits. Finally, I’ve found one! But he’s too pure and wholesome for me to be comfortable doing that to him!
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-WELP
-It was at this point that I noticed that I wasn’t able to teleport! So I guess I have to go to Waverock after all :(
-listen: I’ve sunk hundreds of hours in Morrowind, Oblivion, and Skyrim, and I did not get anywhere in any of those games by doing the main quest. In fact, I didn’t get anywhere in any of those games at all! I never finished a single one! I came closest to finishing the main quest of Oblivion but I had fiddled with my install so much that I had rendered it unplayable and ended up giving up on it right before Martin led the charge against the Great Gate at Bruma.
-My point is ignoring the main quest is a hard habit to break, even when the main quest is the most interesting thing in this game.
-Nehrim is so big and there’s so much to explore!
-That’s my story and I’m sticking to it.
-Now... where even is the road to Waverock?
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-This took a stupidly long time to find
-This path is certainly narrow and railroady, which is for the best, really. I have a pathological need to stray from the beaten path that can only be curbed by preventative measures like FFXIII-esque corridors and a moratorium on teleportation.
-Why does this boneripper have a bouquet in its inventory?
-Oh shit, the whisper forest is for levels 24 to 28 and I’m only level 23!
-Eh, it’s probably fine, I have the mod that automatically awards you a +5 stat increase regardless of how few times you leveled up associated skills and I recently maxed out speed.
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-Beautiful, scenic wave- hey wait up Kim, I was gonna find a merchant to pawn off all my loot first!
-Seriously the kid’s way too eager. It’s all so big and new. You never have to tell him twice, or find him things to - dammit.
-Serious Stan Rogers vibes here.
-So we’re agreed First Mate Christian hired those guys to kidnap the captain, right?
-Funny thing though, when I went in there to rescue him the thugs just stood around and let me talk to Captain Bligh and it was only having a conversation in which he didn’t even acknowledge the situation he was in that they attacked me. bit of a delayed reaction there, game.
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-nah, all you need is a bit of PR. And a song
-/proceeds to filk a long-ass song about salvagers. more on that tomorrow, when my parents are out of the house and I don’t have to inflict my very rudimentary guitar skills on anyone but those who consent to click my soundcloud link
-Can’t call Christian out on his bullshit, so I’m not feeling too good about just waiting in the cargo hold while they sail to Arktwend. Miraculously nothing happened though
-tomorrow: a song!
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not-iscariot · 4 years ago
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This was really hard but if you’re interested in my reasoning then scroll below...
Favorite game of all time: Dragon Age Inquisition
For a lot of the answers I wanted to give Big Brain Answers, but thinking through all the games I’ve ever played... I don’t have the hours on any other game like I do this one. I have my own issues with the franchise and some of the decisions that get made but hot damn does a good RPG Fantasy series do it for me. I’ve never played another game that genuinely feels different and unique every playthrough, the world is so big and the ability to feel like a bunch of different versions of the Inquisitor are some of the reasons I find the game so fun to replay. I’ve played 3 games through to completion, 2 with the Trespasser DLC, and 1 where I played every DLC available. I’m currently on another playthrough right now... so based on my attachment and hour log I would say this is my favorite game of all time.
Best Story: Mass Effect 3
This was also really hard because there are a lot of games where I loved the story. I think it’s really hard to end a series and I honestly liked the ending of Mass Effect although not everyone is a fan. The choice-consequence ramifications in this game are pretty brutal and it’s rewarding to see the conclusion of so many of the companions’ arcs. The first time I finished this game I was sobbing which showed how much investment I had in the story and the characters, especially Shepard. I think there are a lot of interesting larger ideas explored in the series like collective consciousness through the Geth as well as the tension between synthetic and organic, which I found myself thinking about a lot when reading Emergent Strategy. 
Favorite Art Style: The Wolf Among Us
RIP Telltale. I liked a lot of their games, but WAU is where I feel the style really hit it’s stride. It worked super well with the fantasy/detective story. I’m sad they never got to finish the game. 
“I’ll finish it some day”: Zelda: Breath of the Wild
BotW is a really amazing game but I have never in my life finished a Zelda game. I want to finish it bad but I sucked literal ass at the boss fights. I also struggle hard with games that have huge open worlds when there isn’t a story really driving me through objectives and missions. Some people love the freedom, I tend to get bored quickly. I dropped the game because I didn’t have time to play it so when I feel up to it again I’m starting from the beginning.
Big Personal Impact: Dragon Age 2
This game made me realize I was bi and helped me come out. That’s pretty much all there is to it. By far my favorite companion set, I hope for future games they take more cross impact between companion characters because that was seriously lacking in Inquisition.
Best Combat: Spider-man 
Super fun combat that you personalize to your fighting style. When I was hitting my best in terms of combos it felt super cool. Just a really strong game gameplay-wise. 
You like, but everyone else hates: Beyond: Two Souls
I don’t know if everyone hates it but when I talk about it I hear a lot of groans... this is definitely one of my favorite games to play with someone else and I think it’s super engaging to play with people who aren’t really into video games. It’s easy enough for them to get into with a decent story and decent twist reveals. 
You hate, but everyone likes: Fallout Franchise
I’ve tried so hard to get into these games. I own most of them but I have never been able to finish one. Fallout 4 was super buggy and I couldn’t get through some of the critical fights. I wanted to be into it but it just didn’t do it for me.
Underrated: Jedi Fallen Order
I don’t think it’s that underrated but I had a friend tell me it was “just Dark Souls with lightsabers” and I thought that was an unfair assessment. The Jedi gameplay is really fun and the boss fights are hard but so worth it to keep trying until you get through them. Also, as a Star Wars nerd, I liked this offshoot exploration of the Jedi. 
Overrated: The Witcher 3: Wild Hunt
OK I bought this game having never played a Witcher game or engaged with really any Witcher content and I thought, based off the amazing reviews, that wouldn’t be a problem but I could not get through it. I just didn’t understand what the heck was going on or get attached to any of the characters. I went back and bought the first two games on sale, although the first is so frustrating because you have to obsessively save so that you don’t lose progress. I’m open to changing my mind down the road but I just didn’t get into it.
“Why do I like this?”: Grand Theft Auto V
I bought this at the beginning of quarantine last year as a long game to have that would take me ages to complete so I wouldn’t lose my mind. It’s the only GTA game I’ve ever played and I got super into it even though it’s like... GTA. Truly just THAT video game stereotype, you know?
Game you always go back to: Borderlands 2
I’ve played the other Borderlands games but this is definitely my favorite. Just a decent game to playthrough either on your own or with other people. I like the drop-in, drop-out story play through you can do with people.
That atmosphere...: Stardew Valley
Pretty self-explanatory. I wish I lived there. I want what they have...
Bad Day Cure: The Uncharted Franchise
Decent story and story arcs. Good gameplay to zone out to. I like the characters. This was the first set of games I played on my PS4 and it was during a blizzard. Super replayable.
Favorite Protagonist: Hades (Zagreus)
I almost said Dragon Age 2 for Hawke but because Hawke’s personality really depends on the player (I exclusively do humorous) I didn’t feel that counted for strong protag writing. Zagreus rocks. Bi king. He’s sensitive and caring and tough and funny. His arc is so wholesome... my childhood trauma definitely projected heavy onto this game.
After Work Game: Left 4 Dead 2
This was the first game I ever bought on Steam back in 2012 to play with my online friends from deviantArt... that’s how old this game is for me. I’ve clocked almost 400 hours and it’s definitely my go-to comfort/tune out game. I literally play this game to self soothe when I have anxiety... I’m so used to it and familiar with the gameplay that it doesn’t stress me out at all. 
Biggest Letdown: Mass Effect Andromeda
After ME series I was honestly fine where Shepard’s story ended and I was down for another protag and offshoot story but... the game sucked. The combat was fun and it wasn’t unplayable but ME was so good that this game just didn’t live up to the standard. The companions are just not as interesting or engaging, it was buggy and animated weird as hell, and I couldn’t give a fuck about Ryder honestly...
“Back in the day” game: Pokémon Ruby/Sapphire
Curling up on the couch or in my room on my Gameboy Advanced SP in red collecting pokémon... these were the DAYS. 
“Not the best but having fun”: Fire Emblem Franchise
Three Houses is definitely my favorite and the only other that I liked out of the few I’ve played was Awakening. I think the games are decent and fun, Three Houses was definitely the strongest in terms of side characters and story, but there are still issues like... how romancing works. Claude is so bisexual it’s actually alarming... 
Criminally Overlooked: Mirror’s Edge
This series had potential to become such a cool franchise but it stopped after Catalyst. I was so invested in the world they created and it was just very... whatever Watchdogs was trying to do but I didn’t like as much. Some really awesome gameplay, just a lot of parkour and running.
Depressing Game: The Walking Dead 
This game and the subsequent ones I just feel so bad for Clementine, this poor girl cannot win. I never finished the last season because I lost track of what Telltale ended up doing, but now I know they finished it so I gotta get back in there. Yeah I cried at the end of this first game.
Favorite ACTIVE Franchise: Dragon Age
So many issues with the series but... it’s likely if they’ve announced a new one I’ve already pre-ordered. I’m very invested and hope Dragon Age 4 is as good if not better than Inquisition...
Not usually my thing but...: Red Dead Redemption 2
Not at all a game I would usually get based of how it was advertised and explained to me as well as the usual crowd who’s into it but... I really loved it. I said this before that I’m not great with super large maps and free reign but RDR2 is one of the few exceptions. I would spend hours just running around and hunting. I started playing it in quarantine and lord... it was so nice to just roam around this huge, beautiful map and feel like I was hanging out outdoors. It also made it shitty to be stuck outdoors because all I wanted to do after I finished was go on a cross-country road trip. Still very much a like... manly man game. But I don’t mind that.
Anyways that’s my two cents. Here’s the blank:
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antiques-for-geeks · 4 years ago
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Game Review: Aliens
Electric Dreams /  1987 / C64 
Also released on Amstrad CPC, ZX Spectrum, MSX and C16
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With one eye firmly on Halloween, we’re going to review some games that used to make us breathe heavily, grasping our joysticks tightly in our sweaty palms...
Based on James Cameron’s sequel to the archetypal sci-fi body-horror Alien, Aliens is possibly one of the most panic-inducing games of the 8-bit era. It goes without saying that it’s hard to actually scare anyone on an 8-bit computer, unless blocky, jerky and flickery graphics bring you out in a cold sweat. What you can do, however, is force the player into having to make a series of quickfire decisions under stressful conditions, juggling resources and trying to keep order in the face of the impossible, like an air traffic controller in a power cut.
Aliens is played from a first-person perspective, and at first glance seems like a fairly simple game. You start in the middle of the operations room in LV-426, in control of Ellen Ripley and a team of 5 space marines who’ve been sent to find the alien queen and rid the base of her menace. You get a cross-hair, which is where your bullets will go. You can look around to the left or right, and you can step through a door to another room with a press of the space bar.
Nothing much is happening right at the start of the game, but don’t worry, it won’t stay that way for long!
The queen sits in a room right in the depths of the base. You use the keyboard to select individual team-members, but you can only directly control one at a time. Each member is represented by a nice little image and a stat bar showing how tired they are. There are no practical differences between each team member, which is a bit of a wasted opportunity, but the images are still a nice touch if you’ve seen the film, and help the player identify with their soldiers. Your team grows weary if they move too far without a rest; they’ll be unable to move and will aim more slowly until given time to recuperate. 
You can issue orders for any team member to move a number of rooms in any compass direction, and they’ll carry out your instructions to the best of their ability once you switch out. On the way you’ll encounter alien warriors, eggs and face huggers... or they’ll encounter you as they’ll actively try and hunt down your group. 
When one of your characters is in the same room as an alien you’ll hear a warning noise. This is a sinister beeping when you’re not controlling the character directly, and a panic inducing klaxon when you are. What ensues next is a desperate fumble to find the correct key to select the character who is in trouble, followed by an anguished pan around the room in search of the invader. Obviously you’ve only got a limited time to do all this, and the warning tone gets quicker and increasingly agitated to make sure you’re well aware of this fact. 
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I see you!
Once you spot the alien, you’ve got to line him up and blast him before he gets to you. One head-shot should do it, but you won’t get a clean shot, because by now your heart rate is sure to be through the roof. He’ll run right at you too, making you waste a bunch of (limited!) ammo on him.
If you’re super lucky, several team members will be attacked at the same time, which is probably more tense than doing a driving test naked with a wasp in the car.
If the alien gets you the warning tone will change to a forlorn peep. That signifies your character being bundled up for immediate xenomorph oral impregnation. You’ve got a short time to get someone else to the room to take the alien out, but if you don’t get there in time you’ve lost them for good. Their little picture will disappear and you’ll get nothing but static if you switch to their screen.
Another nasty twist: if you blast an alien in front of a door it’ll leave a pool of acid blood which will kill your character outright should they try to exit that way.
There are a few things you can do to keep yourself alive. You can shoot out the control panels next to any door, which will prevent aliens coming through for a time. This is a one-time only deal, because you’ll have to blow the door open if you want to use it again. You can also re-stock a team member’s ammo at a specific room in the complex. This is useful, because running out of ammo is as good as a death sentence. You’ll also need a map. There’s no in game map provided, though the room number each character occupies is shown next to their image. The full price release provided a fold out map in the box, and you’ll need this. Make sure you have a copy handy, because the game is almost unplayably hard unless you have one!
One last thing. The aliens spread a sort of fungal growth around the rooms, which can cover doors and must be blasted away. There’s a generator room somewhere in the complex, and if the walls there get covered by alien fungus the LIGHTS WILL TURN OUT!
I can’t emphasise enough what bad news this is, because hunting for aliens by shadows alone is probably about as much fun as falling into the sharps bin in an STD clinic.
Film licenses had a pretty bad reputation for the discerning 8-bit gamer, tending to be shoddy and quickly thrown together efforts. Aliens is both an excellent game in its own right and perfect at evoking the tension and atmosphere of the film. There’s also quite a bit of tactical depth here too. Do you keep your group of soldiers together? Move as quickly as possible to the queen chamber? Maybe try to fan out and secure the generator room and armoury?
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Ripley is looking a bit off colour today.
It’s also worth mentioning that there was also another Aliens game released for 8-bit micros, developed by Activision in the U.S. This takes a different approach to the license, presenting the film as a series of mini-game levels such as landing the drop-ship, fighting your way through the base to save Newt, the last surviving colonist, and the climactic one-on-one mechanical loader duel with the alien queen. This is also a good game, and well worth seeking out if you're a fan of the franchise, though for my money not quite as well conceived and executed as the U.K. version.
Playing it today
If you don't want to follow the obvious route of emulation and you’ve got a real C64, Amstrad CPC or Spectrum to hand, this should be easy to pick up for a few quid online. If you fancy something slightly more polished, there’s a fine looking windows PC remake ‘LV-426’ by Derbian Games that can be downloaded for free.
Commentariat
Tim: Ah, Aliens. Back when the franchise was actually scary and not a pastiche of itself.
As I suspect many others, I bought this on budget when it appeared on the Ricochet label from Mastertronic. This release really lacked the one thing that helped gameplay. A map.
The full price release had pull-out one included with the game; Mastertronic however, probably decided that including a separate sheet for just one title would have cost too much. And been yet another inlay for the staff at Menzies in the Clydebank Shopping Centre to lose. Zzap 64 published one for those of us without, but as I didn’t have that issue, I was in the dark. Quite literally, as it was more fun to play with the lights off.
Life is too short to make maps, so instead I ended up creeping about the complex, not really knowing where I was. Sounds dull, right? Well, no. The game oozes atmosphere; the graphics are tight and well executed, and though the C64’s SID chip is hardly taxed, the sounds that are there do the trick. The throbbing noise when an alien approaches, your exhausted marine out of ammo but still you frantically pull the trigger of their Pulse Rifle in the vain hope that maybe, just maybe there will be one last shell in there to give you a fighting chance. What I particularly like though is the freedom of gameplay, choosing to use your team as individuals or cooperatively as squads, investigating the different parts of the base separately. Pretty cool, when you consider it’s all done in just 64k.
Do I have fond memories of it? Yes. Would I play it again? Absolutely.
Meat: This game is an intense experience, likely to elicit some strong swear words if you’re not in the right mood for it. It’s certainly engrossing stuff though, and tough to beat. One thing though. Which genius decided that the ‘m’ key should restart the game? You know, the one next to the ‘n‘ key you use to tell your soldiers to move north? Nice one.
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Pop: I played this a few years before seeing the film, but in retrospect it’s a very clever use of the license. It was also a really tense experience for an 8-bit game, particularly later on when your soldiers are assaulted by wave after wave of aliens and face huggers. Like many games of the era, it’s perhaps a little arcane for today’s audience, what with having to use the keyboard to select the different team members, but still playable and still enjoyable today. It’s the kind of game I can imagine working perfectly on a VR helmet, though that might be a little too much immersion for comfort!
Strangely enough, one of my strongest memories of this game was actually waiting for it to load off cassette tape. The Mastertronic re-release copy I played (borrowed off Tim, of course!) had a neat game of space-invaders that you got to play while waiting for the loading process to complete, accompanied by some very atmospheric music. This ‘invade-a-load’ appeared on a few C64 tape games, but in my head it’s always tied to playing Aliens.
Score card
Presentation 4/10
Very basic indeed. No intro screen, title crawl or music. The box contained a map, which is essential and should have been a part of the game itself.
Originality 8/10
An extremely novel use of a film license. The mix of first person perspective, team management and light strategy elements put this in a class of its own. Sadly, most licensed games of the 8-bit era tended to use cookie-cutter gameplay which was usually executed better elsewhere.
Graphics 7/10
Very clear and atmospheric, you’ll have no problem working out what everything is. The images for the team members are well drawn and clear for an 8-bit system. On the down side, rooms are drawn predominantly in a single colour and a little more variety in the room designs would be nice. The aliens walk like they’re going for a relaxing afternoon stroll, but the animation when they rush your position is very effective.
Hookability 7/10
Immediately intriguing, but the use of the keyboard and advanced controls for commanding team members require the investment of time to enjoy.
Sound 3/10
Played in near silence, except for gunfire and the alien warning siren. This actually makes the game more atmospheric. A title tune would have been nice.
Lastability 7/10
A decent challenge, it seems impossible until you form a good plan on how to tackle the assault on the base. Like many other games of the era, how much you get out of this game depends on how much you’re willing to put into working out how to play it effectively.
Overall 8/10
A fine example of how to compress the tension and drama of an action film into 64K.
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some-creep · 5 years ago
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SERIOUS and OFFICIAL RE3 Creep Review
Resident Evil 3 Remake is a good and fun game that I have already dedicated more energy into than all of RE2 Remake.
However. We can’t leave it at that so here’s a stupid long post.
First off: This will not include any mention of the freebie multiplayer game bundled in, RE: Resistance, a game that I unfortunately like but also realize it adds absolutely nothing to the purchase of this game itself.
Second: I have no goddamn idea what other people are saying about this game because I haven’t even clicked on the steam store page to see the general review scores. I don’t have twitter, and I refuse to watch reviews. All I know is vague youtube titles I’ve seen in my feed. That’s it.
Third of all: Everything I’ve ever written on here is disjointed and confusing so buckle the fuck up.
Oh. And spoilers.
To start this story we must go back to everyone’s favorite year, 2003, when RE3 released on the Gamecube and I was in third grade. Watching my cousin play it when he stayed over was my first actual experience with the series. And Nemesis was, like, really fucking scary at the time because I was a child. I bring this up because as you all might know, I’m a bit of an obsessed weirdo sometimes. This is where it started for me, so RE3 is kind of a big deal for me personally. Conceptually, this game means kind of a lot to me I guess.
As a “remake”, RE3 does, like, a terrible fucking job at being one of those. This is flat out, just, not a remake. At all. It’s a re-imagining. It would be easier to count the things they included from the original over the things they cut, that’s how different it is. OG RE3 had like. Three environments. And the remake just straight up cuts one of them and slaps a different character in the other. Alright I guess. We don’t see Brad get killed by Nemesis, because that just… doesn’t happen anymore. Jill doesn’t go to the police station… at all even. There’s no missile countdown during the final boss fight which was my favorite part because it was like. I know it was just a glorified timer but it was much scarier to me than the self destruct timer? Idk for some reason the concept of a missile destroying the whole ass city is an idea that genuinely just kind of freaks me out to this day.
This will sounds very hyperbolic but the ending was kind of garbage. Mr. Paul I love my Wife Anderson did a shot for shot recreation of the original ending and I guess I was just expecting something like that instead we got. Not. That. I don’t know if these complaints are valid but they are things I’ve been thinking about a lot. Half that scene straight up just takes place in a map that is just an empty white void. If that after the credits scene wasn’t a possible hint at a Code Veronica remake I will riot. CV is my other favorite game (conceptually. CV itself is a completely fucking unplayable nightmare game).
There’s no helicopter fight. There’s no gravedigger. There’s no giant spiders. There’s one bonus costume. Hell, there frankly isn’t even a lot of Raccoon City at all.
I guess it is short. My first play through was 4ish hours of logged gameplay and 6ish hours of total playtime with cutscenes and nemesis chases which apparently pause the timer since they’re basically QTEs? This doesn’t really bother me like it does other people. I don’t have a lot of free time anymore. Everyone fucking hates that this game is short from what I’ve seen? Idk. (It’s no shorter than RE2. RE2 just seems longer since you can be Leon or Claire but their stories are basically identical. B scenario in RE2 Remake was a fucking joke.)
Buuut… I really, really like this game.  Carlos is fine. He’s in this game. I still don’t like him that much but he’s the best of the male sidekicks. Maybe I like him more than Leon. He isn’t offensive or anything I just don’t stan him as hard as everyone on here seems to. Mikhail is way, way better now. Love how he knows who Jill is. Nikolai has… good facial mocap I guess. He’s certainly in the game and is evil and Russian again so no change there. Tyrel is a character who does things and is in scenes. He seems nice. He’s doing his best. And then there’s Jill. Who got the best treatment of anything in this entire game. Not like, physically of course, her ribs are absolutely destroyed and her spine has been snapped several times after all of that shit they put her through in the cutscenes.
I loved, loved, loved the opening. So much. Jill’s apartment. Her nightmares. The fact her life is in shambles. I’ve gushed about this before but I genuinely loved how the game opened. It’s everything I could have asked for and so much more. It’s an idea I’ve toyed w/ before in one of the only finished stories I’ve ever put on AO3 and I’m so glad to see it acknowledged canonically. I just. Ugh. I loved it.
Everything she says is beautiful and perfect and sassy and sometimes angry and it’s just. Good. They let Jill say fuck and she became unstoppable. Also she at least still says the You want S.T.A.R.S. line. It’s way, way, way early, in a scene that makes no sense for it to be in at all. But she says it. And I liked that she said it. I’m easy.
That stupid railgun bullshit at the end?? I was streaming it live and just exclaimed “is this game even real???” because I was just so all about it. We’re all still giggling at “Bitch can’t even swim.”
It’s fun to play as Jill and do sick dodge rolls. I’ve gone through this game four times now, once on each base difficulty and again on Assisted with just the hot-dogger fire knife w/o healing. Sick dodge rolls make the game very easy if you don’t fuck them up. I always fuck them up. But, still. I feel like all the bits are there from RE2 but just better. I intend to go through the game on the other two difficulties. Wish me luck. I am frankly terrified. But I want to do it.
Two of the nemesis fights are just straight up identical though. Which is. Okay. Sure. Whatever.
This game only had two puzzles for reasons I do not understand. The subway puzzle was the hardest of the two. It is the first puzzle in the game. Arguably, it is the only puzzle in the game because it is the only one you have to think about for more than 11 seconds to solve.
When the credits play the new version of Free from Fear I genuinely forget every weird problem I have with this game because it’s just… so good. Once again. I am easy.
This whole thing probably sounds like more complaints than praise for a game I’ve put this much time into, and maybe it is, but it is easier to talk about about something bad about a game than to pinpoint what you liked. And I love to complain as we all know. This is horrible as a remake. It’s great as a follow up to RE2 Remake probably. I think plenty of people already disagree with that. But plenty of people like to just be wrong on the internet.
Speaking of RE2 remake why did Pale Heads return from.. the ghost survivors dlc of all the fucking things. That’s just weird. They were a weird inclusion. Maybe I’m not totally surprised something like that made it over but it’s still… weird. They’re fine as an enemy type. I just ignored them though.
I think that for me it is just enough to have good and fun characters that I enjoy. I just. Like how Jill is written. And honestly, that’s kinda just all I need. It doesn’t really matter to me that this game is something of a horrible amalgamation of vaguely borrowed concepts from the original game. Sure, the RE1 remake is great because it’s mostly completely faithful, but that doesn’t mean it’s the only way to do it. Re-imaginings like this can also be good. This one is good. It’s fun.
There are a strange amount of tentacles in this game to the point where I wonder if someone on the dev team just straight up had a fetish. Especially after you get the lockpick. That scene is. Um. Yeah. It’s in the game.
Is that really how I’m going to end this? Talking about the tentacle fetish?
Yeah.
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