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#more realistic 3d zeldas are great
uwudonoodle · 3 months
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Those who are newer to the Zelda fandom, don't sleep on the older games. They are charming as hell. Me and my partner started playing Oracle of Seasons (he's playing, I'm watching). You can play on a flower trampoline with one of the village kids. 😊
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faelapis · 3 months
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okay look, calming down - i understand why some people would want zelda to be a protagonist in like a totk-style 3d zelda. that would be great! the reason i predicted 2d for playable zelda is because its a smaller gamble for nintendo - imo, its realistically what we could get. especially at the end of the switch' life cycle AND so soon after totk.
BUT i'm very happy, for a few reasons:
1. it IS mainline zelda. its not called "triforce heroes" or "tingle's rosy rupeeland", its not a peach-style spinoff or side game. its a real zelda game. its called THE LEGEND OF ZELDA: ECHOES OF WISDOM. that alone, giving the mainline zelda brand prestige to this, IS a risk. and its one i super appreciate nintendo taking!!!
2. i disagree that just because it has the links awakening toy-style aesthetic, that automatically makes it a "lesser" or unserious game. links awakening IS a good game! its some peoples favorite! it added interesting lore to the zelda series, its a canon part of the timeline, its mechanically fun, and it has the fun psychological element of analyzing it in terms of links feelings about the dream. like how even the boss monsters are fearful of "dying", begging link not to destroy the island. which of course isn't "real" since its a dream, but its interesting that link would THINK that. also, marin 💔
3. like i said in the prediction post, this could be understood as a testfire for the concept. IF its as successful as any other 2d zelda game (and thats a big if! i already see people calling it more niche or for babies. i hope that doesnt catch on too much and depress hype 😞), maybe nintendo WILL see it as less of a gamble to make zelda the protagonist in a full-on, "serious" 3d title. nintendo is, after all, a business. trying it out with a smaller game makes total sense.
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also... it looks like a good game? when a link between worlds was released, everyone thought the wall merging ability was brilliant and a great way to turn 2d zelda into a more unique experience.
this, to me, looks to have similar potential!! the fact that zelda can essentially order enemies to fight for her and use her environment to think of intelligent solutions to any problem is very in-character! it's fitting both for a princess and for the bearer of the triforce of wisdom.
also, its not just building/environment traversal! she does fight!
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idk y'all, this looks like a great time to me! i don't know why people would presume its any "lesser" than any other 2d zelda... when we've literally seen another 2d zelda with this exact artstyle. and its an original game!! its not a remake!! :D
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autolenaphilia · 9 months
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Duke Nukem 3D
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Duke Nukem 3D, developed by 3D Realms is a showcase for Ken Silverman’s Build engine. It was not the only game to use the Build engine, nor even the first but it was the most popular and successful game to use it. It wasn’t even the first Duke Nukem game, but it’s success overshadowed the two platform games that preceded it.
At the core of Duke Nukem 3D is solid Doom-like “boomer shooter” action. It’s a game about shooting things, more than plot. The plot is, aliens have invaded and kidnapped Earth’s women, and now action hero Duke Nukem must stop them, it doesn’t go any deeper.
And the levels don’t deviate that far from the Doom formula either. Functionally it’s about exploring the often complex and maze-like levels, defeating the enemies, and finding key cards to unlock doors to progress and find the exit to the next level.Duke Nukem 3d also has the episodic structure of the original Doom, so the game is divided into sets of levels. The game originally shipped with three episodes in January 1996, but 3D Realms developed a fourth episode released first as an expansion pack and later bundled with the main game in december as Duke Nukem 3D: Atomic Edition released in December 1996. That’s the version I bought and played for this review, using eduke32.
Duke Nukem 3D massively expanded on the Doom formula in ways that were very innovative for the time, and allowed it to compete successfully with ID Software’s own Quake, released that year, despite that game featuring actual 3D.
The Build engine wasn’t real 3D, in that it couldn’t do proper “room-over-room”, which is the hallmark of true 3D. Instead it was 2.5D, like the Doom engine that inspired it. In such an enginethe level designer can’t create a house with two floors, one floor over the other, or a platform that the player character can both walk on and walk under. Things can have different elevations, but the engine can’t actually handle all three dimensions fully.
Except the Build engine allowed the devs to fake room-over-room with various means. The basis o this trick is that two different sectors or rooms could overlap on the map, as long as they weren’t seen at the same time. Using portals to other sectors and seamless teleports of the player, including on stairs, it could fake 3D space. And this is used to great effect in Duke Nukem 3D. The level cans often feel like true 3D, and knowing that it really isn’t only makes the design more impressive.
The Build engine also allowed for basically all of its levels to be modified on-the-fly, which is also exploited very well in Duke Nukem 3D. Years before Red Faction, you could destroy parts of the environment to proceed, like blow a hole in the wall to create a new path (often marked by Zelda-esque cracks in the wall), or blow up entire buildings to proceed, both to find secrets and as part of required progression through the levels.
In addition, Duke Nukem 3D had a more realistic level design that earlier FPS games. Both Doom games were fairly abstract mazes, even when Doom II tried to depict cities on Earth it was more a suggestion than anything meaningfully detailed. Even Quake, which came out after Duke Nukem 3D and was actually 3D used a Doomesque abstract level design. But Duke Nukem 3D succeded at depicting realistic locations more so than anything that came before it. You get a cinema, a bookstore, a bank, a hotel and a subway station. Like they are not entirely realistic, but there are clear representations of real-life things and realistic enough to work. It does indulge in Doom-like space techbases in episode 2, but otherwise the settings are more realistic
Duke could do a lot more than most FPS protags bar maybe the System Shock hacker (who also had a true 3D engine to work with). You can put on scuba gear and go swimming (going from the surface to underwater is maybe one of the more obvious teleports, but still pretty seamless.). You can find a jetpack and fly around the level and find secrets. You find a shrinker weapon that can shrink even the toughest non-boss enemy to a harmless tiny creature that Duke just steps on with his boots. And you can be shrunk yourself and go through tiny crawlspaces. Also Duke could talk, and specific situations triggered situation-appropriate oneliners, impressive for 1996.
There are some problems. Gameplay-wise, the levels can be very maze-like, and it can be confusing and frustrating to find your way. There are also some really dumb switch puzzles which give you 3-4 on/off switches and it’s just inputting combinations, bruteforcing the puzzle, until you find the right one, a waste of time. But overall the level design holds up, how the levels twist in on themselves is sometimes really fun and engaging to find out.
Of course, maze-like level design and dumb puzzles isn’t the whole extent of Duke Nukem 3D’s problems. Let’s talk about the babes for a minute, the portrayal of women in this game.
Of course the traditional defense of Duke Nukem is that it’s all a joke. And yeah, Duke himself definitely is meant as a joke, a parody of 80s bodybuilder action heroes, complete with one-liners stolen from other movies. He’s an obvious example of 90s-era irony. And some of the humor works. My favorite joke in the game is that Duke leaves each level by finding and hitting the level’s self-destruct button. It’s bombastic on a literal level, but a subtle enough comment on the violent destruction of action movie heroism that it’s still funny. Way less subtle, but still fun is the fact that one of the most common enemies are pig cops, once human cops who have been turned into literal anthropomorphic pigs.
Still the joke doesn’t go far enough to truly subvert the macho misogyny of Duke. If Duke views women as sex objects, the game doesn’t contradict him on that point. Women in this game exist literally to be sexy décor scattered around the levels, and not much else. The sexy scantily clad women in this game are silly, but they are probably meant to also be unironically titillating.
Still, again it’s not too bad. Duke is played with enough self-aware humor to not be totally obnoxious, helped by Jon St. John’s charismatic and rightfully iconic voice acting. And the sexy ladies are so silly that it takes the edge out of the offensiveness. Strippers continuing their dancing oblivious while an alien invasion is literally going on around them are just too silly. The game overall is so light on plot that both the babes and Duke as a character only appear occasionally. It’s a game focused on the gameplay, and the gameplay is good.
Duke Nukem 3D is ultimately just fun to play. There is some great action here, with a nice weapon and enemy variety to keep you going. And it’s impressive how the game pushes against the technical limitations of its engine.
The best way to play Duke Nukem 3D is buying the Atomic Edition on the obscure but legit digital games store Zoom-Platform, which sells the game without drm and also includes pretty much everything officially released for Duke Nukem3D. This includes all four episodes made by 3D Realms and the official expansions made by other developers. And while you can play the original game by emulating MS-DOS via Dosbox, the best way is probably the eduke32 sourceport which allows you to play the game natively on modern systems.
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gascon-en-exil · 2 hours
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Now that you've mentioned it, I'm curious how'd you'd rank the Zelda games minigames from best to worst
That would be entirely too minigames to do individually, especially from memory since I haven't played most of these games in years. I can go by individual title though, ignoring the ones that don't have minigames in the usual sense (the NES games, both Four Swords games, Tri Force Heroes) and also Breath of the Wild and Tears of the Kingdom because I never actually played the latter and because my frustrations with both are on a much deeper conceptual level. I do recall BotW having some obnoxious minigames though, involving horses I believe. I'm not counting as well any minigames that offer only minor rewards that don't contribute to 100% completion, because those can be safely ignored.
Rating is out of 10 based on how obnoxious they are, with 1 being perfectly manageable and 10 being so annoying that they actively discourage me from replaying those games.
A Link to the Past - 2/10
The only really notable ones are the treasure chest game and the digging game, both of which are pure RNG and thus can be save-scummed. They're also in the Dark World so you shouldn't be strapped for money when you play them which is nice.
Link's Awakening - 1/10 for the original/DX, 4/10 for the Switch
On the Game Boy (Color) the fishing, crane, and river rapids games are all simple one-and-done affairs if you know what you're doing. The Switch remake however adds a bunch of new mechanics and rewards to all of them which makes them more annoying and time-consuming. There are rare fish to save-scum for, a realistic physics engine to make the crane more finicky, and a rapids race that requires precise maneuvering to get its best stuff. I'm not counting the Chamber Dungeons as a minigame because that's basically a separate mode unto itself...and also because they're usually pretty fun.
Ocarina of Time - 8/10
Not off to a great start for 3D Zelda. The gravedigging "tour" is pure luck, Bombchu bowling is also RNG-reliant, the treasure chest game is only not a nightmare because you can cheese it later on with the Lens of Truth, and the shooting challenges are serviceable at best. It's the fishing hole that truly lands OoT this score though, because it's the perfect storm of awful: partially luck-based, finicky mechanics, and actually physically painful at times on account of how hard and for how long you have to hold the analog stick to reel the big fish in. Oh, and you have to beat it twice, and the second time is harder!
Majora's Mask - 3/10
Surprisingly manageable and even fun in places, like the beaver races and the shooting galleries even if they require perfect scores. The horse and Goron races have issues with rubber band AI, the hitboxes in some of Honey and Darling's games can be stingy, the treasure chest game is (again) mostly RNG...but MM somehow makes all of these not so bad in their own ways, perhaps to compensate for the constant stress of the ticking clock. If I had to pick a worst one it might be the jumping minigame in Great Bay, because it takes a while to reach and the camera is liable to screw you over. The dog race is mostly luck-based, but at least it takes very little time and can be somewhat cheesed with the Mask of Truth. I am absolutely not counting the fishing hole added in the 3DS remake, because it's not required for 100% and because screw fishing in particular.
Oracle of Ages and Oracle of Seasons - 6/10
Sort of unfair lumping them together since Ages has all the really bad ones, but these two have always been a package deal. The baseball game is hard to get down precisely and also has a fair amount of RNG, the seed shooter game also requires some exact shots, and while both have dancing minigames Ages is the only one that takes into account timing. Making all this worse are the Oracle games' randomized ring system...plus a whole lot of randomized other things (Maple, Gasha trees) that aren't exactly minigames but still make these titles really annoying to revisit. Huh...I just noticed that "Gasha" sounds like "gacha"; were gacha games even a thing in 2001, or were Nintendo and Capcom just extremely ahead of the curve?
The Wind Waker - 5/10
Has some real nuisances, like the battleship game (RNG), the Flight Control Platform (precision gliding), and sword training (endurance). Much like my feelings on BotW however, it's not really the minigames that make me dread replaying WW so much as its various other headaches - many of which were addressed in the HD remake, granted, but they're still there.
The Minish Cap - 2/10
Another one where it's not really about the minigames. The only mandatory one I can even recall was catching cuccos, and a lot of that comes down to item progression later in the game. Kinstones are the real pain in MC, but even they're not so tough to find that you have to rely on minigames to get them.
Twilight Princess - 2/10
Same rating as MC, but for very different reasons. For me it's quite similar to MM in that there are a bunch of minigames but most of them are either inoffensive or actively enjoyable, and without the in-game time limit they're less stressful too. Snow sledding, popping balloons, the Clawshot cage games...all pretty fun. The only ones that stick out in my mind as not great are either quickly handled (goat wrangling, sumo wrestling) or are just boring (bombing pots on the river). Note however that this ranking would have been higher if I'd gone solely off my initial impressions from the Wii version. Having played the Gamecube and later HD versions afterward, I can safely say that, as always, motion controls make everything worse.
Phantom Hourglass and Spirit Tracks - 9/10
The touch screen controls are bad enough, but I can distinctly recall both of these games also having some downright awful minigames. Hourglass has fishing and a merciless shooting gallery, Tracks has the whip race and the pirate shooting game, and both have stuff like another WW-style training endurance test and randomized part prizes making everything worse. I have very few good memories of either of these games, honestly; all their good bits get drowned out by the clunky controls and the miserable optional content.
Skyward Sword - 7/10
Again, motion controls suck - but at least the HD remaster fixed most of that, and in both versions a good number of the minigames are optional even by my standards. There are still some extremely bothersome ones here though. Fun Fun Island is very much not, the minecart race isn't the most responsive and the pumpkin shooting game can be very grating until you nail the exact way to (sort of) cheese it. I actually switched this ranking with OoT's as I was writing this, because I remembered how much losing the motion controls redeems the experience of this game. Still by no means a favorite, but at least I want to come back to it sometimes now.
A Link Between Worlds - 5/10 normally, 10/10 if you count the giant cucco
Fittingly, it's LttP but more of it - including more annoyances. There's still the RNG-dependent ones, but there's also now a racing game that requires some fairly precise movements as well as a finicky baseball game. The rupee-gathering games are now more about having a stopwatch on hand, but phones can cover that. The cucco-dodging game is a real pain and bumped the rating up a full point, but note that I am never in my life attempting to survive for 1000 seconds (that's over sixteen and a half minutes!) to get the giant cucco in the end credits. Even completionists have to know where to draw the line.
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aeondeug · 1 year
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So now that it's been a bit and I've played a lot more of the game it is time for my thoughts on Tears of the Kingdom. I'm not the biggest fan of Breath of the Wild though I've come to appreciate it more over time. It's still a game I've never beat because I generally get bored part way through, though. Similar to other openworld games I've liked. I enjoy playing it but not enough to beat the game and certainly not enough to get all 120 shrines done. This is for a lot of reasons and thankfully TotK has addressed basically all of them.
I suppose the one that most people can agree on is the durability issue. I hated BotW's durability system as it made me afraid to use any of my cooler weapons. TotK's fuse mechanic has mostly solved this issue since I no longer go "But what if I need this?" since I can realistically just make another one and even if I don't have the materials, I likely have access to a zonai device or a consumable that'll have a similar effect if thrown/shot. I think this is not just the fuse power that is achieving this effect. I think it's the mixture of fuse, the throwables, the greater availability of arrows, the zonai devices and things like the grave weapon spawns. There's just such a great variety of ways I can hurt things that I'm no longer afraid of actually using my shit because I feel like I always have access to other things. The combination has beat my anxiety around item use.
The other big area that I wanted improvement on was dungeons and the dungeon quests. This has generally been achieved. The dungeons are better designed than BotW's I feel but most importantly they are different in their theming and have unique bosses per temple. Colgera and Armored Gohma are two very different bosses, not just in looks but in function. Also they feel a lot more traditionally Zelda boss than the Blights did. Because they're little puzzle bosses that you solve that aren't very hard once you do figure out that solution. And the solutions aren't that hard to figure out. I also think they're better spectacles than the Blights? Which is the other thing with Zelda bosses in the 3D games. They're big spectacle set pieces.
Lead ups to the dungeons have felt more varied than BotW's and these have generally been very fun to do. I still haven't done the Zora one but I have done the other three and liked them each quite a bit. My favorite being the Rito one because that's just a very fun little thing to do. I do think the story is very truncated, though. More akin to the amount of story you'd get out of a Ocarina of Time dungeon lead up than a Twilight Princess one. Which is fine. I do ultimately prefer the more story heavy stuff but this is a decent amount of it.
I think my favorite discovery with the dungeons though is that dungeon items and companions are back in a one-two combo. They function differently than they did in the older games and the things are just conveniences when taken out of their respective dungeons but I really, really love that two of my favorite Zelda elements are back. I do think that the method of power activation is awkward, though. I'd far prefer it be a wheel or something. Or like in the next game they remove the fucking horse whistle button and make that the menu for dungeon powers. As is, having to chase Riju down during combat to activate her power kind of sucks ass. I do generally like the powers and the companions though. I especially like how they tie into the final boss (I've only seen phase 1 of this due to dying and being like "Well we're not doing that now").
Variety was another big issue I had and that's thankfully been solved. As in addition to the shrines there's caves. There's also a lot more shrines that have their puzzles solved outside them. Which helps keep the dreaded "I am tired of looking at these fucking walls" feelings at bay. The addition of two different kinds of overworld traversal on top of that is helping too. The sky islands are basically what I wanted Wind Waker's islands to be and they're extremely nice uses of the new traversal tools you have in TotK. And the Depths, while a simple mirroring of the top, do have the light mechanic and the different shaped terrain and gloom to deal with. I do think that more could be done with the Depths, though. It needed more quests associated with it I feel. Maybe a town down there to serve as a hub.
The story is where I am more conflicted. I do prefer this structure to BotW's. There are a lot more discrete steps to the main story. But the cutscenes are still limited basically to just the memories. I would prefer the cutscenes occur during the actual game more, as opposed to some other shit I don't interact with at all. In terms of the actual story itself...I have never been under any impression that Ganondorf or Zelda would be better handled in this game than in past ones. I am extremely fucking disappointed they aren't but I was also expecting this. Ganondorf's just an evil power hungry asshole with little else going on and Zelda is continuing to have to sacrifice herself so Hylia's favorite himbo can do cool shit.
The way Zelda is handled in particular bothers me. I like her story overall but when viewed in context with the entire rest of the franchise and with BotW versus Age of Calamity it's just kind of infuriating. So congratulations WW and TP Zeldas. You are no longer the Zeldas done most dirty. That prize now is awarded to BotW Zelda. Handily. In a series where I have to say that OoT Zelda was one of the more impressively handled ones. When all she did was dress up as a ninja, say cryptic shit and give you songs. I am really kind of Unhappy with this doubling down. Especially when she is walking around with you in the opening bit. Also fucking christ they took her personality away again when she put on the fucking dress. This is a series where any time anyone but Nintendo gets their hands on the property they give her more to do because turns out people really love Zelda. But Nintendo cannot give up on their rigid bullshit.
Overall I do like the story but I am growing increasingly sick of how Zelda is consistently treated.
Let's get back to more positive things...The shrine design is ultimately much better I think. There aren't any that overstay their welcome and, again, many of them have their puzzles done in the overworld. Of the kinds of puzzles you see inside them, I think these are done a lot better. The Proving Grounds in particular fuck. They took the best elements of Eventide Island and replaced the fucking Tests of Strength with something that is actually fun and interesting. The only problem I have with Proving Grounds is that there aren't enough of them. I'm also super happy to see the awful motion control shrines are gone, as are the golf shrines. There are still some physics shrines like the god awful baseball one but these are fewer and far between. And even with the ones that show up their concepts are unique as opposed to "Here's another golf course, asshole". I also think that the way the shrines actually teach you things that are useful outside of them is nice. Both the building shrines and Proving Grounds teach you useful concepts you can make use of in the rest of the game.
Progression through the game I am also finding a lot better for a player like me. I did not work as well with the breadcrumbing method as many others did. So having a lot more things be tied to main story progression and having a lot more things be based around talking to the NPCs is doing a lot for me. This along with the greater amount of shit in the overworld to explore has made it so I'm never struggling to find interesting things to do. This does frustrate other players though and I am wondering if some better method of this can be done in the next game. One that satisfies players like me who need the greater amount of guidance and those who feel very stifled by it.
TotK is thus far one of the most engaging Zelda experiences I've had. And as a diehard for the older Zelda games this has done a lot to help ease me into this new direction for the series. I think if the team can take the things they did well here and keep expanding on this then Zelda is in a very good spot for both varieties of Zelda fan. They do still have a lot of work that needs to be done though. The story's still not quite there yet and the dungeon items can be improved. But this is a very good step forward. Still no double clawshots though so 0/10.
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scrunkore · 1 year
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Scunkore Media "Thread" 2023: Part 4
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welcome back to the scrunko core
38) Miitopia (Switch, 2021)
Mii games are a dying breed, and honestly I'm not sure why they put this game on Switch when they did, but that's whatever really. It definitely has its fair share of improvements from the 3DS original, with a bit more content and an absolutely fantastic custom makeup tool that lets you make every Mii that much more unique, being put to great use by a whole bunch of creators. The game itself, though... it's still not anything special aside from that, and also its cute story bits and Mii interactions, but those get old well before you actually finish the game. And the game takes a while to get through, too, feeling very repetitive and grindy even while you constantly make progress. Basically, the game does some fun things, but it's not nearly enough to make the whole experience remain interesting throughout. It's just painfully average as an actual game, and I'd really rather have a new Tomodachi Life game, but that seems unlikely at this point. [2.5★]
39) The Super Mario Bros. Movie (Movie, 2023)
I'll never get over the reaction to the casting announcement for this movie, that was the funniest shit to come from that one Nintendo Direct presentation and unfortunately it might be more memorable than the actual movie itself. Chris Pratt Mario is the least of its issues (actually the voice acting is fine) - the plot and indeed most of the characters are pretty half-baked and it feels like they rushed the story through basic plot points between various action pieces, but at the very least that does mean it's never boring. Trouble is, that does mean I can't say the movie is good, despite the really nice-looking visuals and great soundtrack (when it's not using corporate-mandated licensed songs), both clearly made with a lot of love for the series. Sure, it was an entertaining movie, with some fun elements like Jack Black Bowser banging out the tunes, but realistically I think it's pretty average when I'm not giggling at the references - the critics were in fact correct, who knew. Still, does give me some hope for future Nintendo movies, because it was well-made. [3★]
40) The Legend of Zelda: Tears of the Kingdom (Switch, 2023)
Breath of the Wild, one of the biggest and most popular games Nintendo has ever put out, finally got its sequel, and it somehow makes that game look like a demo. Everything new that they added results in Tears of the Kingdom blowing Breath of the Wild out of the water - the world map is about three times the size due to the added cave systems and whole new areas above and below Hyrule, the abilities Link gets to use are so much more complex and fun to use (especially the building mechanics), the enemies/bosses and side quests are more interesting, the list really does go on. It even has an excellent story that, while still unfortunately leaning back into "rescue the princess", delivers a really enjoyable narrative only marred by the fact that you can kind of ruin it by viewing it outside of the intended order, but I guess for an open-world game that's fine. I held off on writing this bit because I didn't really know what to say other than "game good", and now I don't want it to go on too long because I'll start rambling. The game is just really fucking good, man. Sometimes things in it are annoying, but I say that about every game, including Breath of the Wild - it may not be a particularly interesting opinion, but I think this game has just about perfected what it wants to be, and I have no idea what the Zelda team is going to do next. [5★]
41) Sonic Adventure (Dreamcast/PC, 1999/2011)
Next time someone tries to tell me that Sonic "had a rough transition to 3D" and it's clear they're talking about this game specifically, I think I might push them out of the nearest window, because that lie has gone on for far too long, though admittedly the ports of this thing have a couple unique issues and that's kinda why I modded the Steam port to be more in line with the Dreamcast version. But regardless, yes, this game is really good fun. It's a pretty unique 3D platformer with an excellent hub world and several different gameplay styles that each offer something fresh - from speeding through levels to fishing for a kind of annoying frog, I do rather like them all to varying degrees. The general vibes of the game as a whole (mainly down to the locales but also things like the incredible music) are pretty cool too, and the solidly enjoyable story - especially the parts with Gamma - is told in cutscenes that may look a bit awkward now but still have a lot of charm to them. Everything culminates in the classic final fight against Chaos, and that will always be really cool despite the actual gameplay of that fight being a bit of a pain. If you haven't played a "good" 3D Sonic game, open your heart up to this one - but do grab the mod loader if you're playing the Steam release. [4★]
42) Sonic Adventure 2 (Dreamcast/PC, 2001/2012)
The sequel to Sonic Adventure is kind of a few steps forward and a few steps back, and production-wise we know it was a bit rushed, which does explain some issues, but thankfully the subsequent ports ended up having less issues than the prior game's. Adventure 2 takes a hit in not having a cool hub world to explore and instead opting for typical menus separating the two routes that include most of the different level types introduced in the first game, and one of those level types (the emerald hunts) is designed so much worse this time around for god knows what reason. In fact, the game can be a bit more annoying to play in a lot of areas, although plenty of the time it's just because it's deliberately more challenging and not actual bad design. But it makes up for anything that might be worse than in the first game by having even cooler presentation, with a stronger storyline featuring everyone's favourite grumpy hedgehog Shadow and better cutscenes, more banger music, and going right up into space for the supersonic finale. So generally it's both better and worse than the first game, but hey, you live and learn. [4★]
43) Sonic Triple Trouble 16-bit (PC, 2022)
With the upcoming Sonic Superstars set to feature Fang for the first time since the original Triple Trouple, now's as good a time as any to check out the stellar fan remake that turns it into an awesome 16-bit style game mechanically rather similar to Sonic 3, like the more traditional Sonic 4 that we never got. It's a lovingly crafted game that perfectly re-imagines the zones from the original with much cleaner graphics and refreshed music accurate to the hardware it's trying to replicate, and more spectacular setpieces that give it a whole new burst of character, plus it's full of its own fun original gimmicks and surprises too. A full run of the game getting all Chaos Emeralds and defeating the incredibly cool true final boss won't take you very long, but if you're a fan of the classic games you're bound to enjoy the ride and want to replay it with the unlockable characters too. Definitely a really cool fangame that's worth checking out. [4.5★]
44) Pokémon Infinite Fusion V5.X (PC, 2022)
It's the Pokémon fangame that got all the content creators posting YouTube shorts of the funny things they made in it, and of course, it's easy to see why a game with a fusion gimmick would have so much mass appeal - it's a massive undertaking from the people working on the thousands of different sprites required, and the idea of fusing Pokémon together has been popular for over a decade at this point. And that's a gimmick that the game handles really well, every battle presents you with some new cute combination or hybrid abomination and you never know what's coming up next, plus you'll always be mixing and matching with your own stuff to see what happens and if you can make something completely overpowered (I recommend Shedinja + Absol for maximum cheese). Though, I'm not that big on the core adventure itself, because it's just Kanto again with some Johto and the Sevii Islands tacked onto it, along with more Pokémon of course, and the new story elements are just kind of whatever unfortunately. It's also an RPG Maker game, so there's some jank to be seen, but I'm used to that considering the other things I've played. So all in all, it's hard carried by the fusion mechanic, but at least it manages to nail that, and it's still being updated constantly with new sprites to check out. [3.5★]
45) Puzzle Bobble Everybubble! (Switch, 2023)
I don't feel much for this game, so I'll keep it short. I've only really dabbled in Puzzle Bobble once or twice, and so I figured I'd give this one a whirl, but it wasn't that good all things considered. Sure, it gets the core gameplay right, as it should, and the online multiplayer works pretty well, but what I found pretty annoying was the story mode - a lot of the levels are just stupid and a pain in the ass, at least for me, so maybe I'm not a hardcore Bobble-head after all. The characters are rather annoying too, but maybe that's just in this entry, who knows? If there are better iterations of this series then I'd be down to play those as well, I just didn't like this one that much outside of dicking around with non-story mode content, which was decent enough. [2.5★]
46) Nimona (Movie, 2023)
The once-cancelled Blue Sky adaptation of a comic from ND Stevenson, showrunner of that very queer She-Ra series, actually got rescued by Annapurna and actually came out this year, and boy am I glad it did, not least because of how poorly animation tends to get treated by so many of the large corporations. The movie is an incredibly fun and deeply heartfelt story of people society was all too keen to paint as monsters because of an authoritarian regime, and it's definitely pretty clear about its messages in a way that pretty much anyone can understand. It's also quite well-animated and put together really nicely, and although I have heard that it goes for a more family-friendly angle than the original comic did, it still manages to get everything across effectively and hit the right emotional beats, and it uses its runtime as well as one could expect from it. Also, I gotta say, this one's also very queer - the two most important male characters in the story are gay and get to kiss on-screen which is awesome, and I definitely get gender vibes from the titular Nimona, the awesome transforming girl who gets the most action in the movie. Maybe it's a good thing someone other than Disney released it, because I'm not sure how keen they are about gay people and anti-establishment messaging (this isn't even really a joke unfortunately). But anyway, this movie was awesome, and I hope we do see more projects like it. [4.5★]
47) Ghost Trick: Phantom Detective (Switch, 2023)
Ghost Trick has always been one of those really cool and unique DS puzzle games that people have been demanding everyone play for years, and in this case it's easy to see why that's all they were saying about it (in a good way). The story of this game is frankly too good to spoil, with some pretty great twists and turns that it takes, and I highly doubt anyone will be able to predict quite how it ends because that truly blindsided me and I loved it. The excellent cast of characters kind of helped with that too, especially the best boy of all time Missile; it's just very well-written as a whole. Now in terms of gameplay it's no slouch either, delivering some honestly genius puzzles revolving around setting up Rube Goldberg-esque series of movements with various objects that you, a ghost, can take control to prevent people from dying. Some of these puzzles are real head-scratchers, but I think anyone can get through them with enough trial and error, and it is immensely satisfying when you do, so it's a damn good puzzle game. Also worth mentioning, though it goes without saying if you've seen the game before, is that it has a really slick visual style with character designs that pop, and an excellent soundtrack that is very much welcome. Genuinely an incredible game, and I think they should let Shu Takumi do more original projects if this is what he can cook up. [5★]
48-49) Azure Striker Gunvolt: Striker Pack (Switch, 2017)
Had to check out some of Inti Creates' flagship titles when I saw they were doing a Love Live game in a similar style, and yeah, this is a fun type of game that feels inspired by certain Mega Man spinoffs. Both games in this pack have cool run-and-gun gameplay where you can "tag" enemies do deal more damage to them, and of course you kind of have to balance that with avoiding taking damage yourself. Not a problem in the levels themselves, but taking on bosses is where it can get super tricky, especially towards the end of the first game which is just way harder than the rest for some reason (so the first game does seem to require grinding for levels and equipment). So the core gamplay is something I quite like, but I'm not a fan of how it often presents the story as text boxes appearing during the action where you're not going to be paying attention to them because you're busy, and honestly I don't much care for the story and characters anyway (and honestly why are there so many little girls in these games, they even turn characters into them in the second one). I do also enjoy the little gimmick of having straight-up idol music playing at certain times when you're powered up, and the music is just kinda good in general, so there is that. Decently fun games overall, there's not that much left to say about them. [3.5★]
Finally, I'm done catching up on this, future entries will just have their own posts. Hope you enjoy these poorly-made stream-of-consciousness mini-reviews!
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tomwaterbabies · 2 years
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if you had to create your ideal game, as in it's perfect and nothing needs to be fixed or added. What kind of game would it be?
my joke answers are "majora's mask but properly remade this time" and "monster hunter world but i can gay pose my characters in a photo taking system"
But Anyways. i am certainly not skilled in game developing at All and have literally no knowledge of it. but i DO know what i like. so like:
fave gameplay genres: action rpg, action-adventure, 3d platformers, and point and click (when theyre good lol)
compelling story. weird and unique and emotional + great world-building u could get lost in
fun gameplay Obviously. preferably on the more challenging side (with action rpgs i prefer really in depth combat systems. with 3d platformers i prefer an eclectic moveset, and with action-adventure and point and clicks i just need some VERY fun and interesting puzzle solving)
Divine Art Direction. i prefer unique style over hyper-realistic graphics most of the time but if the setting calls for stunning graphics im all for that too. just something aesthetically gorgeous to look at in one way or another
games that capture a lot of these near-perfect for me: most zeldas (majora's mask is my favorite), monster hunter: world, psychonauts, earthbound (an outlier as i dont usually like turn-based rpgs), secret of monkey island, dark souls 3/bloodborne (have not played much of these at all but i still think theyre great)
TL;DR i would want a game based on one of those genres And have it emulate these points similar to the games i listed as examples
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denisser · 1 year
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About myself
Hi!, my name is Denisse I'm from Mexico and I just moved to Vancouver to study 2d animation at Langara college. I have a degree in graphic design and animation and some diplomas in 3d.
I've always liked video games and anime since I was very little, thanks to that I've always liked to draw and that motivated me to decide what I wanted to do when I grew up, I really like the art in video games especially the design of the characters or the type of style that each game has. I would really like to work in a video game company either designing characters or working in 3d, that would be my ideal job.  
Final Fantasy: my favorite franchise since I was a child has always been final fantasy and i have played several of his games and I always liked especially ffvii, ffxiii and ffxv are my favorite games. what I really like about these games is precisely the story, a fantasy world where the protagonists have difficulties and go through many problems to solve them, the art in these games can be found very varied but what is most is a 3d style realism with a little touch of anime.
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https://finalfantasyxv.square-enix-games.com/
Persona 5 : what I like about this game apart from the story and the gamplay of the game is the type of art it has. it is a 3d anime style but at the same time it has 2d scenes, where you can see 3d and 2d combined giving it a very unique and incredible style in my opinion.also the character desing it so cool!
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https://atlus.com/persona5/home.html
Legend of Zelda: another of my favorite franchises, this game has a great story and art that always attracted me, especially the game Twilight Princess (my favorite), is a game with the same theme as the other zelda games but with a very different style, darker in terms of history and a little more realistic in terms of art style than others, that's what makes it a very interesting game.
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https://zelda.fandom.com/wiki/The_Legend_of_Zelda:_Twilight_Princess
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fmp1cieranshippy · 1 year
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EXTENSIVE RESEARCH 4
When did pixel art start? What type of games was it used in and why
Pixel art started around - 1972-1983 the games it was used upon were on games like pong, however because technology was restricted and very hard to come by, people with these type of games had to use their own imagination on what the game was all about, with just two rectangles and a ball and a score.
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1983-1987 Also known as the 8-bit era
Technology was still limited, however developers with more access were able to recreate "try" to and make games with easy to get characters recognizable characters with secrets and cool and imaginative backgrounds to engage and catch the players eyes
Games will be told with imagery
Zelda
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Sonic and mario
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And so much more!
1987-1993
The 16 bit era
During this era technology was massive again not really but still massive, as Gameboys, arcades and consoles were a thing and pixel art was everywhere with old games coming back and new players coming and playing with them, but these games would get an extreme update and a much more detailed look cause of the extreme step up in size, games like Metroid
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1993-2006 (the downfall)
Sadly Pixel art began to die down in popularity, as new creators and developers found new ways to exploit the style and make it "better", with 3D games coming along using the style while also removing the whole aesthetic of pixel art, as the 3D characters looked less like pixel art and just terrible models plastid in, which with good contrast is how pixel art started as cause of the low quality invented the most cool and unique style of art ever to be created.
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2006-Present
Today Pixel art was reintroduce, with new games being made to this day and with the cool style being used more often, with using more bigger canvases to create awesomely amounts of detail with location, maps and level design.
Sadly the style will not burst with excitement as much anymore, as in now a days standards it is used for more indie style games being considered for Retro uses only, even though it can be used for big budget games as that would be cool but for now it is only used for the indie game side of game design which is just sad and should be used more often. Which is where I come in (hopefully)
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 how have they developed further?
Review a selection of pixel games that apparently hit the top 10 why and how does the colour palette and art work differ in each?
I will look at 10 / 5 pixel games and contrast and compare there unique style, to help differ from each other and which style I like the most and prefer.
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15. Prodigal(2020)
Why: The game looks very Pokémon and Zelda (ish), which will catch viewers attention to try and play it
Style: The Style is very old looking, using a lot of lighter greys and pale colours to make it look very retro, while using cool colours like blue and eye catching yellows for specific items to indicate how important they are.
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Backbone (2019)
Why: The styles eye catching and god smacking for those whoa re interested in looking at beautiful backgrounds and locations and yes I do find it pretty to look at also despite my opinion of it, plus that it was written in a modern style with funny characters and awesome great to details with dialogue and the mystery at hand whoever is looking for a good mystery and get wrap up in the drama.
Compare Style: To Compare the style here, where the pixel art is in different styles like detailed to extremely detailed, with the backgrounds and locations looking extremely realistic, where the characters and cars etc look very mid in terms of realism just to put contrast of the background, while also putting the contrast onto the characters as they shouldn't be the way they are like animal people but they are, so it makes sense. however I prefer the first style as I prefer to know that its pixel's and as much as it is good to go really into detail with pixel art I in my opinion think it removes the whole weird nature and weird blocky nature pixel art brings, where the first style can still be seen as pixel art and look beautiful and realistic, this just looks too realistic that it looks like real life. Which is what pixel art is once you add more detail to it, but that is ruining it for me as I prefer a weird goofy blocky style where you can still see it as pixel art but at the same time admire the hard work gone in to it to make it look like a person and look good.
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6. Shovel Knight: Treasure Trove (2014)
Why: For the beautiful crafted pixel art making a retro style to a game and putting it in a modern style without going over the top with the detail, to the point where it loses the pixel edge to it, while also having funny stupid looking characters that will catch the attention plus it being like Mario and having references to ducktails Castlevania
Style: The Style is really eye catching with good use of shading and lighting, with very funny looking characters but what got me looking at this game, was an old Ds game I use to play called Scooby doo, the style was very similar to this not like really detail but the vibe it gives off just reminds me of that game.
Can't find the exact game, but it looks like this in concept but I have a mental memory of it being more dark with enemies around every corner.
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1. Eastward (2021)
Why: that feel much like classic RPGs from the SNES era, which will catch more attention to those that love that style of gameplay or want to experience it for the first time.
Style: The style is very simple, way simple than the others yet surprisingly holding enough detail to make it look pretty and simple, alot, the style which fits for the vibe is going for is very like aftermath situation where everything is reshined and preserved as people use the remaining remains to build small / big locations to survive from the cruel world, which is a really cool contrast.
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kearneyeng81 · 2 years
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5 Factors Video Games Are Good For You
It's unsubstantiated that video games have been around for over 40 years currently. In that time, they've undertaken an enormous makeover both in regards to just how they look as well as exactly how they're played. In this post, we're mosting likely to have a look at a few of the biggest changes that computer game have gone through because they were first introduced to the world.
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One of the largest modifications that computer game have undergone is in regards to their graphics. When computer game were initially presented, they were bit more than unrefined pixelated pictures on a screen. Nowadays, however, computer game graphics are so realistic that it's sometimes hard to inform them in addition to reality. This rise in visual fidelity is due to several elements, consisting of the introduction of 3D graphics as well as the ever-increasing power of gaming consoles as well as computer systems. So exactly how do computer game enhance psychological health? Well, for one thing, they offer a much-needed distraction from day-to-day life. They also provide us a sense of success when we finish them, which can boost our self-worth. And also ultimately, they offer us a way to socialize with other people, also if we're not physically together. To get extra details please go to my blog It could appear like sitting in front of a screen throughout the day isn't great for your physical wellness, but that's not necessarily real. According to one research, individuals that played energetic video games melted much more calories than those that didn't play any type of video games. Another research study found that individuals that played exergames (video games that call for exercise) had much better balance and also sychronisation than those who didn't play any type of computer game. So exactly how do active video games boost physical health and wellness? For something, they obtain us up and also relocating, which is constantly helpful for our bodies. They also help boost our equilibrium as well as control by challenging us to respond promptly and also precisely to what's occurring on the display. From there, computer game remained to progress and grow in appeal. The 1980s saw the advent of residence consoles like the Nintendo Home Entertainment System (NES) and Sega Genesis. The 1990s brought us 3D graphics as well as gaming phenomena like "Super Mario 64" and also "The Legend of Zelda: Ocarina of Time." As well as today, we have cutting-edge console systems like the PlayStation 4 and also Xbox One, in addition to mobile gaming on smartphones as well as tablets.
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Computer game have actually come a lengthy method considering that their humble starts in the 1970s. What started as a niche hobby taken pleasure in by a little group of people has taken off right into an international industry worth billions of bucks. Thanks to continual development, there's no telling where video games will go following. Something is without a doubt, though: people will certainly always love playing them!
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skyward-floored · 2 years
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I'm thinking about Lost and Ember and their stories/ game aesthetics (again). This is not a request I just thought you would like to know (...though I would not be opposed to learning about their worlds..)
I was thinking about them yesterday actually I’m filled with so many thoughts of them 😭 This is just a mess of thoughts, but if you have specific questions I’m never opposed to talking about my Links :)
Ember, were he to have an actual game, would have a style somewhere between a link between worlds and skyward sword: a bright and colorful world, but more realistic than the top-down games tend to be since his would be 3D.
He’s the type of Link more like the handheld games though, a more cheerful, younger teenager, not toon, but not like tp or sksw either.
And he’s got a companion that functions a lot like the sheikah slate, but instead of getting all of the abilities at the beginning like in botw, it’s more like a typical loz game where you gain more items/abilities as you go on.
She sort of ‘levels up’ after you clear a dungeon, it’s kind of like Fi and leveling up the master sword. Fun times :D
Lost on the other hand would probably have a world somewhere between breath of the wild and twilight princess, colorful still, but a bit darker, more realistic.
The game is a bit more four sword/minis cap in lore though, since Vaati’s the villain. But it also has ocarina of time flavor since the master sword is a thing (though part of the deal with it is that it’s been lost for a long time), as well as the six sages.
Vaati functions a little more like Yuga or Agahnim (is that how you spell it??) in this regard, he’s trying to resurrect Ganon in order to give himself enough power to take over the kingdom blah blah.
So basically I’m mashing together lore from like five games it’s great >:D
Zelda is the one who’s the playable protagonist you know, searching for the sages to fight back and free Link, so she’s wandering around looking for temples where they’ll supposedly be. It’s more complicated than that because of course it is though.
Plus her corrupted best friend is basically chasing her the entire time so... yeah. Zelda isn’t having a good week.
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st-hedge · 3 years
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Of all the Zelda games, which one has your favourite art style?
*HIGH PITCHED SCREAM* I don't know cuz many of them are good in their own ways and for their own purposes and it all depends-- ugh. I love the cel shaded appearance of botw and I like how it stands between realistic and cartoony. It's a little blocky in just the right way. But the colours are very desaturated in game. Wind waker I guess started the cel shaded style for loz and I love the ambiance it has and the colours, but I don't like how blobby and a little shapeless everything is. Twilight princess has very weird airbrush rendering that I don't like but the character models are great. I can't comment on oot cuz I feel like it was a product of its time and the limitations even in 3ds but I adore the promo and concept art. SS just does not vibe with me in terms of in game style but I love the promotional art of the characters
I guess botw ticks the majority of boxes for me but it's very conditional? Probably would change my mind if I got to see a more recent remake of a 3d loz game
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blitz-and-hearth · 3 years
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do you play any video games? additionally, do you have any game-related headcanons for MCGA characters?
Of course I do! I'm mostly into single player stuff though, multiplayer kinda stresses me out however I've got a weak spot for both Wizards101 and Pirates101, as well as Splatoon. Pokemon is deffo my bread and butter, I love it so much, especially the mystery dungeon games. Also love fantasy RPGs and like business/town builder management ones. Right now I've actually been low-key rping Blitzen in Fantasy life for 3ds since it's the only RPG I've found where you can be a tailor as a class, very fun he's level 50 now. As for headcanons I could name a bunch of aus but I think I'll list what I think characters favorite types of games are
Magnus- The Sims, he likes making all his friends as Sims and just having fun with it, low-key embarrassed about it. Also likes classic Fantasy games like Zelda and rpgs. Probably also farming games, mainly ones where you can make friends with the villagers/characters, so pretty much mainly Stardew valley and Harvest Moon games.
Alex- Horror games! Alex is a horror queer no question. She loves horror games, horror movies too but we're talking about games RN, so I think she'd have a huuuge collection of them. That's sort of her main bag, but I think she also has a smaller collection of games similar to Magnus' tastes, farming, life Sims, and a few "friendship saves the day" focused rpgs. Magnus is the only one who knows about that though and sometimes when Alex is having a rough mental health day they'll play them together
Sam- Tycoon management/builder games for sure, probably also has a weak spot for any games focused on flying like flight sims. Also low-key think she'd like romance games but that's the type of secret that might get you beheaded if you find out
Blitzen- I don't think he's much of a video game player, very picky about what he plays. Probably crafting/art focused games he can relax and make art for fun without too much effort. Deffo likes Animal crossing but pretty much all he does is making extremely complex pixel designs on it. Also Minecraft, though he only plays on creative to make those fucking insanely huge and realistic cities/buildings that have to take days if not months to make
Hearthstone- You fucking know he's a sucker for Rpgs, no question. I think he'd be one of the most dedicated gamers of the group. Motherfucker canonly went to a renaissance fair and definitely watches LOTR he's a big old nerd. Any fantasy rpg he can get his hands on he's gonna play until he beats the whole thing and gets all the achievements and unlockables. I'd guess he also really likes pokemon too, but that one is more of a comfort/relaxing game for him and he doesn't go quite as hard core with it.
TJ- Dude is canonly a gamer since Magnus hears him playing some kinda shooting game through his door, seems to be really into those shoot em ups and fighting games which makes a lot of sense. Call of duty shoota man, Grand stealing cars, Smash your bros, all those multiple shooting games that people seem to love but I can't fucking stand at all
Halfborn- alright so I know Halfborn is shockingly modern for just how old he is, but I think tech is a bit harder to keep up with so he's definitely into old retro shit. Pac Man, Galaga, Donkey Kong classic, all those pixel arcade games. Maybe eventually he'll get into newer more complex stuff but for now he's pretty happy with those. Though! I bet he does have some of those educational and brain teaser puzzle games for the DS my parents used to try to get me to play in a failed attempt to make me smarter
Mallory- Mallory is another who doesn't really play many video games, but I'd like to think miss hot head has a gulity pleasure of Japanese style romantic visual novels, which she thinks no one knows about but she's not great at hiding it lol
Also in general I think they have a game/movie night every week to just hanging out as a family. They had to stop any competitive games though because TJ and Hearthstone once almost killed each other. They both just get way too into it so now competitive is banned, strictly multiplayer co-op games only lol
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blazehedgehog · 4 years
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What was the honest reaction to Sonic 06 back in 2006?
It was a long time ago, so I can only really speak to my own perspective.
Sonic 2006 was the time that Sega’s marketing department really started cranking the hype train really, really hard. Sonic 2006 was announced as a fresh start. A soft reboot. Sonic Team said they were treating it like “the first Sonic game on the Sega Genesis.” You still had Tails, and Knuckles, and Shadow, but it was the start of a new era. A new type of Sonic the Hedgehog. More serious, more realistic, more “epic.”
At this point, there was no reason to necessarily distrust any of that. Yes, Sonic games had been slipping in quality, and yes, Sega was still more or less pretending that everything was “okay.” But that was always in the typical, “we’re trying to sell a video game and not go bankrupt” sense. This felt like a tacit acknowledgement that things weren’t so great and they were going to start over and refocus. Set things right.
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Early gameplay footage looked rough. I distinctly remember a Gametrailers hands-on where they were demoing the Mach Speed Zone in Kingdom Valley, and the Sega representative was very clear and upfront that the game wasn’t done yet, and all of the empty space Sonic was running through would be filled in later. (It wasn’t.) There was also the typical debate over the TGS 2006 “Bringing it Home” playable demo, where people argued then, too, that the game wasn’t done yet, and not to judge things too harshly. The final version will be better.
The final version also wasn’t done yet. So, y’know.
I had effectively bought an Xbox 360 for this game. I was broke as per usual, but I’d gotten lucky and won a Gametrailers video competition, which landed me $1000 in Gamestop gift cards. I bought a PS2, a Nintendo DS, and an Xbox 360, plus more than a dozen games between the three platforms. I knew there would be more Xbox 360 games besides Sonic 2006, and I’d even originally wanted a 360 primarily for Elder Scrolls Oblivion, but the simple fact is that once the money was in my hands and I spent it, Sonic 2006 was the only actual Xbox 360 game I owned.
Or was going to own, anyway. I think I’d won the contest in September or October of 2006, when Sonic came out in November. So I bought the 360 a few weeks early with some original Xbox games, and spent the interim with Spider-man 2, Ninja Gaiden Black, and the copy of Halo 2 I borrowed from my cousin.
Sonic 2006 was the first game I’d ever pre-ordered. The second game, pre-ordered on the same day, was The Legend of Zelda: Twilight Princess for the Gamecube. I still have the tiny pre-order statue that came with Sonic. His gloves and socks, once white, have begun to yellow with age, and the skin tone on his face and body is turning an ashy gray.
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Even 72 hours before launch, there was not a clear picture what Sonic 2006 actually was. Sega was deliberately obfuscating certain features; early in development they’d sworn up and down that there were only three playable characters in the game, something that blatantly wasn’t true. Perhaps it was miscommunication from Japan, but it meant they were now going out of their way to hide how many other playable characters were actually in the game. I naively distrusted most (if not all) professional reviewers back then, and the earliest scores for Sonic 2006 were all over the map.
As a Sonic fan, you kind of had to know how to read between the lines on the more negative reviews, because we were definitely in the era where it felt like critics were starting to dogpile on the Sonic franchise now that Sega was a third party developer. There weren’t a lot of professional reviews you could trust regarding Sonic games, or at least, that’s what it felt like. This was the rise of the podcast, and snarky hosts were taking whatever low hanging fruit they could get.
I remember waking up on launch day -- friends had gotten up early and picked theirs up in the morning, when I’d rolled out of bed somewhere closer to noon (or maybe even afternoon). I had plans to pick up my copy later that evening, after sunset. My friends did not sound happy, but again, there was always this vibe of “Wait and see.” They had only just started the game. First impressions were still too fresh to really call.
But I had this moment, this cold spot in the pit of my stomach, where I thought “Maybe I can cancel the pre-order and get Gears of War instead?” Reviews for Gears seemed pretty good. I’d probably be happy with it instead of Sonic.
I couldn’t let myself do that. I was a Sonic fan. This was the first big Sonic game of a new generation. A new start. I bought the console for this. First game I ever pre-ordered. The second Sonic game in the history of the franchise I’d bought on launch day. This was it. This was the event. No backing down. Besides, Sonic 2006 was a big 15th Anniversary celebration game. They wouldn’t make such a big deal about the anniversary without just cause, right? Sonic 2006 was going to be great. I just needed to calm down.
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So we drove out to Gamestop -- and it was the sort of thing where I think we couldn’t do the pre-order at my local Gamestop for some reason, so this one was a town or two over. It was a journey. I was nervous the whole way there. Something told me I was making a mistake. But I had to do this.
I think it may have been starting to rain as we rolled up on the store. It was around 8pm, and people were starting to camp out on the sidewalk. Literally camp out, tents and all, because of the rain. Today was the launch date for Sonic 2006, but tomorrow was the launch of the Playstation 3. These guys were here for Gamestop’s “Midnight Madness” launch event. They were going to be some of the first to get a PS3. I was probably the last person to pick up a Sonic 2006 pre-order.
Sonic 2006 might have been the first Sonic game to ever make me angry. I’d had a lot of internet debates on how I felt about Sonic Adventure 2, but most of those amounted to splitting hairs about things that felt disappointing when compared to the original Sonic Adventure. I was not angry then, I was simply let down. I was similarly let down when I finally got a chance to play Sonic Heroes. But again, not angry. Baffled, maybe. A little sad. But not angry.
With Sonic 2006, I slammed head first in to all of my excitement and uncertainty at 200mph. This was a Sonic game unlike anything I’d ever played before, and in all of the worst possible ways. Enough has been said about the quality of the game that I don’t need to describe anything that’s wrong with it -- also because literally everything was wrong with it. Perhaps the first video game I’d ever played, ever, on any platform, that actually fought back against your efforts to play it. A disaster in every sense of the word. A broken nightmare. After finishing Sonic’s story, I was mad. How could they let this happen? What was wrong with them?
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I was less angry after having finished Shadow’s story. Shadow had even buggier gameplay than Sonic, but it also felt more complex, more action-oriented. His story was better, too -- instead of the sappy Princess love story, Shadow’s story was about how the world was against him, and the crossroads that brought him to: rise above his past and strive to be a better person, or give in to the temptations of evil? It was still dumb as heck, but it was less dumb than Sonic’s story.
By the time the credits rolled, I had accepted the fact that this game was a mess. More of a mess than any Sonic game ever had been before. It was clearly a deeply unfinished game. Friends theorized maybe they could patch the game, because that was a thing games could get now. Sonic 2006 could still be saved. The PS3 version wouldn’t be out for another month, surely that means they’re working on a fix, right? Some were even theorizing over an achievement called “Nights of Kronos” -- it mentioned a “complete ending to the last hidden story.” Perhaps that meant there was going to be more? Maybe we got the bad ending, and a better, more finished ending was waiting for us on the disc somewhere?
There wasn’t. And no patch ever fixed the game. That was Sonic 2006 -- the kiss, the loading screens, the strange mannequin NPCs, the stiff controls, the glitchy physics, the empty overworlds, the bizarre dialog, the plotholes and time paradoxes, that’s just what the game was, and was always going to be, forever.
Before Sonic 2006, you could say that 3D Sonic games were bad, but there was always a place to defend them from. They had problems, but they were never irredeemable. Sonic Heroes may have had frustrating controls and repetitive level design, but it had great art direction, nice music, and fun concepts. They were always trying, dang it, and it was obvious to see that.
Sonic 2006 felt irredeemable. Offensively terrible. A failure on such a level that it was hard to comprehend. Beyond simply “a new low” for the franchise. This felt like rock bottom. It was the kind of bad that spread like a virus. Even good games, like Sonic 2 on the Sega Genesis, felt notably tarnished by the existence of Sonic 2006. It threatened to ruin the entire franchise by proximity alone. For some, it probably did. I definitely had a moment where I wondered if I would ever enjoy a Sonic game in the same way ever again. They were all tainted now. Infected by memories of Sonic 2006, the game that was supposed to save the franchise, but condemned it to the lowest pits of hell.
In isolation, that might have been the end for me. I might have continued to drift away, bit by bit, until I found greener hills outside of the Sonic franchise.
I’ve said this before, but what saved me was getting hired to write for TSSZ News. Now, suddenly, I was paid to play and write about Sonic games. It was a duty. And it helped that the first Sonic game I reviewed for TSSZ ended up being Sonic Unleashed, a game I continue to openly gush about to this day, more than a decade after its release.
But never forget that Sonic 2006 was such a disaster that it nearly made me give up Sonic the Hedgehog. It really was that bad.
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paragonrobits · 3 years
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a friend asked me to give a shot at doing an entry in this tier list they linked me to, of the video games inducted into the World Video Game Hall of Fame since 2015, and I opted to give it a shot!
My rankings are generally biased towards games I personally enjoy playing, though I will give some commentary on their historic relevance:
S-Rank
Super Mario Bros: The game that repopularized video games in the US, that arguably began the entire platforming video game genre and all its imitators and spin-offs, that spawned a new generation of video games after the Atari Crash in the US, and still a DAMN FUN game in its own right! I simply had to put this at the top ranking. After the disillusionment caused by Atari’s failures, this game brought home consoles back in a big way to the US. 
World of Warcraft: Now, I’m not much for MMORPGs. Nevertheless, I’ve followed the lore and general information in the Warcraft setting for years now, and a couple years back, my brother asked me to play it with him. I had a ton of fun, honestly! Playing a goblin mage, I believe. WoW is notable for being THE MMORPG, and still going strong. Admittedly, nowadays many games do what it does better, and the time when it was dominant as THE single game to play is past, but it was still an enjoyable experience and I really have to like how sincere the game is about its aesthetics and campy vibe. Given that the entire setting is reputedly a reskin of a Warhammer Fantasy Battle video game that went south, it’s cheery and colorful, morally gray tone is... an interesting complication in its history. (Also, HORDE. I STAN THE HORDE VERY HARD.)
The Sims: A bit of history; I did not play this game as enthusiastically as a kid as my sister and mom did. We ALL spammed the hell out of the Rosebud cheat, though; not until recent times did I actually wind up playing the game properly, when the most recent iteration of the series was free for a while. My mom didn’t care to play the game, she just liked building houses. In any case, while my attention drifted from the game now and then, I always am fascinated by the actual gameplay of caring for your simulated humans, and the way you don’t actually control them directly. This sort of hands off experience is actually a bit similar to the ‘dungeon simulator’ genre, and while the game is notorious for enabling cruelty (something I never saw the appeal of!), it’s a surprisingly wholesome experience, and it can’t be understated how unique this gameplay was at the time.
Legend of Zelda: It’s actually rather interesting how different OG Zelda is from modern games. Not just the top down perspective (which DOES pop up, now and then); the game is non-linear and allows you to go to any dungeon at any point, completing the game at your leisure, and the story is extremely barebones compared to what we may be used to. It’s quite a far cry from the linear gameplay of gradually collecting tools and working through plots that the games are known for. Breath of the Wild is, in fact, a return to form rather than an upheaval of the formula. I’ll also admit that I have a lot of affection for the gameplay of this one, as well as Link To The Past.
Donkey Kong: When you’re talking old school, as far as what you might call the modern generation of games goes (which is to say, the games that resurged after the Atari Crash), it’s hard to go wrong with Donkey Kong. It’s certainly notable for being a weird stage in Mario’s character and something that is generally ignored; it’s just strange thinking that at one point he was supposed to be abusive towards a pet ape that went in an innocent, well-meaning rampage! Personally this one kind of breaks a mold for my S-class rankings because while I like this one fine, I don’t like it THAT much; i mostly played it in the DK 64 game, and found it very difficult and that’s stuck with me. Still, I place it here for its momentous position in placing Nintendo on the map, with the influence and revolutionary technologies and gaming mechanics they would introduce, to this very day.
Pokemon Red/Blue: Hoo boy. HOO BOY it is honestly something of an oversight that I didn't immediately shove this beauty straight to the front of the S-line because good god I love this game. It's been years and years, long since I was but a whee Johnny playing a strange new game for the first time just because there was a cool turtle creature on the cover (because I was super into turtles back then), and I still love this game. Even with the improvements made to the formula since then (getting rid of HMs, the fixes and new types introduced since) there's still something lovable about this game, even as something as basic as the official artwork that just tugs my heartstrings. This game is highly notable for being an RPG that popularized the monster collecting/befriending gameplay (so far as I know), and as an autistic person, i really appreciate knowing the whole thing grew out of an autistic man's bug collection hobby from when he was a child. Pokemon is an absolute juggernaut of a media influence, and THIS is where it all began. It's first stage evolution, you might say. And not like a Magikarp or anything. This one's more like one of the starters... appropriately enough. Final Fantasy 7: This is probably a bit of a controversial take, but FF7 was not actually one of my favorite Final Fantasy entries back in the day. I never played much more of it than the beginning missions, as my cousin owned the machine in question, and I moved out before i could play it much. Final Fantasy 3 (in the US; it's more generally referred to as 6 now) was my favorite for a long, long time, and that game pioneered many of the traits that would be associated with 7: the epic story, the complex ensemble cast, though 7 really expanded on that basic idea, and previous games were hardly shabby in that regard. 9 is my favorite of the pre-10 era, with its extreme shake ups to the mechanics of the game. No; what makes 7 stand out is that it was a shift towards making Final Fantasy a constantly shifting, unique franchise where every entry was its own thing; it introduced 3D graphics with a fun and cartoony style mixed with a story that wouldn't be out of place in a cyberpunk story, and heralds Squaresoft (as it was called at the time) splitting off from Nintendo, with its censorship policies, and doing its own thing with Sony, with a great deal more freedom to write as they pleased. The party design also stands out, which each character having their own unique function in the party while the Materia concept allows a degree of modular skills to be installed, customizing them in ways that, in my opinion, the best entries in the franchise (on a gameplay level) would revisit. Colossal Cave Adventure: I'll be honest; I never played this game, and I don't believe it's particularly familiar to me at all. However, I chose it for this vaunted spot in S-rank because games of this nature, of text-based prompt and responses, are some of the most interesting things imaginable! Games like AI Dungeon are similar in some respects, and its impressive to think just how dang old this game is, and yet it managed to pull off basically being it's own DM. It has an interesting history; created by a man who worked on the precursor to the Internet, the game was made to connect with his daughter and was inspired by recent entries into Dungeons And Dragons, and later expanded upon by other programmers. It's notable that while Zork is the sort of game that would probably involve more immediate recognition (I actually mistook it for Zork at first, from the screenshot), this game was the first of its kind, and that always deserve some recognition. Minecraft: I absolutely LOVE Minecraft, and it's rightfully one of the most popular games, if not THE most popular game, of the last couple of decades, and it's interesting to think just how unconventional it is; the game is, effectively, a LEGO simulator, and as someone who honestly always wanted tons of LEGO sets as a kid but could never afford them consistently, there's something genuinely very appealing about Minecraft's basic set up. It's open approach and lack of a goal, just gameplay mechanics that encourage you to build and do as you please, makes for a very relaxing and unusual mentality not often seen in games until this point; it doesn't even have a storyline, it simply gives you a world to play around in. Of note, Minecraft's entry seems to have relevance towards video games becoming a cultural touchstone; Minecraft's visual aesthetic leans towards both blocky LEGOs and retro graphics, and certainly proves that games don't need to strive for hyper realistic graphics to be appealing. ----- A RANK Doom: I genuinely like Doom, a lot! I still have memories of replaying this game frequently, long before Doom 2016 and Eternal were glimmers; it's just genuinely very fun to play. That said, I feel that there's other games that are a bit more historically notable and while i like this game, not quite as much as other entries. But it cant be understated that this was THE first person shooter, and more to the point, was fundamental towards game design as we know it. Of note, it pioneered the idea of a game engine, which has had tremendous impact down the road in terms of making a flexible baseline system that latergames were programmed around. Additionally, the first three episodes being free, with the additional ones being purchased as part of the full game, this was, I think, the first demonstration of a demo. Back then, we called this shareware; a game which was free but had full features locked off, but otherwise you could play it however much you wanted. There's a REASON Doom winds up on more systems than Skyrim! Ultimately, while it's not one of my favorite games, it's impact on the business of gaming and the functions of game design cannot be overstated. Pac-Man: This game, is THE game that made video games a phenomenon and its worth thinking about that and how video games as a modern institituion can be drawn, however broadly, from Pac-Man's commercial success. I should note that while I've played this game extensively, it's not something I'm particularly good at; there's a LOT going on here and its a bit much for me to handle. That's probably a strength; there's a reason people had to fake their accomplishments and falsified high scores. It's worth noting that Pac-Man is a unique thing in that it has been rereleased many times over, and every generation has found it enjoyable and fun, unlike other games that set trends only to be lost out in the end. (Goldeneye, for instance!) The Oregon Trail: Like many other people I assume, I first played this game as something available on school computers. Purportedly made as an educational game to teach students about history, this game may be notable for, among other things, being an entry point towards the idea of resource management in video games (as well as being hellishly difficult, by the standards then, but that DOES illustrate a point, does it not?). It's also the oldest, most continuously available game ever made, even now being ported to smartphones, or so I hear! It seems to be a very early example of edutainment games, and a genuinely great one at that. It probably helps that a selling point is that it doesn't really mince around with its subject matter; anyone who's played this game knows that total party kill is the default assumption, as it was in life. Street Fighter and Mortal Kombat: I place these two together as I feel that they form a duo of sorts, and defined fighting games of my childhood and modern gaming experience; name a fighting game, from Injustice to something as deliberately different as Smash Bros, and it has SOME relation to these games, even if its in terms of doing something completely different. These games set a mold for fighting games! Among other things, both games feature iconic characters as a selling point, and to this day fighting games make their mark based on how signature their characters are. Mortal Kombat is of course an incredibly violent game (though very tame, by modern standards), and its fatalities and depicitons of violence sparked thought and arguments on what video games ought to be allowed to depict, for better or for worse. It's not implausible to suggest that the overly strict restrictions on what video games could depict go back to Mortal Kombat's fatalities, specifically (since there's far worse games predating it, though too graphically primitive to be obvious). Street Fighter, conversely, strikes me as having more characterization and depth, especially as far as fighting systems go; I find it hard to be interested in many fighting games now, if they don't offer as much depth as the likes of Street Fighter 2. Street Fighter stands out for innovating multiplayer play, initially in the arcade, and its not implausible to say that the likes of Smash Bros is a descendant of sorts of the specific mentality Street Fighter brought to the table. Consider also that it is STILL a mainstay in the remaining arcades and cabinets in service today! Tomb Raider: This is a game i legit liked back in the day, and there's some part of me that's sad that the platforming, puzzle solving and focus on exploration has not really made it back into the modern Tomb Raider series, last I checked. There's probably something interesting in that Lara Croft represents a bit of an intermediate period between platforming mascots and modern Edgy Protagonists; you know the ones. Balding white dudes with vague dad vibes, but this is not a slight on Lara; she definitely has a ton of personality, even just at a cover glance. This game had a strong focus on exploration, and that's honestly something I really like. Super Mario Kart: I'm going to be controversial here; complaints about the Blue Shell are kinda overrated. It's not that different from, say, a red shell hitting you from behind when you're close to the finish line. But, jokes and old 90s memes aside, this game has some interesting status in that it started the idea of making spin-off games in dramatically different contexts; Crash Team Racing and Sonic Drift, for example, are listened as similar games. On a franchise level, this began the trend of Mario becoming a truly flexible character who could do pretty much whatever was required of him, not just the original platforming games, and its possible his imitators never quite learned the same lesson. Though one wonders what Miyamoto might have thought if he'd known how many thinkpieces he would spawn with 'why does mario go-karting with Bowser when they're enemies?'. For my part, I favor the idea that the other games are in-universe fictions they're actors on and this is their actual dynamic, or that Mario is a relaxed dude who doesn't mind playing kart games with his foe. (I mean, he's not Ridley. Bowser's easy enough to get along with.) Animal Crossing: Again, I have to emphasize that I've never actually played this game, at least on a consistent basis (and by that, I mean I MIGHT have played it on the Gamecube, once, in the early 2000s), and have to speak from what I've seen of what it sparked. And I really do like the way it really codified the sub-genre of relaxed, open-ended games where the player is free to do as they like, without much stress or fear, which is something I think more games could stand to do. On my personal list of features that my ideal video game would have, Animal Crossing would definitely offer a few ideas. I am reminded of farming simulators, such as Harvest Moon or Stardew Valley; while they are different beasts entirely, there's a familiar sense of non-combat relaxation that's pleasant to see. Spacewar!: This machine is GODDAMN old, and like an old fogey predating modern humans, it deserves our respect. It's so old, it predates Pong. Supposedly created as part of predictative Cold War models, with an emphasis on emulating sci fi dogfights, producing a game that soon proved popular, for over a decade remainign the most popular game on computer systems, and a clumsy foray into arcade gaming (that didn't pan out, unfortunately) led to the creation of Pong by its creator, which is another story all its own! And Pong is directly responsible for the idea of the video game itself; this game launched the entire video game industry as we understand it! No small feat, indeed. ----
B RANKED Sonic The Hedgehog: I must state that I DO like this game, though not as much as later entires like Sonic 3 and Knuckles, or the Sonic Adventure series; the fast paced action seems a bit hobbled by the traps and need to be careful of surroundings, which would seem to run counter towards the whole idea of GOTTA GO FAST, y'know? But the game presents an interesting viewpoint on the nature of mascot gaming; created specifically, so it is said, as a rival to Mario, Sonic was designed as a mascot with attitude, and inspired a host of imitators; he's probably the only one to escape the 90s more or less intact, and this may have something to say about his flexibility, star power, and also the fact that he's a pretty mild character, all things considered. This game certainly has its place in gaming history, giving an important place in the console wars of yesteryear. Believe me, I was a kid in the 90s, Sonic was a HUGE deal. Space Invaders: This game is noted to have catapulted games into prominence by making them household, something outside of arcades, and it shows! An interesting detail of note is that supposedly, the Space Invaders were meant to all move at high speed, but this was either too hard to play against, or too costly on the processor; it was found that by making them speed up as they were defeated, it created an interesting set of challenge. You have to appreciate game history like that. In general, its success prompted Japanese companies to join the market, which would eventually produce what I imagine was a thriving, competitive market that would eventually get us Nintendo and it's own gamechangers down the road. Grant Theft Auto 3: I'm going to be honest with you. I don't much care for this sort of game. The Saints Row series, with its fundamental wackiness, is the kind of game I really DO like if I'm going for something like this, and GTA sort of leaning towards the 'cruel for fun and profit' gameplay is really unappealing for me. However, I'd be remiss if I didn't address this game, and what seems to come up is two things: the game's sheer freedom in its open world (which certainly pushed the bar for games of that nature, and has made it a byword for gamers screwing around in a game just to see what ridiculous things they could or couldn't do) and the infamous reputation from the mature aspects of the game. Personally, I'm not much for this game's take on maturity (if I wanted to discuss a game of that nature, I'd suggest, say, Spec Ops: The Line) but I really do appreciate what this game and its series did for the open world genre, and the sheer possibilities presented for letting you do what you wanted. King's Quest: I've never played this game, but I am a HUGE fan of the point and click genre (also known generally as the adventure game genre) that it spawned; without this game, there's no Monkey Island, no Sam and Max, no The Dig or Full Throttle, or Gabriel Knight. This game was similar to previous text-based games, with a text parser to input commands, but with the distinction of a graphical interface to move their character around, which would be the seed of later games such as the SCUMM engine of Monkey Island and other Lucasarts games (which, to me, ARE Adventure Gaming). The puzzles, comedic sensibilities, and interface innovations originated with this game, and codified those later adventure games i love so much. Starcraft: This is another one those list of 'games I should have already played by now'. I'm not much of an RTS person, barring forays with games such as Impossible Creatures, Warhammer 40k: Dawn of War, and more strange entries such as Brutal Legend, and I contend that the combat aspects of 4X games like Civilization DO count on some level; the specifics of troop movement and unit strengths/weaknesses are a bit beyond me, when you get to more complex stuff. Starcraft, reading between the lines, really introduced the idea of multiplayer culture especially for RTS, pioneered the Battle(dot)net system (which I mostly recall from Diablo, if I'm being honest!) as well as the idea of relative strengths and powers for individual factions so that they became characters in their own right. It's still a very popular online game, and that says SOMETHING. Also, I tend to use zerg rushes, so I would probably play Zerg. Probably. (There is much speculation on whether or not, like Warcraft being a failed Warhammer Fantasy game, if the same holds true for Starcraft and Warhammer 40k. I lean on the side of 'probably not'; the differences are too notable. The Zerg and Tyranids have some similarties, but that's probably because they're based on the same broad hive mind evil insect aggressor trope, and they have enough differences from there to be very distinct from one another. It's not like how OG Warcraft's orcs were very obviously warhammer orcs with less football hooliganism.) Bejeweled: This is a firm case of a game that I don't play, but I really have to respect its influence on gaming as a whole. Apparently it started as a match three-type game with a simplistic formula that proved wildly popular (perhaps making a point that simpler can be more effective, in game mechanics), with a truly explosive record of downloads; over 500 million, it seems. Thus its fair to say that this game set the precedent for casual games, which have become THE market. Regardless of your feelings on that genre, this one was a real game changer. (Pun intended, absolutely.) ----
C RANK Pong: "By most measures of popular impact, Pong launched the video game industry." This line alone saws it all, I think. It wasn't the first video game, but it was one of the more early ones, and its the one that really made video games and consoles successful, gaining widespread attention from the mainstream audience, as well as getting Atari recognition (for better or for worse, but perhaps that was just a development of being on top, so to speak; maye the console wars at least kept the big three honest). It also started the arcade revolution of games, and this humble game is essentially responsible for the entire state of video games as a concept, as we know it today. Halo: No disrespect to Halo, but it's just a game series I've never quite been able to get into. Those games are very hit and miss for me; games like Call of Duty, Battlefield, Gears of War and everything like that are just... hard for me to get into. It takes something specific like Borderlands or the Besthesda Fallout series, or something else, for me to get hooked, and Halo just doesn't do it for me! Nevertheless, I would be QUITE remiss if I simply dismissed it, and there's reasons for it to be inducted into the hall of fame barely three years into the hall of fame making inductees. Firstly, it was Microsoft's big entry into the console wars, and it must be said this was a MASSIVE upset and a completely unprecedented shift in the assumptions of the console wars back then; NO ONE expected microsoft to actually do this, let alone redefine gaming out of Sony and Nintendo's favor like that. At the time, PCs dominated FPS games, and Halo showed that consoles could do it just fine. It must also be said that it has a very intricate and complex system of lore, backstory and material that was quite distinctive for a new setting back in the day, and while I've seen people object to it's gameplay, I suspect that its with the benefit of hindsight; Halo offered an extremely unusual degree of freedom in achieving the goals set out for you. (Cortana also didn't deserve getting her name slapped onto that search assistant that eats up all your RAM.) Where In The World Is Carmen San Diego: Surprisignly enough, based on the article, this game was NOT an adaptation, but the source material of this character. This is where the fancy, mystery lady in the red coat started! Evidently this game was originally an edutainment game with a cops and robbers theme, and inspired by Colossal Cave Adventure from higher up on the list, and one must appreciate the effort that went into it. This one is ranked low, mostly because it didn't seem TOO notable to me. Honestly I'm surprised this is where Carmen Sandiego started. (And that she doesn't get enough credit as an iconic theatrical villain who won't go a step too far, but that's another rant.) -
D LIST
Here we are. The D LIST. The bottom of the sorting pile; the lowest of them all, the... well, the ones that I honestly don't necessarily dislike, but couldn't place higher for reasons of notability, personal interest, or perceived impact on the history of gaming. John Madden Football: Sports games, as a whole, really do NOT do it for me. I don't like real like sports at ALL (with, as a kid, a brief interest in boxing and that was just because they had gloves like Knuckles from Sonic the Hedgehog) so its hard for me to say that I find the history of this one all that compelling. Even so, there's some interesting elements in how this game was a sequel to a previous failed attempt, with a bold new attempt at a more arcade-style action game with a more dramatic take on the players, who would in turn be rated in different skill sets. The Madden series is STILL going so... it worked out pretty well, I'd say. (FUCKIN EA WAS BEHIND THIS ONE??? wow, EA is older than I thought.) Microsoft Flight Simulator: It's honestly a bit painful sorting this one so low, since I had many happy times as a wee Johnny playing this game back in the old days. I mean the OLD, old days. This was like, the days when Usenet was the preferred way for people to talk online. (Not me, though. I didn't talk to people, then. I was even less social than I am now, which is saying something!) All the same, I suppose that it was important to not crowd too many entries in a specific folder, and statistically, something had to keep getting knocked down, and in the end, I couldn't honestly say I still enjoyed this one enough to place it higher. Still, credit must be given where it is due; this game stands out for being an early foray into simulator gaming, showing a realistic depiction of actual flight. It has apparently been updated and rereleased many times since, which is impressive! Tetris: I like puzzles. So it might be surprising to hear this seminal game ranked so low; firstly, I like different KINDS of puzzles (like weird ones where you have to fling your sense of logic to the moon and back, or make use of gaming mechanics) and honestly this game is kind of stressful for me. You gotta keep an eye on a lot of different things flying around all at once, and constantly move things around, and that kind of attention and quick thinking does NOT come easily to me. All the same, I really have to admire how it was born from it's creator's pleasure in solving mathematical puzzles about sorting shapes into boxes, in a manner strangely remniscient of Satoshi's bug collecting that became Pokemon. Certainly the game's simplicity has proven a universally appealing thing, and may say something about the value of keeping it simple. Microsoft Solitaire: This game apparently became pay-to-get some time ago in recent computer generations, and let me tell, you, it was genuinely depressing to find that out. I remember younger decades, from the 90s and on, when this game was a regular and free feature in Windows computers fir MANY years. You got a computer, this game was on here. I was a kid, and i remember watching my mom play this game and makign the cards go WHOOP WHOPP all over the place and marveling, because I couldn't ever do the same thing. (A related note: I am terrible at this game. Go figure!) Of note, this game was massively widespread, and just EVERYWHERE, and I think everyone who ever played a computer back in those days instantly remembers it in some way. It was just... ubiquitous. Centipede: Oh, ol' Centipede. I don't mean to be mean to you. But between the likes of Pokemon and Super Mario Bros, even the arcade Donkey Kong, someone had to keep dropping down the leaderboard that is this tierlist, and unfortunately, there were other games that felt higher up than you. All the same, you're a very good game, and honestly, I like you more than some other games ranked higher for reasons of relevance to gaming history. Certainly more than anything else in D-listing. The colorful and appealing palette is noteworthy. That trackball controller! Amazing! (More games should use trackballs. They're fun and easy to use.) At the very least, Order of the Stick did a joke with you once, and that's better than anything I can do for you. All the same, you're a cool game.
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chappybird · 4 years
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How to Get Roleplay on F-List: A Guide
Hey all. So I’ve had a few people ask me how on earth to get RP over F-List, or for those that have tried, say its too confusing. While F-List is a much different format than I think a lot of people are used to, it’s a pretty reliable source of RP once you get used to it. So I’m going to walk you through, step by step, how to start from nothing and get a profile set up to start RPing. F-List is 18+ Only and is a Restricted To Adults® Verified website. You can learn more about it by clicking the RTA logo at the bottom of f-list’s main page.
F-list’s main landing page can be located at https://www.f-list.net/.
Note that my f-list may look different from yours because I’m using dark mode (which can be set in the account tab) and I’m a subscriber, so I don’t see ads.
Step One: Make a Profile
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Making a profile, or as they’re known on F-List, a character, is your jumping off point for getting started. There are three main factions on F-List: Anthro Characters, Canon Characters, and Original Characters, with subcategories of each. You also have hub profiles. There is a right way to make a hub profile, but that’s not something I’ll be talking about on this post. Hub profiles are pretty universally disliked on F-List and are often seen as a mark of laziness, and I do not recommend making one to look for RP on. You should make a separate Profile for each character you want to play as. If you have a normal account, you can make up to 150 different characters. If you’re a subscriber, you can make significantly more than that depending on your tier. 
Choosing a name for your character is very important! You want something attention grabbing, but since each character has to have a unique name, this can get a little tricky. Today I’m choosing to create a Link from the Legend of Zelda Ocarina of Time. As this is a popular character, it can be difficult to track down a good name. You can be clever with naming conventions, while making it obvious who you’re playing, or you can add in underscores, hyphens, numbers, etc. It’s really up to personal preference. I advise not getting too abstract with your character name. Just pick something easy to read and to the point. Once you’ve decided on a name, click the create character button to open up the character editor.
Step Two: Holy Fuck Dude That’s a Lot of Shit To Fill Out
Take a deep breath. The character editor is very intimidating to those that haven’t used F-List before. Perhaps you have used F-List for it’s old intended purpose, just to list your kinks to link people to when RPing on other sites. Your first instinct might be to scroll down there and start picking kinks willy-nilly. Stop. In the grand scheme of things, this is not as important for getting Roleplay and if you do it incorrectly you might actually hurt your chances.
Now that we’ve calmed down you’ll notice two things at the top of the page. A big white text field, and this guy:
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This, more than anything on your profile, is the most important thing. If you have this on profile, you will almost never get any roleplay. This is your character icon, and it’s the first step on your journey to doing this whole thing correctly. All you need to do is find an image that’s 300x300 pixels or smaller and upload it with the Choose File button. Then scroll down to the very bottom of the page and hit save. Search on google, and if you have a hard time finding something of that size, A great site to use is https://lunapic.com/ to edit pics if you don’t have Photoshop or Gimp. Choosing or creating an image with some sort of transparency layer is recommended because it makes your icon look more polished, but you don’t really need to do that. This isn’t an image software guide so I’ll leave that to you to figure out. If all you can do is crop an image into a square, that will do perfectly. But you need to have something here. Besides your character name, it’s the first impression you’re going to give to people when using the site. I have honest to god had people message me on empty profiles that having nothing but a character name and an icon. 
Sourcing your images is a bit of a grey area on f-list. It’s not really an art sharing site, but if you choose fanart that someone doesn’t want to be reposted, it can be removed by the mods if you’re reported for it. So we’ll just use some official art that already has a transparency channel and crop it using Lunapic.
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Step Three: How To Set the Profile Up
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If you’re following along, you should have something like this by now. This already gives us an idea of who you’re playing, and what they look like, and while you might get a couple of weirdos messaging you already, there’s still a lot to do. So let’s go over what to do next.
Now that you’ve already created a character, it will be listed under the character tab. Further characters will be listed in alphabetical order. Navigate to your character and click the “Edit” button underneath their icon.
We’re back to the big scary page. Remember that big text field? We’re going to ignore everything else and focus on this first.
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F-List uses standard BBC code tags with [square brackets.] You can find some buttons that will give you tools like bold, italics, color, hyperlinks, and quote blocks. There are many different ways to create eye-catching descriptions. I would say the three basic ways are minimalist, inline based, and heavy BBC code. We’ll go through the first option in detail but if you’re interested in the the latter, there is actually a few F-List profiles that teach coding and even have a few templates to use. User beware, though. Many F-List users use these templates and they can sometimes look a bit generic as they are overused.
Templates: https://www.f-list.net/c/profile%20templates
Coding Help: https://www.f-list.net/c/profile%20references
If you want to make an inline based profile, having access to software like Illustrator, Photoshop, GIMP, and similar content is good to have as well. You can also make a blend of the three styles of profiles. I’ll link some examples of my own profiles for reference. Some of these have text included in the inline. Some of them just have an image with the text written out underneath. Again, it’s really up to your personal preference.
https://www.f-list.net/c/Rival%20II/
https://www.f-list.net/c/Lion%20Heart/
https://www.f-list.net/c/The%20Fire%20of%20Tamaran/
Now would also be a great time to familiarize yourself with the rules. Keep an eye on these, especially if you play contentious content.
https://wiki.f-list.net/Code_of_Conduct
Some big things to look out for and not to do: Photographs and realistic images of animals are not allowed. Even Nonsexual ones. Photographs and 3D renders of minors (even nonsexual images or nonsexual profiles) are not allowed. If there is even a hint of the character being a minor, do not use photographic or 3D renders. (For example: Tom Holland’s depiction of Spiderman. Even though Tom Holland was an adult when he played the role, the character is a minor.) Sometimes these can run into a lot of grey areas, but it’s better safe than sorry!
Step Four: Creating A Minimalist Profile
We’ll start with a short description. It’s really important to make sure your character’s name is present in your descriptio, especially if it’s not the profile name. If you’re feeling particularly lazy, you can copypaste something from a wiki or official description. Let’s start with something like this.
Link had humble beginnings as a boy that lived in the forest with the Kokiri. Known as the boy without a fairy, Link led a simple life until one day, the dying Guardian of the forest, the Deku Tree, set him upon a Quest to save the Kingdom of Hyrule from darkness. Arming himself with the elemental powers of Hyrule and the legendary Master Sword, Link journeyed through time to the Dark Era of Hyrule to challenge the evil Ganondorf and save his Kingdom from evil.
Shoving this into the Description box and hitting save will generate something like this.
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You might notice that this looks like crap. And it does! however, we can very easily fix that with the power of just three simple BBC tags. Those being [center], [color], and [sub]. plus a little something extra I’ll explain in a moment. Let’s add those in like so.
[center][color=green][sub]Link had humble beginnings as a boy that lived in the forest with the Kokiri. Known as the boy without a fairy, Link led a simple life until one day, the dying Guardian of the forest, the Deku Tree, set him upon a Quest to save the Kingdom of Hyrule from darkness. Arming himself with the elemental powers of Hyrule and the legendary Master Sword, Link journeyed through time to the Dark Era of Hyrule to challenge the evil Ganondorf and save his Kingdom from evil.[/sub][/color][/center]
Instead of hitting save at the bottom of the profile this time, we’re going to click “Preview BBC Code” to get a look at what our coding has done.
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Fancy.
But it could use a little work. When I’m making minimalist profiles, I like to make the lines of text a little shorter so it’s a little easier to read and looks nicer. Make sure each line of text is about the same length as the previous (minus any BBC tags)
[eicon]blank[/eicon] [center][color=green][sub]Link had humble beginnings as a boy that lived in the forest with the Kokiri. Known as the boy without a fairy, Link led a simple life until one day, the dying Guardian of the forest, the Deku Tree, set him upon a Quest to save the Kingdom of Hyrule from darkness. Arming himself with the elemental powers of Hyrule and the legendary Master Sword, Link journeyed through time to the Dark Era of Hyrule to challenge the evil Ganondorf and save his Kingdom from evil.[/sub][/color][/center] [eicon]blank[/eicon]
You’ll also notice that I placed an eicon tag with a “blank” body. Eicons are essentially image macros that can be used all over the site. Using the blank one here is a good way to put a block of empty space on the top and bottom so the text isn’t too crowded by the frame of the description box. Another couple to keep in mind are [eicon]under construction[/eicon] or [eicon]WIP[/eicon] if you want to save your work now and get right to chatting and exploring the site. This signifies that you’re still working on your profile and more will be added later. You can create your own eicons by going to Account > Icon gallery. Keep in mind each eicon must have a unique name across all users. Inputting this into the description and checking how it looks in the preview, we end up getting something that looks like this:
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Looks like we got a bookmark while we were setting the profile up. That means someone saw us while browsing new characters and decided they want to keep an eye on our profile and are likely interested in RPing! If you like, you can disable bookmarks per character in the character editor under settings. Generally speaking though, bookmarks are your friend and it’s how people will find you to RP later.
Optionally if you want to add an inline, just upload an image of your choice in Account > Inline Images. You can then add it in the character editor using this button.
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This isn’t a tutorial for creating inlines, but a general rule is to make sure it’s sized well, and transparent images tend to look better than non-transparent images.
Step Five: Character Details
Opening the Character Editor once more, a couple basic things should be filled out. We will take this section by section.
Settings: Some general tweaks to change and edit. Personally, I like to turn my timezone off, and besides that, I like to have my Guestbook and Bookmarks turned on as well, but all of these settings are up to you. A big one a I suggest turning on is “Custom Kinks Sort First.” This will come up later but it’s good to turn it on.
Character List: For now, you can ignore this part. You can use this to have certain characters grouped together and will show up in the sidebars of these characters. I haven’t run into any limits for how many character lists you can have, but keep in mind a character can only belong to one list at a time.
Images: If you have any images you want to upload, this is the place to do it. Headcanons of body types, additional art you’ve drawn or found, can be added here. You can add descriptions to each image that will appear when a user hovers over the image. Keep in mind, again, that usage of fan art is a grey area on F-List. It’s not an image posting site, but some artists do not want their art reposted at all.
Profile Info: You don’t need to fill out every single detail here. Bits that aren’t filled in will just not appear on your profile. It’s a good idea to fill out your gender, and in many cases, your orientation. Both are under General Details. Filling out RPing preferences is also a good idea. It’ll keep people from approaching you IC using first person posts if that’s not your thing.
Step Six: Kinks and Custom Kinks
This is probably one of the most overwhelming parts of the process. My first tip: Ignore the Kink section for now. Instead, skip ahead to the Custom Kink section.
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Custom Kinks are a good way to tell people what you really want. Click the Add +1 Custom Kink button to make a new custom kink. You can fill out the basic title of the kink, and a description. Or if you prefer to leave the description blank, just press the spacebar. Select what category you want the kink to appear in (Fave, Yes, Maybe, No.) Try to avoid using inflammatory language against different races, genders, identities, and don’t kinkshame. This is a site based primarily around finding rpers that have the same interests and kinks that you do. Save the profile when you’re done and we’ve got something like this.
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And really, you can probably start roleplaying like this. Maybe add a couple of images, and tweak a few things. So if you like, skip to the next step. But for now, I’ll go over the kink list.
The most important think to remember is you don’t have to add every single kink to your profile. Try to select the most relevant things, and avoid redundancies. 
For example, I’m not interested in Vore of any kind. So I can put the kinks Vore (Being Predator) and Vore (Being Prey) Into my No category. Or, if I want to make it even more simplified, I can add a custom Vore kink and put that in my No category. Likewise, if I don’t want to do any sex driven play, I can probably go ahead and just put sex driven there and ignore most of the kink list. Kinks that are not relevant such as Vaginal Sex (Receiving) on a cis male can also be ignored. Kinks are broken up into sections, and while it is a lot, just take your time, go through it sensibly, and take a break if you want to. Remember you don’t have to add every single one to your profile. This will ultimately be easier on you and make your profile easier to read. 
After a bit of editing, this is what my kink list ends up looking like:
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You can try exploring the Subfetish editor but it’s a little confusing to navigate and isn’t very necessary. And now, your profile is done!
Step Six: Using F-Chat
 So now that we have a profile set up, it’s time to find some partners. Regardless of what way you want to connect, if you prefer script or para, the main place you’re going to find RP is through F-Chat. There is currently both a desktop and mobile client. if you select Chat you’ll see the option for both, and clicking on them will take you to instructions on how to set those up. We will however be using the Browser client in this example. Go ahead and select F-Chat 3.0.
You will be taken to a landing page with a drop down of your characters, with the first character you created selected as the default. (You can change your default character in your account settings.) You can have up to three characters online at once. Keep in mind this goes by IP address, so if you have a roommate that also uses F-List, those will count towards your total number of online characters. If this becomes a problem for you, just use a virtual machine or connect to the internet via a different method, such as with data. (F-List is not that much of a data drain.)
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Here is what you’ll see when you open F-Chat. You’ll see I already have people in my friends list and my bookmarks (that I’ve blurred out for courtesy.) These will appear the same on all the characters you sign in as. I will be notified whenever one of my friends signs in or sets a status. You can set these notifications to show only on the console if you’d like to in the settings. Let’s set a status first.
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Here, you have the options of selecting from the default Online status to Looking, Away, Busy, and Do Not Disturb. These all do what you’d expect, with Do Not Disturb turning off the sound that would play when you get notifications from personal messages or pings.
The Status Message is an optional addition, and it’s great for if you’re looking for specific things or want your friends and bookmarks to know what you’re doing. Be careful not to post anything that breaks F-Lists code of conduct. F-List does have an aggregate of every status you ever posted logged on their server, so throwing a temper tantrum and posting something inappropriate and then taking it back later might still get you in trouble.
While the Character Search Option is available to you, I’ve personally never found it very effective. You can search users by kinks, but keep in mind it doesn’t search by gender or orientation, or what species or even if they’re canon or original. Instead, we’ll go right to the settings tab.
General: Just your general settings. You have a few options here to tweak and while most of it is personal preference, I’ll highlight a few to keep in mind.
Disallowed BBC Code Tag: good for if you find a particular colour particularly garish as a text colour, or if you find an eicon that you no longer want to see anymore. Enter Sends Messages: I have this set to off so I can avoid accidentally sending a message for when I post. When this is enabled, just press the send button on screen to send messages. Otherwise, if you want to linebreak in one post, just press Shift + Enter. Animate eicons: If you’re running a slow computer, or have a slow connection, turn this to off. Eicons are used as memes a lot in F-Chat, and some of them can get a little ridiculous. (Someone has compressed the entire Shrek movie into an eicon and uploaded to the site in very poor quality for example.) There can also be bright flashing colours or even nsfw images. In general these eicons are all 100x100 pixels in size, but some users like to tile them together to create bigger images so it can sometimes get out of hand. This is something up to personal preference, and while I have Animate eicons turned on, I can see why some people wouldn’t like it. Idle Timer: If you are the kind of person that walks away from your computer without changing your status, or you have fallen asleep with F-Chat open, it’s good to set this to a reasonable time. If you’re in Online or Looking, after you’ve been inactive for the depicted number of seconds, your status will be set to Idle. This is so other users know that you’re not ignoring them if you don’t respond to their messages. A downside to this is if you’re tabbed out or multitasking, it’ll set you to idle when you may not intend it to and going back to the window switches you to Online again. It can be a little spammy if you’re constantly switching between Online and Idle. Font Size: If you find F-Chat’s font too big or too small, you can edit that here.
Notifications: While this section is pretty self explanatory, I’d like to specifically go over the Custom Highlight Notify Words.
Now, because each profile has to have a unique name, you might want to select additional pings. For example I might want to add Link,Zelda,Hyrule,Hero,Hero of Time to my list. Everything is comma seperated and not case sensitive. There are a few things to keep in mind.
Common word pings: If I add Link to my list of pings, I might get pinged whenever someone talks about a url link, or a chain link, or any other common use of the word link. It therefore might be better to not use the word. If you have a profile name that is a common word, it might be better to also uncheck the option for Notify Messages Containing your name.
Similar Profiles: If there’s another Link in chat, then I will be notified everytime someone refers to him by name as well. This is less of a problem on more niche characters, but it’s something to keep in mind! You can set pings by room, so perhaps a solution to this is using Link as a highlight word in the Canon Characters room, but not using it as a highlight word in the Nintendo room. More about how to do that later.
Hidden Users: Pretty self explanatory once click over. If you keep seeing an ad you dislike, you can hide all advertisements from said user (re: character) going forward. Keep in mind this is not your block list.
Import: If you make two profiles and want to have these settings copied from one to the other, just log into the profile you want to import to, and select the profile you want to import from. Make sure to go back to change your pings if needed.
Lastly, we’ll be looking at the channel section. 
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You might be starting to be overwhelmed again, and that’s okay. There are a lot of options, but most of the time, you’ll only want to select the options that are relevant to us. Check off the list of rooms you want to open a tab for. These will begin to be added to your sidebar. the number in brackets signifies the number of users thats joined that room. By default, this list is most popular to least popular, but I personally prefer alphabetical. There may be some channels that you find inappropriate, offensive, or contentious, but your best bet is to ignore those parts of the site. It’s an Adult site that is heavily moderated by a mixture of paid and volunteer staff. Every effort is made to ensure that no real people get hurt, but it is understood that as an adult, you are responsible for curating the content that you consume. This is one of the fundamental principals that F-List is built upon.
For now, I’m going to go with Canon Characters and Canon Characters OOC from this list.
You will also notice an Open Room tab. Unlike the Official Channels which are moderated by F-List staff, Open Rooms are chat rooms created by the userbase, and moderated by the userbase. While the standard F-List code of content is applicable to all areas of the site, special rules may apply in these rooms, and you’ll find things like rooms dedicated to certain kinks, species, and fandoms. I can try searching for a few things I think might be applicable to me, such as Hyrule, Zelda, Nintendo, and Elf. Some of those get hits, and some of those don’t. I can also check them off to add them to my list. (Note that search terms have to be entered one at a time. I cannot search for multiple things at once.)
Once you’ve selected the channels and rooms you want to join, you can click and drag on the tabs to reorder them on the sidebar. If you’d like to pin a chat, You can just press the little push pin symbol, which will then turn green. (You can do this for User Messages as well.) This means when you sign out, these chats will still be there when you sign back in. Note that settings and pinned chats are device by device only, and furthermore, channels and logs will not carry over between characters.
Make sure to read the description of each room you join. There are often specific rules (such as no ooc talk in the canon characters room, and no male characters in the lesbians room.) Clicking the gear will allow you to change settings on a per-room basis.
Step Seven: Actually Finding some RP
Now, after all that effort, we’re finally ready to find some RP. You have a few options on how to do this.
You could just join a few rooms and set your status to looking with a status message on what you want, but this is considered very passive. You may get some people that reach out (As you saw, someone had bookmarked my Link less than an hour after I made the profile before logging into f-chat.) But your best bet is one of three options.
Look at the Ads: Whenever you’re in a room that allows ads, you will sometimes notice a differently coloured message fly by looking for roleplay. This is an ad. If you see one that seems to fit what you have to offer, you can right-click on their username and select “Open Conversation.” A chat window will be open under the PMs section on your sidebar. You can view this conversation like you would a channel. Keep in mind that users are not notified if you open a conversation with them, only if you send them a message.
Create an Ad: Make sure you are in a room or channel that allows ads by checking the description, you can select the ad tab in the lower right hand corner above the text input box to write an ad instead of a chat message.
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Making a normal chat post saying “hey does anyone want to roleplay with me” is considered spam and could result in the mods having a word with you.
You have similar tools to what you do in the character descriptions, and clicking each one will automatically place the tags in the text box, with the eyeball being a preview and the question mark being a how to. You want your ads to stand out, but you don’t want them to be too obnoxious. Take a look at what kind of ads other people are posting to get an idea of what’s expected.
Talk to Others: And lastly, you can just play in public rooms or chat with people in ooc channels. This is a great way for others to sample what you’re like to play with and vice versa, or even just to get to know potential partners. In my general experience, you’ll have more luck finding people to play with long term in the user created Open Rooms than in the Official Channels, but ever case is different. There are a vast number of styles, methods of RP, and types of partners you can find.
That’s basically the ins and outs of F-List! The more you’ll use it, the more you’ll understand how it works and the social etiquette on the platform. Like many sites, it certainly has it’s share of dark corners and flaws, but all in all it’s a pretty good website to find people to play with! Have fun!
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