#most of these minigames could be improved upon in some way
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Rebirth Minigames Ranked
[Top Tier]
Queen's Blood G-bike Chocobo Racing
[Fun] Run Wild Dolphin Show Desert Rush Galactic Saviors Pirate's Rampage
[Decent] 3D Brawler Cactuar Crush Piano Minigame Hustle de Chocobo [Tedious Slog] Fort Condor Moogle Mischief Gears and Gambits Glide de Chocobo Jumpfrog
[Just stop] Crunch-Off
Thoughts, and some pointers on potential improvements:
Desert Rush's timing's a lot less frustrating than it was in the box breaker from Intermission. No notes. Keep up the good work.
2. G-bike gravity's a little wonky, but it's still quite fun.
Suggestion: More levels, possibly bring back the tunnel and highway chase sequences from Remake, with less emphasis on the artificiality / VR aspect.
3. Fort Condor. This one's a step back from its Remake incarnation.
Suggestion: Make Fort Condor fully turn-based and bring back customization. It would be a major improvement over the poorly-designed, memorization-based RTS boondoggle that it is right now.
4. Crunch-off. Why would you put a minigame that literally everyone hated back into the sequel, but also make it slightly worse?
Suggestion: Delete it, and let us never speak of it again.
#final fantasy vii#ffvii#final fantasy vii rebirth#ff7#final fantasy vii remake#mini games#tier list#final fantasy#square enix#most of these minigames could be improved upon in some way#the gym minigame is not one of them#don't put it back in part 3 Square#just don't
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to those who carried on
A fic for @petrichormeraki and their Hermit!Tommy AU.
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The hermits know Tommy as a quiet young man who is very sad and contemplative. The more time they spend with him (against his will, but they know he needs the company) the more they learn of the little details. His favorite block is cobblestone, he likes building towers, and apparently his favorite woman is the Queen. They don’t ask why he wears a smiley mask even though he never seems happy. They don’t ask why he hides important things in his ender chest. They don’t ask why he wears a shattered compass on a chain about his neck.
(Once, he died in lava and lost his absolute mind. He was so upset about the compass that he didn’t even mention the stack and a half of diamond ore he had on him. Xisuma ended up manually rolling back the server just so Tommy could have it back.)
As time goes on, the tremors in Tommy's hands grow lesser. His dull blond hair seems a bit brighter, his bruises fade quicker, he doesn’t look quite so skinny-- he spends his time serenely building, resource gathering instead of running and fighting. He has a sense of humor under all that trauma, which the hermits unfortunately find out after another massive-scale prank war thought to be instigated by Grian actually turns out to be Tommy's fault.
Tommy starts swearing more. Doc gets the stink eye from Stress for this, but Doc insists he’s never once sworn around the young man. (That’s an absolute lie, but it wasn’t anything Tommy hadn’t heard before. Tommy thinks Doc is remarkably unoriginal in his cursing. He does take note of the German ones, though.)
Inviting Tommy to PvP minigames can be touchy, they learn. He likes to fight, but he fights like an animal with nothing to lose. Grian once chanted, “It stays in the pit!” and everyone present had to spend the next five minutes wrangling Tommy’s soul back into his body from wherever it’d floated off to.
Tommy likes to glide with his elytra. He claims he’s never had one before, but he flies like such a natural that a few people have their doubts. On a dark desert night, with dark blue eyes watching the night sky, he confides to Cub that it reminds him of the way his dad used to fly. He hates rockets, though. He does not confide to Cub that it reminds him of what his brother did to his best friend. He says enough that Cub can guess, though.
Scar gets fed up with Tommy’s creeper holes and makes Tommy help him fix them. At first, Tommy has no clue why Scar is breaking out things like coarse dirt and birch leaves and making the ground all fancy, but he’s not afraid of a little hard work and Scar makes it fun. He learns a lot about terraforming that day, and awkwardly comes back a few days later asking if Scar needs any more help terraforming. Tommy still hasn’t built a real base, not by Hermitcraft standards, but the small hill he’s built his dirt hut near now has a very beautiful, if amateurish, waterfall. He doesn’t tell Scar about this, but Scar finds out anyway. Tommy wakes up one morning to find that someone has left a shulker box in his house. Instead of iron-gripped paranoia, he just feels wonder that someone would give him a gift-- to the hermits, a single shulker box is nothing. To Tommy, it’s everything.
The shulker box contains coarse dirt, birch leaves, and a silk touch shovel.
Tommy helps Xisuma mine a giant hole in the ground near bedrock, because he realizes that he’s never thanked the admin for getting him his compass back. Well, that and the fact that instamining with a haste two beacon and an efficiency five pickaxe is a novelty. Xisuma lets him keep the cobble, since everyone knows it’s Tommy’s favorite block, but also insists he keep some of the other blocks like andesite and diorite. He pats Tommy on the head and tells him to talk to Bdubs about building a house some time. Tommy nods. He's taken aback by how tall Xisuma is, completely contrasting his mild nature. He reminds Tommy of Wilbur, on one of his good days before... Before. Not Ghostbur, though-- the admin is much too alive.
Tommy waits too long, so eventually Bdubs comes to him. The man is silly and outrageous, playing everything for laughs and unexpectedly tender. Bdubs plays up how beautiful he thinks Tommy’s hideous dirt shack is, then offers to help him build a house that’s better. For Tommy, building a house means settling down, accepting that this is his home now. Bdubs doesn’t know this. Tommy builds cobblestone dicks while Bdubs tries to lecture him about depth and block variation. Nothing gets done and Bdubs feels like he might have failed, but come next week Bdubs is flying over the area and sees the dicks are gone; so is the dirt house. In its place is a spruce-and-cobble cottage nestled near the tiny waterfall. Off to the side, he’s made a cozy doghouse for his fox, Theo. Bdubs doesn’t know how close that fox came to being named Fundy.
He spars with False, and she very pointedly does not mention how his stances are uniquely suited to a piglin. There’s only one renowned fighter who’s a piglin, after all. It's Tommy’s story to tell, if he ever does, why he’s seen enough of the legendary Technoblade’s fights to pick up on his stances, yet he’s not experienced enough to know that they don’t suit him. Instead, False gives him different stances suited more for tall, skinny people like the two of them. She’s got blond hair and blue eyes just like him. (Not that she’d know. She’s never seen his eyes, hidden behind his mask as they are.) Every now and then, he imagines her as an older sister, and the one time he says so, she smiles. When Tommy’s at home, looking at his own distorted reflection in his waterfall (he’s improved it since he built it), he muses that their eyes aren’t the same, their hair colors are subtly off. It’s close enough, he thinks.
Stress dies from fall damage and Tommy goes out of his way to pick up her stuff, because the hermits do these things out of the kindness of their hearts. The thought never even crosses their minds to steal. It crosses his mind. He doesn’t do it. Stealing from Stress would be like stealing from Niki.
He shows up at Cleo’s base unannounced and demands to see the “cool shit”. He is appropriately enthused by the giant armor-stand-bugs. She tries teaching him her armor stand magic, but it doesn’t really sink in. It’s okay, she assures him, most people don’t have the knack for it. He does, however, learn that buttons make excellent decorations. He also learns how to braid hair, bribed by ice cream. He is terrible at it, to the point where Joe has to come by to help the two untangle her hair so Tommy can start again. Watching the two bicker over capitalism and six million armor stands and a whole host of other inside jokes he doesn’t get, he thinks he’s starting to understand what friendship is supposed to be like. Joe and Cleo don’t see him clutching his compass. He and Tubbo weren’t too far off from this, given their circumstances. Maybe...
Maybe Tubbo can be forgiven.
Tommy makes minigames of his own, ones that don’t just kill you and steal your stuff. He builds things that are pretty instead of just functional, brews potions with Stress and only calls them drugs once (again, upsetting her is like upsetting Niki. Best not done), and sets up chicken bombs above people’s bases instead of just lavacasting them. (As Grian saw the hundreds of chickens slowly raining down upon his mansion, he got such a peculiar look on his face that Tommy feared he’d fucked up. The shorter, stronger (much stronger oh god why is he so strong despite being so small) man nearly crushed Tommy’s lungs in a hug, proclaiming how proud he was of Tommy. Tommy was proud of himself for not accidentally murdering Grian out of reflex. Was this what healing was like?)
Yes. It is what healing is like. Tommy knows this because that wound gets ripped open again. Tango shows him how to build the most obnoxious redstone-powered noise machine the two can think of. Tango digs a small pit, and asks Tommy to throw down his axe. Suddenly, Tommy’s in Logstedshire again; it’s not Tango asking, it’s Dream. His hands don’t shake when he tosses his axe into the pit, followed by his sword and his armor. It isn't until he’s placed the TNT down that Tango grabs his wrist and asks him what he’s doing. Tommy’s eyes clear enough that he can see past the blond hair and freckles. Tango isn’t green, he’s red. He's shorter than Dream, and his worried eyes are unhidden. Tommy shudders, then tells Tango everything.
Tango has no pity for Tommy, just understanding and sympathy. He doesn’t push Tommy to talk about it, but when Tommy’s done telling his story, Impulse and Zedaph show up. They all pretend that Tommy’s voice isn’t hoarse, that they all didn’t conveniently happen to look away when Tommy took off his mask just long enough to wipe his eyes. The men bake a cake together, fool around with honey blocks, and don’t talk about it.
Tommy knows very little about redstone, considers himself more of a builder and a fighter than an engineer. Still, Mumbo’s living base is inspiring, and Tommy often hangs around the man’s industrial district just to watch Mumbo work. Mumbo knows that Tommy hasn’t purchased a day pass, but it’s nice having someone around to talk to while he works. It’s not like Tommy is stealing anything. (Tommy totally steals from Mumbo’s industrial district storage system. The man’s farms are so efficient that he doesn’t even notice, so Tommy assumes it’s fine. What Mumbo doesn’t know won’t hurt him.)
Lava still isn’t his favorite thing in the world. He stays far away from it, instead of imagining what it would be like to hurtle towards it. Ren doesn’t really notice this, but he does notice that Tommy doesn’t seem to like his mustafarian base. On a spur-of-the-moment whim, Ren whips up some absurd plotline in which he is a lone weary traveller seeking refuge at Tommy’s base from strange alien overlords. The two have fun together, and the young man cracks more absurd jokes about it than the hermits have ever seen him do. When Ren leaves a week later to return to his own base, Tommy keeps being absurd, if a bit more subdued without someone to play off of. He builds a shrine to the “prime log”, which grows more elaborate each day. Beef and xB pretend to be his acolytes, despite having no clue what a “twitch prime” is.
They can’t see his face, but the smile in his voice is a far cry from the despondency he once wore like a heavy cloak. He is so much more animated and alive, full of motivation. He builds an entire island in three days, and hand-delivers an invitation to each and every hermit for his beach party. Everyone shows up, even those with packed schedules (Iskall) and those with introverted tendencies (Etho). Tommy is nearly moved to tears when they show up in groups of twos and threes, as though he hadn’t expected anyone to come. There aren’t enough chairs for everyone, but there is more than enough cake to go around. Tango brings drinks, Impulse brings meat to barbecue, and Zedaph makes an elaborate jump-powered grill. Keralis brings way too much confetti and several handfuls of cheap, obnoxious party noisemakers. Stress brings Tommy a crown made out of alliums. It shines far less than his brother’s gold crown, and it’ll die in a few days, but he wears it all night and keeps it in his ender chest until it withers away.
He spends five days teaching himself to make flower crowns. Even his best attempt is awful, nowhere near as pretty as the crowns Stress makes, but when he gives it to her, she takes off the one she was wearing and wears his until it falls apart.
He dies fighting a creeper on Grian’s behalf, and doesn’t even panic, because he trusts that however many times he dies, no matter how stupid or ignominious or revolutionary or important, Xisuma will always let him respawn.
He spends a grand total of nine diamonds to buy a single plot of land in the shopping district. He builds a cute little bench facing the sunset, with warmly glowing street lights on either side and a small garden. At the end of the bench he places a jukebox, and buys every single disc that Beef’s music shop sells, including Pigstep. He sits on the bench while Mellohi plays and watches the tiny silhouettes of his friends flying in the evening sky. Tommy looks alone on that bench, even if he seems happy, so sometimes other people stop by to sit with him. Scar declares the bench area a public park, since everyone likes it so much, and refunds Tommy his nine diamonds straight from the throne.
#mcyt#hc x dsmp#hermit!tommy au#tommyinnit#xisumavoid#grian#docm77#stressmonster101#cubfan135#tubbo#technoblade#goodtimeswithscar#wilbur soot#ghostbur#bdubs#fundy#itsfundy#falsesymmetry#zombiecleo#joe hills#nihachu#tango tek#impulsesv#zedaph#dreamwastaken#mumbo jumbo#rendog#vintagebeef#xbcrafted
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Title: Myth Puzzles RPG | Empires and Puzzles (they're almost identical, even more than most games of the class, despite being made by different companies, and I will review them jointly)
Genre: Match 3 but make it combat
Intrusiveness: 1/5. This is the garbage tier. It wants your money real real bad. Even though I was playing it in order to be paid in imaginary money in a different game, some of the goals it sets for sub-rewards are themselves purchases (though you can skip those). When I start it it asks me for money three times before letting me take actions.
Generosity: 2/5. You have to really bootstrap your way up to have enough production to upgrade your storage to hold your production to get anywhere.
Aesthetic: 3/5. Some of the character and monster designs are kind of neat and the whole thing isn't terrible to look upon.
Writing: 1/5. You just don't get the better quality of hack in this genre. Fortunately, none of the writing is necessary and you can just poke past it.
Interface: 2/5. Things on top of other things, have to individually collect all your resources, tutorial is unskippable and insists on holding your hand even though it's basically just like all others in its class.
Coherence: 3/5. Most features of the game at least kind of feed into each other, but this whole genre just doesn't make a lot of sense. You kill the monsters to get the loot to upgrade your stuff to improve your characters to kill the monsters, sure, but what does it all mean, man?
Gestalt Experience: 2/5. It's ennui neatly collated and organized into colorful folders. I could get sort of caught up in the treadmill of character improvement but there's not really any there, there.
This identical twin set of games bill themselves as RPGs but neither your role as the "lord" nor any of the heroes you send into battle have any character traits besides that directly implied by their design. You make no meaningful choices, the story insofar as it can be dignified with that names is entirely pregenerated crap, there is less decisionmaking than Pokémon. The word "Puzzles" appears in the title but it's kind of a stretch to call a five-color match three randomly generated minigame a "puzzle". It does have the mildly amusing gameplay element that when you match tiles they zoom upward to attack your enemies, so it matters where on the board you make your matches. Since tiles that miss increase your heroes' magic points this is engaging without being rage-inducingly frustrated on a series of bad draws, and the "campaign" game element revolving around sending these tiles to harm evil unicorns and shit is fine on a moment to moment level.
This game - and also their cousin, which is distinct enough that I will review it separately - use identical rock-paper-scissors categories (with different labels, but the same colors) to dictate the effectiveness of various elemental types. There's green, blue, and red, each good against the following and weak against the preceding, and there's purple and yellow, good against each other and bad against themselves. I don't know why they all do it this way. Maybe all the different companies are actually the same company in disguise. Or maybe there is a red company and a blue company and a green one and a purple one and a yellow one, locked in eternal battle, trying to accumulate enough hams to fling the disembodied heads of spare employees at their product manager until they have leveled up enough to ship a good game.
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I Regret Buying Pokémon Shield
I told myself I wouldn’t do it. I’ve seen time and again the lack of innovation from main-series Pokémon games, and I insisted nothing would convince me to buy this latest atrocity. Yet here I am, reviewing the game I said I’d never purchase. I should have listened to myself. I KNEW BETTER! Strap in, ‘cause this one’s pretty long.
Pokémon has been around for a long time—like, a long, long time—and I’ve been around for every single new main-series game that’s been released since the franchise’s first arrival in North America back in 1996 with Red/Blue. I was not yet 10 years old, and I still remember the childlike excitement of finding rare, never-before seen creatures, the stress of trying to catch a wily Abra or elusive Pinsir, and the challenging first encounter with the Elite Four and the Champion, a 5-man gauntlet of trainers with powerful Pokémon rarely (if ever) seen in the game prior to that moment. It was exhilarating in a way that keeps me coming back for more, hoping to rekindle those same flames of wonder.
While the main gist of the games hasn’t changed much over the years, one of my favorite parts of playing a new Pokémon game is seeing the improvements each game brings to the series. Many of the initial sequels made huge leaps in progress: Gold/Silver introduced a plethora of new mechanics like held items and breeding; Ruby/Sapphire introduced passive abilities and was the first to include multi-battles in the form of double-battles; Diamond/Pearl was the first generation capable of trading and battling online and brought us the revolutionary physical/special split so elements were no longer locked into one or the other. These changes all had significant impacts on how players approached battles, formed their teams, and used each Pokémon.
Those changes, combined with the addition of new Pokémon to catch, regions to explore, and enemies to fight, were enough to keep me interested. But I know I wasn’t alone in imagining all the possibilities of taking the franchise off the handheld platforms and moving the main series games over to a more powerful home console. In the meantime, each generation that followed Gen IV highlighted a new, troubling pattern that became more and more prevalent with each addition to the series.
1. Gen V: Lack of meaningful gameplay innovation
By Generation V with Black/White, not only was Game Freak quickly running out of colors, they were quite obviously running out of ideas for significant gameplay innovation. The bulk of Black/White’s biggest changes were improvements on or adaptations to existing staples to the franchise: many new Pokémon, moves, and abilities were added, and the DS platform allowed for greater graphical quality where Pokémon could move around a bit more on-screen during battles, the camera wasn’t as rigid as it had to be in previous games due to machine limitations; perhaps most importantly, they FINALLY decided to make TMs infinite. Thank goodness. While the updates were nice, they were nowhere near as impactful on the game as previous generations’ changes were and served more as needed quality of life adjustments.
I would also argue Gen V also had the least inspired Pokémon designs (like Vanillux and Klinklang) with the worst starter choices of any Pokémon game, but that’s a discussion for another time. Excadrill and Volcarona were pretty cool, though.
2. Gen VI: Gimmicks as the main draw
Pokémon X/Y (See? They ran out of colors) continued this new downward trend in innovation. Mega-evolution—while admittedly pretty cool—wasn’t enough to carry the new generation into an era of meaningful improvement because it was equivalent to adding new Pokémon rather than developing innovative gameplay, ushering in a new era of gimmicks in lieu of substantial updates.
Though the gameplay innovation for X/Y was minimal, the graphic updates were substantial: Pokémon X/Y was the first generation to introduce the main series to a fully 3-dimensional world populated by 3D characters. However, since X/Y was on the 3DS, it was a ripe target for the 3D gimmick seen in almost all games on the console, which I personally used for all of 5 minutes before feeling nauseous and never using the function again.
Despite the fresh look of the new 3D models, the battle animations were, to be frank, incredibly disappointing. Pokémon still barely moved and never physically interacted with opponents, nor did they use moves in uniquely appropriate ways. To my point, for years now there’s been a meme about Blastoise opting to shoot water out of his face rather than his cannons. I was sad to see that they didn’t take the time to give each Pokémon’s animations a little more love. But I figured, in time, when or if the franchise ever moved to a more powerful machine, they would be better equipped to make it happen, right? I also convinced myself that the lack of refined animations were kind of charming, harkening back to the games’ original (terrible) animations.
3. Gen VII: Focus on Minigames
The main innovation (gimmick) that came with Generation VII, Sun/Moon, was the lack of HMs in lieu of riding certain Pokémon. Sun/Moon also added Ultra Beasts (essentially just new Pokémon) and Z-moves (just new moves) which only added to the number of gimmicks present in the games. These changes, which provide some mild adaptations to gameplay from previous generations, don’t fundamentally change the way players go through each game, the way that updates in the earlier generations did. I personally played through the entirety of Sun/Moon without using a single Z-move or seeing a single Ultra Beast outside the one you’re required to fight to progress the main story. Ultimately, these changes were not a significant enough experience to warrant an entirely new game that is otherwise full of more of the same stuff with slightly different creatures who have slightly different stats and occupy a slightly different world.
Though Sun/Moon was comfortably embracing the franchise’s affinity for gimmicks, it brought to the forefront yet another troubling trend: mini games. Between photography, the Festival Plaza, and Poké Pelago, the focus on and attention to detail toward mini games had grown considerably over the years. Pokémon games have always had minigames and other time-sinks—which is great! Don’t get me wrong, I appreciate having more to do than trudge through the main story. But it is apparent that, with each new generation, more time seems dedicated to development of these extras. Pokémon Contests, Secret Bases, Super Training, feeding/grooming; a lot of their larger innovations after Gen IV were centered on non-essential parts of the game, which results in diminished game and story quality overall.
Admittedly, Sun/Moon did have some of the best exploration moments of any of the Pokémon games, which I did very much appreciate. More on that later as it relates to Sword/Shield…
4. Generation VIII: You Can’t Be Serious
When Game Freak finally announced they were launching Generation VIII, Sword and Shield, on the Switch rather than a dedicated handheld console, I was beside myself with excitement.
And then I saw gameplay footage like this, and my heart sank.
What is the purpose of launching the game on a stronger console if they are going to continue copy/pasting their sprites and their animations? If they aren’t going to provide the Pokémon any unique flair or create more appropriate animations? It was disappointing enough seeing the same animations/models from X/Y for Sun/Moon, but that was sort of expected since the games were on the same console. But now that the game has moved to the Switch, this is unacceptable.
When I learned that they were significantly cutting the number of Pokémon available in the game, I thought for certain that would translate to more time dedicated to the ones that made the cut, to focus on adding animations and character to the critters to make them feel like real parts of the world, rather than avatars of a child’s imagination, unable to fully process how the world functions. Alas, what was I thinking?
I thought the Dynamax gimmick would be one of my biggest gripes because it’s so pointless, or maybe the Wild Area’s severe lack of organic belonging (all Pokémon are just wandering aimlessly, weather can change drastically after crossing an invisible line, trees look like they were cut and pasted out of Mario 64, you can’t even catch Pokémon if they’re too high a level) but honestly the most disappointing part of the game for me was the pitiful routes between towns/gyms. Previous installments of the game included routes full of trainers and puzzles you needed to defeat or solve before you could progress—in Sword/Shield, the only thing that ever prevents you from progressing are some Team Yell grunts barricading paths the game doesn’t want you to take yet, for literally no reason. It completely removes player autonomy and a sense of accomplishment earned through overcoming challenges—now instead of learning that you need to find an item that allows you to cut through certain trees to gain access to new areas, you simply follow the story beats and then, upon returning, the path will be open. It’s inorganic, it’s clunky, and it’s extremely lazy.
Speaking of lazy, the story itself was another massive disappointment for me. Pokémon games are not particularly known for having deep stories, but Sword/Shield takes it to a new low. Every NPC simply pushes you to battle in gyms, and every interesting story beat that occurs happens just outside the player-character’s reach. Any time something interesting happens, you are shooed away and told to let the grown-ups handle it while you just get your gym badges. There COULD have been some interesting story moments where your character gets more involved with helping fix the havoc occurring around the Galar Region, but instead we as the player are simply TOLD what happened, why it happened, and who fixed it (usually the champion, Leon).
I honestly think having the game focus on the story of Sonia, Bede, Marnie, or even Hop (was not a fan of this kid) would have been a much more interesting game, because those characters actually had some depth to them, some bigger reason for taking on the gym challenges than simply “I want to be the very best.” Albeit those stories would have required a tremendous amount of work to add depth and details, the potential for a better story is in those characters. There is just no story at all to the main character, who is ushered from gym to gym because…because? Because that’s what kids do? I’m not even really sure what the motivation is.
There are SO MANY exciting, interesting, innovative ways Game Freak could drive Pokémon into a new and exciting direction while still maintaining its charm and building on existing mechanics, but they instead choose to demonstrate their lack of interest in significant graphical and gameplay innovation. I imagine this is largely because the masses will eat up just about any Pokémon product produced so long as there’s a new bunny to catch, and Pikachu is still involved. I’m disappointed, and I wish the Galar region could meet the expectations of my 10-year old mind’s imagination.
When abilities were added, we suddenly had to consider whether our Earthquake could even hit the enemy Weezing and adapt to the tremendous changes the passive skills added, reconsidering how we faced each battle. When the physical/special split occurred, entirely new opportunities opened up and certain Pokémon who were banished to obscurity due to their poor typing and stat distribution, like Weavile, were suddenly viable. Some even became incredibly powerful, like Gyarados, who had been hit pretty hard by the Special attack/defense split. There were also already-powerful Pokémon (Gengar, Dragon-types) who became even more so through access to STAB moves that benefited off their strongest stats.
I want new games to include updates that feel as impactful as these changes. If you’re interested in how Game Freak can improve on the main gameplay, I have some fun ideas that will be fleshed out in another article: How to Breathe New Life into the Pokémon Franchise. That article will be dedicated to explaining what those changes are, why I want them, and how they can improve future games.
#pokemon#pokemon shield#pokemon sword/shield#game review#review#hilltop sunset#streamer#gamefreak#gen viii#gen 8
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Good and bad news, CHECK THIS OUT PLZ
(are... are you ready)
Haro my fellow earthlings and interplanetarian folks!
Today I bring good and bad news altogether, so please bear with me for a bit! Firstly, I wanted to talk about how development has been going since the very beginning, so let us go to our nice time capsule :D
This is a timeline of the development up until now, I tried to be the most accurate as I could, but it can be a bit difficult when I don’t remember many things anymore lol
The game is in development since January 2017. The timeline goes like this:
2017
From January to May, 20, I developed on my own my first public demo of Virgo Vs The Zodiac. It took longer as I was all by myself.
Then my Grandma said she wouldn’t be able to support me anymore if I was going to quit college to develop games. From May to August, I prepared the Crowdfunding Campaign to help me fund the project and my EXISTENCE. The Campaign was launched in September 2017, I think.
After the campaign ended, I could finally get Anglerman onboard! Ay! He does animations for enemies and some party members animations too and is also the greatest deity of our lives. A legend. He helped me a lot with the Game Design Document I was working on because new people would join and I needed to make the things in my head to be a bit more concrete.
From the end of the Campaign until October we were working with a another programmer, but that didn’t work too well since they had another big project they were working on at the time. We had to change the programmer. It was when I found Ben here on Tumblr, current lead programmer. Our lord and savior.
After that I was browsing tumblr randomly and I found Veyerals among asks sent to this tumblr and thought his work with menus was pretty cool (and I liked his game as well, played a lot of that back then). Veyerals joined the project too as the UI programmer and would also be working with the SHMUP mini games, which he had experience with. Bless the UI G.O.D.
From that point on we had to basically rebuild the game from scratch from the moment we got the new programmers. Not only develop the game from scratch, but doing everything RPG Maker already had built in for us into the new engine because that was the only thing I knew in terms of “programming”. That and adding everything new I thought for the project. It was a huge amount of work, and we only had a battle system working fine in December, where we started developing a new build.
(concept art of lady nurse)
2018
In this year things got a bit complicated!
At first, when the battle system was mainly “complete”, as we thought back then, we delivered a 15 mins build for ID@XBOX to be shown at the Game Developers Conference, on January 2018.
We had billions of problems from january to august with the development and also unrelated to the development, like dealing with US taxes. A lot of things weren't working as we wanted them to be, this time was mostly spent on making the timed hits to feel nice, rebuilding the base systems and trying to make the game to have the same feeling as the RPG Maker build had of it being challenging. Also, overall asset production. That was demanding as heck. In RPG Maker the enemies didn't move, while in Game Maker they were animated. I had never worked with Game Maker before, so me and Anglerman (the animator and fellow game designer) had to learn the engine from scratch while developing the game, that resulted in a lot of set backs, but lead us to where we are now. We're confident with the overall game's scaling, difficulty, battles and systems. In Game Maker the maps are also bigger and have way more polishing, so that took a lot of time to get used to on the new engine.
(a really weird, but solved, bug)
From that point on we built Capricorn, and started working on Taurus and other realms at the same time. After some time we determined that doing several realms at the same time, even though we knew which level the player would be wouldn't work well, and we decided to finish the realms before heading to other realm.
Billion lines of code later, in october we started development of the first 2 hours and a half of Taurus. All of it took one month and a half. It was a significant improvement from the previous 5 months to develop the same amount of gameplay! We determined that we can finish the game on the first half on 2019 upon seeing the progress of the development in Taurus. Now we have a stable work flow, as our lead programmer only has to work on random tiny things, for example, "I would like for Virgo to throw Alpacas for an event, can you add that?". Those are small details that Ben can do easily. Everything that was promised on the campaign, like SHMUP minigames and the crafting system is also all working nicely and well.
That brings us to the bad news: The release will be delayed, for all the reasons exposed before. At first we thought of keeping with the date announced in the Crowdfunding Campaign of December 4th and release the game in Early Access. However it all seemed unfair to the Beta Backers who donated first to get access to early builds of the game. Other than that, a save system of something like a RPG such as Virgo Vs The Zodiac wouldn’t work well with the early access system of Steam. Just imagine your save messing up every time the game is updated. That would be just bad. xD Unfortunately I didn’t know that back then when I announced the date, and I didn’t know the amount of hassle I would go through to learn the engine while developing the game. I can only blame my naiveness, honestly. Other than that, December isn’t a good time to release games because of the Steam Sale that makes it harder for new games to be noticed with so many games on sale.
With that being clarified, I can say now that the game would most likely be released in the first half of 2019, around Q2. I apologize deeply and am extremely sad, I was even avoiding saying this here and avoiding social medias in general due to anxiety attacks <_< I’m sorry for that as well! For anyone who said their birthday was in the same day as the game’s release, I apologize immensely, and please send me a message and I’ll send you a card of Sagittarius wishing you a happy birthday. It’s the only thing I can do now, to be honest. S O R R Y =(
O U T R A G E O U S
New possible release date: Q2 2019.
As for the good news now:
Taurus Realm Build For Backers
The Taurus build I was talking about will be sent to backers this week! :D You can expect a bossfight with a Zodiac, millions of new characters, around 1800 new lines of dialogues, new equipment to check, new fellows to beat or spare, quests and the SHMUP minigame, now implemented on the game! Also, as seen on the trailer, you can throw enemies off screen now :3
Kinda Funny Games Showcase
We’ll also be participating on Kinda Funny’s Games Showcase that’ll be happening in December 8th! You’ll be able to see a new trailer of Virgo Vs The Zodiac on the stream that’ll be happening on Kinda Funny’s Twitch. That’s a really cool opportunity for us, so eternal thanks to Greg Miller for chosing VvtZ. That got me by surprise! xD
Date: Saturday, December 8th
Time: 10am PT
I think that’s it! Basically we had a lot of setbacks, but we’re in the right path again now and I can say doing anything is faster as is! The game’s quality improved and the development became more demanding of our skills, but it’s also a nice challenge for everyone. I’m glad to have started this project, my life was pretty dull back then, I had lost many important things before and VvtZ brought sparkle back to my life. That’s important, as even in the most difficult times I can remember I’m creating something I have so much fun with. I’m blessed to have all the people who support me on Virgo Vs The Zodiac discord, who supported me in the campaign and everyone around social medias. It’s what makes my days happier, tbh.
Ever since I began development I lost contact with many of my friends from the other city I lived in, but I also made many other precious friends who helped me along the way! All the good and bad memories on my life shaped this place I created for myself in the world. I like this place, it’s comfy :3 Again, I’m sorry for ruining your expectations to have the game up on Steam this year, it’s a first delaying the development like this. As a Taurus I can say it pains the most to not have things done when I need them to be despite the hard work going behind this game. Damned Bugs. I want the bugs to die. Gotta work even harder from now on to extinguish bugs the maximum we can!
#virgovsthezodiac#gamedev#indiedev#pixelart#devlog#big ass devlog#long post is long#S O R R Y AND B I G T H A N K S
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STUFF I WANT IN A BANJO-KAZOOIE REMAKE (IF THERE IS ONE)
So as you are probably aware, Banjo and Kazooie have finally made it into Super Smash Bros. This is a huge accomplishment, as they have been absent from Nintendo for years. But this begs the question - will we be getting a proper new Banjo title in the near future? I certainly hope so, but before that, it would be nice to see the original games re-released on current consoles.
Now the question is how they would do this. Would they just re-release the original games with slightly updated graphics like they did on XBLA? That seems like the safer option. But maybe they’ll go the interesting route and remake the whole games from scratch. Given that we live in a time where everyone seems to be capitalizing on 90′s nostalgia, the latter seems like a possibility. But I’m not here to complain about Disney’s live-action remakes. Besides, with video games, remakes seem to be quite faithful to the originals. We’ve gotten DS/3DS remakes of Mario 64, Star Fox 64, Ocarina of Time, Majora’s Mask, and maybe some others I can’t think of. Pokemon has remade generations before as well. And of course, the remake of Link’s Awakening looks promising. Even Rare has gotten in on it before - remember Conker: Live and Reloaded? True, a lot of the original developers left Rare to form Playtonic, but maybe the two companies could joint develop it - as long as Microsoft gives everyone complete creative control, of course.
So let’s say they do go this route and completely remake the original two games. It shouldn’t just be the same game but in HD. There are some things I’d like them to improve upon from the N64.
First of all, they definitely should keep the changes they did with XBLA - that is, making notes permanently collectible. No one wants to get PTSD from Rusty Bucket Bay. Admittedly, this might make finding the last few notes more difficult, but it’s probably still better than dying with 99 notes. Or what if the notes do not reset if you die, but they do reset if you leave the level? That way, if you’re having trouble finding the last note, you can just reset. Maybe there could also be a special reward for finding all 900. Yes, there is that last door that requires 882 notes and doubles your health, but maybe something else. There’s already a reward for getting all 100 Jiggies in Mumbo teaching you about some of the Stop n’ Swop items.
And speaking of Stop n’ Swop, let’s talk about that. The limited technology of the time meant they weren’t able to implement the idea of transferring items from one game to another during the N64 era. Now they did manage to do that for the XBLA re-releases, but there were still a few flaws that I saw. In the N64 version of Banjo-Tooie, you had to essentially find the Stop n’ Swop items again. In the XBLA version, if you got them in BK, you would have them in BT from the start of the game. But the problem is that the secret areas were still there, just empty. If you had no idea what was supposed to be there, you’d be confused as to why these secret caves exist. So I think they should combine the two ideas. By that I mean, have the secret areas in BT empty normally, but have the secret items show up there once you get them in BK. Maybe include a sign in the secret areas that gives a hint like “Return to the Sandcastle and enter the following code.” If both games were bundled together, it would make the transfer of data even easier. Though the issue there was that the N64 version of BT only had the Ice Key and three of the six eggs. The developers would have to come up with places to hide the last three eggs in BT. But I think they could do that.
It would also be cool if there was a multiplayer mode. Banjo-Tooie had multiplayer minigames, but maybe they could add some to Banjo-Kazooie as well. Specifically, I’d like to see a multiplayer version of Grunty’s Furnace Fun. It would either be a race to the end or just competing for points.
One thing Yooka-Laylee was missing was world maps. Pretty much every 3D game nowadays has a way to bring up an overhead map of the area. But a combination of no maps and everything looking the same made Yooka-Laylee’s worlds difficult to navigate. So yes, there needs to be a map of each world. And that map should highlight certain areas such as the start area, Mumbo’s hut, all the Bottles/Jamjars locations (once you find them, of course), warp pads, etc. And there could also be an option to place beacons. You know, where you put a dot on the map and a light appears in the sky to guide you there. Admittedly, this would be difficult to implement in more cavernous levels like Clanker’s Cavern or Glitter Gulch Mine, so the beacon idea might not be possible. Also, for some maze-like sub areas like Targitzan’s Temple, maybe the map should not be accessible until you complete everything in the area. That way, you can still feel like you’re exploring.
One thing Yooka-Laylee actually did right (once it was patched, of course) was fixing the auto-scrolling text. Pretty much every game has the text pause until you press a button to advance it, but not BK or BT for some reason. You could still hold down the button to make the text scroll faster, but tap it to advance to the next sentence.
And now let’s talk about the toughest thing that I’d like to see changed for this hypothetical remake - that being the comedy. As timeless as these games are, I will admit that there are a few moments that clearly stand out as being a product of the 90′s. Certain jokes might not be acceptable today. Now I love all the fourth wall jokes and subtle adult innuendos, and they should definitely keep those. What I am concerned about is a couple of the characters that are obvious stereotypes. Take for example, Rubee, the snake charmer in Gobi’s Valley. Despite only being part of one Jiggy mission, this character seems to suffer from the same Indian stereotypes that Apu from The Simpsons suffered from. With his overly large turban and strange way of speaking, he seems like he could use an update. Now how would they do that? My idea? Make him an animal. Perhaps an elephant, like Taj from Diddy Kong Racing. This could also fit his role as a snake charmer, as he could play his trunk like a flute.
There’s also Jolly Roger and Merry Maggie, who seem to be cheap shot at gay stereotypes. Jolly speaks in a very camp voice and makes those hand gestures. Maggie is implied to be a transvestite; and if I remember correctly, Kazooie reacts with disgust when she sees her. Again, we might have to change them up a little. I’m not sure how we would do that, but definitely start by making them more than just one-dimensional stereotypes.
But perhaps the most awkwardly stereotypical character in the Banjo games is Humba Wumba. Native American stereotypes seem to be one of the most controversial out there. The problem with Humba is that she is a much more important character than Jolly or Rubee. She appears in every level of the second game, and her transformations are essential for getting many of the Jiggies. Mumbo also seems to be based on the stereotypical tribal African witch doctor, but again, he is at least non-human enough for that to be acceptable. Humba, on the other hand, is definitely human. And she wears that stereotypical buckskin outfit and feather headdress, and she speaks in broken English Tonto-style, and her theme music includes that war cry that isn’t even a real thing. Now I personally am as white as white can be (at least I think I am, but I’m not about to sent a DNA sample to one of those ancestry sites so they can sell it to the government), so I’m not exactly the best person to talk to about how to write a Native American character. On top of that, Humba seems to just be there for sex appeal. Yes, I’ll admit, I had a few fantasies about her giant polygonal tits growing up. She’s definitely at least more attractive then the fairies in Ocarina of Time. Now for all its faults, Nuts and Bolts did redesign Humba to be a little less of a stereotype. In that game, she wears a more contemporary outfit and has a more realistic figure. It’s not perfect, but it’s a good start. Theoretically, Humba could work if they were more tongue-in-cheek about how insensitive she is. Like have Kazooie make a snarky remark about how the 90′s were a simpler time. If there ever is a completely new Banjo game, they could cut her out altogether; but in the event of a re-release, she is an integral part of Banjo-Tooie.
It was also kind of surprising back in 1998-2000 to see an E-rated game this violent. And I’m not talking about the goofy slapstick either. Both Clanker in Clanker’s Cavern and Lord Woo Fak Fak in Jolly Roger’s Lagoon visibly bleed. How many times do you see blood in an E-rated game? Yeah, they might have to change that. For Clanker, since he’s mostly mechanical, you could replace the bloody parts of his body with rust. And as for Fak Fak, you could just change the color of the blood like you did with Ganondorf. Which would actually be realistic, since red light doesn’t travel that far in water, so red things such as blood often appear greenish-yellow when you’re hundreds of feet below the water’s surface. Of course, Kazooie should still stay red no matter what.
There’s a few other things that might be seen as insensitive, like the child abuse that Boggy’s kids face, or the lady with the watermelons at the end of BK. But as much as some of those jokes seem mean-spirited, I actually think it would be better to keep most of them. I don’t see a game as goofy as Banjo-Kazooie beginning with a serious disclaimer about stereotypes like they put at the start of all those Looney Tunes compilation DVD’s, but the developers should definitely tread lightly if they want to keep the spirit of the original games without offending anyone. We may end up with an E10 or even a T rating, but it would be worth it. But this is Tumblr, after all, and being offended is like a national pastime here.
Just a few months ago, a new Banjo game seemed like a pipe dream. But with what we saw at E3, we might just get it. Either way, the kids of today deserve a chance to experience what we grew up with. But what else would you like to see in a Banjo-Kazooie/Tooie remake or a new game altogether?
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BEFORE YOU READ, KNOW THIS REVIEW POST HAS SPOILERS FOR BENDY AND THE INK MACHINE!!!!
@bendysstudio @themeatly--official
I have played Bendy and the Ink Machine in full now. What do I think?
Well...
The game was good, for sure, you can tell they put a ton of love, especially now with the polish added by updates, the incorporation of fan music, and the attempts at keeping everything engaging throughout the chapters.
However, It could be really improved upon...
STORY - By far the strongest of Bendy’s points is its narrative, old cartoons are Organically creepy in a lot of ways because of a few factors, among these are the contrasting aspects of the imperfections of movement and the oftentimes unnoticed details in things like wrinkles and textures (as examples, Pete chewing Tobacco from Steamboat Willie, and the infamous cab colloway dancing ghost from Betty Boop.), so it makes a ton of sense to utilize that as a horror concept. The game throws us a steady stream of questions from almost the start of the first chapter, but while a lot is answered, there is a lot unanswered or not followed through on and it can be hard to ignore when you think about it ESPECIALLY by the end. Were the employees really all corrupted by the ink, what is Henry’s purpose, why did henry not know about his own messages if he’s written them while looping everything over and over, and how could he see or write them without the glass tool (and what with?), what is up with the animatronics and cages you set up. the game kind of shrugs at a lot; its by no means a dealbreaker because of what the story does explore about the studio, but it is noticeable.
9/10 - Amazing - The game’s big draw, though some questions are not all answered in a meaningful way, what the story does cover is still really interesting and worth playing through.
DESIGN - Bringing actual life to something like a cartoon but failing so hard is a really great idea, and a lot of the time the game shows us the hubris in the want vs. the reality of the consequence; the monsters and places the game creates reflect it well. Everything looks like its made from the sunbleached, aged paper artists used and everything is a wonderfully messed up reflection of life at the studio and the cartoons within, particularly with the projectionist, butcher gang and the unnamed giant hand (I’ll call him Lil’ Handful). the world of Joey Drew productions is a really cool, realized one. simple but slightly barren and “off” work offices giving way for the bigger, detailed and mysterious places in the lower levels. I will however knock some of the update decisions, particularly with Sammy and Bendy himself. they originally looked blobby, as the updates came, they both got more defined in shape - respectively looking more muscular and emaciated looking, which took away from the toonish aspect of the it. Where once were feet that looked like strange melted stubs going into the floor, are just...solid feet and where once was something that looked like a melting candle trying to retain a shape is what is more or less a thin ink zombie (complete with limp). Bendy’s final form is also lackluster for me, I love the Muggshot (Sly Cooper series) tiny dangle-legs and walking around on hands thing; but its threatening, not as scary or horrifying as something that's stopped trying to be likable could’ve been taken. Everyone else is pretty good though especially the butcher gang and boris, who stayed pretty much the same and kept design elements in all forms through the production. Text for audio logs could have been bigger at times too. all in all, design is solid, but something was definitely lost as more polygons and detail were added for certain characters.
9/10 - amazing!- a great use of elements from animations of the past used in a 3d space, just the right amount of cartoon goofiness and uncanny details, though some designs were fixed when they weren’t broken.
CHARACTERS - Not much to say, I like em all, (Henry is delightfully levelheaded to the extreme, Boris is a cutie, Bendy is a threatening silent presence...) except maybe that one obnoxious guy in recordings, Wally Franks, and even then, he’s not AWFUL (I’d compare him to Fleem from Smallfoot, intentionally made to get on a nerve at least a little), the most interesting character for me Bertrum, the architect who calls Joey out on his bullcrap, and Alice Angel, both versions of her - but the manic first variant you meet first is interesting to listen to and learn about in particular. Boris is kind of lackluster, while he is nice and the reveal of him and other toons being made en masse is awesome, it also means we don’t get much time with them. Sammy sort of just comes and goes twice, and Tom!Boris and Allison I felt got the shaft and should have been established earlier for a connection. Joey is a jerk who suddenly becomes somewhat good in the last acts, which confuses me - since there was no in between those two points that's explained...
7/10 - Good - characters are great to listen to and watch, and if the game had had more time to focus on a lot of them, that might have made them feel more complete.
SOUND - sound, music and voiceacting is well done, lots to appreciate from the creepy gurgles, to the odd stuttery sound of a projector. though there are occasionally some bad bits of soundmixing and audio. some recordings that you can find in the game stand out, there’s one that's really hard to listen to in chapter 5 because the character speaks in a really gravelly voice, in addition to the fuzzy audio effect and the ambient noise surrounding it.
8/10 - Great! - I only wish there was more! aside from one or two recordings, everything and one sounded nice, and the unease of silence is used equally well.
CONTROLS AN’ GAMEPLAY - They’re standard first person fair, responsive for sure, though sometimes the sensitivity of the controls can raise by themselves (I don’t know if that's by design, since it was at the same point as markiplier, right before a section involving being stealthy is taken on, which might actually be really clever if its true. Combat can also be wonky, but Its passable since its not a main focus, except for one REALLY obnoxious enemy gauntlet in the last chapter, if there were defined checkpoints between each wave, I’d be more inclined to let it go. Puzzles are pretty standard as well, lots of fetching, but other stuff such as playing minigames and stealth crop up to shake it up. Stuff is unlocked after everything is said and done in the story, and while it is cool narratively (messages written by henry on previous loops) and as a view of the progress the game (though, the Archives are missing a lot of info on characters like Alice and Bertrum), it just feels like its not enough for a repeat playthrough, difficulty settings and maybe achievements for unconventional but creative actions in-game, working towards something big at the end might’ve helped in that regard (here’s hoping that's the case for the console releases next month)
7/10 - Good! - its standard stuff with an occasional misshap, but there is variety to it and its simply fun for me to play.
OVERALL - The gameplay is serviceable, and aside from the main story there’s not too much reason to play the game again, but its still a solid experience the whole way through, and the time and effort of the people who made the game really shines and makes it worth playing. maybe wait for the console release, in case they add anything to that, but theres not one excuse not to play it.
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My Top 10 Games of 2018
2018 was a solid year for video games. There were a lot of games that I ended up liking a lot more than I thought I would, and a couple of indie surprises as well. I think 2017 was a very hard act to follow and as such I’ve had a tough time deciding the order this time around, but in the end I still feel very good about the 10 games on this list.
10. Return of the Obra Dinn (Lucas Pope)
What a surprise this turned out to be. I bought Obra Dinn based solely on the fact that it was Lucas Pope’s next game and much like Papers, Please, it’s a very unique type of game. In Obra Dinn you are charged with investigating the mysterious return of a ship thought to be lost at sea, whose crew had all mysteriously perished or disappeared. You walk around looking for dead bodies of the crew, and using your magic compass you are able to view a tableau pinpointing the moment of their death. Using this information it’s your job to fill in the journal and figure out how each and every member of the 60-person crew died and who or what killed them. There’s a lot of guesswork involved since you aren’t given a lot of detailed information, but thanks to the fantastic audio cues it was one of the most satisfying and rewarding games I played all year.
9. Tetris Effect (Monstars Inc./Resonair)
Tetris Effect is easily the coolest edition of Tetris made to date. In addition to being a wonderful VR experience on the same level of Rez Infinite or Thumper, Tetris Effect features almost everything a good Tetris game ought to have. Plenty of different game modes are included such as classics like Marathon or Sprint to the weirder ones like new Purify or Mystery modes. But the standout is definitely Journey mode. Functioning as a campaign, this mode takes you across almost 30 unique stages each featuring its own incredible dynamic music that progresses as you clear lines, and beautiful visuals that are greatly enhanced in VR. I expect this will be the game I keep coming back to from this year to play every now and again, and will definitely be my go-to Tetris game.
8. HITMAN 2 (IO Interactive)
A follow-up to 2016′s HITMAN (and my personal #2 game of that year), HITMAN 2 expands upon it in almost every way. The briefcase is back. Blending mechanics have been added for big crowds and bushes. The levels are orders of magnitude larger and while there’s only 5 of them, they’re all of the quality of 2016′s Sapienza level. There are also a couple of new modes too. One of which is a Sniper Assassin level where you are perched in a sniper’s nest overlooking a wedding and given many targets to take out, and the other is a multiplayer versus mode where you race against another player to take out a target faster.
But perhaps the most pleasantly surprising improvement has been in the quality of writing, specifically for 47′s character. You can tell they spent a lot more time ensuring he has lines for some of the more whacky scenarios he can end up in, especially when he gets the chance to talk directly to his targets. HITMAN 2 is ultimately more of the same, but it’s a lot more and definitely the game worth picking up if you’re a fan of the series or stealth games in general.
7. Yakuza 6 & Yakuza KIWAMI 2 (SEGA)
Unlike last year with 0 and KIWAMI, I feel very similarly about the two Yakuza games that came out this year so I thought they should occupy the same spot. The main thing that sets these new releases apart from previous entries is the new Dragon Engine. It’s a pretty big departure in feeling from the previous combat engine, but it allows for a lot more freedom since street battles are no longer constrained to an arena. You can run as far as you like, you can drag enemies into nearby shops and restaurants, and the new ragdoll physics are utterly hilarious. Both games also feature a new side activity (a tower defense style game in Kiwami 2 and a reverse tower defense style game in 6) that ties in with well known members of NJPW.
As far as story goes, I think both of them are pretty good. Having never played 2 back in the day, it definitely holds up to and even surpasses some of the later games’ stories with one of the best antagonists of the series in Ryuji and an even better partner character in Kaoru. KIWAMI 2 also incorporates the cabaret club minigame from Yakuza 0 with a whole new storyline, and some great new substories. Yakuza 6 on the other hand is a pretty decent finale for Kiryu’s story. It makes some callbacks to previous games (especially 0 and 2) and some fun new characters along with the vibrant new location of Onomichi. It’s sad that Kiryu’s story is over now, but I still have a strong hope for the future of the series.
6. Deltarune (Toby Fox)
Certainly the biggest surprise of the year was Deltarune. A new project from Undertale’s Toby Fox, Deltarune most notably features a new party system for battles and more detailed graphics. It’s got all the writing and music I’ve come to expect and love from Toby, a new cast of characters, and a promising story. Deltarune isn’t finished yet and it will be a long time before we see its conclusion, but Chapter 1 is an incredible start.
5. God of War (Santa Monica Studio)
I didn’t expect to like the new God of War as much as I did. I grew up with the series and I wasn’t sure how to feel about this completely new over-the-shoulder direction. My worries were quickly put at ease however, with how much fun Kratos’ new axe was to use and all of the abilities you could unlock throughout the game. Perhaps my favourite part is the map itself; while it is an open-world game, it is the exact right size. It respects your time and you never take long to get somewhere interesting, and your exploration is rewarded adequetly. This design philosophy seems to be lost on a lot of modern open-world developers and its refreshing to see it done right in God of War. As for the story, it goes in a very interesting direction and the dynamic between Kratos and his son Atreus unfolds in some satisfying ways, managing to give Kratos some real character development beyond angry bald man. They are definitely using this one to setup more God of War games, and they have revitalized my excitement for the future of this series for the first time in a decade.
4. Xenoblade Chronicles 2: Torna - The Golden Country (Monolith Soft)
The Golden Country takes place 500 years before XC2 and outlines the events leading up to it. There are many familiar faces, and the story expands upon many events Rex and his party learn about in the base game. Much of the game takes place on Torna and its a varied location with lots of different environments and enemy types. The biggest improvement from XC2 is the battle system. It’s a lot more straightforward this time around because there’s no more core crystal system where you have to do gacha pulls to get new random blades. There’s just the 3 party members and their two main character blades which makes for guaranteed combo and chain attack potential throughout the game, whereas before you would have to get lucky and try to optimize for it. Clocking in at about 30 hours, I think one could definitely make the case for playing this expansion either before XC2 to see the story setup, or playing it after for appreciating the character development. You can tell a tremendous amount of love and care went into making this expansion, and being included in the XC2 season pass makes it a tremendous value.
3. Monster Hunter World (Capcom)
It’s been awhile since I got so obsessed with a specific game that I wanted to do nothing else but play it when I wasn’t at work or asleep but Capcom did it. Having only played 4U previously on the 3DS for about 60 hours, it cannot be overstated how much work they put into making this series more palatable. Whether it’s through streamlining weapon upgrades by showing us the weapon paths, or getting rid of consumable whetstones, or just showing us the direction the monster is in after collecting a couple of tracks, or finally upgrading from god damn PS2 models, or just putting it on a proper console again so I don’t have to get carpal tunnel from the 3DS. The list goes on and on about all the things that made this Monster Hunter the one that got me hooked. They’ve supported the game with a ton of free post-launch content too including new monsters and fun crossover skins. If there is any game to point to and say Capcom has cleaned up their act these last couple of years, this is it.
2. Super Smash Bros. Ultimate (Sora Ltd./Bandai Namco)
There are a lot of things I could say about Ultimate, but I think the most important thing to remember is that it is an incredible collection of fighting game content. There are a ton of characters, stages (with 3 variants of each!), and almost a thousand songs. Sakurai has gone to even greater lengths to ensure that this game can be enjoyed by players of any inclination. Whether you like to play with stocks or stamina, or if you wanna use all items/no items/whichever items you like, there’s probably a rule setting for you. This is finally the Smash game that has gotten me interested in the competitive side, fighting one on one without items and as such I have an appreciation for it now. New characters like Incineroar, Simon/Richter, and K. Rool are a blast to play, and characters I missed in Smash 4 like Corrin, Ryu, Cloud, and Duck Hunt have been a blast too. The game has really rekindled my enjoyment of the series and I’m trying all sorts of characters I never would’ve before. I would be totally okay if this was the last Super Smash Bros. game, and I look forward to seeing what the future DLC characters end up being.
1. Valkyria Chronicles 4 (SEGA)
VC4 is assuredly my favourite game of 2018. I’m a big fan of the fantasy alternate-universe WWII setting established in the first Valkyria Chronicles, and VC4 takes place around the same time. It follows the tale of the Federation Army’s Squad E led by commander Claude Wallace. Nearly every character is likeable in some way and all of them get some meaningful character development; the main characters through the story and the side characters through their own events where they interact with other members of the squad. The english voice actors really do a tremendous job selling these characters and their weird quirks. The gameplay is very similar to the first game with some new features like the Grenadier unit class or the halftrack APC you could use to quickly move multiple troops around the battlefield. If you are a fan of turn-based strategy, alternate history, or just straight up great characters I cannot recommend this game enough.
That’s all for my 2018 list. There are a few more games that I’d like to acknowledge from the year that didn’t quite make the top 10, but I’ll do that in a seperate post next week. If you’ve read this far, thank you so much for doing so. I’m very excited about the upcoming year in games!
#return of the obra dinn#tetris effect#hitman 2#yakuza#deltarune#god of war#torna the golden country#monster hunter world#super smash bros#valkyria chronicles 4#GOTY 2018
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nadiya,davenport, murder on the rockport limited,lunar interlude,neverwinter high,tomb of orrors,
Aww thank you!! this is long so i’ll put it under a cut
Nadiya: Be proud – talk about something you’re good at.
I like to think I’m pretty good at drawing! I like doing it, but don’t get to very often because I’m usually busy with work and school. I took a pretty big break during high school where I barely doodled for the better part of two years, so I’m happy I picked it up again. It’s always fun looking back at old art I was proud of and seeing where I’ve improved!
Davenport: Become the stars you gaze upon – how have you been defined by a journey (literal or metaphorical)?
um I studied abroad from january to may and while it wasn’t the first time I had been out of the country basically on my own, it was the first time it was for such a long period, without absolutely any constant guidance. I became a lot more self-reliant, and learned how to do stuff like cook, navigate around an unfamiliar city, take public transport, and most importantly, how to decipher a glaswegian accent. so i’ve changed a lot in those regards, and become a much different person than when i left
Murder on the Rockport Limited: Not everything is clear – how do you feel about mysteries?
i fuckin LOVE mysteries. i love reading about them. there’s this tv show called expedition unknown and it’s about this guy who goes around trying to do stuff like find king arthur’s grave, locate lost treasure, stuff like that, and it’s pretty much my favorite show.
there’s also wikipedia articles on mysterious disappearances and stuff and there’s this one guy who they found his body in australia and they have no idea who he was, he had a bunch of weird stuff on his body and there’s like no clues. it’s the tamam shud case look it up
Lunar Interlude: “I hand Leon the token” – how do you make your friends laugh?
uh i say dumb shit all the time. my family is pretty crazy, like i know everyone’s family is a little crazy but mine is actually very very crazy and the stories i tell are very funny, and they always make my friends laugh. i’m also notorious for making stupid faces both irl and in pictures that get memed and sent to everyone.
Neverwinter High: “Magnus, it’s another day of high school! Taako and Merle, you immediately realize something horrible has gone wrong” – how observant are you relative to others? Has this led to any goofy situations?
i’m observant sometimes! but i regularly do stupid shit i should have seen backfiring. FOR EXAMPLE my friend was cooking in the communal kitchen of our residence hall an had turned on a burner, but it was one of those that doesn’t light up or anything to show that it’s hot, and my way of testing its temp was to put my whole gotdamn hand down on it. literally my whole palm was burnt it was horrible
Tomb of Horrors: “I expected you to catch a fucking fish in the fish minigame!” – when has something gone ridiculously off the rails? Were you the derailer, the voice of reason, or a bystander?
idk how “off the rails” this is but after i graduated high school my mom and i decided to take a road trip to quebec, mostly because i took french in high school and wanted to go somewhere i could speak it and france was out of the question. so we drove up and did the niagara falls thing and drove through horrible traffic in toronto and made it to our hotel in montreal finally, and drove downtown the next day because i had some stuff picked out to see.
well we parked beside the restaurant we had brunch at and walked all around to see whatever dumb shit i had written down and it was hot and exhausting and we were like “k let’s go back to the car now.” only we didn’t have a map and we had next to no data so we couldn’t find it, and i flagged a woman down and asked her in english where the street we parked on was, and she couldn’t understand me, so i asked in french and she STILL couldn’t understand, and my phone said we were 2 hours walking away from the car
my mom was LIVID. i knew this was going to be fun to look back on so i took a candid pic of the two of us and now it’s my favorite picture ever. my mom is SEETHING. we walked a bit and turned out we were only 2 streets away god bless but my mom was ready to murder me. we walked 12 miles that day. i died
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Kingdom Come Deliverance Hood
Kingdom Come: Deliverance. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. Yes, just put a jacket with hood, extend both arms (not sure. In this kingdom come deliverance video for the from the ashes dlc, i show you how to replicate the look of the main man, archer, and hunter/huntsman himself. I'm trying to make a fancy pants set. The last piece of clothing I want for my set is the noble's green hood. However, I cannot find it. I've done some research and I can't find anyone who's ever asked for this item, either. I suppose I could spawn it with console commands, but I'd rather try to get it legit if I can. Well, I say legit, but I mean 'legit' like the time I stumbled upon a guy.
Also known as Medieval Knight Simulator 1403, Kingdom Come: Deliverance is Warhorse Studios’ attempt at creating a hyper-realistic simulation of a young man’s trials & tribulations in medieval Europe.
For the most part, the game succeeds at presenting an open-world representation of medieval Europe. Complete with 15th-century clothing, weapons, and NPCs that really feel authentic.
That said, there’s always room for improvement. And there’s no way modders would leave such an expansive open-world untouched.
If you’re interested in the modding community and what they have in store for Henry, let me guide you through the best mods to download for Kingdom Come: Deliverance.
30. Lockpicking Overhaul
First up we have a Quality of Life-enhancing mod that’s sure to streamline a lot of your stealth-based gameplay… by making thievery just a tad easier.
This Lockpicking Overhaul by user Fireundubh will instantly unlock any lock. Provided your skill level surpasses the locks… if not, you’ll play the usual minigame we all love.
And perhaps your MLG skills will help you out.
It’ll also label every stash you’ve already opened as “searched”, making it easier to keep tabs on your rogue activities.
29. Better Trainers
Also by Fireundubh comes Better Trainers, a mod that makes your apprenticeship experience more profitable by removing level requirements from skill-training.
This gives you freedom in building your character, but can also be exploited to make Henry overpowered at very early levels. This can effectively remove all challenge from his adventure.
To counteract this you could install the “balanced” version of the mod, which significantly increases skill-training costs while it removes level requirements. This way you’ll still have a lot of freedom to develop your character, but won’t necessarily be able to abuse it.
Check the files section for downloads of all 3 versions.
28. Durable Armors and Weapons
In vanilla KCD, weapons and armor need to be repaired surprisingly often.
I understand pursuing realism. But it often feels as if they’re made of tin and recycled materials!
Uchiwaobito brings us a solution in the form of Durable Armors and Weapons, which simply allows your equipment to take more of a beating before needing a touch-up at your local smithy.
There are several versions available, ranging from making your equipment 1.5 times as durable to 100 times. It’s up to you!
27. Better Vanilla HUD
As is the case with most large-scale RPGs, there are many mods dedicated to making KCD as minimal and stylish as possible. All in an attempt to keep you immersed.
This mod by Anarchia subtly diminishes the size of elements in your HUD, including the compass, health bar, and scope dot.
It also recolors a couple things such as the combat reticle, which is no longer that hideous vanilla red and yellow.
The changes are so small you may not even notice at first. But it does look more tasteful. Definitely enough that you won’t want to turn back.
26. Less Intrusive Map Icons
Here’s another mod that endeavors to make the “game” aspect more minimal.
Less Intrusive Map Icons by modder Woffen5 is well worth trying out.
While having big map icons works great on a console, PC folk are less than a meter away from their screens.
This mod turns icons “just visible enough” to preserve the artistic value of the map and make it feel less cluttered.
25. Third-Person Camera Mode
There’s no way in vanilla KCD to switch the camera to a third-person view.
But there’s no need to give up just yet!
Fuse00’s Third-Person Camera Mode lets you switch between vanilla first-person and third-person with the touch of a button. It even works during combat sequences, though you may find it somewhat harder to fight this way.
The only drawback is that controlling Henry in third-person is similar to riding a horse. Which is a bit unnatural and may break your immersion.
That said, it’s easy to get used to. So give it a shot and see how it plays, even if it feels weird at first.
24. Midnight Armor Set
Skulking around in the shadows playing KCD is considerably less stylish than in more fantastical games.
After all, thieves in the Middle Ages were more likely to wear rags than expensive black silk robes. You know, like those you’d see in Elder Scrolls.
Realism is all fine and good. But that doesn’t mean you have to settle if you want to play master of stealth.
This mod by modder LampiestLamp adds a wide array of tasteful jet-black armor pieces, made by recoloring some other KCD equipment. To keep the game’s style intact.
Once installed, you’ll find these sets of rogue armor being sold at your local tailor. Though you may have to wait until they put out new stock.
23. More Artwork Loading Screens More Artwork Loading Screens
Tired of the usual four loading screens?
Worry not, modder M4770 brings you 23 new ones to keep your loading experience fresh.
And don’t worry, it’s not full of amateurish screenshots or questionable fan art. This features real concept art and related illustrations from the KCD website & other official sources.
Waiting while the game loads is annoying. But when you can admire the beautiful scenery and interesting characters, it’s not half as bad.
22. Bow Dot Reticle
For many people, the less intrusive the HUD, the better.
Others (like me) like their arrow shots to land.
Created by modder Fawwks, this simple mod keeps the aiming reticle in the middle of the screen whenever you’re aiming a bow, helping you make sure you’re aiming at your target’s head rather than anything else.
I admit that having a reticle is a reminder that you’re playing a game rather than… you know, murdering somebody in cold blood. But if it’s easier to aim, you don’t think about it that much.
Couldn’t that be more immersive, in a way?
21. No Helmet Vision
Another similar mod that trades immersion for QOL is No Helmet Vision by JustAnOrdinaryGuy.
As you know, wearing protective helmets in base game has a massive drawback.
They severely limit your vision, letting you see directly in front of you and not much else. It’s realistic, but it also makes wearing helmets really annoying.
This mod removes helmet vision altogether so you can protect your vulnerable head without sacrificing visibility.
Some in the community may call you a casual, but everyone has fun their own way.
20. More Random Events
Imagine traveling anywhere in the Middle Ages during times of political unrest and looming war on the horizon.
Probably not the most enjoyable experience. Where there’s strife, there are also bandits.
This mod by Eramus endeavors to make traversing Bohemia more realistic and spontaneous by increasing the chance for random events to trigger while traveling.
This may simply mean a minor inconvenience, or turn into an all-out battle for survival against a gang of lawbreakers.
But if that’s not enough for you, don’t worry. There’s also a “hard” version for those of you with a deathwish.
19. Henry Grows a Beard
Beards have been helping men around the world appear more competent ever since the dawn of time. The Middle Ages were no different.
Now our beloved protagonist Henry can access the wonders of facial hair thanks to Feynnman’s Henry Grows a Beard, which gives the wandering warrior a manly shrub he can be proud of.
Not only that, but said beard is very well made.
It matches his hair color exactly and looks quite realistic.
18. Blood Mod – Alpha
Among the most immersive advances are realistic blood splatters. It makes you feel as if your attack is having a noticeable effect.
And this mod by Ddefinder brings all of this to the world of KCD.
As you fight, blood will splatter on floors, walls, basically everywhere, all dynamically.
My favorite feature that sets this blood mod apart from others is how the crimson liquid only splatters whenever your hits bypass armor – that is, whenever you deal health damage rather than just diminish stamina.
17. Stay Clean Longer
Look, I get it. Getting plastered with blood, dirt, and soot whenever you step into the open is just a part of living in the Middle Ages.
And the game wouldn’t be half as realistic if you didn’t get dirty. But does it really have to be so easy?
In vanilla, you’ll get dirty just by walking a few meters.
It happens so often that staying clean is almost impossible without interfering with a good gameplay flow.
This mod by Mad General simply makes it a bit harder to soil your clothes and armor.
It’ll also feel like a more gradual process instead of becoming caked in mud from one moment to the next.
16. Hoods and Scarfs Up (Dynamic)
Henry can be seen wearing hooded scarves in the game’s early trailers. But the feature was ultimately scrapped for reasons I can’t quite fathom.
With this mod by Ctobias you’ll be able to cover your head with scarves and hoods all day long.
Not only that, but they’ll go back down whenever you equip a helmet. The realism is a nice touch.
A total of 37 hoods and 7 scarves are affected by the change, so there’s no excuse for getting caught in the rain. And it’s a whole lot easier keeping your identity to yourself with a discreet hood.
15. Perkaholic
Developer Warhorse Studios focused on realism over all else while making Kingdom Come: Deliverance.
For that very reason, freedom in building your character is a bit limited.
Creator Xylozi sought to bring some more variety to the game’s skill system, introducing new perks for the Bow, Polearm, and Unarmed trees (previously overlooked by the game’s devs).
And if you’ve already started the game with the traditional perk catalog, don’t worry. You can craft a Lethian Waters Potion to reset your perk points and re-assign them without having to start over.
14. Black Knight Armor and Sword
Few character tropes command as much respect as the ubiquitous Black Knight.
It’s present in almost every modern medieval fantasy story, as well as many classic tales of chivalry.
The evil sorcerer (read: modder) Malcroix has anointed you Black Knight of… well, who knows?
The point is you now have a flashy black armor set with golden accents that’ll make you look like an apparition sent by dark powers to torment the peasants.
It includes two different helmets for some added customization, and also a mighty black sword with the inscription “Terminus Est” on the blade. It doesn’t get more badass than that.
13. Horse Armor
What kind of legendary knight rides around on an unprotected steed?
Named after one of gaming’s most infamous DLCs, Horse Armor by AJStoner adds three protective sets of armor for your equine friend. All great-looking and period-accurate.
My favorite part about this realistic armor is the fact it covers the horse’s legs, which were the part your enemies would have been targeting to incapacitate your steed and dismount you.
12. More Enemies
Now that you have menacing heavy armor and a war-ready steed, you need enemies to try them out on.
What better for your first heroic exploit than a horde of angry bandits?
This mod by KazuiyoSenpai increases how many hostile NPCs will spawn whenever you’re ambushed on the road and other such situations.
Where vanilla usually spawns up to half a dozen enemies, this mod will generally spawn around 20 and could even go up to 44!
Just make sure not to have this active whenever you start a new playthrough, or you’re going to have a bad time.
11. Roads Are Risky
What good is making battles so much bigger when you rarely ever enter combat?
Well, it’s a bit too much to say that you rarely enter combat in KCD.
The roads in Bohemia are pretty dangerous, after all. But when you’re trying to quench your murderous thirst, it’s never enough.
This simple mod by Silencer711 makes traveling Bohemia even riskier.
Whenever you fast travel, walk, or ride your horse from one settlement to the next, you’re almost 100% sure to run into bandits at least once. You’ll have to keep an eye out and a hand on your sword at all times.
10. Easy To See Herbs
Gathering herbs is a crucial aspect of staying healthy in Kingdom Come: Deliverance. They’re the ingredients that you’ll use to concoct many tinctures and potions.
Regrettably, Warhorse Studios’ interest in realism led them to make these herbs as hard-to-find as they would be in real life.
In fact, they could even be harder to find than going into your backyard to pick some!
With this mod by creator Lucas182, all herbs will be much brighter than anything around them, making it somewhat easier to collect ingredients for your alchemy.
Considering they’re still somewhat hard to see, I’d say the game remains just as immersive. So there’s no reason not to skip this one, it’s just a bit of a helping hand.
9. Pebbles is the Best Horse
As you progress through Kingdom Come: Deliverance you’ll gain many fantastic steeds that put your initial horse to shame in all regards.
That said, many of us created an emotional bond with the noble Pebbles. And it’s a shame to leave your companion behind just because he isn’t as fast or brave as other horses.
This mod by Moraelin solves the issue by super-charging Pebbles, making them as fast as Pegasus and as hard to scare as Kanthaka.
While it’s true that this makes Pebbles gallop like a super-car, and is for all intents and purposes a cheat, it only truly impacts your travel speed.
Don’t feel like you’re cheesing the game just because you have a nice horse!
8. Joew’s Kingdom Come Deliverance Mod Manager
We’ve covered so many cool mods already, you’re probably ready to download several of them. And please do because these mods are awesome!
But to help you keep track of your add-ons, I’d recommend getting Joew’s KCD Mod Manager.
This nifty tool will make the KCD modding experience a much easier affair, letting you install, enable/disable, uninstall, and set mod priority according to whatever works best.
It makes no sense to handle things manually when such an efficient alternative is just one click away.
7. Immersive Balance
Among the least realistic aspects of KCD has to be combat and character development.
As a warrior, Henry can get stupidly overpowered by the time you reach the end of the game!
Modder PommesUndWurst seeks to improve your gaming experience by making your development as a warrior considerably more gradual.
It also tweaks several other systems, such as nourishment, exhaustion, and money, so they feel much more balanced and rewarding.
Plus it doesn’t change the feel of the game or make it any less realistic. So it’s very vanilla-friendly in my opinion.
All in all, I think it makes the game’s challenge more engaging. And I can’t recommend it enough.
6. Optimized Graphics Preset
We can’t list the best mods in a modern open-world game without talking about graphics.
And one of the best options for KCD is the Optimized Graphics Preset.
Created initially by modder OVNI and currently maintained by NexusMods user Figo283, this preset gets rid of minor but resource-consuming details like grass sway, and puts that processing power where it matters.
Like better anti-aliasing and shadows.
Kingdom Come Deliverance Robin Hood Outfit
It won’t make a potato run the game. But it’ll look much better in a medium-tier gaming rig at no performance cost.
5. Perfection ReShade
Another excellent option that goes great with Optimized Graphics Presets is the Perfection ReShade by ChungK1ing. This applies some subtle graphical tweaks to make the game more photorealistic and overall eye-candy.
Some things you might notice in this ReShade are increased contrast, vivid colors, ambient light adjustments, and an overall cinematic look that makes everything much more epic.
If you love taking striking screenshots in-game, there’s also a version that lets you turn Depth of Field on or off with the touch of a button.
4. Spearman’s Delight
Vanilla KCD treats spears, halberds, and polearms as a secondary situational weapon.
So it doesn’t let you store them, or develop your halberd-wielding skills. Boo!
This mod by AJStoner corrects all that, making the Halberd skill visible and enabling you to both acquire & repair polearms at blacksmiths.
You’ll also be able to store them.
This change also makes them a much more common sight in NPC hands. So to make sure this doesn’t break your game, they’ve also been rebalanced to resemble standard weapons.
3. A Sorted Inventory
Sometimes, the simplest mods are the ones that’ll make the most significant impact on total entertainment value.
One such example is Haslami’s A Sorted Inventory, which helps you keep your possessions organized by renaming every item in the game.
Now they’ll have tags before their names that’ll group them together if you sort your inventory alphabetically. It’s small, but really valuable.
This way, something like Bailiff’s Mace will be changed to “Mace – Bailiff’s”, and so on.
It’s shocking that Warhorse Studios didn’t include something of the sort to begin with. I consider this mod an absolute must-have.
2. Blood and Iron Overhaul
For those of you looking for a hard-as-nails medieval experience comes Blood and Iron by creator AJStoner, a mod that promises to turn Bohemia into the most vicious place in Europe.
Get this if you’ve already cleared the game at least once. Survival in Blood and Iron will put your skills to the test.
For example, arrows are now deadlier, enemies will pursue you longer, and combat has been rebalanced in favor of heavily-armored warriors (which won’t be you until much later into the campaign).
This mod is not for the faint of heart.
But if you’re itching for a greater challenge, you won’t be disappointed.
1. Ultimate Realism Overhaul
And here we thought vanilla KCD was already realistic to a fault.
Aimed at giving you a renewed, stupidly lifelike experience, the Ultimate Realism Overhaul rebalances almost every aspect of the game.
This will make it considerably more challenging, but also more immersive.
Among its best features are a better nourishment system, a reworked economy, and more tactical combat. This last bit is achieved by making weapons feel unique in battle, performing better in some situations than in others, as well as adding more nuanced armor stats.
What makes me recommend this mod above all others is how it feels very cohesive and well-planned out.
If you’re looking for a genuinely different gaming experience, this is it.
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Kingdom Come Deliverance Green Hood
Developer and Publisher Warhorse Studios have released their new latest game titled Kingdom Come: Deliverance. it is an action RPG game where players are placed in a medieval age of knights and as the main character, you have to avenge your parents and repel the enemy army.
Kingdom Come Deliverance Hood And Tail
In the game, players get a quest where they face their first boss named Runt, the man who stole Henry’s father sword. the quest seems to be pretty simple but defeating him can be very challenging if you are not taking the right approach.
How To Defeat Runt In Kingdom Come: Deliverance
If you are one of the many players who fought against the Runt for hours and hours but still could not defeat him then don’t get disappointed as below you will find a simple and easy way to defeat the first boss of the game.
Fighting the runt with sword will take a long time you cannot defeat him even with 10 to 15 hits from your sword but he can easily destroy you as he has speed, strength and deals a lot of damage.
Kingdom Come Deliverance Woodland Garden
The most effective way to defeat him is by using the Bow And Arrow, aim and try to hit Runt on the head or the neck it will either take 1 or more arrow to get him down so keep hitting him with arrows.
Kingdom Come Deliverance Black Hood
The best strategy is to guard or dodge his attack and then immediately maintain a safe distance from him, then quickly draw the bow aim carefully, let him charge towards you and then you can easily hit him with your arrows.
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Ghost of Tsushima Director’s Cut: The Biggest Differences Confirmed So Far
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Ghost of Tsushima developer Sucker Punch Productions has revealed that the previously rumored Director’s Cut version of the game will be released for PS4 and PS5 on August 20.
“We’ve thought a lot about how to expand Jin’s story, and we’ve also spent the last year poring over all of your feedback about how we could improve the experience of playing Ghost of Tsushima,” says Sucker Punch Productions communication manager Andrew Goldfarb in a recent PlayStation Blog post. “We’ve been hard at work on a brand new edition of the game, which not only includes a new chapter in Jin’s journey, but also some new updates that are a direct response to some of the community’s most-requested features.”
Based on everything we know so far, here are the major differences you can expect to see in Ghost of Tsushima: Director’s Cut when it releases later this year:
Ghost of Tsushima: Director’s Cut – Iki Island Expansion Details
The biggest difference between Ghost of Tsushima: Director’s Cut and the “base” version of the game is that the former will feature a new explorable area, Iki Island, that will play host to an entirely new chapter in the Ghost of Tsushima story.
“If you’re a history buff, you may know that in addition to Tsushima, the neighboring island of Iki was also invaded during this time period,” says developer Sucker Punch. “Today we’re excited to reveal that a whole new chapter in Jin’s journey is coming and will take place on Iki. In this new story, Jin travels to the island to investigate rumors of a Mongol presence. But soon, he finds himself caught up in events with deeply personal stakes that will force him to relive some traumatic moments from his past.”
Sucker Punch notes that they’ll have “more to share” about Iki Island soon, but they have already confirmed that this area will feature a new story, new missions, new characters, new armor, a new horse, new minigames, new enemies, new techniques, and yes, “new animals to pet.” It will even unlock new trophies to earn.
One thing that’s not clear at this time is how the Iki Island content will be incorporated into the base story. While it’s easy to assume that it will be presented as “end game” content meant for those who have finished the main game, there’s always a possibility that first-time players will be able to access it earlier than that. We’re also curious to see just how big this expansion really is.
Thankfully, unlike some of Ghost of Tsushima: Director’s Cut‘s other new features, you’ll eventually be able to access all of the new Iki Island expansion content in both the PS4 and PS5 versions of the game.
Ghost of Tsushima: Director’s Cut – PS5 Upgrades and Changes
Aside from the Iki Island expansion, most of the new and “changed” content in Ghost of Tsushima: Director’s Cut will be exclusive to PS5 owners. Here’s a brief list of every PS5 upgrade Sucker Punch has confirmed for the game so far:
Cinematic lip-sync animations for Japanese voice-over settings
Haptic feedback
Adaptive triggers
3D Audio support
Faster load times
Dynamic 4K resolution targeting 60 FPS
The addition of lip-syncing animations for the game’s Japanese voiceover setting is especially interesting as that was absolutely one of the original game’s biggest missing presentation features. Sucker Punch says that “the PS5’s ability to render cinematics in real-time” allowed them to add lip-syncing for the Japanese audio, but it’s not entirely clear if they’re saying that it wouldn’t have been possible for them to offer that feature on the PS4 or that the PS5’s technology simply makes it easier to add that feature after the fact. It’s likely the latter, but it would be interesting to learn a little more about the technical details of that process.
It’s also worth noting that a previously released Ghost of Tsushima patch already added 4K/60 FPS support to the updated PS5 version of the game, so we’re eager to see how the PS5 version of the Director’s Cut improves upon the “boosted” version of those visual features that next-gen console owners are currently enjoying.
Ghost of Tsushima: Director’s Cut – PS4 and PS5 Patch Changes
Sucker Punch has also confirmed that they will be releasing a substantial patch for Ghost of Tsushima that will debut alongside the release of the Director’s Cut but be available for all Ghost of Tsushima players regardless of their chosen platform and version. Here are some of the new features you can expect to find in that update:
Alternate controller layout options
Optional lock-on feature
New Ghost of Tsushima: Legends mode
The ability to hide your arrow quiver during gameplay
It sounds like the upcoming patch will actually include even more changes than that (and Sucker Punch has said that many more details regarding that new Legends mode are on the way), but for the moment, those seem to be the “marquee” updates.
Ghost of Tsushima: Director’s Cut – PS4 to PS5 Upgrade Costs
The good news is that it is possible to upgrade your “base” PS4 copy of Ghost of Tsushima to the PS5 Director’s Cut version of the game. The bad news is that the upgrade will cost you and, just as it was for the PS5 release of Spider-Man: Miles Morales, the upgrade system itself is surprisingly confusing.
In the interest of trying to make things as simple as possible, here’s what you need to know about how much every version of Ghost of Tsushima: Director’s Cut costs:
The PS4 version of Ghost of Tsushima: Director’s Cut will cost $59.99
The PS5 version of Ghost of Tsushima: Director’s Cut will cost $69.99
You can upgrade your base PS4 copy of Ghost of Tsushima to the PS4 Director’s Cut edition of the game for $19.99
If you buy the PS4 version of Ghost of Tsushima: Director’s Cut, you can upgrade to the PS5 version of the Director’s Cut edition for $9.99
You can also upgrade the base PS4 version of Ghost of Tsushima to the PS5 version of Director’s Cut for $29.99
You can currently upgrade the base PS4 version of Ghost of Tsushima to an upgraded (or “patched”) PS5 version of the base game at no extra cost. However, that version of the game does will include access to any Director’s Cut exclusive features
Will Ghost of Tsushima: Director’s Cut Change the Base Game in Any Other Ways?
At this time, there’s no indication that Ghost of Tsushima: Director’s Cut will make any significant changes to the base game beyond the addition of the Iki Island expansion, the PS5 improvements noted above, and whatever new features are unlocked by the upcoming patch. This seems to be one of those instances of the phrase “Director’s Cut” being used to describe a significant update rather than as an indication that the original experience is going to be significantly altered in other ways.
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Sega Dreamcast
I hated middle school. There’s a whole swath of memories I’d rather do without as far as the years 1999 through 2002 are concerned. There is, however, one memory I hold near and dear to my heart during this time frame. After reading about it in magazines and being really excited for it, my mother took me to Toys’R’Us one evening to get me a Sega Dreamcast. We brought that puppy home with a copy of Sonic Adventure, hooked it up, fired it up, and took it all in. As the opening cinematic played on my TV, Mum said “It’s like playing a movie!”
Boy, if we only knew what games would go on to look like now.
The Dreamcast was, and to this day remains, my all time favorite console. It’s the swan song of a company that was perhaps a bit too ambitious for its own good, a marvel of gaming technology many years ahead of its time, and home to some of the best and most unique games to ever come out.
At the time of its release, the Dreamcast was the most graphically powerful console on the market. Sony’s Playstation boasted 32-bit graphics, and the Nintendo 64 had double that, at -wait for it- 64 bits. Dreamcast had double of that: 128 bits of beautiful graphics, thanks to the GD-ROM, a proprietary disc format born from squeezing every bit of memory out of a regular old CD as was physically possible, before DVDs and Blu-Ray became as ubiquitous as they are today.
Even the method of memory storage was unlike its competitors; the standard memory card for the Dreamcast was the Visual Memory Unit (VMU), a cross between a memory card and a Gameboy that let you manage data and download minigames to extend the functionality of many games. The only other thing like it that I can think of being made is Sony’s Pocketstation, and that never saw the light of day outside of Japan. You would not believe the number of button-cell batteries I burned through caring for Chao on the go.
Of course, all of the fancy tech and cool gadgets wouldn’t amount to much if the games on offer weren’t fun at all. Tiger’s Game.Com bragged of being a versatily console and handheld device, but the games for it all stank like a fragrant dog poop laying on the sidewalk on a hot Floridian summer day. Thankfully, fun games were something the Dreamcast had no shortage of, even in the brief few years that it was on the market, a slew of which I’d like to bring attention to.
Sonic Adventure 1 & 2
Maybe they haven’t aged as well as I’d like to think, but DAYUM if these weren’t some fun games back in the day. Sonic has always struggled with 3D, but the first attempts at true 3D Sonic games remain quite novel. The first Sonic Adventure had different play styles for each character, some of which were great (Sonic and Gamma, for me at least), others...not so much (the less said about Big, the better), in addition to, for its time, an intricate plot with each character’s story intertwining and playing out differently depending on which character you’re playing as.
Sonic Adventure 2, meanwhile, streamlined the gameplay and improved upon some of the first game’s flaws, cutting out the non-platforming related stages (aside from the treasure hunting stages, which are a touch better than in the first game). It’s story was also very compelling, being one of the darkest storylines in the entire series; government conspiracies, weapons of mass destruction, fucking murder! Maybe that’s not everyone’s cup of tea, but I think we can all agree that SA2 handled “dark and gritty” a lot better than Shadow the Hedgehog’s stand-alone game.
Both games also featured a mini-game that could prove to be just as addicting, if not more so, than the games proper: Chao Gardens. Chao were little, adorable water monsters that players could raise like virtual pets, their popularity likely owed in part to the ubiquity of other virtual pets like Tamagotchi near the end of the millennium, as well as how easy-going and casual raising a Chao was compared to a Digi-Pet that would not wait for you to clean its shit up: you can enter and leave Chao Gardens freely, and you wouldn’t have to worry of your Chao dying of neglect in your absence. There’s also very deep mechanics at work for raising Chao, with their growth and evolution depending heavily on how well you raise them, what animals you give them, and what fruits you feed them, all so you can have them participate in races. The aforementioned VMU also expanded Chao functionality considerably, letting you raise them anywhere you wanted.
Shenmue
My relationship with Shenmue, these days, is very much that of a love-hate relationship. On the one hand, Shenmue popularized two aspects of gaming today that I loathe; Quick-Time Events, and over-blown game budgets (this game would’ve had to be bought by every DC owner TWICE before it could break even). On the other hand, there’s no denying that this game was a labor of love by Yu Suzuki. The attention to detail in Ryo Hazuki’s hometown of Yokosuka is staggering. Everything you can imagine can be interacted with, down to the last dresser drawer in Ryo’s house. Every resident of Yokosuka was unique from the others and had their own behaviors that they would go through, unlike every other NPC in the town, or other games for that matter. The story may be a tad formulaic, and most of the voice work left something to be desired, but the world of Shenmue was one that was very fun to explore.
Plus, this game introduced me to Space Harrier. If that’s not a good thing, you tell me what is.
Jet Set Radio
I had to convince my mother this game wouldn’t turn me into a graffiti-painting delinquent. It was a hard sell, but it paid off, and boy am I glad it did.
Jet Set Radio is very much unlike other games, then and today even. This was the game that helped to popularize cel-shaded graphics; the thick black outlines around the character models made this game look like an anime come to life, and eventually paved the way for the wicked-awesome graphics we see today from Arc System Works with Guilty Gear XRD and Dragonball FighterZ. The idea of playing a roller-blading hooligan throwing tags around the city and evading the police was also unique, and kept players on their toes as techno music accompanies their shenanigans. The game was a bit on the short side, but was challenging and fun enough that multiple playthroughs were warranted.
Making my own graffiti tags was also quite the timesink.
Phantasy Star Online
I may be a late bloomer to the Phantasy Star series, but it has become one very dear to me for helping me meet some of my closest friends (Hi, Tara!).
Phantasy Star was a series of JRPGs by Sega meant to compete with other big franchises like Final Fantasy and Dragon Quest. The original PSO, on the other hand, is an online multiplayer dungeon crawler that would change the course of the series from that point forward. As interstellar colonists investigating mysterious phenomena on an alien planet, players would delve into unique locals with characters they would create themselves to slay monsters, collect valuable items, and unravel the mysteries of the planet Ragol.
The original PSO is also very notable for its attempt to break the language barrier with a unique conversation system. While good ol’ fashioned keyboards remained in vogue, players also had the option of constructing sentences to transmit to other players in the area or party in those players’ native languages. Using this system, you could send a message saying “Help! This dragon is too powerful!”, and your friend in Japan would read it as “助けて!この龍は強すぎる!” It may not have seen much use, since players are more likely to congregate and play with those that can speak a common language fluently, but it was very kind of Sega to provide the option.
One thing that gets me straight in the feels is something from the original beta trailer for this game: “The world of Phantasy Star Online lasts for an eternity!” It is not uncommon for trailers and developers to hype games up with hyperbole (just ask Peter Molyneaux), but this is a statement that has held true for PSO! Even after the last official server for the last iteration of PSO shut down in 2008, private servers continue to run the game to this day, ensuring that the world of PSO truly remains eternal. Even with a proper sequel Phantasy Star Online 2 proving to be a pop culture staple in Japan, the original PSO remains one of the most beloved and enduring MMOs in history.
Skies of Arcadia
I’ve got friends who would skin my hide and leave me to hang like the Predator if I didn’t mention this.
Just about every console since the NES has a JRPG, and the Dreamcast is no exception. While Phantasy Star shifted towards MMO territory, those hoping for a sweeping single-player adventure still had Skies of Arcadia. As the daring sky pirate Vyse and his motley crew of adventurers, players fought to stop an evil empire from awakening an ancient evil while flying across a world of floating continents in a kickass airship. This game is among the most challenging JRPGs in the genre; a clever mind and strategic acumen are needed to survive battles with other pirates, monsters, and rival airships. The world of the game is also incredibly beautiful; I personally think it has much in common with Castle in the Sky, my favorite Hayao Miyazaki film. The soundtrack compliments the game incredibly, and is a joy to listen to by itself.
---
There are plenty of other games that made the Dreamcast incredible, but this article is long enough as it is, so I’ll have to give those games their proper due later. Suffice to say, though, the Dreamcast is a historical console that remains one of the most beloved in the history of the medium, not only by myself, but by hundreds of thousands of gamers the world over. It may have only been on the market for a few years, but it is said that the brightest stars are the ones that burn out the quickest.
And make no mistake, the Dreamcast is one of the brightest stars there ever was.
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How to get Farming Simulator 17 Free
Although simulation activities have been known for ages, Farming Simulator kicked off the farming genre. Other farming games be, yet nothing competes with this iconic series. FS17 brings mod foundation and fresh attributes to Xbox One also MACHINE, but is that enough to substantiate passing over the money?
The Farming Simulator series created with Farming Simulator 2013. Since then, sequels have happened every a couple seasons for LAPTOP and console. Farming Simulator 16 was a harbor of 15 for mobile and PlayStation Vita.
Everybody understands this is a simulation activity in which people desire tractors and other farming machinery, grow plants and stock, and handle the fiscal aspects of a farm. So let's look at most of this time new functions and how much they improve the game.
In the two included maps, Goldcrest Area is mark new and set in the USA. The other map, Sosnovka, develops with Asian Europe. Originally published as downloadable articles for Farming Simulator 15, it has been remastered with greater idea quality. Farming Simulator games always launch with no more than two places, which is a bit skimpy.
For the first time in the chain, we can want to participate because also a man or female farmer. This will make the game more compelling to new audiences. It's definitely a step up the right way. However, the game still gets place for further variety.
The two characters you can choose from, one per gender, are both white. You can't change their skin color, but you could pick out the color of the shirts. Giants Software is situated in Switzerland, a mostly white voters. In games like this, targeting a global audience, developers must think players of new races as well as their own.
The overall goal in Farming Simulator has always been to buy all the takes on the place and spread the farm as large as possible. That stage in '17, but the developers added a hail dose of form using the new assignment system.
Each buyable scenario of earth is owned by a player who offers to pay people for finishing missions. These missions become an excellent way to make money. After you've completed all of a farmer's missions, he'll push the topic designed for a much worse cost than if you'd wanted to get this outright.
Drivable trains add a fun another factor for the sport. Players have several files on all place. You don't have to get them before pay maintenance costs, and you can jump directly in them by wherever on the map.
Cruising in now trains and having the landscape is enjoyable on its, but they're also a great way to transport materials with wood for sale. You use a claw-game like crane to weight stuff onto the exercise and then head to the adjoining selling point.
Farming Simulator 15 was not the interesting up for. The worst offender became its surface maps. Comparing ground textures between '15 and '17 on Xbox One, I detect a little increase with attribute. The textures in '17 live precisely below standards to the console, which is a real shame. Still, '17 does apparently have strengthened mip mapping, so textures retain detail at the higher space than now '15. Foliage is slightly more described, and pale has found better too.
As for sound, Giants has increased two in-game radio sections to participants can toggle while making autos (and optionally, by base also). The harmony is nothing special, but it presents for a more varied experience than listening to the measure of character for hours on end.
Mod leg was pushed as a key characteristic of Farming Simulator 2017 ahead of the release, particularly during the period to mods for the PlayStation 4 variation of Fallout 4 were looking rocky. Now that the game is here, the nonsense appears to include lived for naught – at least by consoles.
Mods are registered specifically for the right screen menu, so they're easy to recover. The store lists several different classifications of downloadable items, and some extra categories like Latest and Most Downloaded. Trouble exists, among those categories, the Xbox One account just say 31 total mods at here.
All but one of those mods are easily farming tools not significantly different from those involved with the game anyway, though several seem to suggest enhanced thing. The solitary non-equipment mod changes gameplay somewhat by disabling camera difficulty with cars. Its author is Big Software. The Places category doesn't need a single point yet.
Like Farming Simulator 15, '17 supports 6-player online co-op. Players can pick who can write their game – random players, friends, or call only. After an individual wants to join the game, you'll receive a prompt asking whether to allow them to participate or not. Nobody will be messing around with your farm and funds without authorization, that is fine.
The ability to join competition is unnecessarily complicated by the game's holding of downloadable content (DLC). Should the host include any DLC or mods enabled, participants may just be able to join the game if they own the same DLC. You end up having to turn DLC down (the option thankfully presented every time you worry a bar game) in order to play multiplayer, only therefore that many people may reach.
A greater implementation would increase the data for all DLC to all players, even if they don't acknowledge that. And then they could contact the host's cars in multiplayer, but not on their own. Alternately, the game may prompt you to download any missing DLC about entering the game. As it happens, you can't even tell that content you're missing - you only get rejected.
Upon successfully joining a multiplayer game, everyone shares the same vehicles, wealth, with reserves which go on the crowd. You can leave working together as a group. This is fun in the relaxing, social way. But as with other areas with the competition, complex numbers with decisions threaten to ruin the fun.
For instance, player character standards have laughably bad life. When you start, that appears to help additional players like you basically moved up to the fresh air then defeat over. The perfect doesn't need a flying animation. Going with tracking looks awkward as well.
Another great trouble with multiplayer is Achievements. Persons that sign up for the host's game may earn Achievements, which is bad, but not entirely unusual. About sports only allow the first player to have them. Yet '17 goes a move farther by not even letting the host participant to earn Achievements in multiplayer. You can load up the exact same place from your single person game, although if perhaps another player reaches in, you won't be able to earn Achievements.
youtube
Games like this really need Achievements to provide targets and organize to persons, so arbitrarily not being able to make them when using friends is thoroughly unproductive. I talk with the developers about the question at E3 shortly after Farming Simulator 15 came out, but however, they preferred not to address the issue in this sequel. I wonder when the public responsible of '17 play many other games.
Farming Simulator 17 offers 17 Achievements / Trophies happening the entire systems, a move down through the 26 Successes in Farming Simulator 15. I suppose they care for the Achievement count to match the year with the activity. Some are easy, like as lower down 50 woods or gain a 3-point killed in the new (but bad) basketball minigame.
This year, players just should earn one million currency rather than ten million. You can apply our Easy Money Trick to make a cinch, as well as knock not on the 'play for ten hours' Achievement. There is once over an Success for locating 100 collectibles, and you only must realize 10 before the rest show up on the road. The rest involve breeding animals, harvesting 10 hectares of ground, and finishing all jobs for the NPC farmers. Stay tuned for our full Achievement Leader with ideas for all of these.
FS17, like '15 otherwise this, is a major blow upon COMPUTER. We can safely put on a fair console audience as well. That may well seem funny to action-addicted gamers, but a match with certainly no violence may always be fun. It's a Farming Simulator Series farmsimulator.eu calm experience somewhat akin to playing Minecraft in Creative mode.
We know that sequence is a load of income. I merely wish more of these money might be met for the display. There's absolutely no cause Farming Simulator 17 must come across so dangerous because it sort out. The physics are certainly terrible in many places. And a lot of clunky gameplay factors such as hitching trailers could certainly become developed, only when the designers studied other games.
Seriously, I hope they'd spend some good hours about Minecraft then deliver some of the belief to live ultimately rank in other activities over to Farming Simulator. One must deal with a lot of rough edges to enjoy FS17. But if you can do that, that absolutely offers a deep farming event and lots of realistic licensed machinery.
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Text
How to get FS17
Although simulation games have been around for ages, Farming Simulator kicked off the farming genre. Other farming games be, yet nothing competes with this iconic series. FS17 brings mod help with different pieces to Xbox Individual with PC, bar is to enough to help defend passing over your money?
The Farming Simulator series created with Farming Simulator 2013. Since then, sequels have appeared every a couple days for PROCESSOR and console. Farming Simulator 16 became a vent of 15 for mobile and PlayStation Vita.
Everyone understands this is a simulation game in which people make tractors and other farming machinery, grow plants and horses, and administer the financial aspects of a farm. So let's look at most of that year's new pieces and how much they improve the game.
Of the two included maps, Goldcrest Valley is make different and from the USA. The other map, Sosnovka, happens in Asian Europe. Originally released as downloadable matter for Farming Simulator 15, it has been remastered with better picture quality. Farming Simulator games always launch with barely two maps, which is a bit skimpy.
For the first time in the series, we can choose to participate like any a man or woman farmer. This could be the game more encouraging to modern audiences. That definitely a step in the right track. However, the game even holds area for more variety.
The two figures you can select through, individual per gender, are both white. You can't alter the skin color, but you can go for the colour of their shirts. Giants Software is located in Switzerland, a largely white population. In games like this, targeting a global audience, developers should think players of additional races as well as their own.
The overall objective with Farming Simulator has always been to buy all the areas on the plot and strengthen the farm so heavy as possible. Which rack in '17, but the developers insert a greeting dose of construction using the original mission system.
Each buyable chart of territory is held by the farmer that offers to pay you for finishing missions. These missions become a great way to earn money. When you've completed all a farmer's missions, he'll advertise the subject instead of a much worse cost than if you'd chosen to get it outright.
Drivable trains add a fun new component for the game. Players have access to several points by both place. You don't have to purchase them before pay maintenance fees, and you can jump straight in them from where on the place.
Cruising almost inside chains and having the landscape is enjoyable on a, but they're also a great way to transport wheat with timber for sale. You use a claw-game like crane to pack stuff onto the train and go to the next selling point.
Farming Simulator 15 was not a attractive match. The worst prison became the structure maps. Comparing ground textures between '15 and '17 on Xbox One, I detect a limited advance in feature. The textures in '17 are well below standards for the console, which is a real shame. Still, '17 does apparently have expanded mip road, so textures retain detail for a higher distance than now '15. Vegetation is a little bit more detailed, and strike has urged better too.
As for sound, Giants has added two in-game radio situations to participants can toggle while taking cars (and optionally, on end besides). The melody is nothing special, but it forms for a more varied experience than listening to the look of life for hours on end.
Mod column was pushed as a key story of FS17 ahead of their launch, especially over the schedule which mods for the PlayStation 4 variety of Results 4 were staring rocky. Now that the game is here, the hoopla appears to contain occurred used for naught – at least on consoles.
Mods are numbered right for the label screen menu, so they're easy to attain. The deposit number seven distinct classes of downloadable items, and some extra groups like Latest and Most Downloaded. Problem exists, between all those categories, the Xbox One story simply takes 31 total mods in current.
All but among those mods are purely farming tools not a lot different from those involved with the sport anyway, although some seem to offer enhanced performance. The lone non-equipment mod changes gameplay somewhat by disabling camera clash with vehicles. Its author is Massive Software. The Roads category doesn't even have a single item yet.
Like Farming Simulator 15, '17 supports 6-player online co-op. Players could pick who can get into their activity – random players, friends, or ask only. As a person wants to join the game, you'll receive a prompt questioning whether to allow them to participate or maybe not. Nobody will be messing around with your farm and account without authorization, that is good.
The ability to join sport is unnecessarily obscured by the game's holding of downloadable content (DLC). Should the host allow any DLC or mods enabled, players want just be able to join the game if they own the same DLC. People find yourself having to go DLC away (a option thankfully presented each time you load a stop game) so as to tease multiplayer, really so which other people can meet.
A far better implementation would put the data for all DLC to all players, even if they don't acknowledge it. And then they could contact the host's vehicles with multiplayer, but not on their own. Alternately, the game may trigger you to download any missing DLC about joining the game. As it is, you can't even tell that information you're missing - you just get rejected.
Upon successfully joining a multiplayer game, everyone shares the same vehicles, capital, and reserves that go on the number. You can leave doing together like a unit. It is fun in the relaxing, social system. But as with other areas on the activity, technical concerns and decisions threaten to spoil the entertainment.
For example, player character standards have laughably bad animation. When you shoot, that appears toward new players like a person basically hung up in the look with eat once again. The paradigm doesn't have a flying animation. Hiking and riding looks awkward as well.
The other great challenge with multiplayer is Achievements. Persons who connect the host's game can't earn Achievements, which is bad, but not entirely unusual. Some sports only allow the primary player to have them. But '17 goes a stage out of by not even permitting the number participant to generate Achievements during multiplayer. You can load in the exact same road from a single person game, but if perhaps one other person joins in, you won't be able to earn Achievements.
youtube
Games like this really need Achievements to provide targets and construct to players, so arbitrarily not being able to earn them after playing with friends is fully unproductive. I talk with the developers about the topic at E3 shortly after Farming Simulator 15 stretched out, but unfortunately, they desire not to address the issue in this sequel. I doubt when the people the boss of '17 play many other games.
Farming Simulator 17 offers 17 Achievements / Trophies upon most platforms, a stage down from the 26 Successes in Farming Simulator 15. I guess they care for the Achievements count to match the year with the sport. Some are easy, like while drop down 50 woods or do a 3-point killed in the original (but bad) basketball minigame.
This year, players only have to acquire one million currency rather than five million. You can apply the Easy Money Trick to make that a cinch, as well as beat revealed the 'play for ten hours' Achievement. There is once again a Achievement for locating 100 collectibles, but you just should find 10 before the rest appear on the drawing. The rest involve breeding animals, harvesting 10 hectares of catch, with ending all activities for the NPC farmers. Stay tuned for our full Achievement Guide with tips for all these.
Farming Simulator 17, like '15 just before it, can be a key strike on COMPUTER. We can safely think a pale console audience as well. That could seems different to action-addicted gamers, although a match with very no violence may certainly fun. This a calm experience somewhat akin to performing Minecraft with Creative mode.
We know this series manages a lot of currency. I barely want more of these money might be seen for the show. Farm Games www.farmsimulator.eu There's no mind Farming Simulator 2017 should expression what dangerous because it prepares. The physics are extremely terrible in several places. And a lot of clunky gameplay components such as hitching trailers might certainly become strengthened, only if the builder studied other sports.
Really, I desire they'd spend some good hours in Minecraft and give some of the theories of which remain mainly average with new activity to Farming Simulator. One must deal with a lot of hard edges to enjoy Farming Simulator 2017. But if you can do that, that surely offers a deep farming experience and plenty of realistic licensed machinery.
0 notes
Text
What's new in Farming Simulator 17 PC
Although simulation activities have been known for ages, Farming Simulator launched the farming genre. Other farming games be, but nothing competes with this iconic series. Farming Simulator 17 brings mod help and contemporary reports to Xbox Individual and COMPUTER, bar is there that adequate to help excuse handing over the money?
The Farming Simulator series created with Farming Simulator 2013. Since then, sequels have existed every a couple seasons for COMPUTER and console. Farming Simulator 16 lived a vent of 15 for cell and PlayStation Vita.
Everyone knows this is a simulation activity where you run tractors and other farming machinery, grow plants and pigs, and control the financial aspects of a farm. So let's look at some of this time new stars with how much they improve the Download Real Farm game.
On the two included maps, Goldcrest Valley is sort modern and set in the USA. The other map, Sosnovka, happens throughout Asian Europe. Originally released as downloadable information for Farming Simulator 15, it has been remastered with top air quality. Farming Simulator games always launch with just a couple places, which is a bit skimpy.
For the new in the sequence, we can choose to play like also a gentleman or woman character. This could make the game more calling to modern audiences. It's absolutely a part of the right way. But, the game still control opportunity for new diversity.
The two individuals you can select from, one per gender, become both white. You can't modify their skin color, and you may choose the paint of their shirts. Giants Software is situated in Switzerland, a generally white voters. But in games like this, targeting a global audience, developers must consider players associated with extra races as well as their own.
The overall purpose with Farming Simulator has always been to buy all the areas on the plot and nurture the farm so great as possible. To attitude with '17, but the developers increase a pleasant dose of construction with the new vision system.
Each buyable chart of property is owned by the player which offers to pay a person for finishing missions. These missions become a great way to make money. After you've completed all of a farmer's missions, he'll promote the discipline representing a significantly lower rate than if you'd wanted to get it outright.
Drivable trains add a fun new factor on the sport. Players have several focuses in each map. You don't have to get them before pay maintenance fees, and you can jump immediately into them from everywhere on the map.
Cruising round in lines and consuming the surroundings is pleasant in its own, but they're and a great way to bring grain and timber for sale. You use a claw-game like crane to load stuff onto the school and check out the nearby selling point.
Farming Simulator 15 was not the interesting up for. The worst offender was their quality maps. Comparing ground textures between '15 and '17 on Xbox One, I detect only a limited improvement with attribute. The feels in '17 are so under standards for the console, which is a real shame. Still, '17 does apparently have increased mip mapping, so textures retain detail at a higher distance than in '15. Appearance is a little more described, and fair has become better too.
As for sound, Giants has put two in-game radio places to persons could toggle while making autos (and optionally, by foot besides). The composition is zero special, but it makes up for a varied experience than listening to the hard of temperament for hours on end.
Mod assistance was promoted as a main story of FS17 prior to its release, especially over the age to mods for the PlayStation 4 report of Outcome 4 were looking rocky. Now that the game is here, the nonsense seems to include stayed used for naught – at least by consoles.
Mods are numbered right for the label screen menu, so they're easy to attain. The stock lists several distinct categories of downloadable items, and a few extra categories like Latest and Most Downloaded. Dilemma is, between those groups, the Xbox One side individual takes 31 total mods at present.
All but one of those mods are only farming tools not a lot different from those included with the game anyway, although some seem to offer enhanced performance. The lone non-equipment mod changes gameplay a bit in disabling camera collision with vehicles. Its cause is Giants Software. The Maps category doesn't even have a single piece yet.
Like Farming Simulator 15, '17 supports 6-player online co-op. Participants could choose who can write the sport – random players, friends, or ask just. Once somebody chooses to join your game, you'll receive a prompt question whether allowing them to join or not. Nobody will be messing around with your farm and support without permission, that is fine.
The ability to join sports is unnecessarily confused by the game's selling of downloadable content (DLC). Should the host have any DLC or mods enabled, players may just be able to join the game if they have the same DLC. People find yourself having to turn DLC away (a option thankfully presented each time you worry a store game) so as to act multiplayer, really and so to people could enter.
A superior implementation would include the data for all DLC to all players, even if they don't acknowledge it. Then they can door the host's cars with multiplayer, but not on their own. Alternately, the game could trigger you to download any missing DLC about joining the game. As it is, you can't also know which information you're missing - you only get rejected.
Upon successfully touch a multiplayer game, everyone shares the same vehicles, income, with supplies that go to the number. You can start working together as a team. That is fun in a relaxing, social way. But as with areas of the competition, technical stems with results threaten to disrupt the enjoyment.
For instance, player character products have laughably bad life. When you start, that seems to help new participants like people just floated up into the space then behind once more. The shape doesn't need a flying animation. Moving with continuing looks awkward as well.
Another great trouble with multiplayer is Achievements. Participants that unite the host's game may earn Achievements, which is bad, but not entirely unusual. Some tough only allow the primary player to have them. But '17 goes a phase farther by not allowing the sponsor person to acquire Achievements in multiplayer. You can fill the exact same map from a record person game, but if perhaps one other person reaches in, you won't be able to earn Achievements.
youtube
Games like this really need Achievements to provide objectives and structure to persons, so arbitrarily not being able to make them when using friends is wholly unproductive. I tell with the developers around the matter by E3 shortly after Farming Simulator 15 went out, yet however, they wish not to address the issue in this sequel. I question if the people the leader of '17 play many other games.
FS17 offers 17 Achievements / Trophies in many platforms, a march down in the 26 Accomplishments in Farming Simulator 15. I suppose they chosen the Achievement count to match the year from the entertainment. Some are easy, like as drop down 50 trees or doing a 3-point thrown within the novel (but terrible) basketball minigame.
This year, players just must acquire one thousand currency rather than five million. You can manage your Easy Money Trick to make that a cinch, as well as knock revealed the 'play for ten hours' Achievement. There is once over a Accomplishment for locating 100 collectibles, and you just should find 10 before the break appear on the chart. The rest involve breeding animals, harvesting 10 hectares of home, with finishing all jobs for the NPC farmers. Stay tuned for our full Achievement Show with ideas for all of these.
Farming Simulator 17, like '15 just before it, is a significant strike at PC. We can safely take up a good console audience as well. It could call new to action-addicted gamers, but a ready with absolutely no violence can certainly fun. That a restful experience somewhat akin to performing Minecraft in Creative mode.
We know that collection gets a heap of cash. I simply want more of their money might be seen for the cover. There's no cause Farming Simulator 2017 needs to seem like dangerous because it work out. The physics are entirely terrible in several places. And a lot of clunky gameplay factors such as hitching trailers could clearly become strengthened, if only the designers studied other sports.
Seriously, I desire they'd spend some good times with Minecraft and give some of the strategies of which live mainly common with further activities over to Farming Simulator. One should deal with a lot of rough edges to enjoy FS17. But if you can do that, that surely offers a deep farming feel with lots of realistic licensed machinery.
0 notes
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Interesting facts about the game Farming Simulator 2017 Free
Although simulation sports have been known for ages, Farming Simulator launched the farming genre. Other farming games be, but nothing competes with this iconic series. FS17 brings mod leg and different characteristics to Xbox Individual and MACHINE, yet is there that sufficient to help justify passing over your cash?
The Farming Simulator series created with Farming Simulator 2013. Since then, sequels have happened every two years for LAPTOP and console. Farming Simulator 16 was there a dock of 15 for mobile and PlayStation Vita.
Anyone understands this is a simulation game where you need tractors and other farming machinery, grow crops and cattle, and administer the fiscal aspects of a farm. So let's look at most of that time new attributes and how much they improve the game.
In the two included maps, Goldcrest Valley is sort fresh and placed in the USA. The other map, Sosnovka, happens with Japanese European countries. Originally released as downloadable matter for Farming Simulator 15, it has been remastered with top image quality. Farming Simulator games always start with just a couple places, which is a bit skimpy.
For the new in the sequence, we can choose to games as possibly a male or woman farmer. This could make the game more tempting to different audiences. It's definitely a step up the right direction. But, the game still control bedroom for new diversity.
The two individuals you can choose by, a single per gender, are both white. You can't modify their skin color, and you can opt for the color of their shirts. Giants Software is located in Switzerland, a mainly white people. But in games like this, targeting a global audience, developers should think players of additional races as well as their own.
The overall goal with Farming Simulator has always been to buy all the takes on the guide and extend the farm as great as possible. To stance with '17, but the developers added a greeting dose of structure using the new mission system.
Each buyable action of area is held by a player that offers to pay a person for finishing missions. These missions become an excellent way to make money. When you've completed all a farmer's missions, he'll sell the take used for a much worse price than if you'd wanted to buy this outright.
Drivable trains add a fun new component for the game. Players have access to several trains with both place. You don't have to buy them before spend maintenance costs, and you can jump quickly in them by where on the drawing.
Cruising present now series and consuming the landscapes is enjoyable with a, but they're and a great way to bring wheat and forest for sale. You use a claw-game like crane to weight stuff on the aim and then head to the adjacent selling point.
Farming Simulator 15 was not the attractive game. The worst prison became the texture maps. Comparing ground textures between '15 and '17 on Xbox One, I notice only a little development with attribute. The textures in '17 live properly under average to the system, which is a real shame. Still, '17 does often have expanded mip place, so textures retain detail at the higher distance than during '15. Foliage is somewhat more detailed, and gentle has made better too.
For sound, Giants has added two in-game radio positions to players could toggle while driving autos (and optionally, by bottom else). The songs is nobody special, but it gets for a more varied Real Farm Torrent experience than listening to the good of characteristics for hours on end.
Mod column was promoted as a significant story of Farming Simulator 17 prior to their publication, particularly in the time that mods for the PlayStation 4 variation of Consequences 4 were staring rocky. Now that the game is here, the excitement appears to arrange survived for naught – at least in consoles.
Mods are recorded specifically for the concept screen menu, so they're easy to uncover. The deposit lists several different sorts of downloadable items, and some extra categories like Latest and Most Downloaded. Problem exists, among those categories, the Xbox One report individual say 31 total mods in current.
All but among those mods are purely farming tools not a lot different from those involved with the game anyway, although several seem to suggest enhanced performance. The single non-equipment mod changes gameplay somewhat by disabling camera disagreement with vehicles. Its writer is Massive Software. The Plans category doesn't even have a single piece yet.
Like Farming Simulator 15, '17 supports 6-player online co-op. Players can choose who can get into the game – random players, friends, or receive only. After a person wants to join the game, you'll receive a prompt asking whether to allow them to participate or maybe not. Nobody will be messing around with your farm and bank without permission, which is good.
The ability to join activities is unnecessarily confused by the game's holding of downloadable content (DLC). Should the host produce any DLC or mods enabled, players can just be able to join the game if they have the same DLC. People end up having to turn DLC away (the opportunity thankfully presented whenever you worry a rescue game) so as to engage in multiplayer, really and so which many people could reach.
A greater implementation would increase the data for all DLC to all players, even if they don't accept that. Next they can access the host's cars in multiplayer, but not on their own. Alternately, the game could trigger you to download any missing DLC after entering the game. As it happens, you can't also ask which information you're missing - you just get rejected.
Upon successfully reaching a multiplayer game, everyone shares the same vehicles, money, with resources that belong to the crowd. You can start working together as a group. That is fun in a relaxing, social system. But as with areas from the entertainment, technical questions and results threaten to derail the enjoyment.
For order, player character designs have laughably bad animation. When you fly, it seems to be to help further players like people basically floated up in the manner with behind over. The paradigm doesn't get a shooting animation. Hiking and continuing looks awkward as well.
The other big crisis with multiplayer is Achievements. Players who connect with the host's game could earn Achievements, which is bad, but not entirely unusual. Some games only allow the first player to get them. But '17 goes a measure farther by not even enabling the congregation participant to earn Achievements in multiplayer. You can fill the exact same place from your single player game, although if perhaps one other person reaches in, you won't be able to earn Achievements.
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Games like this really need Achievements to provide aims with composition to persons, so arbitrarily not being able to make them as using friends is totally unproductive. I talk with the developers around the subject on E3 shortly after Farming Simulator 15 went off, yet unfortunately, they decided not to address the issue in this sequel. I question if the people responsible of '17 play many other games.
FS17 offers 17 Achievements / Trophies with many program, a march down through the 26 Achievements in Farming Simulator 15. I suppose they aim the Achievements count to match the year from the competition. Some are very easy, such while lower down 50 trees or report a 3-point killed within the different (but terrible) basketball minigame.
This year, players only must acquire one million currency rather than five million. You can use your Easy Money Trick to make a cinch, as well as knock exposed the 'play for twenty hours' Achievement. There is once over an Achievement for getting 100 collectibles, but you just must find 10 before the break arrive on the place. The rest involve breeding animals, harvesting 10 hectares of earth, with ending all tasks for the NPC farmers. Stay tuned for the full Achievement Point with tips for all these.
Farming Simulator 17, like '15 or this, is a significant affect with PC. We can safely affect a blond console audience as well. This can appear alien to action-addicted gamers, but a competition with very no violence can certainly fun. This a calm experience somewhat akin to performing Minecraft in Creative mode.
We know that collection creates a ton of change. I just hope more of this money could be met for the project. There's no explanation Farming Simulator 17 must air when ugly because it complete. The physics are extremely terrible in most places. And a lot of clunky gameplay factors like as hitching trailers can quickly become developed, only if the builders studied other activity.
Really, I desire they'd spend some good times in Minecraft and provide some of the strategy that are really level into additional activities to Farming Simulator. One should put up with a lot of rough edges to enjoy Farming Simulator 17. But if you can do that, it certainly offers a deep farming knowledge with lots of realistic licensed machinery.
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