#playable. but so difficult.
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neverendingford · 2 years ago
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#like. people love to be like “deja vu” and dreaming prove that we're hallucinating the world“ as a way to come to grips with the fact#that our reality is based on perception#but it's just a funny “haha” moment because you know that you're perception of reality is consistent.#your have deja vu and immediately recognize it as such. you wake from a convincing dream and go “ahhh. that was a realistic dream”#it's only fun and cool when you can differentiate mindscape from reality.#when you can differentiate what your brain thinks it sees from what your brain sees based on actual external stimuli#otherwise it's just a constant reminder that you have to try twice as hard as everyone else to keep it together#you have to pay attention twice as much to know what really just happened#and you have to interrogate your thoughts so much harder than anyone else in order to know their veracity#anyway I miss when I was up. because I'm currently very much not up#it doesn't feel like depression. so I think mania and depression are very much not the labels I want to even consider using.#it's more like I tighten my bolts periodically and then over time they loosen#but I can't find the wrench. so I walk carefully. I hold onto them when I jump and lean over or reach for things.#I feel loose. falling apart. I'm shoulder surfing myself and the controls are laggy#the A button keeps sticking and both triggers have poor contacts and my left joystick keeps drifting to the right#playable. but so difficult.#I want things to get better again. but they'll get worse after that anyway. I'm so tired of these cycles#tag talk
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eternal-moss · 8 months ago
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When people continually whitewash my favourite characters.
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[ID: A black and white, rough digital drawing of someone sitting at a desk and clutching their head in their hands. End ID.]
^thank you @describe-things
#This is mainly about Noé Archiviste. But also I will not forget what some people did to Simon Petrikov either when I was watching f&c#I’m so desperate for drawings of them. But for the love of God,is it that difficult? Somehow every other hexadecimal of their#Character design is exactly on model other than their skin. Just. .#OH YEAH I FORGOT KAEYA. FFS. Somehow it’s always the K**luc-ers that always do it. Which makes sense because they disregard his entire char#And with the new influx of atla fans people have been whitewashing Katara too! And I mean drawings of the original show too#probably delete later#And no one seems to have any problems with it? Especially if it’s sexualised art *talking more about Kaeya & Noé here.#People who whitewash the few (and when I say few I literally mean 5/82 playable characters) darker genshin characters. Actually fuck off#If I see ‘it’s just my art style’ or ‘it’s just the lighting’ *every other colour than the skin hasn’t been lightened in the slightest*#One more time-i’m going to explode#Oh and while I’m on this topic! Fuck Bochum for whitewashing literally the entire starlight express cast! Electra being the first ever#non binary character in musical theatre while also being played by black actors. And then Bochum happened.#When was the last time Pearl or Rusty had actors who weren’t white? Literally the last character who hasn’t been replaced is Momma/Poppa.#And being black is so integral to their character and music. You quite physically couldn’t#I really really hope the casting for the London performance this year is like the 1984 cast again. Please.
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gamebunny-advance · 9 months ago
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Vs. DJ Subatomic Supernova (Base Version) | Heaven Studio Custom Remix
(WARNING: FLASHING LIGHTS) “This remix will ripple to the rims of the universe and back! Try not to get sucked into its mesmerizing cacophony! Listen closely for the audio cues.” --------------------- This is my first remix in Heaven Studio, but it's essentially ported from my original mix from the Rhythm Heaven Remix Editor. I think it's decent for my first mix. I'd like to eventually port over all of my old RHRE mixes into this editor, but it'll probably be a while until I can (or until Heaven Studio updates with the games I need to remake those mixes). (Download)
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ariaofsorrows · 6 months ago
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did we all just forget about grimoire of souls or what?
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wereh0gz · 1 year ago
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I'm gonna be honest I'm so tempted to just look up a playthrough or cutscene comp of final horizon and unblock the tags bc I really don't want to keep playing it lmao
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pa-pa-plasma · 7 months ago
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i hate how a majority of animal sims aren't even animal simulators, they're shenanigans simulators. they aren't actually about the animal, they're just about wreaking havoc, getting points, getting trophies. you could replace it with any other animal & it'd be the same. i don't want "haha look how funny this scenario is" i want to simulate living as a wolf in Yellowstone National Park. where are all those games
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4giorno · 1 year ago
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im starting my 5 day mental preparation program for starting patho 2 again this weekend
#yknow when like 2 years ago or something i had just gotten to the part where the inquisitor comes to town#but then the ps4 gave me irrepairable damage to my brain and spirit by chugging and crashing the game even more than it already did#maybe this time my immunity wont be gone immediately bc loading screens took 10 seconds and froze my controls#but the immunity still kept going down while it loaded 💀💀💀💀💀💀#oh no now talking more abt it is giving me war flashbacks and making me lose enthusiasm to play it again HDJFKDJDJ#no but rlly its such a cool game and im rlly looking forward to playing it in a playable state#and its one i think everyone should play. but its SO inaccessible#you need a very high end pc or. well i havent played it on the ps5 but the ps4 is not enough#like i said i got to over the half way point on the ps4 t and yes it was hell bc of the lag and frame drops and the amount of#extra items you had to use bc of the lag but then i had to stop bc at the same point on that day it crashed everytime i reached it again#which was frustrating bc i had finally gotten to the point that artemy wasnt starving 24/7 despite eating 4 2-course meals a day LMAO#but yeah starting it again is so daunting bc of the reputation of the game of course#but i need to keep reminding myself that the gameplay wasnt THAT difficult like at the end of the day i got through it and wasnt stressed#but that the thing that made me rip my hair out was the lag and the crashes leading to lost progress#which hopefully will be fixed when i play on the ps5!#i just finally after such a long time got the desire to play it again and i have to use it while i can
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toestalucia · 4 months ago
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versusia release into msq just like last times msq release into rising early access this is how ill win (hopium
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fatalglitter · 6 months ago
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Just looked at the fnf Kickstarter page to see what I should expect to see in the finished game and holy shit these people are insane. The game is going to be huge omg
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homunculus-argument · 1 year ago
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I know it would probably be a logistical nightmare to also make this accessible to the actual people represented, but I think it would be cool to have a game where the whole point is that every character has different limitations, that make it impossible or at least incredibly difficult to get past the whole game without switching them every once in a while, and the way you switch is by going to another character and asking their help with something.
Like you start out the game with one character and go "oh huh, the colour sceme of this game is really cool, really interesting use of such a limited palette", play through the puzzles for a while, and then encounter something where you're supposed to arrange some slightly differently coloured puzzle pieces to the right order by shade or something, and it's goddamn impossible. No matter how many methods you try, it's just not clicking, no matter how logical your solutions seem, no matter how clearly they can't be arranged in any other way that'd make more sense.
And maybe you go online to ask people "hey I'm stuck in the colour puzzle, what the hell am I supposed to do to get past this?" and someone tells you to go find one of the other playable characters and ask for their help. Which sounds patronising and stupid but you're stuck so you might as well give it a try. You go to one of the other characters, choosing the dialogue option to go "hey I need a hand with something, I can't do this on my own", and when they go "sure, let's go", your controls now switch to the other character.
And the colour scheme switches immediately. The aesthetic limited palette has changed to a far wider range, there's details in the environment that you hadn't noticed, like the muted faint flowers on the ground are actually bright red, the greyish shirt that your first character was wearing is actually striped with orange and green. The first POV character is colourblind, this whole time you haven't been able to perceive the difference between green and red. Solving the colour arranging puzzle with the other character is a breeze.
And this is the repeating theme of the game - every character has their own limitations, and while none of the puzzles are easy, you learn to think "maybe I should ask someone to help me with this" whenever you've been stuck for an unreasonable amount of time. You need to grab a buddy along for the quests, or you'll need to go back to get one eventually, and the way the game is structured somehow ensures that you can't just tactically dodge the limitation puzzles beforehand. Deaf character's POV doesn't have the audio clues that different pieces of the same puzzle make a different clicking sound, the puzzle with garbled numbers on it stops being garbled when you're not playing the character with dyscalculia.
You slowly get to know the whole cast, and occasionally help them out with things, too. You know which character could probably help with something you're stuck with, but while they'd be glad to come help, they're unfortunately stuck doing some task that could take you 20 minutes but is going to take them all afternoon, and you can offer help. Sometimes the helping-a-buddy-out minigames don't come with any direct transactional reward, you can just help a friend with something just because you can.
And the game's whole goal isn't to just illustrate how different people have different strengths, and sometimes things that are easy for you are hard for someone else, and vice versa, but to condition the player to think "maybe I should just ask someone to help, instead of wasting time struggling on my own."
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k9catastrophe · 8 months ago
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A BIG list of entirely free games therians and alterhumans can get !!! This isn't like an ad for them or anything, but when i was younger i never really had games that fit my theriotypes :( so why not start now!! this is in no real order.
These are all games where you play AS the animal, most of them being semirealistic? They're all free, so they aren't super realistic sorry!!! These are all also games i find on my tablet, so im not sure if they're available on pc!!
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Wildcraft: As of today, Wildcraft updates every once and awhile, usually for the Wildpass thing they do almost weekly[? i took a large break from this game, forgive me if im misremembering.] Wildcraft was made by Turbo Rocket Games in early 2018. The multiplayer servers arent as active as they used to be, but it's still fun to play with friends sometimes!! I usually play in singleplayer though!! (Also, there is a settings option to make it first person, and one to hide the buttons!)
Playable Animals: Right now there are 12 land animals: Wolf [Default], Fox [Common], Lynx, Bear, Lion [Rares], Cheetah, Horse, Eagle, Crocodile, Tiger, Gorilla, and Kangaroo! [Ledgendaries], all of which are obtainable through the chests!! There are also 9 transformations [which are more difficult to get !!]: Raccoon, Deer, Hippo, Giraffe, Gazelle, Hyena, Rhino, Parrot, and Snake! There are also 5 Sea creatures: Dolphin [default], Stingray [Rare], Shark, Seal, and Sea turtle! You can have up to eight family members for every animal, who are also customizable! [not including transformations]
Customizability: There are TONS of skins and accessories for every animal, and you can adjust the size of their body parts, making your character entirely customizable! There are also LOTS of pets!
I give it a solid 10/10!! I've loved this game since it came out!! Me and my brother @whisperrdrrop [hii] played it like the year it came out!! I highly recommend playing this one ! >w< The community also has tons of fun creepypastas, and though the only real one is 'Niddhogg,' it's super fun to just learn about them!
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Wolf Tales (Home & Heart (IT MIGHT BE 'WILD ANIMAL SIM' NOW IDK)): (The icon may have changed, my ipad doesn't update icons very much!!!) As of Today, Wolf Tales has basically stopped updating from what i can see. However this doesn't take away from the fun of it!! The game was created around 2020 by Foxie Ventures. Servers are multiplayer by default, but there is a singleplayer option!
Playable Animals: There are currently only 5 animals: Wolf, Fox, Bear, Wild/Big cat, and Dragon! All are unlocked by playing through the quests, though you can use moonstones (ingame 'rare' currency) to auto-buy most of them! Your families/packs are grown through opening chests and breeding!
Customizability: There are quite a few skins for every animal, ranging in rarity. you can obtain skins through buying the 'summoning' of the animal you'd like with moonstones and getting a random skin, or buying one directly. Skins are also not changeable! Let's say you're a grey wolf, and you get the sand wolf skin. You would have to enter your den and find that skin, and switch into that one, meaning it could have a different level! There are also LOTS of pets, though i do not remember how to get them. The only way to change your character is through changing limb sizes, there are no accessories!!
I give it a nice little 9/10, as much as i love this game i don't play it too often, but it really is fun! I think i got this game when it came out, and it was really fun watching the game and the community grow and change!! When i joined, not every player had a jump button, and there was this cool feature called 'Clans' (replaced by the player clans, sadly :() where there were 5 packs that you had to either defeat the alpha of or become besties with, and you'd get a packmate of any rarity from them daily!! My bestie pack was called 'the moonrise pack' and the #1 public enemy was 'The tooth pack' or something. I definitely recommend it :3!!
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Ultimate Wolf/Fox/Forest/Savanna/Dinosaur/Cat/Shark/Bird/Jungle Simulator: they made a LOT of these games. These are only the ones that are free on my tablet, but im also seeing 'ocean,' 'dog,' 'arctic,' and 'lion' simulators for a dollar, you'd have to check and see if those are free. I'm mostly focusing on the WOLF simulator here, because i do NOT want to download all of those games. There is no multiplayer option for any of them. All made by gluten free games, no idea the release dates.
Playable Animals: The animals depend on which game you get. I know forest has bears, Savanna has cheetahs, Dinosaur has T-rex, triceratops, and ankylosaurus, bird has parrots and eagles, and jungle has tigers, but these are definitely not every animal !!
Customizability: you unlock a skin for every few levels, and you can tint them, but that's about it. For every game. There's like... 8-15 for most?
I give it a 7/10. As much as i do really, really love this game and all the memories playing it, it's really not the most entertaining game out there. If you're really bored and have nothing to do, sure, go wild with it!!
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Dog Sim: I just got this game and it's so silly !! Made by Turbo Rocket Games in 2016, the multiplayer servers are surprisingly still decently active! Obviously it doesn't update anymore.
Playable Animals: The only animals in these are: (you guessed it) dogs. There's a single skin that... might? be a wolf, and there's two robo dog skins. There's a total of 38 skins!
Customizability: The only thing you can customize is your breed, sorry!
Other than that, theres a LOT to play with! With 5 bosses, 25 enemy/prey creatures, 1 map, 1 den, a max level of 200, a maximum family size of 4, 20 achievements, and 30 quests, there's plenty to do!
I give it a nice 8/10, the only points taken being because the game itself isnt the highest quality, and the models arent all 10/10, but it's still a really silly game! I do recommend it :)
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Cat simulator - animal life: created in 2019 by Pocket Games entertainment, i think this one is pretty cute! With active multiplayer servers!!
Playable Animals: Just kitties! silly little kitties on big adventures!!
Customizability: Lots of cute skins and accessories!!!
There are tons of quests, camp upgrades, and more included in this!!
I didn't play this one for too long, but there are some pvp servers aswell. Overall really cute game, not too buggy/laggy! 10/10 :3
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Wild Cougar Sim (3D): Another game made by Turbo Rocket games before their big success that was Wildcraft, Cougar Sim was created in 2015 (I think? I'm only finding the youtube trailer, dont be afraid to correct me.) I'm not seeing an option for multiplayer unfortunately :(!
Playable Animals: Yeah, It's just Cougars! What did you expect?
Customizability: With eight skins (Must be purchased with ingame currency), 9 coat marking options (Almost like tattoos!) including a Shark, Wolf, Lizard, Scorpion, Butterfly and Bird (Phoenix?), and options to change body/limb sizes, there's actually really good customization here!
With 3 unlockable family members, 30 quests, 20 achievements, 18 enemy/prey creatures, 4 biomes, and 8 dens, there is plenty to keep yourself busy with here! That accompanied by the fact that this isn't even a bad looking game, i honestly give it a nice 10/10! Very cute game, not much lag, pretty good in terms of realism, it's pretty cool!! :)
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Dragon Sim Online: Yet another game made by Turbo Rocket in 2016, i quite like this one! With semi-active multiplayer servers!!
Playable Animals: Quite a few different types of Dragons, varying in element, colour, and breeds!
Customizability: With 4 elements, 46 (VERY pretty) skins, and limb/body adjustment sliders, you can customize your dragon pretty well!
Similar to both Cougar Sim and Dog Sim, Dragon Sim has plenty to offer: 30 quests, 20 achievements, 27 enemy/prey creatures, 3 bosses, 6 islands and 4[?] dens, there's plenty there to keep you busy! another 10/10 from me :)
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anim-ttrpgs · 24 days ago
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Fairytale Witch Player Character Rules in Eureka: Investigative Urban Fantasy
Eureka has six playable "monster" types, and about ten total supernatural character options all together. Each supernatural trait is taken basically as if it is a normal trait like the ones you have been seeing us post. You cannot give a character more than one supernatural trait--and from what you are about to read, you probably wouldn't want to. Playing monsters is recommended for "advanced" players only, people who like a lot of "crunch" in their games, as require you to keep track of a lot more mechanics than playing a normal human.
Here is the Fairytale Witch Trait. This is going under a Read More because it's long as hell but we really hope that you will check it out and comment. This is, like, the whole entire ruleset for playing a witch in Eureka.
Fairytale Witch (Monster Trait) 
A “witch” has been many things throughout history, so many things in fact that it is quite difficult to form a cohesive thesis statement about them, and, like vampires, and the Hollywood werewolf, are something whose origins are obscured and severely misunderstood by more recent pop culture and pop history.[1][2][3] The “fairytale witch” in Eureka draws inspiration from a vast range of folkloric sources, ancient, medieval, and early-modern. Literary and folkloric figures, typically women, who wield the power to heal and to harm, and whose aid or ire are nearly always earned.
[1. Off to the side in the final formatting] And like those things, many things which were said to be witches were not and are not.
[2. Off to the side in the final formatting] Certain more recent folkloric elements of the idea of “witchcraft,” including sacrifice and drinking of specifically children’s blood, have been deliberately omitted from mechanization, as these elements stand as direct and recent foundations of present-day antisemitic conspiracy theories. Both in real life and in Eureka, grand conspiracy theories are a comforting fantasy for those who turn a blind eye to actual problems which stand right in front of their face. 
[3. Off to the side in the final formatting] Most witch trials happened in America during the Enlightenment.
Fairytale witches in Eureka may draw on ancient knowledge of these arts passed down generationally, may have learned these abilities from their peers, or may have simply stumbled upon this knowledge some other way and discovered that, while it is simply a silly fantasy to most others, they have an exceptional talent for it.[1] Now what will they do with this power?[2][3] This particular Trait tackles some different themes compared to the other monsters.
[1 off to the side in the final formatting] Regardless, this is not something which can be taught to others over the course of an investigation. Plus, it’s said most people simply lack the talent for it in the first place.
[2 off to the side in the final formatting] Witches are not satanic, at least not literally. The idea that “the Devil” can grant anyone any arcane power is found nowhere in the Bible.
[3 off to the side in the final formatting] You couldn't imagine the hazing.
A lot of a witch’s powers hinge on them knowing someone’s “full true name.” What exactly is meant by a person’s “full true name” is a matter of discussion between player and Narrator, but as a general guideline, if a person is named Jeremy Matthew Jones IV, then “Jeremy Matthew Jones IV” is needed, and just “Jeremy Jones” or “Jeremy M. Jones” won’t be enough. Nicknames also do not generally count.
A fairy cannot make their magic work by just guessing a person’s true name, but a witch can.
Curses
Assuming they have the right materials, a witch can place a terrible curse on an unsuspecting victim from anywhere in the world. More powerful curses have two stages, while simpler curses peter out or fall off after about a week.[1]
[1. Off to the side in the final formatting] For all the many terrible things that the medieval Church was, stagnifying and technologically regressive do not make the list. The institution of the medieval Church was one of philosophy, education, and what we would now call “science,” and medieval clergymen were by and large literate, and relatively well-educated men for the time. The medieval Church’s suppression of “witchcraft” had less in common with the “satanic panic” of the 80s, 90s, and 2000s, and more to do with the idea that even believing that “the devil” or pagan gods could grant anyone wicked powers was a dangerous superstition, enabling of swindlers and charlatans, and this was likely to result in the wrongful persecution of people who behave oddly, as well as, and especially, Jews. This was true of the “satanic panic” and is still true today.
[1.1. Off to the side in the final formatting] This is not to posit that the medieval Church was a champion of religious freedom and equality. One might say they wanted uncontested control of who got to persecute Jews and exactly to what degree.
Casting a Curse Directly
In order to place a curse directly on a target, the witch must be in possession of the target’s full true name[1] clearly written on some material, or a large sample of their DNA (such as a large lock of their hair), or both. These items are destroyed as a part of the casting process.
[1. Off to the side in the final formatting] What exactly is meant by a person’s “full true name” is a matter of discussion between player and Narrator.
Casting a curse requires a supernatural ability Composure roll.
Casting a curse takes 1 Tick or 5 Actions, during which all components are destroyed.[1] The curse will last for 7 days by default before either wearing off completely, or advancing to the next stage. As the curse is cast, roll 1D6+1+[Relevant Skill]. Which Skill is used will vary depending on the curse. The result is the number of days by which the witch may extend or reduce the curse's duration. If the curse is an advanced two-stage curse, the result is the number of days by which the witch may extend or reduce the first stage’s duration. If the result is a negative number, reduce the witch’s Composure by the same amount. A witch may use the Focus Eureka! Point ability to add an additional 1D6 to this roll (and this also adds 1D6 to the advanced curse roll, below).[2]
[1 off to the side in the final formatting] What the act of placing a curse actually looks like varies from witch to witch.
[2   off to the side in the final formatting] This works exactly like using the Focus ability when Incapacitated - add 1D6 per Eureka! Point spent to the roll, and then drop all but the highest two.
If a simple curse is reduced to a duration of “0 days,” it will only take effect for the duration of a single Scene. If the first stage of an advanced curse is set to “0 days,” the curse will advance to the second stage immediately.
When an advanced curse is cast, after the witch decides the effect of the second stage (see below), roll an additional separate 1D6+1+[Relevant Skill]. The result is the number of days by which the witch may extend or reduce the second stage’s duration. Like with a simple curse, the default duration is 7 days, after which the effects will wear off completely.
If the witch only has one of these components, then only a simple curse can be cast. If the witch has both the full true name and the DNA sample, an advanced curse can be cast. If the witch mistakenly has the true name and the DNA of two separate people, then, unbeknownst to the witch, both of those people will be struck with a simple curse.
Witches may place curses upon themselves if they so desire, without needing to use their own full true name or DNA.[1] 
[1 off to the side in the final formatting] They’ve already got it.
A second curse placed upon the same target will extend its duration, but only the effect of one type of curse can apply at once. If a simple curse is placed on a target already suffering the effects of an advanced curse, the simple curse will fail to take effect. If a different kind of advanced curse is placed on a target already suffering the effects of an advanced curse, the new curse will replace the previous curse if the caster can make a Full Success on a skill check with the new curse’s relevant Skill. 
Effects of Simple Curses
A simple curse makes the target suddenly feel extremely feeble and ill.[1] The target will have a -2 modifier applied to all Skill rolls for the duration of the curse’s effect. Simple curses that have no advanced stage always use the Medicine Skill. 
[1. Off to the side in the final formatting] Symptoms include shortness of breath, nausea, fatigue, muscle weakness, loss of appetite, excessive sweating, dizziness, and a sense of impending doom. However, no medical doctor will be able to diagnose exactly what is causing the problem.
Effects of Advanced Curses
Advanced curses typically have two stages, with the first stage appearing nearly identical to a simple curse, with all the same effects. When the second stage takes effect, the effects of the first stage cease. The effect of the second stage is decided as the curse is being cast, before the 1D6 is rolled.
Each advanced curse has a different Skill associated with it. This Skill is used for both the first and second stage of the curse. 
Curse of Transformation
This curse uses the Nature Skill. The target will be spontaneously transformed into an animal of the witch’s preference.[1]
[1 off to the side in the final formatting] Their clothes don’t transform with them.
The witch must make a Full Success on a Nature roll to choose an animal that is not on the following list.
Cat
Frog
Mouse
Newt
Pig
Rat
Toad
Wolf[1]
[1 off to the side in the final formatting] For the stats of a wolf, see p.xx “Werewolf”. The rest of these do not have official stats, but we expect you to be able to figure out what they would be good and bad at.
The target will maintain a functional degree of human intelligence while in this form, at least for some time. Once their human mind is lost, the curse cannot be removed, and will never revert after any amount of time. The curse will also never revert if the target dies while transformed.
For an NPC, the Narrator rolls a hidden 1D6+3. This is how many days the target will retain their humanity.
For an investigator, the Narrator rolls a hidden 1D6. After this number of days, if the transformed investigator ever reaches 0 Composure, their humanity will be lost.
Curse of Reduction
This curse uses the Visual Calculus Skill. The target will be spontaneously reduced to between 5% and 10% of their original size.[1][2][3][4]
[1 off to the side in the final formatting] Their clothes and items may or may not shrink with them, at the caster’s preference.
[2. Off to the side in the final formatting] For a 72” person, that would be between 3.6” and 7.2”.
[3. Off to the side in the final formatting.] In most cases, a person reduced in size like this will be at the mercy of the witch, and can be captured without any rolls needed. However, they still have opposable thumbs, and the means to explain the circumstances to others. Witches may wish to weigh the pros and cons of this compared to transformation into a rat, which can make victims quite hard to catch if they start running right away.
[4 off to the side in the final formatting] A person reduced in size counts as one meal. 
If the target dies while shrunken, the curse will never revert.
Curse of Petrification
This curse uses the Chemistry Skill. The target, including their clothes, will be spontaneously turned to stone. At the preference of the caster, they may or may not retain awareness of their surroundings. If kept aware, they will lose 2 Composure per day, and if unaware, 1 Composure per day, until they are effectively dead, at which point the curse cannot be reverted.[1] If the curse is reverted, either by it wearing off before the point of no return, or being broken, any damage the target sustained as a statue will immediately take effect. For example, chips in their stone body become lacerations in their living body. If an arm was broken off of the statue, their arm is now severed. If the statue suffers fatal damage, the curse will not be able to be reverted. If unaware, then reverting the curse will feel like waking up from a long and restless sleep. The target does not need to eat or sleep so long as they are petrified.
[1 off to the ads in the final formatting] For NPCs, consider them to have 1D6+1 Composure to lose before it starts to eat into their Superficial HP.
Curse of Slumber
This curse uses the Medicine Skill. The next time they fall asleep, the victim will fall into a coma-like state for the duration of the curse. The target will lose 1 Composure per day until the curse either reverts or they die.[1] Unlike with petrification, the body must breathe and be fed during this time.
[1. Off to the side in the final formatting] For NPCs, consider them to have 1D6+1 Composure to lose before it starts to eat into their Superficial HP.
Curse of Death
This curse uses the Blacked Out Skill. The target begins to take 2 Superficial Damage each day for the duration of the curse or until they die, and will be unable to regain HP or Composure through sleep. In addition, apply a -3 modifier to all their rolls.
Defense Against Curses
Upon being struck with a curse, a witch can recognize the intended effect, and may immediately make a Skill check of the curse’s relevant Skill in order to cast it off. This will take one Movement if time is measured in Turns.
Full Success: The curse is fully cast off.
Partial Success: The curse is partially cast off. The witch will suffer only the simple effects, at half the intended duration, and no advanced effects.
Failure: The witch will suffer the full effects of the curse as usual.
Placing a Curse on an Object
Cursing an object works similarly to placing a curse on a person, except no names or DNA are needed, the witch need only be holding the object with bare hands. The default duration of the first stage is 7 days and so is the second stage. Roll 1D6+1+[Relevant Skill] for each to determine by how much the witch can adjust them. After the witch has removed their hands from the object, it will be actively cursed, and anyone who touches it with bare skin, including the witch themselves, will be cursed. The Narrator rolls a hidden 1D12. The result is how many times the curse will transfer to people who touch the object.
Breaking a Curse
There are a number of ways a witch may know to break a curse. If the ailment is not immediately identifiable as a curse, a Full Success on a Blacked Out check by a witch will positively identify whether it is or not. 
The death of the curse’s caster will not remove the curse. 
Manual Removal of the Curse
A curse can be removed in the same way it was cast. If the curse was cast using a true name, the witch can remove the curse using the victim’s true name. If the curse was cast using DNA, the witch can remove the curse using the victim’s DNA.[1] If both, it requires both. Regardless, this takes 1 Tick or 5 Actions. If neither, the curse cannot be broken in this way.
[1. Off to the side in the final formatting] This has to be the victim’s human DNA. If they have been transformed into an animal, their new form’s DNA will not suffice, it will have to be something removed from their body before the transformation.
True Love’s Kiss
A kiss can sometimes be all it takes to lift a curse. The Narrator rolls a hidden D6 once the victim has been kissed. On a 7+, the curse will be broken by the kiss. If it fails, another kiss from the same person will not work either.[1] If time is measured in Turns, this will take an Action from the kisser.
[1. Off to the side in the final formatting.] Morgie’s kisses always lift curses.
Add +1 to the roll if the kisser truly loves the victim.
Add +1 to the roll if the kisser is female.
Add +1 to the roll if the kisser is of noble or royal lineage, or is a fairy.
Curse Removal and Cure by Potion
If all else fails, a potion can be brewed to lift the curse. A potion to lift a specific type of curse will require the same recipe as a potion that would have caused that type of curse, plus one additional Table 3 ingredient. However, the victim must be able to drink the potion for it to take effect, meaning a curse of petrification cannot be lifted in this way. See p.xx “Brewing Potions”. Using the same method, a Non-Lethal or Lethal Poison Potion can have an extra Table 3 ingredient added to make them antidotes for their respective poisons, and a Love Potion can have an extra Table 3 ingredient added to make it a cure for Love Potions, etc. 
Brewing Potions
If there’s one thing witches are known for, it’s potions.[1] Potions represent the most reliable and effective vehicle of a witch’s magic, and are often something of a magic spell in and of themselves.[2][3]
[1. Off to the side in the final formatting] A large metal cauldron is classic, but takes up a lot of space in an apartment, so a stovetop is usually fine.
[2. Off to the side in the final formatting] The “magic words” may or may not have any true power in and of themselves. Sometimes, the time it takes to recite the entire “spell” three times is just about how long the potion needs to be left on the heat.
[3. Off to the side in the final formatting] In the Middle Ages, until about the mid-1400s, the conception of a “witch” was often cautiously positive, and may conjure up the image of an unmarried woman living outside of town who has vast generational knowledge to draw upon in the way of midwifery techniques, herbalism, medicine, and poison.
When a witch brews a potion, it is often going to be something of an ordeal to gather all the right ingredients, but the payoff will be an effect that the witch can set the exact delay and duration of, and which can be applied to anyone who consumes it, bypassing both the element of uncertainty, and the prickly details, of casting a curse by hand. A successfully brewed potion can be made to have any length of delay between consumption and effect, and the effect can be made to last for any length of time, including permanency.
Potion brewing is as much an art as a science, and no two brews will be the same, even if they aim to achieve the same effect across the same duration. The process of brewing a magic potion is influenced by factors barely understood by the witch and certainly not under their control, it won’t be until the the process is underway that it becomes clear exactly what is needed to finish the concoction.[1][2] Not counting the time required to gather the ingredients, a witch must spend at least 1 Tick a day attending to the potion in between the time the base is added and the final two ingredients are added, as well as 1D6 Ticks finishing the potion once all of the ingredients have been added.
[1. Off to the side in the final formatting] When it became clear that prayer alone would not suffice, ordained priests may be the village’s most avid practitioner of “folk magic.” Folk “magic” of course just being another word for an observable effect to which the cause is not fully scientifically understood.
[2. Off to the side in the final formatting] Sometimes, the ingredients required for a potion will be realistically impossible to obtain in certain scenarios.
Every potion has three ingredients: A base, which is always going to be the same for the kind of effect the witch is trying to achieve, and two additional main ingredients which will become clear only after the brewing process has begun.[1] See below for the list of possible potion effects, the required bases, and the two other ingredients, which will be rolled on the relevant ingredient tables.
[1. Off to the side in the final formatting] This is not literally all the ingredients, just the ones that matter most mechanically and which will not be understood until the process has begun. The witch will be throwing all sorts of things in there in the meantime.
The base for a potion must be acquired and added, and after the other two required ingredients become known, those too must be acquired and added. For ingredients that would be reasonable to have on-hand, a Wealth roll using the witch’s home (or whatever home they’re doing this in) may suffice, but many ingredients will require the witch and any other investigators willing to help them to divert their plans to seek them out. If the investigators decide that a particular potion is necessary for their progress towards solving the mystery, then consider rolls that seek to gather information on where to find the necessary ingredients to count as Investigative Rolls.
Potions do not work on any subject unable to ingest or digest them.
Any potion which applies an advanced curse’s effect does so without applying the effect of the first stage.
If a potion is intended to be mixed with food, a witch may take steps to make the potion more difficult to detect by taste or smell with a Blacked Out or Chemistry roll, hidden by the Narrator.
Full Success: The potion is impossible to detect once it has been applied to or mixed with food.
Partial Success: The potion may be detected by a Full or Partial Success on a Senses roll.
Failure: The taste or smell of the potion is immediately obvious to just about anyone.
To make a potion undetectable in an autopsy or other examination of the victim, a witch can make a Chemistry or Blacked Out roll.
Full Success: The remnants and evidence of the potion in the victim’s system will dissipate completely before any examination can be conducted.
Partial Success: Evidence of the potion within the victim’s system will be undetectable by normal means, but a witch may still be able to identify it.
Failure: Any medical examiner will be able to detect the traces of the potion, but only someone versed in witchcraft will be able to properly identify it.
Potions which apply the same effects as curses count as those curses for all intents and purposes, including their removal. Thus a curse caused by a potion could be removed by use of the victim’s hair and true name, by use of a curse-removing potion, or by a kiss.
Starting the Adventure with Potions
A witch can start the adventure with potions already in their inventory in exchange for WP, either because they recently brewed them, or bought or traded from another witch (who is unavailable for a refund of takeback during the adventure). The witch will not be able to buy potions during the adventure. Any potion bought by WP in character creation can be made curative by spending 1 extra WP. (See p.xx “Curse Removal and Cure by Potion”.)
2WP: Random potion.[1] Roll 1D6+1D12 on the list of potions.
[1. Off to the side in the final formatting] It’s only random to the player, not the witch. They know what they got it for. 
4WP: Specific potion. Choose any one potion from the list.
List of Potions
2. Potion of Invisibility
Cat (boiled live), Table 3, Table 3. Renders one invisible to the naked eye for a single Scene, including clothing and small held items.
3. Potion of Transformation
Blood of the animal that this potion is intended to turn someone into, Table 3, Table 3. Applies the second stage of a transformation curse. See p.xx “Curse of Transformation”.
4. Potion of Petrification
Powdered marble, Table 2, Table 3. Applies the second stage of a petrification curse. See p.xx “Curse of Petrification”.
5. Potion of Waking Sleep
Apple, Table 2, Table 3. Allows one to remain awake for one full night without suffering any Composure loss.
6. Love Potion
hair of the subject of affection, Table 2, Table 3. All rolls made by the subject of affection towards the drinker of the potion have a +2 Contextual modifier.[1][2][3]
[1. Off to the side in the final formatting] This works like any other curse - though it can only be applied by a potion, the love potion’s effect may be undone by other means (e.g. with a sample of DNA and the person’s full true name).
[2. Off to the side in the final formatting] The world is a little fuzzier when the subject of the affection is in view, but their voice is always loud and clear.
[3. Off to the side in the final formatting] Easily slipped into a drink - one more reason to be vigilant at bars.
7. Potion of Slumber
Sand, Table 1, Table 3. Applies the second stage of a slumber curse. See p.xx “Curse of Slumber”.
8. Potion of Nourishment
Bread crumbs, Table 1, Table 3. Consuming this counts as 3 daily meals at once.
9. Potion of Death
Rat (boiled live), Table 1, Table 2. Applies the second stage of a death curse. See p.xx “Curse of Death”.
10. Sleep Aid
Wolfsbane, Table 1, Table 1. Grants one 1 additional point of Composure restored after a single full night’s rest.
11. Pain Relief
oak bark, Table 1, Table 2. Grants one 1 additional point of Superficial HP restored after a single full night’s rest.
12. Potion of Glamour
Lavender, Table 1, Table 3. Apply a +2 Base bonus to this character’s Charm and Seduce Skills for a single Scene. 
13. Non-lethal Poison
Thorns of a thorny plant, Table 1, Table 3. Applies Poison (Non-lethal, OT: Witch’s choice, DF: Witch’s choice). See p.xx “Non-lethal Poison”.
14. Potion of Healing
Copper shavings, Table 1, Table 3. When applied with a Medicine roll, add +2 to the amount of HP restored, even with a Failure. This can also rid the body of non-chronic diseases, such as a short-term virus or bacterial infection. 
15. Juice that Makes You Explode
Gunpowder, Table 2, Table 3. When the potion takes effect, the Narrator rolls a hidden D6. On a 6, This causes the consumer to violently explode as a Shrapnel Explosion. On a 1-5, the option has no effect. See p.xx “Shrapnel Explosion”.
16. Lethal Poison
Hemlock, Table 2, Table 3. Applies Poison (Lethal, OT: Witch’s choice, DF: Witch’s choice). See p.xx “Lethal Poison”. 
17. Potion of Soothing 
Simmered liquor, Table 2, Table 3. Restores 3 points of Composure.
18. Potion of Reduction
Salt, Table 3, Table 3. Applies the second stage of a reduction curse. See p.xx “Curse of Reduction”.
Potion Ingredients Table 1
A witch with a +2 or higher in Nature can roll a second time on this table and use either result in the potion.
1,1. Beetroot
1,2. Beetroot
1,3. Adder’s fork (trout lily)
1,4. Beetroot
1,5. Wolfsbane
1,6. Yew leaves
2,1. Tiger’s blood
2,2. Oak leaves
2,3. Blind-worm’s sting (wormwood)
2,4. Eye of Newt (mustard seed)[1]
2,5. Eye of newt (actual)
2,6. Gecko’s blood
3,1. Tongue of dog (houndstongue, the plant)
3,2. Tongue of dog (actual)
3,3. Lizard leg (ivy)
3,4. Lizard leg (actual)
3,5. Owlet’s wing (garlic)
3,6. Owlet’s wing (actual)
4,1. Scale of dragon (the plant)
4,2. Tooth of wolf (club moss)
4,3. Tooth of wolf (actual)
4,4. Gall of goat (st. John’s wart)
4,5. Bloody fingers (foxgloves)
4,6. Bloody fingers (actual)
5,1. Tiger’s chaudron (lady’s mantle)
5,2. Baboon’s blood
5,3. Toe of frog (buttercup)
5,4. Toe of frog (actual)
5,5. Fillet of fenny snake (arums)
5,6. Wool of bat (holly leaves)
6,1. Wool of bat (actual)
6,2. Snakes
6,3. Snails
6,4. Puppy dog tails
6,5. Rose petals
6,6. Snips (eels)
[1 off to the side in the final formatting] There is little evidence that “eye of newt” and “lizard’s leg” and stuff like that was actually code for regular household ingredients, but there’s also little evidence that every witch would know that.
Potion Ingredients Table 2
A witch with a +2 or higher in Chemistry can roll a second time on this table and use either result in the potion.
1,1. Human hair
1,2. Cobwebs
1,3. Sugar
1,4. Human urine
1,5. Human bone
1,6. Human wart
2,1. Cat’s whiskers
2,2. Dog hair
2,3. Snake egg
2,4. Feather of crow
2,5. Chicken egg
2,6. Shark’s tooth
3,1. Booger
3,2. Salt
3,3. Silver shavings
3,4. Copper shavings
3,5. Tobacco
3,6. Gold shavings
4,1. Iron shavings
4,2. Magnet
4,3. Human liver
4,4. Human nose
4,5. Human lips
4,6. Sand from an hourglass
5,1. Bronze shavings
5,2. Aluminium shavings
5,3. Honey
5,4. Gunpowder
5,5. Rabbit’s foot
5,6. Eye of spider
6,1. Ocean water
6,2. Expired milk
6,3. A piece of burned meat
6,4. Tail of rat
6,5. Nightshade
6,6. Neon
Potion Ingredients Table 3
A witch with a +2 or higher in [Blacked Out] can roll a second time on this table and use either result in the potion.
1,1. Cat (boiled live)
1,2. Human hair (red)
1,3. Something sold based on a lie
1,4. Candy stolen from a baby
1,5. Witch’s blood
1,6. Washwater from the sheets of a deathbed
2,1. A picture taken moments before disaster
2,2. Something thrown away in anger
2,3. Blood drawn from a toe
2,4. A murder weapon
2,5. A family photo.
2,6. A divorcee’s wedding ring
3,1. Powdered skull from two-headed cow.
3,2. Cremated human remains
3,3. Picture of a sniper rifle from a video game released in 2009.
3,4. Ash obtained by burning wood from a shipwreck
3,5. a silk mourning veil (used)
3,6. Something stolen from a neighbor
4,1. Coffin nails
4,2. grave dirt
4,3. Blood of a virgin
4,4. Pants of Matt
4,5. A pet’s favorite toy
4,6. wine which has not seen the sun for at least ten years
5,1. Hair of a murderer
5,2. Orphan’s tears
5,3. Sock of Matt (oven baked)
5,4. Engagement ring (used)
5,5. A flower picked as it blooms under a full moon.
5,6. An adorable sneeze
6,1. Love
6,2. Water from the lungs of a drowned man
6,3. Menstrual blood
6,4. Gamer girl bath water
6,5. Something stolen from a friend
6,6. Human semen
Casting Spells
Without taking up a Trait slot, a witch can be considered to have any Power from the Mage Power List, but only one at a time. Swapping between these Powers requires a non-skill supernatural ability Composure roll, as well as taking an Action if done in combat. 
Enchanted Vehicle and Flying
As a non-skill supernatural ability, the witch may enchant a vehicle, broom, or other object of similar category (or theming), allowing it to fly under their control so long as they are piloting it.[1] The enchanted object will not fly for anyone but the witch, and will become inert soon after the witch stops piloting it. If done in combat, this takes 1 Action.[2][3]
[1. Off to the side in the final formatting] Old-fashioned brooms are traditional, but there are a number of other objects, modern or otherwise, that would logically be suitable as a substitute. Figure it out.
[2 off to the side in the final formatting] As a warning, virtually any flying vehicle will be extremely obvious and visible during the daytime.
[3 off to the side in the final formatting] Watch out for birds.
Witches have a “Flying” Write-in Skill, used in place of the Athletics skill when piloting either a flying Manually Powered Vehicle, or a flying household object. It does not allow the witch to fly without an enchanted object. Unlike other Write-in Skills, the Flying Skill starts at 0 and can be set to any value between -3 and +3, so long as all of the witch’s Skill modifiers still add up to 0.[should this be able to go below 0?]
A roll is not required to control this device under normal circumstances, but intense maneuvers will require a Flying or Driving roll.
Flying objects have an Acceleration of +12, unless the object already has a higher Acceleration.
If I Can’t Have You, No One Can (Fairytale Witch True Nature)
Flat Composure Damage from Skipping Meals = Yes
Composure restoration from Three Meals a Day  = Yes
Flat Composure Damage from Skipping Sleep = Yes
Composure restoration from Full Night’s Sleep = Yes
Eating people, or using one’s powers against others for petty and/or entirely selfish reasons will restore a witch’s Composure, though the witch has no connatural need to do these things.[1]
[1 off to the side in the final formatting] A witch can’t stop being a witch any more than a soldier can stop being a soldier.
For use of powers, an act that temporarily affects the victim will restore 1 point of Composure, and an act that permanently affects the victim will restore 2 points of Composure. These acts do not necessarily have to involve the use of magic. If the witch has a non-magical opportunity to exert power over another individual for petty and/or entirely selfish reasons, this could work as well. 
For eating people, making a meal of a person will restore 2 points of Composure. Making a meal of a person who was alive until moments before preparation and consumption, or is still alive when consumed, will restore 3 points of Composure. If the victim happens to be a former friend or lover of the witch, restore 1 additional point of Composure.[1][2][3][4]
[1. Off to the side in the final formatting] This only restores Composure one time per victim. Eating multiple meals made from the same person will not restore Composure for each meal.
[2. Off to the side in the final formatting] Clever witches are said to make use of magic to consume their enemies more efficiently.
[3 off to the side in the final formatting] Eating the flesh of a human that has been transformed into an animal by a curse does count, at least for Composure restoration. This is also, probably, a lot healthier.
[4 off to the side in the final formatting] If the witch makes multiple meals of a single person, only the first meal will restore the extra Composure. Any leftovers will count as “normal” food. 
Dangerous Games (Fairytale Witch Weakness)
As relatively normal people (at least by monster standards), fairytale witches don’t have much in the way of supernatural weaknesses, except for the fact that their bodies simply can not handle excessive prolonged use of so many arcane powers.
Whenever a fairytale witch uses a non-Skill supernatural ability, the Composure roll is made at -3 instead of +3. There are, however, ways to reduce the strain these acts of sorcery put on the body.
Casting Implements
There are certain tools of the trade which can relieve some of the strain by drawing the energy out of the witch’s body before manifesting it in reality or facilitating it by other means. [this sentence kinda sucks but I’m on 5 hours of sleep. Fix it in copy-editing]
Each casting implement in use provides a bonus to the non-skill supernatural ability Composure roll a witch makes to use her powers. A casting implement must be being touched (or held telekinetically) by the witch in order to provide this bonus.[1] The cumulative bonus given by all of a witch’s casting implements cannot bring the Composure roll higher than a cumulative +3. The process by which an object is prepared to be used as such a device is arcane and cannot be accomplished mid-adventure, nor can one of these be bought with a Wealth roll mid-adventure. They can only be acquired through Wealth Points.
[1. Off to the side in the final formatting] The implement does not *necessarily* have to be pointed in the direction of the target of the power, but many witches find that this helps them focus.
Jewelry 
+1 [2WP] A piece of jewelry. Multiple can be worn to further defer strain and increase the Composure roll bonus.
Wand
+1. [1WP] Could be a gnarled old stick or a black rod with a white tip, or anything in between, as long as it is elongated and about 10 to 24 inches. Only one wand or staff may be in use by the witch at a time.
Staff
+2 [1WP] Like a larger, more heavy-duty wand. Must be at least as tall as the witch themselves. Only one wand or staff may be in use by the witch at a time.
Spell Book
+1 [1WP] Could be an old leather-bound tome, or a spiral notebook containing the witch’s scribbled research notes. Must be opened and read from to confer a bonus, but does not necessarily need to be touched. Only one spell book can confer a bonus at a time.
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professorlaytonarchive · 2 months ago
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THE ORIGINAL DEATHLY MIRROR HAS BEEN FOUND.
This is not a drill. All 6 chapters of MotDM's original version are found and playable through emulation right now, thanks to the brilliant folks over at KeitaiWiki!
Now, remember this is the original version, not the ReMix, and the whole thing is in Japanese (yes, we're working on a translation) - but this is an amazing find for several reasons.
One, of course, is preservation. Having this game accessible and available is a fantastic thing for a multitude of reasons I don't feel the need to explain here.
Two, it's amazing news for our remake, too. There were a few missing pieces that we were not sure what to do about. That worry has been solved entirely, and all of these things can now be incorporated into the remake. Like what, you may ask?
For starters, there's 15 new puzzles that we can now localise and incorporate. Some are a bit more difficult to work with (there's a few based on specific uses of Japanese grammar), but we feel confident we'll be able to deliver fun and interesting interpretations of these new puzzles. For those of you keeping count, yes, that ups the minimum total of new puzzles in our remake to 60.
Another thing we're very happy to have recovered is the minigames, and the diary entries they reward you. There's one minigame in Chapters 1-3, and another in Chapters 4-6, for which we did not have any gameplay, assets, or even rules. While the loss of the second mingame could have been overcome by simply giving the first minigame more levels, the diary entries they reward you would have needed a lot more work and imagination, with our writers having to try to create new entries that would follow the original vision. This is now no longer an issue, and we can bring the original vision for these diary entries into the remake as they are.
On top of that, there were a few characterisations and storylines that were different between the original and the remix, where we would have had to pick the remix version by default, because the back half of the original was missing - this recovery gives us far more wiggle room to combine and reconcile these versions and make this game the most interesting version of itself. (Also, at the back end, having access to the original assets makes our recreation department very, very happy.)
So, all in all, a fantastic morning for the Layton fandom!
And then, what? Well, it might be a bit quiet on the update side of things for the time being, given that our job right now is to translate and localise about a million different things - and that just isn't a super interesting process to be sharing. We may have more to tell you once we've unpacked and analysed the files (we've only just got our hands on them, that's how fast this whole thing has gone), and we definitely have some other fun stuff we're working on that we can't wait to share, but after this massive update (maybe the biggest we'll ever do, because, wow), we'll need some time to work.
So for now, keep on keeping on, keep an eye on this subreddit and our youtube channel, and go check out the incredible work KeitaiWiki is doing. This whole thing, from the beginning, would not have been possible without them. (Seriously - they've been with us since the start of it all.)
Thank you.
-Nordic
from Team Enigma and Team Professor Layton Archive
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autolenaphilia · 2 months ago
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One of my strongest gaming opinions is that I should be able to manually save my game whenever I want, how many times I want, with lots of save slots. And when I reload it should return my gamestate to exactly what it was when I saved, including the location in the game world, not at the last checkpoint I touched.
This is a very “30-year old boomer” opinion to have, and reveals me as a literal 30 year old who has played a lot of old pc games. But manual unlimited saves used to be the standard for PC games, and it was wonderful. It’s such a quality of life thing for me, it ensures that you won’t lose progress when real-life interrupts your game, or you just don’t feel like playing anymore.
Sure, some games have it still, like the excellent retro-shooter Dusk and that’s great, but a lot of the games world views it as a thing of the past. And of course it was never the standard for console games, they pretty much always had some kind of save game limitation. But that was because of technical limitations that PCs didn’t have. Only having autosaves at pre-defined checkpoints feels like an old console limitation being presented as a feature.
Sure it can be convenient to have autosaves, but without manual saves, it’s suddenly not so convenient when you need or want to stop playing but you will lose serious progress unless you reach the next checkpoint first.
And for games that tout themselves as hardcore and challenging, limiting saves absolutely can increase the challenge for those looking for that. But it feels like a particularly cheap way of adding difficulty.
A game that is difficult even when you have unlimited manual saves, now that’s a real challenge. And that’s the case for a lot of old PC games, who are often infamously difficult. In part that was because their difficulty was designed with the player having unlimited saves and reloads in mind. One of my favorite games is Commandos 2: Men of Courage. It’s difficult, an unforgiving stealth game with long and complex missions in which minor mistakes will almost always lead to a game-over. And the only way to make this playable is the generous save and load system.
To be fair, for a lot of modern AAA games, it’s probably still technically impossible to implement an old-school pc game save system. These games have so much stuff going on that the game state has too much data to save all of it to a save file without that file becoming too big in size. So the designers instead make save games only save only a minimum of data, things like the player’s story progression, inventory items and the latest /nearest checkpoints and reset the rest of the game world when the game reloads.
But frankly this is a case of triple-a games becoming bloated, because in that case the developers’ GPU-melting graphics and massive open world actually gives the player less options, less features than what was once standard.
I can accept video games having limited saves of course. But that requires the rest of the game being good enough to outweigh that, and it will always be a minus in my assessment of the game’s quality.
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tomiyeee · 1 year ago
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donnie had. SO. much concept art lol. i really enjoyed the whole design process though. his base design is very difficult to work with because of the battleshell, but it gave me a lot of chances to get creative and i'm happy with the results :)
(also as a disclaimer so i don't get asked about this: i don't have motivation to finish raph or the wish art for donnie, so i'm just posting what i've got)
i didn't annotate these as much since there'd be a lot to write, but i'll write out some of my thought processes and go into some detail about his final design below the cut if you're interested! (it's long. i'm talkative 😔)
1st row - first iteration; much more literal 1:1 translation of his design into a fantasy setting. very steampunk-y. ended up completely scrapping it because, simply put, he looked more like an npc than a playable character. obviously, several features did still carry over throughout the design process :3 also wanted to imagine his attack pattern cuz i thought it'd be fun to incorporate his spider arms.
this was actually the first design of any of them i'd come up with! i've definitely learned a lot about genshin's character design style since then and i think it shows 😂
2nd row - playing around with the idea of a floating battleshell (rather than a backpack-like one in the the show & first version), inspired by nahida's cape. also hard light constructs/attachments. was leaning too into the sci-fi and rectangular motifs with the design, but i liked the idea.
3rd/4rth rows - concepts for his final outfit and shell designs (the colored/more-detailed pics are the more finalized ones). took a lot of inspiration from sumeru this time around. it's a lot sharper, shinier, and less rectangular than his og aesthetic, but i think it's more in-line with genshin's design philosophies.
5th row - not entirely sure why i went through all the trouble of making a 3d model for this. i mostly just thought it'd be fun and good for reference. i was right, but i don't know what to do with it now lol. can't be bothered to be a perfectionist about it though, so don't look too closely at it 😭
6th row - incomplete thumbnails of his burst/wish art. not super sold on that "wing" design in particular, but i do like the idea of his shell splitting and deploying hard light weapons/rocket launchers/etc sort of like in canon.
battleshell/misc notes - i'm thinking his battleshell is controlled using the pink sensor on the back of his coat, possibly in combination with his headset. it floats behind him by default and is sturdy enough to protect his back, but he can also freely fly it around like a drone if he wants. the holes on the side are mainly for the spider arms and the banners(?) and handles(?) with the blue/pink gradient are made of hard light and only appear when the shell is in use.
i imagine like in the series, his tech here isn't necessarily very reliant on his vision/powers; much of it he likely made himself long before he received a vision and he just uses his vision to enhance it.
his burst is a barrage of missiles from his shell that lock onto an enemy and deal a large burst of electro damage in an AOE. not sure if i want his skill to be a deployable or some sort of electro-infusion/boost 🤔 maybe something that involves deploying his shell to boost his damage while leaving him vulnerable, like a glass canon? though i'm not sure he'd be that sort of risk-taker... 😅 dunno! his signature weapon would totally be his tech bo though.
that's about all i can think of. thanks for reading!
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philistiniphagottini · 8 months ago
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Smut prompts: 6 + 17 + 56 + 60 with Gallagher please? Female reader as well.
You can do one of the smut prompts or add any more if you like. After doing the main quest, I immediately starting maiming and building this guy. His design is very unique as well! Especially how he had one white glove and the other..well, the colors and all that. I find it so cute that his outfit is like a dog/wolf kinda. Especially if you look closely, he has a paw print underneath his shoe, it’s so cute!
Oh my god, same. I started building Gallagher the second I got him. I put him on my Dr. Ratio team and in my Acheron team. And I like his design as well. Finally, a playable character with a bit of facial hair to spice things up. AND OH MY GOD THE LITTLE PAWPRINTS UNDERNEATH HIS SHOES ARE SO CUTE. I love the little feetsies, it's a nice touch.
I hope you don't mind, but I just did number 6 + 56 for this one. I hope you like it, thanks for stopping by and requesting :)
Smut Prompts
Prompts 6 + 56
cw. smut, oral sex (fem receiving), fingering (fem receiving), overstimulation, squirting, female reader, MDNI
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"Ahh shit, Gallagher, that’s sensitive" you said, voice almost tapering off into a broken whine.
Your jaw clenched, teeth nibbling on the dry skin of your kiss swollen lips as a soft hiss whistled through your teeth. You jolted beneath Gallagher’s large frame, your bare skin searing to the touch as his fingers trailed over your soft thighs. His touch was featherlight as his fingertips ghosted over your wet slit, your pussy puffy and soaked with arousal. You shied away from his touch, the tips of your fingers tingling with numbness as you raked your nails across the silk bedsheets beneath you, the sheets soaked with sweat as it clung to your clammy skin.
A warm hum bubbled up Gallagher’s throat as his fingers lazily circled the glistening pearl sitting pretty at the top of your pussy, his lazy eyes sparking with mirth as he brushed his thumb against the sensitive hood of your clit. Your hips canted forward against the pressure, the smouldering embers of pleasure sparking back to life in the pit of your stomach. Every hair on the nape of your neck stood up in anticipation as he dragged his gloved fingers along your drooling slit, the slick drag of leather making your heart jump up into your throat as his fingers gently pried the petals of your silky folds apart.
"Come on darl, you’ve got one more in you" Gallagher whispered with a husky purr of your name.
His face hovered between your parted thighs, tongue slowly dragging across his lips as your dazed eyes followed the movement. You could feel his warm breath puffing against your pussy with each deep breath he took, the simple huff of air setting every single white-hot nerve in your body on edge as your face burned with renewed arousal. You tried to think past the thick haze of lust fogging up your mind but you couldn’t. It was difficult to hear your own thoughts over the sound of your pulse droning loudly in your ears like the pound of a drum. You could barely recall how long you had been at this. Minutes? Hours? You lost track of time the moment Gallagher placed his head between your supple thighs. You swallowed thickly, tasting desire lingering in the back of your throat as Gallagher patiently waited for you to speak, his ears twitching forward when your breath hitched for a brief moment.
You softly nodded before your head flopped back into the fluffy, safe confines of your pillow, damp strands of hair stubborly clinging to your forehead.
"Just be gentle" you softly warbled. "Still so sensitive."
Gallagher chuckled softly, his large hands patting your thighs before he squeezed, fingers sinking into your plush skin until it spilled between the digits.
"I’ll take care of you, darl" Gallagher promised.
Nothing could prepare you when he dragged the flat of his rough tongue through the silky folds of your pussy. You shrieked, lungs pinching in your chest as you closed your eyes against the onslaught of bliss. It felt like his tongue was lapping at a raw nerve as it flicked over your sopping pussy, the scruff of his beard scratching your sensitive skin and making your body hyper aware of every intimate movement between your legs. Your toes curled into the soles of your feet as his gloved fingers pressed against your dribbling hole, fluttering and clenching around nothing in anticipation as his tongue poked at the hood of your clit.
A constellation of tears clung to the corners of your lashes as a wet sob got stuck in your throat, tongue glued to the roof of your mouth as you twisted beneath Gallagher’s large frame. You couldn’t control how fast the coil in your gut twisted, unable to escape as your blood simmered in your veins and the fire inside your belly was fanned into fiercer flames under your lover’s expert touch. A purr of content stirred in Gallagher’s throat as he savoured the taste of you as it danced along his tongue, your intoxicating scent curling in his lungs with each deep breath he took. His fingers teased your opening, the tips of his fingers dipping into the tight ring of muscles before two thick fingers sunk in.
A harsh cry of rapture was wrenched from your lips as your hips shuddered. It was too much yet at the same time, it was too little. The tips of your ears burned red hot at the filthy sound of your pussy slobbering around his fingers as he languidly pumped them inside of you, soft leather rubbing against your plush walls and setting your teeth on edge. Your nails threatened to tear holes in the bedsheets as you held on for dear life, eyelids fluttering wildly as you tried to prevent your eyes from rolling into the back of your head. You could barely see Gallagher through the tears that dotted your vision, his mop brown hair tickling your skin as he buried his face deeper into the apex of your thighs. A pleased moan rumbled in his chest as he sucked on your swollen lips, the lashing of his tongue making the edges of your nerves start to fray as it bullied the sensitive nub of your clit.
Your lips parted but no words came out. Only dry heaves and soft hiccups of pleasure as your body was driven higher and higher with ecstasy. You could feel Gallagher’s fingers curl and twist inside of you, the tips brushing against the soft, gummy patch inside you that made stars swell in your vision. You were so close you could almost taste it on the tip of your tongue. A constant push and pull, an ebb and flow of pleasure that you had no control over, body burning with sensitivity that made you want to cry into the moonlit night. A third finger teased your hole as your velvety walls clenched around Gallagher’s fingers tightly, desperately trying to suck him deeper and keep him pressed to the spot where you ached the most. A smile curled his lips as his gaze flicked up to your face, watching it contort and twist in pleasure as you were slowly ripped apart at the seams. The coil in your gut twisted unbearably tight, the pressure inside you threatening to break something as your pussy throbbed and ached for another release.
You found it when you chanced a peek at your lover’s face squished between your thick thighs, long eyelashes brushing against your burning cheeks as you watched Gallagher’s tongue toy with your clit, the sensitive bundle of nerves twitching on the tip of his tongue as he savoured it like it was his favourite sweet. The dam inside of you broke and you could do nothing as your orgasm tore through you without remorse, nor surrender.
You couldn’t quite recall how many times you had already cum tonight. You lost count after the fourth one. It was all just a hazy blur now as you screamed and cried with bliss, coil in your stomach shattering as your veins were flooded with white hot relief. Your walls clenched around Gallagher’s fingers, hot and throbbing; sore and tired as you desperately tried to cling to him. Your hips jolted as your juices squirted from your overstimulated pussy, thin strands of translucent fluid drenching his fingers and the bottom of his chin. There was not a single ounce of complaint as Gallagher happily lapped up the culmination of your arousal, drinking your sweet nectar from your core as you continued to cry and whimper above him.
Gallagher parted from you with a loud pop when he was finally satiated, tongue lapping at the remnants of his meal still lingering on his lips. His strong hands massaging against your tired, overstimulated body was like a soothing balm as he placed fleeting kisses between your thighs, tongue idly lapping at the beads of arousal that stained your skin.
"Good girl" he said, his voice vibrating between your twitching legs. "I knew you had it in you. Don't worry, I'll pamper you rotten now."
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