#reworking some character designs for class
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I am once again WIP posting teehee ft. markiplier
#reworking some character designs for class#earlier version is posted on here somewhere from over the summer#them <3#peep the Distractible ep also#emerisle#emerislemagicksacademy#tamera#fern#jewel#ceasil#mace#character lineup#distractible#artstudent#appalachianartist#art student#digital art#cartoon#portfolio#characters#concept#digital artist#sketch#character design#appalachian artist#concept art#doodle#art
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Anyway here's my breakdown of the ffxiv jobs, my opinions on playing each, and the tier rank of how good their story was
TANKS
WARRIOR - warrior is so fucking funny why did they make it able to solo heal itself and the entire party in 90% of the content in the game. Raw Intuition/Bloodwhetting is so broken in dungeons its hilarious. And then they have like 3 additional healing skills on top of that. And they kept buffing it throughout Endwalker. So it is currently the easiest to play, does the most damage (i think...?), and has the best healing of any of the Tank jobs. 2nd fave probably.
Story Tier: C, it's ok, Curious Gorge is a good name. i have like nothing to say about it it's a generic AF story
PALADIN - I used to hate PLD but I think the partial rework they got halfway through Endwalker helped it a lot. It's much less clunky now. Probably still my least favorite Tank though Hallowed Ground is fun and it's pretty close to Gunbreaker for me.
Story Tier: F, this is the worst class storyline in the entire game. It's so stupid. The writing is so bad the writers acknowledge it makes no sense at all and I'm like. Yeah, thanks, I am experiencing this shit. Perhaps write a story that makes sense next time instead of pointing that out.
DARK KNIGHT - Unfortunately this is my favorite Tank 🫡 which is rough since it has the worst survivability out of any of them. But I love how you use MP and the silly number of OGCDs. The Blackest Night is such a fun ability and it's a crime that it's not a baseline skill you get from the start. Why do they have so many DRs that only cover magic damage. I must ask.
Story Tier: S, there's a reason it's the most popular and well regarded class storyline. It's really good, also the only questline I know of that uses the quest log text as part of the narrative. Outside maybe a few of the very late Endwalker quests. And, well... same writer lmao
GUNBREAKER: I think GNB looks cool as fuck and I like that it has 2 DPS rotations. The Gnashing Fang combo is so fun. Superbolide memes are always fun. My main issue with it is a skill issue because I am just constantly misaligning its burst windows.
Story Tier: C. It has some interesting lore but I found it pretty forgettable as a story.
HEALERS
WHITE MAGE: I hated White Mage for a while but something clicked and now I totally get it. I find it fun in dungeons cause you get to Holy spam and stun lock everything. As uh. The healer. That's fun. Once you get Afflatus heals (and then Afflatus Misery) it clicks. It's fun maximizing damage and playing chicken with the tank's HP.
Story Tier: B, you get a lot of lore around the Padjal, and I think the Stormblood story where you find a padjal living in hiding with her mother is pretty good! Also it's not technically the job storyline but there's a WHM side quest to get a unicorn mount? i guess it's technically a CNJ quest but same diff. no one else gets that shit. so that's cool
SCHOLAR: probably my least favorite of the healers... it just feels super clunky. You can tell a bunch of different design philosophies went into it over the years and none of them mesh very well. They've made it so the Fairy Gauge controls literally one spell. Why have the gauge at all? It's also a huge missed opportunity that there's no tie in or interaction with the fae in Shadowbringers. I love the idea of a battle tactician healer but I think it needs a rework.
Story Tier: B+, I liked the characters and its the main way to get backstory and lore on what happened with Nym.
ASTROLOGIAN: While I think AST has a similar issue to SCH (lots of different design philosophies over the years) I find it way more fun to play. I like the card mechanic and how it interacts with the rest of the party. AST is basically the only job that has its own like. Minigame? As part of its rotation. And I know a lot of people don't like the RNG for it but personally I find it fun. I know AST is getting a redesign in Dawntrail so hope it's good.
Story Tier: C? I think? I'll be honest I don't remember it super well but I didn't find anything objectionable about it. And I like the tarot aesthetic and lore and how it's healing based on manipulating luck.
SAGE: I think SGE is tons of fun, I'm not sure if I like it or WHM more. I love all the skills SGE has for preventing damage and the gimmick where your DPS heals someone in the party. Visually the hi-tech laser shooting healer is a lot of fun. IT HAS A GAP CLOSER. The only thing i wish was it wasn't so MP negative and that it did more damage. It's a little sad its DPS output is so low compared to the other healers (even AST when you factor in how it buffs the party). Since SGE is supposed to be a healer that heals through damage it's silly its damage kinda sucks.
Story Tier: A, I loved this storyline. Both the Endwalker job stories are very self contained and interesting. While the twist is pretty obvious it's still an interesting exploration of uh. Scientific ethics. Yeah
PHYSICAL MELEE DPS
MONK: I've probably played MNK the least of the phys melee but I like the whole adaptable combo thing. Not much else to say since I have played it so little. Might bring it back out and try again. It DID have the funniest guide in the Balance discord for a while.
Story Tier: D. I think? I remember thinking it was dumb, lmao. Sorry.
DRAGOON: MAN I wished I liked DRG more. It looks so fucking cool and I like how it interacts with the dragon lore. But I find it very punishing to play. To do good damage you have to align so many different cooldowns... and snapshot your DOT correctly... and screwing one thing up just fucks your DPS output forever. Like AST I believe this is being reworked in Dawntrail so I hope it feels better to play.
Story Tier: C+. I think it starts strong since you get to meet Estinien pre-Heavensward and it melds nicely with that story. But I found it pretty directionless post-HW which is a shame.
NINJA: I remember finding this one fun. I like that there are different combos you do that have varied finishers depending on the situation. I am just... bad at remembering which combo to use to get which finisher, lol. So I haven't played it as much. NIN gets a lot of flavor other jobs don't get with their unique run and jump animations. And you get a Bunny of Shame on your head if you fuck up a combo, which is incredible.
Story Tier: A. The Rogue story is probably the most memorable of the basic class quests. Ninja just has great characters and a fun story. What is with that one guy. Karasu? If you know you know. I also like how the Rogue characters show up later in the Ninja story. That's fun.
SAMURAI: I had a similar experience to WHM here because I initially hated it then really came around once it clicked. SAM seems very complex, it has a ton of buttons and different combos. But it is actually quite intuitive once you figure out the general pattern. And it does INSANE damage. I think it's the highest DPS output in the game? I love building the combos and then doing a huge finisher for a bajillion damage. The guaranteed crits and constant OGCD weaves make me feel unstoppable. I think this is tied with RPR for me.
Story Tier: B+. I found the exiled samurai character and his journey toward redemption very compelling. I won't spoil beyond that. However it does fall apart a little in the second half. Still fun but not as good.
REAPER: I love RPR, the teleportation is a lot of fun, and I love finally unleashing the demon form and going ham on the enemy. The weapons are the coolest looking in the game. Every scythe design hits. I probably played this the most in Endwalker. My main critique is the Death's Design mechanic. I hate having to keep a stupid debuff on the target to do damage. It's like a dot but without the optimized snapshotting. If they want to keep this idea i think it would feel better to change it into something like SGE's Kardia where you apply it to one enemy to do increased damage to it without having to worry about reapplying it. not sure how they would balance this for aoe but that's not my job. But even with that caveat I still really enjoy the job.
Story Tier: A+. While it doesn't reach the highs of DRK's story it comes close. I love the badass old lady main character. Her hunting a voidsent that possessed her grandfather would be cool enough but making her a Garlean exile in hiding who grudgingly agrees to train you just adds an extra cool factor. I really enjoyed this story. As a bonus theres a lot of incidental dialogue in the post-6.0 Endwalker story if you completed the RPR story because it ties in a lot.
PHYSICAL RANGED DPS
BARD: It's a bit clunky, its got some outdated design elements, it has one of the lowest damage outputs in the game... and i LOVE IT. this was technically the first job I ever played? totally different character like 8 years ago. and i was so so bad. I think i am actually pretty good at current BRD. the animations look cool. i like that it's a class you really need to work for and optimize to eke out that last bit of damage. and boosting everyone else's damage by existing is kinda neat.
Story Tier: B. I'll be real I barely remember this but I do remember it was gay as fuck so immediately gets an extra tier for that.
MACHINIST: MCH is really funny right now because like. It's phys ranged, right. The design behind phys ranged is you have 100% uptime cause you can freely move around and not have to worry about cast timers or melee range or anything. So the trade off is that they do less damage than other classes. Endwalker MCH did not get the memo and does insane damage anyway. My controversial opinion is that it has similar burst DPS to RPR. No i will not elaborate. I'm also bad at doing good damage on MCH which is impressive since it is easy.
Story Tier: B+. Some Ishgard noble's gay son wants to build machines instead of killing dragons the good old fashioned way and has to prove himself to get taken seriously. A tale as old as time. See I haven't done this quest in like years but I still remember it. He is a memorable character. It's just not like. knockout wowza compared to the A tier stories.
DANCER: Dancer is the second easiest DPS job in the game behind SMN. So if i am sleepy it's the one I like playing. You play simon says. you do a lot of damage when you play simon says then do almost no fucking damage otherwise. I think it's the lowest direct damage in the game? for a dps i mean. You have high stakes sexual tension with a DPS of your choice via Dance Partner. I wish other DNC players knew how Dance Partner works. YOU CAN DANCE PARTNER ANOTHER DANCER. THE BUFF STACKS. BUT YOU CANNOT DANCE PARTNER THE SAME PLAYER AS ANOTHER DANCER. THOSE BUFFS DO NOT STACK. ok i'm good. anyway
Story Tier: C. there's some shit about negative emotions and purging them? in theory i think this has some interesting implications with Endwalker lore considering Dynamis and its role in the story. Very similar mechanically to what's going on with the DNC story. but i really don't think the writers made the connection so it's like pure speculation and not the actual story. It's meh. fine i guess. i did like all the flashy dancing sequences.
MAGICAL RANGED DPS
BLACK MAGE: I am so so so so so so so bad at BLM. i pull up the guide. i read the guide. it all makes perfect sense. i go into a dungeon or trial or something. somehow i always get like Zeromus or some shit. and i drop Enochian or something and everything goes to shit and i'm yelling and i'm not even like slide casting or teleporting or anything i just run around crying. then i remember i have like 10 more buttons i haven't been pressing and oh god the dot fell off. people play this? for fun? i admire it. apparently they do a ton of damage if you can play it. could not be me.
Story Tier: B? There's some voidsent and Thirteenth lore. all the black mage characters are Lalafell because it's funny i guess. OH YEAH it has like the one named male Keeper of the Moon Miqo'te NPC in the entire game and he's fun. look at this twink:
sorry i don't have anything to say about BLM i am bad at it
SUMMONER: easiest DPS job in the entire game. they redesigned it for Endwalker so it is practically a new job. i have no idea how it played before. but it is super streamlined. maybe too streamlined? it's another one to play if you want to turn your brain off. i like that at 90 you summon The Actual Primals instead of little representations of them. and i like the way your burst phase switches between Bahamut and Phoenix. it all looks very cool. they should add Leviathan as a summon in Dawntrail.
Story Tier: C.. i don't remember a single thing about this questline except you interact with Y'shtola's half sister. i think you go to Cartenau at some point. idk
RED MAGE: RDM is one of those jobs that looks really complicated when you start then you actually play it and it is just super super easy. that being said i think it's really fun. I like balancing the white and black magic gauges. Dualcast is a great gimmick and it feels cool to lob two big spells in a row at something. Dualcast Verraising a chain of dead players is so fucking funny. it's a shame that the existence of Verraise means RDM does shit damage to compensate for its utility. It and DNC just sit at the bottom with BRD barely scratching ahead of them. i think? i don't remember LOL
Story Tier: A, I really like the story and characters. I like that you have a middle-age world weary catboy (catman) as your mentor. and i like that he canonically trained Alisaie too and you chat a little about that. it's a fun story!
BLUE MAGE: what the fuck is a blue mage
Story Tier: ???
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Jumping off the Bell’s Hells vs. Mighty Nein question…what does Bell’s Hells need most right now? What can Sam bring to the table that would make BH as complete as MN? Is it just “a life cleric” for maximum healing, or do you think there’s something better out there?
Hi anon,
You would need a drastic reworking of the entire party. One person swapping out can't fix it.
I'm going to stick to combat and not more general stuff [high INT doesn't matter much in combat unless that's your casting stat but GOD it's not optional in a longform campaign] but in short:
You're fucked by having two (mostly) sorcerers in a party. It's one of the least versatile classes by far; all the glass cannon of a wizard with a fraction of the utility. As my url indicates I am nearly always a caster main but also very much NOT a casters as blasters person and sorcerers are basically designed to be this (except divine soul love u dariax).
melee line is strong so that's pretty good, though Ashton's stuff is unpredictable by design and as a result they're a touch behind Yasha, and the fact that Chetney runs the risk of attacking the party in wolf mode is something of a liability that the Nein did not have.
None of the melee tank line has quite the range the Nein melee line had at the end: Yasha could fly; Beau was a monk; Fjord had a trillion short range teleport options and could also if necessary fly. Ashton, Chetney, and Orym have comparatively limited options and Ashton's can't be relied on. I love Ashton's subclass but whenever you can't control the situation you cede something in combat to someone who does. I do actually own a copy of The Art of War for non-douchebag reasons and I'm pretty sure it says that.
Really, hexadin is literally one of the most bonkers good verging on broken combos and if you don't have one you are probably at a disadvantage over a party that does.
For all I am a Rogue Hater Of Some Renown, they are very good in combat scenarios when on a party with a strong melee tank line. Burst damage is overrated but man it is kind of great when, simply because your melee fighters are doing what they do best, the rogue can eliminate a handful of d6s worth of enemy HP for free.
Fearne would need to be played very differently. This isn't a judgment of how Ashley plays her - I love her choices and feel they're in character. However, to compete with the Mighty Nein she would need to be played rather more like Jester, with a more even split of offensive and healing. She can do this, and sometimes does, but that's not her usual style.
The Nein had two main healers plus a hexadin plus Yasha had a little; Bells Hells has only one person with any healing at the moment.
The Nein had two people who could cast Counterspell. Laudna has no one to counter Caleb when he counterspells her counterspell.
This is very subjective, but also, I think the Mighty Nein really played to a lot of the cast's strengths mechanically, and Bells Hells are an expansion of their comfort zones, which is a good thing but it also means they play the Nein more optimally.
Anyway I think full cleric (most subclasses will do) is probably the wisest bet for Sam and if he can throw in a high INT score (knowledge cleric? wizard dip? Just a smart guy?) that wouldn't hurt, but yeah the Nein are still winning this one unless you replace like half the party.
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I may not look it but i used to watch ft!!
I've been rewatching some of the episodes and im still wishy washy on whether or not I want to redesign all the characters but here's some recent and old character sketches!! I've been playing around with their designs but trying not to deviate too far so that the characters still look like who they're supposed to be
Idk if anyone would wanna see me redesign/rework every character but I'd post em if there were people who wanted to see that.
Here's the rundown for those who are interested:
My basic ideas for fairy tail are to make every character a fantasy trope/creature/class/myth. Some of the characters will change into a different thing over time as they gain experience. I feel like fairy tail has a lot of potential to write a more modern fairy tale type story because of the whole wizards and magic thing. With dragons and princesses n everything. This is obviously present in the story, but i really want to reinforce that idea. there are some characters who I think really fit this, like Erza (obvi main knight of the story but also has the title of titania queen of the fairies) and natsu (obviously dragon as an mc, sort of a role reversal of the evil dragon. and maybe a fun demonic plot twist haha). But with other characters i may need to make more changes. Lucy is a loose version of the princess (with a fun runaway backstory), but I want her to evolve into a priestess. Grey kinda has nothing going on for him imo, the ice wizard thing keeps throwing me off every time i try to project something onto him. I think i'll go with a hunter -> demon slayer thing. He just happens to use ice magic. i don't wanna go with regular wizard because thats a bit boring lmao. It would also make the elemental thing between natsu and grey funnier bcuz he's a spooky demon and that guys a hunter so you guys REALLY shouldnt get along. They do anyway because the power of friendship lol Anyways that's the basic plan? even if i dont post it on tumblr just know its cooking in the back of my head. thx for reading all this haha
#fairy tail#nalu#Natsu dragneel#lucy heartfilia#wendy marvell#redesign#lisanna strauss#fanart#anime#manga#Fairy tail is so near and dear to my heart still#i really should finish it#but also GOD JUST GIVE ME THE REIGNS I PROMISE I COULD REWRITE THIS SERIES SO GOOD#poor wendy cant figure out if nalu is dating or not#she's like a little sister to natsu in my version#also all the dragon slayers arent just humans who can harness the power. like. its more obviously a part of them#like natsu and wendy naturally bond because dragon pack instincts ig and boom now she has an older brother#also wendy is a sky dragon like why doesn't she wear clothes that make sense for sky magic#she's gonna b cold just wearing that dress in the sky! cover her up!!#also lucy is trans i dont make the rules#ALSO MATES AS IN DATING#NOT SEX LOL
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A single design problem I have for each D&D 5e class
Made this a thread over on bluesky and figured might as well bring it over here. Not really big problems in most cases, but just, small things that I feel WotC should tweak in all current 5e classes.
Artificer: No clear weakness.
A single class that can make great a great support character, DPS character, tank, single target attacker, stealth character, etc
Obviously needs to be built spesifically for each of these, but every other class has at least one thing they can't do.
Barbarian: No force resistance
Slightly cheating because it's not inherently a problem with Barbarian, but recently more monsters have been using Force damage instead of B/P/S, and barbarians should absolutely gain resistance to it while raging at higher levels.
Bard: Full-casting
Bards are designed to be a jack of all trades, it's right there at 2nd level, but they seem to have missed the 'master of none' bit.
Full spellcasting up to 9th level, a pretty solid spell list, and spells they don't have they can take with Magical Secrets anyway, even 9th level ones.
Cleric: Turn Undead
A holdover from older editions, turn undead in my opinion just doesn't make for a good universal option on clerics.
I'd much prefer something like spirit guardians or spiritual weapon be reworked into their universal channel divinity.
Druid: Universal Wildshape
Probably controversial, but I have similar problems with wildshape that I do turn undead, it's good, but a weird universal option.
If I'm a druid getting my powers from stones, plants, or the stars, why can I also turn into a ferret? There should be a few options to pick from instead.
Fighter: Action Surge at Level 2
Action surge is such a good feature, usually it's just some extra attacks, but the fact you have the chioce is great....
That said, I think it coming online so early incentivises unintentionally incentivises multiclassing, casters dipping for 2 spells a turn mostly. They've somewhat fixed it by limiting what actions you can use it for in OneD&D, but I personally just feel it should be later level rather than limiting it.
Monk: Ki Dependancy
This doesnt' need explaining, everything for monks costs ki and it really doesn't need to, they should get resource free disengage and dash, or have ki recover faster.
I had an idea for a ki recharge of 1 min, but less points overall, so you have all points for every fight
Paladin: Oaths at 3rd level
You get your power as a paladin from a sacred oath you swear, so why do you only choose that oath at 3rd level?
That's like a warlock only deciding their patron at 3rd, or a cleric only deciding their god at 3rd (Yes 1D&D does this and I hate it).
Ranger: Spells Known
Why do rangers, the class that's meant to be about being the best prepared for the wilderness and natural areas not have prepared spells?
It just seems so obvious to me, and I've got no idea why it's not done like that already?!
Rogue: Is Pretty Good
If anything I'd say that I'm not a fan of skill floors like reliable talent, and expertise not letting you use it on other tools is a bit strange, maybe the large subclass level gap?
Yeah overall I'm a fan of rogues though, they're just solidly made.
Sorcerer: Spells Known
They tried to fix this in Tasha's with subclass spell lists, and I think that's good idea generally, but letting them swap them for (admittedly limited) options from 3 different spell lists is also weird
Just give them subclass spells they can't swap, or maybe can swap fron one list and you're good.
Warlock: EB is a Cantrip
Eldritch Blast is a good spell. Too good to be honest with multiclassing at least, it's one of the reasons PalLock is such a good combo.
EB should scale with Warlock level so be a feature not a cantrip, or cantrip scaling with warlock level like it was in that One D&D UA that they then reverted.
Wizard: Subclass Theming
Tying wizard subclasses to schools was a bad idea, and what we've gotten outside the PHB seems to be an attempt to go back on that.
It also means they don't have room to explore all of each school, I'd love a teleport or summon focused wizard but school of conjuration smashes them together weirdly
#dnd homebrew#homebrew#5e homebrew#d&d#dnd#dnd 5e#dnd5e#dungeons and dragons#artificer#barbarian#bard#cleric#druid#fighter#monk#paladin#ranger#rogue#sorcerer#warlock#wizard#magic#spells#subclass#dnd classes#dnd design#jay's design commentary
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Thoughts on Yumizuka Satsuki?
This one has been in the box for a couple of months. When I got it, I sort of immediately got an idea of what I wanted to say, but didn't know how to say it. It was dumb Kazuradrop discourse of all things that made me put all the ideas in place.
The first thing about Satsuki is that she's the nicest and sweetest girl everyone in class loves. Do you know who else is this perfectly nice and respected? Fate/Grand Order's Miyamoto Iori. Because his FGO iteration "spoiler tags" his FSR characterization. Kazuradrop is toned down for the same reason. I've touched on this idea before a little.
Satsuki was a character made for her own omitted route, and for 23 years, we've only been seeing a spoiler tagged version of her that doesn't inform enough what she's about. That doesn't mean she isn't great as she is now though. Her little tragedy is more impactful and interesting than anything Akiha has to offer in her own route, and her parody content characterization as the forgotten and unrequited heroine makes for the best April Fools' TM ever produced.
But it does increasingly obfuscate the person Satsuki is shown to be in her first appearance. The meat of her characterization is how she had feelings for Shiki and held on to it for years without having any real conversation with him. She's someone who doesn't speak her mind and is persistent in her beliefs. Shiki saved her by doing something not normal, and that made her start projecting the freak that she always wanted to be and never believe she could. In reality, she doesn't know him at all and is in love with a character made up in her head. Her reaction to Shiki telling her to her face that he isn't who she thinks he is asking her to let believe whatever she wants. Even before becoming a vampire, Satsuki was already a girl that didn't mesh well with mundane reality.
So where are Satsuki's delusion getting at? I don't know. I still haven't played her route. But Nasu does comment about the contents of her route a little in the Geccha segments and the most interesting thing there is that it contains a design for Satsuki's full vampire form. This mixes interestingly with the characterization of the spoiler-tagged what-if version of her from Melty Blood, who has her whole vampire of justice shtick because she knows she'll never go full vampire as long as her heart remains human. Satsuki seems confirmed to feature her allowing herself to be a monster at some point. The more I think about the relationship between her morals displayed in the Melty Blood expansions, her implied feelings about the reality she lives, and her potential as a Dead Apostle, the more I feel like my comparison with Iori above was on point. Bonus points for the original Melty strongly implying Shiki had to kill her at the end of her route.
Another recurring motif that grabs my attention is how her powers characterize her as an antithesis to life. Satsuki was no one special as a living human, but as an undead, she can rise to the rank of Dead Apostle in less than a day and gets constantly compared in official materials to the Dead Apostle Ancestors, who are as high up the rank as her category can get. Then we have Depletion Garden, the Reality Marble that will surely be reworked into her Principle. Her mindscape outright erases the life force of the planet and everyone in her range. It always noted that she's not absorbing any magical energy, she's just "killing" mana. No one gains from it. Satsuki is, perhaps more than anyone else, a net negative to the world. Magical energy has already been used metaphorically for many different things (fantasy, vitality, hope, unpolluted air, etc.), so I can't say what Depletion Garden is supposed to mean yet, but Satsuki becoming her best self really seems to be a bad thing for literally everyone else.
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Some thoughts on Metaphor: ReFantazio. I avoid spoilers for the most part.
It’s maybe impossible to overstate how much I love Persona 5. It’s my favorite game of all time, and directly started me down the path to being a radical. It’s got some flaws – many of which were fixed in its rerelease, Persona 5: Royal – but it’s such a fantastic package in terms of story, gameplay, art design, music, and thematic resonance that it’s hard to fault it for them. I’ve played and enjoyed subsequent P5 material, but none of them are nearly as devoted to a political message as the original, meaning that even though they’re all good, they ultimately fall short of what I love about the initial game.
Metaphor: ReFantazio is a 2024 RPG by a good number of the folks who made Persona 5, and you can immediately tell. It has a very similar art style, uses many of the same sound effects, has a similar battle system, and is built around the calendar/social links/social stats system that the Persona series is known for. It is essentially a Persona game, but set in a fantasy world rather than contemporary Japan, and without Persona’s emphasis on Jungian psychology and the tarot. It’s also thoughtfully political, but in a way that’s maybe less engrossing and blisteringly relevant than Persona 5. That said, what it does have to say is worth engaging with, as it uses its more traditional fantasy setting to comment on the ideological underpinnings of RPGs as a genre and games more broadly, as both an artistic medium and an industry.
In many ways, Metaphor is “Persona does Final Fantasy.” It’s clearly an homage to Final Fantasy at its core. It may have Persona 5’s battle system, but it’s got FFV’s job system, and it’s reworked the “one more” mechanic to feel more like the Brave/Default system from Bravely Default, or the Conditional Turn-Based system from Final Fantasy X. The job system is especially interesting. There are 14 basic jobs, with each job having 1-3 class change upgrades that unlock at specific Social Link levels with the job’s corresponding character. Every party member can use any job, but have very individualized stat spreads that make certain jobs more viable than others. For example, Strohl starts with the Warrior job, which hits hard and doesn’t do much else. He could use the Mage job, but his physical attack is like double his magic attack, so that would probably be a waste of his massive attack stat. That said, some players might opt to train him through Mage anyway, because at level 20, Mage gets a skill that increases MP by 15%, which they could equip to Warrior so he can use more of his big hits that spend MP. I, on the other hand, trained him in Pugilist, which has powerful physical moves that spend HP instead of MP. It’s a bit more risk/reward, but Strohl has considerably more HP to spend. And that’s one of the seven party members, each of which has their own unique stat spread.
That customizability is fun and rewarding, but limited by the use of a Persona calendar system. I’m less inclined to experiment and try training characters in weird directions when I only have ten in-game days to reach the end of the current dungeon and only have about an in-game year to reach the end of the game. Due to the FOMO brought on by the time constraints, I spent about eight hours just mindlessly bashing enemies in old dungeons in order to unlock all the jobs, which was pretty decidedly unfun, and I ultimately only got to play around with maybe half the fully upgraded jobs in the end. Persona’s time-management (which often translates to some occasionally brutal resource management in dungeons) has always ratcheted up the games’ tension and forced a level of deliberateness in decision-making. That works fine in Persona, but dampens the freedom of choice I associate with job systems. The calendar generally feels like a weird thing to keep. On one hand, the narrative and mechanics have been built around it, but on the other, part of what I enjoy about the calendar in Persona is the mundanity of it. The changing of the seasons, interspersed with real-world holidays, as experienced by a protagonist who is attending high school and therefore at the mercy of the calendar, all help to complement the familiar contemporary setting of a Persona game. In Metaphor, there are no seasons or holidays, the weeks have five days instead of seven, and the one-year cutoff for the action is arbitrarily enforced by a spell rather than by familiar societal norms, so the days tend to blend together. This calendar has all of the anxiety of Persona’s system with none of the novelty, and that’s not a great place to be in.
That said, what Metaphor loses in variety from the calendar it gains from its much larger world and its travel mechanics. Each chapter of Metaphor is set in a different city, and the characters must travel to each city using their gauntlet-runner, a land-based version of the classic Final Fantasy airship complete with a pilot who’s clearly Atlus’s take on a Cid. Each city has several dungeons, landmarks, and surrounding towns that the party can travel to and explore as side-jaunts to juggle as options within the time-management system. Some of these can take several in-game days to reach, but traveling has its own activities that raise social stats, craft items, or even develop social links with party members. In Persona 5, many of the side activities had their own unique content but wasted precious days to do, and travel-time feels like a way to alleviate some of that sense of waste, by limiting you to just “bedroom activities” like reading books, cooking, tending to plants, doing laundry, cleaning the floor, bathing, or inviting party members to hang out. You have to go to the extra dungeon either way, so you’re stuck on the gauntlet-runner either way, so you might as well raid the pantry, use the shower for a small Exp bonus, cook some fermented meat with Hulkenberg, do some laundry with Heismay, and then read a fantasy novel while you’re there. Much of the traveling system feels like an iteration on the central premise of Persona 5: Strikers, allowing the characters to go on a road trip and see a bunch of cities but without the dearth of things to do outside of dungeons from which Strikers suffered.
Metaphor is in most ways an improvement on Persona 5. It’s a much bigger game, with a more strategic battle system and prettier visuals. That said, its dungeons are generally a bit less interesting. They’re more straightforward, without the verticality that made especially Persona 5: Royal’s dungeons shine. They’re also less colorful, less surreal and – I guess a bit ironically – less metaphorical. That makes sense, since all the dungeons are actual locations within the game’s world and must therefore follow the world’s logic, but it’s weird infiltrating a giant fantasy airship and being struck by how much duller it is than Persona 5’s Diet building – a real-world place known for being boring. The music, too, is less interesting than Persona 5’s. It’s still technically solid, and there are certainly some bangers, but because the soundtrack is aping Final Fantasy in genre and instrument choices, it’s much less engaging than the acid-jazz of Persona 5. Metaphor also has less to do than Persona 5 or especially Royal. The game doesn't require that you grind up relationship points with social links, which cuts out a lot of the frustration of the social link system, but also means that there's no reason to take characters on dates or to the movies or to play darts. The world feels less varied because the activities are much more clearly laid out by which social stat they increase.
Both this game and P5 are punching way higher than their weight class in terms of budget and team size. They’re both essentially AA games that have been catapulted into the AAA space, and both are a generation or more behind in terms of actual graphical power. Both games made up for that discrepancy with stylish artistic flair, and while that papering over succeeds in both games, the stylizing of Metaphor feels less relevant to the game than with Persona 5. Persona 5’s intentional use of color and effects make it feel both pulpy and like agitprop material, which are two of its major artistic influences. Metaphor’s stylings, however, mostly make it feel like Persona 5, which clashes a bit with its more classical fantasy setting. I’ve seen a number of people complain about the game’s graphics being outdated, and I think the fact that it retreads so much stylistic ground is why the unimpressive graphics are more noticeable this time around, even though it’s much better graphically than any previous Atlus entry. The game’s reuse of many Persona sound effects aggravate this issue. Those sound effects feel punchy and contemporary, and work great in the context for which they were created: a game that turns rpg genre conventions on their heads by using a contemporary setting. Here, in a game that’s purposely leaning into more classic genre conventions, they instead feel lazy and out of place. The game clearly had great sound designers; there are plenty of new sound effects as well as the old. I wish they’d had those sound designers replace the reused sound effects as well. The game's localization, however, does set it apart from Persona 5. Metaphor is another JRPG to outsource its localization and English voice work to the UK, rather than the states. Most of the characters are voiced by UK voice actors, and they all do an outstanding job. Honestly, the weakest link voice-wise is the protagonist's voice, which was clearly directed to try to be fairly flat and unaffected. Still, I'm just so happy to have a voiced protagonist that I didn't mind all that much.
Metaphor opens by posing a question to the player: does a story have the power to change the world? I figured when I started the game that this question was referring to Persona 5, and the difficulties of creating a story with a specific, clear political message and having to deal with its audience agreeing with the message and longing for that change but not working to bring it about – or even worse, a chunk of its audience refusing to acknowledge it as political at all. While Metaphor was clearly inspired by that initial tension, it addresses a much broader question than that: why do video games – works in a medium that tends toward fairly radical political theming – seem to attract audiences that refuse to engage with their theming? Much of the game’s use of Final Fantasy elements is in service to this question, since Final Fantasy is sorta the seminal RPG. The game’s antagonist, whose name is frustratingly spelled Louis and pronounced Luis, represents in some ways the ideological underpinnings of Final Fantasy and is even designed to look like the FF1 Warrior of light, with long flowing white hair and curved horns. The main plot of the game involves a powerful spell that forces the kingdom to hold a democratic election. When the king is assassinated, his voice thunders down from the sky that the crown will go to whomever the most citizens believe in their hearts should be the next king in about a year’s time. The protagonist enters the race because he opposes the two frontrunners – Louis and the head of the very racist Sanctist church.
The protagonist often reads from a utopian novel and communes with the novel’s imprisoned author, a man named More, probably because he represents the demand that society improve and offer us more. The novel discusses the workings of an idealized version of our contemporary liberal democratic system, and all the party members fight in some way to try to realize that system. The novel itself was banned and all its copies burned, while More was arrested and sentenced to exile for writing it. While both the protagonist and Louis love the book, they had vastly different takeaways from it. The protagonist and his party see the book as calling for a society built around caring for its citizens, protecting and providing for those without the means to protect or provide for themselves. Louis, on the other hand, sees the book as calling for a society built on “true equality,” where all are forced to fend for themselves and only the strong survive. In both cases, the circumstances of one’s birth theoretically don’t matter, and leadership isn’t decided by a bloodline, which makes both visions look preferable to the world of the game: a heavily racially stratified monarchic theocracy. With the crown up for grabs, both characters have the opportunity to try to realize their visions of this utopian system, if they can convince the populace to back them.
This conflict is, deliberately, the conflict at the center of liberal democracy: is our system meant to be more individualistic or more collectivistic? Does the “liberal” mean that individuals must fend for themselves without a societal support structure? Does the “democracy” mean that the strongest must sacrifice the fruits of their advantages to provide for those without the same advantages? That the game takes the side of the whole over the part is unsurprising, given that it was made by the folks who made Persona 5. And hey, that’s the side I agree with more, so no skin off my back. But, using liberal democracy as the basis for its core theming makes Metaphor feel considerably less radical than Persona 5 did. Most of the oppressor/oppressed relationships in Metaphor are ones for which we have answers, which stands in stark contrast to the real-world-inspired conflicts in Persona 5, and when the characters look to the utopia of the novel for a solution, they’re looking to the answers we already have. And as Persona 5 already told us, those answers are insufficient.
That said, what feels backwards about the game’s theming becomes more interesting when we consider it instead as a metacommentary on the politics of RPGs. Louis, the villain who looks like the Ur-FF Protagonist, is an individualist to the extreme. His vision for a perfect world is one where all compete to live and only the strongest survive. That’s barbaric to most folks whose brains haven’t been poisoned by weird sectarian internet communities, but it’s also pretty much how RPGs operate: you keep fighting guys who are weaker than you to make yourself stronger until you’re the strongest, and then your character uses that strength to change the world the way they want. This is – crucially – also how this RPG operates. The protagonist might oppose Louis’s vision, but he still has to do so on Louis’s terms. It turns out that the conflict at the heart of liberal democracy is also the conflict at the heart of many power fantasies: we imagine ourselves being strong enough to make the world fairer, but in doing so, we engage with an individualistic framing. When looking at the metaphor of Metaphor, we can think of the protagonist as the story of a game and Louis as the narrative told through its mechanics; ultimately, what a story says is still constrained by what the game does. So the question of whether a story has the power to change the world is complicated by the introduction of the constraints placed upon a story by its medium. Why didn’t Persona 5 change the world? Metaphor implies it’s because its audience is primed to see its brand of power fantasy as apolitical – not even about the world to begin with.
I think increasingly often about a time I got into an argument with the admin of a Persona 5 Facebook meme page. He’d posted a meme complaining about people’s need to inject politics into Persona 5, an otherwise apolitical game. I found this absurd. The game in which you infiltrate the Japanese Diet building to stop a fascist from stealing an election is apolitical? The game where the personification of humanity’s tendency toward rebellion leads the party into battle to destroy the god of wealth at the center of a panopticon? It was beyond comprehension. But an art form that constrains most of its narratives to center around accruing power through conflict in order to elevate oneself as an individual has maybe inevitably attracted an audience that’s allergic to the idea that fiction can and usually does say something about the real world. And when I say “allergic,” I don’t simply mean “unwilling.” We’ve crossed into a political moment where the arbitrarily-defined level of “woke” in a piece of media determines whether a chunk of people will deign to engage with it at all, but based on my googling, Persona 5 is hilariously considered “not woke” (though Royal is simultaneously both “woke” and “anti-woke,” the remake of Persona 3 is too “woke” to bear, and Metaphor ReFantazio is under scrutiny but they seem to be leaning toward “not woke”). So the line in the sand is whether or not a game comments on the real world, but that line is drawn by people with shockingly low media literacy.
One element of the story that confused me clicked into place once I considered this angle. The game’s world is plagued by huge and brutal monsters called “humans.” In the game's world, the word “human” refers only to these monsters, while the sentient denizens of the game’s world call themselves “people,” or refer to themselves by their fantasy races. It’s bizarre to hear characters talk about “humans” and mean big weird giants that massacre towns and aren’t recognizably human at all. But when we consider this through the lens of a metacommentary on games, this choice comes to make sense. In an RPG, the player is a human roaming through a world of non-humans. They’re infinitely stronger than everyone around them, and in the end, only the human’s decisions matter. Everything exists to placate the human, and if the human refuses to engage with a story on its terms, then that pretty much destroys everything the story is trying to do. Those characters who exist solely to make the human feel something become fodder, to be ground up and discarded by the human. If we look at the relationship between art and audience from the perspective of the art, the audience becomes something like a kaiju, applying its own warped reading to the text, forcing it to submit to that reading. A story only gets to change the world if it first wins that battle with the human, and humans are getting increasingly combative. Obviously, there’s story reasons for the word choice that I won’t spoil here, but they align pretty nicely with my reading.
I really enjoyed Metaphor. It took me 110 hours, and I managed to complete all the social links, beat the extra boss, and unlock every class with the protagonist. A run that doesn't do those things probably could finish it in like 85-90 hours. Either way, it's shorter than Persona 5. I still prefer Persona 5; its politics are much sharper, obviously, but it also has a much bolder and more unique style. But anyone who really enjoys Persona or old-school Final Fantasies should give Metaphor a shot, since it's a pretty fascinating merging of the two, and it uses those associations to comment on the video game medium, the purpose of art in fomenting societal reform, and the shortcomings of liberal democracy. And if you haven't played either, it's a long, complex, standalone RPG in a new ip, which makes for a pretty good jumping-on point to Persona, from which it takes many of its mechanics.
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thoughts as i watch:
environments are gorgeous but we knew that'd be the case tbh. they were gorgeous in dai too
i dont feel strongly one way or the other about a more action-oriented combat approach, but i can see this being a controversial choice (although i would say even with dai's tactical cam, the series has been headed in this direction since da2)
still not sure how i feel about the style. the venatori are standing out to me especially--they looked eerie and unsettling in dai; i feel like the simpler design has definitely lost some presence here. it's not enough to make me not want to play or anything, but my criticisms of the trailer in this regard are more or less still standing
the demons were another thing i liked in DAI--i know some demons have been reworked across all the games, but the pride demon remained consistent and was iconic. i feel like it didn't need to be changed here
also not sure about the UI--it's very clean and well-designed but as with just about everything else from graphic design elements, it just doesnt evoke dragon age to me. minrathous is obviously very different from other thedosian locations we've seen--maybe the sleeker visuals there will help the UI feel more in place. but i still like a grungier da, personally
the first thing im gonna do when i recruit neve is get that goddamn graduation cap thing off her head lmao
definitely building some tension with varric and solas D:
approval system still in play, guessing that'll factor into romances
solas' teeth are really distracting me lmao did he get veneers
ooooooh what just popped outta the fade i actually dont want to know or speculate too hard dont tell me
didn't really get a sense of the protagonist, but that's not necessarily a bad thing if we're gonna be able to really customize and roleplay our own character. i did notice harding's comment about who he is and his skills--felt a little shoehorned as a way to let the player know "hey, your choices matter" but im not mad about it
it looks fun. it looks like a game i will enjoy. still not sure if it'll be a day one purchase, but all things considered given what has gone down at bioware since inquisition (since even before that really), this does look pretty polished
i'm going to be very restrictive on what else i willingly expose myself to between now and the release. i am interested in seeing the CC and i would like to see a little more about lucanis, maybe a little more combat from the other classes, but i think i've seen what i need to for now
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𝑻𝒉𝒆 𝑹𝒆𝒕𝒖𝒓𝒏 𝒐𝒇 𝑪𝒓𝒊𝒎𝒔𝒐𝒏 𝑹𝒊𝒕𝒆𝒔
It’s reworked, redesigned and officially back now! The ask box is open and I am more than happy to take questions about this AU pspspspspspsppsspsps-
The character designs are ready (finally) and I’m excited to be able to share this world in full with you guys now :)
Character Intros
Part 1
𝑰𝒎𝒑𝒐𝒓𝒕𝒂𝒏𝒕 𝑷𝒐𝒊𝒏𝒕𝒔
The phrase “make a deal with the devil” takes on a whole new and more absolute meaning here. Many humans and members of other species make contracts and pacts with members of the demon species. It is possible to form these agreements with angels as well, they’re just much more picky in regards to stipulations; contracts with demons are more popular for this reason. Demons still make rules surrounding their contracts, they just tend to be a little more lenient. Many still fear for their souls, so the majority of these deals are more calm/domestic in nature. However, it would be a lie to say that nobody has used or would use one of these deals for malicious purposes. Most of these deals, malevolent or not, are made in what’s called “The Underworld of New York” (commonly just called the Underworld by citizens and is an area of Queens) in a place known as the Bottle Eater. Just pray that your name doesn’t come up there outside of your awareness.
An organization that was donned with the name “The Dire Coven” by the citizens of the Underworld serves as an underground highway of supernatural goods beyond even the most creative child’s imagination. Any cryptic device or deadly poison you can come up with, they most likely have. For the right price, that is. They call it the “dire” coven for a reason; the people there forge hope from hopelessness. Different branches of the organization exist, but this AU focuses on the one situated in the Underworld: Styx. The main body of the organization is comprised of four groups:
Brokers: sell and collect goods
Artificers/Brewers: Create most of what can be found on the market outside of extremely rare items
Entrepreneurs: Often members of higher class society; meant to root the organization higher up but mostly act as eyes and ears
The Collecter (also called “Founder”): A figure shrouded in mystery whom runs the entire organization; no one has ever seen them face to face, not even Entrepreneurs
The organization has ties to many contract making beings; they provide the goods said beings need to fulfill contracts and the beings make mutually beneficial contracts with them. It’s a win-win.
𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔
Now there is one demon that is especially popular when it comes to contract-making, the one they call “The Boogeyman.” Really, it’s the Ink Demon, who goes by Bendy in business affairs. He basically runs the Bottle Eater and resides in the hotel it’s attached to along with many of his other companions. As for the reason why he’s so popular, well, when you hear “ink demon,” you’re not expecting something too scary, right? Most people enter a deal with him because of this; they think he’s less intimidating. Well they sure are wrong.
Alice resides in the Underworld as well with her two sisters, Nyx and Calliope. All were the result of an angel father and demon mother. These siblings are some of the Underworld’s most prominent entertainment figures, holding back to back shows at the Trinity Colosseum. They make for a killer trio, quite literally sometimes-
Joey Drew is the head of the Styx branch and manages nearly all of its internal affairs. Henry Stein, the co-owner, mainly handles the finances and stock. The branch itself is one of the biggest among the many that the Dire Coven has, so it was seen as fitting for it to have two managers. Now, for some of their star employees:
Delilah O’Neal: The leading Entrepreneur of the Styx branch. She’s known for her scary efficiency in regards to intel collection and is unmatched in terms of persuasion.
Anya Morozov: A broker with the most successfully collected goods on record; you could say she’s got a bad case of sticky fingers, but hey, they’re put to good use. Often uses the alias Cheri out on ‘business’; in her words, secrecy is the best policy (can you see the trust issues)
Thomas “Tom” Connor: An artificer who is responsible for some of the most intricate device designs on the market. He was pursuing a career in engineering prior to joining the Dire Coven, and combined with supernatural energy, his machines hold much more potential.
Allison Pendle: Earned herself the title of ‘Head Brewmaster’ due to her creation of 606, a one of a kind potion known for it’s regenerative properties. She works as a medium outside of the Dire Coven, giving her a strong connection to and understanding of the supernatural world and how it functions.
𝑺𝒆𝒕𝒕𝒊𝒏𝒈
So first off, this AU takes place in Queens, New York in 1920 on what I can only describe as a whole other planet earth, not really multiverse style, but I’ll explain. This earth is basically the result of several different dimensions merging into one. As a result, many mythical beings live among humanity (ex; angels, ghouls, demons, sirens, werewolves, fauns). The area this AU takes place in is populated mostly by demons, humans, angels and ghouls. The event that caused this is widely regarded as “The Collision.” The main focus isn’t this event itself, but it’s why this world is what it is. These beings have come into contact with humanity on several occasions throughout history through little blips in the lines between dimensions, this just gave them more permanence on earth. Throughout the world, different landscapes/environments from these overlapping dimensions can be found. The Collision also left three moons in its wake.
note: this is prone to got through some editing overtime so nothing here is set in stone :) it’s really just setting the story and main characters up. there are a few side characters which i’ll introduce along the way as well, but you’ll have to wait a little for them ;)
#batim#batim au#ink demon#bendy#alice angel#oc: nyx#oc: calliope#oc: anya#oc: ruth felten#joey drew#henry stein#allison pendle#thomas connor#tom batim#crimson rites#bendy and the ink machine#batdr#js remaking this post for this blog yup yup
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Devlog #7 - Shephard and Lumberman enemies + new Necromancer animation, summons flee, and new status effects!
youtube
Alright, I'm really excited about this one, it's a big one!
The biggest part of my week was finishing three animations for enemy types in the game. These are the third, fourth, and fifth animations I've even done (first two being the Snake and Sheep summons), and I feel myself getting better each time.
the Necromancer - I've had an idle blocked out for this guy in solid colours for a while, he's been in my other devlogs, but finally buckled down and did the shading and colouring. I'm thinking to give him a Skeleton or Zombie summon, which may be my next animation, as I have a matching status effect for them nearly worked out.
the Shepherd - Next, and this is my most recent work - the Shepherd. This idea came from the Sheep summon, who I introduced as a summon which could put you to sleep. I needed status-inflicting summons, thus the Sheep. I thought a Shepherd with the ability to summon Sheep and a passive ability to keep your summons around longer (shepherding them around) that you can inherit onto any summoning class would be perfect. And I'm happy to say, both of those abilities are implemented, making the Shepherd my most complete enemy type to date!
the Lumberman - I did this animation before the Shepherd, and I may rework it later on, because musculature is f-ing hard man, but I had an idea for physical attacks to, in contrast to magic skills, be more used for a variety of tactical targeting scenarios, each with advantages and drawbacks that make sense for the implied weapon type. I thought up a Cleave (not implemented yet) ability that's meant to evoke a Guts-like (Berserk) warrior who cuts down many enemies at once, but applies a big penalty on the user when an armoured foe is caught up in it. It works for an axe, so I made an enemy whose "thing" is that they're an axe man, so started with a lumberjack. I started with a normal human skin tone, but my animation blocking was temporarily green, and I liked copper-y armour and weapons for him, so I tried making him look like oxidized copper as well. I though the idea for a metal man who chops down trees was pretty cool, and here we are!
New status effects - I also designed three new status effect icons for inflictions I have planed. I showed the Sleep and Poison ones last time, and a version of those effect is in the game (I added green to the Poison icon).
The new effects are Blindness, Charm, and Fear. Only Fear is partly implemented so far. The plan for Charm is probably typical. Have allies attack each other or heal the charmer. For Blindness, I like the idea of forcing a random target more than lowering accuracy (maybe a mix of a little lower accuracy, but also randomizing your target making it a risk to hit an enemy that could retaliate against you, I feel that could make some interesting encounters).
As for Fear, that is partly implemented. Fear causes your summoned minions to flee, and I'm toying with the idea of having it block or cancel some kinds of buffs (can't raise your Attack Power if your party member doesn't feel brave enough to attack, that sort of thing). I want to give the summoned minions a protective effect so that you need way do sift through them to land meaningful attacks.
Minions have to be able to flee, so I made it so that they can (complete with an animation). They also now flee at the end of battle, which the Shepherd's passive ability stops (it will eventually be a percentage chance to flee).
In addition, while character's with swords and arrows might go directly for the summoner, I added another new Smash ability (imagine warhammers, clubs, etc.) that hits both the enemy itself and causes some if it's minions to scatter, thinning the herd.
I have some other changes to assets and the code, but that was already a lot! This really felt like one where, at least a small number of more complete ideas fit together really well!
#slugdragoondevlog#slugdragoongame#gamedev#solodev#indiedev#rpg#drpg#game development#indiegamedev#indie games#youtube#pixel aesthetic#pixel animation#pixel art#Youtube
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I like your detective stuff! Does he have a nemesis like Sherlock has Moriarty? And was he born mute or did he lose his voice? The sign language is really nice to see in a character!
Why was this in the 'bashful' gif options
Thanks Anon!! I greatly appreciate the comment~ I myself, also really like my detective stuff and I mean reeeeeeeeeeeeally like it lmao
Otherwise, I'm going to write these answers out as the parts of the story these questions delve into is being currently reworked and some of the answers are kinda up in the air / half canon as of right now. This will probably be a longish answer so I'll put a quick answer up here, and a "read more" underneath that with my ramblings. Quick answers: Was he born mute or did he lose his voice? - He was born mute. Does he have a nemesis? - Yes and no... I've cycled through a few characters but the main one now, without spoiling much, is named F.E.L.I.X.. But I've been working on a couple others who could possibly take over as his main nemesis.
For longer, more rambly answers, keep reading!
So like I said the answer to at least his nemesis part is kind of up the in air atm. I also wanted to expand a little on the mute aspect~
Flint is primarily mute because I tend to view this world in the terms of a video game, in which of course the player would play as the Det. [and as Cy actually who hasn't appeared in the comics yet] and like a lot of video games I always imagined him as being a "silent protag" despite still communicating with the other characters. Like Link in the new BOTW/TOTK games.
The second reason behind it was I just couldn't imagine him with a voice?? No matter how hard I tried, it just felt. Wrong for his character if that makes sense? So I figured "hey why not just give him sign language! How often do you see a deaf or mute main character anyway?" I've started to see more ASL used in shows - most recently in Only Murders in the Building which I LOVE [both the shows and the inclusion/importance of the deaf character in the story] and I thought it would make him a more interesting main character tbh. I also really really REALLY want to learn ASL, as my first grade teacher taught us a bunch when I was a kid but I've sadly forgotten just about all of it as she was just teaching us for fun. It had nothing to do with the class lol.
As for Flint's nemesis[es]! He currently has at least two, one of which is still so under-construction they don't even have a name yet or a design hahahaha.
Originally his nemesis was supposed to be Prof. Specter, aka this guy, whose a literal shadow man. [Cuz. Yah know. Shadow vs Light/Flames?] He was supposed to be almost the Dr. Claw to Flint's Inspector Gadget, but I just never went anywhere with him?? I couldn't really think up anything good tbh, and I felt like Flint easily overpowered him. I also couldn't think up any good reasons for him to BE so evil/want to attack the town etc. So he just became a smaller villain, who currently works under the main big bad. I am a MASSIVE sucker for "opposite" characters - the "good" version vs the "evil" version basically, and I have been actively trying to utilize that in a story of mine FOR YEARS. Think like, Darkwing Duck vs Nega Duck. This shit is my JAM.
For the first nemesis, his name is F.E.L.I.X. [Force Entity Learning Integrating and eXterminating] Flint, and he's a sort of "evil" version of Flint. [These are all cheebs of the various forms Felix currently takes in story]
The littlest dude is ACTUALLY Felix, [he starts off by possessing a flash drive and transforming it] and the rest are just later forms he takes throughout the story. Originally he was just some weird little alien computer virus that landed on earth, a la Invader Zim style, here to prepare Earth for conquer by his Mother Program, which is still more or less the case? The reasoning behind him being in Neo Oldesville and him eventually taking on Flint's appearance have changed a lot though.
The main reason I hesitate to call him a nemesis atm is because he was originally just more of a comedic, but still kinda dangerous, character and Felix Flint was originally going to be a sort of split in Felix's personality/code that took life on it's own, separate from Felix, warped by the internet, others personalities, and probably some other villain's code. He was just gonna go kinda crazy as his coding was rewritten too many times and start attacking... but that idea has been scrapped due to the rewrites.
He was also smart, but not in the same ways the Detective is, so they weren't really butting heads like Sherlock/Moriarty do wherein Felix would be besting Flint at every turn or something like that. Instead Flint actually bested Felix pretty easily originally. Felix Flint was basically my solution to fix that major leveling scale issue lol.
The other character, the unnamed one, is a Mad Scientist/Cult leader, whose become basically the 'secret' big bad of what I would call the first season of the story. Idk maybe longer than that? I haven't decided on how long I want this story to be tbh. I'm still working on the character and their storyline and how it intersects with both Flint's and Cy's, (whose the deuteragonist to this story)... but the most I do know/will reveal here is that this Mad Scientist is the leader of a cult that worshiped two aliens that used to exist on planet who promised to help the humanoids [as people are generally referred to here] "ascend to a higher life form" but were later stopped and destroyed by a group of super-hero like super spy sisters who learned that the aliens were in fact extremely hostile and their idea of "ascending to a higher plan" was just assimilating all of this worlds knowledge/tech and then selling off its inhabitants as slaves. I haven't decided if the rest of the world knows this fact, or if the alien characters are considered martyrs or something yet... or even if the rest of the world knew they WERE aliens. Just that they're eventually defeated by these legendary super-spies, and that a small cult remained behind after everyone else moved on from their teachings.
The leader of this new cult basically wants to bring those aliens back - specifically by summoning one of their kin to the world to help fully restore one of the deceased aliens back to life, but what he summons is Felix instead, as the race of aliens the cult worshiped had all been destroyed and absorbed by Felix's Mother Program years ago. Irony at its finest lol.
This new mad scientist/cult leader character is supposed to have very deep ties with Cy, who in turn has pretty deep ties to Flint, and I've been planning on possibly making him a sort of Moriarty to Flint, but I'm still ironing out details.
One reason I haven't quite finished this all yet is because while I am planning on using some religious ideology [is that the right word here? or would mimicry be better] in the cult, I don't necessarily want to make it a "RAWR RAWR RELIGION IS EVIL RAAAWR" kind of situation, since it's specifically that CULTS are evil. I myself was born and raised without religion in my life outside of just being in America, so while I don't believe in any religion at all, I also don't want to be cruel to anyone who does. I do, however, know that a lot of cults use Christianity as a guise to trick their followers into controlling them though.
Mostly I just really want the two aliens from the original cult to look semi like a devil and an angel cuz I thought it'd be hilarious if they were basically the "angel and devil on your shoulders" lmao.
If anyone wants to know more I'm happy to explain even more in detail. I don't care about spoiling things haha I'm not planning on creating a huge comic or anything anytime soon - I mean I would love to turn this series into a game or something in the future but for now I'm just having fun I LOVE talking about my characters/stories.
#man this turned into a LOOOONG post!#ask#news today interview#thanks anon!#detective flint#felix flint#cy
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what would you do with Movie Lloyd?
*CLAP* *CLAP* Mon ami
Lemme tell you about about the movie work I am doing
So I mentioned before that I am currently working on different ninjago projects, some are public like my listed aus and some are private (one is personal). One of the projects I have is a movie rewrite with multiple sequels.
This project did take the back burner because of 2 things, one is the fact that I don't have time and the second is the fault of my personal project. The personal project is going season by season and l'm currently at S2-3, which means all the projects that are later on has to wait.
recently I did think about just working on the movie rework on and off, because, While yes, the movie is between S7 and S8 it is it's own cannon. I should be able to least finish the art for it.
I feel like the plot I have in mind deserves it's own post so I won't go to too much detail on the lore. I just want you to know I'm keeping the core idea of the movie but You know not writen like a teen drama Lol.
None of the designs are final but if you're interested in my ninjas designs let me Know, I have sketches I can clean up. I cleaned up my Lloyd and Koko designs for this post and I highlighted some of the differencess between my usual Lloyd and M! Lloyd.
I wanted them to look diffrent so they won't be mistaken with eachother, I will do the same for the other character's designs.
note about M! Lloyd's age, he is 16 going on 17, Nya is 16, kai and jay are 17 and cole and zane are 18. all are in the same class except the 18 year olds. I like to Imagine they're all in the same club or something like that.
I would love to share more but I don't have anything that isn't spoilers but I will answer any question ya'll have as long it isn't spoilers.
Imk what you think, the movie was something
Bun, out
#ninjago#ninjago fanart#ninjago lloyd#ninjago art#ninjago bun designs#ninjago bun au#ninjago au#ninjago movie#lego ninjago#the lego ninjago movie
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Original designs, from oldest to newest. Talking abt them under cut:
This guy was from a very very old idea that was centered around powerful dragons that commanded various territories. They let their closest followers drink their blood which transformed them and gave them powers, linked them closesly together, that sort of thing. This character was one of the dragons, who I envisioned as a cynical, retiring figure who mostly kept to themself with few followers, unlike some of their more ambitious cousins. I had some designs for some of the other dragons but this was my favourite of the bunch by far. I'd like to rework this idea some time...
Maggie, a character idea that i've had floating around for a while. I envisioned her as a discworld-esque witch who lives on the margins, outcast from general society for various reasons. Sort of a polite and shy person hiding a lot of bitterness. In hindsight I think marcielle dungeon meshi might have had some influence on her. She lives in my original fantasy setting that I will talk about some other time probably. Also, her name was just a placeholder (mag for 'magic') but now I've called her maggie for so long I can't bear to change it lol.
Concept for a shapechanger/polymorph character. I really like aprons as a character design choice.
Concept for a character for an rpg idea I had set in my original fantasy setting. She would be the character who first finds the player and is in their corner. She would be a sort of cleric-y type class called a 'cursebreaker'.
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when designing the huntress class for every star i mostly wanted to reuse the tools of the literatech engineer that were removed on the rework
my first thought was xiv machinist's contraption, some weird weapon that can shoot different things from different places
and bookworms were something that i haven't used much yet so i felt like it was time to start presenting them. otherworldly monsters that eat reality itself. how would a character in a book when seeing a bookworm eat through the book?
huntresses are the ones in charge of hunting bookworms, and to do that they use weapons called spoilers
i tried looking if there was a fun name for bookworm venom i could use, but eventually i settle for spoilers because that is something bookworms (people) hate
the main strength of the spoilers is the way they can adapt to different situations because bookworms are unpredictable creatures that greatly differ from one another so you can't have a single weapon for all of them
spoilers is their best attempt at that
who makes spoilers? the stars themselves, and no gift comes without a price. huntresses not only have to hunt the bookworms, but also they have to stream their hunts and put on a show to everyone watching
not only are they in charge of fighting these terrifying monsters, they have to look cool while doing so
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Imo this new version of Mont fit way much better what i think might be the new art direction toward the metaverse costumes, as i noticed the last 6-7 phantom idols we got, are more focused on their wants/desires than the others, especially the first batch Like, Mont's original design is pretty, but its just a white shirt and shorts with some pizzaz. Yuki's...Lets be honest, is a mess, which it might be done on purpose since her mother is so controlling, but the mix asymmetry, phantom of the opera mask, knight left motive and Japanese style AOA ...Fleuret is wearing a butler costume.
While i sound a bit negative here, im actually really happy that the character design is finding a good footing! Im a huge fan of character design that tell you what a character is about! (I add that Yuki, Mont and Fleuret's design might be leftovers from the first project before p5x became what we know now, so that might be the reason why the look a bit off)
Putting everything else aside for a moment, I have to defend Fleuret, that is not a butler costume. I can sort of see the resemblance if you just quickly glance over him, but to me it is far more reminiscent of a old-fashioned revolutionary (as in, the kind of thing people wore around the era of the Revolutionary War here in the US). I won't say it's a 1:1 match there either, but that's the impression I get, and you can't just come into my inbox and slander my friend Seiji, haha.
Okay, with that out of the way, my answer to this got pretty long, heh, so I'm going to put it under a cut:
I do think this is a bit more of a matter of character analysis, interpretation, and personal taste than you're making it out to be, though your own opinion on each costume is entirely valid (as long as you're not just watering them down, haha)! As an artist and fan of character design myself, and someone who's taken some classes about it, I'd also say I enjoy character designs that represent who they are, but I think there's some nuance to it. And context is really important!
For one, like you said, Yuki (and most likely Fleuret and Mont) was originally designed for Codename: X, made obvious by her featuring on the promotional image for it, haha. Yuki, Fleuret, and Mont's designs feel more like thieves to me, in the way that the original P5 team does, without too many extra bells, whistles, or details compared to how some gacha designs can get. They were meant to be P5 characters, basically, not spinoff characters!
Mont's may seem a bit plain, but it didn't really need to be anything more than what it is. I agree that Yuki's can come across as a bit of a mess at first, but it's actually really grown on me. I think the philosophy here wasn't to tell you what they literally are (ex. Ryuji isn't literally a pirate, he's a former track star, so in the same way, Yukimi's outfit shouldn't be an aspiring lawyer) but to define their will of rebellion visually, in a way that feels like something you could imagine a thief wearing. However you feel about, for instance, Panther's catsuit, it's meant to reflect a thief who uses sex appeal to get what she wants, because that's how the writers chose to visualize Ann's sense of rebellion.
It's the same way here- Mont's outfit works for an ice skating thief, without being too flashy or superfluous, because Mont's not the type of person to be like that. Yuki's outfit seems Phantom of the Opera-themed, for reasons that may have gotten reworked over time, but you can still trace them back to her rebellion against her mother, and with armor because she's meant to be a fighting character that takes hits. Assuming Fleuret is meant to evoke a revolutionary, the ties to rebellion there are obvious, even when we don't have as complete an idea of who he is.
I'll agree that Yuki's AOA finisher doesn't really fit the rest of her theme, but it does fit her character- despite her differences with her mother, it's a complicated relationship, and she still has a fondness for traditional Japanese motifs. In general, I think the perceived messiness of Yuki's entire Metaverse aesthetic reflects a messy, complicated relationship and rebellion.
I suppose Dancer Mont's appearance does fit her desires more directly than the original Mont's does, but in a way that's sort of like saying Summer Tomoko's does too because it's the outfit her job on the beach gave her to wear. Obviously, wearing literally what they wear while fulfilling their desires in the real world is going to more directly represent their desires! But it loses some of the Phantom Thief-y-ness of the original, and that's why it's an alternate version, not a replacement.
Honestly, in my personal opinion, as pretty as Dancer Mont's outfit is, it's way less interesting than a proper Metaverse outfit like the original Mont has. It doesn't tell me anything I don't already know, or give me much of anything new to speculate on. I like a Metaverse outfit that isn't just the obvious choice, which is what Dancer Mont's outfit would be if that were her actual Metaverse outfit rather than an alternate version. Maybe that's why I'm so quick to remind everyone that the Dancer/Summer versions aren't replacements, heh!
And again, in the end, it's partially personal taste. I like character designs that make me think, and give me details to think about, rather than just telling me outright what the character is. But Dancer Mont seems to literally be her performance outfit, in the same way that Summer Motoha and Tomoko wear their literal swimsuits, and that's okay for what they're meant to be! I don't dislike Dancer Mont's outfit, but in my mind, it's certainly no replacement for the original, either.
#hoshihime98#of course this isn't meant to be an argument or anything. I'm not mad at this ask! I'm just trying to make this a discussion#because I think our viewpoints are a bit different here. but that's okay! we don't have to agree. I just wanted to explain how I see things#mont#yuki#fleuret#theories#analysis
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Say we've got a live service game, and we're at the beginning of the current content cycle. The next batch of big character class changes aren't expected for the next year or more, although smaller tuning passes and targeted reworks might occur in the mean time. Some of the class designers will be working on those smaller tasks, and possibly some are doing exploratory design for further future changes. What do the rest of the class designers work on?
They're either making new classes or they're working on the next expansion's new progression paths for the existing classes. If we have enough class designers, we're probably doing both.
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