#the gameplay is integral to the experience. its the main experience even. come on
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"you can be a fan of a game without playing it" "it's valid to hate the gameplay and just watch the cutscenes" wrong. i'm doing this to you
#this is about a mass effect post i saw. but its applicable to every game#its ok if you dont like video games but like just don't play them then.#the gameplay is integral to the experience. its the main experience even. come on
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After 170 hours I've finished Kingdom Come Deliverance 2 and I cannot even start to describe this emptiness I'm feeling now, knowing that there is no more of this great story waiting for me to experience (at least for now). What a wild ride it was and what a surprisingly amazing game, with all the twists and turns of the plot, all the memorable characters that I deeply cared about and rooted for, all the emotions of Henry's journey and all the thoughts about war, revenge, duty, and finally making peace with the past and moving on. The emotional spectrum of the game is astounding - it can so flawlessly switch between being extremely funny or delightfully absurd to being heartbreaking or devastating in the heaviest moments. But as the game’s content is so dense and rich, that writing down all my thoughts would require a whole book, or at least a dissertation, I would like to specifically touch upon one, nomen omen touchy subject. The Henry-Hans romance.
I'm not sure if it is possible yet, but I would also like to skip over all the controversy-driven discussions regarding this romantic subplot, clearly lead in bad faith and mostly by people not even engaging with the game, and be able to talk about this topic and analyze it as it is, without questioning its right to even exist in the game. Why do I focus on this quite small and optional aspect of the game at all? Well, I’m not gonna lie – I always find the RPGs with possible romances more engaging and captivating, as love – as a general emotion, with different shades of it – is in my eyes one of the crucial aspect of any hero. So if we are already talking about the love towards parents or other family members, patriotic love for your country, or king, platonic love between friends and comrades, and then all of a sudden omit only the romantic love, something is not adding up for me. If you want to give me a rich RPG experience, give me at least one good romance option, and I’m sold. But it is not easy at all, especially the “good” part.
But as KCD2 is a very unique game when it comes to its different aspects – like the demanding, slow-paced gameplay, or the unique blend of open-world with more contained main plot missions – it is also very unique when it comes to the romance options, or, let me say it aloud – when it comes to THE main romance option, the most integral romance option, the most naturally developing romance option in the game. The Henry-Hans (optional) romance that we can observe growing very slowly throughout this 100+ hours, is for me one of the best and most meaningful depictions of love in any RPG with player's agency. This relation, even if you opt out of romance, simply has it all - is intertwined with the plot, is rooted in character development and has the possibility to depict characters together during many different situations throughout the whole game. And this is how a good romanceable character should be written in a video game – as an independent character first and foremost, NOT as a character that was created with a sole purpose to serve as said romance option. In this case Hans ALWAYS plays a meaningful part in the story, and ALWAYS shares an important bond with your Henry, regardless of player's decision whether to engage with the romance or not. But many other games seem to forget about that, or don’t manage to create the bond between characters first, before the option to romance them appears.
And then comes the hard to describe aspect of THE FEELS. The slow development of this relation, the steady growth of feelings, up to the point, when you cannot deny it any longer, and when you cannot allow yourself to not act upon them - because of the circumstances, because of this sense of impending doom, that makes all the risks worth taking, as any of you might anyway be dead the next day. Audentes Fortuna Iuvat, remember? The risk that Hans takes in the decisive moment of this relation is THE epitome of his saying, and I don’t believe it is a coincidence when it suits so perfectly to the whole theme of the game and to Hans as a character in general. And this bold risk taking is so gut-clenching and heartbreaking, but also heartwarming in this one stolen moment of happiness that seems unreal. Say what you want, but you simply cannot tell this kind of story, invoke this kind of feelings - without first having two equally developed characters, that the player equally cares for and have cared for before any romance possibility was on the horizon. Add to the mix very real external hardships (all good romances need a hardship to overcome!), that due to the time and place make this relation tragically doomed before it even has begun, and there you have it - one of the most compelling romantic stories I have experienced in a video game, hands down.
And please don’t start with medieval this, medieval that, before you stop and think about greatest medieval love stories (that we know of) – these are always stories of impossible love, of doomed love, of forbidden love. Of two people, that cannot and should not be together because of the class they belong to, because of the promises made, because of duty, because of sin and religion dogma. Don’t tell me you cannot see the comparison between Henry and Hans, and, say, Tristan and Isolde, THE number one medieval chivalric romance couple, where they commit sin against God and betray their King at the same time, every time they are together. Don’t tell me that Henry, who clearly aspires to all the ideals that we associate with knighthood – chivalry, protection of the weak, devotion to land and rightful king, and generally noble idealism, let’s call it – is not the perfect hero of chivalric romance, with Hans being of course his damsel-princess, way above his league, already promised to another and soon to be in a loveless, political marriage, spending parts of the game either captured in some tower or stuck in some castle, having to wait for his knight to safely return to him. It is all there, I am sure not accidentally, and it fits all the themes and motifs known from both actual medieval literature and their pop culture representation SO WELL if you think about it for a second.
And there's one more component that elevates this particular relation to S-tier for me. You can have superb writing, you can direct the most impressive cutscene, you can have the build-up ready - all of these won't matter and won't work if the actors don't sell you the romantic feelings in the key moment. Which I assume is not easy, when for the most part you play other aspects of these characters and probably were not cast with this specific plot point in mind. But here comes Luke Dale, showing us the side of Hans Capon that we have not seen before, with the most heart-wrenching expression of his fears, with voice breaking at the exactly right moment, the trembling, the anger, the despair, but also the tiniest bit of hope - and in just two broken sentences he conveys it all, and it's all so bloody real. It's a masterwork, and I'm so happy that I could witness it in game, even more - become part of this relationship as the playable character himself.
I sincerely hope that the end of the main game is not the end of this subplot, as there is still so, so, so much more to explore with these characters in these circumstances. And their relation is so unique, comparing to popular fiction in general, but even more so in video games, that it would be a great loss to just leave them be as they are at the end of the game. I cannot wait for the possibility to go through more emotional turmoil with Henry and Hans, probably because I cannot even remember when was the last time I’ve fallen in love with fictional characters so much and so fast, as with these two. And as already said, love is the key.
#kingdom come deliverance#kingdom come deliverance 2#kingdom come deliverance 2 spoilers#kcd2 spoilers#kcd#kcd2#henry of skalitz#hans capon#henry x hans#hansry
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OKAY, Reclamation Algorithm 2.
The first RA was a more arcade experience with meta progression: You had runs lasting only a few days, and you'd have to defend against a final boss horde in a much smaller overall map. Likewise, your resource acquisition was also much more explosive, such as getting a couple of Clash of Clans and other such resource-rich maps almost every run. You could only carry a few items other than what you had built on your base between runs, meaning that blowing up everything and saving a couple of things between runs was the way to go.
I think RA2 is easier overall than RA1 simply because it's a continuous, full-on mode that doesn't have an arcade, short-run based format. It goes on for as long as you play. Resource acquisition is slower because of its longer form nature, but it also does not at all pressure you with Linebreaker day 14 for example. Plus, the Energy System this time is much easier to manage, since you need Two Pops or Three Pops of Energy Drink to field an entire squad of 6 and under or 7 and above, respectively, whereas RA1 needed you to feed individual units from a Fountain of Energy Drink. That's not to say everything is easier; the Priestess and the Troubadour are much more challenging than anything RA1 threw at you -- Linebreaker, Ruinbringer, and Al-Rafiq --, and while the new horde bosses are fun, they are on about the same difficulty as those three, who are more or less tests of RA mechanics and if you are using them or not more than anything.
Make no mistake, this is ENDGAME endgame, especially in regards to Priestess and Troubadour, since you have to beat them in one Day -- two attempts at the map in which your progress is saved between attempts, BUT in which you can only use each unit once, so if you want to use 12 units per attempt, that'd be 24 units you think are up to par -- and they bring mean gimmicks that can be curbed somewhat by the season in which you fight them, but not entirely, and are still quite formidable even with the counter season. They were some of my favorite parts of the mode, personally, because not only is it a big, harsh challenge, it also reinforces the World Of Adventure nature of Terra: Even though they are unaligned with any of the big factions, you still have REALLY strong individuals roaming the land.
I think the main difficulty for a lot of people will come from choice overload: Arknights is already a game with a lot of player expression and a focus on gameplay, both aspects not at all the norm with gacha games and thus not what a lot of gacha gamers are used to, and while main content is kept very accessible to all skill levels, they do provide truly endgame challenges that can be quite demanding in terms of skill, for players that do dabble in the depth of player expression and team building that Arknights offers, such as High Multiplier (Waves/Natures) Integrated Strategies and 26+ Risk Contingency Contract.
This preamble is to say, Reclamation Algorithm has even more player expression and thus potential options for you to use. You have so, so many more tools other than just your Operators that a lot of people just don’t know what to do with them, hence why I think so many people find it so much harder than it truly is. Food for a myriad of different stat boosts and perks, structures to mold maps and enemy routing at your will, the ability to create your own ranged tiles or throw 5-block fridges at your enemies, purposefully overpowered tools like stun mines and supply stations at your beck and call, you can do so much in RA, and for some people, maybe it’s too much. Like an open world game does for some people, the sheer vastness of your options in RA2 might just blind and overwhelm some, especially since the average gacha player is very casual (and that’s not in the slightest an insult), and the average AK player watches clear guides without really understanding why the strat in the guide worked. Thus, in a mode in which player expression is king, the player that barely interacts with the baseline mechanics of the game, let alone those exclusive to RA, is not even part of the kingdom. For me personally, RA1 clicked the moment I realized just how nightmarishly strong the player is if they use food and structures, and after that, it was a non-stop streak of wins (unbroken in RA2 since RA1, too).
My advice to anyone trying to seriously get into RA2 is to just experiment as much as you can with anything that even remotely calls to you: Is there a unit you like a lot, like say, Bibeak? Well what if you give her insane attack, bulk and infinite SP to spam her skills? Food that buffs ATK, 2 shield generators and 2 supply stations on Bibeak makes this a reality. You wish Yato Kirin had no DP cost whatsoever? There’s food that makes her DP cost 0 no matter how many times you deploy her. You wonder what it’d be like for Eunectes to have 3 Block? Food does that. You think a particular map would be much more manageable if you could just have a Corrupting Heart-buffed 5-Block Mudrock in a particular chokepoint with no ranged tiles? You make your own ranged tile and then give Food to Mudrock to get her to 5 Block, or maybe 3 Block is enough, and you’d rather she has 75% extra Def and 35 more Res instead to make her truly unkillable, well, food does that too.
You just need to dabble into the possibilities a bit before it becomes crystal clear just how insane you can get.
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So do you have a spoiler free review of the Spider-Man 2 game, for people like me who haven’t bought/seen the game yet? (I lack money so I have to wait for Christmas lol)
I can give you my top-down thoughts yeah!
Gameplay-wise, it's a night and day improvement over the first game in basically every regard. I've heard some mixed opinions on the new gadget/abilities system, and I had my own hang-ups here and there, but once I got a feel for it and started actively looking for ways to cleverly use them and upgrade them it really clicked. The flow of combat is amazing. The swinging mechanics are a MONUMENTAL improvement over Spider-Man Remastered and Miles Morales. Those games had fantastic swinging, don't get me wrong, but they always had the issue of having a pretty intense speed cap and a disappointingly small amount of maneuvers to play with and master. This game introduces not only the web wings, which add a whole extra dimension of traversal to play with, but also still manages to improve the swinging itself more than I ever expected. Tight cornering, loop-de-loops, slingshots, and more are ALL introduced and work amazingly. And on top of it all, the speed cap for traversal is a 3X INCREASE when fully upgraded. And you feel it IMMEDIATELY, because even the baseline speed is so much faster from the jump. The game just plays beautifully in every regard, easily worth the price of entry for that alone.
Story-wise, I've mentioned I have some hangups about the pacing that I'm still working out. I just started a second story playthrough so I'm giving it time before I form any "final" thoughts, but my gut experience was that the first Act comes out the gate firing on all cylinders. The characters feel so alive, the world is breathtaking, and there's a ton of intrigue. But then once you hit Act 2 and 3 things speed up in a way that can feel a bit unnatural. One thing that helps this though is making sure to pace out your playthrough with side missions. It doesn't fix the pacing entirely, but there are so many side missions in this game that honestly feel just as integral and worth doing as the main story. I would say definitely try to do as much as you can to pace out Act 2 a little more with side content, cause much like Miles Morales this feels like the kind of game that lives and dies by its side stories. The secondary cast is incredible, and there's a ton of easter eggs and emotional beats that are integral to the overall picture of this game but just aren't in the main stuff. But the beats that hit in the main story hit REALLY HARD. The game definitely has the common sequel problem of shooting for a lot more and as a result kinda ends up a lot messier. The first game is still more of a quintessentially good Spider-Man tale than this one. But that is NOT to disparage this one at all. It is WORTH experiencing, for sure, I just think maybe it could have used some more polish. But there are a ton of moving parts, so I can totally see how they ended up with what they did.
I have a lot of other thoughts but those are sorta the big two pillars I can easily discuss without encroaching on spoiler territory and without writing basically a whole article.
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oops long post about minecraft
i hope that within the next 5 years i can see minecraft move on from the stage of Adding Content, and start making more changes... but at the same time, they've always mentioned how they want people to be able to always come back to the game and ... have it feel familiar. mojang wants people to be able to come back from a loooong break, and still ultimately play the game the same, even if it looks or sounds different. even if theres more options. i think logically thats why they never replace or reshuffle content. because... well, they'd rather add something to the side of the core game than change something thats part of the core... because they dont want to disrupt peoples traditional way of playing but like, with how much minecraft has evolved every aspect of itself EXCEPT the main, core gameplay? it feels like... at this point, i think they SHOULD change the core gameplay, even if its in ways that i dont even like. just, to fit in more with the rest... but do i fault them? no. they play it safe yet they also try daring new things, at the same time. its impressive the amount of effort they put into carefully thinking about new content... and i understand so many people would be up in arms, or would be saddened, if the way they played the game drastically changed. and thats why theyre just , giving us the ability to modify the game more easily than ever
i just kinda felt like i needed to get this out here, because. yknow, whenever people mention minecraft having Tons of Content I Can't Keep Track Of What When Did They Add That What Is That it slike yeah you're not really ... supposed to notice it? but you are supposed to?
you're not supposed to feel the need to engage with anything they add, but also Marketing(TM) denotes that they have to advertise the new stuff as something for you to engage with, and really, really encourage you to engage with it via stuff like advancements or the title screen even so i guess the game is at odds with itself in that way, because as said, things are designed to ... well, not BE noticed when they're added, at least not in a disruptive yet, yet they also try to make things noticable enough that you know they exist... and . well, its a careful balance... i dont think its entirely futile, but i think the fact that they kinda have to market content to Everyone even when they know they designed that content as Not Something For Everyone, is fairly ... awkward. cus then... yknow, they end up leading people towards stuff that they otherwise would've had not much of an opinion on, but now that they're being "forcibly shown" the content that they don't personally care about, they may see it as an attack towards their playstyle, in the way that changing the core gameplay loop would be. does this make sense? okay uhh example mojang adds... deep dark biomes, but theyre definitely optional to engage with, and you might not even know they were added, because of their optional-ness and arguably low relevance. its just a fun little sidequest in a way, a self contained Thing because they don't want to scare people away. but yet at the same time, the marketing goes all "HEY WE GOT A COOL NEW SPOOKY BIOME" and then even if you're disinterested in it, you now know its in the game, and you are led to believe that mojang WANTS every player to be using the deep dark, which... makes it seem poorly designed. simply because it WASNT designed for every player to want to engage with. it wasnt designed to be an integral part of the core experience. it was designed to be optional and is being marketed as a big part of the experience.
cus the thing is they DONT always design things for every type of player to want to use. you get me? they design the... allay, to be nice for certain types of players. but then the marketing gives off the idea that they think every type of player ought to enjoy it, even though it wasn't designed to be enjoyed by everyone and... yeah i guess thats also why i appreciate loosely themed updates like 1.8 or 1.20, because they have less of a deliberate focus on the One Big Thing and so people are less likely to end up noticing something that wasnt really meant to be noticed unless they liked it. people who dont like trial chambers will be noticing them since theyre on the title screen in 1.21... even though, if they are someone who doesnt like them, then they were meant to be sorta, yknow, optional for those people? though perhaps a structure that spawns anywhere in the overworld is a poor example. maybe stuff like the sniffer being shown so much is Worse in that sense this really became a bigger post than i imagined. i just kinda intended to make a post that was like "its kind of a bummer that mojang is basically restricted away from changing the core of minecraft despite the fact that theyve changed everything else so much that by proxy they've changed the core in every way that isnt straight up full on touching the core gameplay"
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A bit of a simple question, but is there any piece of media (movie, game, writing, music, etc) you think is underated/more people should know about (or that you just realy recommend). Feel free to answer with more than one if you want to.
I don't know how to determine if something is underrated so uh- prepare for an onslaught of hyperfixations from the past couple years (mostly video games (and even more so DS games as it turns out)).
Ghost Trick
I don't know how to accurately depict how much this one has influenced me. It gave me my love for foreshadowing in twists. And clever gameplay integrated with the story. And flashbacks. And non-linear stories in general. Just one problem: I can't say anything about This game without spoiling just SO much of it. By calling two characters by their accurate name, you can spoil the final twists of the game, so I have to walk a delicate balance I mostly just didn't bother with when recommending the game. Well, this is your push to play it. (It got a remaster last year, which would be the most accessible way to play it, but if you don't mind a bit if illegality or overpricedness, the original release is always an option.)
Professor Layton
One of the less significant interests of mine, it's like a puzzle game mixed with a point and click adventure where you have to solve a bunch of miniature logic, sliding, counting, or other puzzles to progress, ton of fun, would recommend. It's getting its seventh entry soon [despite the alleged 'no further plans for games here in the west' or whatever], and it looks really cool! Might end up checking it out when it releases... sadly, most of the series is relegated to the mobile ports so that's the only place you're really able to find them, aside from their original ds or 3ds games. [keep in mind, I might just be unaware of some obscure ports.]
Ace Attorney
Ace attorney is probably the one the most people will actually know about, this being a visual novel puzzle series where you work out logical contradictions in a courtroom setting to save clients from false convictions. Currently serves as one of the main inspiration for my current biggest project [which I admittedly don't have enough written to link here]. Arguably the easiest to play the full series of thanks to the recent collections coming out, spinoffs included.
The world ends with you
Twewy is one of the most recent inspirations on this list, following an amnesiac teenager through a week-long game of life and death. I haven't played the sequel in a while [and I can't anymore, thanks PS plus], so I don't exactly have enough info left to judge it, but the original is hectic multitasking at its peak. ...on the DS. I don't have final remix, so I can't testify as to its quality, although with how it kind of looks to me like they butchered the original's quirkiness thanks to the lack of dual screens, my recommendation would be to play the original on DS, then watch the cutscenes of A New Day [a story epilogue exclusive to Final Remix that preludes NEO] in a youtube video. Maybe I'm wrong about the butchering though- keep in mind, this opinion comes from a guy who think the ghost trick title screen in the remake was worsened by the addition of music. [mainly because it's not even original music, just the main theme- but that rant can wait for another day.]
Pokemon Mystery Dungeon
This one. Ho boy this one. The biggest influence in a while when it comes to executing non-linear storytelling and compelling characters. It took a while for me to find it and a bit longer to see the appeal, and boy was it worth it. Chances are if you find this blog, much less this post, you already know about pmd, but if you somehow don't, then allow me to recommend you play one of them, because trust me when I say they're ALL worth a try. [I haven't played super yet and I don't plan to play rescue team so I can't quite testify to those, but explorers and gates from my experience have all been pretty good with gameplay and excellent with story.]
Pokemon Adventures
Yes, another pokemon recommendation. No, I swear this is different. There's a chance you've at least heard of this without knowing the name. This being the manga where all the weirdly dark stuff happens, right? You know, like 6 of the unovan gym leaders being CRUCIFIED? [No, really.] While this manga is practically infamous for its content, as you might now, but I swear it's worth a read for the actual character it has, which is usually better than the games themselves at storytelling. And honestly, I'm glad ScarVi learned what made a good story, that being having actual characters involved rather than cardboard cutouts. ...Just a shame the game is tripping over its own feet half the time.
Ultrakill
This is a fun one, and I'm surprised not too many people know about it- basically, Ultrakill is a Devil May Cry-inspired First Person Shooter, where you play as a blood-fueled robot blasting his way through hell, where the whole game is designed to be as fast-paced as possible. If that sounds remotely interesting to you, I'd highly recommend you give it a try.
Kingdom Hearts
Kingdom hearts, yes, the infamous crossover between disney and final fantasy. Some might argue this doesn't count as underrated, but 1. Did you hear me or not? I said I didn't know how to qualify if something is underrated, so... and 2. I feel like people really only know that Kingdom hearts has a weirdly told story and that very few people actually KNOW that story. So yeah, I'd recommend giving the story a chance if you can- just make sure to pay attention to DDD specifically, because A LOT of people get tripped up there. Oh, and for the mobile games [which yes they are important why do you think this series got the reputation it did], the official source isn't great- watch a fandub instead.
Jhariah
A pretty indie artist I listen to sometimes, great for if your prefered type of music is 'the bpm is a higher number than there are atoms in the known universe'. Some personal favorites of mine are Fire4Fun, Risk! Risk! Risk!, and Re:Concerns.
Rhythm Heaven
Rhythm heaven is one of the more obscure games on this list, but it's a good one- basically just a collection of rhythm minigames without any throughline whatsoever, and it's a ton of fun- but also REALLY HARD. Its last entry was Megamix on the 3DS, but it had entries on the DS, GBA, and Wii. Megamix was more a 'best of' compilation for the series to that point, so if you can only get one of them, get Megamix- even if it is by FAR the hardest to get [legitemately] due to the lack of physical releases in most regions.
Sorry this took so long to get done! Hope the answer is satisfactory.
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Favorite Final Fantasy Music (FFXI - Add-ons and Bonus)
FFXI week finally comes to a close, and this is the part where I pick songs that just didn't really quite fit in any single expansion, or cases like the extra add-on content which were really their own thing and even are listed separately on the title screen. Absolutely could not have done this game justice doing just one list, and this was a great time for me to relive some nice memories from me playing this game I definitely did not want to reup the sub nope.
There's also technically probably another section I could make on this, but I actually haven't played the new Voracious Resurgence content, so I don't wanna do that part dirty and just pick shit without literally any context. Anyways, let's finish this up so that I can actually increase the number after FF.
5. Dolphin Any XI fan will tell you: the hardest part of the game isn't losing levels. It isn't the gameplay, it isn't the bosses that take hours and hours and actual cheating to beat, it's fucking installing the game. This is because FFXI has its own special launcher that Square Enix was gonna use but then proceeded to only do with XI called PlayOnline. It is absolutely a product of its time. But you know what it does? It gives you BANGER TUNES TO LISTEN TO. FOR NO REASON! You're sitting there installing the game? Here's a bop. You're just trying to log in and you're frustrated that your password doesn't allow capitals? Here you go. This song will make you feel better. Dolphin is the song that always plays whenever I open my PlayOnline launcher to play FFXI. And you might say: "Styrm, this isn't a game song, why is this in the list?" and to that I say: It's in the official soundtrack. And PlayOnline is such an integral part of the FFXI experience that I would argue that it IS part of the game. That's why it's here. Love this shit. Please do yourself a favor and listen to all of the PlayOnline songs, cause I'm not gonna fill this list up with 'em.
4. Iroha First funny thing; I cannot find an official upload of this song, so I'm using the version they put in the FFXIV soundtrack cause it's also there identically. This is the theme of Iroha, the main heroine of Rhapsodies of Vana'diel, the essential finale/wrap-up storyline of the entire game. The reason I like this song, is I think less for the song and more what it reminds me of. I do love the soft piano and the empty backing, the very tense and sad sounding BIM bum that keeps playing; but most of all, this makes me think of that character, and how much the storyline really just was a letter to fans from the devs saying thank you. It's somber, yet beautiful. There might be songs that fit this feeling better, like the ending theme, but this is the song that does it for me.
3. Distant Worlds Something that stinks, is that I can't find a good honest upload of this song. Everything official is either the Distant Worlds orchestra version, or the Black Mages version, which, to be fair! are both good. So let's hope this unofficial version doesn't get taken down lmao. Another technicality with this, is that this is technically the ending theme of Chains of Promathia; but, it was introduced later, and it really feels separate? It's kinda its own entity, also only being in bonus soundtracks. It's really beautiful though. Taking that main Memoro de la Ŝtono motif, but turning it into an ending theme that almost befits the entire game. Not only do I love the main melody, I am a big fan of the warbly sort of sound that plays a lot, cause that really gives this song that XI feel rather than just being a nice vocal track. You ever wanna assassinate me just start playing this and I'll be paralyzed
2. Provenance Watcher Another very strange case of "I didn't know where to put this song". This is the final boss theme of the Voidwatch story, which was more like in modern senses a patch story to Wings of the Goddess? But it again very much feels like its own entity. Add on the fact that the song itself is in the Seekers of Adoulin soundtrack and I was just like "Ok you're going with the rest of the weird off cases". Either way, love this song. The beginning strings rhythm is such a cool sound, and then add on the really low horn for that sense of foreboding, befitting the Giant Fucking Dragon Creature you are fighting. The build up for this song is amazing, and uses all of the classic FFXI instruments you know and love by this point. My absolute favorite part of the song is midway through after a lot of the instruments have kinda stepped away for a slight flute bit, and then it blows up with this amazing sounding bit with the entire orchestra. I can't quite do it justice with my words, but hopefully you'll know when you hear it. Also can I just say shoutouts to the Naoshi Mizuta tambourine????? It has no right to go as hard as it does in this entire soundtrack.
1. Shinryu And here we are. The final XI song in my lists. This is the final boss theme of the Abyssea storyline, which is split up into 3 separate parts. Shinryu in this game is essentially the bad timeline version of Promathia (Abyssea as a whole is a sort of bad timeline in a way). The song starts with this incredibly menacing brass orchestra, one part giving you this heavy almost percussion like vibe, and the other part giving you the main sort of melody in the start, absolutely perfect for this literal end of the world dragon. Then it gets fun. The actual percussion comes in with a really fun beat, the orchestra starts the meat of the song, feeling like a really fun and triumphant final battle. And my favorite part? The out of nowhere hopeful sounding bells and strings that sound almost heavenly, they sound heroic, like you're going to save this doomed world. The song goes back into more menacing, like Shinryu is beating back, giving me more of that Dragon Quest IX sound I love. After a really cool loud hit rhythm, the drums do this amazing offbeat section that gives the song a really fun vibe, then going with a sort of royal sounding section featuring a flute/horn duet, and finally, into the grand finale where everything comes together to play off the song, having the heroic vibe from earlier; you are winning. You are going to save the day.
Honorable mentions this time are: Filter branch (this is also PlayOnline music lmao), Wail of the Void, Rhapsodies of Vana'diel, Luck of the Mog, Feast of the Ladies, and even though I've pretty much already mentioned it in this series, gotta give it up for my boy Main Theme - FINAL FANTASY XI Version.
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Shadow of the Tomb Raider
Shadow of the Tomb Raider from 2018 pleasantly surprised me.
If you follow my blog, you might remember I wasn’t much convinced by its two immediate predecessors by Crystal Dynamics, see my reviews for the 2013 and 2015 games. Now this game wasn’t developed by Crystal, but in circumstances that don’t inspire confidence. The studio’s corporate owners Square Enix bizarrely decided Crystal’s time and effort were of better use on a Marvel’s Avengers licensed game, and instead gave it to another studio they owned, Eidos Montreal, with Crystal only having a supporting role. Lead writer Rhianna Pratchett had already left Crystal by this point, so her stories had to be concluded by other writers. By the way, the Marvel’s Avenger game Crystal developed was delisted from Steam only three years after release.
Now all this corporate nonsense doesn’t bode well. Even the name Eidos has a dark history with the series, even if probably no one working at Eidos Montreal today or on this game had anything to do with it.
But Eidos Montreal surprised me. Shadow of the Tomb Raider is actually the best game in the series since Underworld released ten years earlier. The game is very similar to its predecessors, using the same engine, and basic gameplay. But there has been important changes, a rebalancing of the gameplay and environment of the 2010s trilogy, all to the game’s benefit. Tomb Raider ever since the first game has been a mix between action, platforming, exploration and puzzles. And the main problem with TR 2013 and Rise was an overemphasis on action. The main storyline was just action setpiece after setpiece, which got wearying, while tombs with puzzles were relegated to side content. Even Core Design made that mistake sometimes, the mix of gameplay styles can be delicate, but Crystal’s 2010s games took that focus on action to extremes.
And Eidos Montreal seems to have realized this. Shadow dials back the action, if anything it’s the least action-orientated Tomb Raider game ever. There is action, but it’s more occasional than anything, which honestly makes it more fun. Instead the focus is on exploration, platforming and puzzles. This comes with a welcome re-orientation in environments: the tombs are back, baby. In force too. Eidos Montreal remembered the title of the franchise is litearlly tomb raider and so we get a game where Lara is in the jungle, raiding tombs. Most of the main storyline takes Lara into various tombs (well, also old ruins, temples, you know) to solve puzzles and evade traps. And a lot of the extra content is even more tombs. That was the case in previous games, but that comes off better here where tombs are integrated into the main storyline. Instead of a slightly condescending tribute to old fans, while the main storyline is all action, they recognize that good extra content is for those who like the main game and want more of it.
The puzzles are fairly simple compared to the classic Core games, but not entirely trivial, and they are far more welcome as main quest content than whambang action setpiece after setpiece. These puzzles more than anything convey a mood and it’s the mood appropriate for this game series.
The exploration is also made much better, and that’s thanks to the difficulty settings. Shadow has a similar system to System Shock, where you can set the difficulty of various gameplay elements separately. So you can set the difficulty of combat, exploration and puzzles independently of each other, allowing the player to tailor the experience to their interests and skills Setting puzzles to hard removes the hints Lara gives in dialogue, for example, while on easy she outright explains what you need to do. And setting the exploration difficulty to hard removes the “white paint” on climbable ledges. “White paint” is in scare quotes, because they are clearly birdshit to my eyes.* This birdpoo has been a feature of the series ever since Crystal released their first game in 2006. They make it easy finding out where to climb, but in my opinion they make it too easy and remove the immersion of the environments and a lot of the fun of exploration. And now the player can keep the birdpoo or get rid of it as they desire. It’s great.
(* Ex-Core Design dev Andy Sandham agrees with me about the ledge whiteness being birdpoo in a TRIV stream, and was proud Core Design never used them, and he’s right)
It helps that Eidos Montreal has expanded upon the platforming and climbing mechanics of the two previous games in good ways. Lara can climb on horizontal rock surfaces now, and rappel off rocks, and swing or wall-run on her rappel rope. This makes Lara’s moveset really varied. The climbing and platforming sections in this game are so three-dimensional, varied and extensive that they feel exciting, like you are doing something really daring and dangerous.
It helps that this is a pretty game. The jungle Lara explores looks so warm, vibrant and inviting, and the tombs are moody and atmospheric. It’s a nice game to look at. This is partly a product of technology, of course, which is why this game has GPU-melting specifications. Yet it is also a product of great art design.
And is is fundamentally because of the intelligent choice of setting. This game is primarily set in the jungles of Peru. Peru is also the setting of the first part of the original Tomb Raider, and the opening of Raiders of the Lost Ark, so it’s a setting of importance both for the genre and the franchise in specific. And as I gushed about before, the tombs are the focus once again.
Not that everything is good. This game suffers from a bunch of the bloat typical with open world games, with some very boring busywork sidequests that I only accepted in the hope they would lead me to extra tombs, which admittedly they sometimes did. Also some of the extra tombs are DLC, which is a format I don’t like. Though buying the “ultimate edition” or whatever it’s called in a Steam sale five years after release helped with that, I got the whole package in one go.
And the obligatory RPG-like skill tree system feels kinda redundant in this game. The skills are carried over from the two previous games and thus mostly combat-related, but this is not a combat-focused game, so they feel kinda useless.
The writing is once again garbage. I won’t say it’s worse than the two previous games, which were pretty badly written, but it definitely isn’t any better either. There is a basic tension here, which has existed in the series for a long time, between wanting to tell a classic adventure story and simultaneously not wanting to affirm the genre’s inherent colonialism in the modern day. So we get in many ways a classic adventure story, complete with a lost world and the white heroine saving the day. And there is simultaneously a clear attempt to ameliorate the colonialist implications of this, but it never gets there. This game ends up trying to eat its cake and have it too. And it doesn’t quite work that way.
So as one of the most common enemies, we get a textbook example of evil natives, dressed in tribal gear and masks. motivated by their fanatical worship of a pagan god, who the white heroine must gun down with her superior firepower. But then the story is about saving a tribe of noble indians, living in the lost world and threatened both by the pagan cult and western civilization outside. Again the game wants to enjoy its evil natives, but doesn’t want to come across as racist and as painting all south american indians with one brush. But such an attempt forgets how utterly stereotypical its native villains are. And colonialist adventure fiction has at least since James Fenimore Cooper used the same setup of noble but doomed by western civilization natives who fight on the white heroes side and evil savage natives who oppose the white heroes.
It doesn’t help that the villain actually is motivated by anti-colonialism, he wants to save the lost world city he comes from western colonialist destruction but of course “he takes it too far.” So the game ends up making an anti-colonialist native the villain.
And Lara’s arc is just a way worse version of the story of the fourth game in the series, Tomb Raider: The Last Revelation. Same plot setup, Lara takes an artifact she shouldn’t have, and sets off an apocalypse she spends the rest of the game preventing it. In TRIV, it’s implied Lara was just being greedy. But Shadow makes the mistake of having Lara not take the artifact out of greed, but with noble and heroic intentions. She takes it because she wants to keep it out of the hands of an evil organization who wants to use it to remake the world to their liking. Her setting off the apocalypse instead feels like an honest mistake albeit with colossal negative consequences, instead of indicative of some massive flaw within Lara’s character. Her action is a failure, but a noble one. The lesson can’t be that Lara shouldn’t be so arrogant as to believe she can save the world, because in the game’s climax she quite literally does.
Also the evil organization Trinity returns from Rise, and they are even more incoherently written in this game. We learn nothing substantial about their ideology and motivations. Rise implied Trinity are Christian fanatics, but here they are mixed up and possibly identical with a cult that worships the mayan god Kukulkan (what mayans are doing in Peru is at least explained by the lore). The interpretation I landed on in the end is that they are essentially cartoon villains who do evil for evil’s sake.
Lara’s maori friend Jonah returns, the only recurring supporting character in this trilogy of games. But again, I don’t like him. In part that’s because he replaces Sam as Lara’s best friend and all the interesting sapphic implications of Lara/Sam. But it’s also because he is just a boring character, he has basically no personality traits beyond being Lara’s buddy. This makes him feel like a modern-day variation on Robinson Crusoe’s Friday, the ever-loyal native sidekick to the white heroine.
These are serious flaws to be sure, Shadow of the Tomb Raider is not a perfect game by any means.
Yet there is much that it does right, and it feels true to the franchise’s roots. Play it to explore the lush jungle, to explore the tombs and solve their puzzles, to do daring climbs and jumps. This game felt like a necessary course correction after the last two games.
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Phantom's Finished: Super Mario Odyssey (Replay)
On one random evening, I was chilling in call with @dayofpi as we gushed about Mario. Eventually it lead to me grabbing my Artbook of the game this post is about and adoring all the ideas and missed potential of the game, to the point for a few months I genuinely wondered if I might rank the game lower than I used to.
This thought lingered within me until I decided to finally start an important replaythrough of the game, and here's what I think...
Upon booting it up, I already felt an endearing familiarity to what a 14 year old Phantom felt in 2017. I wanted to enjoy this game mostly for what it is and not what it wasn't. Super Mario Odyssey is still one of the best 3D platformers of all time that is like a playbox of fun left right and centre.
Sonic: Frontiers is often compared to Breath of the Wild when I couldn't agree less. With the mini platforming and challenges, I would absolutely compare it more to Odyssey in that regard. Before I state what I say, let it be known that I really enjoy Frontiers okay? Okay!
Sonic Frontiers wishes it was Odyssey when it comes to it bitesize challenges, as they almost always serve for strong level design in enclosed or open areas that consistently interconnects. Sonic Frontiers has a lot of mindless points to its bitesize elements of "press/hold button". That's what Odyssey gets right, the constant thrill of platforming within the sandbox level design and the freedom of how different of an order everyone's experience can be. You can play the main story moons, or during that grab side moons, challenges and items.
Gameplay:
If there is one thing that always pulls me back into this game, it's gameplay. Odyssey is the perfect example for everything working around its base gameplay as a perfect core, that being the hat throw. the hat throw is integral to why moving as Mario in this game is so responsive and fun to master. Dive into the hat for horizontal air movement, use it to collect coins as you continue on your path, capture a vast selections of enemies and objects for a quick yet responsive gameplay change.
Speaking of, I love how the captures have a snappy switch up of gameplay whilst always limiting controls to two buttons for easy pickup for how many different things Mario can utilise. Everything is super responsive and it feels beautiful to experience the loop of this game. Every playthrough feels different due to how you can go for different moons each time, experiment with where I go and even get places I didn't know I could ahead of time! Its my favourite controls platformer in 3D (celeste being my fav 2D platformer controls)
However, I do feel the game sometimes lacks a bit in level design. A lot of the time it's really good! Sub-Sections are very good whereas I feel the Sandbox areas of the Kingdoms are inconsistent. My biggest issue is they often lack a level of cohesion with the rest of the world (New Donk especially is guilty of this) and I wish they covered a wider area a lot of the time as with Mario's moveset it is so quick to get through. I feel the best Kingdoms are ones like the Wooded Kingdom where there's multiple paths, elevation and it stretches a wide variety. New Donk for example does have that elevation but it's so simple to get up there it just kinda exists? I wish there was more interesting areas within New Donk to play around as it isn't as fun on replay.
Then there's the few Kingdoms that SCREAM missed potential with the Cloud Kingdom and the Ruined Kingdom. These two are literally just for a single boss and nothing else in the overworld, which is super disappointing with two really cool aesthetics, especially with Ruined Kingdom's unique artstyle.
Artstyle:



This is one of the trickiest part of the game to talk about. Because I both love it and have qualms with it for a lot of reasons...
Firstly though, this game has an insane variety of styles, setpieces and colours! From Bonnetons Nightmare Before Christmas inspiration to Bowsers Kingdom of Japanese traditional samurai aesthetic, the game constantly throws different visuals upon entering any new world. Odyssey thrives on this idea of different cultures and parts of the world for contrasting artstyles and it really works!
However... I feel this also is where my biggest criticism for the game lies. It's that these artstyles don't push themselves far enough when they could contrast even more! Bonneton for example, it has a fun Halloween vibe but why couldn't they have pushed that with the shapes of the environment being crooked and twisted and maybe have the shadows be sharper and stylised? That's what I mean, the styles still all fit into a mold they don't break out of that I wish the game did a lot more
And here comes the big one: New Donk City!This is where the game really conflicts me with its artstyle, as it tries to contrast in such a way that feels unnatural and uncanny. The realistic humans are extremely unnecessary and the artbook shows many better solutions they had in mind. The colours of this world are also lacking quite strongly which again the art book showed a bright bold bustling city with a lot of nods to the series. It feels they wanted this to be the contextualised version of Mario's origin home which makes sense when you consider all the donkey kong references and the fact Pauline is there!! This is considered the iconic local in the game when for me it feels like the one that could've been filled with beautiful fanservice and nostalgic feel. I don't like using the artbook as criticism but for New Donk City I feel it's kinda necessary due to how they clearly had a vision that wasn't able to happen and its one of this games biggest letdowns.
Other:




There's a lot I wish to get into that aren't as extensive due to how much I have to say, so it all goes into this last section!
Starting off with music, which is weird to me. There's a lot of really good music in this game! From Cascade Kingdom to the transition into the tech part of the Wooded Kingdom. However there's a lot of music that is just, average? A lot of music that isn't bad but nothing memorable, which isn't something I can say about most Mario Games' OST. There's also a lot of 8-Bit versions of music in this game which I really enjoy! But I do understand opinions that they should've used a better NES sound chip for it as it doesn't feel as perfect as it could be.
Next up is story and animation! Easily my favourite animation in a mario game with so much squash and stretch the recently released Mario Wonder seems to emphasise even more! I love Bowser and Mario's animation, and enemy animations are amazing too. However I feel characters like Peach could've had more stylised animation. The story itself is good! It's practically the perfect conclusion to the Peach being Kidnapped Saga, a full on wedding where Bowser takes it way too far. Obviously I don't like damsel Peach as she's a lot better when she's a participating role. However, in the context of her being a damsel this is her best one as she is actively seen throughout the game whilst standing her ground at the very end. I love how she doesn't reciprocate Bowser or Mario's feelings whilst Mario and Bowser have an amazing dynamic this game.
My favourite element of this games story is how it feels like an amazing conclusion to the traditional Mario story, whilst now we're getting new stories with Wonder, Origami King and even Peach getting her own tale. Mario stories don't need to be huge but it's important it still fits the themes and adds fun characterisation to them, alongside giving all of them amazing designs... speaking of
COSTUMES! Mario gets loads of cosmetics in this game through coins, giving them a purpose whilst having a very fun way to have different looks and fanservice. You can have a top hat fancy look fitting Cap Kingdom or a Samurai costume to befit the Bowser Kingdom. Then there's cool costumes that are just their own idea like skeleton, zombie or even underwear Mario! They range from cool, cute to gender and funny with so much to work with. I love this element of odyssey a lot, its one of my favourite things to do especially after I've beaten the game to run about it fun combinations (I love the Sunshine outfit)
Lastly is the postgame! A really fun fanservice Kingdom with the Mushroom Kingdom, and whilst I still criticise the level design cohesion like before, I still think this is an amazing world with a lot of fun to be had, alongside a really fun final level that brought me to tears with Cappys final like
"Thank you, Mario. For letting me walk a mile on your head."
.
This game is beautiful, I have my qualms but its still my favourite 3D Platformer of all time 💙
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Unmasking Corruption and Seeking Justice in Assassin's Creed Mirage
Set in ninth-century Baghdad, the player assumes the role of Basim, a youthful street thief who pilfers to eke out a living. Charismatic and resourceful, Basim's objective is to obtain something of significance that could aid the downtrodden in their daily struggles. However, when his plan goes awry, the oppressive ruling class vents its anger on the impoverished populace. Overwhelmed by a potent mix of anger and guilt, Basim seizes a chance to flee, finding refuge with the Hidden Ones, a clandestine organization operating in the shadows. During his absence, he immerses himself in the ways of the assassins, emerging as a skilled practitioner. Now, Basim returns to confront and rectify the rampant corruption plaguing society, seeking justice for the oppressed and perhaps even looking for a few new allies to join him in his quest to buy PS5 games for their shared gaming enjoyment.

The city within the game comes to life with a rich and immersive environment that encourages interaction. Notable among the highlights is the new pickpocket system, allowing players to employ their light-fingered skills to steal valuable rewards. Another intriguing addition is the introduction of favor tokens, special coins earned through various objectives, thefts, and the like. These tokens can be utilized to procure special services or bribe significant characters within the game world. The implementation of the notoriety system, reminiscent of the style seen in GTA games, adds a new layer of complexity. Now, posters bearing your likeness are scattered throughout the city, and vigilant NPCs can report your activities to the guards. The notoriety system comprises three escalating levels, with the third level unleashing elite guards in relentless pursuit of your character. The establishment of the Brotherhood in Egyptian territories served as a counterforce against the Order of the Ancients, the precursors of the Templars. The Brotherhood operates covertly, working in the shadows to safeguard the freedom of the population. This theme was initially emphasized in Bayek's missions in Origins and continues in Mirage, with the game following a more linear narrative direction in its development, making it easier for players to immerse themselves in the story and make informed choices when deciding which PS5 games to buy for their next gaming adventure.

The Evolution of the Protagonist's Journey
In the Assassin's Creed Mirage video game, the character initially appears somewhat lost in the prologue. However, as the story unfolds, they discover a purpose and eventually become an "intern" at the Hidden Ones. Subsequently, they progress to being a "young apprentice" and face a series of challenges leading towards ultimately "signing the card." Their remarkable performance in these tasks foreshadows their ascent to the position of "boss." This progression is divided into three main arcs, which players can tackle in any order, accompanied by various sidequests and contracts, all conveniently managed through an investigation table in the menu. This gameplay element draws parallels with the style of Far Cry, though it raises a minor concern. The solution implemented in the game is intriguing, as it maintains a strong focus on the core narrative while streamlining the gameplay experience. However, it also raises a cautionary flag about potentially becoming formulaic, which could result in the easy replication of this structure for future titles in the series. Nonetheless, this doesn't diminish the brilliance of the narrative and how seamlessly it integrates with the gameplay. During a recent interview with Game Informer, Stephane Boudon, the creative mind behind Mirage, discussed the challenge of featuring Basim as the protagonist. A notable point emphasized in the interview was Basim's status as the Master Assassin, which must be reflected in the gameplay. As a result, players should not anticipate frenetic combat scenarios or expect to confront adversaries head-on with unwavering resilience. Mirage doesn't align with that style of gameplay. While it's technically possible to take that approach, it's neither advisable nor particularly clever. Mirage places a premium on stealth mechanics, and even fans of the Hitman series will recognize some intriguing references that cater to this aspect of gameplay, making it a thrilling experience for those who appreciate intricate stealth mechanics in their games and are looking for new PS5 games to buy to quench their gaming thirst.

Embracing the Art of Stealth and Assassination
In the Assassin's Creed Mirage video game, the environment is used to one's advantage, disguises are taken, and murders are committed sneakily and silently. That is what Mirage is all about, and it provides the player with the tools to do so. Whether using the blade concealed traditionally or employing smoke bombs, traps, and tranquilizing dice, the player can utilize these methods. Enkidu, the character's eagle companion, and Basim's sixth sense are used to plot, plan, and execute everything perfectly. Despite not being an RPG, it still features a skill tree, various equipment options, and collectibles scattered throughout the world.

Assassin's Creed Mirage offers a delightful experience for enthusiasts of the series' inception, now celebrating its 15th anniversary and holding a significant place not just within the gaming sector but also in the broader entertainment market. Departing from the recent RPG elements, it embraces a more direct, enjoyable, and gameplay-challenging approach, rightfully presenting a title where the central character assumes the role of a Master Assassin.
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Experience the Best Online Togel Gaming with COLOKSGP
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CORSAIR K70 PRO TKL On MGX Hyperdrive Magnetic Switches

With the new K70 PRO TKL keyboard, CORSAIR is thrilled to integrate its MGX magnetic switch technology into a competitive tenkeyless form-factor. The K70 PRO TKL is prepared to take over the competitive gaming scene with to its popular features, like FlashTap and Rapid Trigger.
New CORSAIR MGX Hyperdrive magnetic switches, which use Hall-effect sensors to activate magnetically extremely quickly, are introduced in the K70 PRO TKL. The Rapid Trigger function of the K70 PRO TKL outperforms even the greatest mechanical switches in terms of action speed by rapidly registering and resetting keys. The K70 PRO TKL accommodates all playstyles with to its adjustable actuation distance, which ranges from an ultra-sensitive 0.1mm to a deep 4.0mm.
FlashTap is also an option for the K70 PRO TKL. With options that give priority to the first or last key tapped, FlashTap, a brand-new SOCD system, transforms in-game movement and allows players to execute esport-level character movement. FlashTap, when combined with Rapid Trigger, speeds up move-mirroring and rapid-strafing the games significantly.
With Game Mode, users may go from casual to expert mode in an instant. With a single button, the RGB illumination becomes static, settings are optimized, frequently touched keys are locked, and Rapid Trigger is activated for immediate input registration.
CORSAIR AXON hyper-processing technology prevents the K70 PRO TKL from losing time due to input lag or delay when milliseconds count, giving gamers back control of those crucial moments for game-winning maneuvers. With its 8,000Hz hyper-polling, the wired-only K70 PRO TKL can register keystrokes in less than one eighth of a millisecond.
By offering the K70 PRO TKL its best-in-class multi-sensory experience, CORSAIR is demonstrating its ongoing innovation. Pre-lubricated MGX Hyperdrive switches are sufficiently subtle for distraction-free gaming, and their robust double-rail construction ensures that every keystroke is steady and wobble-free. Softened acoustics that are particularly rich and gratifying are achieved by reducing unwanted noise with two layers of high-quality sound-dampening foam.
Top gamers nowadays want a keyboard that suits their setup and improves their gameplay in addition to the quickest gaming equipment available, according to Thi La, President and COO of CORSAIR. “The K70 PRO TKL is the foundation of all products, combining robust iCUE software with exclusive hardware. Only CORSAIR can now provide competitive gamers the flexibility and control they need to personalize and manage their gaming experience.
Hall effect switches, Rapid Trigger, 8,000Hz hyper-polling, FlashTap, and so on are some names for speed. However, refer to it as the K70 PRO TKL.
K70 PRO TKL
MGX Hyperdrive is the first step toward speed
For the quickest input activation science has to offer, MGX Hyperdrive magnetic switches use Hall Effect sensors. Every keypress is guaranteed to be wobble-free with to a double-rail structure, and long-term integrity is ensured by an increased lifespan of 150M presses. MGX Hyperdrive switches are a powerful blend of performance and satisfaction, and they come pre-lubricated for thocky acoustics.
FlashTap Technology
FlashTap can prioritize the first, last, or neither input when two competing movement keys are hit. With enhanced SOCD behavior, you can effortlessly master elusive competitive plays like jiggle peeking and counter-strafing.
Disabled by default
Enable via shortcuts: FN+ Right Shift
Default settings when it’s on: A + D keys and last priority
USE AXON TO ACT FAST
Getting every action and reaction into the game as quickly as possible is the main goal. When using AXON, the keyboard latency is responsible for less than 1% of command delays.
AXON can register inputs up to eight times faster than the majority of other gaming keyboards with to its 8,000Hz hyper-polling.
PRIORITIES FOR SPEED
Use a single button to optimize your settings for competitive play. Rapid Trigger uses fluid actuation points to dynamically react to keystrokes in game mode. Turn on the Win lock key. The RGB lights become stagnant. Additionally, your keyboard has a unique hyper-polling rate. Battle-ready is the game mode.
DIAL MULTI-FUNCTION ROTARY
You have complete control over media and audio with K70 PRO TKL. During big moments, turn up the volume, silence your game, or pause your music.
DIFFERENTLY BUILT
Beyond what is immediately apparent, there is more to K70 PRO TKL. Pre-lubricated stabilizers and two superior silicone sound-dampening layers reduce undesired pings and clacks for more comfortable, softer typing.
MLX Plasma and MGX Hyperdrive switches with pre-lubricated stabilizers
Top Plate Made of Aluminum
Layer 1 of Sound Dampening
PCB
Layer #2 of Sound Dampening
The bottom tray
Read more on Govindhtech.com
#K70PROTKL#MagneticSwitches#CORSAIR#Hyperdrivemagneticswitches#gameplay#gamemode#News#Technews#Technologynews#Technology#Technologytrendes#govindhtech
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Game On: An Overview of Competitive Play on Ok Win
In the dynamic world of online gaming, competition adds an exhilarating dimension that captivates players and elevates their gaming experiences. Ok Win recognizes the appeal of competitive play and has developed a robust environment where gamers can test their skills, engage in thrilling tournaments, and strive for victory. In this article, we’ll take a closer look at the competitive landscape on Ok Win and explore how players can get involved in the action.
1. A Diverse Range of Competitive Games
Ok Win offers a wide variety of games that cater to competitive players. Whether you prefer strategy-based challenges or fast-paced action, there’s something for everyone. Some of the most popular competitive game genres on the platform include:
Card Games: Classic card games like poker and blackjack are staples in the competitive gaming scene. Players can engage in skill-based matchups that require both strategy and a bit of luck, making for intense and thrilling gameplay.
Table Games: Games such as roulette and baccarat also offer competitive elements, especially when players engage in head-to-head matches or tournaments.
Slots with a Competitive Twist: While slots are traditionally seen as solo experiences, Ok Win introduces competitive elements through slot tournaments where players can compete for the highest scores and win exciting prizes.
2. Tournaments and Leaderboards
One of the main attractions of competitive play on Ok Win is the opportunity to participate in tournaments. These events bring players together for high-stakes competitions, often featuring enticing prizes for the winners. Here’s what you can expect:
Regular Tournaments: Ok Win hosts various tournaments that allow players to compete in their favorite games. These events are designed for different skill levels, ensuring that everyone has a chance to participate and win.
Leaderboards: Competitive players can track their performance through leaderboards that showcase the top players in various games and tournaments. Climbing the ranks adds an extra layer of motivation and excitement, as players strive to improve their skills and earn recognition.
3. Team Competitions and Collaborative Play
In addition to individual tournaments, Ok Win promotes teamwork through team competitions. Players can form teams to compete in challenges, fostering a sense of camaraderie and collaboration. This format allows players to strategize together, share tips, and support one another in their quest for victory. Team competitions add a unique social dimension to competitive play, encouraging friendships and alliances.
4. Rewards and Incentives
Competitive play on Ok Win is not just about bragging rights; it also comes with exciting rewards. Players can earn bonuses, free spins, and exclusive prizes for their achievements in tournaments and competitions. These incentives add an extra layer of motivation, making the competitive experience even more thrilling.
5. Skill Development and Strategy
Engaging in competitive play provides players with invaluable opportunities for skill development. As players face off against others, they can learn new strategies, refine their techniques, and enhance their gameplay. This focus on improvement creates a dynamic environment where players can continually grow and adapt, making each competition a learning experience.
6. Community Engagement
The competitive aspect of Ok Win fosters a vibrant community of gamers. Players can connect with others who share their passion for competition, exchanging tips and forming friendships along the way. Engaging in discussions on forums or social media can further enhance the sense of belonging within the Ok Win community, allowing players to celebrate each other’s successes and learn from shared experiences.
7. Fair Play and Integrity
Ok Win prioritizes fair play and integrity in its competitive gaming environment. The platform employs measures to ensure a level playing field, allowing players to compete based on skill and strategy rather than luck or unfair advantages. This commitment to fairness enhances the overall gaming experience and builds trust among players.
Conclusion
Competitive play on Ok Win offers an exciting avenue for players to challenge themselves, connect with others, and strive for victory in a variety of games. With diverse competitive options, thrilling tournaments, rewarding experiences, and a strong sense of community, Ok Win provides an engaging platform for gamers seeking a competitive edge. So, gear up, sharpen your skills, and dive into the world of competitive play on Ok Win—where the excitement never ends and every game is an opportunity to shine! Game on!
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IP Idea 3

Eric Barone, Stardew Valley, 2016
Stardew valley is another very relaxing game that many people have picked up for its comforting feeling. Stardew is very interesting in the way that you play the game because a main aspect is the relationships that you form with characters around you.
I've never personally played the game, but Stardew is almost similar to that of a dating simulator game. There are a set of suitors that you get to choose from to pursue, all with their own personality traits and quirks. You grow your farm alongside your chosen partner or friend and create a quiet life for yourself.
Many people play this game of feeling the comfort of having connections with others and having a relationship, even if it is fictional.
Although stardew makes sure to psuh forward in creating an experience that places relationships to the forefront. It has the same issue the Animal Crossing New Horizons has when it comes to the addition of money. I interviewed my friend who is an avid player. They say that the money aspect can be very annoying, because it stops freedom. It takes so long to make the money needed to afford things that it forces them to spend hours doing mundane and boring tasks like fishing. It can really bring down the gameplay, and my friend says that a new money system or a smaller integration of it would help make the game more relaxing. Maybe having the materials needed to make or build the end goal would be a better currency than money itself.
How can I continue to think about creating a truly passive and relaxing game. My goal is to create something that truly lets you escape from the realities of pain and money.
0 notes
Text
IP Idea 3
Eric Barone, Stardew Valley, 2016
Stardew valley is another very relaxing game that many people have picked up for its comforting feeling. Stardew is very interesting in the way that you play the game because a main aspect is the relationships that you form with characters around you.
I've never personally played the game, but Stardew is almost similar to that of a dating simulator game. There are a set of suitors that you get to choose from to pursue, all with their own personality traits and quirks. You grow your farm alongside your chosen partner or friend and create a quiet life for yourself.
Many people play this game of feeling the comfort of having connections with others and having a relationship, even if it is fictional.
Although stardew makes sure to psuh forward in creating an experience that places relationships to the forefront. It has the same issue the Animal Crossing New Horizons has when it comes to the addition of money. I interviewed my friend who is an avid player. They say that the money aspect can be very annoying, because it stops freedom. It takes so long to make the money needed to afford things that it forces them to spend hours doing mundane and boring tasks like fishing. It can really bring down the gameplay, and my friend says that a new money system or a smaller integration of it would help make the game more relaxing. Maybe having the materials needed to make or build the end goal would be a better currency than money itself.
How can I continue to think about creating a truly passive and relaxing game. My goal is to create something that truly lets you escape from the realities of pain and money.
0 notes
Text
does vpn mess with pokemon go
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does vpn mess with pokemon go
VPN functionality with Pokemon Go
Title: Exploring the Benefits of VPN Functionality with Pokémon Go
Pokémon Go, the augmented reality mobile game sensation, has captured the hearts of millions worldwide since its release. However, while the game offers exciting gameplay, it also comes with certain limitations based on geographical location and network restrictions. This is where Virtual Private Network (VPN) functionality comes into play, offering players a way to enhance their gaming experience.
VPN services work by encrypting your internet connection and routing it through a server in another location, effectively masking your true location and IP address. This functionality can be incredibly useful for Pokémon Go players in several ways.
Firstly, VPNs allow players to bypass region-based restrictions imposed by game developers. Some Pokémon species, events, or features may be exclusive to certain regions, leaving players in other areas feeling left out. By using a VPN to connect to a server in the desired region, players can access these exclusive elements and expand their gameplay options.
Additionally, VPNs can help players access Pokémon Go in regions where it may be restricted or unavailable due to government regulations or network limitations. By connecting to a VPN server in a country where the game is accessible, players can continue their Pokémon journey unhindered.
Moreover, VPNs provide an extra layer of security for players concerned about privacy and data protection. By encrypting their internet traffic, VPN users can safeguard their personal information from potential cyber threats while enjoying Pokémon Go adventures.
However, it's essential to choose a reliable VPN service that offers fast connection speeds, robust security features, and a wide range of server locations to ensure a smooth and seamless gaming experience.
In conclusion, the integration of VPN functionality with Pokémon Go opens up new possibilities for players worldwide, allowing them to overcome geographic restrictions, enhance their privacy, and enjoy the game to its fullest potential.
Effects of VPN on Pokemon Go gameplay
Virtual Private Networks (VPNs) have become a popular tool for online security and privacy protection. However, the use of VPNs can also have an impact on gameplay experiences, including games like Pokemon Go.
When it comes to Pokemon Go, using a VPN can have both positive and negative effects on gameplay. One of the main advantages of using a VPN while playing Pokemon Go is the ability to access content that may be geo-restricted in certain regions. For example, players can use a VPN to spoof their location and access Pokemon that are not available in their area, giving them a competitive edge in the game.
On the other hand, using a VPN can also lead to slower gameplay and increased latency. This is because VPNs reroute internet traffic through servers in different locations, which can result in delays in data transmission. In a fast-paced game like Pokemon Go, even a slight delay can be frustrating and impact the overall gaming experience.
Additionally, some VPN services may be detected by the game's anti-cheat system, leading to potential bans or restrictions on the player's account. Niantic, the company behind Pokemon Go, has strict rules against cheating and using unauthorized tools, which may include VPNs.
In conclusion, while using a VPN can provide certain benefits in Pokemon Go gameplay, such as accessing geo-blocked content, players should be aware of the potential drawbacks, such as increased latency and the risk of being flagged for cheating. It is important for players to weigh the pros and cons before deciding to use a VPN while playing Pokemon Go.
Pokemon Go performance with VPN
Pokemon Go is an augmented reality (AR) mobile game that has taken the world by storm since its release. However, players may encounter limitations or restrictions when accessing the game due to geo-blocking or regional restrictions. One potential solution to bypass these limitations is by using a Virtual Private Network (VPN) while playing Pokemon Go.
A VPN works by encrypting your internet connection and routing it through a server in a different location, thereby masking your actual location and making it appear as though you are accessing the internet from another region. This can be particularly useful for Pokemon Go players who want to access game features or locations that are not available in their current region.
Using a VPN can also help improve the performance of Pokemon Go by reducing latency and improving connection stability. By connecting to a VPN server closer to the game's servers, players may experience smoother gameplay and fewer instances of lag or disconnection.
However, it's essential to choose a reliable VPN service with servers in locations where Pokemon Go is accessible. Additionally, players should be aware that using a VPN to access Pokemon Go may violate the game's terms of service, and there is a risk of being banned from the game.
In conclusion, while using a VPN can potentially enhance the performance of Pokemon Go and allow players to bypass geo-blocking restrictions, it's essential to weigh the risks and consider the implications before using this method. Players should also ensure they are using a reputable VPN service and abide by the game's terms of service to avoid any potential consequences.
Optimizing Pokemon Go with VPN
In the world of mobile gaming, Pokemon Go has taken the world by storm since its launch in 2016. With millions of players worldwide, the game allows users to catch virtual creatures in real-life locations using augmented reality technology. However, some players face restrictions and limitations based on their geographical location. This is where using a Virtual Private Network (VPN) can come in handy to optimize the Pokemon Go gaming experience.
By utilizing a VPN when playing Pokemon Go, players can overcome geo-blocks and access content that may not be available in their region. For example, certain Pokemon species may only appear in specific locations worldwide, and using a VPN can allow players to virtually teleport to these locations and catch rare Pokemon.
Moreover, using a VPN can enhance security and privacy while playing Pokemon Go. It encrypts the user's internet connection, preventing cyber threats and potential hackers from accessing personal information. This added layer of security ensures a safe gaming experience without compromising sensitive data.
Additionally, players can reduce lag and improve connection speeds by connecting to a VPN server closer to the game server location. This can result in smoother gameplay and reduce instances of disconnections or interruptions while playing Pokemon Go.
In conclusion, optimizing Pokemon Go with a VPN can provide players with increased accessibility, security, and performance benefits. Whether you're looking to catch rare Pokemon or enhance your gaming experience, incorporating a VPN into your gameplay can elevate the overall enjoyment of playing this popular mobile game.
Using VPN for Pokemon Go privacy
Title: Enhancing Privacy and Security in Pokemon Go with VPNs
Pokemon Go, the augmented reality mobile game, has taken the world by storm since its release. As players traverse the real world, they engage with virtual creatures, battle other players, and discover hidden treasures. However, amidst the excitement, concerns about privacy and security have arisen.
One effective solution to safeguarding privacy while playing Pokemon Go is the use of Virtual Private Networks (VPNs). VPNs create a secure and encrypted connection between the player's device and the internet, effectively masking their IP address and location.
By using a VPN while playing Pokemon Go, players can enjoy several benefits:
Protecting Personal Information: With a VPN, players can prevent unauthorized access to their personal data, such as location, device information, and browsing history. This is especially important as Pokemon Go requires access to the player's GPS and camera.
Avoiding Geo-blocking: Some regions may impose restrictions or limitations on Pokemon Go, limiting gameplay for certain players. By connecting to a VPN server in a different location, players can bypass these geo-blocks and access the game from anywhere in the world.
Preventing DDoS Attacks: In competitive aspects of the game, such as raids and battles, players may become targets for Distributed Denial of Service (DDoS) attacks. VPNs can help mitigate these attacks by hiding the player's IP address and making it more difficult for attackers to target them.
Enhancing Security on Public Wi-Fi: When playing Pokemon Go on public Wi-Fi networks, such as those in parks or cafes, players risk exposing their data to hackers and cybercriminals. VPNs encrypt internet traffic, ensuring that sensitive information remains secure, even on unsecured networks.
Overall, incorporating a VPN into one's Pokemon Go gaming experience can provide peace of mind and enhance privacy and security. By taking proactive measures to protect their personal information and gameplay, players can fully immerse themselves in the adventure without worrying about potential threats.
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