#these are the best gameplay captures I have
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TW? Mildly Dirty Joke? (Maybe it’s just me…)
I just realized you can still interact with the MTT resort doors even without renting a room...
(Kinda skimmed through the dialogue but WHOA)
Did anyone else notice this? I just found out on Reddit that you can get the Hush Puppy by getting some gold sliding a Hot Dog through the door, but don’t quote me.
TF DID I FIND?!
#txt#undertale#undertale game#mtt resort#frisk#dark humor#dark humour tw#yeah#I know I play on my PS4#GET OVER IT#these are the best gameplay captures I have#gaming
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why is scarlet hollow hard to pitch? you can romance a cool stylish goth girl who loves anime and has a pet stick bug. this should be enough for people
So part of the challenge is that, from a marketing perspective, that isn't really a pitch! You don't actually know what kind of game it is from that, and there isn't a story hook. A pitch needs to communicate: 1. Gameplay. 2. Story. 3. Why someone should play — what's ~special~ about the game?
And a good pitch needs to do all of that without falling back on specific genre-descriptors. So you can't just say, "it's a mystery game" or "it's a horror game," and you definitely can't say "it's a visual novel."
Slay the Princess has (IMO) a very strong pitch (and I can say that because we've got hard data on how well it sells!):
Juxtaposition of cute art with horror elements sets the tone and communicates the interesting narrative dissonance in the game.
Logo + "please don't" combination establishes a push and pull between the narrator and princess + communicates that the game is funny.
Short description tells you the story by giving you a task, and communicates that you have agency to do something different in the second sentence.
To capture what's special about Scarlet Hollow you need:
To communicate the story hook — harder with a slow burn!
Communicate how much your choices matter — useless to say as a developer, because developers lie about this all the time.
Scarlet Hollow is also dragged down a bit by being in early access — so we have high hopes for it performing a lot better after the full release.
Falling back on the splashscreen text we use as an intro (you won't be able to save everyone, etc.) helped improve things a lot — it communicates in a quieter way that choices matter. And it's also helped to lean on the reputation we built w/ StP by mentioning it at the beginning. But even then, most days we're able to move 1 copy for every 20 copies we sell of StP.
At the end of the day though, we're super comfortable and stable as a studio now, so we can continue to make scarlet hollow the best game we can without worrying about how well it sells on a day to day basis!
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The real dog that inspired Ghost Trick's "Missile".
As many people on Tumblr have already pointed out, Ghost Trick is a game that is best experienced going in fully-blind. It offers amazing puzzle-based gameplay, a charming cast of characters and a unique story with plenty of twists and turns that will leave you both stunned and fulfilled by the end. My one true regret with the game is that I can't experience it for the first time again.
So, in trying to hype up the game for its release on Steam, Switch, Playstation and XBox, I decided to go for a novel approach: Instead of gushing about the game and potentially spoiling it for you, I will instead offer some facts about the real-life dog that inspired one of the game's most memorable characters. Knowing those facts won't spoil the game for you and will in fact make you appreciate its story a whole lot more, so feel free to reblog away, adding any facts that I might have missed about the game's Charismatic Cheerful Capable Caring Canine.
You know… This adorable little guy:
Ladies and Gentlemen, meet Missile Takumi!
Missile was a pomeranian Puppy adopted by Shu Takumi on 2007. He was named after a dog appearing in Gyakuten Saiban 1 (aka Phoenix Wright Ace Attorney 1). The dog in the original game was a throwaway gag, not essential in the overall game’s story. The real-life little pomeranian however proved to be an essential part of Shu Takumi’s life.
(Source)
(More facts after the break)
Missile was Shu Takumi’s best friend. The little doggie was always there for him, always available to lift his spirits with a cheerful bark when he was feeling down and always offering a friendly paw even in the gloomiest of circumstances. Missile was a truly loyal friend, offering unconditional love and friendship, helping Shu Takumi get over even the most difficult of times.
(Source)
So when time came to make Ghost Trick, a game about ghosts, regrets, mystery, loyalty, friendship and ultimate redemption, it was perfectly natural for Shu Takumi to give his best little friend a part in the story.
The game’s developers didn’t initially want to put Missile in the game. They didn’t have a problem with putting a dog as a character, they had a problem with the fact that the dog was a Pomeranian and they would have problems animating his fur in-game. Shu Takumi however insisted and eventually, after meeting the little doggie and falling under its charm, the developers relented into putting him in the game in all his Pomeranian glory.
(Image from lparchive)
Not only did they put him in the game, in fact, they went above and beyond in capturing his charm perfectly. They studied his moves and mannerisms, in order to get his movements down pat.
(Image from lparchive)
Missile’s iconic in-game bark was actually a recording of sound-designer’s Nobuyuki Shimizu Labrador Retriever who was coincidentally also named Missile! Shu Takumi wanted to record his own Missile, but Shimizu-san also wanted to put a part of his own dog in the game and Takumi eventually relented.
So, yeah, Missile in the game was voiced by Missile. Just not THE Missile.
In order to make up for not recording his own dog for the game Shu Takumi made a “character song” for Ghost Trick’s Missile:.
youtube
Yes, those barks you hear in the song are recordings of THE Missile, no substitutes this time! This is how the little Pomeranian used to bark!
The song was made to celebrate Ghost Trick’s 3rd year release anniversary and even though the song talks about Ghost Trick’s Missile, a lot of the behaviors mentioned in the lyrics (such as Missile’s tendency to climb on the sofa and then needing help to get back down) are things that Takumi’s pomeranian friend used to do.
The song was later remade by CAP-JAMS and included in the soundtrack of the 2023 remaster of the game.
youtube
And, yes, the original Missile’s barks are still there.
If it’s not perfectly clear, Shu Takumi really wanted to tell everyone how awesome his little dog was. He made the little dog an essential part of Ghost Trick and stealthily made the world, at least that small part of it that played Ghost Trick, fall in love with him.
Ghost Trick was released under critical acclaim, even receiving a nomination for Gamespot’s Best 2011 Puzzle Game, but the fact that it was released near the end of the DS’s lifespan and a lackluster advertising campaign made it 2011’s “Best Game You’ve Never Played”.
The game, however, slowly gained a cult following and within that following, the story of Missile resonated with everyone and became one of its standout points. He might not have been the player-character but he was definitely the show-stealer.
(To tell any more would be going into spoiler territory, but seriously go buy and play Ghost Trick any way you can. It really deserves a bigger audience).
So beloved was the little dog in fact that when Ace Attorney was eventually adapted into an anime, the animators couldn’t resist putting him into episodes 13 and 30 of the first and second season respectively. In fact, in the anime Missile was indirectly responsible for the “class trial” incident that shaped Naruhodo/Wright’s life.
Before you ask, no, Missile was not voicing himself this time (something about working with animals and children). He was voiced by Tomokazu Seki in the Japanese version and by Kyle Hebert in the English dub. Still a nice tribute to Takumi’s little doggie.
One final Missile fact that I can’t find a proper segway for is that Missile also got along surprisingly well with Wagahai and Sankichii, the cats that later also entered the Takumi household, though, the way Takumi tells this, it was the cats that called the shots more often than not.
Missile passed away on the 10th of November 2018. The way Shu Takumi puts it, the valiant little doggie waited for him to return from the US, to spend some final time with him before passing on. We don’t know the exact details just that it was sudden and unexpected.
(Source)
Missile is no longer with us, but his memory lives on. He will always be remembered by Shu Takumi as the friend that always was by his side… and always will be with him.
…and he will always be remembered by the gaming community as the little Pomeranian that stole everybody’s hearts and made Ghost Trick a truly memorable experience.
MISSAIRU TONDEKE!
(Missile’s Launched!)
#ghost trick#missile#puppy#shu takumi#ace attorney#Seriously play Ghost Trick NOW! Thank me later.#Youtube
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The Good Omens Card Game is coming out June 5! 🥳❤
Renegade Game Studios will release Good Omens: An Ineffable Game June 5th, charging players with stopping the apocalypse in seven different battle games, each of which you can learn as you play, all in one box! Each of the seven cooperative battle games sees players taking on a different challenge, and each can be played at varying difficulties!
“We’re thrilled to be collaborating with Amazon Studios to bring fans a Good Omens game” said Scott Gaeta, President of Renegade Game Studios, “Being a huge fan myself, it was important that we capture the spirit of the show and I think that designer, Matt Hyra, came up with something fans will really enjoy.”
In Good Omens: An Ineffable Game players will call upon characters, both much-loved and deeply-loathed, in order to defeat the Four Horsemen of the Apocalypse, Fight Heaven, Vanquish Hell, and even prevent Armageddon. The battle games are easy to learn but pack a challenge for any group, and each is themed around the confrontations that take place at the conclusion of Good Omens Season 1.
Fans can catch up on the first season of Good Omens now streaming on Prime Video ahead of the second season premiering July 28th. The series is co-created by Neil Gaiman and is based on the well-loved and internationally best-selling novel by Terry Pratchett and Neil Gaiman.
“Good Omens: An Ineffable Game promises to bring the world of Good Omens to life in an exciting new way” said Jamie Kampel, Head of Licensing & Merchandising for Amazon Studios, “We are thrilled to be creating this game in collaboration with a well-known board game publisher like Renegade, who is passionate about the property and has adeptly captured the tone and details of the series in a way that will delight fans.”
Renegade will be producing three versions of Good Omens: An Ineffable Game, each with their own unique box art and bonus items, but all feature the same great gameplay! The Amazon exclusive version will include 12 foil versions of the character cards in the game. (= First Version) The Barnes & Noble exclusive version includes a Heaven & Hell-themed black and silver embroidered Good Omens dice bag (= Second Version), while the Hobby Market exclusive includes an Agnes Nutter Book of Prophecies-themed dice bag, in a luxurious green with gold embroidery (= Third Version).
Good Omens: An Ineffable Game will be available wherever games are sold and have a suggested retail price of $25.
Amazon - $25.00 - the exclusive 12 foil character card versions (First Version)
renegadegamestudios.com or Hobby Market- €25.00 - seems like this is the Third Version with the Agnes Nutter bag, they have several internet stores that you can switch at the left corner of the page (for example for EU click on the last one):
The Barnes & Noble (Second Version) didn't publish the product at their pages yet :)
The Agnes Nutter Book of Prophecies-themed dice bag from the third editon:
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genuine question – and i hope it doesn't come as weird – but how do get into...pokemon? </3
pokemon universe feels so big and there are so many games and i really like their designs – both for pokemons and trainers – making ocs in this setting would be so cool but i have no idea how to. begin!
could you give some advice?
ps leaving compliments for your comic and art in general!! i really like how your pieces are so colorful! gives the vibes of some small but cozy and fun town in a videogame..
no worries!! it seriously depends on what you are interested in - gamewise, region wise, and story wise.
heres what i can say. if you like typical top-down style pixel art rpg games where you solve tile puzzles and build a little team of monsters, any of the games before x and y is a good choice. platinum is a great introduction to the series because it doesn't baby you but is still decently difficult, heartgold/soulsilver are the 'coziest' games imo but may spoil you because of how much content there is, black/white and black/white 2 are the most story-driven of the games and bw2 is probably the longest play of all the games. emerald is also great, but its genuinely a hard game even as someone whos been a fan of the series for years. i would say to start with hgss because they're my favorites, but they're so good it might raise the bar too high for all the other games pixel-art games.
if you prefer 3D graphics, but still like the 'run around catching guys and solving tile puzzles', i think sun and moon are the best of the 3D games! the story is engaging and a little more modernized so that there are actual cut scenes, i think the pokemon available are cute and the region is really pretty. i thikn after that, x and y is pretty cute! the story is less strong in comparison to sun/moon. importantly; every game in the 3D era has a new type that was not present in the pixel art era - the fairy type, so if you want to learn the MODERN type chart and balances, the 3D games are where you'd need to start.
finally, if you're not a fan of the 'catch pokemon run around region' type games, pokemon has a LOT of really awesome spin off games. my favorites are as follows...
pokemon mystery dungeon explorers of sky. its the strongest story the pokemon company has ever written, and im a big fan of the mystery dungeon style gameplay.
pokemon ranger (any ranger game!) the story and graphics are cute, and it focuses on rescuing/rehabilitating pokemon more than capturing them. really lovely expansion of the pokemon universe.
pokemon go, because its free! so if you dont want to download a rom, or sink money into a new franchise, its an easy way to get into it.
pokemon snap - this was actually my very first pokemon game i ever played! (never owned it though heha) but there was just a remake for the switch, if you've got a switch that is. the game focuses on photographing pokemon in their natural habitat, and its really quite cute. slow paced and fun if you're not sure about battling yet.
finally... if you weren't looking to get into games at all, pokemon art + fan creations are personally my favorite things in the entire fandom! artists and writers and fangame devs are the people who hold this fandom up, engaging with their creations is a great and typically free way to involve yourself... im sorry this is so long, i hope this helps!! and ppl are free to add on to this hehe
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I finished Veilguard last week and I really enjoyed it! I don't have the time to draw fanart rn, but I played a hot-headed, duty-bound, elven mage Mourn Watcher named Evon. He romanced Davrin and his closest friends were Taash and Harding. More pics and spoilers under cut.
I had a lot of moments while playing feeling like this game was going to be very devisive (and perusing my TLs it sure seems to be, as any proper Dragon Age game should), but it definitely surpassed my expectations. I liked the story, the characters, the art direction, the gameplay, the level design, and the score. It felt good to be correct about a lot of the lore reveals!! And I thought the ending was probably the best Bioware's ever done. Also got very excited to see Dorian and Oli on screen together again. (Even though I wasn't able to make Oli nearly tall enough.)
My ending was reconciled Solas + Inquisitor/Redeemed Solas. Davrin led the B-Team and Neve was captured by Elgar'nan, but later rescued. The remaining Veilguard all survived the final assault. Yes, I've felt like a grieving widow since I finished, thanks for asking.
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"something about you" rin itoshi based • angst based on not-so-bf trope <3
may contain errors, similar content is coincidental.
watching rin itoshi’s match is always mesmerizing. he shines in destroying things that are close to him.
it’s complete monstrosity when he plays, which is the complete opposite of his brother sae’s gameplay.
a completely calculated person, while rin is a monster.
but still���
why does rin still shine so much?
why does he stand out the most in your eyes, as if he was a twinkling star in the sky you would wish on?
why is he so captivating, yet always out of your hand?
bothered by your thoughts, rin wins his match. of course, another easy win for him.
… but its noisy. it hurts your ears.
announcers announcing his win.. interviewers excitingly waiting for him to get out of the stadium and start asking him questions… the horn sounds and people shrieking….
but everything goes quiet when he manages to find you straight away.
no matter how many people are in the stalls—
his eyes always seem to capture you.
those beautiful eyes that could even challenge a diamonds beauty.
but there he is again, confusing you.
he’s looking at you pleadingly, right after he scored the last shot.
shouldn’t he be focused on the crowd, and the way they scream his name in joy?
did he maybe finally realize that he left you mesmerized every single time?
did he maybe finally realize that you were always admiring him from afar?
or will he push you away again when he gives you mixed signals?
you sigh thinking of it, so you stand up, going to the exit of the stadium.
but once you finally reach the corridor, you see rin.
so you pause from walking, while he jogs towards you.
“you should celebrate your win, itoshi.” you remark.
“don’t call me itoshi.” he says in a tone that sounds like he’s still trying to catch his breath, while gripping your arm tightly.
(but of course, not in a way that would hurt you. he wouldn’t want that.).
“i think it is only proper of me to call you itoshi. considering you never let me see what’s under your disguise.”
“i said don’t call me itoshi.”
“fine then.”
“— you know what, rin? i actually think it’s better if you keep pushing me away.”
“i mean i don’t know if you’re just another unreachable dream, or a one-in-a-million person i can achieve.”
“but i also don’t know if you’ll destroy me. which i’m scared of.”
“after all, you said everything that grows close to you soon tears down.”
you look at the floor, eyes slowly but surely becoming watery.
rin stays quiet, his gaze softening when you immediately look down.
“… if you’re scared of me destroying you, then i’ll try and treat you like a delicate flower.”
“if you ever get scared, i’ll stay by your side to keep you safe.”
“if you hate the noise, then i’ll cover your ears for you.”
“if i don’t show my true self to you, then i’ll lower my guard for you.”
“just don’t leave like everyone does. not like nii-san.”
“but instead stay. i’m humbly asking you to stay right now.”
“i’m sorry that i give you mixed signals. but give me a chance to prove myself to you, please?”
“i’m not perfect. i’m not the best yet. love is foreign to me. we may have fights and disagreements when we’re together. but for you, i’ll try.”
you finally look up at him, the tears in your eyes spilling out already.
but he wipes them for you, and looks at you so fondly.
“then why couldn’t you do all this in the first place, you idiot?” you mumble.
“i’m sorry.”
“but what’s your answer? will you accept me, or not?”
he chuckles softly, slowly letting down his facade for you. and only you.
“… you know it’s a yes, rin.”
— fin.
now that im rereading this, it actually looks so SHITTY WTF... but i hope its good enough to be posted </3 reblogs, likes and comments are highly appreciated pls !! (btw, tags kinda foreshadow the fic so hehe)
#blue lock#blue lock x reader#bllk x reader#bllk#blue lock imagines#bllk imagines#itoshi rin x reader#itoshi rin#itoshi rin imagines#rin x reader#rin itoshi x reader#rin itoshi#blue lock angst#bllk angst#itoshi rin angst#bluelock#blue lock x you#rin itoshi fluff#rin itoshi angst
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Game Informer:
"Dragon Age: The Veilguard’s Leads On The Name Change And Solas’ Role In The Story by Wesley LeBlanc on Jun 20, 2024 at 03:00 PM Dragon Age 4 was revealed years ago under the name Dragon Age: Dreadwolf. However, with seemingly months to go before the game’s fall 2024 launch, BioWare announced it was changing the name to Dragon Age: The Veilguard. Ahead of that announcement, Game Informer visited BioWare's Edmonton office for an exclusive look at the game for our Dragon Age: The Veilguard cover story. It's here we learned that the name had changed. I interviewed various Veilguard leads for the cover story, and one of the first questions I asked each of them was, "Why the name change?" Here's what each told me: BioWare's Leads On Changing The Name To Dragon Age: The Veilguard [embedded link to DA:TV reveal trailer]"
"Veilguard game director Corinne Busche: "First of all, I would say that these games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we're developing it. And we quickly learned and realized that the absolute beating heart of this game are these authentic diverse companions. When we took a step back, as we always do, we always check our decisions and make sure that they still represent the game we're trying to build. It just felt like we needed a title that represented what this game was truly about. Now, I want to be clear: I adore Solas [and] he plays an important role in the game, but this is not a game about Solas. So in all things we do, trying to capture that authentic experience, we felt the title really needed to change." Veilguard creative director John Epler: "Dragon Age has always been about characters, not just the villains, but also your team, your companions, the other characters in the world. And as we were building Dragon Age: The Veilguard – there's this analogy I like to use, which is, 'If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn't look like an elephant.' As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. Solas is still a central figure in it. He's still a significant character. But really, the focus shifts to the team. It's about the people you recruit. It's about stopping the end of the world with this group of specialists, these incredibly interesting and diverse characters that you recruit into your team. [We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.""
"BioWare general manager Gary McKay: "First, let me say: Solas is still very much part of this game. This is absolutely nothing to say that he's taking a back seat. But when we reflected on what was really the heartbeat of this game, we really saw the companions jumping out at us. I think you could argue [these companions] are the best the franchise has ever seen. We have seven incredibly unique characters, each with their own personalities, motivations; they have deep stories, and you have an opportunity to really interact with these characters in a way that both shapes their story but also influences the main story, right down to having an opportunity to impact their fate. It's not just the story; they are also integral to the gameplay as well. And so when you look at it from really what the heartbeat of this game is, the centerpiece of the game, it's about the companions – the Veilguard. We felt that the title needed to reflect what we thought the centerpiece of this game was." Former Dragon Age executive producer and Veilguard consultant Mark Darrah: "I think it's absolutely the right choice. Names can take on a momentum. Arguably, this game has kind of, in a way, been called Dreadwolf to some degree since its earlier days. As the game evolved, as [BioWare] figured out exactly what it was, it's very mature to step back and say, 'We called it something. Does it really still reflect what the game is?' And I think the fact the team was willing to take that step is amazing, and I think this is absolutely the right decision." The Solas In The Room"
"When I ask about Solas' role in the story after I learn his namesake is no longer in the game title, Darrah says Veilguard is still taking the Elven God's narrative in a good direction. He adds, "It allows us to, hopefully, give a good conclusion to all the varied attitudes toward Solas that are going to be coming from people who love Solas, who agree with Solas, who hate Solas, people who want to kick Solas off of a building – I think that we give you the opportunity to bring that to a close, but then tell a greater story about The Veilguard and about the world as a whole." Talking to Epler, I learn more about how Solas isn't exactly the big bad I expected before seeing the opening hours of Veilguard. There's a lot more nuance to everyone's favorite bald elf. "The most interesting villains to myself, and honestly most people, are not just straight up, 'I want to end the world.' To them, they are the heroes of the story, and Solas is no exception," Epler tells me. "Solas always feels that he is a tragic hero but a hero nonetheless, so he's coming into this believing firmly that what he did, that which you stopped him from doing, was the right thing – that you made a mistake. But now he's trapped and can't reach out and actively affect [Thedas], so he needs to work with you. "That allows us to provide a lot of nuance to that relationship," Epler says. [embedded link to DA:TV gameplay reveal trailer]"
"If you're wondering what Epler means when he says Solas trapped, it's quite literal – in the game's prologue, which is part of the 20-minute gameplay segment BioWare recently released (the above video), the player-character Rook and companions Lace Harding, Varric Tethras, and Neve Gallus stop Solas' attempt to destroy the Veil, a barrier between the magical Fade and Thedas. I won't spoil exactly what happens here, but Rook passes out moments later and wakes up in a dream-like landscape to the voice of Solas himself… because he's trapped here. He explains he was attempting to move the Elgar'nan and Ghilan'nain, both of whom are part of the Evanuris or Elven gods of ancient times, to a new prison because the old one was no longer containing them properly. Unfortunately for Solas, he's trapped here – the Fade – by our doing and Elgar'nan and Ghilan'nain are free, blighted, and roaming Thedas. It's up to Rook to stop them, but it seems they'll have to work with Solas (or at least listen to his guidance and advice) to do so. "So one of the principles we took to when we were building the story of The Veilguard early on was we wanted the beginning of the game to feel like the final chapter of an earlier story and you're coming in right at the end, you're coming in as if you've been chasing Solas – the [Solas at the end of Dragon Age: Inquisition's Trespasser DLC] who said he was going to end the world and tear down the Veil," Epler adds. Epler says players will see early on (and as the narrative develops across Veilguard) that Solas sees much of himself in you, the player-controlled Rook, especially "the parts that maybe he doesn't like to face." As a result, there's an interesting push and pull between Solas and Rook. He says players can define the relationship between these two characters with their choices in dialogue. "You can continue to be suspicious and hostile towards him, or you can start to see him and find that common ground, that connection between the two of you, and really develop a different relationship over the course of the story," Epler says. For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below."
[source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#solas#video games#dragon age the veilguard spoilers#long post#longpost
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Add on set! <3
🌟 Introducing Donut Co. Preschool Play Set - Add-On Nesting Block Set! 🌟
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🎁 Enhance Your Game
Donut Co.'s Preschool Play Set - Add-On Nesting Block Set is the perfect complement to our Preschool Play Set, adding a new dimension of play to your game. Whether you're expanding your Sims' toy collection or introducing new activities to their daily routines, this set is a must-have for any family-focused gameplay.
Ready to add a touch of magic to your Sims' lives? Bring home Donut Co.'s Preschool Play Set - Add-On Nesting Block Set and watch as your little ones' imaginations soar! Order now and let the stacking, nesting, and building fun begin! 🌟 ~~~~~~~~~~~~~~~~~~~~~~~ Disclaimer: Please note that some clipping issues may occur in-game, as depicted in the photos. This is why the Nesting Block Set is separated and treated as an add-on set. We are working to resolve these minor visual glitches to ensure the best possible experience for your Sims. Thank you for your understanding and continued support! ~~~~~~~~~~~~~~~~~~~~~~~ HUGE thank you goes out to@TaurusDesigns because they truly saved the day on this set. They worked with me alot to help me fix countless meshing errors, shadow problems, in game errors, ect. Taurus went out of their way to help me make sure this could be published, and it would mean alot if you could go check out their stuff because they definitely deserve it! @NicAtNite88 helped me out with testing these items in game so i wanna give them a shoutout as well! They grabbed some of the photos attached in the previews! <3 (All of our CC can be found by typing " Donut " into the search bar! All 8 items are New meshes, and have all shadows and LODs. There is a slight glitch in the shadows on a few objects, but it only occurs BEFORE placing them down in game. Once they are placed, they are perfectly fine! you can find examples in images! <3
Infants that can sit up can play with all block items, toddlers can play too! Most of my images have my reshade on - it changes the color minimally, so white may look a little off in photos, but in game it will look white/normal!! In images you can find the non-reshade example! <3 You can size them up and down using the bracket keys. [ ] <- these ones. I personally, use the tool mod to size my items up and down, and specifically with these if you are wanting them to be "perfectly sized" i would recommend you grab the tool mod by twistedmexi! If you would like to use it in build-buy mode, you'll need BBB!)Re-colors, and using this item as a mesh/base is fully allowed! you can include the mesh, and do what you please with the item, as long as you link back to the original. There are posts for all of our cc on our main 3 platforms (Tumblr, curseforge, patreon. ), So there is no reason not to link back!
Will be releasing more content soon! stay tuned! ❤️ (NOT affiliated with EA or Maxis in any way! We just make CC! ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Main set: https://www.tumblr.com/noideabutsims/754032309525774336/its-heeereeeeee-introducing-donut-cos?source=share ~~~~~~~~~~~~~~~~~~~ DOWNLOAD: Curseforge: https://legacy.curseforge.com/sims4/build-buy/donut-co-preschool-play-set-add-on-nesting-block Patreon: https://www.patreon.com/posts/106703964?pr=true Google Drive: https://drive.google.com/file/d/1G2-xxqEz7y-ymMQ_mslu2m84iThOxXy6/view?usp=sharing
@alwaysfreecc @taurusdesign
#sims#sims 4 maxis match#sims 4 cc#always free cc#patreon#noideabutsims#ts4#sims 4 custom content#simblr#buildbuy#build buy#sims 4 build#ts4 build#sims build#build#sims 4 toys#ts4 toys#the sims 4#cc set#cc finds#free cc#the sims cc#ts4 cc#cc#sims 4#infant cc#sims 4 infant#sims 4 kids cc#sims 4 toddler cc#toddler custom content
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Gary “Roach” Sanderson if he was in the CoD: MW Series (2019-2023)
LOOK-- I really like Roach (i watched the remastered mw2 2020 recently) and I wish he comes back later on in the current MW series. So for now (and my coping-ness) let’s imagine his dynamic with the gang! (These are all HCs with some in between dialogue and plot, and I'll be using some major plot points from the campaign. A lil' heads up, its been awhile since i've watched the gameplay so the timeline might be a bit confusing lol) Masterlist here ! And a previous HC of Roach here !
Roach gets recruited around the same time Gaz does, after the mission in London when Gaz’s team was trying to stop a cargo right in the middle of the city.
Roach is one of the many officers that gets called in for back-up
And then finds himself working in tandem with Gaz, covering each other’s backs as they try and secure the hostages
Price shows up as per usual and saves the two from under the rubble
Afterwards, with the two surprisingly not broken, they handle the aftermath and comes in the scene where Price recruits Gaz after he admits they had a great deal of info on the bust but was unable to act on it
Roach agrees, seeing the movements and reports that Gaz makes to their boss in the SAS, and feels mutual of how restricted they are right now
Seeing their conviction, Price gives a call to Kate and adds an additional person to the team-- Roach.
Then they all go on all sorts of missions together, Roach actually being the more grounded but chaotic of the three
So, lets say he adapts the shenanigans we do as players when we play as his POV in game
Randomly, he is picking up all sorts of guns from the ground, constantly swapping and taking too long to loot enemy bodies (that sometimes Gaz does it for him so they could move on quicker)
Price on the other hand just lets him does his thing-- until he rushes forward like a maniac and go guns blazing in the Embassy
But, he also gets scolded by plugging up comms from humming-singing, and--
what the fuck- PUT THE BANJO DOWN--
He's the type of person to be like that one guy who plays jazz music on his comms in a gun fight (yeah i made a gundam thunderbolt reference mhmm)
You'd think he'd go deaf but no, he takes peace in the chaos
Reveling and thriving in it actually, like he’s too used to the scene (he is but he would rather work in the moment then act in worry and in constant stress)
Roach was almost tempted to go with Alex and Farah for their cause but thinks about how he’s a much better fit with the 141 guys, and how he could see himself working in the squad long term
He eventually meets Johnny and Simon on the mission to get Hassan
Yet that goes to high and hell when he was a part of the A squad, barely clear of any wounds- luckily, nothing fatal
But the situation he found himself made him more energized with serotonin, easily making quick work of the combatants in his vicinity— doing his best to cover for his comrades who were still recovering
He knows Soap and Ghost would be here immediately but he tries to convince to focus on the mission, to let him handle it as he hunkers down for a moment to reload
They both deny, checking out first the crash site before checking out Hassan, and coming up empty
Until Roach finds the metal shipping carrier, calling over Soap, then Ghost and showing the find of that disdained American rocket
Soap, is obviously confused, and doesn't quite piece it together until Kate discusses it with him
As the others got busy with their personal mission
Of course, we're having Roach join the Ghost-Soap duo in Las Almas
Because of needing more man power in capturing Hassan of course
He hops into the mission somewhere in the middle, in the mission in getting Hassan with the assist of Graves and his shadows
Roach definitely hissed at this man on instinct and had to be held back by the armpit by Ghost
Even though he had a bad feeling swirling in his stomach, he kept it in and somehow ended up on the same squad as Graves going into the Oil Rig mission
Anddddddddddddddd you can guess how it went with him-- horribly
Personally, I can see how Graves to be this straight-laced guy when it comes to missions in a way that, if someone diverts from the mission or does something that may jeopardize it even a little-- he is going to flip
So that's what Roach exploited, the comms in his ears blowing up every time he goes for a risky kill or -instead of going for a stealth kill- he's going in guns blazing with a very, very exhausted Graves behind him
But the thing about Roach, no matter how reckless he is, he gets the job done
Graves wanted to oh so leave him in the Oil Rig before he and Soap exploded it, but sadly Ghost had told him and Alejandro to get the hell outta there before he could (such a damn shame)
But at least he gets to capture him in the streets of Las Almas
He got quite unlucky actually, about to meet Soap and Ghost but one wrong move got him captured
Ghost and Soap obviously becomes worried, and they're (with Rudy) are more determined than ever
And yep, this is the moment where Roach just sees red
Wreacking absolute havoc in his way with rage filling his veins
If there was anything that was going to tick Roach off, it would be his own allies hurting
Loyalty, whether in the military or not, is special
And if you use him and his allies for your own bitter ends and means?
Oh, you are in a world full of hurt
So much so, that you wished he spoke the merciful words, "pick and God and pray" by your death bed
He doesn't, not for Graves and definitely not for the man he called the General- Shepherd
He swears that Shepherd counted his lucky stars that night when they couldn't locate him after "getting rid of Graves and his lackeys for good"
But it doesn't end there- their job never does
This time, he accompanies Price and Soap into infiltrating the building for Hassan, leaving Overwatch to Ghost and the other team climbing the tower led by Gaz
He is back to, not even exploding the glass and breaking it, but pushing himself off the side of the building and cannon-balling straight through (with, suprise surprise, little to no injuries sustained)
He's a miracle ball of sunshine really
Soap then follows through and Price just... he could care less at the moment with Hassan (who is once again near their grasps)
Roach wanted to stay and help Price (who didn't get shot fatally but was still hurt from the blow) but his captain said to go
Thus, he went--
Doing his best to cover Soap as they finally steal the detonator from him but eventually run out of guns, and eventually--
Get
Shot.
Soap has to decide now- whether to save his comrade and friend or to stop the fucking missile from destroying the white house
Roach knew the cogs that was turning behind Soap's eyes, so he grabs his cheek and head butts him
Telling Soap to get his priority straight as he forces himself back up to distract Hassan
Soap tries to decode and hack the missile as soon as possible when the coast was clear
Luckily, he had just a couple of seconds to spare
Unluckily so, he saw Roach's pliant body in Hassan's hands- being dragged right in front of him
Soap is enraged, wrestling and trying to get the upperhand on armed Hassan
Luckily, Ghost always has his back-- shot on point, direct, and done in one click
With a heavy breath, he gives his thanks to Ghost before calling an evac- checking Roach's condition
Hands are cold to the touch but his artery pulse--
Faint!
By the time MW3 rolls around, Roach is up and at 'em!
Refreshed and recovered with the proper treatment and therapy
Some grazes to the nerves on his shoulder but its still all good and working--
"Ow!"
Yeah, he can't overexert it like before
Which makes the Tf 141 relieved...for now
A/N: Cont for the MW3 part soon! I just wanna freshen up with the plot on Makarov 'cause it was a bit confusing to follow so yeah lol
#unedited#crackfic#cod mw2#cod x reader#roach x reader#cod roach#gary roach sanderson#ghost x roach#soap x roach#price x roach#gaz x roach#graves x roach#cod gary sanderson#gary roach sanderson x reader
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Responding to the romhack recommendation ask from August 22nd.
Depends on what you're looking for.
Do you want a mostly vanilla gba fe experience with some interesting design decisions? Check out the princess's lament.
Want something close to vanilla in terms of gameplay difficulty but an all new story? Vision quest.
Do you want something that plays like Thracia 776 (escape maps, capturing, follow up crit modifier, held items that modify growths fatigue, I'm sure there's more unique thracia mechanics I'm forgetting)? Sun god's wrath. Bells of byelen.
Want a hack that STRONGLY rewards resource management and creative use of warp/rescue? Call of the armor.
Want a gba demake of a 3ds remake of a nes game that is about the same quality as the 3ds game in question? Sacred Echoes.
Want a hack that feels more like a dnd party getting into wacky situations than a traditional fire emblem game? Cerulean Coast.
Want a hack that takes a silly concept and follows that concept to wild conclusions? There are so many of these.
Oops all archers (a hack where all of your characters are archers). Or Myrm Emblem (where all of your characters are sword guys). In both of these hacks there are a bunch of different varieties of the base class that promote into wildly different things.
No redundancy hacks - i think all 3 gba games have one now - where all characters of the same role from vanilla are compressed to one unit. For instance in the FE7 one, all three lords are compressed into one unit who has the best of their base stats and growths (so hector's strength, lyn's speed, for instance).
Trainee emblem - a hack of sacred stones where the big change is everyone is one tier lower than they normally are, and can promote to different classes than they normally come in from the base game (for instance, seth is a cavalier and can become a great knight, franz and gilliam are both footlocked lance units that can promote into cavalier or knight). Everyone is weaker/less mobile than they are in vanilla, so it's also kind of a difficulty hack.
👀👀👀
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The Veilguard review
Big spoilers ahead for the people that haven't finished the game yet.
So after plugging 70+ hours I've finally completed Veilguard.
This will just be a general overview of how I felt about the game, I'll likely do a separate one for Solas/Mythal and Lavellan and one for a Lucanis romance.
First off I want to say that any negative criticism I had for the game I am reminded of how difficult this game was to get off the ground running in the first place; it experienced multiple layoffs, it pulled the team to focus on Anthem when it failed, the team was reduced, OG writers left and multiple people lost their jobs once their work was complete and lets not forget those that worked on this during a pandemic so I think it's important to keep coming back to this so that we can just appreciate what we had as an end product.
Now the end product itself, did I enjoy it? absolutely.
I've laughed, I've been giddy, I've been angry at times and in those final moments was reduced to tears that reconciliations were reached and it was the end of a very long 10 year wait.
I want to start from the beginning where we welcomed our Rooks because holy moly is the character creator detailed. I mean seriously every single Rook I've seen is a catwalk model 😂
Every faction felt different and the brief history to your character was really well done; I went with a female mage elf I the Crows and I loved being a Crow from the get go; the decision that she made that essentially forced her to leave the Crows because she'd basically f*cked up a mission was really interesting because there's still that tension once she returned with Viago (who I adored BTW, his disappointing fatherly persona against Teia's comfort and protectiveness was just perfect) and it set the course for every Rook wanting to prove themselves.
Briefly touching on the Inquisitors creation I was so happy that this was an early decision and hearing her say "it's good to see you again" was like a stab to the heart and felt like I was being welcomed back home after such a long journey.
Once into the gameplay it's hard to ignore how beautiful the graphics look, Minrathous' design was so unexpected and how the locals were treated makes me wonder how Dorian ever survived 😂
There were certain scenes that just blew me away and made me realise just how far games have come to allow us them; the moment you open the doors at Weisshaupt and see Ghilan'nains massive looming face in the clouds was just breath taking, in fact the two gods in general were very well done and there wasn't enough of them in my opinion.
The animation as a whole was very good and again compared to Origins this game is on a different level of good (hate to compare it to other games but Balders gate is probably the closest contender).
There's a particular scene with Lucanis as a romance where he walks over to you after you basically say you like what you see and that Spite doesn't define him, the way his face moves, the little smile, the way his eyes drop to your lips when you touch him floored me and I think having motion capture for this game definitely paid off.
The mechanics of the game were fantastic and as I've yet to play anything other than my mage I am excited to play other classes and possibly Warrior for the first time across 4 games, although Spellblade ruined a mage for me as I love being able to be upfront in a battle and found it perfect for my Crow mage.
I went with purple Rook for this playthrough as I wanted a charming Crow who had far too much energy and was awkward in the best way possible and loved every minute of it; Bioware has always been very clever at establishing the different personalities and how they affect the world around them. Going into a scene and having your Rook react by themselves depending on their personality makes the character feel real and that we aren't just following the same thread of dialogue.
When you first meet Solas they didn't lie that it would feel like an end game mission, the dialogue was fantastic, his voice actor is just incredible and he has a talent to be confident, insecure, determined and doubtful of his own words all in one and it was very easy to fall In love with Solas during inquisition.
I really enjoyed how the first decision you make as Rook ends with the gods escaping, either Harding or Neve being injured which puts doubts in your friendship and leadership from the beginning, that Solas who we'd believed to be the big bad was essentially trapped and looked like a kitten compared to these evil beings who want world domination, it really makes the player question how are we going to fix this massive mistake that we've created, because it takes the gods no time to get to work whilst we scramble to find a team and cleanse multiple parts of Thedas at the same time aswell as setting up base in the fade where we dig deep into the history of Solas and the ancient gods past.
The companions of this game I felt were individuals in their own ways with their own back stories and present problems but I felt as a whole weren't as good as say the previous game; there was no double crossing mages or people with their own greed and agendas, no hidden pasts like Blackwall which personally fell abit flat for me.
In fact I'd say the only one who had an interesting story was Lucanis after his imprisonment and demonic possession and the struggles that came with it.
I don't think I'll romance anyone else other than Emmrich as the others just don't interest me.
It just felt like you were constantly flitting to the Lighthouse and back to grind out companion tasks in order to gain approval and faction points, there was no option to just have a conversation like previous games instead it was very much on their terms and where you were in the game which was something i really missed.
Still, their personalities were very different and characters like Lucanis, Taash and especially Emmrich stole my heart very quickly.
The banter was top notch quality as per 👌 some of my favourites were from Taash and Lucanis, just being a Crow in the middle of their conversations about capes was hilarious at times.
The voice acting as a whole was very good, I felt with some characters particularly Neve it felt abit flat in moments but Bioware have a knack for finding talented voices; having someone as bubbly and excited as Bellara to the deadpan and slightly blunt at times Taash made for a very diverse team.
Returning characters was always a welcome and there were some surprising cameos such as Isabella in the Lords of Fortune faction.
I know alot of people were disappointed that this game felt limited in bringing over past choices but it needed to make sense; Sera isn't going to return and be found in the deep roads etc, it needed to serve a purpose to The Veilguards story and I'm happy with the ones we did get.
When it came to the three decisions from inquisition yes I was disappointed at first; why are we ignoring who drank from the well, why aren't we talking about Hawke, who's ruling Fereldon, who's Divine?.
I think we need to remember that after 4 games the decisions from little to big are so vast that there's simply no way to fit it all in and satisfy everyone and baring in mind this game is for new players too.
Having this game set outside of Ferelden means those decisions won't carry weight in Veilguard, who is divine won't affect us, where Hawke is doesn't affect us because we know they'll either be in the fade or fighting against the evil.
And yes a codex could of helped address any of this but again, it's a smaller team now at bioware and the focus is on Rook this time around, it's their turn and tbh reading codex' is time consuming when you've got gods to fight 😂
The only decision I really wanted brought over was who drank from the Well because as a Solasmancer he was so pissed at me but I think I know why it was glossed over.
I think having Solas being able to control your Inquisitor would have the issue of consent and violation and as a romance that doesn't feel right, especially given how Mythal basically manipulated Solas and used him as a slave it just goes into uncomfortable territory.
We could also argue that Solas absorbed Mythals essence so all that's left is her memories and the tiny fragment you find in the crossroads so essentially Mythal ceases to exist thus there's no pledge anymore for the inquisitor and that she only needed her help to fight Corypheus, who knows but I'm glad Solas wasn't able to do that to the Inquisitor.
The endgame was amazing, finally killing Ghilan'nain was so satisfying and Lucanis was an absolute bad ass doing it, seeing Solas become the dreadwolf and hearing his pained cries was heartbreaking even if he couldn't stop betraying my Rook 😂.
Forcing you as a player to lose a character despite high factions and hero status was brutal, and I unfortunately lost both Davrin and Assan. As much as I loved them both, it made sense to his character to die in that way, and Harding has so much more to do for the dwarves and titans.
I'll talk about Solas/Mythal and Lavellan on another post but I was very happy with how it ended, seeing the art concept of him making himself tranquil just shows how differently it could of gone, and I honestly expected them to die in each other's arms.
If I think of anything else I'll add it onto this post but yeah, 10 years man and it's over, well not over completely as I'm creating an Emmrich romance as we speak but I can't believe years of speculation and doubt is now in our hands forever.
Yes this game could of been better in parts and blew my expectations away in others but I loved it and I think the negative criticism over characters like Taash, the three previous decisions, crazy solasmancers which bring the team down is so unjust and people need to reflect on themselves as humans.
All I would say to those that critic this game as heavy as they have is to take their time and play it again, you'll find things you missed the first time around, really read the codex', just sit back and understand what the characters are saying, read between the lines and just take it back to beginning of this post, this game very nearly didn't happen and alot of talented people that have given you this game have lost their jobs so please just be grateful for what we do have and pray that this isn't the end of dragon age.
Edit:
The whole Varric thing was probably my least favourite thing about the game, not because he died but it just didn't make sense that Rook didn't know until the very end.
I had my suspicions because he was always tired and going back to bed and something about it didn't feel right.
For other companions to say "oh we thought you knew" was just silly, I could understand Solas using his powers to create an illusion but why not on all the companions because surely Rook at some point was like "Oh i'll take some food to Varric" or "have you been to visit him", without that Rook just sounds crazy 😂
#dragon age 4#dragon age the veilguard#dragon age#da4#solas dragon age#solas#dragon age spoilers#dragon age the veilgaurd spoilers#veilguard spoilers#solas x female lavellan#solavellan hell#lucanis dellamorte
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One thing i always appreciated about hisoutensoku in particular was the way it used characters bullet hell styles of fighting in their fighting game movesets.
Like, historically the difference between reimu and marisa is an easy to play low damage character who doesn't need to bother aiming versus a high-speed high-execution character. When bringing them to a fighting game, you'd usually want the series protagonist to play kinda like ryu, being the default character with a tool for everything. And indeed, AoCF does this exact thing, making reimu a jack-of-all-trades character.
But soku instead makes you make this exact decision between the two of them. Reimu's still got her homing shots, but she can also put up walls and has amazing anti-airs, meaning that like in her bullet hell games she can control the screen very well. They couldn't make her homing bullets just hit you from anywhere, so instead they turned her into a really easy to pick up zoner who captures the feeling of playing bullet hell reimu by encouraging her to play less aggressive manner. In both games, you don't need to chase down your opponents, and are instead responding to the threats they're posing and forcing them to make the first move.
In an more basic fighting game, with reimu being the defensive beginner character you'd expect marisa to be a similarly easy character, but with a focus on aggression. But instead, like in the bullet hell, she's kinda both easy and hard at the same time. She's got very simple tools that are really effective, and is extremely fast, and has high damage. But like in touhou, marisa takes high execution. Marisa's combos are way harder than usual. She also can't control the screen as well as reimu, forcing her to use her movement to put herself in really favourable situations. In touhou, i feel like reimu is the basic easy character and marisa is the basic hard character, and most other characters are usually based around a gimmick. So it fits that Reimu and Marisa are both really basic fundamentals-heavy characters, though Marisa asks for a mastery of movement and execution to be played at her best.
but its not just the protagonists, i feel like so many other characters have their gameplay accurately reflect their fights. The big standout for me is Reisen. Her fight in IN is so cool because of the way she uses really really slow bullets and tries to trap you. In Soku, she has bullets that match many of the ones she uses in IN. Her basic B bullets remind me a lot of the ones she uses in her first phase, traveling really fast at you before slowing down when they reach around 3/4ths of the screen. And when it comes to trapping the opponent, reisen's okizeme game is one of the best. And her mixups are amazing thanks to a lot of her fakeout teleports that are reminiscent of the way she teleported her bullets in IN.
There's details like that in most of the characters. Loads of Cirno's bullets in EoSD are fired in shotgun style bursts, and she spellcards like icicle fall that shoot out to the side before moving towards the player. Similarly, Soku cirno's bullets are often fired in similar spread-shot bursts, such as her memorable 5C. And she has some bullets she can ricochet off the ground to control space like icicle fall. Sanae's most memorable spellcard is the one where she traps you between two really wavy beams and forces you to dodge bullets while also trying not to get hit by the moving waves. In soku, one of her strongest aspects is her okizeme, setting up wind tunnels to chase you and read your tech rolls and restricting your options in a similar way. Aya is the fastest touhou character, and uses her speed to get in and take pictures in her home game. Similarly, Aya's main strength in soku is her mobility, and while she suffers at longer ranges she's one of the best characters up close.
I really appreciated just how well touhou characters gameplay translates into their Soku counterparts. This is done so well that i don't even really notice it at first, i pick up a character I've fought or played as in the bullet hells and intuit how im supposed to play them here. This feels pretty obvious, characters in a fighting game spinoff should feel like they do in their home series, but its interesting because the other main touhou fighter doesn't do this as gracefully. I do think AoCF is an excellent game that is outstanding in both gameplay and aesthetics, but moveset wise i find it doesn't translate character gameplay quite so well. I didn't fight nitori in mountain of faith, with her array of unpredictable spell cards with really unique patterns that control the screen, and expect her to focus more on fighting you up close. Reisen's gameplan has completely changed and now uses poison damage and fast melee, and her teleports are now used as mobility tools too instead of strictly mixup tools.
And this is all fine, in my opinion. AoCF feels like the devs looked at the characters' designs and power sets and drew inspiration from that, rather than their in-game spellcards. And I personally think it's very cool having two fighting games based on the same property showing the strengths of both approaches. I love how each games movesets are designed. But I feel like what Soku did when designing its moves is rarely discussed despite being insanely cool and showing incredible attention to detail.
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I had this idea to make a list of all the games I played in 2022, half as a recommendation list, and half because I struggle to remember when I played what. I have a really bad time ranking stuff, so I'll just list them chronologically (or, as chronologically as I can remember).
Note: Sometimes I dont have a lot to say about a game, but that doesnt mean I didn't like it or that it isn't good.
So, with that being said:
1) Our Life: Beginnings and Always
This game has put visual novels on another level entirely. How must I go on knowing that I will never be treated like royalty by any other game like this did. Our Life tells the story of your friendship and/or romance with Cove Holden, your new neighbor. This Visual Novel remembers an insane amount of stuff you choose, and it can put you in the state of mentioning something you did as a kid that you completely forgot about. I actually really liked how you can go the entire game as just friends, or choose when your character develops romantic feelings. I cannot overstate how well made this entire thing is. Can't wait to play the DLCs and for the sequel to be released.
Absolute recommend.
2) Iron Lung
If you have a computer, you can play it. It is not an option.
Claustrophobic above all, this game captures the pure dread of the unknown, building tension and atmosphere as you travel through this unknown planet's red sea. Highly recommended.
3) An Outcry
Amazing game that I don't see enough people talking about. The first game that made me actually physically ill while playing an alternative route. I don't know what hit me the most, the subject matter or the type of person I played in that route, a person I know exists and maybe I've met, a person I hope I never become. I knew what the game was specifically referencing, but I found it good that it was able to trigger that response on someone who lives in an entirely different place, with different historical events, but with enough similarities that made the feeling of dread and disgust that much real. Its message is clear and loud as it should be, and one that I think maybe now more than ever needs to be heard. I cannot recommend this game enough.
4) Stillwater
Now this is a Visual Novel that I really liked and would have loved for it to be longer, but I love it as it is. It left me wanting more about the world and its characters, and I think that's a good thing. It feels unfair that this is the one I typed the least about, knowing how much I liked it. It's really worth the read/play.
5) The Caribbean Sail
Have you ever wanted to be a sailor or a pirate? Have you ever wanted to grab a ship, sail into unknown destinations, encounter supernatural phenomenons and watch as your fellow crew members die of disentry five seconds after leaving your first port? Because if so, I have the perfect game for you. It's inspired by the Oregon Trail game, and that's literally what the gameplay is like, except on the sea. Which was enough of a selling point for me.
6) Carrion
My child, it has every disease. Loved the concept when I saw the trailer, forgot I can actually buy games now, and then proceeded to do that. Being able to live my fantasies of being a flesh creature that destroys and eats everything in its path was a delight. The creature is my child and I love it very much.
We need more games that let you play as the monster, I'm serious.
7) The Life and Suffering of Sir Brante
This game is both my beloved and the thorn on my side. Who would have thought that in a game like this you would proceed to suffer through life? I said to myself as if I hadn't known what I was getting into. You'll experience loss, you'll struggle to make a name for yourself, your family will fall apart, and you may never kiss your best friend Tommas who gave you a totally platonic ring to commemorate your friendship because the game doesn't want you to.
Or you'll have a different experience than me on my first playthrough.
You follow the titular Sir Brante from the moment of his birth to his last breath, exploring the world he lives in, full of injustices that at times made me go "I do not care about the lots, give me a fucking gun so I can take you to the fucking Twins". There are many branches regarding life paths, the fate of your family and that of the entire city you live in. But don't worry about it now, keep looking at those toy soldiers at the store as a little kid, I'm sure nothing will happen in the future.
8) Princess Maker 2 Refine
And apparently I didn't get enough of walking a kid through life.
Who looks at a game about raising a little girl by managing her monthly schedule and balancing her stats, health and money and says "yes, this is the game I'll play to destress"?
I do that. Don't ask why.
I have only reached two endings, in one my beautiful daughter became the royal painter, her art held as the most beautiful and inspiring in the entire world. In another, my girl made a name for herself by exploring the lands surrounding the kingdom, so fast on her feet nobody could even scratch her; she married a dragon prince and became the teacher of her own fighting school.
And even with all of that, her goddess mother was not happy.
So yes, this is the "divorced dad who got custody" experience.
9) Planescape: Torment
What can change the nature of a man? That is a question posed by one Ravel Puzzlewell, night hag of the Gray Wastes. It is one of the many questions that this game asks, intertwined by the many philosophies it presents. Planescape Torment does not stick to one question, it asks many, and it lets you answer.
It is a beautifully written game, one of the best I have ever read. There is one moment that I do not wish to spoil, but it still sticks to my head months after I experienced it. As a writer, I found myself fascinated by how a certain event was told, all because of the way it was presented.
It feels like an injustice to not talk in length about Planescape: Torment, but I seriously don't want to spoil anyone who hasn't played it yet. A blind experience is fully worth it. All you need to know is that this is the game that made me post for the first time here, two dumb memes for myself and one short analysis that sometimes reminds me that yes, people can interact with it. Shameless link to it here
10) Growing my Grandpa!
If I had to describe this game without saying too much, I would say it's "heartwarming horror". Two words that don't usually go together, but that they perfectly fit here. The story is, like the title says, about growing your grandpa, more like helping a girl grow her grandpa, but still. Strangely sweet and unnerving, I was tense the entire time, and even when I had to replay it to get the second ending (this was entirely my fault, since I could have gotten it way easier) that tension never left.
11) FAITH: The Unholy Trinity
I don't remember how I found out about this game, but I remember waiting patiently for it to get a steam release so I could buy it and play its three chapters all together. The day finally came, and all that waiting was worth it.
The gameplay is simple, yet the developers found a way to have me both crying in fear and frothing by the mouth out of anger every time I saw the game over screen (affectionately). In terms of difficulty, I would say the game is easy until it isn't, looking at you Chapter 2 and 3 Final Bosses, you bastards. Then again, I saw people say they struggled in places I didn't, so I would say it depends on the player.
The story is so interesting and it's still marinating in my brain please I need people to talk about how the prologue of chapter 2 and the one note in chapter 3 relate please. The cutscenes are also so well done, and I had to restrain myself from using one as a second picture because I didn't want to spoil any of them.
All in all, a must play, fully recommend it.
And remember:
GARY LOVES YOU
12) Inmortal Mantis
This is a tricky one. On one hand, the game starts off by basically spelling out every action you have to do, and suddenly it goes full on "fuck around and find out" mode. On the other, the game implements some interesting mechanics that I would love to see developed on a longer game, but I am not going to put the length against it while knowing how hard it is to make a game. And maybe being short plays in its favor.
13) Who's Lila?
This game is my King in Yellow. I cannot stop thinking about it. I finished it with all endings and achievements in a day, and it wont leave me alone. It is always there, forever crawling at the back of my head, stretching itself over my brain and weaving my thoughts into a spiral as easily as a spider weaves its thread. It made itself a home in my mind and I won't kick it out any time soon. I played it because the concept of controlling a character's face in place of a dialogue wheel was interesting, and the story and the way it's presented (hand in hand with the gameplay) lured me deeper and deeper. I cannot even describe it without giving it the praise it deserves. It takes full advantage of its medium. Playing this game is an experience that I can't recommend enough, and I'm surprised it hasn't gotten the recognition it deserves.
14) Someone stole MY LUNCH!
This visual novel is pure fun. The humor is so good I found myself reading the entire thing out loud while wheezing. I actually found out recently that it's made by the same people that made Stillwater, which, looking at it now I should have known. It's good and I'm not still over not seeing that one joke coming; well played.
15) MILK INSIDE OF A BAG OF MILK INSIDE OF A BAG OF MILK INSIDE OF A BAG OF MILK INSIDE OF A BAG OF-
... INSIDE A BAG OF MILK is a short visual novel about a girl going to the grocery to buy milk, and the challenge this seemingly small action can be. It is your responsibility to help her through this.
The steam page description perfectly summarizes it: "This is an artistic manipulation with word and form, only then - a game."
Reblog with more games
Or, you can jump to the 2023 list!
#already reblogged with three more games!#game recommendations#our life beginnings & always#iron lung#an outcry#stillwater visual novel#the caribbean sail game#carrion game#the life and suffering of sir brante#princess maker 2#planescape torment#growing my grandpa#faith the unholy trinity#inmortal mantis#who's lila#whos lila#someone stole my lunch visual novel#milk inside a bag of milk inside a bag of milk#lilium post
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what would you recommend as a first Fire Emblem game to play? do i just pick up the latest one, or does an older one capture the True Fire Emblem Experience(tm) better? sorta like Super Metroid still being my absolute favorite of that series…
iiiiiinteresting question, huh! it probably depends somewhat on what you think you'll like / care about the most in a Fire Emblem game?
my personal first FE game was Sacred Stones & i think that's still a really good place to start. the spritework is *gorgeous*; i personally think it's the visual peak of the series. it's got the core "old-school" FE gameplay but with lots of nice quality-of-life improvements (as compared to e.g. something like FE4 or FE7), and the story is my second-favorite in the series after the Tellius games—just a good core emotional core with really well-drawn characters and support conversations.
the drawback is that it's on GBA, so if you don't have one of those lying around (or some other handheld to play it on), you're stuck playing it on an emulator on a computer, which i think hampers the enjoyment somewhat—like, i played a lot of that game in "in-between" moments, while on the bus, etc, and it was really excellent for that. also: it's on the easier side! which i didn't mind; i find the FE game loop enjoyable both when i'm just cruising through baddies AND when i'm having to tightly & rigorously strategize every move. but i know a couple people who stopped playing because they found it too easy & got bored
i do think the Gamecube/Wii FEs (Path of Radiance and Radiant Dawn, aka the Tellius games) hold up really well. obviously i am a little insane about them *stares at fanfiction output* and thus clearly biased, but the character writing is shockingly good & rich (sometimes despite itself, lol), and the gameplay's real fun! reasonably challenging while not making you want to throw your controller across the room (unless you opt into lunatic you mad lad!). i do think they're a little ugly though lol. rip. also, if you like PoR enough to play RD, you'll find RD... uneven. it's uneven in ways that mostly delight me, but like, yeah it's suffering a little from "we're telling like four different storylines with a HUGE cast & jerking you around between them a bit" so it interrupts the usual "smooth progression of your carefully-curated army" gameflow for something more like "wow, hope you're looking forward to saying BYE FELICIA to all your old dudes & putting down a random rebellion in Crimea for exactly five chapters & then doing something else entirely."
those games are my personal faves though and. i will always tell people to start with them. in principle. but you should decide if you trust me lol
a WHOLE lot lot of people got started with Awakening, and the core gameplay in that one is VERY fun. about halfway through, if you're sufficiently clever at assigning abilities, the game becomes a little too easy to "break," but it's an enjoyable ride the whole time. it also introduced a LOT of the quality-of-life improvements people now take for granted in modern FEs (you can choose to disable permadeath; UX is much nicer; etc). so if dealing with some old-school cruft is unpalatable to you, you'll definitely want Awakening or newer.
unfortunately the writing in Awakening is, uh, not great, lol. there's two generations of characters you're playing as, and the first generation is just... not very interesting! very one-note and tropey! storyline is nonsense! the second-generation characters are a little more fun but overall i found the main plot's incoherence + the plethora of dull characters meant that i found the story very forgettable.
i think the writing in Conquest/Birthright is similarly weak but i do have to say, if you want to powergame and optimize stats and get REALLY SWEATY GAMEPLAY NERD about it, Conquest can't be beat. best map design in the series, extremely challenging, etc
and then there's the massive fandom juggernaut known as Three Houses lol. of the "modern" FEs, this game contains the most Stuff I Like About Fire Emblem. the storyline's a lil jankier than e.g. the Tellius storyline, but still has plenty of fun stuff to chew on, and even if you don't some of the 3-4 storylines offered, there's a pretty strong chance you'll resonate with at least one of them. and the gameplay is *fun*, lots of QoL improvements, reasonably snappy...
...but it does have a somewhat bloated, "AAA-gamification" feel. visiting the monastery between EVERY SINGLE FUCKING CHAPTER to do "home base"-y stuff gets old fast. and also, the gameplay starts to drag some as you go along... a campaign takes like 40-50hrs iirc, and near the end, i usually find myself going like "jfc i don't WANT to do these three skirmish battles before i go onto the next one... but i need to because it's the Objectively Optimal Thing To Do... why is this game making playing it so annoying," lol. also, the writing, while reasonably solid... could've been reduced by like 50% and probably been *stronger*? most "old-school" FE games only had 3-5 support conversations per unit, and that was generally enough to give a good sense of the character without Overwhelming With Pointless Chatter. but so many characters in Three Houses have *so much more* text than that and it just starts feeling like.. a chore... to go through... especially when in practice i won't even like all those conversations... so yeah idk
tl;dr if you have slightly old-school sensibilities, get Sacred Stones; if you want a "modern" feel, get Awakening or Three Houses; if you want to make Lua Internetperson happy, personally, you should grab Path of Radiance :P
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Sea of Stars: The best game you played as a child that released in 2023
When I was in middle school, I have vivid memories of playing Chrono Trigger. I rented it from my local video store, a poor man's family video. It even had a tanning bed, as was the style at the time. I sat in front of my grandmother's mid-size CRT television and was amazed at just about everything I saw. The beautiful pixel art, the various set pieces, the story, the music. Everything. My inner monologue for about a month after experiencing Chrono Trigger for the first time was using "thees" and "thous" a lot like Frog did in that localization. He was the best character so the way he spoke was the best way to speak. Simple as that.
Often times games try to ape Chrono Trigger because my experience with it is hardly a unique one. Most of the time, I feel these games miss the mark or fall short of it. They tease you with the "Chrono Trigger" but it more hits on some highlights that Chrono Trigger had instead of making an actual good game that can stand on its own merits. The example that comes most prominently to mind is "I Am Setsuna," a game I once wrote about on this blog. It's a game that mindlessly tries to take what makes Chrono Trigger a good game and slaps it onto something else. A soulless product developed by a company with a soulless name (Tokyo RPG Factory.)
My brother has been pestering me to play Sea of Stars for months now. Yet the specter of products like "I Am Setsuna" prevented me from making the jump for a long time. Yes, aesthetically, it played the part...but if I were to go back in time and rent this game from the fake Hollywood Video and play this on the mid-size CRT at my grandmother's house, would it capture my imagination? Would it stand on its own?
Yes.
On the surface, Sea of Stars looks like it's trying to be Chrono Trigger. They have the combo attacks, they have the wacky cast of characters from a variety of different backgrounds, the overworld and spritework looks pretty close and the music...well, the music can often feel like it was lifted straight from that very SNES game. But there's more to it than that. Quite literally. Sea of Stars doesn't just try to mimic the style of one beloved RPG, it lifts from several and becomes something of a Jack of all retro turn based trades.
The combat uses timed hits like Super Mario RPG - a system that's extremely easy to wrap your mind around but is extremely adept at keeping the player's attention. You can't just take your mind off of the game once you hit 'attack.' It also has the ability to change your characters in combat, which gives the game something of a Final Fantasy X (it's odd that a 20+ year old game is the 'newest' thing mentioned here) feeling. Sometimes a spot will call for a poison user, sometimes it will call for your warrior cook, sometimes it will call for your moon user. It's simple, but it makes each encounter feel unique and engaging. It also uses something akin to a limit break system, as seen in various Final Fantasy titles. Everybody gets an elaborate ultimate attack. When is the right time to use it? Even more variables tossed into a fairly easy-to-use system.
It's not just in the gameplay either. One of the big mistakes video game companies make when making 'new' retro games is that they cram too much story into the game. Don't get me wrong, stuff like Final Fantasy IV, Lunar Silver Star Story and Chrono Trigger have plenty of story, but go back and play those games and then go play Final Fantasy VII. The amount of dialogue and dedication to storytelling is next level compared to what you get in SNES games. Older RPGs have a smattering of world building and story but that is bolstered by the gameplay. Sea of Stars is similar in this regard. It does not have 'too much' story, it has about as much as you would see in an SNES RPG. It leaves something to the imagination. Not every last detail of the world is explained, you're left with a sense of wonder.
When I first heard the term 'solstice warrior,' I grimaced. It sounded so lame, like something out of a kid's cartoon. And yet, it is tackled with sincerity. They don't go out of their way to tell you every aspect of what goes into making these warriors, they keep things very simple and straight forward. It just feels authentic. By the end of the game I wanted to learn more about this world and these characters, I did not feel like everything had been spelled out in game and there was something left to discover. Even a post-game twist felt like something a kid would tell you at school and you'd just roll your eyes and say 'yeah fucking right Ned, I'm sure collecting all 60 conch shells will do that.'
My discovery with this game is that in order to create a 'love letter' to a genre, you need to focus on more than one game. It needs to just focus on lots of things. I am Setsuna feels like a shallow clone of Chrono Trigger. Sea of Stars feels like a game that saw great elements from a lot of other great games and came to its own conclusions by throwing those things together. I fully believe a middle school aged Derek would have been glued to his Grandma's CRT for a month straight playing this game. It's the highest compliment that I can pay this game. It's not better than Chrono Trigger, Final Fantasy VI or Earthbound. But it still stands on its own and it is fantastic.
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