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#to be clear this doesn't make the game “unplayable”
lyinginbedmon · 16 days
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I think I'm done with Dead by Daylight...
So Dracula just dropped, and with him Patch 8.2.0. There's a lot in there, most of it just dealing with the addition of the new Survivor and Killer, but nestled down in the MISC section is this:
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Now, this might seem minor to anyone that doesn't play Killer in this game, but this is a Massive problem. In fact, up until an hour or so ago, I genuinely thought this was a bug. I figured it would be such a ridiculous thing for them to actually do on purpose, it was probably somehow related to how my character loses a foot in height right as the match locks in.
But no, it's actually intentional and it's actually horrific.
See, Dead by Daylight is an asymmetric competitive game. There are 4 Survivors to every 1 Killer, per match. Killers therefore need to know as much as they can about the Survivors at all times to properly manage their time and actions to even remotely stand a chance. They are facing up against the sheer action economy that is an enemy team four times as large as you.
So the first bits of information you get are in the pre-game lobby. You can see roughly what items the opposition is bringing in (unless they switch last second, as is common practice for Survivors) and their Prestige level serves as a decent estimate for how skilled a given player is going to be (even though it's per-character, and Survivor characters have absolutely no pros/cons between them).
Knowing if you're going to be facing a mixed bag of mid-range Prestige Survivors, or a group of P0 newbies, or an entire team of sweaty eSports-esque P100s talking over Discord can determine the entirety of the next match for you.
Personally, I prefer the former two groups. It's more relaxed, I can be goofy, I can try out silly builds or get to grips with a new character. Maybe I get a little bit of a challenge but it's all in good mirth.
The latter are nigh impossible to actually have fun with, because they will abuse every single little caveat given to them by the developers. Like the removal of grabs when a Survivor is unhooking, or the speed at which a Survivor can sabotage the hook you're walking towards, or the umpteen different ways they can avoid taking damage, or any number of the perks that tell them exactly where to run and get there at light-speed even against the fastest Killer characters. And they'll take every second to drag things out and besmirch you.
Killers now basically have to treat every single lobby as if it is that last category. We already had an uphill struggle given that the developers are famously pro-Survivor and anti-Killer, but now we have to do that with the basic foundational assumption that every Survivor we face is going to be the most toxic trash-talking tea-bagging pain in the ass the community has to offer.
So I think, unless some serious changes are made, that I'm just done with this game now. After 860 hours, we'll see if they can get any more from me.
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chabby4memes · 18 days
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Are there really people out there who believe that the only reason to engage with game mechanics is force???? Like, you can't just engage with with the game to enjoy it, but instead need to be held down into it by strict limitations.
Like, If these people played monhun, they would use the greatsword just because they could? Not because they want to, but simply because "I don't need to" not because of how fun the gameplay is, not because of the unique benefits of GS, just because its what the game handed to you.
Then complain that the game feels 'clunky' due to a heavier attack system and the fact that you can't just animation cancel enemies all the time. All the while insisting that the game should force players to use all the weapons, even though the reason you can do whatever in such a way is to promote exploration of each weapon, because to some people, some weapons feel outright unplayable due to how the players likes it, for example I can't use greatsword, at all.
But I could play charge blade, switch axe and dual blades well, and found that bowguns were best for me.
Frankly I tried all those other weapons after LBG, Then switched to HBG for other ranks. The game didn't force me to change, and I chose to experiment because I wanted to engage with the games combat system in a way I enjoy.
Despite the genre discrepancy, ultrakill Is the same, I could do the mayo% (if it wasn't clear this was about UtM) and only kill with the piercer, but I could also engage with other weapons because it switches up gameplay, feeds into the hard&fast gameplay loop, and allows me to move to the next room to continue in, filling up my style meter without even having to think.
The style meter is intrinsic to good gameplay, you can tell because when you play ultrakill as intended, as a guns blazing fight fiesta where you can get away with anything so long as your risk matches reward, where strategy is moreso a concept of ensuring your style meter and damage output doesn't dry up, rather than an end all be all, or again, rather than having a kinda pathetic looking style meter the entire game because you've done nothing but use the first weapon simply because you can.
Saying that the pistol should become obsolete is downright contradictory, because the style of ultrakill wants you to take advantage of any weapon you have and use the versatility of weapon combos on enemies like shotgun+railgun for outright lethal damage. Please, Ultrakill Is such a good game and to hear someone call it broken and poorly made actually peeves me; the game doesn't need heavy resource management to be good because that conflicts with the combat.
Also calling Elden Ring generic is so sad. Other than its fellow souls games, I struggle to really think any other cosmic horror dark grand fantasy worlds that capture the feeling of elden ring, dumber so to complain about the starting area being simple, when that is most likely just to both establish part of the world, and to drop new players into a more conceptually fascinating environment later, when they've got a hang of it, like the scarlet rot. If you don't like that gameplay or genre, that's fine.
It's fine to dislike these games for personal reasons or actual criticisms, which exist, but like, make sure it's not just cannon fodder, ir blatant double standard horseradish.
I mean you wouldn't catch me playing elden ring, even though I love the game, because I'm shit at soulslike, I love dark souls gameplay but I'm just personally ver incompatible and that's alright, all things considered.
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propertyofwhitney67 · 16 days
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What I can get is changing the bailey seduction scene to make it more high-quality bc the quality of the game has advanced over time. What I don't get is just removing it all together with no clear explanation besides "we'll add smth new one day".
It super gives off "we're looking for a reason to get rid of it and then we'll wait it out until you all forget about it". Makes me kinda scared for the game's future. I'm def gonna have to distance myself from everything DOL for a long time after this bc I'm genuinely upset over this.
Victim of the baileyfucking removal #1283129 game's unplayable now (mostly jokingly but I'm actually upset like dead serious upset. why would you just remove it entirely instead of changing it if you're not planning to sweep it all under the rug? Might just be paranoid but still.)
A lot of things are changing, some drastically so and it sucks. Being able to seduce Bailey is something I’ve always tried to do but always failed skill check and then I’d forget about it when my skill were high.
“This update makes a controversial change! It is no longer possible to successfully seduce Bailey. Many contributors pointed out that the ability to do so doesn't feel true to Bailey's character. Forgive me if this disappoints, but know that I've plans for Bailey lewdity in the future. Bailey is at the heart of the game, and seducing them will need to be a lot more involved.”
I feel like there was no serious reason to remove it. Maybe just change up how it happens and how they react, even if it’s just temporary and until more work is done. I know it’s Vrel's game but I feel like some of the other mods have more influence than they should.
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gwynbleiddyn · 3 months
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sighs i feel so. bad. about playing destiny
no matter how much i try i havent been able to find a group or a niche that consistently runs a) same time as me and b) is actually co-operative with my disability and doesn't just delegate me to random backfill or ad clear
like i spend hours learning dungeons and raids only to not do them. i'm so willing to teach if people have a little patience. i've been kicked from so many lfgs once they realise i'm not on comms. people say it isn't an issue but it absolutely is and nobody seems interested in navigating it and it makes me so freaking sad that one of my all time favourite games is so fucking unplayable to me
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crystalelemental · 5 months
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Okay, I'm giving up on Class of Heroes. I do not have the attachment to deal with this.
The specific finisher that broke me is the final boss, Demorea. Even before this, there were two earlier boss fights that effectively came down to "keep reloading and fighting them until you get one with lower HP totals." Each one of them hits for like 700+ damage, which is infinitely more than I can possibly have, takes so little damage even from spells that unless we kill in one round we cannot beat them, and even with my Party Skill to boost team defense, we still all die. The only solution is to mindlessly grind in dungeons until we are statistically strong enough to handle this shit, and I regret to inform you, I am not doing that. I'm sure we saved the day. I'm sure everything's fine. I'm not sticking around to find out.
I want to like this game. I really do. I think I generally like the idea of a dungeon crawler, but this is the least reinforcing game I have ever played. At a bare minimum, your gameplay loop is "go explore, come back to town when you're carrying too much." Easy.
Problem 1: you have to identify the items you got. Hope you have one of two classes that can do that, and also that they're a good enough level to handle the identification if you get bigger items.
Problem 2: If you identify, you then have to divine the alchemy recipe to make it. Most don't show up at all, and you can buy the recipe book, but they're exorbitantly expensive, and you can't know if what you bought is actually for the item you rolled.
Problem 3: Once you make that item, there is an exceptionally high chance that all of it is useless. Items are restricted by class, race, and gender, and more than likely you won't be able to use it anyway. Get a cool scythe usable by the Valkyrie? Oh sorry, you chose Celestia as your race, unavailable. Get a cool bow you want on a Ranger? Sorry, you didn't choose a Fairy, unusable. Hell, I found a super strong weapon that was clearly a boss drop for how expensive it was, only to find out you can only use it if you're male. I do not know how to deal with something like that.
It's awful. "But hey, at least you can level grind, right?"
Problem 1: Accuracy is so bad that you're more likely to miss than hit. I want to say "Thracia accuracy," but Thracia is generous compared to this shit. So level grinding is not only tedious, it's dangerous, because you can just keep missing while opponents beat your ass. Late game, enemies can just casually one-shot your back row for no discernible reason.
Problem 2: Even should you acquire level up, stats can go down. I have had no shortage of level ups where a character will just lose a point or two, gain shit for HP, and be worse after the level than before it.
Problem 3: Before anyone can guess at class allocation being off, know that taking on a new class resets your level to 1. This has a beneficial effect on HP should you just grind back up, as HP doesn't completely reset and early levels are easier to unlock. But it does absolutely annihilate your accuracy, which was already shit.
The game should feel unplayable, by all accounts. The only reason it doesn't is that the game has a surprisingly simple overall feel. I got through pretty much everything just fine, with only the occasional boss giving me any real trouble. But in another bizarre decision, this game randomizes boss HP, so you can just try again and there's a chance they're just overall worse off. Even when I started getting into these nigh-impossible endgame fights, the solution was pretty easy. Turn 1 apply buffs and debuffs, Turn 2 cast the party skill for boosted magic damage and fire. Provided they didn't roll really high numbers, most bosses dropped just fine. The major hiccup and the reason I'm not playing this any further is because the final boss is a two-phase, and there's no way to reliably clear a two-phase fight without grinding, which sucks.
"I mean...shouldn't that just be fairly simple at this point?" You'd think that, but no. As mentioned, late-game enemies can one-shot your back row, and there's a chance Revival fails, leading to becoming ash, which as I understand it is permanent death. Even casual fights that have one move that can surprise you are a huge threat.
But nothing beats the chests. Getting good equipment is fully a matter of opening chests, and all of them are trapped. Well. Not all, but close enough. Without one of the thief-aligned classes, you're basically dead upon opening a chest. With them...you're still probably dead because the game fucking lies to you. You can search it to identify the trap, but then it'll just be a different one half the time, or it'll be the exact one identified and that you attempted to disarm, but it'll go off anyway, and it's not a failed check because failing to disarm will just say "disarm failed," this is a different kind of fucked up event. Which is horrid, because there are some devastating chest effects. Medusa's Eye and Stun Gas are basically party-wipes. In the best case, it misses your healer and you continue no problem. In most cases, it might miss a character or two, but not anyone who can fix the status, leading to leaving. If it hits everyone, you lose instantly. Then there's Reaper's Scythe, which kills someone, leading to the hope they don't turn to ash. And there's one that lowers Stamina, a mechanic that is incomprehensible because it is never explained, but sucks ass.
Apparently, Stamina is age, and the lower the number, the older you get. What happens when you get older? Increased chance of stats going down on level up. Meaning this is, effectively, as good as killing your character forever. It is insane that this is considered something reasonable.
By all accounts the game is beatable. If I really wanted, I could spend the requisite...however long it takes to farm out a bunch of levels for this fight. It can be done. But I have zero interest in it. Runs are already empty enough without this feeling of not being able to make progress until I level like 50 times. I'm out. I'll try Class of Heroes 2, but if mechanics feel the same and I don't have it on good authority it gets better, this one may very well be a trade-in.
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caitas-cooing · 1 year
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Idk if this is weird to ask out of the blue, but you’ve made me all nostalgic.
I played Shining Nikki back when it was Love Nikki, before the move to 3D. But that account was linked to a Facebook which I’ve since deleted, so I’ll be coming in completely fresh. Would you recommend starting playing again? I quit because the events had become completely unplayable without spending irl money. But seeing all your posts has made me miss it. And the newer clothes look amazing. The lighting/shading on the 3D models can look a little wonky to me sometimes. But the different poses! The amazing makeup! It makes me remember all the things I loved about the game 🥲
Okay, this is going to be a long answer probably but bear with me. First of all Shining Nikki is a separate game from Love Nikki so you would have to start over even if you hadn't deleted your Facebook account. The Love Nikki server is still up and running about the same as ever from what I can tell from other people who still play Love Nikki, but don't quote me on that because I deleted it when Shining Nikki came out I didn't have space for both on my phone.
As for spending money it depends on what you want out of the game. If you just want to complete the story and have a couple of cool outfits and accessories to need around with you can get that for free if you're patient and know how to manage your resources well. Diamonds can be saved up for hell events if you have more impulse control than I do and even then I am usually able to get some cool stuff with the pulls I can get even if I can't complete the set. The hell events do come at a pretty fast pace though. There's also benefits events happen fairly often where you can free outfits just for dying your dailies and you get free stuff on special occasions like server anniversaries and Nikki's birthday. Basically if you log in everyday wait you'll get something cool eventually. Some of the motion poses do cost money, but there are few one as well. The jump pose is free and they're going to give out a free dance move one in the inspiration space soon which is nice (or at least they did in the Chinese server so I assume that what the dance practice goal in the diary is for)
So basically it's not the easiest mobile game to play without spending money, but definitely not the worst out there either and I think the story and outfits are cool enough to be worth it. That said gacha games in general can be addictive and if that's something you are more vulnerable too you should steer clear of it or have someone else monitor the amount you're spending if you do decide to join.
It's takes up a lot of storage space and it doesn't always run very well on older or cheaper phones. If you have a tablet or something it might run better on that. I also know some people use an android emulator and play on the computer so that's also an option if it doesn't run well on your phone.
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ladyirisreviews · 10 months
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Breath of Fire 2 - REVIEW
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After playing Breath of Fire 1, I was very excited to see what the sequel brought to the table, and honestly, I am glad that I played this, despite not being exactly what I wanted out of it.
I'll skip the prelude to talk about the stuff that happens in the "current time".
The protagonist and his friend, Bow, are both orphans who became rangers when they grew up, but someone framed Bow for a crime he didn't commit, so he is forced to flee the village, and it's up to the protagonist to clear his name, You'll meet several characters along the way and discover something sinister brewing in the land.
In this game, characters are more fleshed out and move along the plot, unlike in the first game where it's only the bad guys showing up and you have to beat them up.
Characters still join you without much reason, but at least most of them get some spotlight, they still don't interact with each other but it is a step forward.
There's also a place where you can directly talk with them, and they will comment about what is going on, which I think is a neat detail even if the dialogue is shallow.
I wish they could have had dialogue for all of your party members every time the plot was progressing, but for the most part, they are as silent as the protagonist, the exceptions being when they are first introduced and when their time in the spotlight comes.
The plot is also a huge step forward, the introduction does a good job at building a specific type of atmosphere and some mystery, as well as having some pretty well-made cutscenes throughout the game.
It's still pretty simple, both the story and the characters, but it is a noticeable upgrade.
I also liked how in very few instances, the game used the battle screen to make a cutscene play, I thought it was pretty cool, and I wish the game used that trick more, it would have made some scenes even more impactful.
As much as I appreciate the work that was done in everything related to the writing, The translation work is kind of terrible.
There are multiple instances where the text will be badly formatted, sentences will have weird wording, pronouns will be wrong, and even options will do the opposite of what they say.
I like everything that the plot tried to do, but the horrible translation does bring it down a bit, thankfully it doesn't make the game unplayable, or make you unable to appreciate some of the stuff that it does.
But man, I wish they released a re-translation for it.
Now going into the combat.
Right off the bat, I think getting rid of the icons was a good choice for the UI, which felt kinda clunky in the first game.
On top of having an attack option and a special option, every character has a special skill unique to them.
The main character, for example, recovers HP depending on how low his HP currently is, the effect being stronger the lower it is.
I felt that overall they didn't influence the battles a lot, the one for the main character is nice but I felt all the others were disposable, but it is still cool that each character has unique stuff.
Also, you can defend and switch formations by pressing L or R.
Formations are kinda neat, it's a step above just making a character be in the front or back row, deciding the risk of a character being attacked in that way was interesting for me, and I found myself changing the formation multiple times during my time playing the game.
As for magic, there are points when it feels underwhelming, especially around the middle of the game, but at the start and the end, magic can pack a punch.
Which is a big upgrade compared to how it was in the first one, where the only worthwhile spells were the healing ones, weaknesses still feel like they are kind of an afterthought, but at least they exist.
I do have to say though that making bosses immune to all the status-inducing spells and debuffs is very lame, I don't mind bosses being immune to things like sleep or poison, but being immune to debuffs as well makes the debuffs feel completely worthless, you won't be needing them on random fights either, since they end very quickly.
Despite this, the combat feels like a huge step forward compared to the original game, bosses will have you managing resources and you will need to watch out for random fights towards the end of the game.
A lot of random encounters are still solved by pressing the auto-battle button though, but if you use it during the last dungeons of the game odds are one of your party members will be KO'd.
There's also another mechanic that impacts combat, and that is the shaman system.
You will encounter shamans along the way that can fuse with your characters to increase their powers, there's a total of 6 shamans in the game and you can unite a max of 2 shamans to any character.
The catch is that characters are only compatible with some of the shamans, some being able to unite with most, and others with only a couple.
Also, if you happen to discover a special combination the character's color will change and the effect of the bonus will be stronger, or even better, their form can completely change and get a bonus in all stats.
I have some problems with the system though, it's lame that you can't fuse the shamans with everyone.
Allowing that extra customization would have been very cool, of course rewarding the secret transformations but still giving a little bonus for a non-special fusion.
Another problem that I have is that the fusions come apart very easily, when a character reaches critical health, or passes out, the fusion comes apart, but it also happens after a lot of cutscenes, which is pretty lame and annoying.
It would be better if you could have access to the fusions everywhere, or even at safe spots, but they are restricted to only 1 city.
So if you lose it in a long dungeon it's either go all the way back or finish the dungeon as is, which makes them feel a little bit worthless.
The overworld abilities make a comeback, but like last time, they feel a little bit like an afterthought, I saw it being used mostly to force a certain character into the party.
It would have been better if some character interactions led to them being forced onto the party, since if they are not with you and you encounter the obstacle you need them for, you need to go all the way back for them, which is the same place the shamans reside after you find them.
This can be kind of annoying.
And the worst is that they were perfectly capable of just forcing them on your party.
There is this section where you need a specific character to be with you to talk to another character, you get transported into a dream world with some save points available where you can change your party, but the character you need can't be removed.
And there is nothing inside the dream world that requires them, they don't even get dialogue inside, it's a bit frustrating.
This is one of the only things I think were better in the first game, you could freely change your party from anywhere, and that type of backtracking didn't exist thanks to this.
And like I mentioned, if they forced characters into your party with some plot in the middle it wouldn't be a problem, it would even flesh out the characters more.
Breath of Fire 2 has a way lower encounter rate than 1, so at least the backtracking isn't as bad.
Moving forward though, there's another new mechanic.
As you advance through the game you get to build a town of your own, and there are a lot of factors that change quite a lot of stuff.
Depending on the carpenter the look of the town will change, and you get to recruit people from around the world to open shops, only 6 though, and once you invite them to your town they will remain forever, so choose carefully.
Some sell pretty good stuff and others are useless, by talking to them when you first find them you will be able to know what purpose they would serve in your city.
And you could just save, recruit them, and then check out what they do, I think it's a very neat feature.
With the main features out of the way, I want to talk about the rest of the details.
Like in the first game, the overworld feels pretty small and looks pretty similar all over the world, at least there's more variety in the locations you get to visit in the dungeons, but also, like in the first game, they are very short and have barely any puzzles, the reduced encounter rate makes them more enjoyable to me though.
I had a nitpick in the first game, in towns, whenever you entered a house, the town theme would fade out and a different song would start playing.
This bothered me very much, and I am happy to say that doesn't happen in this game, but I have a different nitpick related to the music now.
And is that almost every dungeon plays the same song, this also applies to the towns, and they are not even that good in my opinion.
I am very glad the last few dungeons had unique songs, I would have been pretty mad if they didn't, but outside of those 2 songs, I think the game has a pretty good soundtrack.
Not every song is that great, but there's a couple that are very remarkable in my opinion.
I'd say I would definitely recommend this game over Breath of Fire 1, you don't miss on much lore if you skip it, as stuff that you would need to know is explained in the main plot of the game.
Writing this review made me realize how much I appreciate this game, especially when comparing it to the first one, it's such a big improvement.
I wasn't very optimistic about the series after I played the first one, but after looking at all the improvements they made in 2, I am a bit hopeful about Breath of Fire 3, and what improvements they could make.
Like more character development, a tighter combat system, or better dungeons.
Unlike the first game, which I think only people who enjoy very simple RPGs with almost no plot would enjoy, this game feels a bit more accessible, and I think you lose nothing in giving it a try.
The horrible translation could make it difficult to get into it, but once you do it's pretty fun to see through, at least in some parts.
It still has some issues, especially for how optimized RPGs are these days, but I felt it was a genuine attempt at making a better game, even if it still falls short in a lot of things.
There's a lot of plot-lines and concepts that I wish were developed more, characters that had more screen time, and of course, a better translation.
I kind of wish Capcom would remake this game someday with the proper care put into it, I think it would be incredibly good.
They don't need to waste millions in giving it mind-blowing graphics, as long as they get good translators, polish some of the rough edges, add some QoL stuff, and maybe add the Game Boy advance portraits.
It could be a very good quality release, but I know that will never happen, I still can dream though.
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fizzingwizard · 3 months
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Just my Tsubasa Chronicle sims enjoying themselves in Sulani, my favorite place to put them since TWC. (plus bonus birdies on the porch)
Look how well Kurogane and Mokona get along. They even mimic each other. I swear the game makes Mokona follow Kurogane more than anyone else. She gets little thought bubbles with his face and no one else's. Such favoritism.
dumb stuff below
First some nonsense.
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A lot of drinks look exactly the same despite having different names, I know that. But these two not only look the same, their names are almost identical! Also, parental punch?? What is that????
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Gotta love townie names. whuuut
My game is so fucked. I did a repair, so we'll see if that helped at all next time I play.
Most annoying things right now are:
My sims in one family were ALL afraid of the dark. I used cheats to get rid of it, nada, came back later. Then the scared moodlet started just sticking around during the day. Its timer would just... reset! so they were terrified of the dark in broad daylight. I ended up turning Wants/Fears off altogether. I don't really use them, but I did like having them on, because it offered some variety to the kinds of moodlets sims would get. But it's just as buggy as Lifestyles and became unplayable.
HOWEVER...! Despite turning off wants/fears, MY SIMS STAYED SCARED. The moodlet is now just ever present. Nothing has worked. No rebooting, no resetting, no switching households, no cheats... Can only cross my fingers that the repair did some magic because seriously what the hell.
This next one has been going on for a VERY long time. My sims constantly complain about their path being blocked even when there's nothing blocking them. Ex, a sim upgraded the tea pot. Another sim went to make tea... and started whining that he was blocked. NOTHING about the tea pot or the room had changed. I literally have no idea what's going on there.
HOWEVER... I think it has something to do with my game mysteriously deciding of its own damn will that Sims are only allowed to do kitchen stuff on CORNER counters. They can't use big empty counters with no clutter. They definitely can't use end pieces. The sims will only prep for cooking in corner counter space, and if there's any object there, functional or otherwise, it doesn't work. It doesn't matter if there are other clear spaces around.
DESPITE THAT, sometimes my Sims DO cook on the big counters... but only if there is a SINK ON IT. They'll cook on the counter if it's being used as a SINK. WHAT.
The "only cook on corner counters" thing is really obnoxious because just how many corner pieces can you fit in one kitchen for heaven's sake?
I know this is a bug and surely not affecting everyone. When I watch builds on Youtube, I see the builders make their Sims try different actions to make sure they still work after the builder has downsized a counter and put a table over it, or downsized the cow farm and built a nicer stable around it, or made a bathroom with all the works that is only 1x3. They check and their sims can use everything fine. But then they mention in the next video that they got comments from players who downloaded the build that those objects didn't function, even though they tested it. Yep so some games have just decided "no" to move objects cheat. At least to keeping functionality when it's used at least. Many tricks that used to work for me don't anymore. I used to downsize the tent and put the non-functioning Get Famous one over it because I like its rustic look. My sims would still use the tent just fine. Now they don't. Nothing has changed about how the tent is placed. The first time it happened, I deleted and replaced the functional tent, and that fixed it for a while. Then it stopped working again, and hasn't since.
Sims has upped the prices for the games in Japan and I know it's because the yen is so weak right now but goooooosh. I can't afford that. geez. At least I'm pretty fed up with how broken Sims 4 is right now... hopefully I'll be able to resist buying the expansion coming out in July, at least until Black Friday or some other sale. Will still be annoying to buy a pack at a "discount" which is the same or maybe still higher than what I would have paid for it brand new before. Nothing to be done about it though. No idea when, if ever, the yen will strengthen, and in the meantime it's crappy for me in a lot of ways much worse than not being able to buy a Sims game.
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villains4hire · 8 months
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☠ ― Send '🗣' + a Briar to hear the mun's opinion about that character.
//While I did quit League recently because Vanguard is coming soon, I've played the game since near S2 to S3, taking a year break here and there to return to the game. As there were some states of the game where it was pretty unplayable. So I'll be giving both ingame, lore, and aesthetic along with community reception.
Regarding their kit:
//I think it was overtuned toward lethality once overbuffed and fair that people thought it was broken, they gave no real scaling toward building hp or resistances until recently to Briar with patch 14.2 other than on her E for max health. I think overall it's balanced other than maybe nerfing either the range of her ult or the concept taken as mostly just of running faster rather for an ult with stat roids with an unbreakable berserk when someone in a certain radius is low, than say giving a global gap-closer with dmg and stats roids- more akin to a mix of Mundo and Warwick. As I feel as the champ can be balanced since you can kite her and break her out of berserk fairly easy outside her ult, but I question the longevity of her kit, as it was a good move to make such a strong concept have tons of counterplay, as Briar as shown in higher levels of play such as Challenger or Masters does get shutdown by players who know what they're doing. So it avoids the Olaf Scenario of her being able to rundown anyone at least, but she is a low elo terror. But I think overall the problems to Briar lays in the current meta and items rather than the champ itself as anti-heal doesn't do that much to her along with champs like Vlad. So maybe make anti-heal a bit more effective and incentivize her to build less damage/tone down the items as it's League of one-shots or never die currently with the new season before I quit.
I think overall though if I was to just go off of things, the kit is fine considering the powercreep of the game. She feels like the Warwick rework I wanted instead in a few ways, though WW was a good rework, I just like this better.
Regarding their lore:
//I have no real complaints, the cinematic was good. The voice lines are great, people like her a lot and she's developed a strong following already. Simple, but effective. It overall didn't add too much to the world, but it was a nice breath of fresh air, as essentially they took old Jinx and kind of reworked it as a concept to be more gremlin/gobliny I think. I would say it added more lore to The Black Rose than there was actually of Briar if I'm gonna be honest.
Regarding their aesthetic:
//Overall great, cute and fun though the pillory is a bit goofy and her looks were almost a little TOO anime for me. Which on the topic, addressing some concerns to be fair, while I see where some people are coming from for her splash art. It's pretty clear that she's nowhere comparable to say Annie, Zoe, Milo or Ekko and Ezreal even in terms of body-type, face and build and I doubt Riot would expose her feet like that considering their community without making her an adult, even confirming as much themselves. I think I was bit a surprised at some peoples' reactions to her considering her ingame model is more built or taller most of the time- even compared to commonly accepted adult women champs. I think it might just be the angle and then face on the splash art but I think Riot just wanted a new goblin-energy esque girl than something weird, but there are grown women and men in the real world who have softer faces. As not to be mean, but I feel like a lot of League players irl don't see other grown adults for a good chunk of them to begin with and how people are built and how varied we can be. Then combo'd with the angle and anime feel of the character with the larger eyes and being goblin-esque is why there's some saying what they are. I think people are fair in feeling as they do, but when she's taller than say Evelynn ingame, the biggest thot in the game and thicker than her model wise? There's some p unfair things being slung around I've seen, but that's just part of the community being terrible imo.
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pocketbelt · 9 months
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River City Girls 2 (Switch)
This was long overdue because they took quite a long time to resolve the Unity camera issue and other frame-rate problems. You'd think that wouldn't matter so much on Switch, especially as RCG1 runs fine (not as well as other systems, I think, but fine), but no, Switch has problems even with this. But, I'm not as inclined to blame the toaster for it, given the history for this one.
I played this online with a friend, and the online is deficit in some woeful ways. Host has significant advantage, which might not be unexpected, but with them in the US and me in Europe, we needed to use the European server as the US host using a US server caused such hideous lag it was practically unplayable. It still lagged frequently (though it's hard to tell what was network issue and what was general performance issue), and the game's rollback would kick in fucking viciously and just teleport me across the screen.
But the real kicker is, inexplicably, the game does not share progress for both players. And like, no, do not listen to the assertion that that is difficult or unreasonable to implement; just make it set the fucking progress flags for all players and hand all items to all players! Player 2 gets the EXP and money handed out by clearing story sections and sidequests, but not the items or other unlocks - including the two new player characters unlocked through the story - for no good reason! They even made custom graphics telling Player 2 to unlock them on their own! This has been a solved problem for basically as long as there's been online play, MMOs as a concept are around 25 years old at least!
I grant you, WayForward doesn't do online multiplayer, it's why RCG1 didn't have it, but even so: how?! However you've set your triggers for unlocking items and characters, how can you not set it to ping for both players, especially if you can set it to display a customised image message telling Player 2 to go fuck themselves?
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There's never any good excuse for this and there isn't one here!
Outside of all that, River City Girls 2 is still fun. It has all the same woes as RCG1 as ultimately not much at all has changed, but it's still a fun beat 'em up and its spritework and animations and art style are top-notch. But the issues still resound: bosses are generally better but quite a lot of them are still bad, guard-breaking is a conceptually good addition but the execution makes them too fussy to use (enemies block less than in RCG1 at least), grab attacks are useless as unless you play Marian you will never stun anyone, the map is woeful at indicating which exit on the screen goes where, menus are identical to RCG1 and thus pretty bad (why doesn't the move shop show the inputs involved so you can tell what it is? Why can't you see your inventory on item shop screens?), on and on.
It speaks to the intrinsic joy and the satisfaction of beating foes that RCG has that the game is still fun in spite of this. You learn to work around them (become very fond of specials and launchers) but they'll nip at your heels the whole time. I don't think you'd intrinsically change what RCG is by resolving some of these issues, so if they do go back for a round 3 they had better bring their A-game for it.
If you enjoyed River City Girls 1, by all means get 2, especially if you're playing alone. I think there's quite some merit to 2's approach but I'd still recommend going to RCG1 first if you're new. And if you want to play it in online multiplayer, you get that shit on a sale.
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chosenmango4233 · 1 year
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My Experience with Farworld Pioneers (Console)
• PLAYED JUNE 1ST - 4TH •
TLDR : {Do not purchase the game in its current state. The core idea/heart of the game have vast potential, but at the moment it is too unstable to be playable. The art is stylized (but not without flaws), and the music is pleasant… but this is quite far from a public release. Frankly, it is a flat out lie to call this a 1.0 version, bugs aside, there is a blatant lack of content in the world itself. This is an alpha, and infant alpha at that. This is a demo that was puffed up with what feels like rushed filler so it could be released prematurely and needs years of work before it is stable and ready for the public. If this were advertised as a playable concept and was free to gain feedback, I would be a lot more eager to encourage others to give it a try, but this is clearly unfinished and is unplayable on console}
LONG POST BELOW THE CUT. 
[ Bullet points are basic ideas to skim this faster for those of you who do not wish to read the entire thing! ]
° Peaceful mode is disabled randomly no matter how many times I enable it. 
ACTUAL BUGS I HAVE ENCOUNTERED :
{Players who don't want mobs are punished by thinking they are safe only to find out their colony was raided and everyone is dead because peaceful mode was disabled without their consent. This is incredibly frustrating for a player who doesn't want to get murdered within their first few minutes playing a game when they are struggling to learn the controls}. 
° Overall very poor performance, which progresses into Unplayable Lag and Stuttering, by hour three/four game is unplayable at < 7 frames per second. 
{Early game lags frequently, and the game pauses completely frozen for a few seconds while it saves. Occasional freezes last a second or less but are frequent. This only gets worse the further into the game you get, by the time you are a few hours in the game is unplayable}.  (This happened on my laptop as well, started fine and progressed into unplayable lag within an hour).  
* Every block placed, mined, or explored, NPC gathered/killed adds to the lag. These gameplay fundamentals, the very core of the gameplay loop punish the player by worsening the performance. {And by the time the cause is clear it is too late to salvage your save}. After commiting hours to brute force my way through as much of the game as possible I'm in an unplayable state of <10 frames a second, and it's only getting worse. Game stutters every other second (not exaggerating) and the stutters are getting more frequent and longer in duration. By comparison, the early game lag is a dream as at least it was playable}. ( TLDR ; anything and everything the player does makes the game lag. Having NPCs follow you lags the game so much I don't ever have them follow me. )
° Several Game Mechanics straight up do not work sometimes. 
{Most commonly inventory things break, such as the quick transfer, and build menus}. 
° Scroll bar in craft menu glitches graphically. 
{Occasionally the bar will display at the top but you are actually viewing the bottom of the menu, and it will only reset the graphic when you scroll up forcing it to snap to the bottom and accurately display where in the menu you are viewing. This becomes confusing and frustrating when you try to scroll down to view the menu but nothing happens because the graphic is wrong}. 
° Inventory build bug, randomly freezes the build menu and you cannot select a stockpile or any of the craft stations unless you restart your world. {This happened immediately in my first world and I couldn't place a craft station after placing a stockpile during the tutorial and was very frustrating as I was softlocked before the game even started}. 
* {Time should pause until the tutorial is complete/And Peaceful mode should remain activated for the entire duration/on by default (and stay on). My first game had this bug where I couldn’t complete the tutorial because I physically could not select the craft station because this menu bugged after placing the required stockpile. And peaceful mode deactivated (another bug), and I was killed by monsters over and over as I was confused and overwhelmed because the game was broken. I had to restart to place a craft station, and continue to restart after placing one of every station, because the menu would break after clicking once on this menu, even if nothing was actually placed, it would bug out after opening}. 
* {Also during this nonsense I tried running away from monsters and not even a hundred blocks away from spawn was a raid camp which killed me (mostly from the horrific lag which left me immobile), and followed me to spawn and spawn killed me, even with peaceful mode on. It was a very sour first experience and yet it was better than the long term hours I have played}. 
° When selecting blueprints to place, pressing (A) to select the item will also place one blueprint immediately 
{There is no way to select the item and avoid accidentally placing the item. Only way to correct the issue is to cancel the order which is tedious when you are trying to build which is in a completely different menu}. 
° Are doctors supposed to actually heal the player or the NPCs? ‘Cause they don’t even heal themselves. 
{Even with bandages, med kits, and other misc items they do nothing to stop bleeding of the player or help low health players. NPCs do not even heal themselves with medical items, they only regain health from food regeneration if they bother to eat the food I had to put in their inventory because they wouldn’t grab it themselves}. 
°  NPCs frequently enter lag teleportation loops by running to a location and blinking back to the start of their run and repeat.  
{This escalates the more colony members you have recruited}.
° Console cursor can be lost on screen, it disappears and is unable to be recovered by moving thumbstick or changing tools. 
° NPC AI needs extensive tweaking 
{so they remove themselves from various threats (monsters, cold, hunger, etc). {NPC ai needs to allow them to run to a warm spot when freezing to death, stop claiming more than one bed, actually sleep in their bed rather than being on the floor near the drop ship, and most importantly they need to consistently grab food rather than tell me they are starving when they have access to food and sometimes even HAVE food on their person and still won't eat it until they take damage}.
° Each NPC added exponentially lags the game. 
{Game gets more laggy with more npcs, and this may be a given but it is exponential no matter if they are good or bad/ recruited or not. This has been stated above, but needs reiterating as this is a colony simulator and the colony functions of he game are not polished}.  
° Ladder pathfinding and physics break frequently. 
{Trying to walk through one is difficult and you cannot jump through one without mounting the ladder. Dismounting does not work consistently}.
° Items dropped from an NPC digging are unreliable. If you are too far away, no items drop, and the npc will continue to dig but no materials would be collected. 
° NPCs sometimes won't pick up items or even acknowledge that they're there. 
{Happens with wood and blocks, but mostly occurs with farm materials like carrots and potatoes and they just sit on the ground until the player picks them up. This happens even if their inventories aren’t full}.
° Actual build range/radius for building planned objects is inconsistent. Not only does it feel too small but it changes size inconsistently. Sometimes it's a five block diameter and sometimes it's only two blocks. Incredibly frustrating. 
° Cursor mode changes randomly and I do not know how to toggle it. 
{Sometimes it's tile based to move the thumbstick to click to tiles, and sometimes it's aim-based and I don't know what button it is to switch the two. In the ladder, sometimes the cursor goes offscreen and gets lost and won’t come back until a restart}.
° NPC dialogue boxes do not override controls of other open menus. 
{If the LB section menu is open to give tasks while you talk to an NPC you cannot navigate the NPC menu at all. Opening an NPC menu should close this menu or override controls temporarily to avoid the clunky menu feel of having to exit a dialogue to close a menu then reactivate their dialogue menu}.  
° There is nothing at the underground/mineshaft markers on the map, says 0 blocks away but nothing was generated, and there was no reward for digging hundreds of blocks down. 
* {On a similar note, tutorial pop ups can overlap on each other. Instead of one becoming dominant in full opacity, they blend and become unreadable}. 
° Background block placement is completely broken. 
{On my first boot of the game I got to place a few tiles once, and I haven't been able to place a single background block since {even on a whole new world}. I drag out the blueprint and they won't click. Not even the blueprint will place. Can't even place background blocks from the hotbar, just doesn’t work, period}.
(An inconvenience but not really fixable on its own) - When lagging, the item pick up is severely delayed. You have to linger on items to actually pick them up and if you run past them they magnetize towards you and fly over you until they hit the ground and remain un-grabbed. This can also happen without lag if you move too quickly over items. 
SUBJECTIVE ISSUES (INCLUDING LACK OF ACCESSABILITY) … OR OPTIONS :
° Literally no game options. {There are little to no options to customize anything in game aside from volume}.
>No UI scale/opacity options. {Hotbar could use options for size and opacity to improve immersion and visibility, especially on larger screens}. (I personally hate the visuals for the UI. Most of it hurts my eyes just like Starbound’s UI. The default screen in game looks like a mobile game there is too much on screen constantly, and it’s just so big.)
>No font options.  {The main font used is very hard to read, and the style of letters is very harsh on the eyes. The letters blend together, it’s too claustrophobic}.
>No Text scale options. 
>No UI opacity/ visibility options.  {Once a player knows the controls they do not need every instruction on screen in massive font}
>No Color options.  {The fully saturated white on blue backgrounds is as painful to read as Starbound’s white on black text and there are no options to change the color of text and text boxes}.
>No brightness options {The game is too dark and hard to see, even after adjusting my device settings}. 
>Cannot name your saves? (not that I have figured out anyway.) 
>No button binding options {There is no way to remap buttons which is a major downside to tweaking the controls to make it easier for people who need those accessibility options, and for making quality of life adjustments player by player. For example, I want to use the trigger instead of the (A) button for placing blocks from your hotbar. Why is default (A)??  Alternatively, having to press LB and down in sync to open a vital menu is awful and not accessability friendly. Even on a good controller it’s difficult.}
>No camera placement or zoom options. {I want to have my camera centered or at least have the option to move it to reduce eye strain. 
° Using the D-Pad to navigate the inventory only works if the cursor is already lined up on a tile, otherwise it won't snap to the inventory, forcing you to align the cursor via thumbstick before being able to use the d pad.
° Can’t drop items from inventory.
° Several blocks do not have a sound effect when broken or interacted with.
° NPC dialogue is extremely barren. 
° Pressing (B) in Buddy’s menu doesn’t take you back to the menu selection. 
{Instead it closes the menu entirely, making accidental misclicks time killers as you have to try to press two buttons in sync again and if the game is lagging it will push you into Buddy’s menu repeatably}. 
° The map is useless and feels unfinished.
{Icons have color but the map itself is just grey and purple, it does not even display blocks mined/placed. This is just a placeholder concept}. 
° Unable to hold down the triggers to zoom in and out.
{Instead you have to press for every tiny tick to zoom (and a small tick at that). Would definitely need to have the ability to hold the trigger to zoom alongside being able to press it for refined adjustments. Tunnels you carve don't even show on the map, or your blocks. There is no point to it, and it shows things you haven't discovered yet including raider camps and mineshafts. 
° Map Icons do not have actual Structures.
{I dug hundreds of blocks down to multiple mineshafts and stood on the icon, the map even said 0 blocks away and there was nothing there, or in the surrounding area}. 
° There is no confirmation text stating you actually set your spawn. {I only found out it worked when I died. A message stating your spawn has been set to {object} could be beneficial}. 
° Can’t Navigate select Menus with the thumbstick and dpad.
{Sometimes navigating the menus just doesn’t work, and some menus you can only navigate with one or the other, like with the menu talking to Buddy you should be able to use either rather than get confused when the thumbstick (which is the main navigation tool) does not work here}. 
° Tutorial should pause the day/night cycle until completed. 
° Tutorial should also remain locked in peaceful mode until completed. 
° Cannot continuously scroll the hotbar, you have to tediously go back and forth rather than continue to hold one direction and loop the hotbar. 
° The hit boxes for clicking on NPCs are terrible for controllers. {There should be a proximity auto lock or a setting for an auto lock to easily click on NPCs rather than aim precisely with the right thumbstick and press a button (X or A, can't remember) at the same time}.
° Console controls are very clunky, and even after playing for 5+ hours I'm still fumbling because they feel unintuitive. 
° Torch radius is very small, and would benefit from a bigger radius. This is especially obvious with no zoom options.
° Torches burning out is extremely annoying.
{With an upgrade to cheap lights and oil lamps available it makes sense to encourage the player to use them instead, but the dimness of these light upgrades makes them almost unusable matched with the lack of brightness options. The radius and brightness for the lamps should be better than torches rather than worse or the same}. 
° Campfires burning out is not challenging, it is only annoying, more so than torches.
{Having to recraft a campfire every ten minutes to cook on it once before it burns out again is very obnoxious, especially in the first hour of gameplay. Torches burning out is the same thing, just annoying rather than being an interesting feature, but at least you can upgrade to something that doesn't burn out, the campfire just disappears without an early game upgrade (that I’ve seen, I may have missed it)}. 
° Extreme difficulty giving items to NPCs
{Especially once you have more than three and you can't tell them apart. Possibly could use a slot in the menu to access crew inventories directly to equip colony members or a button in storage piles to have a {specific npc} collect item instead of having to find them, and click on them to give them items}. 
° Building with blueprints feels way too clunky.
{Having to exit blueprint mode to actually build the blocks, along with being unable to jump while placing blueprints, it is punishing and tedious in this method. I like the idea here but it just isn’t smooth, crafting blocks is easier to actually place but the hotbar and inventory navigation is also not great for building}. 
° Cloud animation is janky, the frame rate is too low, and they move across the screen too fast, very distracting and out of place with the art style. 
° Should explicitly state you can build the same stuff in two ways, as in crafting blocks in your inventory and placing them or placing blueprints and crafting the blocks. I didn’t know I could craft and place blocks that I could place in the build menu until several hours in. 
° Player has to press the button for every item quantity for crafting, and this would benefit from holding down the button to craft in mass rather than repeatedly click. 
° Meats have identical textures but are labeled differently and thus cannot be stacked.
{This is annoying, would rather they were all generic 'meat' or actually different meats from different sources with reason to be different from one another even if just cosmetically}.
°  There should be a more direct commands to move or organize colony members faster
{Such as 'stand still' or ‘go to x coordinates' command for NPCs so they can be managed easier. The only way to move them is to get them to follow the player, and they are not able to pathfind to the player very well, especially for parcore jumps}.
° The button to heal yourself should not be the same to heal an NPC, the hit boxes are so fleeting you will heal yourself 10 times trying to heal a moving or stationary NPC. 
° Having to aim with the right stick and use action buttons to build/place blocks with X and A is not feasible. That does not work. Humans do not have two thumbs. Why in the world is this a default control for core gameplay? 
° There is no difficulty curve or protection for early game and tutorial.
{Zero gradual increase. On my first world Buddy was killed over and over until I ran out of supplies to help him, because peaceful mode kept disabling and monsters would spawn and kill him, and immediately after the tutorial started a snow storm spawned before any base was built and he died from the cold. NPC raider Dave killed me immediately after barely traveling to the left (looking for food for buddy to heal from the cold) and Dave proceeded to follow me hundreds of blocks to the right and kill me again, then came to my lack of base and spawn killed me and I had to lure him away and relog to get him to stop targeting me. And after all that Buddy died for real and there was nothing I could do}.
° Drops from animal carcasses can’t be picked up until they land on solid ground, even if they pass directly through the player. I find this very annoying as they can launch far away and it takes extra time to gather the drops. This also is inconvenient on ladders because ladders aren’t solid blocks so the drops fall down until they hit solid ground no matter how far away it is.
° Load times take way too long, and the duration gets significantly longer each time you use your save.
{Game load screens take way longer than they should (about 20-100 seconds). Generating a new world takes less time than loading an old save. The game is only one gigabyte total, loading a few hundred explored blocks, how do the load screens take so long?? And how do they get significantly longer each time you load it??}.
° I do not like the ladder climbing animations at all. Sliding down is okay, but the model is not facing the ladder and it feels like a placeholder animation.
~
TLDR 2 : The world feels very empty to be a 1.0 release. What little there is is unrewarding and unfinished, with nothing special to find. There is nothing that stands out as unique to me, and any investment of time is burned out from the unplayable lag that takes over your save. It's a demo, not a full release.
I had fun, but I had to brute force my way the entire time, so the percentage of time I was actually having fun is a lot lower than my game time would show for it.
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absolutedisaster69 · 1 year
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Boys, I'm saying it: Diablo II Resurrected is scaled like shit.
Oh, I can just waltz on through THE ENTIRE GAME, defeat Diablo himself as a shitty specced summon necro BEFORE I'm even level 35, and then I get to Baal and I'm fucking TOAST. Like... The experience I'm gaining per kill makes me think that I'm actually the correct level, you know? And yet things are fucking IMPOSSIBLE because I can't even get a fucking hit on Baal, my minions can't get a hit, and he keeps fucking TELEPORTING and using that stupid doppelganger skill.
Like, I played the OG when it came out a million years ago, and I would get so mad when people would switch over to Diablo from WoW and assume that the game was unplayable on single player like... NO, it's NOT, it's built to be played ALONE or with people if that's what you want, but the fact that this Switch port is like so unbalanced, it just doesn't make any sense. If I'm not specced right or a bad player, how could I have gotten through the game so easily and so quickly? How could I have gotten to Baal without needing to replay ANY levels because they were so easy I just breezed through them? Diablo wasn't anywhere NEAR this hard, and like, he was the last boss originally!! I got the Ancients easily, I got all the previous bosses with NO trouble whatsoever, and then it's Baal and like, it's just impossible. HOW?!
The difficulty and experience ratio are so fucking uneven. If the game wants to be hard, REWARD me like it's hard! If the game isn't rewarding me with items OR experience that I should be getting at the Acts that I'm on, then don't make the GAMEPLAY reflect a need for those things! Right now I'm level 39 and it honestly just feels like I need to go back and redo everything to see if I can hit 45 and then try Baal again, and like... YOUR GAME SHOULD NOT BE BUILT LIKE THAT. I should be able to move through a linear game in a linear fashion! The original version did not require you to go back and repeat previously cleared Acts!
What did they dooooo????
Now I'm gonna have to roll a Druid or something to see if it's just the Necromancer that's fucked somehow, or if there's something seriously wrong with the game. Maybe they nerfed the minion spec and I didn't know? UGH.
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bearpillowmonster · 1 year
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REsident REvil 4 REmake REview
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Attack of the games I've tried and didn't like then came back later to love.
I've played RE3 more times than I care to count because I had a lot of fun with it but fun doesn't always equal the perfect game, it has its flaws. I just run through it so much because it's easy and I've learned it, the actual game I gave a 6/10, all I ask is that this one beats that.
I don't know if I'm going to be the first person to say this but here are my honest thoughts…let me preface by saying this is the PS4 version. It ran fine, a few hitches but nothing unplayable, nothing intolerable, just small little stuff. Graphics are obviously downsized as the same with file size which I expected but judging from the PS5 footage I've seen, that mainly affects performance, the graphics remain similar enough.
When I first saw the trailers, the graphics looked obviously good, I was blown away with RE2 and I'm not a total graphic fidelity guy or anything, I still play old games but I can also appreciate a good graphics game as much as anyone and I'm sorry but that first chapter of the game is just bad. His hair glistens, which sounds pathetic to complain about but in a nighttime setting, especially that opening scene, it just doesn't make sense when Leon's hair lights up the room more than his flashlight. In the light, it looks real good but aside from the environment, it renders the photo mode almost pointless because Leon's face is so stock it's not even funny. It wouldn't be a problem because you're looking at his back anyway but photo mode allows it, so you see it. There aren't filters or poses either, maybe I was just spoiled by Horizon Zero Dawn. But that's not even all.
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This game is a remake of something from 2005 and it reflects that, there are a lot of narrow linear passages to get from point A to point B, it feels like you're heading from town setting to town setting to wipe out waves of zombies. I know this was more action based than that of the previous entries but still, do you beat enemies or outrun them, do you save ammo or not? It's a gamble.
One of the things that turned me off initially from the 2005 version was that everything seemed very samey, like I was shooting these villagers that were copies of each other and they just kept reappearing. Now there are some zombies that you'll see copied but now it's not so glaringly obvious due to the upglow. But it can get really irritating hearing them say the same voice lines over and over, I missed when they didn't talk. But what that first chapter covers is when I sold the original game back, heck it's what they based the demo off of. When I played the RE2 and 3 remake demos, I was blown away but had I played this one, I might not have picked it up. But! It kind of gets better and better as it goes on so you're clear :)
There are certain parts where it hit that whimsy because I would be like "I'm actually doing this." I don't really wanna spoil those moments for you (if you don't know them already from the original) but even knowing some of them were coming, I was reminded of how cool some of the gameplay context moments were in Jedi Outcast and how rare it's been since then to feel that.
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Leon is very reactive, whether it be his grunts and breathing or when he's hurt to when there's poop and flies and he waves his hands and puts his hands up to his face. There were some points that I knew what was going on just based on his reactions alone. I mean the controller itself is used quite effectively too with voices coming on it and such.
Leon's whole personality has shifted, he was a dork in the last game (RE2) but he's become hardened, something that I've always found the contrast of as a little too much, too uncomfortable for me but hearing his voice lines, he's still a dork at heart, just has a lot more going on and is better prepared for it…mostly. In RE2, he'd say "What the-" whenever he saw something unnatural like a zombie now he says it when he sees something common like a bodybag. I mean, what happened between 2 and 4 is really up to a few second recap so a whole game could've filled that period but whatever. If you get confused, apparently Darkside Chronicles has some of that information but you probably know that's not an easy one to find.
One of the things I enjoyed about RE3RE was that it had the quick dodge. Some people thought this mechanic was too broken because once you got a rhythm down, you could parry. Well you don't have the quick dodge this time (THANKS A LOT!) but you have an evade which is a quick time that appears whenever it feels like it. But you can also stealth kill if you have the knife and if they have a knife then you can parry that and I say if you have the knife because it now breaks and you can either repair it or find a new one but eventually it wasn't really a problem because I found them so frequently. You also have a melee which after getting a zombie stunned you can kick for a wide effect (hitting multiple targets) and or depending on the situation, strike them with your knife. It's especially helpful when they've hit the ground because you're not awkwardly standing over them to try and aim your reticle to make sure they stay down while they're rising up again, instead, you just give it a finishing move. But what's that? You have no room for a knife in your inventory because it's packed with grenades? Just use the item box. What's that? You can't store just anything? Mainly weapons? Well, that sucks. So it gives, it takes.
In fact, I feel like what I liked about RE3 wasn't really present here but what I disliked about RE3 wasn't really an issue here either, leaving room for new things to like, perhaps even more. With that said, there are parts reminiscent of RE3RE like how the Hospital plays out, having Jill out of commission and you play as Carlos to go around the place, getting key cards and such, running into pale heads, giving her a cure. That's basically done the same way with Ashley and Leon, it's not a tired trope because it's only happened once before as far as I know but that's the only pass I'll give it for that. This is also a much longer game than the previous ones so it's not as detrimental.
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There are traps now, stuff to slow you down and hurt you just a little but enough that it may hurt more in the long run (not like poison but if a zombie gets you or something, you're down that much more) but you can eat chicken eggs now, so you're good! Speaking of zombies, they are indeed zombies but more like people with a spell put on them sort of. Necromanced or whatever. You can jump through windows, the world is bigger to explore but not so big that you're getting (totally) lost (I mentioned linear passages after all). This allows for more collectible opportunities.
Money, there's a money system which is obviously used for the merchant, this allows for challenges you can complete for dough, similar to that of the ones that are usually in the menu. Most of your weapons come from this but that's the thing, I feel like everything is a soft introduction and I in no way mean that in a bad way, I mean it in the best way. You're not forced to use the merchant if you don't want to but it's definitely helpful and you can still pick up some of the weapons and items here and there like any other game if you wanted.
There's a treasure system which you can collect stuff and then apply gems to make them more valuable to sell. It'd be cool if the treasures were collectibles in the menu and you in turn put gems in them to unlock the models and concept art they already have in there but still cool. Use that money to get upgrades and repairs and stuff.
It's split into chapters for whatever reason, which I don't really care for, it doesn't exactly hurt the experience but it does add to a series of other problems I had, making it feel like each chapter was something new but at the same time disjointing it overall. Sometimes like a tv show. Revelations did that as well. At one point I remember thinking "Did that happen in the actual game?" referring to the original, as if I wasn't already playing a game, it was kind of like an adaptation to me, where these scenes that I felt like I should know were being brought to a new screen kind of like HBO's The Last of Us. I feel like this was probably made for fans of the original. One thing I already know I prefer in the original is Ramon's design. He was a creepy little kid before, almost like a puppet but now he's just a little old man that acts like he's at the opera.
It ended up ranking about where I expected with me preferring RE2 just a little more for being a bit tighter around the edges but this game does improve on a lot from the ones previous, putting it above RE3 overall, we'll see how the memories of this game hold up though. I may even visit the original (is it that different?) now that it gave me interest. I was a little disappointed by that ending though. Not by the final boss or cutscenes but more that Ashley was pushed aside "We're a team, right?"
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butwhatifidothis · 3 years
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15, 18, 19?
15. Favourite Golden Deer support chain, and why?
With how much I've talked about it I think it's clear that Claude and Marianne's support chain is my fave GD support chain, given that it's one of my favorite in the whole game lmao, so for a bit of spice I gotta say I really, really like Leonie and Lorenz's! It's super refreshing to hear a noble's side of things regarding nobility and the commonfolk being discussed so respectfully, while still acknowledging the flaws of it - and these two characters couldn't have been a better choice to discuss that with. Lorenz and Leonie are both fairly stubborn in their ways and both hold their "titles" closely; Lorenz is obviously prideful of his nobility, but Leonie herself is also prideful in her experiences being common-born have given her over that of the nobles that surround her. Having her see the mindset of a noble that takes his obligations as seriously as Lorenz - with Lorenz coming to similarly see the mindset of simply being friends with others without considering status - is definitely up there in terms of the game's concepts and execution of said concepts.
18. Character(s) you wish had been playable, and why?
RHEA RHEA RHEA RHEA bruh you cannot IMAGINE my disappointment when Rhea CAME WITH US TO SHAMBHALA but she was STILL unplayable, even on my first playthrough of VW where I wasn't fully on board with her yet (this was about when my mind was changing tho so yeah lol). She's literally got stats and growths in the game's coding, her Archbishop model has fighting animations (cuz CF), she has crit quotes, but noooooooope! For some reason the creators didn't think being able to actual USE RHEA was a good idea, even though Fire Emblem as a series is absolutely not a stranger to end-game recruits. So sad dude 😭
19. Support chain(s) you wish had had an A support, and why?
I'll say my serious answer is Dimitri and Sylvain, with that being compounded with "I don't particularly like this support in the first place" because all of Dimitri's other supports with his close friends are so important and go over very interesting topics that hold a lot of depth to them, meanwhile Sylvain is the clown of the group with a support that's just. Weirdly goofy. Like you have Ingrid over here discussing with Dimitri the violent death of a beloved friend of theirs and how best to honor his memory and move on from it, you have Felix struggling to come to terms with the fact that his best friend will never be who he once was and is capable of great violence, you have Dedue and Dimitri struggling with their shared trauma of Duscur and how one is the other's reason they are able to keep moving forward past it, and then. Like. You have Sylvain over here. Talking about gettin' bitches. Making haha funnies about Dimitri handing over a dagger to (who they don't know to be) Edelgard when he was a kid. Especially considering you can get this support during the war (WHICH I ABSOLUTELY DO NOT RECCOMEND DOING OMG my sister did this and Dimitri's teenager voice coming out of a clearly adult-ass man is SO FUCKIN' JARRING DUDE), it just doesn't fit. I guess on one hand it's nice for Dimitri to have a silly support with a friend? But on the other hand you get folks who compare this support with literally all of his other friends' ones and you get takes like "Dimitri and Sylvain were never that close" which, like, is wrong, but I don't exactly fault them for coming to that conclusion, if that makes sense. The game didn't do any favors for these two, in terms of their supports.
Non serious answer, Sylvain TOTALLY should've been able to A support Bernadetta. Their support is some of the cutest shit ever, definitely some of Sylvain's sweeter moments with him trying to genuinely relay how much he genuinely likes Bernadetta's writing through a written review that she wouldn't be so scared off from. Let them A support!! It's not fair :(
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gigadracky · 5 years
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How to download Dragon Quest of the Stars!
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There are 2 proper ways to download the mobile app game Dragon Quest of the Stars!
This mobile game is free to play but have optional purchases for gems, like any other Gacha based mobile games.
A Gacha based mobile game is when the game has a function where you draw materials through a lottery feature by using in game currency(gems) to use in game, for this game it is weapons and armor equipment, and what you obtain is based on luck. Similar to a loot box system in most western video games. You obtain gems through playing the game. It's not difficult to earn gems in this game, and you also can purchase gems with real world currency.
From my experience with most mobile games that are Gacha based, the drop rate % for this games is bigger compared to others.
Download the QooApp application:
On Android you will have to visit the QooApp website and download the .APK file, then once you open the .APK file on your android mobile device you will have to let your phone do the work. The link to the website is right below.
https://apps.qoo-app.com/en
Once you have QooApp downloaded, copy this -> 星のドラゴンクエスト , and then paste it onto the search bar after opening QooApp application, you should find it as the first search result.
Click download and then you will have the game downloaded into your android mobile device! Once you open the app it is going to download all of its files, so it will take a while to download. Make sure you have a steady connection and keep the app open so it can download.
To update the DQ app you will have to go to the QooApp application and download the update through there, then when you open the game it will copy the update files after you have clicked and completed the update on QooApp and download. You will have to keep the DQ app open to download the necessary files to completion.
These updates occur when there is a new big event being added, new features being added, or when they are fixing bugs. We get heads up notice on Scheduled Maintanence with whats being updated. When they appear I will post on the facebook group, Dragon Quest of the Stars USA, also in the Dragon Quest of the Stars Discord server with a translated guide with what the updates are and when they will occur.
Also doing it this method, if you plan to purchase gems with real world currency, you will not be able to. You can only do it with the second method.
Japanese Android/iOS store:
By doing this method you can have your phone do the updates for the mobile game automatically, once you open the DQ app it will copy the update files and download them like any other mobile app game.
For Android users:
You will first need a VPN to start with and have it set to Japan, then you have to go into your settings and clear the Cache for your Play Store. Then you can either 1) Create a new email, or 2) Change your current email's region.
Changing your current email's region can affect whether or not some of your apps can be updated, depending if those apps are region locked to your country. So I suggest making a new email or use a secondary email you don't care about so you can switch between email accounts easily in the app store and all of you apps, including the DQ app, will update automatically based on your update settings on the app store.
If you have created a new email, you will have to have that email account's region set to Japan and add a phony japanese address(what most people use is a hotel address.) Then when it comes to the payment option you can just use a paypal account.
Once you have finished changing regions, you can access the Japanese App Store and from this point I didn't need to use a VPN any longer to access the play store, you just need it to trick your email into believing you are indeed in that region to have it set. Yet again i have done this a long time ago and can't really remember how i did it 100% I am just sharing from my memory and websites I have just researched while making this guide lol.
It is possible to purchase gems with real world currency doing this method, but there are more steps to cover. What you will need to make this happen is a PayPal linked to the play store account you used to download the mobile game and something else I can't remember. I will come back to this guide and update this once I have done my research.
For iOS users:
Follow this video: https://youtu.be/JMDG5KC4yqc
If you have downloaded the DQ .APK through other means than these steps you will not be able to download any updates, making the game unplayable. You will need a means of downloading the update files, which these two methods offer.
Once you have downloaded the game, enjoy and go on Questing 😁! You do not need a VPN to play this game as it does not have any sort of region lock to it.
When you begin playing not all features are available right away. You will have to obtain access to features like Multiplayer and the Momon shop, where you upgrade weapons and create materials, by playing through the tutorial and story mode. It doesn't take long to get to that point.
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