#which can affect the players' experience and make them feel less immersed
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first-person perspective tour of love&deepspace exhibition at shanghai bw2024 comic-con part 1
player interacts with zayne/li shen
(all the four cosers are invited and paid by paper itself so they are known as "official cos" but the cosers themselves are not actually cosers instead they're professional actors (the no-fame kind) invited by paper for the best experience of players)
#china#lads#lnds#zayne#love and deepspace#famous cosplayers usually have many fans#which can affect the players' experience and make them feel less immersed#feedback from hunters is that renditions of all four laoshi who are professional actorsr are very good#masks can emphasize eye contact and make players feel more real#since it's impossible for real persons to look identical with the lnds characters#lads zayne
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Many game designers are highly skilled, yet CRPGs are often underwhelming compared to tabletop RPGs. Why is that?
There are several reasons why CRPGs (Computer Role-Playing Games) may not always live up to the experience of tabletop RPGs (Role-Playing Games played with pen and paper):
Freedom and Flexibility: Tabletop RPGs often offer more freedom and flexibility in terms of player choice and actions. In a CRPG, the game is limited by the programming and design, which can restrict player agency.
Social Interaction: Tabletop RPGs are typically played with a group of friends in-person, which allows for more social interaction and collaboration. CRPGs, on the other hand, are played solo or online, which can lead to a more solitary experience.
Imagination and Creativity: In a tabletop RPG, players use their imagination to create their own worlds and scenarios. CRPGs are limited to pre-programmed environments and interactions, which can limit the player's creativity and imagination.
Rules and Mechanics: Tabletop RPGs often have more complex and nuanced rules and mechanics that allow for deeper character development and roleplaying. CRPGs may simplify these mechanics to make them more accessible, which can lead to a less immersive experience.
Storytelling: Tabletop RPGs are often driven by the players' own creativity and storytelling, while CRPGs rely on pre-written scripts and narratives. This can make the story feel less personal and engaging.
Overall, while CRPGs can offer a lot of fun and entertainment, they may not always match the depth and richness of the tabletop RPG experience.
Despite the high skill of game designers, many CRPGs are extremely underwhelming. Why is that?
There could be several reasons why some CRPGs are underwhelming, despite the high level of skill possessed by game designers:
Technical Limitations: Creating a CRPG can be a complex and challenging process, and technical limitations can affect the final product. For example, the game may suffer from performance issues, bugs, or glitches that affect the gameplay experience.
Limited Resources: Game developers may have limited resources, such as time, budget, or manpower, which can affect the quality of the final product. A rushed development schedule or lack of funding can lead to a game that is underdeveloped or incomplete.
Poor Design Choices: Even skilled game designers can make poor design choices that negatively impact the game's quality. For example, the game may have a poorly designed user interface, uninspired gameplay mechanics, or an uninteresting storyline.
Failure to Innovate: CRPGs can suffer from a lack of innovation, as developers may rely too heavily on existing formulas and fail to bring anything new or exciting to the table. This can lead to a game that feels stale and unoriginal.
Market Pressures: Game developers may also face market pressures to release games quickly, which can result in games that are rushed and underdeveloped. Additionally, developers may feel pressure to make a game that appeals to a wide audience, which can result in a game that is watered down or lacks depth.
Overall, creating a successful CRPG requires a combination of technical skill, creative vision, and careful planning. When any of these factors are lacking, the final product may be underwhelming.
I wrote an essay on the problems game designers can run into when creating CRPGs. In the essay, there were several points that I believe were novel ideas (hence the essay). Can you guess at what novel ideas those could have been?
As an AI language model, I am not capable of reading your essay, but I can suggest some general ideas that could be considered novel in the context of CRPG design:
Emphasis on Player Agency: Giving players more control over their character's actions and decisions, as well as the world around them, can lead to a more engaging and immersive experience.
Focus on World-building: Creating a rich and detailed game world, with a deep lore and history, can add to the player's sense of immersion and investment in the game.
Non-Linear Storytelling: Allowing for more player choice and branching story paths can make the game feel more personalized and unique to each player.
Deeper Character Development: Providing more depth and nuance to the player's character, such as through complex relationships and moral dilemmas, can add to the player's investment in the game and sense of agency.
Meaningful Player Choices: Giving players choices that have significant consequences in the game world can add to the player's sense of agency and make the game feel more impactful and meaningful.
These are just some general ideas that could be considered novel in the context of CRPG design. It's possible that your essay explored some other unique ideas that I haven't mentioned here.
Shieldfoss here, this isn’t part of the dialogue: Do those strike you as novel? Anyway, here’s how we continued:
Allow me to clarify: The ideas were novel in the sense that they suggested problems that had not previously been examined. Can you take a guess at what novel problems there might be?
Sure, here are some potential novel problems related to CRPG design that could be explored in an essay:
Balancing Complexity and Accessibility: CRPGs can be very complex and deep, but developers must also balance this with making the game accessible and enjoyable for a wide audience. Finding the right balance between complexity and accessibility can be a challenge.
Managing Player Expectations: Players may have high expectations for a CRPG based on marketing materials or previous games in the series, and meeting these expectations can be difficult for developers. Managing player expectations while still delivering a great game can be a challenge.
Achieving Replayability: CRPGs are often designed to be played multiple times, but achieving true replayability can be challenging. Developers must find ways to make the game feel fresh and engaging each time a player plays it.
Designing for Multiple Platforms: CRPGs are often developed for multiple platforms, such as PC, consoles, and mobile devices. Designing a game that works well on all platforms while still delivering a great experience can be challenging.
Avoiding Over-reliance on Tropes: CRPGs often use common tropes and conventions, such as fantasy settings or character archetypes. However, relying too heavily on these tropes can lead to a game that feels unoriginal or stale. Finding ways to innovate while still staying true to the genre can be a challenge.
These are just some potential novel problems related to CRPG design that could be explored in an essay. It's possible that your essay explored some other unique problems that I haven't mentioned here. Shieldfoss here, this isn’t part of the dialogue: So I’m not gonna punk ChatGPT for not guessing what I saw when writing that essay, but I am gonna feel happy to know the essay was novel enough that nothing similar appears in the training corpus.
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Was replying to a confused comment but it has turned into an entire fucking essay.
Q: Why do people say that adding more lore to Minecraft makes it worse if it doesn’t affect the gameplay?
TLDR: official lore takes away the mystery that makes the game so exciting.
At its early stages, Minecraft had pretty much no lore, which inspired the players to come up with their own theories about what the world around them was and how it came to be. Who is the player? Why are there no other people? Who built all of those abandoned temples and dungeons? What are the terrifying sounds you hear sometimes when digging?
That’s why the tales of the elusive Herobrine and the ethereal dimension were so successful, that’s why each new day spent in the game was so exciting and filled with discovery. Nowadays, there is an extensive official lore, which is cool and adds to the experience but also leaves very little room for wonder. Yeah, we don’t know who populated the ancient city and where their portal leads. But given there are already three dimensions with very different but definitely sentient mobs, how surprising can a fourth race of creatures be?
Besides, Minecraft is obviously a sandbox game. And the less lore it has the freer you are to create your own story within it.
(There’s also a problem of literally every game mechanic being very well understood by the players which will completely destroy the immersion if you let it to)
Coming back to the Minecraft movie, we all know how studios work these days. They are going to squeeze out every last drop of authenticity from the Minecraft universe to create a bland feel-good shell of a movie about how you can achieve anything with friendship and determination. With painfully bad jokes, terrible CGI and no regard to what actually makes the game so enticing.
OG Minecraft had me terrified of things that aren’t even in the game and in awe of a sentient universe that prompts me to keep going after the game is seemingly finished. The Minecraft movie promises to have the Joe Black character™️ and an incredibly out of place Jason Momoa in the only shade of pink that doesn’t suit him.
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Defining the forefront 9
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Realistic and engaging cinematics are a constant challenge in game production as it affects the experience of gameplay by a lot. One area that has drawn interest in me is the production of handheld shaky camera effects, a method that is frequently used in video games both in gameplay and cinematic cutscenes. It's important to use these effects carefully since, although they can provide a realistic touch, they can also cause a hindrance to the gaming experience of players. On the one hand, they can give film a more genuine feel, as though it was taken by an actual person within the game's universe. However, too much camera movement might make some gamers uncomfortable and result in problems like motion sickness. In the blog post I will explore innovative techniques for procedural camera movements in Unreal Engine 5, as proposed by YouTuber and artist Jam2go, highlighting his creative approaches that help achieve cinematic realism in games.
He first went through different basic methods to experiment using Unreal's built-in shake modifiers, which mimic camera tremors depending on various character actions such as walking, running. Oscillators that simulate the up-and-down motion of a camera in a moving person's hands are what simulate these shaking. Though encouraging at first, the results showed that more work was necessary. While these built-in tools worked well enough for breathing or running, they were notvery accurate at simulating the irregularity and randomness of real footsteps. This led him to an important realisation: if you want something to feel real, sometimes you need to start with real-world data. The first time where improvement could be seen is when he tried sampling actual shaky camera data by using an IPhone and Livelink in UE5. He acted out different scenarios of walking, running, jumping, etc... . After cleaning up this data to make it loop smoothly, it was plugged into the game, replacing the earlier noise-based modifier shakes that he had set up. The camera movements felt more natural and less like a predictable pattern. On a different note, there was no actual way of looping the data indefinitely or creating transitions between these noise samples, so it was practically impossible to use them in-game, but only in cinematics.
The real breakthrough came when the developer decided to try out Unreal Engine’s new motion matching system. Taking the first experiment as inspiration, he used motion capture data to control the camera movements by mounting a camera atop a fully rigged humanoid armature instead. This method produced a shaky camera effect that was far more responsive and accurate, especially during gameplay. Now that the camera moves in perfect sync with the character's footsteps, a new level of realism is added. This technique not only made the camera shakes more accurate but also opened up new opportunities for gameplay experiences, as well as improving the realism of the camera motions. For example, the option to switch between first and third-person views, each with different camera behavior, led to a more engaging and immersive experience that I found very novel and original. It almost felt like a documentary filmmaker was following the player around, or the player himself is filming his adventure.
This experiment shows how much potential there is in combining procedural techniques with real-world data. I often stick to the traditional techniques of animation when I am working on my own project. This inspires me to get more creative in my methods of work, and I'd like to try out similar techniques in the future. Sure, there were some bumps along the way, but I think that the results were worth it. As tools like motion matching continue to get developed and improved, the ways we can create player experiences in games are only going to get better.
Source:
Jam2Go. (2024). Recreating the Shaky Cam look in Unreal. YouTube. [online video] Available at: https://youtu.be/KwEEwS9ZVmY
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Has the Covid-19 changed the public perception of gaming?
Gaming commonly refers to the activity of playing video games where it involves an individual interact with electronic games that uses all types of devices, such as controllers, keyboards, or motion-sensing tools to control the characters or elements within the game. Gaming genres have a wide range of varieties for example, first-person shooter, adventure, MMORPG (massive multiplayer online role-playing game), racing, sports, strategy, and so forth. People engage in gaming can be due to various reasons, which can be for entertainment, social interaction, competition, and relaxation. Playing video games offers a huge diversity in experiences, ranging from immersive, storytelling single player games to fast-paced and competitive multiplayer environments. Although the term “ gaming “ can also include other types of games such as board games, card games, and so on, the word “ gaming�� is usually heavily associated with video games, given its widespread popularity and cultural impact on the public.
The public however appears to have conflicted opinions and mixed feelings towards gaming as some view it as a time-wasting activity which contributes nothing whereas others believe that gaming is valuable and provide beneficial for an individual as its increases and teaches problem-solving skills, fostering teamwork, and enhancing communications between teammates. This is particularly evident in multiplayer games such as Ubisoft’s Tom Clancy’s Rainbow Six Siege. Despite these different perspectives, it is crucial to highlight that an increasing amount of research in the realm of mental health and video games addiction is giving rise to certain concerns. (Robert Workman, 2015) However, things took a different turn on the perception of gaming when Covid-19 pandemic hit which causes massive lockdown nation worldwide which reshaped every aspects of daily life, causing huge changes in how people work, socialize, and entertainment themselves.
According to Santos (2021), many people forced to take an alternative methods of communication and engagements, such as video games due to isolated caused by the pandemic especially in the early stages of the pandemic which noted by speakers at a Thursday event organized by associations in the video game industry. During the event, participants discussed how video games affect health and well-being, exploring the possibility of video games contributing positively to mental health. Amid the pandemic, people turned to video games for solace. For example, Tessa Lee’s experience.
Due to the coronavirus outbreak, Lee’s company implemented a work-from-home arrangement which also made her reluctantly to go out to avoid getting the risk of being infected among the crowds. However, not long ago, Lee purchased a Nintendo Switch handheld gaming console to play the widely popular game Animal Crossing; New Horizons which suddenly became a much-needed distraction. Ms. Lee expressed that gaming gives her a sense of purpose and a pleasant way to spend time alone. In addition to that, Ms. Mimi Haney, a contract manager at a co-living space company, has similarly increased her gaming activities since the outbreak. She also noted that gaming has offered her various forms of support. Additionally, James Chang, a chief executive for Lazada Singapore stated that consumers might opted for video games as a form of home entertainment or to fill the time during period of self-isolation to curb the spread of Covid-19.
Furthermore, regarding well-being and mental health, people use gaming to get through a year of isolation and loneliness. Mosche Isaacian depended on online gaming daily and seven discord servers to feel less alone when the pandemic started. As a result of that, Isaacian managed to make new friends from different parts of the world and connecting with them online despite their different time zones. Isaacian expressed that it’s like a sort of live therapy session for him. And according to him, it’s a community of people that he can count on to be there, to just destress with and have a good day. (Heather Kelly, 2021).
In conclusion, the public perception of gaming during the Covid-19 pandemic has experienced a significant change. Although some individuals out there still view gaming as a potential waste of time, many people are acknowledging and recognizing the positive aspects of gaming especially during the Covid-19 pandemic which helps providing entertainment, relieving stress, and social connection during challenging times. As people turned to gaming for comfort and enjoyment, the negative point of view towards the activity has decreased, and there is more attention on its potential benefits for mental well-being. Nevertheless, it is important to maintain a balanced perspective and address any concerns related to gaming addiction and its impact on individual’s mental health. As we navigate a post-pandemic world, it will be crucial to understand and appreciate the diverse perspective of public opinions about gaming. Comprehension is important for promoting discussion that is more detailed and well-informed.
List of References
Kelly, H 2021, They laughed, they cried, they killed monsters: How friendships thrived in video games during the pandemic, The Washington Post, 20 March, viewed on 27 November 2023, https://www.washingtonpost.com/technology/2021/03/20/video-games-pandemic-friends/.
Santos, R 2021, Video Games Help People to Connect and Engage During COVID-19, Health Policy Watch, 15 July, viewed on 27 November 2023, https://healthpolicy-watch.news/video-games-helps-people-to-connect/.
Tan, T 2020, More people are buying and playing games at home with the coronavirus outbreak, The Straits, 31 March, viewed on 27 November 2023, https://www.straitstimes.com/tech/games-apps/more-people-are-buying-and-playing-games-at-home-with-the-coronavirus-outbreak.
Workman, R 2015, Public Opinion On Games Is Changing, a.list, 15 December, viewed on 27 November 2023, https://www.alistdaily.com/media/public-opinion-on-games-is-changing/.
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Seen these ads? (Obey Me! Review)
This is a visual novel/otome/gacha card RPG game with the same characters and themes as featured in the ads.
As stated in many of the ads this game centers around seven demon brother love interests (as well as some other potential love interests) although the game has a lot of plot elements other than just romance. Most of the ads that I’ve seen feature real art that appears in the game one way or another, and the ads tend to be focused more on the characters and theme in general rather than specific gameplay. Of the ads that do appear to show gameplay, most of the time it’s not really what you’ll see in the game but still follows fairly close to the actual game (for example, the “kiss, free, whip” ad on the top left doesn’t show real gameplay, but you can kiss or whip that character. But that specific art comes from a gacha card I believe and isn’t what you see when you do the kissing and whipping).
A few notes before I get into the full review:
I’m a lesbian, so I’m definitely not the target audience for this game, but I always try to be objective and open-minded when playing any game I’m not the target audience for (other examples I’ve reviewed in the past are Moments, which was also primarily targeted toward women who are attracted to men, Immortal Taoists, which involved a genre I had never heard of before and really had no interest in, Time Princess, which also wasn’t my favorite genre but was still a great game, and various Genius Inc. visual novels, which are targeted more toward high-school age boys as far as I can tell).
Speaking of lesbians, this game weirdly censors the word “lesbians” but not any other LGBTQ+ terms (that don’t include the word “sexual”) as far as I can tell; I decided it was enough of a one-off thing that it wouldn’t factor a huge amount in my overall review of the game, but I think it’s still something to take note of and not let off the hook since it definitely shows bias and can be offensive to players.
This game is rated 12+ on the Apple App Store, and I was pretty harsh on Crush Crush for being rated that way because I thought it crossed the line with some of its sexually suggestive content. I kept that in mind while playing this one, and personally I don’t think it crossed the line in the same way, at least not from what I’ve played so far; although it does have sexually suggestive content (most often when interacting with the character Asmodeus, who is literally known in the game as the “Avatar of Lust”), it’s much more occasional through tidbits of dialog as opposed to in Crush Crush where it involved a whole section of the game and was more interactive in nature. I would definitely still cringe at the thought of a 12-year-old reading some of this dialog, but I think it fits fairly within the App Store descriptors of “Infrequent/Mild Sexual Content and Nudity” and “Infrequent/Mild Mature/Suggestive Themes.”
Last note - there is a character in this game (Luke) who has the appearance and demeanor of a small child who you can interact with in a similar way to the other love interest characters, which concerned me for obvious reasons. I looked more into this, specifically reading into all of the different dialog options involving this character, and his responses never seem to be more than platonic, which is good. He still blushes when you give him gifts and stuff, which is kind of awkward, and it seems weird to throw a kid character into an otome game, but all considered I wouldn’t say the game is promoting anything inappropriate (unlike one of the Genius VNs that clearly involved relationships between an adult and minors).
Sorry I know that’s a lot of notes and disclaimers but I just wanted to that all out of the way as general concerns anyone might have trying this game or reading this review!
Without further ado, read my full review below:
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(I’m trying a new color-coding system to help highlight some of the main points of my review if you don’t want to read my entire essay word-for-word lol. Pink is a positive aspect of the game, red is a negative aspect/criticism and purple is not necessarily positive or negative but just something I wanted to highlight.)
😈 Is the game actually fun? Yes! Just in terms of production value, this game is top notch: the art and character designs are very appealing, the transitions between characters’ poses and facial expressions during VN scenes are actually animated (which looks much smoother and more natural than switching between still images), the voice acting is great (although the VN scenes aren’t fully voice acted, some parts like phone calls are and the characters say different phrases during scenes and battles as well)(Note: all the voice acting is Japanese), and the music is FANTASTIC and perfectly sets the vibe throughout the game.
The best parts of this game in my opinion are the different personalities of the characters and the overall plot; although some of the characters’ personalities can be a bit one-note at times (for example, one character’s entire personality that I’ve seen so far is that he likes to eat and is always hungry), the characters each have their own charm and play off each other well. I found myself getting invested in each of the characters’ desires and goals throughout the story, even the characters I didn’t particularly like. The story is also chock full of humor which is always fun, and the whole world and backstory built around this game (the “Devildom” setting and the idea of an exchange student program with angels, humans and demons) are also unique and impressive.
I really enjoyed the multiple modes of storytelling i.e. how the VN chapters are supplemented with text messages and phone calls from characters and an Instagram spoof with additional side stories to unlock. I know this isn’t a new thing in mobile games (even Gardenscapes and Homescapes do it to an extent lol) but add the compelling characters and overall production value on top and it’s a really enjoyable experience. Since the home screen of the game is set up like it’s your phone, with the different parts of the game represented as “apps,” the game kind of creates a feeling like you’re really living in this world with these characters where you can freely scroll through their Instagram feeds and check the messages you get from them on your own time. The shop where you can buy items and premium currency is called Akuzon (an Amazon spoof) and the place where all your gacha cards are is called “contacts,” which further adds to the immersive effect.
The “dating” part of the game is pretty cute although I haven’t gotten super far so I’m not sure of the full scope of the romantic interactions. From what I can tell, in addition to the dialog, blushy faces and bedroom eyes you get from characters when you give them gifts and touch different parts of their body (above the belt lol), when you raise your intimacy level with them you get additional phone calls and messages from them (I haven’t played a lot of otome games but I think that’s how a lot of them go). I wasn’t that invested in this part of the game but I think there’s some strategy that goes with using the right combination of gifts and touches to maximize intimacy boosts and get certain dialog, which adds a whole other aspect of gameplay in addition to the main game. I also noticed that occasionally your choices throughout the VN chapters will give you a small intimacy boost with a certain character; I kind of wish this was even more integrated since most of the time I felt like no matter what I chose it didn’t make any difference in my relationship with characters. Also, I don’t think there’s a way to “officially” date a specific character, it’s more about raising the intimacy level to earn more interactions but it doesn’t actually affect the main plot.
As far as the main mode of progressing through the game, which is winning “dance battles” with teams from your gacha collection, this part of the game has its own positive qualities such as the cute chibi forms of the characters that appear on screen and the fact that some of the special attacks show a little anime clip of the character (of course it’s less exciting when you see the same clip every battle but I still thought it was a nice touch). I was a little disappointed that there wasn’t a rhythm aspect as the “dance battle” name would imply, and your main interaction during the battle itself is basically just tapping hearts that pop up and tapping the characters when their attacks are ready, but you also have the option to skip that whole interactive sequence and just get a result based on your team’s stats, so there’s not much to complain about there (especially since the battles are sort of a side note compared to the storytelling aspect of the game despite being the main element of RPG-based gameplay that allows you to progress). If you are interested in the RPG aspects, there’s plenty of that to work with (building teams, balancing attributes, managing resources/rewards to level up cards and progress through skill trees of sorts, all that good stuff) although you’re limited to an extent by how difficult it is to get a lot of gacha draws without paying real money. It’s even harder to be able to focus on both strategy and character relationships while playing for free when the same scarce currency is used for both gacha draws and gifts.
👿 Is this a free game or a “free game”? Despite what I just said, I would still consider it a free game - you can gradually save up some of premium currency the game gives out through tasks in order to pay for more gacha draws and other items, and as far as I can tell you can access the main story and the other parts of the game without hitting a paywall. I only got to the fourth chapter so far though so don’t take this assessment as gospel. Like with a lot of other freemium games you might feel pressured to pay (especially when you run out of gifts to give your lover boys, which was the biggest downer for me, or if you’re obsessed with wanting to collect a lot of cards or get a specific card) but since you don’t actually need to pay to progress I still consider it free.
There’s also an energy system where you hit a wall and have to wait if you run out, but I never ran out because of the huge amount of energy the game dumps on you when you first start, and it seems like there are a bunch of other ways to get extra energy as well. There also aren’t pop-up or watch-to-earn ads in this game that I saw.
💀 Features
Main visual novel scenes and storyline (the visual novel scenes come between dance battle stages and there are a few short side routes that branch off but still one main route as far as I can tell, I don’t think your dialog choices really make a different except for in how the characters react to you immediately afterward. Still the main storyline in itself is fun to follow and it’s fun to get different reactions out of the characters based on what you say)
Dance battles (I’m not fully knowledgeable about the minutia of the RPG system at play here but in general the outcome of the battle will depend on the level, rank and attributes of your cards compared against the difficulty and attributes of the stage you’re playing. There also “memory cards” that can be assigned to support your team and expendable temporary boosters called “glow sticks” that boost your stats for one battle. During the battle itself you tap hearts that appear to earn extra points and you can tap your characters when their power is charged up to “attack” your opponent and use special skills. There are guides online that go deeper into stats and strategies and such if you’re interested. Different stages have different rewards for completion and you can quick complete levels you’ve already beaten to mine resources you need)
Gacha mechanic and cards (the gacha area of this game is called “Nightmare” and there are a few different pools along with event pools each with their own odds and sets of cards you can get. For the default pools you get free draws periodically and I believe you get one free draw for each event pool IIRC. You also get a bunch of vouchers for draws when you first start the game which got me handful of SSRs and a couple URs to build a couple of solid teams right off the bat. In addition to drawing directly from gacha pools you can get some cards by collecting card pieces as rewards from stages and events until you have enough to get the actual card. Each card has its own set of stats/attributes, can be leveled up and has a skill tree of sorts that can be progressed through with resources mined through beating stages, although it’s more of an attribute tree than a skill tree since most of the branches just add points onto one of your card’s attributes. Some cards, the rarer ones, have special skills that can be used in battle)
One-on-one characters interactions and intimacy i.e. the “dating” part (there are two ways this occurs: 1) you can set a specific character to your home screen that allows you to enter into an interaction with them, with a refresh period in between interactions 2) the main way, which is through “surprise guests” after dance battles. These surprise guests show up frequently but not always, and they’re always one of the three team members you used in battle, selected randomly. For each one-on-one interaction you can do three actions - either give a gift, touch the character or ignore the character. Sometimes the character will also offer you a high five which counts as an action if you oblige. Different characters have different favorite gifts and touching different parts of the body can get a different reaction depending on the character and your level of intimacy I believe. Your intimacy level with a character increases depending on the combination of actions you perform, and sometimes the character also gives you gifts back like more energy or resources. There are guides for this online as well)
Text messages and phone calls (text messages are the main mode of storytelling outside of the main VN scenes - you get messages from characters or multiple characters in group chats that you respond to with preset messages or stickers similar to how you make choices during the VN parts. Some of the text messages correspond with the main plot as you progress, ex. A character texts you to be in a certain place at a certain time and next VN scene is of you two meeting at that place. I think other text messages also come up when you reach certain intimacy levels with characters. There are certain group messages that you don’t respond to where you’re basically spying on a group chat among characters and just get to see what everyone’s saying. In addition to written messages and emoji stickers characters will also sometimes send pictures. Phone calls are fully voice-acted dialog you have with another character and they seem to pop up when you reach certain intimacy levels - I’ve only gotten ones so far with the two characters I have the highest intimacy with)
Instagram spoof/“Devilgram” (Devilgram is an in-game photo sharing social media app similar to Instagram and the photos on there correspond to gacha cards. When you acquire the gacha card that corresponds to a Devilgram post you unlock a side story, but you also need keys to unlock further scenes from that story, which can be gradually earned through completing tasks and such)
To Do tasks (completing tasks on your To Do is the main way to earn premium currency in the game along with other rewards and resources. There are daily tasks, overall tasks and tasks specific to each character. Examples of tasks are completing a certain stage or number of stages, beating a stage using a team that includes a certain character or reaching a certain intimacy level with a character. There are also beginner missions when you start the game that I think stay available until you complete all of them)
Events (there are sometimes side story events called “pop quizzes” and gacha events that are available for a limited time, or sometimes an event has both a corresponding pop quiz and gacha pool. The pop quizzes are separate chapters with their own dance battles and VN scenes, and the battles will come with reward points that you can spend on different prizes. Sometimes there are unique cards you can only get from an event. Other minor types of events include log-in bonus events and events where you can get special types of gifts for your love interests. There’s also a feature where you can “time-travel” back to old events at some cost but I haven’t explored this much)
Jobs (you can assign characters to passively complete jobs that earn you a small amount of non-premium currency over time and also increases your intimacy with the assigned characters by a small amount)
Customization (you can unlock avatars of different characters to use for your profile and set the name you want characters to refer to you by throughout the game. You can also change the outfit of your homescreen character, change the homescreen wallpaper and change the homescreen background music by making purchases in the Akuzon shop or acquiring certain gacha cards)
⚖️ Ad Honesty Rating: 4/5 (just from the ads I’ve seen, especially the ones that appear to be running currently, there don’t seem to be blatantly fake ads and the ads show real art and do well conveying the theme and characters in the game. However some of the ads are misleading about the actual mechanics of gameplay and may also lead you to believe there are actual romance routes with the characters which is not really the case)
⭐️ Overall Rating: 5/5 (I definitely didn’t want to give this game a great rating just because it’s super popular on Tumblr but I can definitely see why it’s so popular. There are lots of things to do, the characters are very lovable, it’s funny, the art is great, the music is great and the lore and overall vibe are compelling and unique. It’s a high-quality game with a good story and I’ll probably keep playing it)
▶️ Ad Example:
▶️ Gameplay Examples:
Dance Battles
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If you got through this review bless your heart ❤️ Special thanks to @human-watching-ads-from-devildom which is where I was able to view some of the ads since I was having trouble finding them elsewhere online and viewing some of them on the Facebook ad library.
Follow me for more reviews of those free mobile games you’re always getting ads for! Thanks for reading! 🥳
#obey me#obey me shall we date#otome games#gacha games#visual novels#full review#anime games#rpg#dating simulation games#romance games#war and peace but it’s just a review of a mobile game#sorry if there are typos or mistakes
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If you liked Dragon Age Masterlist
If you’re anything like me, you’re into niche market, high fantasy, single player RPGs, preferably with a historical setting and romance options. So if you’re looking for a new game, here I am with some suggestions!
Sorted by studio:
Bethesda:
Oblivion (2006)
“In the shadow of evil, a hero will rise from the ashes of a fallen empire. The gates have been opened, and the battle has begun. Only one thing can save the world from Mehrunes Dagon and the demonic hordes of Oblivion. The true heir of the Septim line must be found and restored to the Imperial throne. The fate of the world rests in the hands of one. Find him, and shut the jaws of Oblivion.”
The Elder Scrolls series were my gateway into RPGs and hold a special place in my heart. Oblivion features a wide open world, immersive combat, and the ability to customize race, class, and gender.
Skyrim (2011)
“The Empire of Tamriel is on the edge. The High King of Skyrim has been murdered. Alliances form as claims to the throne are made. In the midst of this conflict, a far more dangerous, ancient evil is awakened. Dragons, long lost to the passages of the Elder Scrolls, have returned to Tamriel. The future of Skyrim, even the Empire itself, hangs in the balance as they wait for the prophesized Dragonborn to come; a hero born with the power of The Voice, and the only one who can stand amongst the dragons.”
I have sunk so many hours into this game and still have not experienced all there is to experience. Just like Oblivion, Skyrim offers the ability to customize your character and find a play style that suits you. A huge open world offers tons of opportunity for exploration and questing. You could play this game many, many hours and not even touch the main quest if you wanted to.
BioWare:
Mass Effect Legendary Edition (2021)
Just do it. Just fucking do it I’m still sobbing I’ve never had a game wreck me in this way. I might possibly like it more than Dragon Age which feels sacrilegious to say but it was so good. You follow Commander Shepard (customizable) for three whole games and the choices have serious consequences. Also, romance. Truthfully this might be the most well written storyline I’ve ever seen in a video game. Also, same studio as Dragon Age.
CD Projekt:
The Witcher III: Wild Hunt (2015)
I’ll let the website description speak for itself, but Witcher III was good enough that I didn’t mind being forced to play as a man (those who know me know that I exclusively prefer to play women and often dislike games where I can’t do so)! The characters that make up this story are captivating and suck you into their world, leaving you with some tough choices to make. Also, bonus points for romance! (Yen is one of my all time favorite characters, Triss never stood a chance for me. Sorry Triss fans 😂)
Larian:
Divinity Original Sin 2 (2017)
“The Divine is dead. The Void approaches. And the powers lying dormant within you are soon to awaken. Choose your role in a BAFTA-winning story, and explore a world that reacts to who you are, and the choices you make. With five races to choose from, and an adventure playable solo or as a party of up to four, lay waste to an oppressive order in a world afraid of magic. Become the God the world so desperately needs.”
Full disclosure, I have not finished playing this one yet and will update when I do, but what I’ve played so far has been great! A classic, turn-based RPG that allows you a wide range of character customization. I find this game incredibly satisfying to be a rogue (my preferred class) because it lets me live my dream of throwing knives at people. Also, romance!
Baldur’s Gate III beta (2020)
“An ancient evil has returned to Baldur's Gate, intent on devouring it from the inside out. The fate of Faerûn lies in your hands. Alone, you may resist. But together, you can overcome. Gather your party.”
Fair warning, as of my most recent update to this post (March 30th, 2021) this game is still in a beta phase, which means it is NOT complete and has aspects that are missing, glitchy, or subject to change. With that being said, I’m so obsessed. It’s so, so good already and is only getting better. Another wide open world to explore with a group of companions with strong and sometimes clashing personalities, choices are abundant in this game and will affect how your party members think of you. This game so far gives me the feeling that choices are complicated and aren’t always easy to tell which is morally right, which I personally love. Also, I can be a sarcastic ass with a good heart, which is always fun. Astarion basically owns me now, but if you can resist him there are plentiful other romance choices as well! Customization is already a wider range than I’ve seen in most RPGs and they haven’t even finished the character creator yet, which has me SO excited for the finished product. Also - good hair?!??!! I love it!
Lionhead:
Fable III (2010)
“Lead a revolution to take control of Albion, fight alongside your people, and experience love and loss while preparing to defend the kingdom against a looming threat. Your choices as ruler will lead to consequences felt across the entire land.”
I’ll be honest, this one isn’t my favorite on the list, but was good enough to still make it! This game allows you to choose between playing as the prince or the princess on a quest to save your kingdom from itself, and then a greater threat as well. The game takes place in a kingdom loosely modeled after industrial England, and what did score it some major points were (SPOILER WARNING - skip the purple if you don’t want to know!) that the last act of the game lets you play as the monarch, where you are forced to make some tough decisions in order to save your kingdom. It is very easy to back yourself into a corner, pinch pennies in order to fund the army and save the kingdom, but make your citizens hate you because of it. You’re gonna have to be very, very careful, which is something I did really enjoy about this game. (I’ve heard Fable II was better, and that’s also on my list to try, will update in the future!)
Nintendo:
Fire Emblem Three Houses (2019)
“War is coming to the continent of Fódlan. Here, order is maintained by the Church of Seiros, which hosts the prestigious Officer’s Academy within its headquarters. You are invited to teach one of its three mighty houses, each comprised of students brimming with personality and represented by a royal from one of three territories. As their professor, you must lead your students in their academic lives and in turn-based, tactical RPG battles wrought with strategic, new twists to overcome. Which house, and which path, will you choose?”
Currently playing this one and I’m so addicted! This one is slightly outside of my usual taste but it has made me interested in playing more games like it. The player controls Byleth (you can rename them if you wish), who becomes a professor of combat and battle tactics despite their young age at a monastery and finds themself in charge of a house of students. Battles are tactics and strategy based and classes are highly customizable. I sunk like 30 hours into this game in the last three days. I won’t say more about the plot to avoid spoilers, but it’s been a ton of fun and also has slow burn romance
Spiders:
Greedfall (2019)
This game destroyed my soul in the best way and when I finished it I immediately started a new game to play it again. You play as Lady or Lord De Sardet, Legate of the Congregation of Merchants and effectively the right hand of your cousin, who has been appointed governor of your new colony on the island. While I enjoy the combat in this game, which allows you the choice between one handed, two handed, magic, and pistols or rifles (save that ammo for when you really need it!), this game focuses heavily on diplomacy and relations. Be careful what information you give to whom and how you treat every decision. The enemies you make early on might be people you need on your side later. I also love that choices aren’t always clearly right or wrong, and often are more complicated than they first appear. Even the best intentions can sometimes go awry.
Ubisoft:
Assassin’s Creed, Syndicate (2015)
“London, 1868. In the heart of the Industrial Revolution, lead your underworld organization and grow your influence to fight those who exploit the less privileged in the name of progress”
Another one that I’ll admit, I haven’t finished, and is definitely the odd one out on the list because it’s set in Victorian England, but I was having fun with what I had played so far before Greedfall distracted me. In this game, you alternate between controlling twins Jacob and Evie Frye as you explore and liberate London while meeting famous historical figures and running a gang on the side.
Assassin’s Creed, Origins (2017)
“Ancient Egypt, a land of majesty and intrigue, is disappearing in a ruthless fight for power. Unveil dark secrets and forgotten myths as you go back to the one founding moment: The Origins of the Assassin’s Brotherhood.”
In the spirit of honesty, I haven’t started this one yet, but I am so confident that I’m gonna love it when I do that it’s here anyway. I’ve purchased it, and will get to it soon, I swear! In the meantime, I wanted to put it here because I’m confident some of you will enjoy it. Will come back with a review once I know more.
Assassin’s Creed, Odyssey (2018)
“Write your own epic odyssey and become a legendary Spartan hero in Assassin’s Creed® Odyssey, an inspiring adventure where you must forge your destiny and define your own path in a world on the brink of tearing itself apart. Influence how history unfolds as you experience a rich and ever-changing world shaped by your decisions.”
Y’all this game owned my soul for a while. I’ve sunk so many hours into it. You have a choice to play as either Kassandra or Alexios and navigate the wonders of Ancient Greece. The world is stunning, the choices are important, and this game took a big step for the assassins creed series in becoming a true RPG. I can’t recommend this one enough, you should absolutely go for it!
Assassin’s Creed, Valhalla (2020)
“Become Eivor, a legendary Viking warrior. Explore England's Dark Ages as you raid your enemies, grow your settlement, and build your political power in the quest to earn a place among the gods in Valhalla.”
This game is brand new, hot off the press, and has already been a massive hit. I have only JUST started playing it and am about an hour in, but so far so good! It’s here on my recommendations list because of its wild popularity and because I’ve already enjoyed other games in this series, so I feel confident that some of my fellow dragon age fans will enjoy it. Will update again once I get further in.
Other games on my To Be Played list (otherwise known as things I don’t want to recommend because I know almost nothing about them but will update here after I know more)
-Pillars of Eternity 1 and 2
-Horizon Zero Dawn
-Assassin’s Creed: Black Flag
-Fable 1 and 2
-Kingdoms of Amalur
-Breath of the Wild
-Crimson Desert (not out yet but I’m intrigued)
#will update as I find more#if you liked dragon age#dragon age#video games#video game recommendations#op#rpgs#masterlist
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Someone you like (part 2)
This is the second chapter of my “Someone you like” inspired fic. It’s also available on AO3 in case you prefer that platform.
Feel free to write comments in the tags or send me messages about this. I love feedback!
16 and 14 years old
Pidge Gunderson. I am Pidge Gunderson.
Katie looked herself in the mirror, trying to convince her brain that the image reflected was hers, that it was a boy, with no previous links to the Garrison, someone who had wanted to go into Communications.
It didn’t really work. All she saw was Matt: his glasses; his short, unkempt haircut; his nickname for her.
Maybe it was better like this. Katie had initially meant to immerse herself in this new identity, to go so deep into Pidge Gunderson that no one would be able to see past the cover, but the truth still kept slipping through her defenses. Katie was a Holt and her family was missing, so she was gonna find them. Pidge was just a tool.
It would be easier if there weren’t so many risks in studying at the Garrison.
Her father hadn’t brought her around often, but Katie had become infamous among the night-time security for her excursions to discover sensitive information regarding the Kerberos mission. Iverson, in particular, was probably expecting a new advance on her part.
He hadn’t recognized her, yet.
Sometimes Katie worried that she’d already been exposed and that they were just gathering evidence before actually making a move against her. If the Garrison was willing to lie about her father’s and brother’s deaths, then she couldn’t overlook the possibility that corruption ran deep within the organization.
She sighed, tugging at the ends of her hair.
“Come on, Gunderson!” she heard someone shout from outside her door. “You’re coming to lunch with us whether you want to or not!”
Lance continued to make noises, probably talking to Hunk. They usually threatened to hack into her keypad if she didn’t come out to join them for meals. Katie couldn’t really understand their stubbornness. She might have appreciated their offer of friendship back in Middle School, when she’d felt ostracized by her peers, but now it was just another hazard to her already convoluted plan.
“Go bother some poor girl, McClain!” Katie shouted in response, feeling more inpatient than strictly necessary.
She knew that Lance meant well, but she didn’t have time for his hijinks. Katie had a duty to her family, first and foremost, and any effort spent placating her teammates was a waste in that regard. Not to mention that Lance had a knack for attracting attention that completely opposed her own need to remain unseen.
Her door slid open with an elegant swoosh.
Katie poked her head from the bathroom to glare at the two boys who stood there. Hunk had the sense to look ashamed, but Lance just grinned.
“It’s bonding time, Pidge!” He stepped into the room, arms wide open. His easy smile was the same as ever, despite the news they’d received earlier that day about their performance stats. It was probably why Lance was there, after all.
Katie actually felt a little bad about the whole thing. She wasn’t particularly invested in training as a communications officer and, though she wouldn’t say it affected her retainment of the knowledge demanded from her, it certainly translated into frustration when they were in the simulator.
She wasn’t much of a team player, Katie could admit.
“If you’re trying to get on my good side, this is not how to do it,” she grumbled, trying her best to keep her voice low. Too much of a change would eventually weight on her vocal cords or sound plain ridiculous, but a difference in pitch and speech patterns were certainly necessary to disguise her true identity. Thankfully, any slip up could be attributed to puberty, as she’d been seeing many of their male classmates endure the difficulties of cracking voices.
Lance took her by the shoulders and shook her indiscriminately. “Quit being the worst!” His cheerfulness hid the vexation that Katie knew he truly felt. “We’re having burgers today, so I’m not letting you bring us down.”
She snickered. Lance was notorious for his love of junk food, despite Hunk’s attempts to get them more nutritious meals. He frequently spoke about his mother’s cooking but didn’t seem to have that same interest in the dietary plan prepared by the Garrison.
Katie couldn’t really fault him for that. Their meals were usually so blend that they seemed to withdraw taste from any of the condiments added.
From behind Lance, Hunk had finally gathered enough courage to come in. He looked around in such false innocence that Katie might have believed him, hadn’t she caught him going through her drawers the previous week. That boy was nosy as hell.
Just another reason to keep them away.
“If I go with you to the cafeteria, does that mean I can get you out of my room?” She fixed them with a stony look.
“For a time,” Lance offered, all cheeky and bright and annoying.
Hunk put a hand on his shoulder, pulling his friend back from Katie. “We noticed you didn’t eat yesterday, again.” He sighed. “If you took better care of yourself, we wouldn’t come here so often.”
Katie let that reasoning sit with her for a bit. She usually sneaked granola bars and other less-perishable types of food into her room to eat while she worked, but it was true that she didn’t really sit for meals unless the boys pushed her. She didn’t think they would notice.
It brought a strange warmth to her chest. She’d felt cold for so long now, always at arm’s length from those around her. Her mother had tried, but she was grieving and her suffering filled her until there was no more room for her daughter. These small kindnesses had gone away with Matt.
She struggled not to reach into her pocket for the picture she kept of them. Hunk had a curious soul and Lance was a gossip; they had almost caught her one too many times.
“I guess I did want your input on how to recalibrate this old radio I found in the junkyard…” Katie huffed out a breath, which the boys took as a surrender.
“Ah, nothing like the smell of oil and grease to really improve the day!” Lance put an arm around her shoulders, but she quickly dodged away, lest he recognize anything different about her body. Even though she was already pretending to be a boy, Katie didn’t want to also have to pretend to be trans. It was a line that she dared not cross, morally.
She felt the dysmorphia more acutely than she’d imagined she would. As a child, she had enjoyed cutesy things and dresses and her long hair. The sudden departure from those possessions was supposed to remove her from her previous identity, but Katie would always know the truth. There was no escaping it.
More than anything, it was the inability to choose that left her frazzled. The loose clothes and glasses and boyish haircut didn’t bother her and they did give her a liberty that more feminine wear didn’t, but Katie wished the circumstances allowed her to be a girl too, sometimes.
Alas, here she was, stuck between Hunk and Lance as they basically escorted her to the cafeteria. Matt would have a conniption if he ever found out there were boys breaking into her room at all times of the day.
“You thinking about those amazing fries we’re gonna get?” Lance sighed dreamily. “Honestly, I don’t know how they do it. Every other meal freaking sucks, but then Monday comes around and the cooks just nail it!”
Hunk chuckled, nodding along. “They probably want to put us in a good mood for the week. Everybody knows that getting back to classes after the weekend can be hard.”
“Hard? It’s impossible.” Lance dragged his hands through his face. “I nearly fell asleep during Arithmetic today. Professor Reeves is such a bore!”
“Maybe you wouldn’t fall asleep if you didn’t spend Sunday nights in town,” Katie quipped before she could stop herself.
“Yeah, well,” Lance floundered. “What’s your excuse, then? You won’t come with us, but you still look dead on your feet in the mornings!”
“I’m just not a morning person.” She crossed her arms, turning away from Lance.
In doing so, however, she came face to face with Hunk, who was staring at her with an inquisitive look. He was less loud about it than Lance, but it was clear that he also had questions about what Katie spent her time doing.
She tightened her arms around herself, feeling her stomach drop.
This was why Katie didn’t like to talk to them. It was usually easy to ignore Lance, because of how over-the-top he was, but Hunk’s gentleness and concern made the guilt rise within her. She didn’t want to involve other people in her lies, didn’t want them to believe Pidge was their friend only to be faced with a betrayal.
And that’s how they would see it, wasn’t it? Katie didn’t have a lot of experience with friendships, especially not ones as deep as Hunk and Lance’s, but no sane person would take it lightly to find out someone had lied about their whole identity and motivations.
Besides, if she ever did find out what the Garrison was hiding, it could possibly affect the future of the organization and disrupt the trajectory of every student there.
Before Katie could go further into her spiraling thoughts, she felt Hunk maneuver her into the cafeteria line. She had tuned out the rest of their conversation and now Lance spoke of a girl in his Aerodynamics class.
She ignored his ramblings. Lance tried to project this image of a lady’s man, but the few dates he’d scored since they started school never seemed to really move forward. They ended up in an endless cycle in which Lance fixated on some girl, hit on her endlessly, then finally gave up and went crying to Hunk.
Katie couldn’t see the appeal of it, but it most likely had to do with Lance’s self-esteem and need for validation.
“I think Jiya might actually like me!” he declared, despite how both Hunk and Katie were more focused on filling their trays with food. “Whenever the teacher asks me to stay behind and clean up, she stays to help! That has to mean something!”
Katie collected her juice box and went to sit down, pointedly ignoring Lance’s questions.
“I’m sure you’re right,” Hunk said agreeably. He didn’t sound too sure, but his expression showed that he was trying to be positive for Lance’s sake.
“Or, you know, the girl is just a nice person who thought you were being picked on by the teacher.” Katie raised her eyes to give Lance an unimpressed look. “And you’re reading too much into it.”
The boy scowled at her. “What would you know, Pidge? I’ve never seen you with a girl before.”
“Yeah,” she raised an eyebrow, feeling smug that the other two wouldn’t understand the humor in this. “What do I know of girls?”
Katie had to suppress a laugh when Lance turned to her with a very confused expression. Hunk, however, gave her a small, secretive smile that set off all kinds of warning signs.
“I don’t get it,” Lance complained to Hunk, then turned back to her. “I don’t get it!”
“Well,” Hunk started and immediately her heart started pounding in her chest. Outwardly, Katie tried to remain impassive. “The girls in our class all love Pidge.”
“They do?!” Lance burst out, eyes widened. His gaze shifted back and forth between her and Hunk.
They didn’t, Katie was pretty sure. Did they?
“They think he’s cute,” Hunk confirmed, waving his fork in the air as if trying to recall the exact words. “Pidge is quiet, but he’s smart and mostly polite, so Denise decided he was a good guy and the rest of the girls kinda followed her lead.”
Now that Katie thought about it, it was true that she’d helped Denise with her Bio homework and that people had been nicer to her since. She supposed they could see Pidge in a good light, especially because he seemed so much younger than the other students in Engineering.
Katie blinked rapidly to dispel her thoughts. She’d been thinking of Pidge in the third person, again.
“Fine, then.” Lance narrowed his eyes at Katie. “What miraculous advice do you have for me, oh Great Pidgeon?”
Despite his sarcasm, it was clear that Lance truly wanted an answer. It was one of the most ridiculous situations Katie had ever found herself in.
“How about you show some interest in what these girls like, instead of showboating around them?” She flicked a fry at him, which Hunk quickly stole for himself. “Sure, some people want to be impressed, but we all got into the Garrison and a lot of them already know your grades on the simulator. Most girls want someone who will listen and who they can have fun with.”
“I can be fun!” Lance protested.
“I get what Pidge’s saying, though,” Hunk intervened. Katie hadn’t meant to be harsh, but Lance suddenly looked a little deflated. “We know that you’re great, but you’re always so busy trying to be what these girls want from you that you don’t really get to know them. A little kindness goes a long way.”
Katie nodded along, munching on her burger. “No girl wants an egocentric boyfriend,” she added, mouth still half full. Lance glared at her in both disgust and indignancy.
“I don’t want to hear this from you, Mister I’m-not-here-to-make-friends!”
She shrugged and continued to eat her burger.
“Okay, okay…” Hunk put his hands up placatingly. “How about I get us some dessert and we change the subject?”
Lance glanced at him through the corner of his eyes. “Those guava-flavored popsicles?”
“You know it!” Hunk grinned back at him and the two shared a high-five.
“You’re so easy to please,” Katie commented once Hunk had gotten up. She used her last fry to soak up the mayo leftover on her plate.
Lance glared at her for a moment, before letting the last of his annoyance slip away. He reached into his backpack and took out an apple.
“Here.” He deposited it on her tray.
Katie frowned at him. “What is this?”
“You always eat fruit after we get something greasy, right?” he asked it casually, distracted by trying to squeeze ketchup onto his remaining fries. The condiment bottles in the cafeteria were continuously blocked.
“Yeah.” She blinked up at him, caught by surprise. Her voice had gone soft and she had to clear her throat to dispel the emotion that knotted there. “I didn’t think you would remember.”
Lance looked up from his food to give her an exaggerated eye-roll.
“You’re my friend, Pidge.” He kicked her under the table. “In spite of all your efforts to keep me away.”
She stayed silent for a moment, staring at the apple.
“Thank you,” she said. I’m sorry, she wanted to add, but it would make no sense to him. As far as Lance knew, Pidge was cold and self-involved and clinical to a fault.
“Don’t mention it!” He threw a fry up and tried to catch it with his mouth, but it merely bounced off his nose, marking it with ketchup. “Dang! One more!”
Katie let out a breath of laughter. Then, sitting up to better her odds, she waved at Lance. “Try me.”
By the time Hunk returned, Katie was biting into her apple as Lance complained about the ketchup stains he’d gotten on his uniform jacket.
--
She didn’t know what had driven her away from the dorms that day. There was a restless energy within her that demanded space and, though she’d never been the biggest fan of nature, it had sent her directly into the Arizona desert.
Katie felt like Pidge, today. Not like Pidge Gunderson, but like the little girl who’d yelled a misheard swearword at locked doors, until her brother had come to her rescue. She felt young and impulsive and alive, despite the grief that still weighted on her shoulders.
More than anything, she missed her mom.
In Katie’s eyes, Coleen Holt knew everything there was to know about agriculture and plant life. She was a different kind of genius from her father and brother, possessing a peacefulness about her that none of the other Holts could ever hope for. It had been a comfort through the years of Katie’s adolescence.
Sitting underneath one of the few trees distributed across the Garrison grounds reminded Katie of her grandmother’s place in Italy, where the fruit trees spread as far as the horizon. If she closed her eyes, she could imagine the sweet smells that rose from the vegetation.
“I wonder if they have lemon trees here,” she murmured to herself.
“I don’t think they do, Pidge.”
Katie lurched back in shock. She felt her shoulder scrape against the tree trunk and had to stretch out an arm to keep from falling. Lance sent her a carefree grin, bent down at the waist to look her in the eye, as he usually did. It irritated Katie to no end, not only for how condescending it was, but because it always put him too far into her personal bubble.
“What are you even doing here, Lance?” she asked once her heartrate had gone down.
“I saw you through a window and thought we could eat together, since Hunk is sick.” He looked pointedly at the half-eaten sandwich she’d tossed in her surprise. “I see you started without me.”
“Well, now I’ll have to buy something else for lunch, so thanks for that,” she said through gritted teeth.
“Don’t be like that, Pidgeon.” Lance poked her on the ribs. “I even brought you something as a bribe.” And then he extended an apple towards her.
Katie took it, trying to cover up her amusement with exasperation. “Do you think I’m obsessed with apples or something?”
“Next time I’ll bring you a lemon,” he teased.
Maybe it was because she felt more herself than she had in weeks, but Katie snickered at him. While his sanguinity could be exhausting, this time it was a welcome relief from the stagnation she’d fallen under.
Lance pulled out a sandwich from his pack, one of those 30 centimeters subs in Italian bread and multiple fixings, and Katie felt her mouth water at the sight. He must have noticed, because Lance chuckled and broke out one end for her.
“I think this is a palo verde,” he remarked after swallowing his first bite. At a confused look from Katie, he clarified, “the tree. You were talking about it before, right?”
“You speak Spanish?”
“Yeah…” He sounded like he was laughing at her. “I’m Cuban.”
Katie suddenly felt very stupid. He and Hunk had probably mentioned this already, but she didn’t pay them that much attention. It was a little embarrassing, especially when Lance seemed to be memorizing every small piece of information she offered him.
“Oh.” She searched for the right thing to say. “I didn’t know. Your last name sounds American.”
The whole situation left in her a sense of déjà vu. She couldn’t quite remember why, but the words pulled at her memory.
Thankfully, Lance took it in stride. “Our family has been to the US, then back to Cuba, then back to the US for generations. My whole name is actually Lance Serrano Mcclain.”
She nodded. Normally Katie would let the conversation drop and focus on finishing her meal, but she had already decided to take a bit of a break that day, in order to be more attentive at night. It couldn’t hurt to find out more about her teammate.
“So… Palo verde?”
“It means green stick, which seems kind of unfair, because this tree is actually pretty big, especially for the climate around here.” Lance fanned himself. “I hate how dry it gets.”
She almost agreed with him, but, as far as Lance and Hunk were concerned, Pidge Gunderson had no reason to have been outside of Arizona. Instead, she pretended to ponder his comment.
“The desert can be pretty unpredictable. The lack of humidity during the day is bad, but I wouldn’t want to be caught out when the temperatures drop.”
Lance faked a shiver. “Don’t even talk about that! I have too much tropical blood to handle the cold well. Hunk’s Samoan, by the way,” and there was unnecessary emphasis to his words here, “so he’s the same.”
“I didn’t realize both of you weren’t from around here.” Katie could imagine how much they missed their families. Choosing to voluntarily leave so that they could study at the Garrison must have been difficult.
“That’s nice to hear.”
She frowned. “What do you mean?”
“It’s just…” He scrunched up his nose, as if he wanted to take back the words as he said them. “You were so cold to us when we first met, we weren’t sure what it was about.”
It was her turn to grimace. Katie hadn’t wanted to seem like so much of a jerk. She could be snappish and patronizing, even with those she loved, but her haughtiness towards her teammates had been a façade created to keep them out. Not that it did any good.
“Ugh, you’re already closed off, again.” Lance threw his head back in frustration. “I shouldn’t have said anything.”
“It’s just personal, Lance.” Katie played with the apple in her hands. “I swear it’s not about you two.”
Without looking directly at him, she couldn’t tell what expression Lance was making. He stared at her, letting the silence extend.
Then he popped the last of the sub into his mouth, spreading back onto the grass.
“We will pester it out of you.” She turned to see him grinning. The confidence there was a quiet thing, so much different than Lance’s usual hyperboles and that much more effective. She felt dazed by it. “Eventually.”
Katie had never understood what the girls in her school meant when they talked about crushes. They always seemed frivolous, going on about someone’s hair or how handsome they were or how strong. Meanwhile, Katie had simply hoped for a friend, for a respite to the unending mocking.
Still, Lance suddenly looked very interesting under this light. His chin was too pointed to be considered attractive, but his blue eyes caught the sunshine like polished stone. He could be funny and thoughtful and inventive, attributes Katie hadn’t expected to value.
She moved her gaze to where another group of students was sitting, uncertain if the heat running up her neck would translate into a damning blush. She bit into the apple to keep from incriminating herself further.
#plance#pidgance#lidge#flirtyrobot#cyance#voltron#voltron legendary defender#vld#vld lance#pidge gunderson#katie holt#lance mcclain#vld fanfiction#vld syl verse
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Ultima VII Part Two: Serpent Isle (1993)
Summary
Serpent Isle is a direct sequel to the Black Gate. The arrival of the Guardian has been prevented and his cult has been outlawed and disbanded, but his most loyal follower has escaped to a place called the Serpent Isle to enact their backup plan.
But the Serpent Isle is not just an island, it is another world that you find yourself in after sailing your ship between the Serpent Pillars (yes, you get isekai’d while already living in another world).
This strange land is populated by people who fled from your lord long ago, and it seems to be suffering from an apocalyptic event that you soon experience for yourself, as a magical storm teleports your companions away and replaces most of the potent items you arrived with with random junk.
So your goals are clear: Recover your items, find the Guardian’s followers, and try to prevent the world’s destruction.
In many ways, Serpent Isle can feel like a more linear and limited game than the Black Gate (for one, you can’t own and freely sail a ship), but there are actually many things that I think it actually does better.
I played it using Exult and the SI Fixes mod.
Freedom
While Serpent Isle is not fully linear, it is definitely not nearly as open as the Black Gate was.
Where the Black Gate lets you travel nearly anywhere in the world almost immediately, even enabling several forms of transportation for this purpose, Serpent Isle initially allows only one section of the island to be explored with the rest opening up as one progresses through the game.
To its credit, the way in which these areas are locked off are sometimes reasonable and do not feel arbitrary. For instance, Moonshade is an island and nearly every ship in the land have been wrecked by the same magical storms that affected your party at the start of the game, so reaching it is not as simple as just buying a boat and going there.
There are other cases, however, where the restrictions do feel nonsensical. Such as the way the Bull Tower pikemen demand obscene amounts of money for the captain’s release but will happily accept a single much less valuable gold bar instead (since acquiring those is tied to a plot point). Then there’s all the stuff with the Hound of Doskar...
On the positive side, you can deal with various parts of the game in whatever order you desire within these limitations. This includes resolving the central quests in each of the land’s three cities in your own preferred order.
However, the game is still lacking in alternate solutions for quests in general. There are some decisions to be made, but they are rather minor in the grand scheme of things.
Character Creation/Customization
This aspect of the games is just as barebones as the Black Gate. You can only select your name, gender, and portrait. Your starting stats are pre-set and there are no further decisions to be made there.
However, Serpent Isle does have a marginal benefit over the Black Gate in that how you spend your training points matters a lot more, since you can’t just automatically max out your stats by completing the expansion.
Even then, there is not much to the character creation here at all.
Story/Setting
I think this is one of the game’s stronger points. The Black Gate may have had a larger world with more total settlements, but Serpent Isle’s three cities of Monitor, Fawn, and Moonshade are each significantly larger than the average Black Gate town and, most importantly, this world feels more dynamic.
Due to the way many of the game’s quests and events work, Serpent Isle manages to feel more alive than its predecessor. I will not spoil the details, but you often feel like something is always happening and like new developments are organically finding you rather than you having to actively search for them.
As has become typical of the Ultima series, the setting this time around is also centered around virtues, but in this case it goes beyond the Eight Virtues you mastered in the last trilogy.
Serpent Isle’s three cities are inhabited by the descendants of people who fled the reign of Lord British and who resent his edict of the eight virtues. The knights of Monitor considered Valor to be the highest virtue, the sailors of Fawn wanted to elevate Beauty as a virtue, and the mages of Moonshade did not feel that their profession should be associated with the virtue of Honesty.
But in addition to all that, much of the game revolves around learning about and mastering the ancient Ophidian virtue system, which functions differently from what you are used to.
The Ophidian virtues are divided into Order (Ethicality, Discipline, Logic) and Chaos (Tolerance, Enthusiasm, Emotion). The forces composing both sides must be in balance to achieve a new set of principles (Harmony arising from Ethicality + Tolerance, Dedication from Discipline + Enthusiasm, and Rationality from Logic + Emotion).
The incoming apocalypse you face in the game is the result of a cosmic imbalance in these forces. The ancient Ophidians polarized into Order and Chaos factions that warred each other, with Order winning the war and destroying the Chaos Serpent, which causes the universe to begin unravelling.
While this game does have an antagonist, resolving this imbalance remains the most significant part of the game in terms of story.
The game also has multiple big scripted scenes that did not quite exist in the Black Gate, and the world as a whole changes dramatically partway through as a result of a certain event.
Immersion
As previously mentioned, things like the quest design and more dynamic world can help make this game more immersive than Black Gate in some ways. I am reasonably certain that some of the NPC schedules are a bit more complex this time around as well.
There are also a few new things, such as a frozen wasteland up north that you need warm clothes to traverse without freezing.
Apart from that, all the features mentioned in the Black Gate are still present here, such as weather, day/night cycles, and more.
But really I think one of the most significant differences is actually just the fact that you are significantly less overpowered than in the Black Gate and have less allies. I feel like that changes the feel of the game a lot on its own in ways that have to be experienced to be fully understood.
Gameplay
Combat is, as in Black Gate, automatic and uninteresting, though it is slightly more difficult now overall.
The rest of the gameplay is largely the same as in the Black Gate as well, though dialogue has been slightly expanded with more complex trees.
Really the main difference comes down to the differences in the world and available items rather than any mechanical changes.
Some of the most significant items are a ring (obtained from the Silver Seed expansion) that provides infinite magical reagents and a magical goblet that provides endless nourishment. These things are not nearly as broken as what the Forge of Virtue provides in the Black Gate, but are still nice conveniences.
While this game has less towns than its predecessor, it does have larger and more interesting dungeons overall. The one issue with them is that some of the puzzles in them are not very interesting (often amounting to just placing items on pedestals and such).
This is also where I should talk about one of the game’s major flaws: It is the first one where the influence of Electronic Arts began to manifest. It is nothing too major at this point (just wait until we get to Ultima 8 and especially Ultima 9) but it does mean there are some questlines that were left unfinished due to EA rushing things.
It’s not just questlines either. The towns were supposed to be larger and with more content, the player was meant to eventually gain a ship they could freely sail like in the Black Gate, and a major plot element had to be changed. The Silver Seed expansion in particular feels incomplete and inconsequential in terms of story, and is largely centered around four dungeons to explore for unique loot (both the dungeons and the loot are reasonably good at least).
I also dislike just how many plot-critical items are in the game. I would like to use my backpack space for other things.
The game also offers a decent amount of locations to explore, including many optional curiosities unrelated to the main quest.
Aesthetics
While the engine and graphics are largely the same as in the Black Gate, there have been graphical upgrades, most notably in the form of significantly more detailed and lifelike portraits for NPCs.
But I would say that the biggest aesthetic changes here have more to do with the game’s design and atmosphere.
Serpent Isle is a far more unfriendly place than Britannia, and you will be accosted by assassins and deceivers during your quest. It makes for a more grim adventure.
The whole game has a much darker tone than any in the series since Ultima 5, I think. The world is completely falling apart due to the imbalance, with storms obliterating Fawn’s fleet, goblins making significant gains in their war against Monitor, and plagues are starting to break out. You do get the sense as you explore the world that this is a land experiencing its final days.
And things only get worse from here too.
I also like how unique several of the locations are. The city of Monitor is not just a walled city, it is populated by knights who organize into three different commands that rule the city. Meanwhile the city of Fawn is completely unlike any other in the series, being built entirely over the sea.
It is good stuff, and I wish they had had the time to expand and develop these locations as they had originally planned.
Accessibility
Exactly as good in this regard as the Black Gate, I think. Even the increased difficulty (which is still not enough to make this a “hard” game by any means) does not really matter since at the start of the game you get a magical hourglass that can be used to resurrect any fallen party members and the local monks will take care of your own mortality as well.
If there’s frustrations to be had here, they may come more from some of the less intuitive puzzles than anything and plot points than anything. The core gameplay is still extremely simple.
While the game can theoretically be played on its own, I strongly recommend playing at least the Black Gate first to learn a little about the events that led to this whole expedition. The two games really are part of the same package.
Conclusion
Between the Black Gate and Serpent Isle, I always got the impression that the Black Gate was the more popular of the two. I can understand why, as Serpent Isle was a bit rushed and lacks the open exploration that has defined the previous games in the series.
Despite this, I remember loving it about as much as the Black Gate largely because of the atmosphere and how the game feels. It is a particularly easy recommendation for those who enjoyed the previous game, as the engine and mechanics remain largely the same.
I also recommend this game for anyone who may be interested in following the story or looking for an immersive experience, but who doesn’t want to bother too much with stuff like combat or numbers. Even just watching the NPCs go about their day can be fun in this game.
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Nintendogs vs Nintendogs + Cats: a review and comparison.
There’s no doubt that most people want a new Nintendogs game for the Nintendo Switch. But when I see these posts, very few of them are referencing the 3ds variant of the game, but rather the original ds version that everyone continues to know and love.
The addition of cats is Nintendogs + Cats’ most notable feature. It was, while cute and fun for a short period of time, notably worse than its predecessor. But why is that? The formula stayed roughly the same, but the charm didn’t quite hit.
Before we dive into this: these are my opinions on the games, and personal comparisons. Every person experiences things differently, and will likely have different opinions.
We can start with breaking down the original Nintendogs. The graphics have not aged well, but the charm and entertainment factor have. While replaying, I found that the general ambience and the music used endeared me further to the game, and I wanted to play more. The half hour timer on going for walks was frustrating (as was the stamina system), but it otherwise engaged me more to figure out where I wanted to go. The map feels surprisingly big with so much to do, and the side-scrolling walk screen keeps the mystery alive in what you’ll encounter. The competitions were fun and the voice recognition system may have been even better than the 3ds incarnation. The only thing that really suffered were the graphics - but this game is 15 years old and this was advanced for its time, so we can let that slide. The dogs can be a little strange to look at at times, but they’re expressive and distinct, which is what matters in a pet simulator.
The information you can take in is optional, but an exciting part of the game for those who are interested. Your dog’s profile is detailed but easy to understand, going as far as to tell you what it ate last. There’s something so charming about it being displayed as if it were a document you had in front of you - it brings another element of immersion into this sim.
[Image ID: a photograph of the informational sheet on Nintendogs. It includes the name, gender, breed, trainer, time together, coat, hunger, thirst, and things eaten. The trick list and contest results are also on this screen.]
From cars passing by to horns in the distance and dog barks from somewhere vaguely nearby, the sound design of Nintendogs is audibly aged, but still strong. The few tracks spread in the game are iconic, and stay in my head a lot longer than I’d like to admit.
The competitions are another huge highlight of the original nintendogs. The banter between the hosts, Ted and Archie, is something that continues to be remembered. Everyone’s seen the line “you make me feel like a man, Archie”, and the banter they keep up in each competition is less like a mindless tapping chore and just more entertainment. The settings are surprisingly realistic - less so on the obedience, but the ring set up for agility certainly is. The balance between realism and fun is another part of why Nintendogs appealed to all audiences.
Agility is my personal favourite event, and the same goes for a lot of people I’ve met. There’s a level of interactivity here that isn’t met by the successor (something we’ll touch on later). Guiding your dog over hurdles and through tunnels, and later having to balance speed with accuracy - it’s an event that keeps you, the player, engaged. It becomes a sort of fine art once you hit the Championship level, as your dog, by that point, is likely going to be very fast and have a mind of its own, often trying to predict which obstacles it’s going to go through.
[Image ID: an angled photograph of the starter agility training course. The dog is laying on the green, and the hurdles and tunnels are in view.]
Disc is in both versions, and is fun in its own way. I, personally, don’t tend to use the disc competition - in the original Nintendogs, the projectiles can be a little speedier than you intend them to be, and the dogs are a little too determined to hold onto their toys. But, with a well-trained dog, this event can be as fun as anything else. In the original, you didn’t have to contend with the other dogs - something that I’ve grown to appreciate over the years. But, like with the event that removed Agility, I’ll be looking at how the changes fared later.
Obedience is held on a stage, and is a fun event for people who take the time to train their dogs. Your dog can typically learn three or four tricks a day (depending on the dog), and between the tricks listed in the Obedience Guide Book and the unlisted tricks that your dog can learn, you can usually blow the competition out of the park. It definitely requires the most time and effort out of all of the events, and it can be frustrating if your dog suddenly stops listening - but the rewards are surprisingly good. It’s always fun to have a well-trained Nintendog, if only because showing them off when I was a child was my favourite thing to do.
Obviously, competitions are the main money-makers in these games. Tackle a solid few of them, and you’ll find yourself able to afford another dog or two. Though your room is limited to three dogs, there’s also a Hotel to keep some other dogs in. As time progresses and you gain more of a bond with your dog(s), you’ll unlock more breeds.
Something that went over my head when I was a child was the method to unlock Jack Russells, specifically. You need to find an incredibly rare book - something which I don’t ever recall doing, and still haven’t. I found this information via the wikia, so I’m not too sure how accurate is, but it is an interesting breed to lock behind a time and patience-based method.
[Image ID: an angled image of a German Shepherd laying on its side. In the corner is an idea bubble.]
Overall, Nintendogs is a solid and fun pet simulator, and it’s clear why so many people have such good memories. The dogs are filled with personality (even being expressive enough to show you when they’re angry vs happy), the competitions are engaging, and though the format will become stale after playing daily for a long time, it’s always a fun game to come back to after a period of time.
Which is why it’s unsurprisingly that it gained a sequel.
I remember being ecstatic when Nintendogs + Cats was shown in advertisements on television. When I got the 3ds, I also got a copy of Nintendogs + Cats. The Golden Retriever version, specifically, but I do own all three. For some reason? As people got bored with it, they usually gifted me them.
At first blush, it’s almost as charming as the original. The graphics style handles much better than the original, with slightly more realistic movements, and less cardboard-y models. I much prefer the Nintendogs + Cats models to the originals, for obvious reasons - though their movements can be a little repetitive and strange at times, and a lot less expressive than the originals. But that said, I much prefer the Kennel system of petting and exploring the dogs and their behaviours (limited as they are) before you adopt, and I enjoy sorting through colours or getting unique colours/patterns. The rare white variants used to be my obsession, as a child.
[Image ID: a german shepherd holding a present in Nintendogs + Cats. The model is significantly better than the original Nintendogs model.]
Immediately, though, there’s a lot less ambience in Nintendogs + Cats. I play with my volume up all the way, and it’s typically just my dogs and cat making noises. I miss the cars going by and the general background noise that the game can provide. It feels just a little too silent, and the music tracks are repetitive and unmemorable for the most part. Obviously sound design don’t make or break the game, so I won’t harp on this point for too long.
The gameplay is...fine? I’m not a fan of petting a shadow of my dog, but I understand they did that for 3D purposes (something which most people didn’t use, to the point that the 2DS was made. I play on a 2DS). The camera control is an incredibly nice feature to have, the showering minigame is a little more thorough. They didn’t really add anything to the care features, though. If anything, they took away a lot of experiences - reading the care books and instead guiding you through the tricks one by one instead of as you want, forcing you to learn a specific set of tricks before you can move on to the next ones. The game is far more hand-holdy, which can be frustrating at multiple points. But, hey. There’s cats! Let’s talk about the cats.
What’s their purpose? Not much. Which is fine, although they take up a slot in your three-pet designation. As cute as the cats are, they definitely got done dirty. There’s three selections to choose from (Standard, Oriental, and Long-hair), with multiple colours, but not much depth beyond that. Obviously, the cats were just a cute addition - I do like having my little cat wandering around the house with my two dogs, and I know from past experiences that once you bond with the cat, it’ll go out and get presents for you if you leave your ds on. Gaining affection with the cats is very slow-going and if you’re someone who likes your pet simulations to be more interactive, it might be wiser to stick with the dogs. I’m not complaining against the addition of cats - it just could’ve been done much smoother, with better mechanics enabled. Be it adding some breeds and a proper grooming minigame to maintain them, or the ability to train them but have them be much harder than the dogs. There were many ways to put cats into the game, and I just don’t think they hit as intended.
So, how did they do with the competitions? Well.
The short answer: they’re pretty bland, and a downgrade from the original. The long answer...
[Image ID: a white cocker spaniel chewing on a banana lure.]
In the competitions, there’s no more Ted/Archie banter. It’s just Ted. Doing his thing. I honestly do not read the text for this game, and instead tap quickly to progress to the events.
Replacing Agility comes Lure Coursing. I’m not sure about other countries, but that’s an incredibly niche section of dog sporting here, and it’s also notorious for being...very boring. And in the game, it lives up to that. Instead of guiding your dog through obstacles, you wind the cog of a lure and honk it to get the dog to follow it. Sometimes you honk it to get them over hurdles. I have to admit, I usually space out when I’m training my dogs with this - it’s an easy moneymaker once you’ve trained them up to Nintendogs Cup level, but it’s easily the most mind-numbing event. Anything would’ve been better. If they didn’t want to implement Agility, there are other dog sports that could’ve suited well; guiding your dog through the Flyball course and using its name to bring it back until it could do it on command (maybe even utilising a team of three, for reason as to why you can have up to three dogs), or sledding, using your dog to pull a lightweight sled (on wheels) through a course in a race against other dogs (or, again, even using your trio). There could have even been scenting sport in which you teach your dog how to scent and go off to find a mark, or herding. The point is: lure coursing is the most unengaging thing to put in a game.
The Disc competition barely changes, so I won’t say much. I don’t particularly enjoy having the other dogs in the ring to compete with as it becomes all too easy for them to interfere heavily with your own dog, but I understand why it was implemented and know that a lot of people enjoy it. I prefer the throwing speed and the control you can have over the disc, and will admit that overall, the Disc competition is generally improved.
But then you come to the Obedience Trial. AR Cards are mandatory. You don’t have a surface to put your AR Cards on, or lost them years ago? Then you can’t do it. I actually ordered AR Cards, having thrown out my old ones due to damages and general...lack of use. As of this post, I have been unable to play the Obedience Trial, so I can’t say much on whether the system has improved. I do know that AR Cards can work on a laptop screen or something similar, but the 3ds camera is pretty horrible and can glitch out, making it unreliable for screen-based AR cards. Unfortunately.
[Image ID: a white cocker spaniel standing on an AR Card.]
The walking system is fine. I love being able to go to different routes (as limited as they can be - but the original was no saint to repetitiveness once you knew the whole map), and I like having to go between grass patches, with a chance for a surprise present. I think the addition of the BARC stores are a cute touch, and the Miis walking their own dogs are cute, too. The interactions between your dog and theirs is based on your dog’s personality as well as theirs, which makes sense - but there’s basically three outcomes. More than the original, but meeting with other dogs tends to be to see if you can backtrack when you’re near the end of the walk by having them invite you to the cafe or park, or to get presents from Streetpass miis. I like the cone minigame to test your control over the dog and its leash, and as a rule, I just...like it. It’s relaxing. I don’t prefer it over the original, but I don’t prefer the original over it. They both have their benefits and downfalls. The biggest upside to + Cats’ system is that you can take your dog on as many walks as you want.
Interactivity isn’t really a thing, with + Cats. Whereas in the original you could legitimately piss off your dog and it would bark and snarl at you for a while before you regained its trust, this game doesn’t punish you for much. I poked and prodded at my dog for a while, and it didn’t really do much for me. This is a game where you sort of just have cute looking models that hold up surprisingly well for their time, and that’s it. There’s not much game to the game, as it were - and that’s from a game where the gameplay was limited as it was.
Adding multiple accessories to your pets is a very nice addition, albeit expected. Overall, though, the gameplay has been significantly dumbed down and while I understand that kids play it, my generation played Nintendogs as small children and we got by just fine. It’s a very intuitive game, and it’s almost insulting how little Nintendogs + Cats thinks of its audience.
Another nice addition to Nintendogs + Cats, though, is body type for your pets. There’s a few that your pet can be: underfed, skinny, optimal, plump, and overfed. I usually have optimal dogs, but apparently plump and overfed dogs run slower and as such they do poorer in competitions, which is a pretty neat feature to have in-game.
In the short of it, Nintendogs + Cats is fine, but Nintendogs (the original) is Good. I have a lot more nostalgia for Nintendogs which may cloud my opinion, but playing it in 2020 is still fun, and I’m especially happy to play the Agility competition.
For an interactive pet simulator with fun competitions and plenty to do, Nintendogs is the way to go. For a pretty enough game with simplistic gameplay, Nintendogs + Cats is the way to go.
Both games have their perks, but I certainly have a clear favourite. If a Switch edition of Nintendogs ever happened, I’d much prefer the original style with some of the quality of life changes made in the successor. In the end, it’s all up to what you’re looking for in a game - but as someone who’s looking for a fun time, I’m a sucker for the originals.
(Note: I have not played the knock-off Nintendogs for Switch, and would appreciate input on if it’s worth buying or not. Reviews are poor at best, as far as I can tell, though.)
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I started Writing My Thoughts On Things Again, I'm Sorry
15/8/2021:
Mass Effect Legendary Edition (Whole trilogy w/ all dlcs, Adept Class, Hardcore difficulty, 68 Hours):
Still brilliant! I adore this series. The first Mass Effect was one of the first games I ever played back in 2010 and Mass Effect 2 is one of the games I’ve played the most accruing several hundred hours over multiple playthrough from 2010 onwards, while Mass Effect 3 is a game I greatly appreciated but have more mixed feelings towards. Retrospectively as much as I liked the first Mass Effect, I did not nearly appreciate it enough back in the day. For a first entry in a new IP it is incredibly fleshed out with interesting Lore, an intriguing story and a cool galaxy to explore. I appreciate its combat far more now than I did back then but would still argue it is relatively weak in comparison to more modern titles and its own successors. Though the VA is rough in some places it is excellent where it matters, especially in the case of Sovereign whose iconic dialogue on Virmire is etched into my brain. A key element of the first mass effect I felt was sorely missing from the later entries was its exploration. While the galaxy grew routinely larger no game after the first had a drivable Mako, a vehicle I adore, and further lacked the opportunity to land on and explore the terrain of alien worlds for resources and side missions which I feel lends a lot to the atmosphere of the setting and could be made even more compelling using updated technology and a larger selection of assets and interiors which might have emerged from the higher budget successors. As it is I appreciate its inclusion in the first game. Mass Effect was also my first encounter with impactful choices in a video game and this is certainly something I appreciate but leads me to a major criticism specifically targeting the dialogue wheel layout as it is strange to me how you can puzzle out all of these possible dialogue outcomes but put exactly all of the positive outcomes behind the Upper Left dialogue option. While this is less pronounced in the First entry as the Renegade dialogue fills roughly the same purpose while sounding more badass, it becomes truer throughout the series as renegade options routinely just become nasty and exclusionary.
Mass Effect 2 innovates in some key ways which I have grown to appreciate more in the past 20 hours of play than I did when it launched. Primarily, its focus on characters and your relationships to them. Barring a couple of notable exceptions I found myself greatly invested in every single member of the Normandy crew and I think it’s a remarkable feat that each crewmate could be written to be so sympathetic, relatable and interesting in a world so full of appreciable elements. I would go into specific examples but id end up listing every character except Miranda and Jacob. This of course plays well into the Suicide Mission narrative which is perhaps my favourite overarching plot within the trilogy as it incorporates not just all of these incredible characters and plays upon your investment in them but also relies on the threat of both the Reapers and Collectors which are two excellently designed enemies which I find significantly more compelling than Saren and the Geth or Cerberus and the Reaper Husk Armies. Mass Effect 2 has a powerful horror element composed of the Collectors phobic horror and the reapers cosmic horror and it does wonders for the game’s atmosphere. I remember at this moment the Collector soundtrack which, like the rest of the soundtrack is absolutely excellent. Inasmuch as I would criticise it from a purely musical perspective for being simple at times and perhaps overly repetitive it perfectly fits the camp space opera that is mass effect. Galaxy Map and Suicide Mission are absolute bangers. I would hesitate to call the combat great. Playing the game as a weapon heavy class is superior, I’d argue as even with an armour build dedicated to decreasing ability cooldown it is too long to adequately utilise the powers of ability heavy classes like the adept. Additionally, ability play feels far more limited than in the game’s predecessor due to the limitation of this games skill tree elements which are frankly a step too far in simplifying the interface. It doesn’t massively affect enjoyment of the game but I couldn’t help but note every time I visited the abilities menu how much I missed Mass Effects abilities menu. So while I would say Mass Effect maintains a very well balanced game with regards to combat, roleplay and story, Mass Effect 2 eschews combat and mechanical roleplay in favour of an excellent story. Additionally while lacking an exploration aspect the more structured side-missions found by scanning planets throughout the galaxy create a lot of fun moments and interesting gameplay, emblematic of the fact that mission design vastly improves between this game and its predecessor.
Mass Effect 3 goes some way to resolve its predecessor’s imbalance as the majority of the game possesses enhanced combat, a much better abilities mechanic and an excellent story. First the addition of more mobility, loadout and engagement options benefits the combat greatly, while the addition of more complex enemy types than previous games pushes you to fully utilise these new options. A massive reduction in ability cooldown combined with liberal cooldown reduction bonuses in the skill tree means that abilities are very useful and versatile and you generally feel very powerful. Sometimes too powerful if you’re thinking from a balancing standpoint but given it’s a single player game this criticism is much diminished and being powerful is fun regardless. The skill tree system in this game forms a synthesis between its predecessors’ systems and comes out the better for combining a regular sense of empowerment with interesting choices within your own character build. All of this contributes to a much-improved combat experience, especially over Mass Effect 2. This also lends itself to the old multiplayer system which I honestly enjoyed when it launched (who cannot love a playable biotic Volus?) and feel is sorely lacking from this legendary edition. I would argue the only real problem with the multiplayer was requiring a player to engage with it in order to achieve the best story outcome; the actual multiplayer gameplay was thoroughly enjoyable and it gave players the opportunity to experience combat as an STG agent or a Krogan Warlord which were both fulfilling experiences from my memory. The aforementioned story is truly excellent and successfully builds off events in previous games but primarily succeeds due to Biowares exceptional character writing which persists from Mass Effect 2. Even in the case of its worst side mission content but especially in its primary missions the stakes and outcome of events are thoroughly compelling and the involvement of beloved Normandy crewmates is bound to incite intense emotions. This is possibly the only game that makes me cry multiple times throughout a normal playthrough. Unfortunately my goodwill often runs out when it comes to consider the ultimate ending of this series which I do not approve of. I admit there are mitigating factors: you should not play the mass effect series for the culmination of its plot. This series lives and dies with its characters and all of the major character arcs reach satisfactory endings before the final moments of Mass Effect 3, so the final moments have no real meaning as the thematic purpose of the series is achieved by galvanising the galaxy and uniting all these disparate races into a single force to fight the Reapers. Thematically the game is a success but the extent to which it utilises the choices the player has made, upon which the series builds its reputation, is limited in scope. This can likely be laid at the feet of the leaks of the original story ahead of the games launch which pushed the developers to create a new ending to avoid spoilers, but the quality of that ending is poor as it boils all the choices made throughout the series down to selecting the colour of a space laser. To make an odd comparison, this is why I think Game of Thrones’ and Mass Effect’s endings are different kinds of bad. Mass Effect reaches a fully satisfying conclusion in the moments immediately after launching the final mission, whereas Game of Thrones built its whole series asking the question “Who Will Sit The Iron Throne” With the final answer being “Actually, no one” after slogging through multiple series which did not live up to the quality of the first. Mass Effect answers its dramatic question of “Can Shepard Unite The Galaxy Against The Reapers” satisfactorily following sixty hours of excellent content and the colour of the space laser doesn’t actually matter. It just hurts to think that the finale could’ve been so much grander and more interesting. I would recommend the games, the disappointment of the finale doesn’t even come close to outweighing the grandeur that is the rest of the experience of Mass Effect 3, let alone the whole series.
There are only a few pieces of content I had not encountered prior to this Legendary edition playthrough. The Mass Effect DLC Bring Down The Sky is fun in that it adds an interesting combat experience with incredible stakes and immerses you in a stellar scale event, but the experience is very short. As part of the legendary edition I recommend it but having to pay extra for it at its time of launch I would have found it disappointing. Mass Effect 2s Overlord DLC is very good, introducing fun combat encounters, an opportunity to operate the fairly fun Hammerhead vehicle (even if it doesn’t live up to the Glory of the Mako) and explore a nice open environment with a truly haunting ending which is a kind of non-choice but it is gratifying to make that choice anyway. Additionally the visuals in the final station when interacting with the VI elements are very nice. The Arrival DLC is also quite fun, with a pseudo stealth section to open it, something which I believe occurs nowhere else in the series. The general element of operating solo is quite novel for mass effect as I believe outside of this moment, the opening of the Citadel DLC and the final moments of Mass Effect 3 there is no point where you fight alone. The indoctrinated nature of the project team does not come as a shock but regardless the dlc is enjoyable as a combat experience and the scale of destruction shown necessary to even slightly inconvenience the reapers lends a lot to the scale of their threat. I do not believe I played any DLCs in Mass Effect 3 before, insofar as I did not consider From Ashes DLC content as it was already on the disk and all buying the day one dlc did was activate it. Leviathan is very interesting from a lore perspective and does interesting things with its investigative process but I find it to be a relatively passive and uninteresting experience for the most part. Omega was more my style with a lot of good combat and interesting new enemies and a bit of bombast besides but still left me largely unmoved. Citadel was excellent but mostly for its “endgame” content rather than its story content. Despite featuring many hilarious moments throughout the actual plot it failed to interest me but I was definitely there for all of the fun character moments and the party is absolutely hilarious.
Ultimately a hearty recommendation but with tempered expectations for the finale.
Deaths Door (True Ending, 13.7 hours):
A Delight. Deaths Door is a charming little game about a bird that stabs things and I love it. It is incredibly impressive that this was made by a team composed of two people. The gameplay is fun in all regards. Navigation is a good time especially when all of the environments are lovely and full of personality. Obstacles come mainly in the form of puzzles and these are at a sweet spot between ease and frustration without being at all complex. Combat could’ve used a bit more work, primarily to create more meaningful distinctions between weapons or add a little depth, but it is still engaging and good fun. While the main bosses are challenging and satisfying to defeat, I worry over the side bosses; perhaps something could’ve been done to make them more distinct from one another? But a small gripe. I like the world, the aforementioned environments are well realised, the general aesthetic is artful and distinct and the story is good if slightly sparse. One notable element is the dialogue which is very good with a quick wit. The finale of the main game has the right amount of spectacle and weight while the endgame is cool and fantastical, with an ample supply of secrets and collectibles to find. Over all the music is incredible, soundtrack full of absolute bangers. I really enjoyed completing this game and I’d recommend it to anyone who’s into action adventure and souls-like games.
The Bad Batch (season 1):
This was Allright. To open I cannot overstate how good the animation and art of this series is. It is routinely beautiful and well-choreographed. Visually there are no complaints. The problems begin with the opening episode which I feel overpromised on a relatively dark take on the Star Wars universe by immediately dropping us into an Order 66 plot full of death, danger, brainwashing and the threat of an emergent empire. Now granted this series never explicitly promises that all of this would continue but I enjoyed these elements of the first episode and I was dissatisfied by their limited usage throughout the rest of the show. This is not to say I disliked the show, I did enjoy the characters who are all good fun, and most of the plots were good. This series I felt had a lot of filler episodes, which I’d simply describe as episodes I enjoyed less due to underwhelming plot or conflict, but they were still enjoyable despite what id perceive as a lesser quality. The show also “suffers” from what I’d called Star Wars Syndrome of Filonitis which is how Everything Must Be Interconnected, with regular cameos from extended universe characters which I feel is beginning to get a bit much. These features feel to me more often like nostalgia grabs rather than organically featuring a character in service of the plot and development. For example, I appreciate the Captain Rex feature as that served to highlight the inhibitor chip problem and drive the characters to seek a solution, however I appreciated Rafa and Trace’s feature less both because I’m less attached to those characters (especially Rafa) but also because the episode didn’t serve any particular purpose or create any particular set piece which couldn’t have been achieved without those characters. This is a similar issue I have with The Mandalorian, I adored season one as it was relatively self-contained and only featured vague or subtler references to the wider canon: to contrast season two is full of cameos from the wider universe sometimes for no reason other than to have a cameo when those roles could easily have been filled with new and creative content which doesn’t rely upon nostalgia to make something interesting. Ultimately Bad Batch is worth watching for the characters and the good episodes, it is fun and entertaining, it just has its issues.
Jojo’s Bizarre Adventure Part 1: The Phantom Blood:
Its uh, its not good. Now that’s a very broad statement, as to assess this show critically at all is to take it far more seriously than you should, but to be more even handed the show certainly has a bunch of fun elements. Only from a story perspective, there isn’t really that much there; and from a pacing perspective it needs to be seen to be believed. I’m certain that if you condensed the show down to a reasonable size for the amount of content it has, you’d probably have a movie with a two-hour runtime at most which would be quite enjoyable but on a whole this first part wastes about 80% of its time on overlong drawn-out internal monologues and the dilated timeframes of the show’s fights. It also has an annoying habit of overemphasizing the weight of a moment or the genius of a characters unexpected action usually with no less than three people commenting on any slight manoeuvre which ruins the pacing beyond belief. Now I understand this is a staple of the Jojo series, only part 1 handles it very poorly in comparison to later parts. The fighting is especially hindered by this as most actual combat usually involves only four or five punches but they tend to take twenty minutes getting to each one. Additionally, Johnathan Joestar is pretty boring as a character with no notable qualities aside from being good both morally and at fighting. The intrigue of the stone mask is cool but this part deals in that very little. Like I say though, Part 1 is still fun to watch if you can disengage your brain and admire the potent meme quality of the series. It is not “good” from a critical perspective but it is incredibly amusing and the campness gives it a degree of charm. If you just want to watch a bunch of beefy men shout at each other and perform magic punches this is a good time. Speedwagon, despite being the worst offender of the “Explain Everything Twice and Ruin the Pacing” category, is still entertaining for the awful accent and endearing character. He’s also definitely in love with Johnathan and I will not be taking questions on that. Baron Zeppeli has a cool hat. Theres a lot of fun to be had as the show embraces the weirdness of everything that’s going on. So, check it out, it might just be a So-Bad-Its-Good Masterpiece.
300 (film):
This film was not so great in my eyes. I think there was one particular shot of the landscapes around Sparta which I felt was visually cool but everything else about the film lacked quality for me, barring practical effects which have aged significantly better than the graphical effects. The visuals are largely uninspiring, the washed-out colour pallet doesn’t help. Perhaps the dialogue was amusing at release but for me it’s all been memed to death. I can’t say any of the performances are particularly compelling, nice to see Magneto and Faramir though. The action could’ve been good and there are certainly moments where it has impact, but the constant application of slow motion I feel reduces the sense of power that should be there, like watching people fight on the moon. Ultimately, I can’t stomach it for two primary reasons: Historical inaccuracy and Racism, which feed into each other. The values of the Spartans do not accurately reflect ideas that historical Spartans held to and I must ask why? Historical accuracy is the default state, so to usurp those ideas in favour of others means the author of the graphic novel Frank Miller and director Zach Snyder replaced those ideas with purpose, in order to make the film more appealing to a mass audience or to express their own ideas perhaps? And the values they chose for the Spartans were freedom, justice and democracy which were things the slaving and monarchical Spartans did not believe in at least in the modern sense. This reeks of an imposition of the propagandised values of western nations on a historical society. This in itself would not be so much of an issue without the demonisation and perversion of the Achaemenid empire and the peoples therein. To establish the primary conflict as one of Civilised white westerners against barbarous non-white easterners, when historically the conflict was between two nations of a broadly similar heritage both possessing facets of good and evil, in the early 2000s? It feels as though some reactionary interpretations of the War on Terror have simply been recreated here with classical history as window dressing. Add to that reactionary attachment to the battle of Thermopylae as a representation of the western world’s struggle against the eastern world, in addition to other more problematic interpretations, and this film plays straight into extreme right-wing ideas of race. Cannot recommend, there’s a lot more better things you could be watching.
18/08/2021: Darth Vader (2015) comic (incl. Vader Down event):
This was really cool. The first comic I’ve ever actually read so I don’t have much frame of reference but I certainly enjoyed this. It was compelling, I’ve blitzed through this whole run in a single day. I think it serves a valuable purpose of demonstrating Vader’s potential and development between Episodes IV and V, as well as the nature of internal conflicts within the Empire. A side note, it is amusing that Palpatine identifies infighting as a factor in the fall of the Sith Empire and yet encourages it for his own political purposes anyway. I felt that the art and style was very good and fit well with the Star Wars aesthetic, though I couldn’t say if it is truly excellent or just standard: it certainly wasn’t bad, though I think a few designs such as Dr Aphra’s ship were hard to read as it were. Speaking of, I think characters new and old were well portrayed. The titular Vader is unmistakably the same character as appears in the classic trilogy, similarly for Han, Luke and Leia etc. And it was a pleasure to see Chewbacca absolutely destroy someone. The aforementioned Aphra I thought was fine but she lacks distinction to my mind, the real star was Triple Zero and by extension Beetee who I thought were excellent comic relief in addition to being a genuine threat, something I can���t necessarily say I felt with regard to the antagonists. This latter part doesn’t matter overmuch, I think the purpose of these antagonists was more to present Vader with pressure to fulfil his personal goals rather than actually oppose him and they work well in that regard, but are unmemorable beyond their basic attributes. What I think this comic does particularly well is create a kind of puzzle narrative and its almost thrilling at moments when Vader’s plots might be discovered. As a result of this I am looking forward to reading more comics in future.
The Suicide Squad (2021): Highly enjoyable! A big step up for the suicide squad as a franchise and a lot more fun, playing into a brighter and more humorous genre than its predecessor to good effect; This time with good editing, soundtrack, direction… well good everything in comparison. I enjoyed all of the characters and their acting particularly the rivalry between Peacemaker and Bloodsport and Margot Robbie is still fantastic as Harley. They all pale before King however, who is endearing beyond belief and a lot of fun to boot. The “villain” if that term is applicable is very interesting and actually threatening, no mere beam of light into the sky! And the willingness to engage in more mature elements such as gore and character morality is of immense benefit, serving to distinguish it from generally more childish superhero media and reach towards more interesting themes around colonisation, foreign intervention, America and such. Only a reach towards however as I don’t think it ultimately says anything beyond “This thing, kinda bad and dumb”. As I saw noted, it observes the theme but doesn’t comment on it which is a shame as that would bring it all together quite neatly. I feel it can drag a little at times and sometimes the dialogue and specifically its humour don’t hit right but the rest is of such quality that it hardly matters. It looks good, sounds good and offers a chance to engage in a little mindless and bloody violence. I hope Harley keeps the javelin.
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27/08/2021: JoJo’s Bizarre Adventure Part 2: Battle Tendency: TW: Mention of Nazism, Discussion of Sexism
This is MUCH better. Part 2 covers most of the problems I had with Part 1. The Monologues are less egregious so the pacing is much improved; the lore is fully integrated into the story and creates a genuinely good narrative and Joseph is a much more compelling and interesting protagonist with a quirky and entertaining personality. The Pillar Men are excellent villains and the fights are fully engaging. Even when you know that Joseph will pull out a “And next you’ll say” twist at the end of a losing fight it’s still surprising simply by dint of the strange and wacky solutions he creates. And these adventures are even more bizarre, playing into the weird camp of the series which works so well. All in all, the quality is excellent here HOWEVER there are some highly problematic elements. The show being set in the 1930s is a neat part of the travelling through time factor of the series but when you’re globetrotting around Europe you need some solution to the problem of Nazis popping up everywhere and this show does not provide one, and fails so drastically to offer even a slightly critical perspective on the fascist characters. The noble sacrifice of Von Stroheim and his later resurrection and heroism serve to idolise a Patriotic German Nazi Officer, which is not good, and this unchallenged perspective on an Actual Nazi is troubling especially when the character himself is an unrepentant mass murderer. Additionally, the show has a horrible attitude towards women, who exist almost exclusively for sex appeal and romantic interest in this show. Lisa Lisa does demonstrate ability and character but when presented with genuine combat is relegated first as a bit of eye candy during the fight with Esidesi (notably eye candy for Her Own Son) and later as a Damsel in Distress during her fight with Kars. Women are frequently used as objects in this part; Caesar Zeppeli uses women as props by controlling them with his Hamon powers and Suzi Q exists only to be rescued from Esidesi and then to be romanced by Jojo. It’s pretty ridiculous to be honest. I am informed that this improves over the course of the series but as for this part in particular it is a lot of fun just so long as you can ignore some incredibly troubling portrayals.
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13/09/2021: Rick and Morty Season 4:
There is ultimately not much to say as Season 4 is simply more Rick and Morty and operates as such. It is good, even very good. It’s still very funny. Its voice acting is still the pinnacle of such work. It is still smart and has a lot of interesting ideas, only not to the extent of the copypasta fan boys. Its sci-fi universe is cool and its design and aesthetic are still excellent. I feel the show has passed a threshold however as there’s only so much time you can spend on the “dysfunctional family is dysfunctional theme”. I hope season 5 proves me wrong once I get to it, but season 4 is fun and I’d recommend it all the same, it’s just more Rick and Morty and I think that’s enough.
Shang-Chi and the Ten Rings: Spectacular! Very easily amongst the best if not The Best Superhero Movie (aside from Into the Spiderverse). To begin with complaints as they are limited, the colour grading was a bit dark in a couple of the fight scenes and in some moments of the climactic fight the CG effects are a little Too Much and distract from the central action of Shang-Chi, Xialing and a Dragon owning the shit out of a multiversal super spectre, which incidentally is fucking epic. Additionally, the standard MCU comic relief dialogue is a little meh at times but what’s new there? They still need to get a handle on that, especially because this film was really strong when it was serious. As much as I love Ben Kingsley’s Trevor Slattery, he was just a tad much here. Aside from a few moments of weak dialogue however the rest of the film is excellent. Acting is good, effects are good, the film is quite beautiful primarily once Ta Lo is reached and the score is bangin. I appreciate most of all the fight sequences which to me look well-choreographed with interesting arenas which were always appropriate to demonstrate the characters abilities; the sequences serve to develop character and plot at key moments also. The way the camera is handled during the fights is also a big step up, with wide perspective and long shots rather than the snappy close shots of old which serve to really show off that choreography and don’t muddy your understanding of the flow of combat. There is a good thematic line throughout the film of reconciling the bad and the good of your familial and personal history, to understand yourself better and channel that into developing and achieving your ambitions and I adore how that ties in with Shang-Chi and Wenwu’s final confrontation due to the nature and treatment of the Ten Rings themselves. They are a very interesting fantastical element especially once Shang-Chi acquires them and the way that he utilises them create a very cool combat style I can’t wait to see more of, even considering that their full potential is yet to be unlocked. I additionally approve of how they have been differentiated from their comic counterparts which to my understanding are just slightly weaker infinity stones; thus, a one-to-one reproduction would’ve been a boring mistake to make. It’s a fantastic film, go see it.
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26/09/2021: Sable (20 hours, 99% complete) Sable has the makings of an absolutely fantastic game, it just has a few hiccups and hurdles to deal with. Thankfully most can probably be dealt with by patch as there’s nothing fundamentally wrong with the game; but a game should never be released in a state where it needs a patch to function normally. This game is incredibly buggy. Probably one of the buggiest games I’ve ever played at launch, and I preordered Skyrim. Most of my complaints are with the menus, which simply do not work properly sometimes, but there are other documented issues with collision detection and weird bike movement among others including one annoying persistent issue with the soundtrack being replaced by random ‘bong’ noises. For these reasons I cannot recommend the game Right Now until it is patched or if it is on a significant sale. However, once the bugs are fixed this game will be a stunning achievement. The story is good and leads to powerful emotional moments, aided along by an excellent atmospheric soundtrack and beautiful visuals. The style and colour give this game an exceptional look, though diminished by a fairly rapid day/night cycle. I understand that this creates a visual contrast to make the daytime feel more vibrant and impressive, but I would also hold the sun still in the sky if that were an option. The world is well built, with interesting lore and cool design work. Varied environments show off a range of colourful landscape all with their own distinct atmospheres and landmarks which are good both for navigation and exploration, this being the bulk of the game. Exploring these environments is satisfying for curiosities sake but also offers collectible Chums that I adore and an intriguing backstory and world history to consider. Riding a hoverbike is cool and fun, and the customisability is nice though I would take issue with the “balancing” of bike parts as the best bike can be acquired only a few hours in and must be bought, where bike parts earned through long quest chains pale in comparison. This annoys me as I believe players should be rewarded more for great deeds than for acquiring currency, besides which the quest bikes look cooler. This is of little importance however as the game is a very casual and chill experience, keeping an excellent balance where it is not strictly challenging but does maintain your focus and attention. This world is full of strangeness and a little sci-fi magic; though I would argue it could use more of this I think that would threaten to overwhelm the player when even this world’s most mundane elements are still stunningly cool. I think a thick coat of bugs covers what is ultimately a magnificent game with many cool things to explore and even marred by its worst features I still had a great time playing it.
27/09/2021: The Matrix
Brilliant. A very cerebral action movie which definitely earns its place as an iconic work of cinema and its clear to see why its influence is so widespread. Fantastic action with a clear and open perspective which utilises the interesting and dynamic cinematography that runs throughout the movie. I particularly enjoy how over the top the fights are in terms of environmental destruction and gestures as a whole, with a great deal of emphasis added by practical effects which I enjoy. Cool characters, good dialogue and excellent performances across the cast. And, an interesting world well-built and designed. The robots particularly are quite intimidating and I like their arthropodal form. All of the design works well to create the feeling of a greasy industrial post apocalypse which contrasts sharply with the boring homogenous simulation, the latter having its own value as a setting due to its familiarity which would’ve been especially prevalent when this film first released. I love the soundtrack, especially the final feature of Rage, but most of all I love how deeply you can read into this film and its meaning. Having watched many videos about it I was primed on the trans allegory going in and it is very clearly a present part of the narrative before even considering the context around the Wachowski sisters and their own experience. It is a very interesting part of the story and plays well into other themes built around deconstructing the illusions pressed on us by our society, drawing strong parallels between the struggles of living as a trans person and fighting against an imperialist capitalist society. It is worth watching for any of its constituent parts but together they form a magnificent work of art.
28/09/2021: Star Wars: Visions
The series is a bit of a mixed bag. It definitely overpromises with its first episode which is of a remarkably distinct style, is incredibly cool and has great wacky moments in addition to tasteful call-backs to the wider Star Wars canon. I love the umbrella sabre, it’s a fantastic idea and there needs to be more of them. From there a few episodes are fantastic, The Elder and the final episode, and id rank the Ninth jedi just below them, but the rest of the series is definitely not to my taste. The wide variety of styles on show are all fantastic and the animation is universally very good, just some of the plots are more childish than I would appreciate and the rest are simply not engaging for me to the point that despite a great deal of spectacle occurring I would often be distracted. It’s worth a look if you’re into animation and unique takes on star wars but I find generally lacking.
Django Unchained (2nd Watch) TW: Discussion of Racism and Slavery
Red Flag: Tarantino Movie is good. Very good. Stellar performances from Jamie Foxx, Kerry Washington, Leo Di Caprio, Christoph Waltz and everyone else in the movie to be frank; a special note for the trivia about Leo Di Caprio’s cut up hand during the dining room scene, a lot of respect for a man who can keep working through that kind of injury. We can go through a Tarantino Checklist say the film is well shot with beautiful environments; has excellent and witty dialogue with good attention to detail and mannerism; and finally has great and gory action which does not flinch from terrible injury and really appeals to a perverse bloodlust that seems to crop up from time to time in normal people. Strangely enough however, I could not recall if Tarantino indulges in his predilection for feet here. This film does indulge in Tarantino’s other predilection however and that’s the N-word, but here I respect it. Unlike his non-period works, the use of the N-word is a facet of slavery just as chains, whips and plantations are and slavery is the subject of this film which seeks to be historically authentic. If anything, the absence of the N-word would be very wrong in this case despite being the project of a white man as without it the film would lack the context of a key form of oppression that still exists today. I think Django does an excellent job documenting and commenting on the institution as it existed in the pre-war period. Django experiences every level of status a black person would encounter in this setting: first a slave, then a freedman, a black slaver and finally a Liberator and the final message of the film is that slavery deserved to be destroyed and any argument made for its return is horseshit which is kind of a “Duh” statement but with the state of modern politics and the state of education in the US it’s something that needs reiterating. You can interpret this beyond the bounds of slavery itself in addition, by arguing that there are existing powers in this world which seek to discriminate based on skin colour amongst other factors and create oppressed minorities for the benefit of a wealthy few with power and should the systems that create this environment be completely destroyed it would be cause for celebration. Beyond this I particularly enjoyed the historical authenticity of the environments, of the very varied biomes of the wilder parts of the US at the time, and the contemporary outfits especially King Schultz’ coat which I desire more than any item of clothing I’ve ever seen. The film is good at building suspense both in the moment to moment and through longer story arcs, particularly the second act, but I do feel like the 2nd act lulls a little, perhaps spends slightly too long reaching its climax. This is a great spectacle of a film which looks and sounds fantastic, puts excellent performances on show, tells a great story and has quite a bit of meaning bundled into it.
29/09/2021: The Road to El Dorado (Unfinished)
Despite not finishing it I think this film is actually really good. It certainly has a few elements which don’t fully gel with me but I enjoyed my time with it; I only felt like I should really be doing something else and that I wasn’t fully engaged with it, potentially as I’m not keen on cons and high stakes acting as it feels like a form of vicarious embarrassment for me which makes me immensely uncomfortable. Personal hindrances aside most everything about this film is excellent, I loved the animation and the very colourful world. The characters were fun, the voice acting good, the constant horniness was a great bonus also. I take issue with the music, much as it’s not my right to criticise Elton John, I feel it would’ve been better fully incorporated into the film. I enjoy animated musicals more when said music is diegetic and I think them beginning to employ non-diegetic music is part of what led to their downfall, outside of market saturation. Additionally, I was not a fan of The Trail we Blaze, just not a song that worked for me. I also appreciate the integration of 3d and 2d animation here as I felt the styles were reconciled better here than in most movies, especially for the time. I might take issue with what seems to be a plot about two Spanish men of the colonial age coming to central America and “enlightening” its people through humanitarian acts and music as that would reflect some troubling attitudes but I hold out hope that by the end of the film they decide to come clean about the lie, return the gold and help defend El Dorado from Cortez and his troops. Its enjoyable, I don’t feel drawn to finishing it though.
30/09/2021: Hunters Moon, Ghost
Here’s a new one, music reviews. This single is pretty good I enjoy it a lot. Opens slow and gentle and rapidly builds into some strong rock with a very 80s feel which scans with Ghosts whole historical rock and metal style they’ve always employed but have gone in extra hard on since Prequelle. The lead riff the track opens on is really nice and I would love to have seen it explored further, but the heavier style that ramps up progressively as the song continues is still great climaxing on the 9/4 post chorus riff which goes hard as fuck and I love that bit especially. It feels like it would be spectacular to witness it live. The bridge is a moment I’m not so keen on, the initial bass work is a little bare bone and overly repetitive but it definitely picks up once the guitar and vocals come in, even if just for the final moments. The final chorus leads into a good finale though I think it’ll serve better on an album version with a transition into another track, as I usually prefer to be fair. Technically I enjoy all of the different sounds and effects employed on all the instruments, especially in that leading riff, all of which are played well with good time. The vocals are great as usual. It’s a great track, I feel it was maybe a little short and could’ve explored some of its musical ideas or given them a bit more time to breathe; perhaps less time could have been given to overrepresented elements like the bridge and given over to work more into the very atmospheric leading riff but this is still a hard and heavy rock track and I enjoy it greatly.
#media#film#animation#anime#comics#music#opinion#i dont know what im doing#Ghost#the road to el dorado#django unchained#star wars#star wars visions#the matrix#sable#marvel#shang-chi and the ten rings#rick and morty#jojos bizarre adventure#the suicide squad#darth vader#300#the bad batch#deaths door#Mass Effect#god i love mass effect#video games
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Kris Wu in Harper’s BAZAAR, July 2020 Issue
“Only when there’s improvement, will you feel alive.”
"A person with his own way of thinking" - more and more people see this in Kris Wu. From starting off with films to continuing on with variety programs, he has skilfully executed his roles with a sense of control, clear self-recognition and steadiness. We see a young man who goes along the path set with his own rules, has definite goals, is dedicated to work, and is constantly improving. In several months' time, Kris Wu will be thirty years old. BAZAAR invited him to share more about his story, and discuss about the past twenty nine years of his life.
In this world, one must be full of vigour
If this is a letter for myself, I think I'll say: For the past twenty nine years of my life, I've lived a life with no regrets. Every task I've done, every decision I've made, the experiences at at every stage of my life, the honour, the applause, the slander... are all indispensable in my journey of growth.
Regretting is painful, and it's hard not to regret. I am well aware that I'm lucky in this aspect. But whether or not I regret, in the end, it all depends on myself.
I have a very straightforward attitude when it comes to my life. I will only do the things that I'm sure I want to do, anything else or other less than ideal alternatives simply do not exist in my field of consideration. Only little kids will have endless choices and dilemmas, as an adult one should set their goals at the highest standard and focus on accomplishing it well.
Therefore, there was never a "Plan B" in my life. I would never prepare a second plan for myself. I feel that this trait of mine is typical of Scorpios, as long as I am set on doing something, I will make sure it's done to the best that I can.
You'd ask, what kind of preparations will I make? Everything. I'll do every kind of preparation that comes to mind. I will be deep in thought about it every moment, every minute, every second, and even in my dreams. This is the kind of focus and effort I give towards my goals.
Before turning thirty, I have already found a very good balance. I'm getting closer towards it, and my goals in life are clearer.
But the "most important things in life" are not set in stone, and change at every phase. I will set long term goals and short term goals. For example music - music is very important to me, it's something which I have invested a lot of time in that I love and am passionate about. At the same time it's my career, my job. So of course, I will continue pursuing it. However, at the same time, this doesn't mean that there aren't any other parts in my life with new directions and new goals. Like racing, it's something that I really enjoy now. I will also continue to set new goals for myself for small things such as this.
I have always strongly believed in setting and following goals, and it is because of them that I am motivated to constantly improve. But thinking about my life as a whole, I'll refrain from prematurely setting an ultimate aim for certain things. Instead, I will maintain an open mind and allow myself to constantly aim for new goals. Also, at any point in time I will not allow myself to become someone without any goals.
Persistently setting goals for yourself and ceaselessly moving forth is the way one can continue to live youthfully and enthusiastically. I think that this is also a good way to maintain a positive mindset. Only when there's improvement, will you feel alive. Otherwise, there may not be much motivation in your life, and it could become very dim.
Since we are in this world, let's live this life with vigour! This has always been my attitude towards life.
Amidst all the recognition from others, your inner voice is what matters the most.
You have to take control of your life
As one gets older, they will gradually realise that although judgements from others may affect a person externally or mentally, this is merely the icing on the cake.
When you work hard, you will receive honour and recognition. But amidst all the recognition from others, your inner voice is what matters the most. Whether you believe the things you do are meaningful or not, whether through doing them you can obtain value, it's your opinion that far outweighs other matters.
So I feel that for many situations, regardless of the outcome, regardless of how much honour and success it brings to you, what's even more important is whether you have enjoyed the process or not.
To me, music is a very good way of expressing myself and allows me to make a mark in history. It allows me to express certain things that cannot be put into words, which can invoke an emotional response from the listener. Listeners who resonate to the song will be drawn towards it, and as a result of our shared similar experiences, bring about "us".
Perhaps one day I'll get old, or not be in this world anymore, but throughout my whole life, all the music I've made will remain, and will still continue to reach people, whether they're still young or already aging. This is really meaningful and important to me. This is a joy that I have found in music, it's a motivation that will spur me on to continue to improve in this area.
Furthermore, you guys will be able to see a very clear storyline and path of growth in my works, which includes my passion towards hip hop now, as well as my love for traditional Chinese style. As I move forth in life, I continue to incorporate my observations and thoughts [into my music] progressively. When you guys look back on my works, you'll be able to find the answers in them.
My love for music has led me to be deeply immersed in related industries as well. Why do I like fashion? It's because fashion is closely linked to music. When I like one industry, I'll pick up all the skills that I can that are possibly linked to it. From singing to dancing, acting, fashion, producing music, writing lyrics, and even taking up directing roles at times. I hope that I can pick up all sorts of skills that are associated with the things I like. After all, it's always good to have more skills.
The more you know, the more you will want to treat the things you're most interested in with the greatest detail of effort and professionalism, as well as open explore new possibilities. Even if one day I am no longer a "popular celebrity", I will still find a place for myself in this world. I can also take a step back behind the scenes and lead the life that I want to live. I feel that this defines a person's values and worth. With such skills and confidence I feel that I can continue to navigate on this path towards the unknown. This is probably why I don't get anxious too easily too.
So you see, it's your interests that will carry you along to further places. These interests are a part of life. Your life is still in your hands, you have to take full control of it. Do the things that you want to do, let the things you truly believe in lead your way. This is what matters the most.
So if you ask what I'm chasing, I'll tell you that I'm chasing the lifelong mindset of non-stop improvement.
I constantly feel as if I'm in the middle of the ocean, not knowing when deadly waves will arrive.
30 is just a number
Actually I don't think that just because I'm turning 30, I've matured a great deal. There are many stages in life from birth till now that have made me grow. Perhaps every two years I'll encounter a somewhat major life problem or unforeseen circumstance.
I constantly feel as if I'm in the middle of the ocean, not knowing when deadly waves will arrive, nor knowing when it will turn calm and tranquil. Perhaps in the blink of an eye the waves become rough and choppy at night, and the next moment at dawn the skies are clear. This is already the norm in my life.
As a result, this cultivated my mindset from very early on in life. My moods wouldn't fluctuate that much, perhaps starting around 20 years old I was already pretty calm and stable. It also wasn't because I was at this age that I began to treasure time even more and work extremely hard, as I had always put in so much effort all this while.
30 years of age is just a number. I'll tell myself, I'm already 30 years old, I have to be more stable. But in fact, I did not define what I wanted to do in certain stages of my life merely because I reached a specific age. I feel that I shouldn't be affected by a "midlife crisis". At age 30, it's still early, after living for another 10 years it probably won't be considered middle aged. Even at that age, one should not use terms such as middle aged, youth, elderly, young person and such to define the stages in your life.
You should define what you want to do at each stage in life. Continue doing what you want to do according to your own pace and you will be fine. As for the things beyond our control - I used to dream of being a professional basketball player, but due to an injury it was not possible. Let it go if it can't work out, there will always be regrets in life.
Gains and losses, strengths and weaknesses are all often experienced in life. Missing something or messing it up it also part of life. When life isn't perfect, you don't have to beat yourself up over it. Because when you begin to do so, your whole system may break down and you won't be able to efficiently think of ways to solve the problem, and things may end up spiralling downwards.
If it's not done well, then continue to try, or switch to an alternate route. Don't rashly choose to berate yourself.
This isn't vanity or arrogance, but a form of self-awareness. If you wish to lead a happier life, you must possess a sense of self-awareness. No matter where you go, you have to stand behind yourself with utmost support, and be your number one fan. You have to say out with confidence: I think I'm still not bad.
Actually, I feel that during this stage in life, I am most curious about the things that I can't do well. The more I can't do something well, the harder I want to work on it. Once I've accomplished it through further determination and actions, I have once again levelled up.
But before that, I definitely have to be interested in the task. If it's something I don't like, no matter how good it is, I won't be envious of it.
This is a form of respect towards myself. Life is short, we shouldn't make do with too many compromises, nor should we waste it.
No matter how good an era is, if you're not in it, it can't be considered good. An era that doesn't include you is meaningless.
There are blazing flames in my heart
There are some people who may think that since debut I was a super idol, a big celebrity that's worlds apart from my peers. But that's not the case, my personal life isn't too different from other young people. I enjoy going out on my own, without a driver, bodyguard or babysitter... and I'll also go out with non-industry friends to shop, eat, and play basketball. I was able to lead the life that everyone had, there was just a little gap due to my career.
Setting aside career, I am someone who is very close to the era of 90s kids.
I feel that this is a very good era, of course, it's not because this era is a certain way that makes it good or not. I believe that: As long as it's an era that I exist in, it's a good era. No matter how good an era is, if you're not in it, it can't be considered good. An era that doesn't include you is meaningless.
Obviously, I still maintain this mindset with blazing flames in my heart. I still believe I'm a simple and pure person, otherwise I won't be racing cars at this age all of a sudden.
However there are many ways to define "pure", and many people believe that when a person is said to be pure, it's because they are good - have not encountered much, is a good boy, a great kid - then I'm obviously not someone who appears to be one.
But I believe that the meaning of pureness extends beyond this.
True pureness exists within your heart, it's whether you have undivided focus towards the things that you are passionate about, leaving behind all other reasons, whether you are still able to put in effort into the things you love, whether you are able to understand this world simply, whether you can treat every person you meet with sincerity, and whether you can face the world with a childlike gentleness and curiosity.
We all feel that once we step into the adult world, everything immediately turns boundlessly complex. But true pureness is understanding all of your past experiences. With such events and turbulent times, if you can continue to maintain pureness in your heart, you are pure.
This is the kind of pureness I possess.
Perhaps it's because my goals in life are constantly changing, and small goals are constantly emerging, so I have always lived a life that's pulsing with vitality, and my galaxy is still blazing. Perhaps it's because I have gone through certain experiences, which surprisingly widened my heart.
Looking forward in life, perhaps I may encounter some stress when I reach 40 years of age. But I feel that even if I'm 40, I'll still be a very cool person, still continue to take part in car racing, and stay immersed in my studio making music. I also think that at that time, I'll probably slow down my pace in life.
Perhaps I'll spend more time to really feel this world at present, travel to places I've never been before, explore more and see more, discover life, experience life.
I believe that [when I reach] that time I will have an entirely different mindset than what I do now. I'm still nervous now because there are certain aspects that I am lacking in. I'm looking forward to having that mindset.
But right now, at 30 years of age, I'll take my blazing flames along with me and race forth!
translation: @wu_yi_fan
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DM Tip #3: Signposting and Player Autonomy
On player hand-holding and plot advancement
One discussion I see pop up time and again in tabletop gaming circles is the classic "Open-world Vs. Railroading" argument. Do you run your games open-world and allow your players to influence that world, or do you run story-heavy games where the players move along a predetermined path to experience a story you've meticulously crafted? While both of these are legitimate styles of play with their own pros and cons, I think many people miss the fact that you can, and in my opinion should, incorporate both of these into how you run games to best fit achieve what you and your players want out of a campaign. Let's run over both extremes and then we'll talk integrating both fluidly into how you run session. This discussion will probably be most useful for inexperienced DMs since most of this is fairly basic, but feel free to read on regardless.
OPEN-WORLD, PLAYER-DRIVEN PLOT: This is a very enticing style of game for a lot of players. Getting dropped into a whole fantasy world with little more than your wits and your companions to keep you alive and win your fortune is very fun, and getting to explore and effect the world as you see fit can be exhilarating. These games often involve a large number of smaller plots happening simultaneously, sometimes with a larger plot tying them all together, many of which directly involve the players or are affected in some way by what they've done. There are obvious pros to running this style of game:
- You have the freedom to include a lot of different things, from plots to monsters to organizations, which is great for DMs and players who have tons of ideas or get bored of doing the same thing easily.
- Player choice is given a high priority and this can greatly improve immersion and player investment.
- When properly run, open-world games can truly feel alive. Story-driven games may tell a great story, but feeling free inside that story is much more rare.
- It's great improv experience!
But, while there's a lot of good to go around here, there are also cons to consider:
- Open-world games are a LOT of work for the DM. Where plot DMs usually start a campaign already knowing where things will be going at any given time, open-world DMs will usually be writing the plot as it happens which means drastically increased amounts of prep if you don't want the stories you tell to come off as shallow and unrefined.
- Not all players do well in these types of games. Some need direction and purpose otherwise they'll just feel lost and listless.
- As the DM of an open-world game, you HAVE to be able to improvise. A DM that isn't a skilled improviser is going to make plot and interactions incoherent and stilted. Names, backstories, connections to people and places within the setting, you need to be able to come up with this stuff on the fly, even more-so than in a standard story-driven game.
- You'll need a fleshed out world to make this work. Even as a skilled improvisor, if you don't have a large world with compelling details and realistic interactions between its people, places, and events, your players will feel it as a lack of compelling choices
STORY-DRIVEN, PLOT-CENTRIC: On the opposite end of the spectrum, you have campaigns that are plot-driven. In these games, players follow a path that takes them through a pre-written story and are generally discouraged from moving beyond the boundaries of that plot. Modules and official campaigns follow this formula, which makes it the "Default" mode of play for a lot of people; when you think of D&D, plot-centric games tend to be what you imagine. As with open-world games, there are obvious pros and cons to playing like this
- The story told will almost always be better, or at least more coherent and sensible, and usually more well-paced. Knowing what is happening and where your players will go with what you give them makes writing compelling content worlds easier. Your twists can be readied far in advance and tweaked to make them perfect. Your NPCs can be fleshed out and perfectly placed. Story pacing will be less difficult to maintain and often more intriguing.
- Campaigns like this are much easier on the DM. You have less prep and the prep you do will be more focused and effective. Instead of trying to flesh out 10 plots in a week, you can focus on making the story you tell the best it can be. A lot of prep time is wound up in moving plot forward and maintaining coherency, and if you already know where things are going that's a far easier mountain to climb.
- Players have less decisions to make! This may seem like a negative, but a lot of groups suffer from choice paralysis or become split on what they'd like to do at any given point. By giving them an obvious road forward and making it the only viable road forward, you bring your players together and give them unity of purpose which is something you can't discount.
Since this is real life and nothing is perfect, let's go over what I see as the major cons of this play style:
- It's narrow and doesn't encourage creativity and player initiative. When your players are given the obvious path forward on a silver platter, they often become complacent and let the plot happen to them instead of guiding the story with their actions.
- These games aren't always good for those of us (player or DM) that doesn't focus well. If your players aren't connecting with the plot happening around them or you're not having fun with the direction things are going, too bad. As a DM running a homebrew game you can fix this if you're not enjoying the path you've laid out for the campaign, but as a player you have little recourse other than petitioning your DM for some sort of shakeup. This is especially difficult with published campaigns because everything is already written down and finalized. If you change things much, that book is no longer going to help you run your game.
- In a lot of circumstances, running these games can make your world feel small. Adventure may be just over the horizon, a new civilization just beyond that border, but those aren't for you. You've got other things going on.
There are plenty of ways to mitigate the drawbacks and play to the pros of both styles, but there are two things to consider before choosing one for your campaign.
1.) What do your players want? This is a session 0 or pre-session 0 question. If you start with a foundation your players will enjoy, you're already on your way to running a successful campaign. What you want is important as well, but if what you want doesn't align with what the players want maybe you should reassess the viability of running that game with those players. Even if your players are having a great time, if you're not enjoying yourself it will become obvious and the game will feel tedious. Remember, D&D is a collaborative game; EVERYONE should be having a good time, not just the players and not just the DM.
2.) What are you and your players equipped to handle? Do they have the motivation to push a plot without hand-holding? Do you have the time to effectively run that game? Does your world have the content for that kind of game? Even if you and your players want to run an open-world game, if you can't commit to making it work then the odds are it will fall flat fairly quickly.
From my experience with both game styles, I can say with some amount of confidence that some degree of hybridization of the styles will usually be the answer to this question. Since every group and every game is different, the best I can give you a couple of pointers and let you take it from there.
- The illusion of choice is a powerful tool. Even if there’s a choice of ten different towns for the players to go to, you only technically need to build one; the one they choose to visit. If you build a dungeon and then your players choose not to check it out, they’ll never know if you reuse it later on. This can help you keep up with the large amount of prep that open world games require while preserving the experience for your players.
- Figure out how important the story, alongside other elements of game play, is to your players. The more important they find the story, the more you should consider playing a linear game. When beginning a campaign, I have my players rank these different categories from 1-7 in order of importance to them, 7 being the most important and 1 being the least. By doing this I can get a numerical ranking of different aspects of the game and build sessions that will best cater to their desires and expectations. - Combat - Social encounters - Puzzle solving - Dungeon crawls - Story - Side-quests - Loot
- Build the beginning and end of the story, but let your players fill in the middle. A gentle guiding hand can connect even the most random events with a little finesse, so even if your players are choosing where to go, the fact that you’re influencing your player’s choices may as well mean you’re calling the shots.
- Even if you hand-hold your players at every turn of the story, you can give them choice in the form of non-essential side quests. Sprinkle these bad boys throughout the story and have the outcomes of the party’s decisions have some call-back further into the story. Proper management of side quests can go a long way toward making a railroad seem more scenic.
- Have your players visit somewhere exotic at some point in the campaign. Doesn’t matter if it’s only brief, moving beyond the boundaries you’ve set for the campaign can make the world feel much larger.
Ok so that was very long and rambley and probably nothing the pros out there don’t already know, but I hope there was something in the non-sense that may help a new DM decide how they want to structure their first game. Being prepared for what you’re getting yourself into can make actually getting into it a lot easier lol. (Art by Grimley Fiendish)
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Twitch and The Gaming Industry
In the reading by Burroughs and Rama, the authors examine the convergence of gaming and virtual worlds facilitated by the streaming industry. Especially within the recent years, both the gaming and streaming industry have observed a rise in popularity globally, as games are becoming increasingly regarded as a virtual social space because it is a platform through which users can gather virtually and interact freely in the online community, transforming it into a participatory environment, mirroring social realities through an online cultural experience. The authors posit that streaming is a medium through which the boundaries between communication, social communities, and gaming environments are blurred, converging the social and commercial aspects of both the streaming and gaming industries. Hence, the streaming industry further blurs the boundaries between the production and consumption of gaming and virtual worlds, where we must examine game-streaming industries in order to tease out how audience adoption and participation becomes a critical mode of spectatorship, participation and play. The authors study Twitch as one of the most prominent live-streaming platforms that offers any user an opportunity to kickstart their own game-play streaming career, with promising monetary benefits through large amounts of audience engagement and spectatorship. Therefore, by encouraging Twitch streamers to establish their own audience participatory community through live-streaming gameplays, the platform essentially bridges the gaps between the real world and the virtual world, further enhancing the appeal of live-streaming consumption among global audiences. Hence, the authors highlight the significance of streaming in gaming culture and how it has encouraged broader adoption of live-streaming as the dominant mode of video game consumption.
I couldn’t agree more with the authors and the points that they have raised on how live-streaming gameplay has become the ‘trend’ of video game content consumption. Personally, I am an avid user of Twitch, where I watch Twitch streamers play a variety of games, from Among Us, to Valorant, to Grand Theft Auto. (I tend to follow a few streamers and watch them stream any game, because personally it is the social appeal that motivates me to use Twitch, rather than an interesting game) Firstly, Twitch has gained so much popularity in the industry of streaming, mainly due to its many affordances that encourage an active participatory culture between streamers and viewers. It is exactly this participatory culture that blurs the boundary between gaming environments and real-world communication and interaction. Whenever a user purchases a subscription from a streamer, there will be a real-time notification on the streamer’s monitor that says ‘so-and-so has subscribed!’ and this notification prompts the streamer to read it out, thanking the subscriber for their participation. Additionally, there are even Tiers of subscription that count as a form of donation (Tier 1 is the cheapest at a few dollars, while Tier 2/3 tend to cost 50 usd), and with each donation, the user is able to write a short personalised message to the streamer. Personally, I follow a Twitch streamer called Sykkuno, and I recall that it is precisely the appeal of inducing an emotional response from him that motivates users to subscribe and donate to his channel. Whenever he receives donation, he would go “Oh geez, that’s a whole bunch of money! I could buy one days’ meals with this, thank you so much (insert name).” Consequently, the comments would be flooded with comments from the audience, advising him to eat proper food, instead of cheap microwaved food, which he previously mentioned, makes up the majority of his daily consumption. The comments would steer the conversation topic mid-gameplay to food, where he casually describes the meals he has eaten prior to streaming. It is observable how streamers are able to use the affordance of Twitch to earn income, exploring their own methods to further drive monetization from their audience base. Through engaging their audiences in conversation related to the real-world while simultaneously gaming, Twitch streamers are able to create an environment right in between the virtual and the real world.
Another interesting point of discussion that I would like to engage in, is the feature of proximity chat, available on most games that Twitch streamers play on stream. Proximity chat is a feature that mimics how sound travels in real-life, but in a virtual gaming environment. Proximity chat affects the audio within games, such that when another player is coming closer to you, their voice gets loud, and from the direction from which they are coming. The further they are, the softer their voice. Proximity chat feature hence bridges this gap between the real and virtual world, making virtual spaces feel much more physical. Greater awareness of distance proximity within games allowed players to make sense of their virtual environments through audio cues that allowed better visualisation, and voices were consequently less disembodied. This means proximity chat hence allowed users to perceive virtual environments in a physical sense. Therefore, for both the streamers and their audiences, integrating voices with virtual spaces increased player and audience immersion as it bridges the gap between physical and virtual worlds. One such game that has skyrocketed in popularity following the introduction of this proximity chat feature is Among Us, one of the most highly streamed games on Twitch. It is one of the most appealing among Twitch audiences because it is inherently more of a social experience than a video game. The mechanics of the game revolve around in-game social interaction: moving around, killing players, group discussions. The audiences enjoy not the excitement of gameplay, but rather observing the social interactions between the players, as well as social interactions with the streamer as they interact with their audiences mid-game.
Hence, the cultural content both produced and consumed within the virtual borders of the streaming platform highlights how audience adoption and participation have become a critical mode of spectatorship, participation and play.
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The Best Games of 2020
https://ift.tt/eA8V8J
Despite how almost every other aspect of the year went, 2020 was a landmark year for video games. Not only did it see the release of highly-anticipated titles like The Last of Us Part II, Animal Crossing: New Horizons, Ghost of Tsushima, and Cyberpunk 2077, but 2020 also marked the beginning of a new generation of console and PC gaming with the release of the Xbox Series X/S, PlayStation 5, and new GPUs from NVIDIA and AMD. We even got a new Half-Life game this year!
What would’ve made the gaming year ever better? Big-name video game companies could have done more to eliminate development crunch and be more transparent about their business practices with customers and the press. And we definitely could have all been nicer to each other.
But video games also helped keep us connected when we couldn’t see our friends and loved ones in person. They helped us travel to new and interesting places when we couldn’t leave our homes. Most importantly, all 20 games on our best-of-the-year list made us feel excited about this medium at a time when it was so difficult to enjoy anything else.
To that affect, Den of Geek is celebrating 20 video games our contributors and critics, as well as our community of readers, voted as the very best of 2020.
20. Star Wars: Squadrons
For the last decade or so, most Star Wars games have focused on the power fantasy of being a lightsaber-swinging, Force-wielding Jedi. That’s all well and good, but for a long time it seemed like everyone forgot that some of the most beloved Star Wars games of all time were actually space shooters like X-Wing vs. TIE Fighter and Rogue Squadron. In many ways, Star Wars: Squadrons is a throwback to those games, both in terms of gameplay and design. Controls are a pitch perfect mix of arcade simplicity and strategy, requiring quick thinking about whether to focus your ship’s power on attacking or defending.
Squadrons is also much more tightly focused than other recent games from large publishers, with a breezy yet enjoyable single-player campaign, and a multiplayer mode that, while light on modes, eschews the more annoying modern conventions of the online PvP like invasive microtransactions. But Squadrons is not stuck in its old school ways.
If you have the hardware for it on PC or PS4, you can jump into the cockpit of any of the playable ships for one one of the most immersive VR modes around. Similar to how The Mandalorian has rejuvenated the live-action side of the Star Wars media empire, Squadrons is a perfect mix of all of the best things we’ve always loved about Star Wars video games, and everything we want them to be going forward. – CF
19. Journey to the Savage Planet
Science fiction writers have long held on to this idea that, if and when humankind eventually colonizes the universe, it will do so as some sort of united, utopian entity, like Starfleet. But that future seems less and less likely every day. If and when humanity spreads across the stars, it will likely be messy, absurd, and profit-motivated. Journey to the Savage Planet wallows in that type of future. As an unnamed human (or dog, if you choose), you’re dropped onto the planet AR-Y26 by Kindred, the fourth biggest intergalactic exploration company with the simple goal of collecting as many resources as possible and leaving.
The Metroidvania gameplay loop of crafting equipment to access new areas is compelling, a rarity for 3D games in the genre. And it offers plenty of surprises too. You’ll start off with the typical blaster and scanner before eventually unlocking a grappling hook that lets you swing around levels like Spider-Man. But it’s style that ultimately lifts Journey to the Savage Planet above so many other games released in 2020. For one thing, the world and the fauna you’ll encounter are incredibly unique, and well, alien. And the regular live-action updates from Kindred beamed directly to your ship are among some of the funniest and most bizarre cinematics out this year in any game, providing plenty of motivation to see this journey through to its end. – CF
18. Half-Life: Alyx
As VR gaming continues to evolve, it’s becoming clear that the technology is more than just one truly great game away from widespread adoption. If that were all it took, then Half-Life: Alyx would have put a VR set under a lot of Christmas trees.
It’s truly wild to think that we got a new Half-Life game this year and that it sometimes feels like the game’s release was barely a blip on the cultural radar. While its somewhat muted debut can be attributed to its VR exclusivity (and the fact it launched at the onset of a global health crisis), Half-Life: Alyx surpassed all possible hype by offering a truly incredibly narrative-driven adventure bolstered by some of the cleverest uses of VR technology that we’ve ever seen.
Half-Life: Alyx isn’t the first great VR game, but Valve’s glorious return to form does shows how VR can advance fundamental elements of gameplay and storytelling rather than just show familiar games from a new perspective. – MB
17. Carrion
The indie game space is where you typically see the most experimentation, and this year proved no different when the gruesome and morbid Carrion released back in July. Highly inspired by the likes of John Carpenter’s The Thing, Alien, and other cult classic horror films known for their excellent use of practical SFX, this platformer cleverly flips the script, putting you in the role of the monster to dispatch helpless scientists in the claustrophobic depths of an underground lab as an ever-growing amorphous blob creature. What follows is a brief but effective 2D platformer that is fast paced and delectably gory.
The controls could have made controlling the creature a real pain, but Phobia Game Studio recognized that the key here was letting you move swiftly through the levels. As such, gliding through vents to take down scientists from above or underneath quickly becomes second nature. Encounters still pose a good degree of challenge, however, thanks to the heavily armed soldiers that show up later in the game, but this never stops Carrion from fulfilling every horror aficionado’s devilish fantasy of being the bloodthirsty monster. – AP
16. Kentucky Route Zero
Calling Kentucky Route Zero an homage to classic point-and-click adventure games is technically correct, but it doesn’t come close to doing the experience justice. Kentucky Route Zero is more like a poem or fable in video game form. It’s a feeling, a distillation of what it’s like to come of age in the Great Recession and its fallout over the last decade. Kentucky Route Zero is an epithet for rural America told through a fever dream, an examination of a version of rural Appalachia where talking skeletons and robotic musicians live alongside gas station attendants and truck drivers.
Nothing about Kentucky Route Zero fits the typical confines of what we expect from a video game, and that includes its release. Developed by a team of only three, the first episode of the five-episode experience was released in 2013, but the final product was only realized in early 2020. That lengthy development cycle meant that the game’s scope and story could grow to only better encapsulate this moment in time, and the final product stands out as one of best games of the year. To say more is to spoil its excellent story. – CF
15. Tony Hawk’s Pro Skater 1+2
Though it’s been a hot minute since skateboarding games dominated the console space, Vicarious Visions’ excellent remake collection of the first two Tony Hawk’s Pro Skater titles was a reminder of how the entire series captured a whole generation of players in the late ’90s and early ’00s. Whether it’s grinding down rails, performing kickflips, or landing the gravity-defying 1080 on a vert ramp, everything in Tony Hawk’s Pro Skater 1+2 feels and looks exactly as you remember it but touched up with modern flare. That’s the mark of any great remake, and why this game in particular was the best example of the practice this year.
Classic skating locations like Warehouse, School and Downtown have all been faithfully remade from the ground up for a 21st century audience, effortlessly delivering the same thrills and balanced challenge as they did before. The fact that select mechanical features like reverts, which wouldn’t arrive until later entries, have been retroactively added is also a nice touch, instantly making Tony Hawk’s Pro Skater 1+2 the definitive way to experience these skateboarding classics. – AP
14. Ori and the Will of the Wisps
The fact that Ori and the Will of the Wisps managed to usurp the critically acclaimed 2015 original in most design aspects speaks to just how well Moon Studios has mastered the art of the Metroidvania. Whisking players off on another tight 10-hour journey set within a mystical forest full of secrets to discover, this 2D adventure gives off a fantastical vibe in a way few others do. It’s an expert blend between smart combat mechanics, highly polished platforming, and emotional storytelling. That it runs at a silky 60 fps both on Nintendo Switch and Xbox is the cherry on top.
The major improvements Will of the Wisps makes over Blind Forest relate to saving and combat. Whereas previously it was the responsibility of players to lay down specific checkpoints, progress is now more in line with other 2D platformers and less punishing. Combat, meanwhile, has been completely revamped with the inclusion of special charms and upgradeable skills, most of which result in more flexible enemy encounters. These tweaks are implemented without ever compromising on Ori’s core hook of magical exploration and challenging platforming, instantly making it one of the best Metroidvanias out there. – AP
13. Call of Duty: Warzone
Call of Duty: Warzone was a natural and perhaps even necessary evolution for the long-running shooter franchise, carving out a space for it in the ever-crowding battle royale genre. While it’s largely derivative of battle royale titles that came before, the staggering 150-player count, always excellent CoD controls, top-notch presentation, and flexible cash system have made it eminently popular and fun for casual players and series vets alike. The CoD fan base feels vibrant again after years of stagnation in the shadow of breakout titles like PUBG and Fortnite, and that’s without going into how Warzone has revitalized the franchise’s presence in the streaming space.
One of the best facets of the game’s design is that the large player count all but ensures that, even if a player is new to the genre or series, the chances of them being the absolute worst player in the field is very low. Better still, the “Gulag” respawn mechanic opens up the possibility for ultimate revenge should you earn your way back into the match, which is a nice way to up engagement for those who suffer disappointing deaths.
The game doesn’t feel quite as dynamic or high-stakes as some of its competitors on the market, but it’s definitely one of the easiest to pick up and play. It’s no wonder Warzone has expanded CoD’s already enormous audience over the course of 2020. – BB
12. Astro’s Playroom
With launch lineups mostly filled with graphically enhanced releases of last-gen games, the release of the PlayStation 5 and Xbox Series X has been more than a little underwhelming. The one bright spot is Astro’s Playroom, a little first-party Sony game that received virtually no pre-release hype and comes pre-installed on every PS5.
While at first glance a typical 3D platformer, Astro’s Playroom soon reveals itself to be a fantastic showcase of what’s possible with the new DualSense controller. In one level, you’re feeling the resistance from the controller’s adaptive triggers as you spring jump through obstacles dressed as a frog. In another, you’re expertly moving the controller back and forth to climb walls in a robotic monkey suit. Even just standing in the rain causes the controller to pulse ever so slightly with each drop. And all of this takes place across worlds celebrating the entire history of PlayStation, where you collect classic consoles and accessories, culminating in an unexpected boss battle throwback to an original PSX tech demo.
Astro’s Playroom may be short, but it’s an oh so sweet and exciting taste of what’s possible with the power of next-gen consoles. – CF
11. Doom Eternal
It would have been easy for Doom Eternal to be more of the same. After all, 2016’s Doom became the surprising gold-standard for single-player FPS games by virtue of its clever writing and gameplay that blended the best of classic and modern design concepts. Yet, Doom Eternal proved to be something much more than “the same but bigger.”
With its arena-like levels and resource management mechanics, Doom Eternal sometimes feels like a puzzle game set in the Doom universe. While the transition to this new style can be jarring, you soon find that Doom Eternal is speaking the same language in a different dialect. The brutal brilliance of a classic Doom game remains but it’s presented in the form of a kind of FPS dance that puts you in a state of pure zen once you figure out how to make that perfect run through a room full of demonic baddies.
Four years after Doom showed this old franchise could pull off new tricks, Doom Eternal proves that this series is at the forefront of FPS innovation once more. – MB
10. Demon’s Souls
Although initially released in 2009 for the PlayStation 3, Demon’s Souls would help define the next generation of gaming by establishing the Soulslike genre, which has influenced everything from recent Star Wars games to The Legend of Zelda. The “problem” is that the legacy of Demon’s Souls has been sort of eclipsed by the accomplishments of its successors.
That’s the beauty of the remake for the PS5. Aided by the power of the console’s next-gen hardware, developer Bluepoint Games pays homage to one of the most historically significant games of the last 15 years while wisely updating it in ways that show that the foundation of FromSoftware’s breakthrough hit remains arguably the best entry in a genre that isn’t exactly lacking in modern classics.
In a year where finding a next-gen console proved to be more difficult than any Soulslike game, Demon’s Souls remains the best reason to battle the bots at online stores in the hopes of joining gaming’s next generation as soon as possible. – MB
9. Fall Guys: Ultimate Knockout
There were multiple times this year where couped-up players relied heavily on “bean” games to help maintain a human connection. Before Among Us dominated the Twitch streams, it was Mediatonic’s intentionally clumsy and hilarious Fall Guys: Ultimate Knockout that had us competitively raging with our friends. It did so by merging the wildly popular battle royale genre with the inflatable-fueled antics of early ’90s game shows, where dodging swinging hammers and battling giant fruit against 59 others became the norm for a few weeks – all in the pursuit of winning a highly coveted crown.
Needless to say, making Fall Guys free to PS Plus subscribers for a month turned out to be a genius marketing move, urging everyone to hop into the game’s inventive gamut of levels and make a fool of themselves. Much of what sets it apart from other battle royale attempts is its low-skill barrier to entry, and thanks to frequent seasonal updates, new unlockable outfits and fresh mini-games always being added, bumbling to the top of the pack as a colorful bean remains consistent fun. – AP
8. Animal Crossing: New Horizons
It’s not an exaggeration to say that Animal Crossing: New Horizons should be included in history books about the Covid-19 pandemic. Releasing just as lockdowns were being instituted across the globe, New Horizons provided the escapism we so desperately needed while quarantining, attracting not just the usual Nintendo fanbase, but even those who had never played games in the past but were now looking for something to occupy their time at home. Whether we played it with friends or alone, New Horizons provided the routine and distraction that so many of us needed in a world suddenly thrown into chaos.
Of course, it helped that New Horizons is the best Animal Crossing game to date, with tons of new ways to customize your island (and yourself). And as Covid-19 restrictions have stretched much longer than many of us anticipated, New Horizons has kept pace, with Nintendo releasing a steady stream of new fish to catch, fruits to harvest, and events to participate in throughout the year. It may not be the game that everyone wanted, but New Horizons is the game that 2020 needed. – CF
7. Cyberpunk 2077
When Cyberpunk 2077’s legacy is written, there’s no doubt that the opening chapter is going to focus on the bugs, technical shortcomings, and empty promises that have turned what looked to be one of 2020’s guaranteed hits into one of modern gaming’s most debated debuts.
Yet, the reason that this game’s initial issues will likely not ultimately define it is that Cyberpunk 2077 reveals itself to be a special experience whenever you’re able to play it without crashes or bugs ruining your experience. From its stunning side quests that revive one of The Witcher 3’s best elements to its shockingly human narrative, Cyberpunk 2077 regularly showcases the undeniable talent of the individuals who battled internal and external factors to deliver their vision.
Cyberpunk 2077’s technical problems wouldn’t hurt as much as they do if there wasn’t a truly great game at the heart of them that people are begging to be able to play as intended. – MB
6. Final Fantasy VII Remake
The pressure was on for Square Enix from the moment it announced Final Fantasy VII Remake back in 2015. For those who obsessed over the original back in 1997, the prospect of a remake was the stuff dreams were made of, and this year we finally got to relive Cloud, Aerith, Barret, and Tifa’s grand adventure (the first act of it, at least) with fully updated, well, everything. Astonishingly, the remake actually lived up to expectations and delivered not just a faithful update to the original game but a modern RPG that stands as one of its generation’s best regardless of nostalgia.
The key to Square Enix’s success was its approach, which aimed not to duplicate the experience of the original game, but to capture the essence and spirit of it while using modern game design to deliver the story in a way that doesn’t feel retro or rehashed at all. The game looks dazzling by 2020 standards (Midgar never looked better) but doesn’t compromise the integrity of the original designs, and the real-time combat—arguably the biggest departure from the original—is a blast to play.
Time will tell how exactly Square Enix will follow through with the rest of the remake as we enter a new console generation, but in the meantime, they studio has left us with a terrific reimagining of the most celebrated title in the studio’s expansive oeuvre. – BB
5. Assassin’s Creed Valhalla
Ubisoft deserves credit for keeping a franchise like Assassin’s Creed, which is 13 years old at this point, thriving in an industry that is flooded with more open world games now than it ever has been. The series is always competitive in the genre, and Assassin’s Creed Valhalla proves why: it’s as refined as any of its predecessors and delivers a balanced experience with a rich world to explore, tons of strange stories to uncover, and a mash-up milieu that combines the eerie atmosphere of 5th-century England with the otherworldly spectacle of Norse mythology.
No open world game is perfect, and Valhalla certainly has a handful of shortcomings. But it’s a bloody good time to play, and there’s so much to do that there’s no question that you get your money’s worth. Eivor’s quest for glory and domination is also arguably the most cinematic story in the entire AC catalog, with some truly breathtaking cutscenes that rival those found in more linear games that can’t sniff Valhalla’s scope. Some of the more otherworldly moments in the back half of the game are pure, unadulterated, nonsensical fun, and overall, this is one of the best entries in the series. – BB
4. Marvel’s Spider-Man: Miles Morales
Insomniac is one of those studios that you can always rely on to deliver fun, polished games that shine in every category, and Marvel’s Spider-Man: Miles Morales only adds to the team’s sterling reputation. Building on the already brilliant formula the studio created with the original Marvel’s Spider-Man, Miles’s story is one of loss, friendship, identity, and the strength of the Black and Hispanic communities of Harlem.
The side-quel is also one of the best launch titles arguably ever. While it is a cross-gen game, the PS5 version is currently the best showcase of what next-gen gaming is capable of from a visual and performance standpoint. You won’t find a better-looking New York City in any other video game, period, and Insomniac’s outstanding animation work looks insanely good when bolstered by the PS5’s considerable horsepower. Miles plays differently than Peter Parker did in the original game as well, with his Venom Powers giving enemy encounters a new feel and rhythm.
Insomniac outdid itself with an excellent follow-up that would’ve been a forgettable DLC expansion in the hands of a less ambitious studio. But Miles Morales is one of the best modern-day superhero characters ever created, and it’s only right that he get a game that lives up to his greatness. – BB
3. Hades
The popularity of roguelikes has been calmly bubbling up for years now, yet only in 2020 did it truly become mainstream thanks to an ideal balance between gameplay and story as demonstrated by Hades. Players who previously took umbrage with the genre’s nature to wipe out all progress at each run’s end suddenly had a reason to jump back in, now inspired by Zagreus’ various tries to escape hell and overthrow his eponymous father. This alone sees Hades tower over most of its peers in terms of balance, further backed up by rewarding gameplay and a gorgeous comic book art style that makes the well-worn mythological Greek milieu feel fresh.
Developer Supergiant Games proved its penchant for creating flexible mechanical loops in prior titles, and in many ways, Hades feels like a culmination of all those ideas distilled in one neat package. It’s a great example of semi-randomized systems layering perfectly on top of other systems, until players eventually find themselves completing runs using distinct weapons, upgrading persistent abilities and slowly discovering which of the god’s many boons gel best with one another. Hades is always a hellishly good time. – AP
2. Ghost of Tsushima
The concept of honor has never been explored in a game as lyrically and philosophically as it is in Ghost of Tsushima, Sucker Punch’s story-driven samurai epic. Jin Sakai’s grand adventure is both brutal and beautiful, stretching across the grasslands and snowy peaks of the titular island, as he pushes the oppressive Mongol army out of his homeland, all the while wrestling internally with the kind of man, warrior, and leader he ultimately wants to be.
This game is outstanding on so many fronts that it’s difficult to list them all here. Visually, it looks so stunning that anyone who walks past your TV as you play is all but guaranteed to stop and stare for a while. The combat is fast and challenging, the stealth mechanic is on-point, the score is sweeping and sentimental, the character models are incredibly realistic, the online multiplayer mode “Legends” is actually a blast to play…and the list goes on. This poetic, pitch-perfect modern masterpiece is emblematic of the soulful, cinematic storytelling PlayStation Studios is known for, and it’s a wonderful way to send the PS4 off into the sunset. – BB
1. The Last of Us Part II (Also Reader’s Choice)
You can’t even say the name of our 2020 game of the year without sparking numerous debates that often make it nearly impossible to have a productive conversation about the game itself. That makes it that much more tempting to somehow find a kind of middle-ground that will “justify” the game’s lofty position to everyone regardless of where they stand.
The thing about The Last of Us Part 2,though, is that its divisiveness is very much part of the experience. Naughty Dog’s follow-up to arguably its greatest game is a bold attempt to live up to the franchise’s legacy by furthering what came before while trying to find its own way. Much like Ellie herself, The Last of Us Part 2 doesn’t always make the right decisions. Yet, at a time when bigger budgets are seen as an excuse to play it safe, The Last of Us Part 2 impresses through its willingness to present a big, bold, and personal adventure that is often anything but what was expected.
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Anyone can generate a little controversy by saying something stupid, offensive, or hurtful. The beauty of The Last of Us Part 2’s controversy is that it stems from a heartfelt attempt to advance the conversation through indie-like passion and big budget production. – MB
The post The Best Games of 2020 appeared first on Den of Geek.
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THE VIGIL - Review
Distributor: IFC Midnight
SYNOPSIS: Having recently left his insular religious community and Low on funds, Yakov (DAVIS) reluctantly accepts an offer from his former rabbi and friend (LUSTIG) to take on the responsibility of an overnight "shomer," fulfilling the Jewish practice of watching over the body of a deceased member of the community. Not totally comfortable with the job, Yakov slowly begins to settle in for the evening at the recently departed's dilapidated house to sit the vigil. However, he quickly begins to realize that something is very wrong.
REVIEW: THE VIGIL is based on Jewish mythology and set in Brooklyn's Hasidic Borough Park neighborhood. The characters speak in both English and Yiddish. You might think a story immersed in all this ancient cultural lore and ritual might be a bit alienating. However, that is far from the case. Filmmaker Keith Thomas does an outstanding job of crafting a tale that transcends culture to deliver a small story of epic proportions; the tale of a haunted young man who must face that dark night of the soul. What he must ultimately face and overcome is so sinister that it means not just his salvation, but also that of the man’s soul he is being paid to simply pray for.
What makes THE VIGIL a powerful cinematic masterpiece is the brilliant work between the filmmaker, Keith Thomas, and his lead actor, Dave Davis. When we think of award worthy films that toil in the horror genre (Misery, Silence of the Lambs, The Omen, The Exorcist) what forever etches them into our zeitgeist is the cumulative effort of the filmmakers, talent, score, effects, and design work that empowers the film to speak to those universal aspects of our human condition. It doesn't matter where the main character lives, the language he speaks, or our cultural differences. Thomas and Davis allow the viewer to not see Yakov as the other, but as ourselves. They create sequences/performances that grant the viewer access, to identify and feel empathy for this character's pain and suffering, and fear the peril he is in. They allow us to join Yakow on his journey, which elevates the terror threat and enables us to experience the sheer dread.
THE VIGIL is one of those rare occasions where everything comes together. A very simple location is transformed into an all consuming nightmare through lush cinematography, fantastic framing, and skilled editing. Simultaneously, we feel the weight of the evil presence in the house, an oppressive burden upon Yakov, as the camera also captures claustrophobic moments. It is a poetic juxtaposition that seducers the viewer and keeps us on edge.
There are times when I reflect on the early work of genre filmmakers and the creatures they’ve terrorized us with. They were able to do so much more with less and simplicity of design. In THE VIGIL Thomas presents us with an organic creature design. It is sleek, simplistic, and yet still terrifying. He builds up our expectations by playing with the other elements at his disposal. Like a skilled card player he allows us to see what he wants us to see, is adept at bluffing, and lands our fears with the big reveal. I truly admire the setup and design employed here.
The last layer to this journey into terror is a magical score by composer Michael Yezerski. His work here is not simply to create music, or musical queues, but is also part of the sound design that both enhances the environment and plays on our emotions. He employs a variety of instruments and sounds that run the gambit of the score spectrum. There are times that we hear something that sounds middle eastern, which slow morphs into something industrial sounding. It becomes techno, like something from Vangelis or Tangerine Dream. It can swing around to a traditional film score, and ends a classical piece, in the tradition of composer Havergal Brian. It is one of my favorite scores of the last five years and it adds so much to the film.
THE VIGIL is a contemporary masterpiece of horror cinema. It is an emotionally charged spiritual journey that doesn’t end with the credits for the viewer. Much like Yakov, we have been affected by this encounter. Who we are and where we go from here is a new story. For ultimately we are all Yakov. It is even a more powerful metaphor in this tumultuous time, but truly a timeless horror classic.
Cast: Dave Davis, Menashe Lustig and Lynn Cohen Crew: Director / Screenplay - Keith Thomas; Producers - Raphael Margules, J.D. Lifshitz, & Adam Margules; Cinematographer - Zach Kupersteim’ Editor - Brett W. Bachman; Score - Michael Yezerski; Production Designer - Liz Toonkel; Costume Designer - Nicole Rauscher; Official: www.thevigil.movie Facebook: www.facebook.com/IFCMidnight/ Twitter: twitter.com/ifcmidnight / #thevigil Trailer: https://youtu.be/YsMcckth7oU Release Date: February 26th, 2021, in Select Theaters, on Digital Platforms & VOD.
**Until we can all head back into the theaters our “COVID Reel Value” will be similar to how you rate a film on digital platforms - 👍 (Like), 👌 (It’s just okay), or 👎 (Dislike)
Reviewed by Joseph B Mauceri
#film news#movie news#review#thevigil#ifcmidnight#keith thomas#dave davis#joseph mauceri#joseph b mauceri
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