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#I let the NPC soldiers die when I did this on level
elgaladwen · 1 year
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Yeah, Amazon!! ...Wait.
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thesffcorner · 2 years
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Dark Parables: Rise of the Snow Queen
The third game in the series, and it is by far my favourite one. This is really where Blue Tea Games hit their stride; the art direction and aesthetic of the series became solidified, it has the best written story, excellent level design and a really good bonus game. It’s also the first game that introduces Parables, which provide another collector’s incentive, and add to the lore. 
I both think that Snow White is the most complex and interesting character, and that this is the best best written story in the series. It’s an emotional and dark tale, while also tying in with the previous game. It also has the most satisfying ending. It’s also the only game in this series where the exploration and puzzle solving really are designed so that you slowly piece together what is happening in the castle. There is no Briar or Ivy telling you to go to a specific part or find a specific thing; everything you learn you learn organically from exploring the castle, and even when the other characters give you information, they have gotten it from the same clues you have. 
Speaking of characters, this is the first game that has proper NPCs. Marie and the bodyguard did exist, but here, the characters are present throughout the whole investigation, and actually contribute to your quest. Unlike Briar Rose or Marie who you had to rescue, Kay, Gerda and Noah are proactive members of this tale, and even the other children we meet impart information or clues. It made this world feel so much more realized now that we know other people live in it, and when we have characters we care about at stake. 
So let’s get into it. Like before, the game starts with a cutscene, this one of two children playing in the snow. The Snow Queen appears before them, and hypnotizes them with a golden apple; a moment later a beast takes them away. 
Once again, you are the fabled Fairytale Detective, this time traveling to the Mountain or Snowfall Kingdom in Switzerland. During a snowstorm, all the children from the nearby villages have disappeared. Your guide, Noah, takes you to the gates of what was once the Mountain Kingdom, and asks you to find his son Kay who has also disappeared, giving you a photograph of him.
The first thing you find is an envoy from the Underground Kingdom, (before it was, you know, underground). James has sent his soldiers to capture the Snow Queen, but the soldiers were ambushed and killed. I wonder if James knew at this point who the Snow Queen was, but even if he didn’t, I really like this detail. It shows us that James was willing to fight to get his child back and hadn’t just given up on him. 
Inside the castle, you see statues of the Queen and the Mountain King. This is odd, since the Queen isn’t exactly a positive figure for the locals. You also see a blonde child running around the castle grounds. She leads you to a crypt where you find 2 children who warn you that there is a beast around, and the other children are in the palace. You also see a memorial to a young Prince, seemingly, Snow Queen’s child. 
The beast is indeed watching you, and after you find a piece of an emblem that can get you inside the palace, he creates a snow wolf to keep you away. Defeating the wolf nets you an ice stone, which is going to be rather useful. Sidenote, if you thought James was a dick for letting you die in the caves, the beast tries to kill you 3 separate times, one of which involves putting you in a freezing cell with an already dead body. 
Inside the palace you follow a soft humming to the Snow Queen who has found Kay. She sees you, and erects a wall of ice, preventing you from reaching Kay. While looking for a way to the Queen, you run into the blonde child again, whose name is Gerda. She is Kay’s friend; when the Queen took all the children she hid, and has been trying to rescue him. She tells you she can sense magic radiating through a door, which requires a golden apple to unlock.
Looking for the apple takes you to the astronomy room, where you find a statue of the beast which morphs back into the Mountain King, as well as, many tomes on something called the Silver Moon which happened to coincide with the children’s disappearance. 
You find said apple, and just as Gerda tells you she has figured out how to tell when the beast is close (the air becomes warmer), she gets taken. Inside the room you find a golden tree, full of apples. Eating a golden apple puts the person under a trance during which they don’t remember what they did, and the Snow Queen has been feeding the apples to the children, trying to find a Golden Child. 
A Golden Child is blessed with the ability to be immune to all magic, and lift curses and charms with their tears. Their powers manifest during a Silver Moon, and the Snow Queen has been trying to find one for centuries. Just thinking about how many children have died in her search is a somber thought. 
In the workshop you find notes on a balcony the King requested be made for the Queen, that can only be opened by a pendant. You use it and witness Gerda push the apple away from Kay. The apple reverts back to being ordinary; Gerda is the Golden Child, not Kay. The Snow Queen grabs Gerda, while the beast knocks the detective out. 
You wake up in a cell, next to the previously mentioned dead body. Remember that ice stone? This is where you use it to escape, but not before you learn from your jail mate that the False Mirror is responsible for turning Snow White into the Snow Queen, and the King into a beast. If you have been reading the notes and paying attention, you already know that the King has ordered the real False Mirror be hidden in the treasury (there is a replica in the workshop). The False Mirror reflects and amplifies the worst qualities of the person; even its own creator was afraid of its power. 
Armed with this knowledge, you find the treasury and where the kids are being held, locked in an ice cage. A girl tells you the Queen has Gerda, and Kay has escaped yet again. He is actually hiding in the vault, and you manage to activate a portal that takes you to the edge of the Kingdom. 
Kay tells you that he stole a pendant from the Queen; he thinks it has to do with the crypt. Noah promises to return with supplies and rescue the kids, while you go explore. Inside the crypt you find the sleeping body of Snow White and the Frog Prince’s son, Prince Gwyn. 
The following is more or less the story of how we got here: Snow White was the daughter of the Mountain King. Her father married the Wicked Queen and bought the Truth Mirror as a gift. The Mirror showed the Queen that Snow White was the fairest and the Queen cursed her. Prince James saved Snow White from the curse and took her to his Underground Kingdom, while the Wicked Queen, cursed herself, escaped. 
James and Snow had a son, Prince Gwyn. One day while playing, Gwyn was attacked by a monster, and James’ guards weren’t fast enough to save him. On the brink of death, Snow White fed him a golden apple, placing him in eternal slumber, neither dead nor alive. No one James called could help the child, and blaming him for his fate, Snow White took him and stole away, back to the Mountain Kingdom. The King, already feeling guilt over failing to protect Snow once, tried his best to help Gwyn, but couldn’t. Whether James altered his curse in an attempt to save his son, or Snow White herself cursed him, is unclear. 
Desperate, Snow White heard about the False Mirror, the Truth Mirror’s twin and found it. The mirror, using her desperation, tricked her into wearing a shard, and giving her father one which cursed both, reflecting their worst qualities: overwhelming grief and cold in Snow and rage in the King. The Kingdom fell apart, the King murdering his council after they tried to execute Snow, his  most loyal of soldiers freezing to death, and the rest of the subjects escaping. The Mirror told Snow White that to get Gwyn back, she needs to fix it, and the only thing that could fix it is the tear of the Golden Child. The Mirror’s real intention is to reflect her grief and despair onto the world, plunging it into an eternal, frigid winter, as revenge for being locked away. 
Noah returns and tells you to use a headlight on the watchtower to show him where the children are being held. Again you are attacked by the beast, and you use the tower bell to shatter the mirror shard, freeing the King from his curse.
Noah helps you break the children out, and gives you an ax, passed down through his family that can cut the magical vines in the solarium. Inside, you find the Wicked Queen’s cottage, and the true power of the False Mirror. You also learn that there is another portal in the astronomy room, which takes you to the Mirror’s hiding place, where you find Snow, Gwyn, Gerda and the King, gathered around the False Mirror. 
Snow White forces Gerda to cry, ignoring the King’s attempts to reason with her. The Mirror rains a snowstorm on the castle, and the wounded King tells you to find pieces of a magical hammer that can destroy the mirror. He helps you forge it and you use it to shatter the mirror, releasing Snow White from her curse. 
Overcome with guilt for all she has done, she cries for her son; Gerda cries with her, and her tears wake Gwyn. Snow White and the King thank you, and you and Gerda depart. 
Bonus Game: Hansel and Gretel
The bonus level is the first one where you play as someone other than the detective; as this is Hansel and Gretel, you play as Hansel. All my praise for the base game translates to the bonus level too; my only issue is that it’s just very, very simple. 
We start with Hansel and Gretel being abandoned by their stepmother in the Ogre Woods. They stumble onto a Gingerbread House, where the Evil Witch takes Gretel. Hansel has to find a way inside the house. 
After you help an injured ogre, you get the key and inside you find Gretel trapped in some kind of glass box. The Witch’s servant, an imp asks you to free it and he will help you save Gretel. To do so you must first defeat a giant spider and find a potion from the Moon Goddess. This is also the second appearance of the Blue Tea Thief, this time having perished via said spider, Sheelob style. 
The imp tells you about an eternal sleep potion you can make which requires several ingredients. You also learn that the Witch tricked the Fairy Moon Goddess into drinking a potion that leeched all her magic and then was trapped in a statue in the forest. After you put the Witch to sleep, the Goddess returns and makes you, or rather Hansel, the first Golden Child. 
Overall, this game is good. The story is engaging, the gameplay is tight, all the characters are complex and likable, the magic has rules and there is some clever subversion of fairytale tropes. The idea that a mother’s love can blind someone so much that they can destroy the world for their child is very fairytale-esque, and I really liked that both King and Snow acknowledge that they have done terrible things to protect each other and save Gwyn. 
The only minor complaint I have is the fairytale logic of the Mirror being evil because it grew angry with its creator for being locked away, but like… it’s a mirror. Why does it have feelings?
With a smash hit under their belt, and 3 successful games, it was time for Blue Tea to step up their game in the ambitious:
The Red Riding Hood Sisters
Introduction
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blakistan · 1 year
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Right okay so I picked up Elite Dangerous for the first time in a while, been enjoying ground missions and all (somewhat.) and then, right. I get a mission, threat level zero, barely any payout, just doing doing it to get access to one of the Odyssey engineers. Legal mission, just gotta go restore power to an evacuated settlement. I’m en route, I get a message that there’s some salvagers there that I should take out (note - they’re criminals, the mission is still legal, killing them is legal bounty hunting). For SOME REASON the fucking SYSTEM AUTHORITY SHOWS UP and open fire on ME (I have no fines or bounties for any faction in the system) so now I’m fighting twenty-something well-armed soldiers when I was supposed to be fighting six dirty scrappers with pistols. And because EVERY combat capable NPC uses the same designation system, the same behaviors, the same voice lines, etc and don’t get faction tags, I can’t tell who I’m shooting. Obviously I get killed and fail the mission (way outgunned, not a chance of even escaping let alone winning) but now I guess I grazed a cop or something and I have a small bounty with the local faction in charge. Not a huge deal but outstanding fines and bounties mean I can’t access a lot of services, and any time I die under any circumstances I respawn not at my ship, not at my last visited station, but at the nearest prison barge (which is fuck-off lightyears away). Normally what you do here is go to a station with an Interstellar Factor contact. They let you pay off fines and bounties from foreign (explicitly foreign) factions for an additional fee, without additional legal troubles. But EVERY SINGLE ISF within some 100-somthing lightyears is owned by the faction I have a bounty with. Which I can’t pay it off without also getting shipped off to the nearest prison barge which is, of course, fuck-off lightyears away. What the fuck. Why did the ENTIRE LOCAL POLICE FORCE descend on me while doing legal humanitarian work. The fuck.
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kitkatopinions · 3 years
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(Rabbithole Anon) Y'know, I was going to send in an ask about just they could have made a compelling way to show how some people may have become hunters through pressure rather than an age excuse if they wanted to say some people weren't ready (joining to protect a friend who wanted to be one, wanting to travel for a variety of reasons, it being a general expectation but the person being hesitant) but it led to me wondering wait, would certain careers require a hunting lisence?
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Okay, I love this rabbit hole. XD It illustrates a couple of RWBY problems here and it's the fact that they often are lacking in the character development/character journey department, and that they're often lacking in the world building department.
We actually have plenty of characters that can serve as examples for people who maybe should've thought twice about entering the Academy (when they did.) There are people who entered the Academy for the wrong reasons/not noble reasons, people who entered the Academy during a time they might not have been ready, and people who would be full on dangerous with a Hunter badge, and most of our mains fall under one of these categories (though mostly the first two.)
Ruby - Two years below the standard age of her class. Whether or not she was at the skill level of a first year (she was,) and whether or not she'd received special training from Qrow (she had,) Ruby was still essentially a kid, and her mind and body both hadn't developed completely. Ruby should have been traumatized after the Fall of Beacon and been allowed to show that more as a character, she should've had straight up PTSD, she should've been allowed to have emotion in Volume 4 than Jaune's sidekick who makes sad eyes when she sees him grieving. Weiss - Her main motivation for joining Beacon was to reclaim her family legacy. Yes, her desire was to reclaim it and use it for good, but it was still arguably more about personal and familial glory. On top of that, Weiss has been blatantly anti Faunus and has never so much as addressed that. Weiss's character journey should have reflected more personal growth, and either her unlearning much of her Faunus racism and clearly changing priorities from her name and family legacy and onto the actual people in need, or her flaws should've led her into being more of a morally gray character who displays her selfishness and pride (in a way that's actually addressed and treated like a flaw.) Yang - She expresses admiration for people like Ruby who want to help people and be kind, but her main point in becoming a Huntress was getting thrills and going where the wind takes her. She didn't join Beacon for any sort of serious purpose, and even when she rejoined Team RWBY in volume five, it was to be with her sister and not because of her own morals (not that I think she's lacking in morals, just that her main motive was different.) This could lead to her having to figure out a lot of what she actually wants, being unsatisfied with being a Huntress in Atlas, being in over her head when things get serious, being more mentally exhausted than the others after long days, etc. Jaune - Wasn't ready to enter Beacon. Idk if he just wasn't allowed to go to a lesser combat school like Signal or if he flunked out, but he wasn't up to scratch to get into Beacon and cheated his way in. On top of that, he lacked in the emotional maturity department as well when he entered. Jaune was a little more invested in his own appearance than Ruby was, but still seemed to have similar good reasons for wanting to be a Hunter. And he did grow a lot. But he was much less prepared, skilled, or equipped to deal with the training or the career and it's a miracle he didn't die in the initiation. Granted, Jaune was handled arguably better than anyone else, since a lot of this was addressed, but these days it feels like it isn't actually playing a part in his character anymore that he's way below the people around him, and I feel like it should still be impacting him. Penny: Honestly, Penny seemed very newly born during the Beacon Arc. She might have been combat ready, but she also started spilling secrets to the first person who was a little bit nice to her, and was clearly naïve and childlike. Imagine if it had been Emerald that had befriended Penny instead of Ruby. Penny dying and then getting resurrected should've been deeply traumatizing for her and it should've made her undergo some major changes and been treated with importance in the show. Qrow: Literally wanted to be a Hunter in the first place to try and learn how to murder Huntsmen. He might have changed later and it’s not exactly relevant, but he arguably shouldn't have joined when he did either. Meanwhile, Nora's just one big mystery, because we don't know why she joined, and Ren likely joined for good reasons, but neither of them have ever actually talked about their motivations. The only character we can safely say joined for noble reasons and who was up to scratch and ready when she entered is Blake, who also had good reason to not fully trust the system she was working with, so there could've been complications and character interest there as well.
Please don't get me wrong, that doesn't mean I don't think the others should've been in school, I love that they were! I just think the writers should've explored the various ways they might've been not fully ready, not completely well suited to the job they took. The characters are allowed to be flawed and to flounder and it'd make them more full, nuanced characters imo.
On top of that, we have other Hunters to look to as well, outside of our main cast. Cardin, for example, was a terrible person, still in school and already abusing what little power he had to target a member of an oppressed minority group and blackmail other kids into doing his bidding, while plotting revenge on someone for correcting him on his anti-Faunus answer to a question. People like him should not be Hunters, and he was arguably our first sign (of many signs) that the position of Hunter can and will be taken advantage of and misused by bad people. And although the After the Fall/Before the Dawn books aren't canon, while reading BTD (I haven't finished it yet,) Coco and all her team members but Velvet also struck me as people I wouldn't want to be Hunters and wouldn't want to wield any sort of power. Coco is proudly described by one of her friends as sadistic, lets her unfounded opinions of people cloud her judgement, shows respect and admiration towards criminals, and enjoys her classmates being afraid of her. Fox is self-described as sadistic as well and is a bully who tried to use a classmate's phobia against them in a brute-like interrogation. And Yatsuhashi is leagues above the two of them, but also bullied Neptune despite saying the words 'I don't want to be a bully' and threatened him.
There are so many ways the writers could've explored people who went to Beacon too soon, weren't ready, or entered for the wrong reasons. Instead, outside of one conversation in season two about the girls’ motivations and Ren exploding that Jaune cheated his way into Beacon all the way in season eight, it seems like the only take away we're supposed to get is 'all these kids are officially the thing they wanted to be in the beginning and they're all amazing at it, woo!' No acknowledgement of the fact that they could use higher education still, that some of them are still immature or naïve, that some of them are still below the combat level they should be in, that some of them kinda haven't done super well since they left Beacon (cough Ruby cough.) It's all just... Flat, lackluster. And meanwhile, characters like Cardin were written out of the show easily. We've had plenty of examples of corruption in the Hunter business, but the show hasn't paid any attention to that and still is treating being a Hunter like the only true noble goal and the only good and non-corruptible way to defend people, despite the fact that it clearly isn’t. Being a Huntress is not better or safer or more noble in-universe than being an Atlas soldier/Ace Op/Atlas hunter. I’m not saying that all of this needed to be featured, but exploring the differences in motivation and how the Hunter lifestyle affected the various mains could really flesh out their characters. Instead, by the time everyone is heading to Atlas in volume six, they all pretty much have the same reactions to everything and the same motivations and the same beliefs. The rare deviation - like Ren in volume seven and eight - is treated as bad and a mistake that must be rectified, rather than... A natural consequence of the group being full of different people with different upbringings and different motivations that result in different opinions. That sort of thing is only ever explored as a problem that makes someone lacking, and it’s really weird and it makes the show feel... Juvenile, and lacking in nuance or depth when it comes to the characters, which is a really big shame, since the characters have a huge amount of potential and exploring the differences between them and their reactions to being in way over their heads would be - I think - the natural place to take their characters? Especially because so far their storyline has been... Not the highlight of the show.
But, as for how semblances and Hunters should impact the world building, there’s a lot to say about that! They don’t explore a lot in RWBY outside of what’s relevant to the mains, leaving the world building feeling flat and like the world itself doesn’t matter much. RWBY often feels more like a video game world than anything else, which I believe @why-i-hate-rwby-now has pointed out, so credit to them for helping me realize it. There’s one large location per continent and a couple small villages where they only really talk to a town leader and village blacksmith, or encounter a fight, relevant NPCs and characters only going to certain locations that can further the plot, characters only mattering through the ways they interact with the protagonists and seemingly getting benched with nothing to do if they aren’t currently plot relevant, health bars that can be monitored over scrolls, every weapon and semblance has a name even if that name isn’t ever mentioned in show or might not really make a lot of sense, frequently encountered enemies of various threat levels who the characters can plow down without remorse because they’re not sentient or don’t have souls... The list goes on. But one of the ways that it feels very video gamey is that the magical powers actually don’t seem to impact the world.
We know people can have auras even if they don’t have semblances (Mercury, Torchwick, Watts,) and we know lots of even grown people don’t have auras (the citizens of Mantle in danger of dying of cold while our aura having mains aren’t,) but also that auras can be unlocked, by well trained seventeen year olds (Pyrrha,) and we also know that semblances can be unlocked from a very young age due to trauma (Ren, Neptune in EU) but some people are born with their semblances (Qrow and notably Blake use language suggesting they were born with their semblances,) and some semblances are passed down or hereditary (the Schnees.) Semblances can be passive (Qrow, Clover, Ironwood in word of author,) and uncontrollable, or active (almost everyone else,) and some semblances have carried personal negative effects like in the case of Qrow who was even named for being bad luck and Robyn who said people were on edge with her because she can sus out the truth via skin contact when she wants to. Also Mercury’s father was able to somehow take away his semblance.
That’s... Pretty much the extent of our knowledge and it doesn’t tell us much. What RWBY does is give each character abilities that make them iconic and different from each other as fighters, with a shield function that wears down slowly to explain how they can take certain hits and keep going while also allowing them to eventually suffer higher damage when that shield wears down. They had a character get this shield ability unlocked to explain the existence and function of it, and featured some characters who didn’t have the super powered abilities like Roman, an early enemy meant to herald in new, harder enemies who are more plot relevant, and Mercury, who makes up for it by having higher speed and functions exclusive to him through his prosthetics. And then they seemingly built a regular world unaffected by these powers. It sounds like a video game. Civilians just don’t have this power or the shield because they act as non-playable characters. In a way, it almost makes sense to me in conception, because when RWBY was originally created, it was high on visual appeal, fight choreography, and character design. The plot elements were small and the character stories seemed to be pretty simple, the only real complication to this being the White Fang plot, which has always been a major blight in RWBY. But one of the reasons why this video-game feel kinda worked at the start of RWBY was because the story and characters weren’t meant to be the focus of the story, so although the world building at the start was definitely lacking, the audience knew that things like auras and semblances were meant to hype up and add interest to the main highlights of the show: Design and fight choreography. At least that’s what I assume. But in volume three, they started to lay the groundwork for more, bigger plots, more focus on the story, the characters journeying to the outside world, undergoing personal arcs, and that’s what V4 and onward started focusing on.
To be clear, I don’t think that’s necessarily a bad thing. I started really liking RWBY for its potential and concepts after getting through the first couple episodes of V1, but I actually really enjoyed quite a bit of V4 and V5 even though the design drastically changed and the fighting had gone way down in quality because I found some of the new focus on characters and the plot to be compelling, interesting, or to also have a lot of potential (though I was let down over and over in regards to pay off later.) However, with the new focus on the characters and storyline rather than design and fight choreography, they really needed to do some legwork on fixing the aura and semblance systems and paying attention to world building and making sure the world felt well put together, nuanced, and real. And I don’t feel like they ever did that.
Why is Pyrrha able to unlock auras? Well, because the writers wanted to explain the concept of auras and used Jaune - the unprepared - to do it. But now, auras are actually an important part of the story - for example, the people of Mantle don’t have unlocked auras, so will die of cold, but it doesn’t affect our heroes because they do have unlocked auras. So who can unlock auras? Is it a learned skill or is it hereditary? If it’s a learned skill, why isn’t everyone eager to learn it especially in places where it’s life or death if they don’t like in Atlas? If it’s a hereditary skill, why aren’t the people who have that skill put on a pedestal and being pressured into using that skill to save civilians in places where having an aura is the difference between life and death? In either case, why aren’t there people who professionally unlock auras? Why aren’t they on the pay roll in Atlas and Mantle? If it’s a skill that all powerful hunters have, why aren’t our heroes (who we’re supposed to think are now more powerful than Atlas’s best) unlocking auras for dying children in Mantle? Why don’t specialists and longtime fighters with Qrow, Winter, Robyn, Maria, or James have this ability if it comes with skill, time, or talent?
Why are semblances unlocking or morphing in times of trauma so rare? Why didn’t the Fall of Beacon unlock loads of new semblances and new semblance abilities? Why didn’t Ruby get a new semblance upgrade when she saw Weiss getting stabbed? Why didn’t Weiss unlock a new semblance ability when her plane was crashing? Why didn’t Pilot Boi unlock his semblance during the same occasion? Why is it that Jaune didn’t get a semblance upgrade when the light bridges were disappearing? Why didn’t Blake get a semblance upgrade when Yang fell into the void? Why did Ren get a semblance upgrade because he was upset while with the Ace Ops after Oscar got captured, but Nora doesn’t get an upgrade while she’s electrocuting herself? If semblances sometimes unlock in times of truama, why is it that some characters like Oscar and Torchwick and Jaune pre-V5 who we know have encountered lots of trauma just still don’t get semblances? If you can train your semblance into upgrading, why is it that we don’t see long time hunters and fighters unlock more semblance abilities, like Qrow, Winter, Robyn, Maria, or James? It just doesn’t make any sense! And I get that stories always have things happening just because the writers want it, but in RWBY, the hand of the creator is so obvious that it’s ridiculous.
And then there are other questions. Do people avoid bad labor practices out of fear of causing a semblance awakening? Well, from what we see of the SDC, the answer is no. So why not? Why weren’t they worried about an uprising? Work rights becomes a lot trickier when you have to add in tons of qualifiers. Maybe it’s illegal to use a semblance at work, but the SDC also has a history of child workers like Adam who can’t always control it (like Neptune couldn’t control his,) so are there laws protecting child laborers? Perhaps not, since you know, they were already child laborers, so were already suffering unchecked. Are there laws forbidding the use of semblances in government buildings, non-combat driven schools, or parks and libraries? And meanwhile, how would any of this apply to people with a passive semblance? How do you figure out that someone has a passive semblance? How do people know if they’re born with a semblance? Are there people that spend their whole lives having semblances that never get discovered? Do people have semblance detection... Semblances, that they get paid to use or do so out of charity? Did the Schnees rise to power due to their powerful and hereditary semblance, perhaps? Are people discriminated against if they don’t have semblances or pressured to become Hunters if they discover they do have semblances? Shouldn’t civilians in Mantle and Atlas be joining combat schools in droves in the hopes of unlocking an aura so they can better survive? And shouldn’t there be discrimination against people with certain semblances? Outside of Robyn saying she’s personally experienced mistrust, and Qrow’s self-hatred, we don’t see any real prejudice against certain semblance types, or for that matter, any praise or extra significance pointed to certain other semblance types. It would go a long ways towards world building if there were things like people having to divulge their semblance or lack thereof before entering Beacon, or for people to have to register a semblance evolution, or for Emerald to have lied about her semblance because “everyone knows illusion semblances automatically draw suspicion,” or for Qrow to comment that he’d never seen Clover in a Vytal Tournament, only for Clover to say his semblance was deemed ‘cheating’ back when he was in school so he hadn’t qualified. And on the flip side, you could have things like semblances being judged as better and more powerful based on how useful it might be, Pyrrha keeping her semblance on the DL because it’ll just bring more unwanted admiration on her, Sun keeping his own semblance on the DL too because it always make people put a lot of expectations on him, while Neptune’s semblance leaks and he deals with people treating him like he’s selfish and cruel for not wanting to use his own “gift of a semblance.” And people like Jaune could be bullied extra because he doesn’t have his semblance yet, and people in the stands at the Vytal Tournament could be chatting about “when are they gonna pull out their semblances?” and get annoyed and pouty when people don’t. To be fair, we do get things like Mercury’s father having declared his semblance a crutch, but... Still. why isn’t there more of this?
And we see the need for Hunter protection in villages like Kuroyuri and the village that Team RNJR stops to help on the way to Mistral. Small villages outside of the four kingdoms fall to Grimm, or are in danger of falling to Grimm. Ships get attacked by large and dangerous Grimm, we see (corrupt) Hunters on the train to Argus, accompanying for safety, and we see that with a rise of Grimm activity in Mantle, Hunters are dispatched to help kids travel to school. In a world like RWBY, fighting is essential for survival outside of the Kingdoms, and became very essential in the kingdoms as well once schools started going down. You’d assume there should be Hunters accompanying everyone traveling outside of the Kingdoms, resident Hunters living in villages outside the Kingdoms as their on-hand protectors (and more than one Hunters seems to be needed.) Hunters also could be extra protection for anything that’s definitely going to increase negativity, like hiring Hunters to bodyguard funerals seems like something that could be normal in the world of Remnant, and for visiting graveyards (we see Ruby get attacked by tons of Grimm when she visited Summer’s grave in the red trailer.) On top of that, celebrities and rich people hiring Hunters seems like it’d become pretty common. But all that we see outside of Dee and Dudley are traveling Hunters stopping to help people out of the goodness of their heart while they go place to place, and Kingdom Hunters who are assigned to things like border control, clearing out Grimm near or in the Kingdoms, and things like that. What we see is a Kingdom-centered morality complex our protagonists are one hundred percent invested in, Hunters are Kingdom driven and anything outside of that is a kindness, a job they can take or leave in passing. And on top of that, it seems like there aren’t a lot of people in the Hunter profession, and I feel like there should definitely be more. There are people like Jaune who didn’t make the cut but accepted that, we can only assume that there are drop outs too, so like... How many kids are there actually in a year at Beacon? I mean, look at where the Relics were found in the forest during initiation at Beacon.
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This gives us a rough idea of how many people are in each year at Beacon. Assuming everyone graduates school and there’s no drop outs and no deaths, that’s a graduating class of twenty. That’s a very small number, comparatively. The job of a Hunter is dangerous. We know of Hunters that died (Summer, Pyrrha, Amber.) We know a lot of Hunters that have other jobs that take a lot of their time (Glynda, Ozpin, Robyn,) and lots of people who quit being Hunters too (Maria, Tai, Raven,) and Hunters who aren’t always on the field like Qrow who was a teacher for a stretch and acted as Ozpin’s spy, the Ace Ops who became part of Ironwood’s inner circle and therefore had a bigger picture, and even all of Team RWBYJNR, who got their Hunter licenses but are also more concerned with bigger picture stuff (if you don’t believe me just look at volume eight where JRY stopped defending Mantle to go rescue Oscar, and Team RWBN + Penny, who were involved in big picture stuff like launching Amity and then saving Penny the Maiden/their friend.) So out of a class of twenty, how many of them are even staying on the field? For a show pushing the narrative that Hunters are the ultimate saviors who are the only true good defense for the world, that condemns even the notion of an army... Like they villainized sending Team FNKI onto the battlefield while also treating it like proof of Ironwood’s evil when he didn’t want to stay and fight when Team RWBY said to, and also made Ironwood’s desire to move into having a robotic army to get soldiers off of the battlefield part of his... Over reliance on machinery, which is full on suspicious considering their ableism towards Ironwood and the fact that he literally has to rely on machinery, but that’s a topic for a different post and this one is already so long. But yeah, my point is that we’re meant to see the army as bad. So if we’re meant to see Hunters as the only true and pure form of defense (which is already off because we know it’s corrupted,) there ought to be way more people in the Hunter field.
As for the schools, we only know of a couple of schools that exist outside of RWBY as combat schools that seem to act as basic training before people go to Beacon. We know of Signal, the school Ruby and Yang went to that Qrow was a teacher at for awhile (I have lots of teacher Qrow headcanons, but sadly Qrow being a teacher wasn’t very well explored,) and we also know of Sanctum in Mistral and (in the EU) Oscuro in Vacuo, presumably one of these existing in Atlas as well. I personally headcanon that there are a lot of these smaller combat schools littering the whole of Remnant (but then again, I also headcanon that the Kingdoms of Remnant are bigger than just one very large city, lol) and that a lot of people attend these schools even if they don’t go on to join one of the Hunter Academies, but this isn’t necessarily supported by canon, I think. But as for other schools...I think it’s fair to assume that there are at least elementary schools, since everyone can read, write, and presumably do basic math, and what we do know is that Ilia went to a prep school in Atlas (which was info dropped in Blake’s pre-V5 trailer, not even stated in the show proper,) so we can probably safely say that people who don’t go to the Huntsman academies go to some form of high school, but you’re right that we don’t see this actually in action. I personally always headcanon that Whitley had a tutor, since Jacques wanted to avoid too much outside influence.
I am so sorry that this response got so away from me and I myself got into so many rabbit holes as well. XD I just have a lot to say about the world building in RWBY (or sometimes lack thereof.) Although I admit that I’m not as into or as good at analyzing as blogs like why-i-hate-rwby-now, but yeah, this is... A very long post. Sorry!
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dungeons-and-damnit · 3 years
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heath time
20. What did they dream of “growing up” to be?
23. What is their role in the party? Not just their class on a meta level, but among the individuals who make up your party?
32. Do they have any expectations of how they might die?
Oooooo these are good ok;
20: So for context of this Heath grew up in a family of soldiers and his late grandfather held the position known as Iron Master, which is basically the highest honors a soldier can hold and is one of the 3 leaders of his home. So growing up in such an influential family and knowing he'd have to compete with his older sister for the title he always wanted to be Iron Master just like his grandfather. (though chances of that are uhhh slim at best rn)
23: I love this ok lets start with the meta and get in character; Heath is an Ancestral Guardian Barbarian, which for context is a subclass that focuses on crowd control, drawing aggro, and reducing damage to allies and pair that with the mobile feat and we got a 50 speed per round disadvantage machine, so in a group with a War Cleric and Lycan Blood Hunter he's one of 3 tanks and is usually focused on drawing the biggest targets towards him and keeping his squishier party members on their feet.
In terms of in character Heath is ironically the face of the party most of the time, despite his -1 charisma and our bard. This is mainly because of who I am as a player, I really enjoy engaging with the NPCs and getting to know them. But also because Heath is someone who had very little friends growing up and is all of a sudden massively humbled and branded a wanted criminal by his home (for the alleged murder of the aforementioned grandfather) so he's def lost a lot of his more abrasive attitude. This has the fun effect of the barbarian is usually the one trying to talk our way out of combat with bandits and the like, offering a chance to buzz off before he starts up. He does have a habit of being over confident and thinking he's right in his assumptions and while sometimes he is, not always. Resulting in some headbutting with the other members, but he's always first to jump into the fray, be it political talks or a fight. (He'd prefer the fight though)
32: While I don't think he contemplates his own death a lot, he initially assumed it would be in defense of the people he cares about, or of old age with his family. After his grandfathers death, and exploring the world and met some of the gods, I would say he's more focused on whats to come next in life before he's ready to face death.
Ok!! This ended up being a little long but thank you so much for asking about my boy I appreciate it! When you play a character for close to 2 years you end up having a lot to say about them!!
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nautilusopus · 4 years
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Why do you hate the remake? The ending?
AMONG MANY MANY MANY MANY MANY MANY OTHER THINGS
AHEM:
the ending
the way everyone’s character is botched
this goes triple for poor cloud and tifa because they literally aren’t allowed to have either meaningful character interactions or character development because they CAN’T because this is the first five hours of the game stretched into 40 hours so we can’t get into nibelheim yet because we have to “save” it
the fact that this is the first five hours stretched into 40 hours and thus is largely padding
the handling of sector 7, where we go from watching actual people we care about die to seeing literally zero people die at all and also we evacuated the slums so it’s cool
especially egregious considering the game made us do so many stupid sidequests in the (way too clean and sunny) slums to get attached to these npcs only to kill literally zero of them
they still kill barret though so they don’t have to have him fight jenova with everyone else because he’s not a REAL character, let’s get him out of the serious moments. except they can’t kill barret so he’s back immediately due to time bullshit, great
on a related note, the complete and utter lack of any real stakes
the way aeris has fucking future knowledge
the way the vii universe, due to the addition of Fate, now has the judas problem. if the planet can literally fucking control fate why didn’t it just keep jenova from landing? why didn’t it keep shinra from becoming a thing? the only answer is that jenova and shinra are intended to do the things they do and thus are actually under the planet’s control and are not accountable for their actions
the fact that this is sephiroth’s motivation now or something, instead of the actual personality he used to have where he acted as a foil to cloud with his inability to accept unpleasant truths about himself and instead creating a grand narrative for himself where he has not been victimised by unfair and unglamorous circumstances and responded to this by making bad choices
the fact that fate is now a concept in this game at all and how completely and utterly fucking insulting that is and how much of a disservice it is to everything the original stood for on a fundamental level. a game that was literally about how there is no inherent meaning in some grand scheme, and that on a cosmic scale we are insignificant and the planet doesn’t give two shits if we live or die, so therefore we must create our own meaning, small and irrelevant to vast forces like the inevitability of pain and death as they are, and that the meaning we create with other small and insignificant human beings is nonetheless something with value, and that in fact it is harmful to try and pretend there is some vast cosmic significance to your actions and that there doesn’t have to be because your life having value to you is enough, especially in the face of something as absurd as the inevitability of death and pain, now has fucking fate in it. actually, cloud DOES matter on a vast cosmic scale! everyone’s deaths do! and in fact those deaths are unnatural and you’re going to prevent them! hooray!
this is yet another narrative, following in the footsteps of harry potter and the new star wars trilogy, that pretends to be about a nobody going on to defy odds anyway only to turn around and say actually lol no they were special the whole time.
cloud’s handling in general even outside of that. aforementioned lack of development aside, he’s simultaneously way too chilly and way too casual with everyone, with the most meaningful interactions he gets to have being shallow fucking flirting with tifa and him walking around making put upon faces with aeris
the fandom thirst over literal sex traffickers
the fact that this was marketed as a remake when it is AT BEST a series reboot that relies on you having played the og to understand what the fuck is going on half the time
* the utter lack of reading comprehension among the fans that still somehow think they’re going to get other “iconic og moments” remade. did you fuckers miss the ending somehow? about how we’re doing none of that actually? about how they’re going to Defy Fate? you aren’t getting those moments. period. the entire fucking game and ending is literally about that. about how we’re going to Prevent All The Bad Things
the fact that the above was done because they clearly started out trying to actually remake the gam, realised they bit off more than they could chew, and then went LOL NO PROMISES at the last minute with some kingdom hearts bullshit that would let them wiggle out of any long term plot commitments at any time (and also shoehorn zack in because of fucking course he’s here too)
pacing pacing pacing. aside from the atrocious padding problems, you’ve also got sephiroth showing up and mugging the camera every three minutes, because he has to, because this is the first five hours of the game so they need to cram him in there anyway regardless of what it does to the story or no one will buy their stupid game. also they drop the “cloud was never in soldier lol” WAAAAAAAAAAAAAAAAAAAY too fucking early, jesus christ. good to know any kind of subtlety is just out the fucking window entirely now
what they did to poor sephiroth, easily the worst handled character in this whole mess. sephiroth sweetie i’m so sorry holy shit
whatever the fuck they were doing with cait sith
taking a big old fucking dump on any themes and meaning the original had in general which i won’t get into too much because it would take forever but you can read more about that here
how they handled shinra and avalanche, or rather how they didn’t handle it and made everything as black and white as possible
jessie’s thirst is extremely annoying and i’m over it
the fact that the fanbase keeps trying to simultaneously go “no it’s only the first chapter of course there’s no explanations” in response to pacing criticisms while also trying to go “no no they had to make it feel like a full game” in response to massive fucking story changes that only served to bloat the pacing
because they can’t bring up nibelheim yet, in this forty hour game (but still have time to go Zack Is Alive Now Also There Is Fate) tifa has no motivation or personality or connection to cloud and barret to speak of. also where the fuck is her anger, holy shit. she regrets joining avalanche? she isn’t
the fact that the fanbase is not only fine with all these changes, changes which again are being made directly in the name of profit to the detriment of good storytelling, but also are even pushing this as the “intended, fleshed out” version of the story they always wanted to tell but couldn’t
bad soundtrack, fight me
midgar and especially the slums look boring
the turks are good now uwu
no Trail of Blood sequence. again, pacing issues. this was meant to be your introduction to sephiroth to set the tone and establish how dangerous he was and how he was the REAL bad guy, but because we’ve seen him every three seconds at this point the whole sequence got cut and it was one of the best sequences there was
the fact that the interviews repeatedly indicate to me that they don’t seem to understand that not every goddamn irrelevant detail needs an explanation (a problem they seem to have carried over from crisis core so that’s great) but that they don’t seem to care about things that DO need explanations and that zero genuine thought was put into the worldbuilding
the way barret’s treated as a joke by the narrative when he’s literally fucking correct
the obsession with Realism (TM) to the point where it creates more tone problems than it solves at times (cloud can fucking fly in cutscenes but can’t hop over a two foot fence)
LET CLOUD BE A DOOFUS YOU COWARDS
about the only character that made it out with their personality intact was aeris and even she’s gone and had her motivations scuttled so it doesn’t matter, yaaaaaaaaay
i can’t fucking believe the remake has made me AVOID fics with jessie biggs and wedge in them. before it was a marker of quality. look what you’ve done.
cloud has an apartment now instead of living with avalanche in the basement. this is also done in the name of Realism but also kind of sucks away the charm imo and makes it that much harder to buy any of these assholes as found family
the timeline of all of this no longer taking place over like three weeks is once again a result of pacing issues. i’m sure this won’t bite us in the ass at all.
god remember when we thought roche was gonna be the worst addition? simpler times
also roche
and yeah the whole ass ending, complete with homage to the ending of ffvii period with the weird doctor who brain tunnel that makes no fucking sense to be here and is only gonna confuse people who don’t know this is supposed to be a callback, and even if it was why is it here, you can’t just fucking copy/paste Famous Moments with none of the emotional beats or writing to back them up or lead into them, context MATTERS did you fuckers learn nothing from the travesty of hollow writing that was ffxv and especially prompto?
the fact that people are looking at this fucking travesty and just assuming the og is like this too and not bothering to play it either because they loved the remake (for some reason???) or because they hated it and now wouldn’t play the og if their life depended on it, which breaks my heart most of all. “the original is still there!!!” is a meaningless overture if people refuse to engage critically with it on any level at all, which as we’ve outlined is absolutely what is happening. this is what people meant when we said the remake would erase the og, and on multiple levels, whether it’s people assuming the og was always meant to be like this, or seeing no reason to play it, or once again failing to recognise what the remake very loudly screams in your face it’s doing and assuming that of course we’re getting a vii remake with all those moments we care about, this is what has been happening.
i can’t even fucking imagine what the northern crater scene is gonna look like now, IF we get one at all. and that’s a big fucking if
i know i’ve missed a lot of them but i hope this helps
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razorblade180 · 3 years
Text
So I finished Age of Calamity
[spoilers]
Thanks to the beauty of holiday time off I have logged in 40 plus hours into this game and just beaten it, so naturally I’m gonna talk about it a bit. I’ll save the spoiler stuff for a little later though.
The game
This game might be my favorite game of 2020, or at least top three. Not just because of the world, but because everything is over the top! So far I’ve done 131 missions and 90% has the consistent energy of “we are fucking under attack” and it’s almost overwhelming in the best way possible. It really felt like you were on a battlefield field. Your map is just a sea of red and it’s your job to clean it up. What kept me engaged in the fights was all of the character’s different uses runes. I found myself constantly ordering my teammates to face certain enemy types that match best with how they fight.
Originally, I really wanted to be fair and rotate between characters. That didn’t last long. Mipha and Link in my opinion don’t have a single bad move. The bias only got worse whenever the master sword is obtained. Before that, my Link had a spear most of the time but that sword is just handy. Especially with item drop rate and attack range on it. In the end, my strongest characters were Link 74, Mipha 70, Impa 60, and Zelda 60. It’s been awhile since I played the first hyrule warriors so I can’t remember if they had the level up system were you can pay for experience but or definitely came in handy. Combine that with how many guardians were in this game and I quickly found out I needed Link with a shield on a regular bases. I also learned I didn’t forget how to time a vase amount of blocks and dodges.
The amount of characters you get to play quickly became too massive for me to juggle, but they all had their own merits for the most part, though I did find a few of the gimmick characters a bit of a hassle. My opinion on who was viable was constantly changing as I unlocked more combos. Originally, wasn’t the biggest fan of Urbosa. That second and fifth combo modifier changed everything.
The real portion of the game that really kept me wanting to play more was not only the ability to order other people, but seeing them fight along side you. I’m a softie for things like this, but genuinely felt relieved or hyped whenever I was fighting something crazy and I can see Impa rushing over towards me while text from soldiers scream “Just keep pushing!!!!” The AI wasn’t dumb either! There’s plenty of moments that controllable and NPC characters will just go where they’re supposed to, or kill targeted enemies. I remember not wanting to switch over to Link because he had low health, so as I’m running over to him as Mipha to heal him, the madman kills the Lynel. Ran all the way over there to watch him flex. That combined with elemental reactions you can cause in a fight, and the entire spectacle just felt elevated. The feeling of fighting three Lynel’s at once becomes a little less scary when you have a lightning rod and puddles everywhere.
The only negative I found in a gameplay perspective is some of the resource gathering. Gaining the trophy notes for killing a type of enemy isn’t too much of a hassle, but I found getting the materials they drop to be a bit harder, even with increased drop rate statuses. Most of this I find irritating for two reasons. One, specialized enemies show up in relatively small groups in a majority of missions, so getting things from them could be a flop altogether. Number two, a fair amount of these missions take a decent chunk of time if you’re being thorough and killing as much as possible. So grinding is a pain. Fortunately most missions a majority of what you need . If the game wanted chu chu jelly, I knew one of the missions coming up had chu chu as an enemy. You could also keep track of what you needed with material sensor that told you when you had enough.
The story
I’ll be honest, I was upset with this game for a hot second. It was advertised as a prequel to BoTW and while sad, I was truly invested to playing the events that lead to the fall of the champions. What this game didn’t tell you is it’s like most LoZ games, on its own separate part of the timeline. This isn’t the story of they lost. It’s the story of how they win, thanks to the little adorable robot mascot that has the ability to not only show the future, but bring people from the future; the champion’s descendants. At first I was upset with this. Mainly because I’m a little tired of time travel plots and it felt really out of place here. However, time travel gave way more to this game than what I expected this game to have in the first place. It allowed at least six more playable characters that wouldn’t have been possible in the other timeline, and a wellspring of interactions through missions. Every time Mipha was with Sidon, I smiled. Having Urbosa being this super encouraging role model to Riju was so nice since BoTW had expressed just how much those two admired and missed those people. Revali was nice to Teba! They were vibing. Even the soldier commentary on the new champions were a treat. So I got over the time travel issue pretty quick. It made things sad as well when the new generation leaves because they’re going back to a time where they lost it all. There was no great union that took place across hyrule to fight Ganon and their beloved champions failed. I do appreciate that the diverge in the timeline really takes place on the day they’re supposed to die, moments before the final blow. It still lets the player see the definitive moment where good was supposed to lose.
The “new” villain is meh. I wouldn’t really say he stands out. His entire thing is thinking he’s gonna win because he doesn’t realize that he isn’t seeing hyrule’s future. He’s seeing another hyrule’s future. What comes out of his character is cool though because it gives a different, yet same finale boss. I wasn’t expecting to basically fight a giant Ganondorf. Honestly, you can kinda say you fought Demise. At least aesthetically speaking. Or Yuga. This game has also made me care about robot. Something I haven’t done in awhile. A few scenes near the end felt hammy, but also amazingly realistic to how a lot of people would feel when someone breaks your favorite thing. The war was already personal, but now it’s really personal. Quests open up after the game that plays on those emotions too. It’s very clever.
Overall, Age of Calamities story felt like a love letter to everyone who loves this rendition of hyrule and the characters in it. They even another one named Sooga, who just might be my favorite. That man has no choice but to be the brain and muscle of the Yiga. It kinda makes me sad he’s introduced here because you can assume he didn’t make it in the other timeline, so he has no descendents. The amount of serotonin I felt just seeing all of these characters fighting together as the absolutely conquer the battlefield was more than satisfying. Definitely worth the money. I don’t know if they can, but Nintendo might wanna consider some sort of audio patch. The mixing is bad in certain parts. Voice lines get really quiet. Other than that, this game is real solid. I’d give it an 8.5/10
Side note
The music is really good. Especially the Zoe’s demain track. Also, I never noticed frame rate dropping or lag, except on two occasions. Both of these happened to be me pushing the game to its limits. The first is being surrounded by enemies in a small space as Mipha. Creating the water vortex and raining down bombs makes the game wanna cry a little. The second one is a similar case. Sidon’s fifth or sixth combo made the made the game drop frames because it’s incredibly fast, involves timing, makes a vortex, and i was in a small space with tons of enemies. Other than that, not even Urbosa’s or Riju’s lightning made the game freak out from what I noticed. That may have something to do with me never using them in a place where there’s constant rain. That might actually be the cause of the drop in combination of everything else.
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chrysaint · 3 years
Text
FFXIV Shadowbringer Flavor Text from background NPC’s
Main Story Quest: Word from On High Location: The Crystarium, The Bridges, Fort Jobb, Radisca’s Round, The Ostall Imperative Excluding NPC’s locked behind side Quests
Just scripts from NPC’s that say something different during certain points of MSQ. Notable amount of non-interactive NPC’s are gone, some NPC’s who said nothing different before are now say something different after previous quest. https://ffxiv.gamerescape.com/wiki/Word_from_On_High
The Crystarium Katliss: We're mustering up all the resources we can to provide relief to our citizens. If there's something you need, just let me know.
Cassard: I saw you, Naonori─saw you fighting the eaters on the front lines. That was impressive stuff.
Irill: I have not been able to stop second-guessing myself since the battle. If only we had been quicker to send supplies, how many more lives could have been saved? I suppose I should take solace that we were able to do anything at all, but that is easier said than done...
Thickeman: You are safe!? Thank the gods! If you are injured, make for Spagyrics at once! The chirurgeons there will see to your wounds.
Rosard: All of our vaunted weaponry, and still we suffered the casualties we did. The sin eaters are a frightening foe indeed...
Valthewyl: I've never seen a sin eater attack of this scale! Medicine, bandages...we are running out of anything and everything at an alarming rate! Gods have mercy...
Emythia: Those who were wounded battling the sin eaters always beg for us to put them out of their misery before they hurt anyone. You can see it in their eyes that they don't want to die, and yet─ Damn it all! If only there was more I could do for them...
Fae-Hann: There are so many wounded that it will be a miracle if we manage to treat them all with so few staff...but it's a miracle we'll need to make happen.
Chessamile: Oh dear, we've never seen so many sin eaters before... We must make ready to receive the wounded.
Wounded Guard: I-I'm all right, I think. My injuries have been tended to.
Lesthil: I am heartened to see you return, friend. Thanks to the bravery and resilience of my comrades, we, too, live to fight another day.
Bethard: I do hope that the wounded make a swift recovery. There were so many... But fretting over it will avail us naught. What might I do for you?
Bragi: Medical supplies are selling as soon as we stock them, but the shelves are still heavy with foodstuffs and clothing. So many who won't be coming home...
Julstan: Lakeland suffered great casualties in the battle. I may be a merchant, but profit is the last thing on my mind at a time like this. I only want to do everything in my power to get the suffering the supplies they need.
Sylgham: Nothing weighs quite so heavy on the heart as cleaning the rooms of those we lost. I see their smiling faces in my mind's eye, and it is all I can do to hold back the tears...
Armilla: Whatever will become of us? My poor little girl...
Heggie: The sin eaters scare me to the depths of my soul. They show no capacity for reason, for mercy... They come, and they take everything from us. Oh, whatever can we do?
Lobarth: My father is big and strong! He fights for the guard! Or at least...he did. They told me he got hurt in the battle, and now he's resting at some place whose name I can't pronounce. They won't even let me visit him. I hope he comes back soon...
Dawkes: The immediate danger has passed, but I fear the future may only hold worse. We have lost too many good men and women today, and there is no telling what action Eulmore will take next.
Glynard: Things seem to have calmed down with the eaters, so the Stairs is back to business as usual. Why don't you stay and have a pint, if you're not too busy?
Leweralth: It was you and your companions who led the defense of the city, yes? I cannot begin to express my gratitude!
Gracine: This is no time for small talk! I must prepare the emergency foodstuffs for shipment at once!
Astrille: I saw you assist the Exarch in erecting the barrier that warded off the sin eaters. I cannot thank you enough for saving our lives.
Szem Djenmai: We witnessed your bravery, Naonori. Full many citizens are alive now thanks to your swift actions. You have our gratitude.
Melboth: Reading these records, one can see the sheer scope of the casualties and damage we have suffered. It is demoralizing, to say the least.
Ilsgor: These are grim times we're living in. And of all the days not to be able to find my what-do-you-call-it! Have you seen it anywhere? You know what I mean!
Leinneil: Improving cultivars for more efficient healing is a time-consuming task. I only wish there was more I could do to be of assistance at times like these...
Evelie: We have already mixed one batch of medicine to deliver to Spagyrics, and are currently in the process of making another. Leave it to us!
Mao-Ladd: I'm working to improve the strains of fruit we grow. There's nothing like a sweet and succulent morsel to lift the people's spirits.
Uilmet: How kind of you to come and check on our safety. We are fine, thanks to the brave men and women who protected us. As a show of gratitude, we're growing a veritable feast of fresh veggies!
Yalard: It is good to see you safe, traveler. When you stopped showing up for a while, I had feared the sin eaters got you.
Moren: We are fortunate that those who came before us had the foresight to record not only their triumphs, but their failures as well. Will you take advantage of their woeful experience...?
--
The Bridges Philard: Though we survived the battle, our supply shortage has reached a critical level. I have put in an order to the Crystarium, but with all of our outposts reeling, I fear that there is not much they will be able to do for us...
Shira-Kee: We escaped serious casualties in the sin eater onslaught, and suffer only from a shortage of supplies. From what I hear, the other outposts were not nearly so lucky.
Nanard: Much as expected, few sin eaters so much as attempted to breach the Bridges, and we suffered no real casualties. This is small solace, however, knowing what happened to so many of our brothers- and sisters-in-arms.
--
Fort Jobb Ilthri: The last sin eater attack was more costly than we could have ever imagined, and we now face a dangerous shortage of both manpower and supplies. We must restock and rebuild our numbers, and we must do it with all speed.
Bjorn: We lost a lot of men back there. Too many. But it would have been far more if you hadn't been there.
Grimcogg: Oh, it's─ It's you! I-I'm fine, thank you! Well, not fine, really, seeing as practically everyone's wounded and we barely have any medical supplies left, but...er, how are you?
Chathwick: We are living in turbulent times, but the men under my command bravely soldier on. I have my own anxieties and doubts, but I dare not show them. No, I must remain a pillar of strength for all those I lead.
Fernwren: You, too, fought in the battle against the sin eater horde, did you not? We are fortunate to be alive today, my friend.
Rae-Satt: I was fortunate to survive the sin eater onslaught, but many of the wounded I carried through these doors haven't been so lucky...
Lamlyn: I fear we suffered great casualties in the battle with the sin eaters. Countless wounded have been carried here...many of them on amaro. Oh, how I adore those glorious and heroic beasts!
--
Radisca’s Round Roi-Tatch: Since the recent sin eater attack, all of our outposts are suffering from shortages of supplies. We have the goods here, but with the roads as perilous as they are, delivering them is another story.
Kristinn: Heh...got pretty scratched up out there, but I'm still standing! I can't very well die now─not with the return of the night, and history being made right before our eyes!
Lewto-Sai: Lost one of my men to the sin eaters. They never even found the body. The hardest part is not even being able to say a proper good-bye...
Varlier: I lost more than a few of my longtime friends and companions in the battle. Yet all I can do is pray that their souls find peace, and fight on so that their sacrifice will not be in vain...
Menther: We suffered great losses in the battle against the sin eater horde, in manpower and supplies both. It will not be easy to rebuild and restock our resources, but we must do what we can. Anyhow, what might I do for you?
Mynes: If we had better anticipated the sin eater onslaught, we might have escaped with fewer casualties. We must be ever more vigilant...and yet, we find ourselves more undermanned than ever.
Bjarni: I've never seen anyone fight the way you did, traveler. It was fortunate for us that you came along when you did. Otherwise, I'm not sure I'd be standing here right now.
--
The Ostall Imperative Chadine: The sin eater onslaught claimed more than a few of my companions. Sometimes it is hard for me to accept that I am still here, and they are not. But I must soldier on and serve as best I can.
Szeli Vantheu: Those wretched sin eaters... Not even the amaro were spared their cruelty.
Atli: I've lost count of how many good men and women I've lost to the sin eaters. You'd think I'd be used to it by now, but it never gets easier...
Mosanilde: I hear that while our forces were occupied with staving off the sin eaters, a friend of the Exarch's helped to shepherd the civilians to safety. Whoever it was, I only wish I could meet them face-to-face to express my gratitude.
Seanric: Oh gods, what are we going to do!? We've fought sin eaters before, but never this many!
Tao-Tistt: We've fought back no end of sin eater attacks, but each one leaves us more depleted than the last. If they keep coming at us with such force, I fear we will not be able to hold out much longer...
Seanard: We opened the castle to house the first wave of civilian refugees during the sin eater attack. As they have many times before, the doors stood strong against even the most vicious foe. Those who fled here later we were forced to shelter at Wolves of Shadow. We could not risk opening these doors in the clear view of the enemy.
Teanna: The recent battle thinned our numbers considerably. While we are in no danger of a food and supply shortage, needless to say, I can take little comfort in this...
Cassfort: When the sin eaters attacked, I was tasked with protecting the lookouts atop the castle. As it turns out, few of them paid us any mind. I reckon my halberd would have better served us down below.
Merlath: We were able to spot the sin eaters approaching, but even then... Well, you know how things went. Updating Side Quest Completed NPC’s Pitrig: To think that all of Lakeland would be the target of an attack of that scale... And yet, the barrier will keep us safe. We must do what we can to ensure that our residents stay calm in this time of crisis.
-- After Completing, the Quest NPC’s dialogue changed
Anguished Guard: Mother... I don't want to die... Trembling Guard: I can't... I can't... Dying Guard: <wheeze>
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like-twilight · 4 years
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The Last of Us 2 thoughts eyyy longgg and spoilers
This is my opinion before hearing anybody else’s opinion about it.
I only want to discuss the story as it is the only thing I can really speak of since I didn’t play it for myself. All I can say is I wish I could’ve and I’ll always regret not being able to because I really wish that could’ve been my experience as it was with the first game that I could play myself. It’s also probably noteworthy that the first game was the first video game I’ve played in my life so I’m probably biased.
So I’ll go all over the place because why not.
The false advertisement is extremely scummy and I don’t really know what to do with it, I blame it all on the No Spoilers Culture we currently have going. I don’t think anybody would’ve watched any of the promotional stuff a better marketing team could’ve put together and said “ah you can’t see old Joel in action, I bet he dies early in the game, I won’t fucking play this”. There was plenty of buzz around the game and there was no reason whatsoever to falsely market it. That part’s bullshit and I condemn the company for this.
From the story side though, Joel dying was honestly not that huge of a surprise or shock to me. TLOU is a game that has you watch a kid die in the first section of it then does more than enough to establish itself as a game without taboos. Now whether that’s something you like or not is not important, what cannot be said about the game is that it didn’t establish itself as a game that would do this.
I also think arguments like “Joel wouldn’t go out like a bitch” are silly. The beginning told me Joel, the badass and smart survivor he is, was very quick to adjust back to a small town life with a now pretty much surrogate daughter. I’m not saying that excuses the unceremonious death but to me Joel is not a gun-blazing badass hero, not even an anti-hero. He’s just a dude. He got overpowered and then he died.
See this is where the game could never win. If you leave Joel alive and he’s in the story then it’s just a repetition of the first game. If you leave him alive but he’s not in the game much then you underutilise him and people miss him. Also if you leave him alive then people will just say you’re a little bitch because it’s fanservice that Joel is technically invincible because he’s the face of the game. But if he dies, people riot. The creators couldn’t win either way and so I’m glad they made up their mind and stuck to it. It’s also very useful to get people talking.
Before I tie that into the rest of the story, I also have to mention that one of the few things I heard about the game was the expression “torture porn” and maybe I’m just desansitised but I didn’t feel like it was that overwhelming or unjustified. I didn’t watch too much of the promotional material but I saw what I think was the gameplay reveal where the devs said in this game enemies would call each other by name when you kill someone or they find someone dead. And I think that’s a neat detail but I think it also has a lot to do with what the game is... about.
That the hundreds of faceless people you slaughter during the game all have a video game or more worth of story behind them. They are people with their own twenty plus years of survival in a world gone to hell whose story ends the way Joel’s did. By meeting a person who just... wins the fight over them.
So that the deaths are really personal and intimate in that way feels justified. You also have this crazy technology that allows them to animate people very realistically. This is the last big game for the PS4 and they really just brought the technology to its limits, I feel. For them to then say “oh a sledgehammer to the face doesn’t look that bad” or “we just won’t add more types of weapons and have one type of death animation just cause we don’t want to overdo it” is just. It’s not gonna happen.
I never felt like those were glorified, I think they all added to that feeling that bubbled to the surface towards the end of Ellie’s first stretch of the story where I just couldn’t stop shaking my head, going Ellie... Ellie, what are you doing, look at yourself... look at what you’re doing. So to me that wasn’t really an issue.
I can imagine some people, maybe even most people would play the first stretch of the game in revenge mode. You know, let’s get this bitch. But in the same time, I also couldn’t really deny that Abby was like... kinda right to want revenge. I’m not saying I’m glad she killed Joel I’m just saying she had a reason to. (On that sidenote, Abby being that surgeon’s daughter did nothing to enhance this feeling. I could’ve imagined Abby in a settlement much like Jacksonville where they’re all hopeful because they found a surgeon who’s leading research about the cordyceps, maybe he’s a super good leader, inspires the Fireflies to keep up their spirits, all that. Maybe Abby’s group could’ve been his super close-knit group of soldiers taking care of him and running errands for him, even then the rage would’ve been justified.
I get they wanted to draw the parallel between Joel-Ellie, surgeon-Abby, dad-daughter relationships but that added nothing to the story for me. It didn’t take anything away either, I just kinda rolled my eyes like okay, whatever.)
So when Ellie was on her revenge quest, I liked that she and Dina were in Tommy’s footsteps, I thought that was a nice touch and kinda foreshadowed another section of the story where we would meet up with Tommy eventually. 
Now, Dina and Jesse, I found nothing wrong with Dina or her being pregnant (except that it reminded me of Aniara and I hate that movie with my whole being). I thought it was a good enough source of conflict and I really liked Jesse being around. When he shows up and they’re just saying they’ll get Tommy and then get the fuck outta there you can already tell Ellie is obsessed but you’re still holding out hope that Dina will be enough to get her mind off of it but she’s just too far gone.
So the shift to Abby and the scars.
Jacksepticeye said it while he was playing that Abby’s part should’ve been like a DLC or something but I honestly don’t agree. I mean I don’t disagree but I think it worked the way it was. I definitely think most problems people have with this switch that doesn’t stem from the fact that people disliked Abby or that they can’t admit to themselves that they were caught off guard by the changed narrative style, could’ve been solved with different pacing. Now I don’t know if they would’ve had to constantly switch between Ellie and Abby for it to work or figure some other way out because I’m no expert but still. 
I liked the beginning when it switched to Abby, the whole atmosphere was so eerie like you could tell they were on a collision course and it was going to get ugly. Maybe something like that could’ve worked but it could’ve just been either too suspenseful and tense the whole way through that it draws the attention from the gameplay or it would’ve been even more on the nose than it already was with the parallels between Abby’s group and Ellie’s group.
Now I honestly really liked that Abby’s story was so different because when she returns to the stadium, the part of her story that involved Joel is over. She got her revenge then she goes on with her life. She had a life before Joel entered it, she has one after she killed him. And it just so happens to be a good opportunity for the game to showcase some of the shit that goes on outside of what we’ve known so far and what Ellie knows.
I didn’t mind the religious aspect, I think it makes sense, like enough time passed since the apocalypse that the then grown up generation is distant enough from their old lives, and the generations after them are growing up in the ruins of the old society, that a messiah figure like that lady could emerge. That it just had to be transphobic and shit sucks of course and I do understand the frustration with it. I can imagine better writers coming up with a way to make the Scars despicable without them having our current society’s problems. They could still have the trans and the Asian characters still of course, but without them having to face the struggles trans characters do in our current world.
So that Abby only realises Ellie’s just one step behind her when she still has the climax of her individual story to get through was just. To me it worked so well. Like here we play as Ellie for half the game, this girl is consumed with rage and then Abby’s just fucking off and doing something entirely different because that’s... how little... it affected her. Or at least she personally got her closure and is ready to move on.
I personally liked the conflicts she had in her group, it was believable, it felt reasonable for the kind of life they lived. Of course we already spent one full game with Ellie so Abby was never going to catch up, but if you’re thinking like me then by less than half of Abby’s story you already don’t want Ellie to kill her.
The confrontation in the theatre was messy but since it’s not the end of the story I sort of don’t mind. I know some people don’t like how Jesse died or how little time we have to process certain deaths and story beats and of course it can just be bad pacing but that was again something that to me just brought the player’s world on the same level as an NPC’s world. That for one enhanced the experience for me.
Okay. Let’s talk about the last part that starts with Dina almost dying at Abby’s hands, especially after she says “good” when Ellie tells her she’s pregnant. Of course there’s the callback to dead Mel. But I liked that Lev was there and his presence sort of switched Abby’s role. Up to that point Abby had been Ellie. But then when she has Lev, and she acknowledges him as “her people”, she becomes Joel. And then she becomes a better version of him. Or at least a version of Joel that has mercy.
And you’d think being this close to losing Dina is where Ellie would snap back to it. And she does, for a while.
Here’s when I admit the pacing definitely needed some work regardless of anything. Up until that point we go through three days, albeit twice, but three days. Then suddenly we’re nine plus months later and the setting is different and we don’t get enough time here before Tommy shows up with the end of the story...rope... we got cut in half in the theatre.
I’ll take some time here to genuinely express my what the fuck at Tommy here.
My memory is a little fuzzy here but wasn’t Tommy on board with returning to Jacksonville when they return to the theatre? I actually just checked, Tommy says “they got what they deserved” to which Ellie says “but she (Abby) gets to live” and Tommy says “yeah”. And then when he visits Ellie and Dina suddenly he’s a dick about it saying Ellie made a promise? Is that something that was supposed to happen off-screen or a plot hole? Did that conversation in the theatre have more versions they went through and the wrong reaction got included? Maybe I just didn’t pay enough attention but it felt out of the blue for me and I can safely say that’s the character moment I’m disappointed in the most, especially because we never see Tommy again.
One could argue that the choppiness of time is supposed to symbolise the dissociation and out-of-body experience you can have when you’re living with trauma but I truly just have it down to bad pacing here. I get that they wanted to show the baby but I truly believe with enough polishing they could’ve come up with a scenario that works better and flows better.
I truly could’ve had Ellie maybe leave with Dina and Tommy and then have her turn back before they leave Seattle and then they have the conversation with Dina and then Ellie starts tracking Abby. Here we could’ve had more of what was in the beginning of the story, sort of switching between the two, maybe slightly altered gameplay, etc. Even though the last level as Ellie was really cool and once again I liked how we just barely got a glimpse of how other people live, you know. Those prisoners in those cells have a hell of a 25 years behind them and being freed by this stranger might be the best thing that will have ever happened to them, but to Ellie they’re just a background noise to her mission.
I truly liked those parts.
I could imagine Ellie being kidnapped similarly to Abby but they are treated differently and somehow still end up escaping together, maybe even helping each other the way Ellie almost did with cutting Abby down and letting her get Lev to the boat. And then you’d have Ellie still be consumed by her rage.
The whole time I wanted her so much to just scream everything at Abby. Because look, life for these people is a whole ass trauma. Some people like Dina might handle it differently, or it’s easier with a community around you, but Ellie’s life has been very strange, with her immunity, with the realisation that Joel killed and lied for her, all that. She would need a fucking good therapist. I wanted that catharsis, for her to scream at Abby, to sob until she can’t even breathe, for Abby to do the same, except she realises she got her closure while Ellie never did, and then maybe for Abby to give some sort of... forgiveness to Ellie. For her life not having meant anything in the end.
I don’t know, I wanted that for her.
If there never is a last fight, if Ellie never so much as punches Abby, that would’ve been fine for me.
Two more things that I liked were that Ellie actually started down a path of forgiveness before Joel died. You know, when we see the scene where Ellie tells Joel off you’re like “oh that’s the last thing she said to him, no wonder she feels so guilty” and then you realise, oh no wait, they were actually eventually going to be alright. They just never got the time. To me that hit so much, that was a good scene.
The other thing I liked is Dina leaving. Once again this could’ve been something like, Ellie goes back to Jacksonville and there they tell her Dina left or sum shit idk how that could’ve worked, I’m just saying that losing that farm life didn’t really make me feel anything because we didn’t get the time to grow attached to it.
So Dina leaves, and suddenly you’re back in the room with Sam in the first game when this bitten boy asks Ellie what she’s most afraid of, and she says she’s scared of ending up alone. And this immune girl Joel killed and lied and died for, eventually ends up alone.
So I understand that a lot of TLOU’s fanbase that belongs to a marginalised group, especially those part of the LGBT+ community would be hurt by this ending. By this interpretation. The LGBT+ community, as far as I know, at least a huge part of it, seeks to heal. We use fiction as escapism in a way people who don’t know, who can’t know our struggles will never be able to sympathise with. And as such, we as a community in a large part, have moved on from stories of pain. Not necessarily in that we turn a blind eye on it or anything, but I think it’s a mostly universally agreed thing that after so much suffering we’re ready to see ourselves, and people like us end up happy. And as such the demand from this community towards creators have shifted to not necessarily fully happy endings, but some sort of relief. And as such, this ending is cruel.
It is heartbreaking. My heart breaks for Ellie because I can practically feel the weight in my chest that she carries around when she walks away. She lost everything and she never got the closure. She never got that relief and neither did we.
Once again, if you personally have a problem with this ending and it ruined the game for you, I understand it completely. That’s your own experience with the story, and even though I feel much of the same things, I’m once again left here thinking this is the way the creators wanted to do this and that they did it like this makes sense. It makes sense for the story, the characters, it just does. If it had happened differently in a way that also makes sense, I would not think “oh this should’ve had a heartbreaking ending, this is bullshit” but I do think the ending makes sense.
Overall, I’m pretty much pleased with most everything, except fuck false advertising, fuck Tommy, and fuck uhhh, I’m pretty sure I mentioned something else too. Oh yeah, pacing. Jack actually offered a really great alternative to the beginning, where the museum scene of Ellie’s birthday should’ve been the first scene, and then you could’ve had Ellie wake up four years later at the end of the countdown. That Joel told Tommy about the hospital could’ve been implied through dialogue and interactions.
I also don’t think Joseph Anderson’s theory is hurt by this, he said personal decisions and morality aside, the Fireflies were fucking idiots and they couldn’t have come up with a cure even if they had given Ellie the chance to say yes, because of how unprofessional they’d been and how much they rushed into the surgery. Just because Abby’s dad was a good dude and a good surgeon doesn’t mean shit when you’re dealing with something you’ve not seen before, such as Ellie’s immunity. And I think knowing that wouldn’t have mattered to Ellie either to change her mind about forgiving Joel. And this is what I’ve always said. Like the Fireflies or not, believe in them or not, taking a choice like this away from Ellie because you can’t stand losing your daughter again (and that is why Joel kills the Fireflies, not because he shares Joseph’s opinion) is objectively wrong and borders on the same obsession we see consume Ellie. Joel is just as unhinged by that point as Ellie is, he’s just more... mature about it, I guess.
That could’ve been even more painful, sort of, to not have Abby be the surgeon’s daughter but just for her and her group believe in this doctor that might just be talking out of his ass so much that them avenging his death sets off this terrible cycle of vengeance. I think that could’Ve been very “gritty” and shit, that would’ve hurt because it’s even more pointless. People killing over lost hope.
So, pacing, Tommy, false advertising, bad points, everything else, yeah alright. 7/10 sounds good to me. I will play this one day >)
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ultravioletsoul · 5 years
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An interesting detail in MW
I’m probably late to the party and it’s nothing new to the fans, but this is something I’ve noticed for the first time after so many years and thought I would share.
Those of you who have played the game may remember the level where you, as president Al-Fulani, are dragged into a car with Viktor Zakhaev. We’re introduced to Imran’s son though at the time we don’t know who he is. Heck, we don’t even understand what the hell is going on, just that we’re screwed up, our government was overthrown, and some dude is hollering on national radio/television, as we are driven through chaotic streets riddled with bodies and people trying to fight back the militia or running for their lives. 
So what am I getting at?
First, I need you to take a look at this picture of the Four Horsemen:
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Let's focus on this guy:
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As we already know, he’s supposed to be the First Horseman. The reason why he was crossed out of the pic is because he was assumed to be dead after the events of Shock and Awe. However, in Modern Warfare 3, thanks to Yuri’s account, it is revealed that this man was none other than Vladimir Makarov and he survived the nuclear explosion because of plot reasons :v
Upon a closer inspection, we can see he’s holding something tightly in his hand. 
It's hard to distinguish and we don’t really know what it could be. However, it has to be something small and soft enough to fit in his hand. Something like a cap or some other type of headgear.
Something like a balaclava, perhaps.
Why do I say it’s a balaclava?
Because of this:
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This guy you see in the picture is Makarov. He was right under my nose during the whole level and I didn’t even know it.
But isn’t he supposed to be an average OpFor soldier?
You see, that’s what I thought before, that this was some inconsequential NPC we weren’t meant to pay too much attention to. However, if he was some common NPC like the dozens of men running around us, then his model would be generated at random every time we play this mission, don’t you think? Every time you're in this car, there would be some different guy behind the wheel but it’s always the same character model. 
I know that alone doesn’t mean anything by itself. I mean, the man that drags you into the car and hits you with his rifle always seems to be the same model, too, BUT I have an argument in my favor and it’s the picture of the Four Horsemen I showed you.
When you look at the driver’s clothes, and then go back to the second picture of the First Horseman, the similarities are striking— from the color and design of the shirt, the rolled up sleeves, and even the vest seems to be an exact replica. Of course, this may all be a nice coincidence but think about it for a moment. Could Vladimir be the man driving the car? It is quite possible that he could have transported president Al-Fulani on Imran’s orders.
He doesn’t look pale enough to be Vladimir? 
Well, I’m sure he must have been in this unnamed country of the Middle East for some time now, overseeing preparations for the coup and planning support for Al-Asad, so maybe the sun tanned his arms a little. Also, if you pay attention during the driving sequence, you can see that his hands and forearms are glistening with sweat (because man it’s gotta be hot in there!) and dirt has stuck on his skin. Now before you accuse Vladimir of not showering, remember that he’s in the middle of a war-zone and there’s dust all over the damn place.
They're not speaking Russian
I know in some instances Viktor speaks to him in Arabic, but it's not far-fetched they would avoid speaking in their native language the same way Vladimir did in MW2 to minimize or camouflage the involvement of Russian Ultranationalists in the coup (plus Vladimir would most likely have studied Arabic if he was to conduct any operations in that region of the Middle East). 
Also, at this point, we have no idea who these men (Imran, Viktor) are and it isn’t until the first half of the game that we’re properly introduced to Zakhaev (the main villain) and later to his son. For the entirety of MW, we don’t even know Vladimir exists and nobody cares since he’s supposedly dead. 
Why would he be playing chauffeur? 
Keep in mind that in a way he was still subordinate to Viktor, the son of his boss and the man who most likely would be the next leader of the Ultranationalists if anything happened to Imran. And as previously mentioned, it is likely that the elder Zakhaev ordered him to bring Al-Fulani for his execution.
Also, Al-Asad, Imran and Viktor were all reunited in the same location where the execution of president Al-Fulani took place. It would make sense for Vladimir to be there too, especially since we know he was in the region at the time (as seen in Modern Warfare 3).
Why is he wearing a balaclava? 
Good question. There are a few reasons why you would wear a balaclava. One is, obviously, to conceal your identity. Other reasons are to protect your face from the glare of the sun and also to keep your lungs from filling with dust (seriously, look. at all. that. dust), as well as to provide moderate protection from flash bang and grenade blasts.
In this case, I think the devs meant to keep the identity of the First Horseman a mystery and that’s because they probably hadn’t decided what to do with this guy until they started developing MW2 and came up with the concept of Vladimir Makarov.
So is he or is he not Vladimir?
As I mentioned, Vladimir wasn’t even a concept when MW was released and, if you use the noclip cheat, the guy looks nothing like him. The First Horseman was meant to die, most likely, but then MW2/MW3 happened and Vladimir was retconned into the story-line. An example of this is MW remastered: you find Vladimir and Yuri in one of the cars in Pripyat, while in the original game they weren’t even there. 
So, taking all this into consideration, I still believe Vladimir is the man driving us all throughout the map to our ultimate deaths. It’s always been him, a guy who began as someone of seemingly little consequence (a character who went unnoticed by many of us even) and became the biggest pain in the neck one of the most dangerous men in the world. 
Either way, I only made this post because I wanted to say that maybe Vladimir doesn’t suck at driving as I thought :v
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thebibliomancer · 4 years
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Dark Crystal Age of Resistance Tactics liveblog pt 15
As loath as I am to admit it, I probably need to do some encounter leveling. Looking ahead, the Stonewood unite the clan missions are for level 37. I don't even have anyone level 30 yet!
I'm slightly agitated because up until this point the game has been decent at keeping the level progression tied to the difficulty curve. I hadn't needed to grind a lot. But there's a sudden spike in difficulty at this part of the game. Which I suppose is fair in one sense since this is endgame but on the other hand, boo.
Gobbles: Hup and Boggi leveled. Kylan learned Blinding Light. Naia learned Cleave 2.
Swamp: Rian learned Aughra's Ire, Kylan UNLOCKED SONG TELLER! Gurjin and Boggi leveled. And Hup learned Bad Broth which lets you detonate a cauldron.
Back to the tavern, oh god: Actually I executed this one flawlessly and killed all the enemies before they ever had a chance to attack. I don't love having to grind but I do love feeling how far I've come.  Anyway, Naia, Rian, Brea, and Boggi all leveled but didn't learn anything. But I did find Shimmering Scale and a Sharpened Dirk.
Place where Chamberlain abandoned his car: Gurjin leveled, Deet leveled and learned Overthink 2, Rek'yr leveled and learned Opening Act, Hup leveled and unlocked Musician. TIME FOR A CAREER CHANGE.
I'm giving Hup a Custom Bass. He deserves it.
Place where Chamberlain abandoned his car, again: Rian leveled and learned Thorns. Naia leveled. Found a Heavy Cleaver, by the side of the road. Weird what people leave laying around.
Cave: I love when my entire party is beserked so I get to watch the game play itself. Its the best. But Wukki leveled. Rek'yr leveled and learned Spot Weakness. Brea leveled and learned Firemoss Bundle 2. And Kylan leveled and learned Scathe.
Swamp: Hup died. Boggi leveled. Naia leveled and learned Smite 2. Gurjin leveled and learned Tangle Up 2. And I found a spoon. Naia and Gurjin also hit max lvl in Paladin and Stone Warden respectively so I'm switching them to Soldier and Paladin respectively so they can learn more stuff.
Desert: Hup leveled and learned Perform, which I should hope so since he's a musician. But its a self cast ability that makes adjacent allies take their turns faster. Deet and Kylan leveled. Found a Student Thesis, just abandoned in the desert. Isn't it sad?
Bar again: Rian leveled and learned Cascade AND CAN BECOME A STRATEGIST NOW! Ivo leveled and learned Fleet Shot 2. Wukki leveled.
Bar again again: Rek'yr leveled and learned Poisoned Blades. And got Arathim Shell Plating! This is going right on Rian!
Swamp again: Geeze, I hate Threaders. Anyway. Boggi, Brea, and Hup leveled. Deet leveled and learned Earthen Roots 2.
Desert: Kylan leveled and learned Thrum of Power, which is an awesome name for a move. It heals and grants haste for one turn.
Road to Ha'rar area: Oh fun another encounter where my whole party gets beserked so I get to watch the game play itself. Why not, not being interactive sure saves me some time. Wow, look at it go. Hooray, I won. Naia, Gurjin, and Breg leveled. And I found a Warforged Battleaxe.
A different swamp: Alyadon leveled and learned Convalesce 2. Nobody else leveled. I think I'm getting to the point where this level of encounter is becoming less cost effective. This is leaving poor Rian the only member of the party who isn't level 30. Isn't it embarrassing, Rian? Also I found a Custom Bass just sunk into the swamp.
That road to Ha'rar place again: Ivo and Wukki leveled. Rian leveled and learned Flow of Battle. Also I found an Exquisite Poignard.
And that gets everyone at least level 30. Hopefully that'll do for now the next stretch of the game.
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Mission: Podling Rush - Spriton Village
"A Spriton village is in trouble. Something has driven the neighboring Podlings mad! Help hold off their attacks."
Finally back to this! Where hopefully the podlings aren't revolting for their right to be dirty!
Oh, looks like I have some friendly Spriton villagers on this map.
... Oh. Oh, shit! Darkened Podlings! This possible global warming allegory has gotten serious!
Party: Hup because he is a Podling, Brea and Boggi because heals, Rek'yr because he was there, and Deet because this is her subplot. The Darkening, I mean.
Rek'yr: "This village is in terrible shape. What happened here?"
Spriton Villagers: "The Podlings are back! Run!"
... THE NPCS JUST RAN AWAY! Were they on the map just to ditch me? Rude!
Rek'yr: "Why are the villagers so afraid of a few Podlings?"
You've been in a party with Hup for so long and you can still ask that?
Rek'yr: "Wait... Somethign isn't right with them. We have to defend this village!"
Only three podlings on the map. I FEEL as if that will change.
Geez, these Podlings pack a wallop. One of them walloped half of Brea's health off with one wallop.
Deet has avenged her with a good book. That shoots death.
Rek'yr and Hup team up to knock down another one of the Darkened Podlings and whoops, that was the event trigger for more spawn-ins. And they brought darkened armaligs! Hate those guys! They're way too beefy!
Theres three new podlings and two armaligs. Grumble grumble.
-peer up at the top right- Why does that mission objective box say "Defeat the Podling Raids 1/3"? Are there going to be three waves of this?
Two of the podlings that spawned in for the second wave don't have ranged attacks so whenever they get close I just have Deet use Gust 2 to blow them further away. And Rek'yr is situated on a raised area potshotting them with bolas. I almost feel bad.
Hup lays out another podling with his instrument because that podling kept hitting Hup's good pal Brea.
ARMALIG ATTACKED MY DOGGO and the other armalig attacked my Brea. RUDE.
Brea avenges herself on the armalig with FIRE
Annnnd oops, triggered the third wave. Four more podlings, two more armaligs from the left and bottom of the map.
Note to podling potion master: Just because you silence Deet doesn't mean she can't use her rad spellbook to explode you. Sincerely, me.
Alas Hup. You were my first casualty. RIP you brave Podling.
The result of the three waves of enemies around about roughly my level is that I'm running out of MP on my peeps. But I did win with only poor, brave Hup falling (unconscious) for the cause.
Rian: "What would cause Podlings to go berserk like that?"
Brea: "We need to investigate the Podling village."
We'll probably find a lot of pissed off podlings. Although, hey, they made a bunch of podling assets for Hup so might as well find a way to use them, right? Good thinking, game!
So Boggi and Deet leveled. Brea leveled and learned Soothe 2. Rek'yr leveled and learned Death's Instinct, which is just an amazing name for an ability. And Hup learned Ad-Lib.
Also, I haven't talked about pearl rewards for a while but they have been increasing as the game went on. I got 4000 thousand some for this mission. Nice.
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Mission: Interrupted Journey - The Long Road
"Your party journeys to the Podling village and meets an unexpected ally."
Ooo! Another new character for the game? I'm quite interested.
Iiiiiits.... POMBO! He's a Podling Musician. I'm filled with sudden dread that he's going to fill the last slot in my party instead of Tavra or Seladon. Which. I guess I'd be okay with. I don't know what I could do with Tavra or Seladon at this point. It'd be cool to have them but I've got a lot of Gelflings doing various things. Naia is a bombass paladin, Tavra would just have to play catch-up. And I got two fizzgigs so why not two Podlings?
Anyway, there's more Darkened Podlings to contend with.
Party: Gurjin, Naia, Breg, Kylan. Team Naia's Posse and Breg.
Pombo: "Gelflin tonpee apida. Bo nai! BAD WATER!"
Gurjin: "That Podling is asking for our help. What do you mean by, 'bad water?'"
Pombo: "Tonpo Gelfli-da, pyata Gelflin dzuchocho apyama-da!"
Gurjin: "Pombo says he will help us if we promise to save his village."
Don't have to ask me twice.
Rian: "Pombo is a Podling Musician. If we support him with Positive Status Effects, his music can change the tide of battle!"
I don't... remember if I have any positive status effect abilities equipped to my guys?
Oh cool, he's not controlled by me. He's just doing his thing. And he did
ULTIMATE SOLO! -thrashes on lute-
Which hurts every enemy and heals every ally. Nice.
Luckily, Kylan is a Song-Teller and is very motivating.
Having watched ULTIMATE SOLO a couple times. The animation for it is delightful.
Alas, Breg and Naia killed by Darkened Podlings.
I just noticed, right after a Podling hit him with an attack that took off half his health, that a win condition is that Pombo can't die. Whoops.
But good ol' Kylan Scathe'd the last Darkened Podling.
Rian: "Pombo, what is happening? Why are the Podlings attacking?"
Pombo: "Skeksisa lolemilod nai-da. Yotsa uchapapodche ada shopo-pida dze ulendzi Gelflin-da ya!"
Hmm, I'm not sure if Pombo is going to join the party if he doesn't speak... Gelflish? Its going to be hard for him to get random lines to remind us that he's still in the party.
Rian: "The Skeksis poisoned your water? This sounds like one of the Scientist's schemes!"
He rarely has schemes really. He mostly has other people yelling at him until he does stuff.
Don't know how I feel about the Scientist actively darkening podlings instead of the Skeksis just not giving a shit.
HOLY SHIT I DID JUST UNLOCK POMBO
MY LAST PARTY MEMBER IS POMBO I CANNOT BELIEVE
Anyway, everyone level up! Everyone learn a thing!
Kylan learned Enchanting Tune (stuns enemy at two paces)! Naia learned Sharpen Blade 2 (attack up and crit chance up), nice! Gurjin learned Edged Slice (high damage and recoil) and Vindicate (defense down on enemy on crit) because he leveled twice! So did Kylan, actually. Breg learned Daring Strike 2! Which I probably won't use! Its so much setup!
Oops Breg has hit the end of the thief tree. Guess I'm switching him over to Tracker!
Hm, now that I have Pombo who has just so many levels in Musician and Potion Master already, I think I'm going to switch Hup back away from Musician. Don't need two musicians but I am missing out on some high level abilities in other jobs.
WHY HECK HUP I GUESS YOU CAN BE A PALADIN AFTER ALL! Its a feel good character arc for him. He gets to live his dream after all.
AND I'M BUYING HIM A GRAND LADLE!
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Mission: Dark Poison - Podling Hollow
"The heroes reach the Podling village. They must stop The Scientist's wicked experiment and save the Podlings."
Holy crap, do I get to beat up the Scientist? Heck ye!
... I don't see him on the map. Alas.
Party: Alyadon, Rian the smart hero guy, Ivo the guy, Brea, and Wukki!
Lets finish off the Spriton missions!
I'VE BEEN TRICKED! THE SCIENTIST SPAWNS IN AS SOON AS THE LEVEL STARTS! I GET TO BEAT UP THE SCIENTIST!
The Scientist: "Cursed Podlings! The latest formula increases aggression, but the effects are too temporary. I'll never create a new army at this rate!"
I can imagine the movie Scientist's voice saying this.
But ah ha! I understand how it fits in now! The spiders betrayed the Skeksis, probably, so this is Scientist's first attempt. An army of angry Podlings. Good try, SkekTek.
Ok so the Scientist is the weeniest of Skeksis according to letting the Ornamentalist fight in battle but not Scientist. So he only has 1500 HP compared to the General who had 2000.
He's also got a cool electricity glowy steampunk esque spear. Pretty neat.
He's got Scalpel Slice which is what his attack is called. He's got Explosive Cask, where he throws an explosive cask. He's got Salt the Earth where he poisons an area. WITH A RANGE OF 8?? GOD! And he's got Chain Lightning which chains lightning to two additional targets.
This is going to hurt.
All we have to do is defeat the Scientist. This is going to hurt.
This is hurting. I'm getting my asses kicked. But I hit Scientist twice and he ran off to the other side of the stage to unleash his latest invention.
Lightning Aura - increases his magic, magic defense and defense by 100%. Rude.
aww he shot lightning at the doggo...
Welp. Everyone dead except Brea and Alyadon...
On the plus side, I've almost killed all of the minions. On the negative side, everyone dead except Alyadon.
On the other negative side, Scientist just killed Alyadon.
On the other other negative side, Salt the Earth really does Salt the Earth. The poison lingers forever.
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TIME FOR SOME LEVELING HA HA dangit.
That place with the car: Another one of those where everyone gets taunted so the game plays itself =\
Alyadon and Wukki didn't level because they died. Ivo leveled and learned nothing. Rian leveled and learned Unfailing Blow (100% hit chance attack, its going right on Rian).
The Gobbles: Brea, Boggi, Hup, Alyadon, and Wukki leveled and didn't learn a darn thing!
That tavern again!: Naia, Breg, and Deet leveled! Alyadon leveled and learned Thorns! I found some random Fang-Studded Armor!
That road to Ha'rar place: Rian, Brea, Wukki levelled and learned nothing! Found a random Sharpened Longsword!
Sinking Isle: It occurs to me that although the tides mechanic is interesting and anxiety inducing, it can also lead to a boring level if, for instance, the enemies are localized to one side of the map so most of the level is spent moving around the map not fighting anyone because the level has some chokepoints.
Boggi leveled. Hup leveled and learned Thwack! 2! Ivo leveled and learned Eye Shot 2!
Desert: Something else I've noticed is that encounter levels have the same level elements that they did in the story mode. Including the glowy exit square. They don't do anything. They just obviously didn't make a version of the level without it.
Deet leveled and learned Life Exchange 2 (can use Life Exchange on enemies)! And has learned all the things in Adept!  Rek'yr leveled and learned Finish the Job (100% crit chance against non-boss enemy with less than 30% health)!
Citadel balcony: another one where everyone was beserked so the level played itself. Ho hum.
Naia leveled. Breg leveled and learned Aimed Shot. Gurjin leveled and learned Flurry of Steel. Kylan leveled and learned Stick and Stones (deal damage and inflict wounded may break your bones).
Hidden Grotto: Only Ivo leveled. BUT I found a Master's Opus. Its a magic book.
Drifting Dunes: Rek'yr, Pombo and Wukki level! Rian levels and learns Inspiring Presence (adjacent allies get critical chance up)! Alyadon levels and learns Cascade!
Sinking Isle again: Deet drowned =(
Boggi leveled. Gurjin leveled and learned Retribution.
Swamp: Deet leveled and learned nothing. Brea leveled and learned Awaken 2. Naia leveled and learned Bash 2.
And now that I've got a few levels under my belt, back to the mission.
Mission: Dark Poison - Podling Hollow
"The heroes reach the Podling village. They must stop The Scientist's wicked experiment and save the Podlings."
Bought a bunch of Nebrie Milk to make me immune to poison. That's just strategery that is.
No but seriously. Most of what Scientist does is lob poison. All of my party is either equipped with Nebrie Milk or Drenchen. Hopefully, I've hit this challenge in the knee.
And dang with Smite 2, Naia did six hundred damage! That's a third of his hpees!
But blah blah blah lightning aura and chain lightning time. It hurts. A lot. BUT: he can't target you from a distance if you're in the tall grass, with the velociraptors.
And boom, Scientist ass kicked. Mostly by Rek'yr who goes so often.
The Scientist: "This experiment is a complete failure! I must return to the Castle."
Rian: "The Scientist is dealt with, but what about the poor Podlings?"
Pombo: "A hup milasazabo pyata uchaahipu apyama-da!"
Deet: "A song? To put them all to sleep?"
... So. Are we just going to put the problem to sleep and hope it sorts itself out?
Gurjin leveled and learned Smite. Naia, Brea, and Boggi leveled. Rek'yr leveled and learned Silent Lunge (jump to an empty tile, Get Attack Up, rooted, and silence to self, does not end turn. So I guess you can jump somewhere and then attack? Worth a look)!
I also pick up the Leaf-Bladed Chopper, the Spriton Clan Axe! And the Scientist's Manual!
Oh, there's a cutscene of the zombie/darkened podlings surrounding our party on a hill and then Pombo does his music and puts them all to sleep.
Deet: "Tomorrow this will all seem a distant dream"
BUT HOW
Wait wait wait, shit. Scientist as much as said it. The formula is temporary so if we put them all to sleep they’ll wake up restored. You win this round, game writing.
The Leaf-Bladed Chopper has a higher attack bonus than the General's Hand Axe but the General's Axe has more assorted stat gains to defense, magic defense, and HP. So I'm sticking with that.
Scientist's Manual is a spellbook. It does even more damage than the Master's Opus so this is going right on Deet.
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existential-fox · 4 years
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It’s a Remake not a Remaster
Final Fantasy VII Remake is not Final Fantasy VII.
This is a significant fact that will influence how you experience the game.
I understand how people feel however as I was, and still am to some extent, one of them. When I first heard that the game was in development, and especially when I heard that it would be in parts, I had serious, serious doubts. Despite my fondness for XIII that game is a mess and its sequels do little to amend its flaws. XV I have ranted many, many times about as being a massive disappointment to me in its story telling, world building, and character development. The game play was also woefully disappointing.
The recent Final Fantasy entries didn’t fill me with confidence. And then I played the original again earlier this year and found what I now consider a masterpiece of gaming history.
So I when I decided to buy FFVII Remake I had to wonder if I was leading myself to disappointment again.
What I found was that FFVII Remake is so much better than it has any right to be.
I’m not sure how they did it but they actually managed to deliver a game that feels like a worthy successor to the original. 
But that doesn’t mean it is perfect. Oh no...its not perfect at all. When I say ‘is so much better than it has any right to be’ I am also saying that the overall package manages to be ultimately satisfying despite its many, many flaws. Its frankly ridiculous that I can see so much wrong with a game and yet still look back fondly on it without a hint of regret at my purchase. Weird.
Lets start with graphics because they’re objectively easier to review.
Graphics- In some ways I think the graphics are the perfect representation of the game’s overall feel. Because there are so many beautiful moments- the main characters are stunning, the cut-scenes are polished and smooth, the battle scenes and executions are breath taking and spit like an energetic fire and then....you see a NPC. Or you see an ugly textured background. Or you look down at what should be an awe inspiring sight of the slums miles below and yet all you see is a fixed ugly image that couldn’t possibly be anything but a badly glued on wallpaper for your horizon. I don’t get it. I really don’t. Because this game is beautiful and yet if you’re not a main character you’re reduced to looking like someone modelled your face off a cardboard box. This doesn’t take away from the amazing beauty of scenes like Aerith’s house or the colourful energy of Wall Street but it does make you scratch your head and go ‘huh?’.
Music- Every single track that has been taken from original FFVII and remade into a fresh take is amazing. I love that music is dynamic and slides into battle music as you encounter an enemy, and I also love that it will slide back into a more peaceful tune as you emerge in triumph from the scrap. The boss battles are to die for as well- Scorpion Sentinel was my first experience as I played the Demo like everyone else, and it hooked me straight away. The refreshed soundtrack slams.
And then there are the other tracks.Which apart from Hollow Skies (and its accompanying vocal track) are a bit lacklustre. There were moments like the Bombing Mission where I was bobbing along to the music as I made my way through the level. This never happened with the added tracks. I also hate Wall Street’s new track though I appreciate how it changes depending on where you are in the town. They had a perfectly good track already for it and yet... *sigh* Moving on...
Gameplay- Probably my number one surprise from this game, and possibly my favourite thing about the game, is the gameplay. It’s so well done. They went from XV which was boring and involved little to no strategy, and turned it around so fights and bosses actually made you think and rely on your different character’s strengths. I love using every single one of the characters because every single one of the four playable characters is a different experience and with unique skills you will need in different fights. Cloud is a counter hitter with strong sweeping attacks, Barrett is a ranged tank. Tifa is a hard hitting speedster, and Aerith is a powerful mage and healer. I liked that the boss battles often pushed you to discover what could be done with each character, and I liked that none of them felt useless or underused despite everyone but Cloud disappearing for chunks of the story. I also adore what they did with the Materia system, updating it for the more active gameplay while still keeping its roots intact. I like that you can update weapons and learn skills from them. I like that each character has a different ability unique to them, and that their skills reflect their playstyle. I think the majority of the bosses are great and I think whoever was responsible for the game play really knocked it out of the park big time as this is the best battle system I think Final Fantasy has ever had.
However- the camera is sometimes crap when you get shoved in a corner, the lock on is disastrous in moments as it jumps around with its own mind on who you should attack, and aerial combat needs fixing. I appreciate that you’re supposed to use Barrett or Aerith for aerial combat but: 1) They aren’t always with you 2) If you use Blizzard or Aero spells they are so slow that the enemy has usually flown away by the time they hit 3) Aerial enemies are way too fast for something so difficult to hit.
Those are my only complaints by the way. 
Characters- I think in a lot of ways this is what Remake really sells itself on. The extended story of Midgar allows you to get to know these characters and really feel them as people before the later events happen. The time given to them allows you to understand Avalanche and their motives as well as learn more about the world around you that they exist in. I want to tell you that of the main cast there was a weak link but I actually don’t think there is at this stage. They feel like they are exactly where they need to be.
I think if you didn’t know the original story Cloud could come off a little too much like ‘stoic hardass Soldier’ but tbh that’s hilarious to me because that’s how he wants people to perceive him. And, while fleeting and few the game gives you moments where Cloud doesn’t live up to that image. Cloud is a very broken boy and it is shown in his inability to understand Aerith’s high fives, his inability to understand how to hug someone, in his moment with Biggs in chapter 12 (which honestly nearly broken me most out of the ENTIRE game), and how he reacts to Rufus in the end. And Cloud does develop but the game doesn’t make a song and dance about it. Cloud holds on so tightly to his ‘I’m out for myself’ mentality but during the game- with these small moments- he eventually learns to trust and rely on others, and in turn stand up for them when he faces Rufus on the Shinra building. I honestly love Cloud because he really flips his character archetype on its head in the original game, and its starting to show slowly in this one too. 
Tifa, Barrett, and Aerith are all good too. On the opposite scale to Cloud, I do feel like Barrett could do with a bit more subtley. It would bring so much more to his character. I mean obviously I know he’s an angry dude and I also know why that it is but sometimes his lines felt  just a bit too hammy and over-dramatic to me. It was when he was worrying about Marlene and the other members of Avalanche that I felt he was at his best. Tifa’s great because the game shows her conflict and her guilt, while also hinting early at how she tends to keep her feelings and worries inside rather than voicing them. She also felt mature and just...like a normal person which is weird when talking about a JPRG. Aerith is...look Aerith, Cloud and Nanaki are my faves after this game. Aerith was perfectly done with all her sass, cunning, and inner loneliness intact. I also ship Cloud/Aerith < < though I can see why there’s such contention since there is a strong case for Cloud/Tifa too. I just like tragic stuff ok?
The side characters- Jessie, Biggs, Wedge, Nanaki (sadly), Marlene, Reeve etc. etc. were all fine for what they were. Though I wish Japan would stop with making fat characters a constant food/hungry joke. Wedge was actually a rather admirable character in the end but his introduction wasn’t great.
Story- I’ll just say straight up that this game has serious pacing issues. I don’t think it kills the main story but sometimes it kills the build up of story beats. The main villain of this piece is Hojo’s lab. I wish this was an added dungeon you could explore end game or something because I actually quite liked it for the introduction of Nanaki as an AI party member, being able to use all four characters in different scenarios, and the horror game like exploration of Hojo’s experiments. But oh boy...does it kill the pacing between freeing Aerith and following the trail of blood to President Shinra’s office. I literally don’t know why they scrapped the four of them being locked in cells and waking up to the cell door unlocked. If there is one thing I hate about this game its that they got rid of that scene build up. It was perfect in the original game...why would you...? 
The other thing that bothers me is Sephiroth. I got sick of seeing his pasty thin face pop up everywhere. I never liked the guy in the original but I could at least appreciate the mystery the game built up around him and not being able to predict when he would show up next. But no...if Cloud starts walking slowly and tense music starts playing you will be sure to see him in this one. I feel it ruins a lot of what made him an antagonist. Not to mention the ending where he starts babbling nonsense at you like he’s from Kingdom Hearts. I kind of liked that in the original he didn’t give a shit about Cloud or who he was because it added a lot to Cloud as a character but all he wants to do in this one is jump out of corners and freak the poor boy out.
I like chapter four though. Weirdly I feel like an arbiter of fate because I’m really fond of what they did with the story as long as it didn’t upset the beats of the original. Adding development to Jessie/Biggs/Wedge was fine. Adding conflict to Tifa’s feelings on Avalanche was fine. Playing as Aerith finding Marlene and finding out how she got her to her house was fine. I just don’t like how the game often bloated itself in moments that needed to be faster paced, or changed scenes in a way that made them lose a lot of their significance.
I’m okay with the ending weirdly though.I thought the fights were a bit ridiculous but I understood the message. I think the thing about Remake is it doesn’t want to be VII. It wants to be something new and exploratory. And it already has done that in a lot of ways...I just hope it follows that with the strength of the character writing and not with the haphazard pacing that pads this game. I think it could do a lot of great things to be honest- expand on Wutai and the war, look more deeply into Cosmo Canyon’s background, give Avalanche more of a presence after leaving Midgar, learn more about Aerith’s mum and her materia etc. etc. I actually took the ending as an opportunity for this rather than an off the rails experiment into noman’s land. It will be the same story but with a chance at new experiences and encounters. 
As Aerith says ‘I already miss the steel sky’. We all miss VII and the wonderful memories it gave us but it will always be there waiting for us. Remake is a chance for exploring new ground, learning more about the characters, and potentially widening the plot of what VII left behind. There is a lot of doubt in me moving forward. The second game could be a disaster in story but...I’m willing to give it a chance because this first game was ultimately a game that didn’t disappoint me. 
Perhaps its because it reminds me quite a bit of Cloud. By the end of the game it wasn’t selling itself on its strong lineage anymore, it was brave enough to step forward and ask us to trust it with the daunting task of developing into its own skin. 
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periodicreviews · 4 years
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Uncharted 1-3
With the release of the Uncharted trilogy for free, I decided to finally make my way through them. When I bought my PS4 in 2017, it came with a copy of Uncharted 4 that I’ve left untouched until now. I go into specifics for Uncharted 1-3, then talk a little about the series as a whole.
  Uncharted 1
My biggest complaint with this game was the platforming. It was not only tough to figure out which ledges were “grabbable” but even after my 9 hours in the game, I couldn’t accurately judge distances.
Some ledges appear to be close enough, but there’s actually a different side path the developers want you to take. Drake as a character seems to have a variable jump distance depending on if the game detects you are trying to land on a grabbable ledge.
If you jump too soon or at the wrong angle, you’ll execute a short “hop” and fall to your death. I haven’t done any digging on whether such a system exists, that’s just what it appears like.
I died over and over on one of the later levels where there is a series of platforms in the rafters of a church. I just kept misjudging distances and jumping too early.
My primary cause of death had to have been just been falling as opposed to any enemy NPC.
As I say that, I’m reminded of one particular shootout in a courtyard. At the time I remember being really frustrated that being in cover didn’t mean that you were safe from bullets. There was so much gunfire that I couldn’t get anywhere near the people who were shooting at me especially with the number of grenades they were shooting at me. It was tough to have to unlearn everything I know about cover from Gears of War, where you are safe if you don’t peek out from people shooting towards you.
 Uncharted 2
Uncharted 2 in some ways felt like a step back and a step forward.
The remastering team on U1 maybe did too good of a job because I felt the eyes of the characters in U2 felt a lot more lifeless.
The step forward was obviously in the improved platforming. I had less and less trouble judging distances. I can’t tell if that’s just because I had 9 hours of practice from the previous game, but I feel like the system judging character movement was also greatly improved.
I died 10 or more times in a single sequence when a helicopter is firing missiles at a building. The building begins to tip over and collapse and you are supposed to jump through a window on a neighboring building to escape.
Fail to jump and you die. Jump at the wrong angle, and you fall between the collapsing building and are crushed. Before I realized I was supposed to go through the window, I thought I was supposed to grab onto the ledge of the neighboring building.
Right after you jump at the exact spot, Drake says “Jump”. But for me, this audio cue always came after I was supposed to jump. I’m not sure if they intended that audio cue to be the cue for the user or not.
This particular scene is a symptom of the root problem in my opinion of the game trying to be too cinematic. I say that, even as a fan of Quantic Dream games. I know there’s a very fine line between cinematic and game. Go too far and you can confuse the player on when they are required to interact and/or make it feel like their actions have no impact. Uncharted 2 had a few such sequences for me. I never wanted to see another train by the end of it.
 Uncharted 3
The beginning of the game had me a little worried about the collision detection. It might have just been a side effect of playing with a smaller character model and the collision requirements being slightly different than the regular sized character. There were a few moments when I would get stuck in the chase sequence on corners or edges of geometry.
U3 also put a lot more importance on the melee combat system. I personally prefer to stick with the gunplay but for certain enemies like the shotgun/bulletproof vest guy and the giant brawler types, it felt like a requirement to engage them melee combat. The ability to return grenades and dropdown on enemies in silent takedowns was a welcome addition though.
I really hated the “drug trip” levels. It was very uncomfortable to look at the screen as it distorts and I started to panic during the first level because I was worried I was going in circles and causing this level to last longer than it should. Though to the developers’ credit, that’s really the point of these sequences.
There was one segment I was intent on getting through on all stealth as you infiltrate the airport to stowaway on the cargo plane to the desert. Two enemies at the end guard a door and you can’t shoot either without triggering the “alert”. You had to catch their attention, one at a time, to lure them away from the door and take them out. I really wished I could use the rock mechanic from Horizon Zero Dawn to even get them to spread out on a patrol as they searched for the noise. Ultimately, I was able to remain in the shadows enough to grab their attention but not to fully alert them.
General
I think story-wise, I enjoyed the first game the most, despite it being a little cliché that the Nazis appeared. But gameplay-wise, I probably prefer U2. I enjoyed Elena being presented as someone who didn’t have to rely on Drake to save her. The scene where Elena breaks Drake out of jail in particular was well executed and it was fun to watch these actors perform it.
In U2, although realistic that there would be some animosity between Chloe and Elena, I wished the two could be there as part of a team, not just as two sides of the love triangle. Thankfully they do warm up to each other.
In U2 and U3, characters ask Drake “what’s the point?” and I felt like Drake never successfully answered that. In U1, the driving motivation is rescuing Sully and Elena, then later on it’s in preventing the destructive power from leaving the island. In U2, despite Elena being on death’s doorstep, Drake still decides to face Lazarevic. In U3, especially after getting the warning that Francis Drake himself is alleged to have written. Drake wants to continue on. I guess that just speaks to who he is as a character but the 2nd and 3rd games lost me in that regard as to knowing when to quit. To be fair, he did want to quit in U2 until Schafer convinced him otherwise with the power of the Cintamani stone.
Music
Given Uncharted’s inclusion on stuff like Video Games Live, I expected there to be more to the soundtrack. The main theme is notable but unfortunately that’s the only track that stands out. There are no bad tracks so to speak, but nothing that made me want to listen to it again.
 Hints
The hint system was hit and miss at times. I imagine they did a lot of testing to figure out what’s the average time it takes for someone to figure out a particular puzzle and then use that time for how long it takes for the hint to appear. Frequently, the hint would appear when I was already well on my way to finishing the puzzle or when I had just figured it out.
Sometimes the hints would take the form of pressing up on the D-pad and that’s great because I have the option to not press it. It was frustrating when character dialog would tell me what to do instead of letting me figure it out. I know I could’ve turned off the hints in the menu, but I think that would have only worked for the D-pad. It would’ve been nice if that extra character dialog wouldn’t give it all away or could be triggered optionally by the D-pad.
Take a break
It’s probably my fault for trying to rush through these games. But I couldn’t help but notice how high the body count is as you kill non-descript enemy after non-descript enemy. In the first game, they’re just trying to find El Dorado and yet these people are throwing their lives away. In U2, it’s maybe a little more believable because Lazarevic is a warlord basically. And in U3, I guess it’s also believable that this secret society has vast sums of money and influence. Everyone has a price as they say.
At times, I just felt fatigued at having to mow through a whole other squadron of enemies. I know that sounds strange from someone who has played his fair share of Halo, Call of Duty, and Gears of War, where there are no puzzles or exploration, it’s just killing.
In two of those, you’re fighting aliens or “monsters”. I wonder if I played through the 3 Call of Duty Modern Warfare games back to back, would I feel the same way about them? Or maybe it’s merely because Uncharted is not sold to me as being a soldier on a battlefield, you’re just a treasure hunter against mercenaries hired by some rich guy who are just looking for a paycheck (though to be fair, that’s many soldiers as well). Maybe it’s just my personal tastes changing over the years.
This endless warzone type combat also made me yearn for one or two scene where Drake takes it easy. Even just like stopping to eat or sleep would’ve been good. The puzzle and vehicle sections are there to break up the standard run and gun action but I just feel like as a person, it would feel more realistic to see Drake take a nap some time.
Granted, Uncharted is not necessarily aiming for realism. Chances are very low that any person would be able to climb up a train car as it teeters on the edge of a cliff in Tibet. Or escape from a collapsing building that has been shot with rockets from a helicopter gunship. Or survive days walking through the Rub' al Khali with no water and still have the stamina to survive waves of troops in a gun battle. And keep doing it all over and over again.
He does take 1 nap in Uncharted 3 for like 3 hours and I welcomed every second of it. Uncharted 2 opens at a bar where he takes several sips of a drink and of course he takes several sips of the poisoned water in Uncharted 3. But in excluding all of these normal human activities, Drake feels less and less like a human and more like a god.
 I feel like maybe I’m missing something that all of these 10/10 and 9/10 reviewers saw. Part of that is probably the time that has passed. I started with The Last of Us and moved on to other games, like Death Stranding, that have built upon the motion capture acting format. Part of it is probably due to me trying to beat these games too quickly, especially when it comes to 2 and 3. I feel like as a whole they are more an 8/10.
I’ve since moved on to Uncharted 4 and so far it feels like a very different game, which I’m not sure if that is a good or a bad thing yet.
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gascon-en-exil · 5 years
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FE16 Golden Deer Liveblogging
Chapters 16-18. Just like the Lions route, until it isn’t. There’s also some Dimidue content here, but not enough for its own post.
Chapters 16 and 17 are virtually identical to those chapters for the Lions apart from which army you’re controlling. Ferdinand still shows up to die on the Great Bridge, with a generic taking the place of Lorenz. (Oh, and I’d forgotten to say last time that Ashe appears in Ailell. I read somewhere that he can be recruited somehow here, but I didn’t see it.) The big battle at Gronder Field is a fair bit easier with the Deer; the Lions are less mobile and I believe fewer in number, with the only thing that surprised me being Sylvain and Ingrid coming from behind with reinforcements a few turns in.
Keeping Dedue alive is fairly simple in Chapter 17 since you only have to defeat Edelgard and Dimitri to end the chapter, but I’m not entirely certain I got anything special out of it? In any case, I did so by rushing Edelgard’s lines as fast as possible to get close to taking her out before the Lions start moving. Once they move it looks like Dimitri and his two boyfriends’ AI is specifically trained on Byleth (...why?) unless that’s only because mine was about 30 levels below the rest of my army and cowering in a bush because I’m not using him. It’s therefore not too hard to leave a few units behind to rush Dimitri on his way north as soon as Edelgard is down.
Chapter 18 at first looks like it’s going to be a retread of the Lions’ Chapter 20, the showdown vs. the Death Knight in Fort Merceus, but then the plot happens and you’ve got a bunch of Almyran NPCs led by Nader backing you up while everyone other than Claude assaults the fort from a different starting location. Then the DK surprises everyone by retreating, turning it until a rout map unless you can kill him before he leaves. On that plot point, see below.
Claude’s paralogue is technically the first new map I’ve seen on this route, although it’s really just the story map for the Sreng desert one used for skirmishes. It’s not completely awful to navigate once you realize that there’s a path of normal terrain circling the central structure, which was very helpful when trying to grab the loot from a bunch of thieves determined to commit suicide by dragon. The Wind Caller/Macuil wasn’t particularly worse than any other major monster boss I’ve yet encountered, and he was great for dropping little worldbuilding hints. It’s funny to me that the other house leaders’ paralogues target major military installations while Claude goes on a field trip to another country for information.
Character/Story observations
Let’s start with the Dimidue. The reason I say that I’m not sure that sparing Dedue accomplishes anything is that he retreats from battle and the post-chapter cutscenes play out as if this had happened anyway. Hilda describes Dimitri charging after Edelgard alone before collapsing and getting run through by Imperial soldiers. Claude then asks after Dimitri’s vassal whose fate was unknown - and then it cuts to Dedue alone, saying this: “Your Highness! Your ambitions are my own now! I...I will bring you Edelgard’s head... I swear it!” This is indeed the route where these two go full Quan/Finn, and although Dimitri’s offscreen end lacks the poignancy of Yied the results are no less tragic or less gay. And because Dimitri has no son to be fueled with righteous anger, Dedue has to carry within him not only Finn’s unbroken loyalty but Leif’s rage. I know he’ll be making a reappearance in a later chapter, too, so this isn’t the end for them. I wouldn’t be surprised if the anons I’ve gotten on the subject were really about the chapter where you kill Edelgard.
I made a point to defeat Dedue first before rewinding time to see what would come of it, and actually I think that adds even more to where their relationship is/was on this route. In this version of events it’s left ambiguous who’s leading the mysterious Faerghus army until Dimitri appears on the battlefield, and apart from the bit about Cornelia’s coup right after the timeskip no explanation is given for why Dimitri is his one-eyed feral self. Unless the game says otherwise, I’m going to assume that events played out as they did in the Lions, with Dedue rescuing him from prison but needing to sacrifice himself and inadvertently leaving Dimitri to wander alone as a vagrant for five years. This Dimitri is as such violent, contemptuous, and obsessed with revenge, and when his allies die in battle his “mourning” quotes are nothing but ellipses (Sylvain), dismissive grunts (Mercedes), or their names (Felix, Ingrid). For Dedue, though, who protests that he can keep fighting after being defeated, Dimitri says this:  “Shut up and retreat. You must live, Dedue.” So I was right about how this storyline plays out; per his Gilbert support, Dedue has to have his prince command him to live for him to have not charged to his death alongside Dimitri. Also, way to have all that homoromantic co-dependence flow both ways to have even a feral, death-seeking Dimitri insist on Dedue’s survival while all his childhood friends (and Mercedes) are dying around him and he barely spares them a word.
Anyway...let’s talk about lighter things. Not many supports left for me to get; I finally finished off Catherine and Shamir’s line, and it is blatantly romantic down to marriage propositions. As a counterpoint Claude’s last support with Shamir is one of his more romantic and one of the few endings that sees him eventually abandon Almyra. Flayn/Manuela dances around prostitution - good thing Flayn is secretly hundreds of years old, right?
Monastery tidbits: an NPC soldier confirms that the Fódlan year begins with the Great Tree Moon - the April equivalent. This means that numbering the months to match up with the Gregorian calendar was solely so the player could give Byleth a real world birthday. So worth it. I’ve also noticed that there’s a line of minor quests for supplies and skirmishes in Part 2 that are the same across all routes, with the only difference coming from who’s handing them out. For Edelgard it’s Hubert and for Claude it’s Hilda, but for Dimitri it’s Gilbert as yet another thing Dedue misses out on by being dead by default.
In a rare bit of honesty that’s kind of hilarious, Claude admits that he’s using Byleth for their connection to the church, now as a means of smoothing over tensions within the Alliance.
I complained about how the Alliance’s presence and behavior at the Gronder Field rematch on the Lions route has little explanation, and unfortunately the way the Kingdom remnant is handled is only slightly better here. Claude’s forces don’t try allying with them first because their movements have been erratic, and then later because it’s foggy at Gronder...fog that doesn’t stick around for the map itself, thankfully. Dimitri may be feral and unable to be reasoned with, but what about Gilbert or Rodrigue? The rematch is a big marketing moment, but having the Kingdom and Alliance fight each other instead of unifying against the Empire feels like a contrivance either way.
One thing I think Three Houses does really well compared to earlier games is that there’s less of a sense of what I think of as arbitrary chorus characters: people aside from the leads who show up in most dialogue scenes for the protagonist(s) to play off, who get to be there because they have plot armor or are NPCs so they can’t die in battle and therefore don’t need to be written around. FE16 goes out of its way to include every character in your army at one point or another in story cutscenes, sometimes even in plot critical ways. For example, after Chapter 17 it’s Lysithea who provides the plot hook to bring Those Who Slither back into the story by sharing her traumatic past. Meanwhile in Chapter 18 it’s Hilda who comes up with the ruse of invading Fort Merceus disguised as Imperial soldiers...as well as a gag about dressing Claude in drag that’s mildly amusing but goes nowhere.
Oh, right...I need to talk about the DK, and Those Who Slither’s nukes. The DK retreats from Fort Merceus because his side has “javelins of light” that totally obliterate it in the same way that Arianrhod gets obliterated in Edelgard’s route. As this happens in a cutscene I assume the DK doesn’t die there if you defeat him, as he does in the Lions route. If it seems odd that I’m not dwelling on the fact that the enemy now has anachronistic nukes, it’s nothing compared to Claude, who takes the opportunity to have an extended discussion on racism. Lorenz takes him to task for allying with the Almyran general Nader, and Claude reveals his plan to solve racism with imperialism. As silly as that is, he’s still deft (and manipulative) enough not to do so by revealing his own heritage but rather by dragging Cyril into the spotlight as an example of an Almyran among their own forces. Cyril protests, but that’s just how Claude rolls.
Part of Claude’s big speech references the Officer’s Academy bringing together people from many different backgrounds, among them the princess of Brigid and a man of Duscur. You know, an Imperial hostage and the vassal/boyfriend of the mentally unstable crown prince of Faerghus, because those are completely normal circumstances for adding diversity to the student body. It’s also strange to me that he considers Duscur as outside Fódlan. Ethnically and culturally distinct from Faerghus, yes, but Fódlan is a continent with three independent political entities that also includes the peninsula on which Duscur rests. To use a real world comparison close to how I imagine the relations in question, this would be comparable to saying that the Basque people do not live in Europe because they are an ethnic group distinct from the people of France/Spain. I’m clearly putting more thought into this than the game does, but still.
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jace-the-writer-guy · 5 years
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A dream game of mine
These are the ideas I often come up with for a dream game, and it just combines so many elements from different things I've played or watched videos of into one huge and crazy thing that would be amazing to see and play. It's pretty much a pipe dream in this lifetime of mine but I can't help but imagine it. So without anymore stalling, here's all my ramblings about it.
I would just really love a game like Skyrim is, but just... more. Like Skyrim has a bunch of the adventure/exploration elements I love in a game, but I didn't think it had enough diversity in scenery and it all felt cold because of the part of the world it was set in.
I would love a game that was like Elder Scrolls Online in size with all the different provinces you can go to with all that land to explore between the snowy areas, desert areas, and forest/jungle areas and all the settlements that would be scattered throughout. And all the scenery in that game was beautiful to me. And along with that, add the crafting/blacksmithing stuff from ESO too, because that was the main thing I did when I played the game. I created everything I used from different swords and armor.
And speaking of swords and armor, I'd love the game to have what ESO does, which was have there be different styles of weapons and armor you can craft after you read the plans or whatever for it. Like a steel sword can be one style, or you can craft it in another style but it would have the same stats, just a different look. Same with armor too. Or a greatsword could be more on the skinny side, or you could make it be a massive weapon like what the Buster Sword is.
Whatever weapons you favorite will be visible on your character and you can choose where you want something specifically placed. For example, a Ranger could have their bow across their chest and back and their quiver of arrows at their back either behind either shoulder or at their waist, or on their thigh while they have a dagger on one hip and a sword on the other. You can't have too many weapons on your body though. There would be a weapon wheel you can bring up that lets you choose between what weapons you have favorited.
The weapons and armor would be highly customizable too. Like with armor, you could mix and match different pieces or furs to make something unique to you, and for weapons you could add different accessories to them like jeweled hilts or carved bow shafts.
As for the exploration, I think it would be a phenomenal thing to focus on in a fantasy game. With so many environments like what I mentioned above with forests to snowy areas, there can be some absolute magic to be discovered like beautiful lakes or ponds, or something like my Heaven's Clearing area I created in my RWBY AU. Mountainous areas with waterfalls cascading down the rocks? Giant trees in a gorgeously lush forest with a treehouse village? A snowy village deep within the mountains? An ancient and run down fortress in a canyon with only one small valley to access it? Sprawling cave systems in the mountains? Tropical beaches? A beautiful oasis hidden in the middle of a vast desert? Explore and you can find stuff like this and more.
Examples of the sights you could see. I don't know the artists sadly. I found these all on Reddit at r/imaginarylandscapes)
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And if and when you find this stuff? Build there if you want! It could be like Fallout 76 with the C.A.M.P. thing, but you have such an extreme amount of freedom to build kind of like in Minecraft, and have the building be like a mix between Minecraft, 7 Days to Die, and Ark. Build what you want from a nice, cozy little cabin in the woods, or a big estate on the mountainside with the waterfalls going under the house. Make it as big and as grand, or as small and as cozy as you want it to be with loads of decoration stuff you can build, and with different variations to the decorations. Different styles of beds, candles, wardrobes, chests, doors, windows, whatever. Just give unmatched variety. And of course for all of them, you would have to go out and find the materials, like for a simple cabin you would have to go out and either buy the lumber, or cut it down yourself. Or if you want to just dig into the side of a hill or mountain and mold your home from there, you absolutely can, given you have the equipment to dig it all out. Or you could just be a nomad and camp around anywhere you wanted while you travel and not be held down to one place.
Character customization would let you be able to make the character you want for a fantasy game like this is in my imagination. Loads of different hairstyles, body types, eye/hair/skin colors, customize your height to be the size of a Goliath (in D&D) or a gnome and so on. Pick from a variety of races from human, different races of elves, dwarves, halflings gnomes, goliaths, orcs and tabaxis', mix races, and more. And in game, you can really pick any type of clothing/armor style you want from even more choices. And along with that, you can of course pick different classes for your character to be from a fighter/warrior, to a ranger, to a magic user, to a bard, or whatever. You pick your skills from a huge list of stuff for each class and you go around and do what you want to do as that character. And like with Dragon's Dogma (one of my favorite games), you can change your class instead of being tied into one class at really any point in the game that you felt like. And you can multiclass too and combine any two classes you want to try.
Magic in the game would be more... magical. Like you start out with basic spells if you're one of the magic using classes with sorcerers getting a bit more, but it all starts out as just looking very dull. And when you train and level up your magical abilities and find new spells out of the huge selection of them in the game, the magic gets more and more bright, vivid, colorful, vibrant, and flashy too so you can actually see the results of all the levels you poured into your magic.
It wouldn't just be exploration though, considering weapons, armor, and magic would be in the game. There would be so many different jobs and ways to make gold to choose from, and there would be multiple long running quests you could accept that would be like something from D&D. And a thing for that is that the game can either be single player and you can pick a party of NPCs to join you through your adventures, or you could switch it over to multiplayer and invite a few of your friends in to explore the world together or do these quests and split the rewards from both the journey itself and the reward for completing the quests. The questscan have different styles, like serious ones and some where there can be some fun, like a Borderlands mission.
And as something in between these quests, you could have different jobs you can choose from like I mentioned. You can start your own mine or lumber yard to sell ores, precious gems, or wood to anyone (NPC or player) that wants/needs it. You can do guard duty for someone, you could scout an area out for any dangers for someone wanting to build a house or for military, or chart out unknown parts of the world and draw a map of it (provided you take a cartography skill) and sell them to people. You could even just be a simple hunter and hunt game to provide meat and pelts for yourself and for trade. Or be a bard and make some music between more somber songs or uplifting ones, or ones where you just tell the tales of events that have happened in the game. And for that, the game would have a huge score of music. And there would be bounty hunting quests as well, and sometimes they can lead into something more.
You have the choice between if you want to be a combat focused character or a trader/craftsman focused character or something along those lines. In single player, you could hire an NPC bodyguard and they would be extremely competent (unlike the referees in WWE games :p) in battles in order to protect you. Or in multiplayer, your friends could provide your protection while you create trade routes or gather materials, or explore the world for treasures. And it could be the other way around with you being the bodyguard and your friend being the one you're protecting too.
Choose your own backstory from a huge list of options. You could have a backstory as a simple farmer, a guard, a soldier, a trader, a blacksmith, a mercenary, or a craftsman to name a few. Each backstory comes with a specific set of gear depending on the backstory and an area of the world you start out with and in. Like a mercenary would start with light armor and a battle axe, having just completed a job in the colder regions so you would have fur cloaks and armor or you could have just completed a job in a more tropical spot of the world.
And romance too! You could have your character romance any NPC in the game no matter if they're male or female, unless they're already married. Or if you want to do a bit more, romance them both! Start a family with them, and hire bodyguards to protect them while you're out adventuring, if your spouse doesn't have any combat skills of course. Or hire bodyguards anyway to secure your childrens' safety.
See a dog you want to adopt? Adopt it! Same with cats or any other animal you might see up for adoption or for sale from somewhere. Each province have different kinds of pets you can get, so traveling the world for your perfect hunting/travel buddy or housemate may be something to do. And you can name your pet too. Or you could even capture and tame a wolf or tiger or something in the wild too if you wanted. Also, you can pet your pets. Give them attention!
For travel, you could either carry the bare essentials on your character and just walk either alone or with a companion by your side, or you could save your gold for a horse or go tame a wild one to ride through the world. And on top of that, you can buy different types of wagons to carry all the things you need to set up a larger camp for yourself or for your companions. Larger wagons mean the need for an extra horse. And you can also buy or craft accessories for your horse and wagons, like different saddles or canopies respectively.
And also for travel across the seas, you can either pay for passage on a ship or save up gold to buy your own and hire your own crew to go on voyages. Along with that, one thing you could do is become a pirate if you chose to in case you didn't want to just spend your days on land, or become a trade vessel to transport goods from place to place, or you could even just have it become a passenger ship and take gold to take people across the sea. Search for buried treasure and pillage other ships as a pirate, or discover an island to claim for yourself and your friends.
One thing that would be in the game would be hunting, from small game all the way up to dragons. The hunting is something I enjoy so much in Red Dead Online that I would love to see it in a game like this with so many animals and creatures. Of course there would be stuff like boars, deer, bears, and animals like that but there would also be fantasy creatures to try to hunt, and the biggest, baddest, most difficult, and most rewarding would be dragons if you chose to hunt them. But you could just stick to hunting normal animals too, because that can be very rewarding in its own way like with what I said before about hunting. And of course, you could go fishing at one of the many rivers, streams, ponds, or lakes in the game too.
There would be two separate modes you could do between a more casual experience or something more hardcore. The casual mode would be that you don't have to worry about eating, drinking, sleeping, or worrying about temperature to survive while the survival mode would include all those things, plus the need to watch out for poisons, venom, or diseases or anything like that so players can enjoy the game how they want to enjoy it.
One thing about the game is that there is single player and multiplayer of course, but the multiplayer would have private servers and public ones for if you only wanted to play with friends, or if you wanted to take it online and interact with a bunch of other players. And on top of that, there would be separate servers for players who only want to have a peaceful time with other players where they can't attack each other at all, and servers where PvP is fully on for the players that want the danger of dealing with other players that want to take them out so there aren't those types of people in the same servers. Choose your server, choose your experience.
Another thing that would be a part of the game is full, unrestricted mod support. Create mods for the game to craft it into something truly special either with different weapons, armors, spells, quests, races, or anything. Download any mod you want at your discretion, no matter what it is. And the mod support would span all platforms the game is on with absolutely no restrictions regardless of platform or the content of the mods.
To make the game even more special, you can create a new character at any time you want, and your previous character will still be wondering the world while you're starting anew. And if you end up finding your other character, you can form a team with them and easily switch back and forth between the two. That would make it possible to create your own adventuring party rather than hire NPCs or relying on your friends. Or, you can just have your characters be completely separate. And if you wanted to, you could possibly romance your own characters if you can't find the right NPC in the huge world.
The hud would be something very simple, with a health and energy/mana meter, a mini map, and radar. Each thing here can be toggled on or off so you could just have your health and energy/mana showing while turning off the radar and map, or you could have it all be turned off to have nothing on your screen for a more immersive experience. You can switch between third and first person to increase that even more.
Basically what I want is some huge fantasy exploration/adventure/action/RPG, something so huge with so many things to do that it has such an immense amount of playability and replayability. Something set in an hugely detailed and gorgeous world with multiple large provinces/climates/biomes. It would take an insane amount of time to try to explore every little part of the world, along with completing all the quests. And there would never really be a shortage of quests because they would keep being added every once in a while to the game through free updates, along with the ones added through mods.
That's all I have to share about this huge, crazy, borderline impossible dream game of mine right now. I might add more to it if/when I think of more. I hope you all enjoyed the read if you decided to read it. I'd love to hear what you guys think, and I'd love to hear your own ideas if you have them.
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thorinkingoferebor · 5 years
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24 hours later: i'm still outraged as ever & i've found a couple of new things to be outraged about that i somehow just missed yesterday. which is understandable. hard to keep track of all the fuck ups!
what was the point of euron fighting jaime? also how did they even end up together? that was another case of characters just conveniently appearing at the right time at the right location (which is like euron’s mine character trait at this point: randomly showing up without any real reason just to fuck shit up in the most annoying way possible). Also: why didn't Jaime just go for this route the first time around?! he might have even made it in time. why is euron so obsessed with killing jaime? why is euron in general? what's his point? was he ever meant to be anything but a cheap plot device? everyone deserved better than this
the fact that the unsullied officers just left tyrion with jaime no questions asked is probably the dumbest moment of the entire episode. dany has often and loudly questions tyrion's loyalty but nothing suspicious about tyrion (THE HAND OF THE QUEEN) wanting to stand guard outside the tent and sending everyone else away. like what's he gonna do? free the person he clearly loves most in the world with a key that just magically appeared in his hand while davos somehow sneaks past the entire greyjoy fleet to leave a boat at the foot of the red keep? naaah (how did davos get back from there btw? did he tow another boat? was he not alone? why am i even trying to make sense of this we all know this plot was written on a piece of toilet paper)
and what's with dany never learning of jaime's escape?! someone must have checked on such a high profile prisoner in the morning? someone must have noticed and told dany who just hours ago threatened tyrion with death should he ever betray her. why did noone come up with the idea to use jaime as a hostage??? but guess everyone just forgot about him, just like the writers forgot about his arc :))))))))))))))))))
where did all the dothraki come from? why are there still so many unsullied left? it sure looked like 90% of them died in winterfell. then we see a significant number in episode five and in the trailer for episode 6 it looks like thousands??? do they just respawn? are we following video game logic now? (btw remember when soldiers had actual personalities? when was the last time an unsullied beside grey worm or a dothraki did anything to remind us they're more than npcs. what do they think about all of this? what did they think about the army of the dead? how are they coping? why was everyone suddenly ok with senseless violence against children even though dany has been saying for years she doesn't want that. yeah sure, she started the kings landing BBQ but she was in a completely different part of the city. there was no way for the foot soldier to know that she was indeed butchering civilians and not just wiping out the last remainders of the lannister forces that hadn't put down their weapons. i’m glad though that they all apparently learned to communicate with each other telepathically otherwise they would be as freaking lost as me rn
one thing the books and previous seasons have been really good at is small little world-building elements that pay off later. and they could have used that in season 8! there wasn't any need to introduce new stuff they could have just used what's already there. they did well on that account with lyanna, jorah and theon. Theon probably had the best arc this season tbh (not a tough competition but it's something) and died a stark and a greyjoy. His identity was the major theme of his journey and seeing it played out this way was satisfying! Lyanna and Jorah both embodied "Here We Stand" in their final moments (Jorah quite literally) and that was wonderful! Why couldn't we get something like this for the Lannisters? Why couldn't we get one final, brilliant scene with cersei trying to turn the tide (backup plan? never heard of it). Don't get me wrong, Lena's acting was fantastic but why couldn't we get a "Hear me roar" moment? Her arc was tide to house Lannister more than any other and yet we didn't get anything? Why didn't we get any rewarding rains of castamere parallels? if they're set on wiping house lannister off the map why not show the tragedy and irony of it. why not remind of us tywin's fantastic speech in season 2? they could have used any of those themes but they didn't???
i'm still not even ready to begin to vocalize my opinions regarding jaime. every time i think about it i can feel my life drain out of me. what a fucking waste you guys
what i can vocalize now however is how much i do hate cersei's end and how they treated lena. I cannot get over that. like i realize she is a villain and i realize she is not meant to be a sympathetic character and she never had a chance to get redemption or get out alive but the show treated her like dirt in the end and just like jaime she was eventually reduced to the incest plotline. she started this show out as someone completely at the mercy of the men in her life (her father, her husband) and while jaime was a big part of her arc her main objective was always throwing off that control and taking it herself. sure she overdid it massively and became power hungry but that power hunger is a direct result of the way she was brought up and everything she was forced into/everything she was denied. weirdly, her conflicts are very similar to brienne's. both women didn't want the roles their peers tried to force them into, both women wanted to escape and both women assumed to do so they would have to take on male traits. brienne did that by rejecting her womanhood completely for 7 seasons and aspiring to be a knight. cersei took a very different route. maybe because she had that option (brienne couldn't mould herself into a proper lady unlike her) or maybe because that was literally her only option (imagine tywin's reaction to cersei putting on armour...). in the years that follow cersei and brienne obviously take very different paths and they have very different personalities but just as brienne deserved her knighthood and the affections and acceptance of the man she loves, cersei would have deserved to be free of men trying to decide her fate for her. but she never was. first it was her father, then robert, then her father again, then the high sparrow and when she finally wiped them all out she had to let another man she despised into her bed to maintain power. brienne managed to escape the confines of male-dominated society forced on her, cersei never did. they could have either shown her finally free before her death, free of the men that tried to control her all her life, free of the power hunger, free of societies expectations or they could have had her face her ugly deeds. i doubt she would have ever regretted any of it but it would have been so much more satisfying to see her properly outsmarted, to see her face off either dany or sansa or jon (or even tyrion or jaime had his character arc not been ruined before that). she was a fantastic, complex villain until she basically just started to stare off into the distance. it would have been so satisfying to see her face reality before the end. Instead, we got rocks. but even that scene (as beautifully as it's acted) isn't satisfying. cersei, who has never been one to just weep helplessly, is first reduced to begging jaime for her life & to save their child (AGAIN WHAT WAS THE POINT! I WILL NEVER GET IT!) and then she keeps freaking out because she doesn't want to die at all and certainly not this way (very self-centred as always whereas jaime is much calmer and at peace with what's about to happen and ready to take care of her even though he’s worse off) . i don't know if this was intentional or just a happy accident but even in those final scenes it's very obvious that the love cersei has for jaime is not the same kind of love jaime has for her. i guess they both ended up wanting to die in each others arms seconds before it happened so there’s that. but it’s a cheap ending for the best actress in the show before they robbed her of all opportunities to shine
oh and lena's instagram combined with her body double’s yet unseen work on the show has now convinced me that we're incredibly likely to see cersei's and jaime's mutilated bodies/heads next week. can't wait to see their characters disrespected on a whole new level jfc i’m so tired
i can't even think about brienne these days. absolutely seething. at this point i would prefer it if the brienne/jaime romance had never happened in ep. 4. if they'd stuck to glances and meaningful gestures at least it would have made more sense. brienne would have been his "what if" when they erased jaime's character development and made him return to cersei (which i maintain could have made sense because no matter what jaime will always love his family no matter how much he also hates them IF ONLY THEY HAD PUT IN THE FUCKING WORK). but she's not a "what if" now is she. she is his "this happened and it was good and important" but we're just going to forget this. we're just going to forget that the last 8 seasons have been leading up to this point. we're gonna forget that for the entire first half of season 8 jaime didn't even flinch at the thought of cersei dying. four episodes of jaime glued to brienne's side and then we're just expected to believe he doesn't care after all. then we're just supposed to believe she is never mentioned again and no thought of her crosses his mind or anyone else's for that matter (looking at you tyrion). I genuinely don't get what the point of that romance was then. to keep jaime in winterfell for a bit longer so him getting captured would make more sense? i feel like there were like a million ways to get the same outcome without throwing brienne under the bus. brienne and her entire arc were used as a cheap plot device for jaime and it wasn't even worth it cause they then butchered jaime's arc. god i'm so angry.
remember the last time a tv show fucked up in the last episode? yeah, dexter!  i'm calling it now: got will end exactly like dexter in terms of plot and level of satisfaction. jon will kill dany (a family member/romantic interest) and then go north to spend his day in the wilderness (lumberjacking away miserably)
the more i think about it there is not a single thing about this episode that actually makes sense. this goes beyond plotholes, this is just a plain hole
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