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#Stop pushing for designs that make your games look like 90% of the fantasy games out there nowadays
astro-b-o-y-d · 1 year
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Me last night: Alright, I know I’m not really a FF fan, but I feel like the trailer for 16 really emphasizes how they’ve kinda fallen off when it comes to the more ridiculous and fun designs of the characters. There’s a lot less whimsy, less of the ridiculous hairstyles and billions of belts and zippers, and more ‘generic fantasy people’. But maybe I’m wrong, my only close exposure to SE properties are through KH-
Sylvan and Brandie: No, you’re right, we see it too.
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innuendostudios · 3 years
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Thoughts on... some funny games
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[no spoilers to speak of]
Thoughts on Lair of the Clockwork God
The wisdom of the gaming cognoscenti insists that comedy is hard to do in video games. Having grown up with Monkey Island and Zork, I've never found this convincing. But one true thing is this: it's hard to write about comedic games. The ineffability of humor is hard enough to describe in less-interactive media; I can't even explain to my partner why Gretchen saying "I met January Jones once!" on You're the Worst busted me up, and they were sitting right next to me when she said it. Throw in the "you had to be there" nature of the player's active participation and I lose myself in a cornfield. The thing I found hilarious might come a beat to early for you, or not at all, or not be funny in text like it is in gameplay.
Why did I like Lair of the Clockwork God? It made me laugh.
The premise and particulars are a lot of "that could go either way." Ben and Dan - stars of Ben There, Dan That and Time Gentleman, Please! - have returned. Ben is still an adventure game star, but Dan has adopted platforming mechanics in an attempt to get with the times. So playing the game involves switching back and forth between a character who can leap across canyons but can't pick up items or talk to people, and one who can combine inventory but can't climb over a 3-pixel rock.
Does that sound potentially funny? Potentially grating? Yes to both!
The plot centers around our heroes trying to save the world from several simultaneous apocalypses and having to teach human emotions to a supercomputer in order to do so. (Don't ask.) These means, rather like Ben There, Dan That, traipsing through a number of fantasy worlds (read: computer simulations) until the correct emotion is provoked. This requires cross-genre cooperation: finding ways to get Ben to areas only Dan can access, getting Dan new power ups by combining objects in Ben's inventory (an act Dan insists on calling "crafting").
The best bits are at these intersections, when Dan's platforming is the puzzliest and Ben's puzzles take advantage of Dan's skills. Periodically the game gives you a Dan-centric platforming gauntlet the controls are NOT precise nor pleasant enough for, or a Ben-only moon logic puzzle that leaves you googling the walkthrough.
But I liked it! A lot. The genre-hopping seems to have invigorated the developers, Ben Ward and Dan Marshall. I discussed my favorite joke in Ben There, Dan That (in what is probably the least popular video I've ever made that wasn't asking for money), but was also dismayed that the game was never that clever again. But this one is, several times over! Progression here involves cheating your way to a better respawn zone, goofing around in game menus, exploiting "glitches," exiting out and loading up entirely other games. There is a lot of poking and prodding at what a game of this nature can or should be.
But, honestly? The only real selling point is... it was funny. The humor is as anarchic and metatextual as in previous titles, but it feels good-natured in a way BT,DT didn't. And there are, here and there, little bits of meat on its bones - the characters wondering if, as a couple thirtysomething white guys, the world hasn't left them behind, no longer comfortable with the juvenile humor of their youth but not really understanding the youth of today, but having not yet fully escaped the mentalities they used to hold. (There's an unspoken humor to Dan's idea of "modern" gameplay being 2D platforming mechanics, especially at a time when adventure games are significantly more popular than on his last outing; this is a good joke whether or not it's intentional.)
Also: this game contains the most poignant urinating-on-a-grave puzzle in gaming history, and you may quote me on that.
Having finished it months ago, I can't even remember what all the gags were that tickled me at the time. Comedy fades from memory faster than drama or frustration. Mostly I just remember having a good time.
Thoughts on The Darkside Detective
Here's a hook: sometime after the mayhem ends in Ghostbusters, The Exorcist, Evil Dead 2, or some other paranormal blockbuster that you watched over and over in the 90's until the VHS wore out, some overworked detective has to come into your town and piece together what the hell happened.
This is his story.
It's a good gag, and the devs wring every drop from it. Existing in a world where these things are commonplace and you have to fit them into some notion of "police procedure" is just funny. Like, it's one thing to have a running gag where you keep observing the moon in outdoor scenes, commenting, with increasing hostility, that its behavior is suspicious (it has been present at multiple crime scenes); it's a slightly different thing when, given the things you've encountered, the moon being the Big Bad is actually somewhat possible.
The game is divided into six main cases and three bonus DLC missions (which come included in the base game now, and the third of which is the proper ending/setup for the sequel). You are the cop tasked to deal with The Other Side - and, when The Other Side bleeds into our own world, its cops have to deal with you. You have a sidekick with a mental maturity of about 6, which I guess makes you the straight man. (You have to grade on a curve to find a straight man in this game.) And you solve tasks like rounding up escaped gremlins or finding an AWOL lake monster all juxtaposed with mundane problems like inter-office squabbles and having not bought your Christmas presents early enough. It's (pleasantly) lo-res and sparsely isolated, so the dialogue and premise do most of the work, but they are ably up to the task.
The gameplay... not so much. I'm an adventure game lifer, so I can put up with a lot of nonsense. It's mostly straightforward inventory puzzles and occasional minigames. Most of the puzzles are fine enough. As the cases progress, things get more involved, and the DLCs especially involve some awful moon logic. And the minigames are not above using that same jumping peg puzzle you've solved in a dozen other games already. So gameplay ranges from serviceable to irritating, but it mostly exists to string together funny lines and silly images. (Christmas mall elves being secretly in service to Krampus - that's the kind of thing we're talking about here.) You won't feel much guilt for opening up a walkthrough; the puzzles aren't why you're here.
The sequel has just been released, and both games are cheap, so check them out if you feel like smiling.
Thoughts on The Procession to Calvary
It's rare for a game to be hilarious to look at.
The Procession to Calvary takes its name from the Bruegel painting. It also takes all it's graphics from Renaissance oil paintings, and the designer delights in making famously rendered heroes and religious icons steal, stab, fart, and swear.
A strong Terry-Gilliam-with-After-Effects vibe is what we're describing.
You play as a lady knight from a war that's just ended, which sucks for you because, in this age of peace, you're no longer authorized to kill. And killing's, like, you're whole thing. But the one person your new, pacifist king wouldn't stop you from killing is the warlord you just deposed, who fled to the South. So you embark on a nonsensical journey to seek out the one human on Earth you are authorized to kill, because killing is just The. Best. Ever.
Of the three games we're discussing, this is the most overtly cheeky, and, at times, the most scatological. I could've done with a bit less scatology, if I'm being honest, but the cheekiness is very winning. As with Lair of the Clockwork God, a lot of jokes could go either way - a field of people being tortured and a woman on a blanket selling commemorative torture merch could be painfully try-hard. But something about the victims being seemingly everyone ever crucified or broken on the wheel in a famous painting, and having them writhe on their crosses in a way that is both gruesome and goofy, and having a cacophonous soundtrack of their screams and moans that you will now imagine every time you look at one of those elegantly elegiac paintings from now on... it works. That the music score is being played by an extremely jaunty piper who dances behind you just out of sword's reach as you traverse the field pushes it over the top.
Oh, and the puzzles, while never hair-pullingly obtuse, will leave you stumped at times. Push past that to get the proper ending, but, if you're sick of trying, you can, at any point, just start stabbing your way through problems. Which, again: it takes a very deft touch to make "protagonist resorts to violence" actually funny rather than lazy and obvious. And maybe, in another game, the perfect timing of every animation, the clever quips, the careful contrast of cathedrals and high-society music halls with gleeful sword-swinging wouldn't be enough. But something about it being frickin' Renaissance paintings carries it the last mile.
This is probably the basest game of the three, but it's also the one that made me giggle the most. Having a BFA that required several art history classes may have something to do with it. But check this thing out.
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fallout-lou-begas · 4 years
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Howdy! I remember reading in some of your posts that you use some mods to make the game harsher and more difficult, would you be willing to post a list? (or link me to one if you've already made the post- I couldn't seem to find it) I'm just starting to get into using mods for new vegas and the mods you seem to like look to be right up my alley
Hi! I’m so glad you asked, I’m very happy to make some recommendations.
Lou’s Mod Recommendations for Masochists (or: Creating a Disempowerment Fantasy)
Interior Lighting Overhaul / Darker Nights / Directional Flashlights: A combination of mods that make navigating around in the dark a lot more interesting and dangerous. ILO removes all artificial light sources from interiors so that caves and ruins don’t seem unnaturally bright, DN does exactly what it says on the tin, and DF replaces the Pip-boy Light with a handheld, unidirectional flashlight that must be equipped (or worn, if you craft a harness or have a compatible helmet) in order to be used. You can see them in action in this video.
Med-Tek Trauma Kit / More Conditions to Fast Travel / Better Crippled Legs: As I explain in the linked post, these three mods in conjunction revolutionize the significance of getting your limbs damaged, which can turn a sudden injury in combat into a severe game-changer.
No Magic Compass / Remove Compass POI Markers: I forget which of these actually work but I use them in conjunction. These remove the little ticks for locations and NPCs from your compass so that it’s just that: a compass, plain and simple. If you still want Perception to be useful as a stat now that you’ve removed its effect on your compass radius, try Precise VATS, which ties your accuracy and range with VATS to that stat.
Manual Reload: a small mod, but a great one! All this does is prevent the game from automatically reloading your weapon for you, either when you run out of ammo or switch from one weapon to another. This forces you to pay more attention while firefighting, lest you be caught firing dry with an enemy charging you down. Also, manual reloading just...feels good? You get to push a button, and I love having more reasons to push buttons. This mod pairs exceptionally well with Empty Clicks for an immersive indication of being spent.
No Skill Tags: This mod very simply removes the [Bracketed] labels from dialogue options that indicate that it’s a skill check. In addition to being more immersive, it prevents you from seeing that you’re too low to pass a check, and if you’re proactive you’ll live with the consequences of trying it and failing it anyway.
Cover-Based Stealth: In addition to overhauling the extremely simple detection AI of vanilla New Vegas into a system based on line of sight across larger distances (if a distant NPC catches a glimpse of you, they’ll actually come over to investigate!!), its most important feature is the most easy to use global damage variable slider I’ve seen yet from any other mod. Basically, you can multiply the damage dealt by you and to you by however much you want. Setting a high multiplier turns combat into a swift, bloody, and extremely dangerous affair. Compare this to the in-game harder difficulties where the only thing that happens is that enemies get more hit points and combat becomes only more tedious, not actually more difficult. Cover-Based Stealth is also a completely modular add-on, so you can only use the parts of it you like and ignore the rest!
Project Nevada: PN is an overhaul mod that I find difficult to recommend on the whole, but it’s so modular in its design and approach that you, like me, can use maybe 10% of its features while ignoring the other 90% and it’ll work just fine. Most pertinent to me is its Rebalance Module, which lets you easily customize so many features like the toughness of the economy, the rate at which you must fulfill survival needs in Hardcore mode, your movement speed with one or two broken legs (which would make Better Crippled Legs redundant), formulas for carry weight and other statistics, and leveling rates such as experience gain and perk rate. My personal configuration is a tougher economy, slightly harsher hardcore rates, 45% and 20% movement speed from broken leg(s), the least encumbrance possible (which makes backpack items, included in PN but also available in many other mods, a necessity), and a far slower leveling rate: a perk every three levels instead of two, only 5 skill points per level, and tagged skills only receive a +10 bonus but have a x2 multiplier to all skill points invested into them. I can’t recommend slowing down skill point gain enough because there’s seriously not much in vanilla settings stopping you from becoming a God of Everything laughably early.
Immersive HUD: A fully configurable, positionable, hide-able HUD that lets you create a far less obtrusive user-interface. It’s handy for a litany of reasons, but for a more difficult experience specifically, try hiding your ammo count so that you actually have to keep track of your own bullets in your head. Pull your best Dirty Harry and ask yourself whether you fired five shots or six, and whether you’re feeling lucky.
Finally, in addition to these mods, you can take in-game steps to make your gameplay experience more difficult as well. Do not take perks such as Comprehension, which is counter-intuitive to reducing skill point gain, or Living Anatomy, which while a very neat mechanic completely removes the challenge of learning which ammo types are most effective against specific enemies on your own and the suspense of a protracted firefight. Sell skill books instead of reading every single one. That kind of thing. I also don’t have a specific mod to recommend that achieves it cleanly, but when I start a new game, I plan for my character to have 5 less SPECIAL points to invest than the game actually allows, and after creating my character I just use console commands to adjust them to a lower rate. I also use console commands to remove far more caps from my inventory whenever I see a doctor, because (especially with mods that affect buying and selling prices), being restored to peak-perfect health should cost a lot more to maintain balance. Don’t ever be afraid to use console commands to just make things work the way you want them to!
All of these mods and tips are not hard and fast rules or things that make one experience objectively “better,” this is just my best advice for turning the game into something that suits my own personal playstyle, which is beign the weakest, shittiest, poorest, underdoggiest courier in the wasteland.
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duratrans · 3 years
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Satoshi Mizukami Q&A, 3/3
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Satoshi Mizukami recently took questions from the editor's desk, and publicly from write-ins, for an interview to celebrate the first volume of Solte going on sale (Jan 9th!). So I translated them all! It’s in three parts, so I’ll post them one by one.
Here is the third and final section, general questions of all kinds.
Q: I heard you were pretty impressed by Masakazu Ishiguro's Hero (note: Debut work in Gekkan Afternoon, 2000), and when you met him you said "You're my rival!" right to his face! Is there anyone that comes to mind you would still consider your professional rival today? A: Oof. I don't think I have that spirit in me any more. But, even while myself and so many of my friends are starting to slow down, when I see them putting out work, I do feel encouraged to stick it out.
Q: I've heard you started working to become a manga artist because you "wanted to live in a fantasy world" yourself. If you really could jump into a fictional world, what kind of work would it be? Who would you be in the story? The main character, or maybe the last boss? A: I want to live in a porno game. Somewhere with no danger or fighting.
Q: From any medium, can you think of one piece that you liked the most or inspired you? And can you explain why? A: There's probably too many to try and pick just one, but in terms of what really influenced me; For manga, late 90's Shonen Sunday and early 2000's Afternoon. Then, 90's new-wave light novels. For anime, Diebuster. In film, La Puta. A handful of Sega Saturn games. Some scifi stories on forums, and a bunch of other works on Shosetsu-ka ni Narou.
Q: What have you seen/read/played more recently that you liked the best? And can you tell us what you liked? A: Manga: Touge Oni. It was the first thing I read in a while that made me jealous. In books, The Three-Body Problem. I liked the second of the trilogy best, but they were just good page-turners. For anime, Karakuri Circus. The manga ended long enough ago that it felt like going in fresh again, so it hit just right. Really liked the OP too. Film: Interstellar. Tenet wasn't great, so I rewatched this again and still good. It's exactly the kind of movie I was wanting. Games: Ring Fit. I had the idea if I got a little bit in shape, I might get some motivation back. I feel like it might be working? Just the teensiest, slightest bit. Light novels: I Am the Only One Who Knows This World Is a Game. It's just the right amount of bonkers.
Q: If you had ultimate freedom to do any kind of manga you wanted, what would it be like? Would you want a long series, or something shorter? -Ruha A: I was going to say I haven’t exactly had any restrictions, but actually a few things did come up with Solte. But even still, I can fit in any ideas I really want to draw, so I think things are pretty good as they are.
Q: If you had to put yourself in a genre, what kind of manga artist do you think you are? Sci-fi? Or maybe romance? -Takeshi A: I'm a little surprised to see "romance", even as an example. If you ask me, you can categorize me however you want.
Q: Which character are you most attached to, out of all of your works? -Habu A: Anima from Biscuit Hammer.
Q: When you're designing your characters, how do you come up with a good balance when it comes to the composition and relationships in the cast? -Yoneko A: Oh, man. I just kinda... Feel it out.
Q: I've been a big fan of your work forever! I really like your drawing style. How do you make your art the way you do? -gum A: I dunno, that's just how it turns out when I draw. I've been telling myself "Wow, I need to work on my art" for 19 years, since the day I was first published.
Q: Has raising a child had any effect on your stories? -Tai A: It means I work less.
Q: I want to draw manga too, but I'm not very confident in my skills. Do you have any advice? -Tai Arima A: First, do you mean you're not satisfied yourself with the quality of your work, or you're just not confident enough to put it out there? Don't worry, this is always a fundamental issue for creators, things rarely come out just how you imagine them. It's like how you can only print out photos at a resolution as sharp as your camera can capture them. I recommend you start by just making something. Sit down, do it, and finish it, and you'll learn a lot from it. It'll be up to you whether you show that around, but when you start, I wouldn't necessarily make a big deal out of it, you can just work on it quietly without making a big announcement. That way, there's no pressure, and if it's not working out, you can still stop or take a break without feeling bad about it. You decide how to use your time the best.
Q: When I went to a promo event for Planet With at Loft, you and Rensuke Oshikiri (Hi Score Girl) both talked about how as you get older, you find it harder and harder to stay motivated. Have you found anything that helps you in that regard? -Tayu A: I listed to some cheerful music for a while last week and actually found it helped my mood a little.
Q: I love how expressive all of your characters are! Is there anything particular in your process for when you are working on faces and expressions? -Arbel A: I have to be careful I don't go overboard making the same expression I'm drawing.
Q: I write for a hobby, but I always have trouble planning out how the story comes together. Do you have any advice or a favorite method for composing a story? -Nigou A: I read and re-read what I've got, and anywhere I think it's getting dull, I change the scene or add some exciting development. Make the last thing you think would happen, happen. And don't worry about how to tidy everything up, that's a problem for tomorrow you. Today you just has to lay it out.
Q: Hello, Sensei. I've read all your works, and I'm a big fan, but what really impresses me is your dialog. I love how it always just flows off the page, it reads so naturally. So, my question is, when you are writing the dialog, do you just hear it unfold naturally in the character's voices, or do you write more deliberately like "oh, here they would probably say this?" That probably sounds weird to people who've never written manga, but I'd like to know about your process. P.S. Good luck with the Ring Fit grind. -Kiki A: First I decide how the dialog needs to play out in order to advance the story in the direction I want. Then, I just let the characters talk among themselves, and if it doesn't turn out right, I go back, shake things up, and try again. And sometimes I get good material, but it just needs to be trimmed or re-arranged just right.
Q: A lot of your stories have some sort of turning point where the back half really kicks it up a notch and things just keep getting more intense. Do you already have these developments planned when you start a manga? -TKO A: I usually have a few ideas but it's always pretty vague. I never know if I'm gonna wind up putting in or cutting certain scenes, so I don't worry about it too much.
Q: Do you have one favorite scene or a particular line from your own work? -yamatozo A: At the beginning of Spirit Circle volume 6, where the bad guy falls down the stairs and goes "I've made a lot of missteps".
Q: Do you have any idea of what genre you'd like to draw next? -Umehoshi A: I won't say no, but I don't want to give anything away (for my next work, or this one).
Q: If you weren't successful as a manga artist, where do you think you would be? -Ayuta A: Jail. But I'd be a model prisoner.
Q: How much longer do you think you'd like to continue as a manga artist? -Ayuta A: If I could pay the bills for the rest of my life with 24 pages a month, that's just what I'd do. At some point maybe I'll get to be unsatisfied with that and start to push myself to work more and more until I get sick of it, but no telling when that might come.
Q: How do you think of your character's names? -Takeshi A: They just come to me. I look at how I designed the characters and just imagine.
Q: I feel like some kind of forgiveness or absolution is something a lot of your characters go through. Does "forgiveness" have a special significance to you? -Bow-wow A: I'm not sure. Maybe it's me who is seeking forgiveness.
Q: Do you have a favorite phrase or motto? A: I like Shigeru Mizuki's (Gegege no Kitaro) 7 Rules of Being Happy. I don't really go around saying them or anything, but it's something I like to remind myself of, and helps me be mindful of other people. Also, I like "fortune favors the bold."
Q: You like frogs enough that you always draw yourself as one. What do you like about frogs? And do you have a favorite species? A: Frogs are cute. I like green tree frogs the best.
Q: You've drawn a lot of different youkai in Sengoku Youko, but out of all the youkai that most people know from stories, which is your favorite? Could it be the Chan Chu (chinese money toad), or possibly the oogama (monstrous giant toad)? A: My favorite youkai is Mizuki Shigeru.
Q: You've been doing Ring Fit, and eating oatmeal, are you doing anything else to help stay in shape? A: I put the Karakuri Circus season one and season two OP on a playlist and listen to it while I walk to work.
Q: If you were stranded all alone on a deserted island, what are the three things you would want to have with you? A: Really? Okay. I would bring two essential tools I can't find on an island, and a map.
Q: Do you have a favorite actor or celebrity? -Umehoshi A: Nope.
Q: What's the best kind of alcohol and snacks you've had? Where did you drink it? -Ikaninjin A: In the middle of a hellish summer and probably suffering from heatstroke at an amusement park with my kid, I had the best beer of my life in an air-conditioned food court. And the delicious spice to top it off was the bright sun knifing through the window that I just knew was tormenting everyone still outside.
Q: What do you want to be when you grow up? -Ayuta A: A youkai.
Q: What does your internal mindscape look like? -Rou A: An empty lot.
Q: Has anything happened recently that you're happy about? -Sanachan A: My son is starting to read and write.
Q: What kind of hotpot are you looking forward to this winter? -Tommy A: I'm not crazy about hotpot.
Q: I'd like to go to another event where we can toast again, would you consider it?
-Uta
A: If current events allow.
Q: How many times have you thought about quitting Ring Fit? -Honyarara A: 2 or 3 times. A week.
Q: I know you call it your "100-day Ring Fit Diary" on twitter, but since you've been taking breaks too, will you be going past 100? Will the illustrations be collected and published anywhere? -The Dieting Gentleman A: I'm going until I clear adventure mode, but it'll probably be finished by the time this article is up. I'll probably do some sets here and there. No plans for the illustrations.
Q: Do you have a favorite panel out of all your works? -Umehoshi A: You guys are really focused on my favorite everything. I have a lot of panels I like, not one in particular.
Q: Hi, I really enjoy all of your works, and there's one thing I think I notice (sorry if I'm wrong), and that's a love of glasses girls. Out of your manga so far, which is your favorite of all your glasses girls? Do you have a particular girl you've become a fan of recently? As for myself, I really like Yoru from Sanjin Sadou, so I'd love to see a story with her and her sister! -Bashi A: Glasses girls aren't particularly a thing for me.
Q: When you're doing authographs or sketches, does it bother you at all if people request characters from your past works? If I get a chance, I would probably ask for Hyou Shimaki from Biscuit Hammer, for instance. -Akasha A: If it's a promo event for a Mag Garden title, and you were to ask for a character from a Gahosha title, for instance, it might technically bump up against merchandising contracts, which makes it a little weird (I'm typically not allowed to to create any merchandise without going through the publisher), but my managing editors are usually cool enough about it. But if it's specifically a Sengoku Youko event, for instance, and I'm constantly getting asked for Biscuit Hammer drawings (let's say more than half), that would probably be an issue and they might make a rule against it for next time. Also, I tend to forget how the older characters actually looked. For personal reasons, I probably won't be doing any in-person events like this for a while, though. There's also the whole "current state of the world" thing, and my profitability and if bookstores actually want to do it, a lot of issues to solve.
Q: You usually draw Anima working out on Twitter, but did you have plans for any other characters to show up doing Ring Fit? (Like from Angel or Sanjin) -RYO A: I did, but forgot.
Q: Will you put together another oneshot collection, like Geko Geko? -Friday A: I don't know.
Q: Question! What is love? -Shirae A: To live is to love.
Q: How about this, do you have any questions you want to ask your readers? -Buriki A: Would you rather have: A. One series a month, from roughs to completion, all done by me B: Two series a month, with roughs by me and final touches by someone else
Q: I know thinking positive is half the battle, but what can I do about people who're determined to get me down? Can I give them a Samidare Punch? -Nondakure A: Your fist, and the choice of how to use it, belongs to you alone.
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monkey-network · 4 years
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Good Stuff Ultimate: 1st Quarter
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2020 has certainly left us already crawling for next year, but I say we shouldn’t leave all the good things behind. Time for a lightning roundup, no holds barred! 3. 2.. 1…
Kipo and the Age of Wonderbeasts
I couldn’t help but describe this as “Baby’s First Fantasy Adventure” like The Dragon Prince. It looks good, colorful, imaginative enough, but nothing about the story or characters pushed me to watch past episode 3 because I’ve no doubt seen stuff like this before but more interesting. It’s a good watch no doubt, but hardly groundbreaking to me. (Grade: C+)
The Owl House
Now this was more my speed. I definitely enjoyed the various designs of monsters and average Boiling Isle citizens far more. Eda immediately became my favorite witch character. While it reminded me a little too much of Gravity Falls, I was honestly hooked for more than just it’s otherwise eye opening demonic aesthetics. (Grade: B+)
Dorohedoro
Now THIS is a post apocalyptic series I’ve been waiting for in a while. Q really put together a world worth checking out, seeing its nooks and crannies, while giving us characters worth exploring with at every angle. She especially does a great job manga-wise where the black and white makes the edgy details pop in a meaningful way. The anime itself is just as good. Brought down by some wonky action scenes and movements, but the blend of 2D and 3D worked better than the Beastars anime. (Grade: A)
Keep Your Hands Off the Eizouken!
Talked about it plenty of times before, but this is that series that just speaks for itself, manga and anime. Smooth pacing, no contrived drama bullshit, hardly leaves any loose ends, easily accessible for anyone. It's the DMC5 of anime, meaning it is the most 'anime' anime I've seen thus far. (Grade: A++) 
Duncanville
Surprisingly not a wack family sitcom. The characters are what really sell the comedy, except for Duncan himself who’s not terrible but isn’t great as the star of the show, especially compared to his mom; and it’s weird cuz they share the same VA. Plus it’s actually well animated and stylized compared to the average Family Guy knockoff. It’s worth a check out in my book. (Grade: B)
Thundercats Roar
Oh wow, a nostalgia cartoon reboot that everyone will argue over but at the end of the day, is about as average as it gets. While I can appreciate the animation when it gets dynamic during its action scenes, I came out every episode remembering nothing and moving on. If I wanted a half hour centered around safe memes or forgettable punchlines, I would’ve subscribed to Jimmy Kimmel or ankle-beez by now. (Grade: C)
Harley Quinn series
This was a left fielder for me; the trailer gave a far different impression than expected. I can definitely appreciate how they treated not only Harley’s character, her relationship with Joker vs Ivy, but the rouge gallery of DC villains and heroes. What other DC product got me to love King Shark as much as this? Plus, Harley x Ivy are the OTP, but I appreciate them giving Kite Man some respect. (Grade: A-)
Birds of Prey
I didn’t mind the movie, but it lacked that dry punch that Harley’s series gave me. It was kinda the reason why I’ve seen people say Harley was becoming DC’s Deadpool type. even when Harley was a good star of the film. Didn’t help that Black Canary and Huntress were the only other characters I liked, and I don’t wanna get into the implicating homophobia. I want to say Sionis was great, but he doesn’t work when you have both the villain and protagonist be unhinged. All in all, I’ll give it the same score I gave Deadpool 1. (Grade: C+)
Dolittle (2020)
The movie’s climax was a long dragon fart and I wanted to die. (Grade: D)
Sonic the Hedgehog (2020)
A live action video game movie about an animated character. Let me put it like this: references and fanservice is not substance, taking place in the human populace does not help the escapism, reminding me that Olive Garden sucks ass is not funny, and only being half animated is cock and ball torture. If I don’t care for realism in my video games, this DOESN’T help. It has a couple good moments, but this is mostly unimaginative, by the book, and not worth going back to. Works as a Flash movie, I guess.  (Grade: C-)
Sonic Rebuilt
Sincerely the chad Sonic film of this year. Even when it’s a reanimated version of the 90s film, the creativity every artist applies for their respective scene brings better life to the original film like with Shrek Retold. Yeah, there’s live action segments in it, but it’s part of the gag not a crux of the film’s visuals. It isn’t fully original since they use the original’s voice work and music, but everyone involved gave a genuinely good spin on the pretty overlooked feature. Plus it has a Sonic that gets shit done and has the better voice. (Grade: A-)
Ishuzoku Reviewers
Kono anime wa igaito shinsendesu. Bōru o korogashi tsudzukeru hōhō o shitte imashita. Sore wa yoi owarai de, kesshite mumide wa arimasendeshita. Itsumo mitakatta ano etchina shirīzudeshita. (Grade: A-)
Meggy’s Destiny
The plot has its low points, but this is still an entertaining short film. The characters were what kept the ball rolling and the ending was that coup de gras on the main character’s overall story arc. (Grade: B+)
Trolls World Tour
This film works better than the first to me mainly because we can focus on Trolls and their musical world rather than the Bergens who didn’t offer much. The plot is simple, but it being a multi-genre musical kept me hooked. The finale especially was that cherry on top of this bouncy film. Also Poppy is still the best. (Grade: B+)
Glitch Techs
It stands to say Men in Black meets Captain N and Pixels works well as a premise for a show, and this certainly delivered by actually being ANIMATED. I’m sorry, but can corporations soon understand that premises and ideas that work better with animation stop trying to make it live action? Also, it brought Fanboy and Chum Chum back from the dead, and that is a worthwhile achievement. (Grade: A)
Doom Eternal and Animal Crossing: New Horizons
They’re honestly the same game from what I got to play. AC was a little more stressful than Doom, especially with managing my stalks, but they were both nonetheless an all around great time so they get the same score. (Grade: A)
Steven Universe Future
Had some shit episodes, had some delightfully fun episodes, and had a half shit/half delightful finale. Pretty on par for Steven Universe but I say it’s elevated above most of the original series with the grown Steven himself. Much as I wish his character was dealt with better, I was still invested in his story nonetheless even when the fixed perspective honestly fucked over most else in this series. It’s far better than season 5, not as good as seasons 1 & 2. So yeah, I liked it and I’m gonna miss this show. (Grade: B-)
Onward
The ending doesn’t make up for a pretty middle of the road film. If I wanted a film about familiar bonding in a goofy fantasy world, I could’ve just watched A Goofy Movie. The world feels creative enough, but it’s like Pixar has been losing their touch or mostly peaked when it comes to imaginative premises. I’m hoping Soul can bounce ‘em back cuz while this isn’t the worst, certainly didn’t feel like their best. (Grade: C+)
【AND THAT'S TIME!】
Well that’s all for the first quarter of 2020. Quite above average all around, certainly some worthwhile things to keep your busy while this pandemic is upon us, except Dolittle. Were there any that I missed? Probably. Let’s see where the 2nd quarter provides as we carry on into the Spring months. 
Stay safe out there, and see you in June.
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conolantern · 3 years
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zrbillings · 4 years
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Pokemon Sword & Shield - Review
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So it’s been a long time since I’ve reviewed anything (years in fact) and since video reviews take such an exorbitant amount of time and COPPA has made Youtube this very scary place right now; I figured why not do what I know and write a review.
So with that out of the way, let's talk about Pokemon Sword & Shield. These games appear to be super devicieve you’re either in #gamefreaklied #bringbackthenationaldex camp or you’re a ‘defender’. I find that I have a bit of a unique perspective on the game so I wanted to share my thoughts. I’ve just completed Pokemon Sword, and just so you out there in internet land know my qualifications because to Pokemon fans that seems they only real way to justify having a different opinion.
I was born in ‘91
Pokemon Blue was my literal first GB game.
If point 2 wasn’t enough I collected everything Pokemon and grew up watching the show, often playing the games while I did.
I’ve completed the National Dex
I’ve completed the Kanto Dex like 3x over.
And I’ve played various other spin-off games i.e. Colosseum, Stadium, Gale of Darkness, Trozie? Trozae?
And if you couldn’t put it together I’ve played through nearly every mainline game the only exceptions being. Alpha Sapphire, Diamond, Fire Red, Let’s Go Pikachu, Sun, Ultra Moon. Basically at some point if I owned one version that’s all I needed.
Okay! So with all that out of the way, let’s talk about these games. Plain and simple if you just want to know if it is actually bad, no it’s not, it’s good, one could argue great, I wouldn’t, but you could. If you like Pokemon, get over the National Dex and “It ShOuLD LoOk BEtTeR” and play it, it’s fun it’s Pokemon with some new gimmicks. 3 out of 5 I guess if you want to be critical. Okay so for the rest of you, the ones who are more critical and want to know what SUCKS, and what ROCKS. Keep in mind going forward I’m not addressing the whole stupid delemma of cut Pokemon or graphics, at least not in depth, you want to talk that crap just @ me I’ve got the time. So graphically it is undoubtedly the best looking in the series you literally cannot argue that, should it look better? Well, I don’t know, I think to expect it to makes you look stupid no matter what reasoning you want to bring to the table. Pokemon has literally NEVER shown interest in pushing graphics, they’ve almost never made massive leaps forward, the amount of times they have can be counted on one had, so to have expected more that’s on you, not them. I find them to be gorgeous, yeah there’s things here and there that could be better, but if you go looking for a problem in anything you’ll find it, you could find ugly stuff in Skyrim too, or even Final Fantasy 15. Characters are definitely more expressive than they’ve ever been, the towns are stunning and I feel unlike some of the more recent games definitely come off as more memorable even if you can’t name them, you can instantly picture them. Animations, while I totally agree should be better, shouldn’t have been expected to be more than they are, again this is Gamefreak they literally improve at a snail’s pace justified or not. That being said, while Pokemon aren’t particularly animated in battle, the game overall is the most animated in the series, and here’s why. Again characters are far more expressive, and are constantly moving even in battles when a Pokemon attacks the trainer makes an action, you have overworld Pokemon, you have each and every Pokemon able to do a handful of different animations in Pokemon Camp. You have the world itself that is filled with movement i.e. NPCs, scenery here and there, a good example being the town Ballonlea the Fairy-Type gym location in case the name doesn’t sound familiar. So yes while the animations aren’t particularly impressive, I would say they’re still the best in the series AS A WHOLE (can’t believe I need to specify that). The big draw of this game is the open are called The Wild, this is sort of what people who hate these games wanted an entire game to be like, but better. And I think while they could be bigger, they feel the right size in correlation to the size of the rest of the map, there’s plenty to explore and it is genuinely fun to roam around in especially online. That being said, the game definitely (at least for me) chugs a bit while online, but I wouldn’t say it ruined the experience at all for me. It was so cool to see other players setting up camps and running around, I will say however that while these things are cool, they could have been developed further. You can’t interact with these players if you engage with one they just give you a stock response and then hand you some sort of cooking item, which okay getting cooking items this way fantastic! But why not let trainers customize their greetings? A little especially while in camps? There’s just more they could have done here, I can understand not wanting to create a system where interacting with someone dead stops them in place in order to trade or whatever, that could get really annoying. But I find, there’s not enough here that really push this feeling of a shared space, like why not have brought back Secret Bases again? And had your friend’s bases show up that way if you did want to hang out and chat (through the terrible Nintendo App, or whatever superior option) you could! Like can you imagine? Instead of just having to camp outside and hang out with friends having like your own space to hang out, battle, trade. You could have made this space like an area where if you interact with a trainer a menu for those sort of things could be triggered. The Wilds overall are fun and they’re cool to explore for new Pokemon, I just feel they could have been experimented a little more with. I won’t prattle on any further, but just saying I’d love to see Gamefreak take this and push it harder next game. As an ending note I do fine the placement of The Wilds fine, at first it looks odd, but once you start playing given it’s function it makes sense, I think if the whole game were The Wilds like some people desperately want, you’d run into a lot more problems, with things like trainer placement, and how to limit progression, not saying it can’t be done, just that we’re a ways off from anything like that happening yet. I will say this though (sorry last thing I swear) I DO NOT like how the progression system of The Wilds works, the moment you enter it you can explore 90% of it, which fine, EXCEPT! The problem becomes that while you can explore nearly every nook and cranny of it you can only catch Pokemon in designated areas because if a Pokemon is over a certain level and you don’t have enough badges you just straight up can’t catch it. Which okay I can understand, but then I SHOULDN’T EVEN BE ALLOWED THERE! For example (and why I’m bringing this up) there is an area where you must cross a bridge to get into the next section of the lands, cool I think this is great it visually queues us, “hey this is a different section so logically the Pokemon will be stronger here.” The problem! Is while we in theory can piece this together literally nothing stops us from crossing, the reason this bothers me is because on the literal otherside of the bridge is I SHIT YOU NOT a MF Snorlax! Just chillin, doesn’t wander just stands there, while okay this is a great reference to other games. WHY WOULD YOU NOT! Just put him sleeping on the bridge like in every other game in this scenario, it bars the pass and players don’t waste their time exploring an area before they can get the most out of it. Plus! This game rewards you special Acorn Balls at each Gym, if you don’t know what these are they were in Gold and Silver they’re special Pokeballs that in this game are one of a kind that have awesome effects, the one I want to reference specifically here is the Heavy Ball which works better the heavier a Pokemon is i.e. “this ball was invented for catching Snorlax.” So it baffles me how Gamefreak didn’t do something like the last Gym before you’re able to wake up Snorlax and pass the bridge allows you to get a Heavy Ball thusly not only letting you finally progress into this new area, but also gives you an item as a sort of reward. Wow, sorry moving on. I find where this game really misses the mark is the story and the characters, outside Hop (who is insufferable early on) are really bland and sort of lackluster. I feel like this is a bigger thing to be upset about than animations and Pokemon count. Hop is one of the only rivals to truly go through a character arch which is amazing! He goes from this arrogant, insufferable, condescending, ass, to someone who just wants to be the best, but doesn’t act like he already is, he knows where he’s at and strives to be more. This huge development really, really shows how poor the rest of the cast is, the professor this time is boring, not even a professor really at least not like were used to. The champion is fine, but lacks any real charisma like the game wants you to believe he has. The other rival Bede is...under utilized? Like he comes around and it’s like, “finally! Gary Oak 2.0!” and he just sort of disappears about half way through the game and then pops up at the end. I’m not going to go through the whole cast, but everyone is more or less this same sort of doesn’t bring much to the table. As dumb as Team Yell are I actually like that they’re not the evil baddies of the game, they’re not even Team Skull level, they’re just kind of a bit of inconsiderate fanboys, they work well as a level progression block? System? Their use for impeding your progress until you’ve done the right thing works well is what I’m saying. The big thing with this game is it really lacks an evil team, it’s like The Aether Foundation all over again, except infinitely worse, while The Aether Foundation sort of slowly unravels at some point, the ‘evil team’ or in this case just two baddies, kind of feels like it comes completely out of left field and only happens because Gamefreak wanted a cool way to introduce the legendaries. It just felt super random and unsatisfying and that the motivations really didn’t make sense and happens right in the middle of the Pokemon League so it kills all momentum, and any tension the league did have. Which is another thing the league is shit, it’s bad, the idea is really good, it’s inspired by the show it feels like a proper tournament, but since you can heal and swap out Pokemon between each match there is 0 tension, and since the story just decides to interrupt it, it just doesn’t feel satisfying. Beating the champion doesn’t feel like an accomplishment because you’ve already beaten the big baddie just before him, and all the other trainers before him in two different sessions, it doesn’t feel like you went through this gauntlet of really tough trainers to reach him and prove yourself, it feels like no matter what you were always going to beat him, the game did literally everything it could to make sure you beat him! I felt fucking bad beating him, because it was so easy, I literally gave him a handicap, I used 0 healing items and beat him with two Pokemon to spare and that was also because I gave him another handicap where I didn’t switch out once I threw out a Pokemon! Gyms are back, but they kind of feel like they belong in Sun and Moon because you have to do ‘missions’ before each one before you face the leader which is fine, but I personally could have done without them, for the most part they're just glorified obstacle courses. I guess they feel like the same old stuff, but I think it’s the nature in which they’re handled that actually bother me and less of having to do them myself. I think in a way given how this Pokemon League is set up it would have made more sense to just completely do away with them, maybe put something else there in its place. The gym leaders are all really colorful and actually really well designed, they all have their own very defined personalities which is cool, It would have been cool to have actually seen more of them somehow. The last thing I’ll talk about as this review is already overly long is Dynamaxing. It’s fine, I will say that if it were up to me I would have changed how it’s handled, I think the raid battles are great, they’re really fun they make grinding for levels a fucking joke and I love it, it helps you find really cool Pokemon and strong Pokemon for your team it makes Online feel like there are actually other trainers out there in the world taking on this gym challenge besides just you, it’s cool, but I feel outside of the raids there really pointless. Each Gym Leader uses it always with their last Pokemon, and it never feels like it matters so long as you Dynamax yours at the same time and have type advantage it’ll feel like KO-ing any other old Pokemon except it’s big af.If it were me I would have changed it to Mega Evolutions, because they actually feel like they matter and then they could have introduced new megas and I’ll do you one even better! What about when after you beat the Gym leader they gave you the same kind of mega stone that they used! Maybe in place of TMs, or in conjunction with them rather than them giving you Gym uniforms you’re never going to wear. That’s more short and sweet two cents on the Dynamax system, it’s great for raids pointless for everything else. Kind of like the clothing in this game, and that’s all I’ll say about the clothing that and I think the uniform thing was dumb and should have only been used for the Pokemon League rather than every single Gym battle. And that’s it! That’s my very thorough review of Pokemon Sword & Shield. Like I said at the beginning, these games are fun no doubt, but they definitely aren’t even in the top 5. I think there’s a lot of wasted potential or cooler directions they could have taken these. There are definitely cool things like the different gyms for the two versions, The Wilds are fun to hang out in and run around, the new Pokemon are actually really cool, I love that they added more regional variants and not just for Kanto Pokemon, the towns are very visually memorable. But outside that, I’m kind of hard-pressed to think of much else, I can’t speak on the post-game either, but it doesn’t seem like there’s any if at all. This game simultaneously feels like the largest Pokemon game to date as well as one of the smallest.
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blubberquark · 5 years
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The value and place of “good game design”
Last year, noted game design theorist, developer and podcaster Keith Burgun softened his stance on the theory of strategy games and game design as a discipline. I wrote 90% of this as a response to his podcasts back then, but when I read my own words it felt too negative. I don’t want to dunk on somebody for a commercial failure from the relative safety of not even having tried.
I’m posting it now though, because it ties into my ideas about Jam Games and Short Games, which I want to develop further, as well as my previous post about starting with simple games like Pong, Flappy Bird, and Minesweeper: Starting with simple ideas might not be enough. Top-down game design might be important after all.
Why not Game Design?
Part of Burgun’s change of heart was for what I would call “political” reasons, and I try to avoid politics on this blog. I hate how the conversation around game design grinds to a halt when some troll says “Aha, this looks like a game a Communist would make!“, and then the designer tries to explain himself and his politics and we stop talking about game design or the game itself altogether.
It’s one thing to talk about the politics, the political ideas and implications of a game, and quite another to look at the author and to try to read the authors politics into every game developed by that author. This is especially important when the author is outspoken about politics. People can be politically active and have strong convictions and just plain fail to convey their ideas through their game design.
Another reason for this shift was trying to give people more space for self-expression. Maybe you want to make something new and exploratory, or something short and poignant, or some “experience“ or “virtual installation” that is game-adjacent, but not even meant to be a game. Trying to ground “game design” in lessons learn from existing games, or trying to be precise with your terminology might be counterproductive. There is little overlap between the mechanics, dynamics, aesthetics, or affordances of Smash Bros and Firewatch (unless you count The Quiet Man, an artsy game that manages to combine worst of both worlds into a buggy mess). This difference between Command & Conquer and Bioshock is huge, and you can only find commonalities in the individual disciplines like graphics, UI design, or programming, and in high-level psychological and narrative principles of pacing and world-building.
Lessons in game design implicitly tell you how games should be. General statements about “game design” are bound to alienate some people. Artists who make short interactive pieces that are both experimental and personal at the same time, like Tale of Tales, Robert Yang or Anna Anthropy, are most susceptible to this particularly easy to disparage by accident if you don’t choose your words very carefully.
Lastly, it looks like the long development of Escape The Omnochronom, with many iterations on the game design and player feedback in early access, has informed his new approach to game design - just like Auro was the game that embodied the Clockwork Game Design theories. This quick look back on the development of ETO is interesting and sobering: https://keithburgun.net/escaping-the-omnochronom-and-moonshot-game-design/.
Wasted Design?
From a commercial point of view, it looks like a lot of the game design effort on ETO has been mis-spent: More than about interesting decisions and carefully balanced gameplay, players on Steam seem to want tons of content, random loot, and an epic, tragic backstory.
Most indie developers probably wouldn’t have completely scrapped all four prototypes, but released some of them as stand-alone games or as prototypes - either on itch, on Newgrounds, or a on mobile app store. One iteration of the concept - then called “Push The Lane!” - looked and felt more like a puzzle game, and might have been developed into a somewhat successful puzzle game on a mobile app store.
I might be wrong about this. There are many old, failed prototypes of mine that just didn’t work. True artists hate to see their practice pieces, and I don’t want to polish my all of old failed ideas that didn’t work until I can release them. I know why they don’t work. I’d rather try to make the ones that already work better. I’d rather start from scratch than working on a game idea when I know that it won’t work and why.
If you’re looking at somebody else’s failed prototype, you may think it warrants further exploration, or that it can ba salvaged, when the dev has already tried most of your suggested easy fixes and found that they don’t quite work. Ideas and game mechanics that work well in a short game, interesting based on their novelty alone, often cannot sustain a long-form game on their own - and that’s where game design as a discipline comes in.
If you’re just starting out, I can only urge you to fail faster, within days or weeks rather than years. Get feedback from players and other developers! See what works and cut your losses early! Don’t try to make a failed design work if you can use a better one! Try to start with a small game that works!
But if your goal is to make a long-form game, maybe the jump from a small jam game to a larger one is not just quantitative, but qualitative. You can’t just keep adding more stuff to Flappy Bird and hope it becomes Half-Life somewhere along the way.
Maybe the commercial bottleneck is not game design, but market research. The cool kids are all playing Fortnite now. By the time you finish developing your Fortnite clone, the cool kids will probably have moved on the the Next Big Thing. (I wrote this before the current wave of Auto Chess games. The next big thing only took half a year.)
Who needs Game Design anyway?
So Good Game Design(tm) seems to be only relevant once people have started playing the game. According to conventional game marketing wisdom, iterating on a part of your design can be all for nothing if you realise late in the cycle that the core loop has to be re-worked, and you need to create new content for the new mechanics.
According to conventional game marketing wisdom, a mechanically bland action platformer with good graphics can sell better than a well-designed strategy game with abstract black-and-white graphics.
An accessible multiplayer game can outlast a well-balanced multiplayer strategy game: You need your player base to grow beyond the critical mass to sustain online matchmaking and a competitive scene in the first place.
A game idea that is a great fit for a mobile game, small prototype, demo, or coffee-break browser game cannot always be turned into a long-form game. Many long-form games are impossible to distil down into a five-minute slice.
All that doesn’t mean that there is no market for good game design. There is certainly a market for well-made games, for good design in games, and for carefully designed games. These are not the same as game design though, if you go by the ideas from Burgun’s podcast. Game design is more fundamental, more about mechanics and interactive feedback loops, not about visual design, game feel or intuitive user interfaces.
The bigger your game gets, the more urgent a concern the actual game design becomes. If you’re aiming for a big commerical release, you need to make a long-form game. If you’re making a long-form game, you need better game design than you can get away with in a shorter one. When you start with a small core and add content and features, game design can sneak up on you, and you may end up with No Man’s Sky or Anthem.
My Funnel Model
First Impression: The first thing a player sees of your game is probably a pithy description of the game, and then screenshot, maybe a short video. What gets him interested in installing is a novel, clever premise (like ”puzzle MOBA” or “you play a crazy cat lady”), and your promotional screenshots.
When your potential new player looks for reviews of the game, only opinions, sound-bites and screenshots will reach him, because good game design cannot be easily captured in words and pictures. If the game design is hard to explain or doesn’t translate well to trailers or screenshots, you already have a problem. Labels like “fantasy“, “noir“, “battle royale“ or unique visual aesthetics can give you a way in, or they can turn players off.
Accessibility: This does not mean accessibility to people with disabilities in particular (which is ”Barrierefreiheit” in my native German, the freedom from barriers which exclude certain groups of people), although that kind of accessibility is also important. Accessibility in general means how easy it is to get into the game, in a similar way to how certain books can be very inaccessible by starting off with weird jargon you need to get used to, or fifty pages of dry exposition before the plot gets started.
Tetris gets difficult quickly, but stays accessible, whereas Dear Esther is impossible to fail, but quite dense and inaccessible in its own way. Whenever possible, it makes sense to introduce complexity and difficulty only gradually.
Innovation: Next you have to compete with all the other games in the user’s game library. If the novelty of the elevator pitch doesn’t translate into innovative gameplay, your player might just go back to playing Minecraft, Fortnite, or Hearthstone again. If the game is not accessible and engaging early on, then the player might quit early and not even get to the novel or innovative part. The innovative part must be accessible in itself, without feeling forced or tacked on, and it must feel natural to use it.
Some AAA games try to solve this by early on giving the player “a taste” of what’s to come, for example by giving all the spells in the magic system to the player during a flashback sequence in the first level. Then they take away the innovative game mechanics and proceed with a bunch of boring third-person action adventure RPG shooter things for half the game. 
Core Gameplay Loop: This is where the good game design comes in. This is also the part that makes your players recommend the game to their friends.
In addition to good game design, adjacent qualities like responsive control design/game feel, clear visual feedback, legible game state, and quality-of-life features also become relevant when the player goes through the core loop a couple of times. Even when the controls and mechanics of your game are easy to learn, they can still be boring, tedious, or distracting.
Earlier this year, a game with an interesting premise, cool visual aesthetic, and some innovative mechanics on top of the classic JRPG formula was released on the Nintendo Switch. Unfortunately, neither the mechanics of combat nor the NPC dialogue were very engaging, or fun. The game got a lot of attention, but that attention culminated in mixed to bad reviews.
Getting the steps up to here right will give your game more eyeballs, and will get people to try it or even write about it. Getting the core gameplay loop right will make people enjoy and play your game more after that.
Scope: The more content there is - that can be quests, levels, guns, monsters, puzzles - the longer you can keep the core loop going. The amount of meaningfully “new” content you can put into your game is limited by the game design though. Just adding “two billions of guns“ won’t cut it if the gameplay difference between different pieces of content is not meaningful. The value of additional content also depends on the game design. Some games get more value out of their content. Mario Kart 8 for the Nintendo Switch has ten pre-arranged tournaments with for racetracks each. That doesn’t look like a lot of content, but the game gets a large amount of replay value out of them.
Sometimes the scope of a game is limited by the design and the core loop. Some puzzle game mechanics have only a handful of interesting puzzles in them, and are more appropriate for a one-off puzzle set piece in a larger action game than for a dedicated puzzle game.
Some game genres, like point-and-click adventures, are mainly constrained by the scope of the content, and a piece of content can only be used once. Puzzle- and strategy games can often squeeze a lot of value out of content by re-using the same units and mechanics in a new context or a different combination. RPGs are somewhere in-between, by re-using monsters, dungeon architecture, loot, and crafting elements, while quests, NPCs and villages must be uniquely crafted.
“Elegant” game design is not only good for its own sake, it also allows you to add more stuff into your game in a cost-effective way.
There is a flip side to this: Prototypes, jam games, mostly story-driven games, and demos don’t really need good game design at all. One can build a small game prototype based on novelty alone, without a way to expand the scope, maybe even without an engaging core gameplay loop. The core gameplay loops two or three times and then the game just ends.
If you want to make a long-form game, you have to think from the beginning about scope and longevity.
Grand unified theories of game design(tm) become more applicable the larger the scope of your game is. In a small game, individual aspects like game feel, visual design, music, “funny/edgy” dialogue or characters, and novel mechanics outweigh balance, level design, world-building, and well-written characters.
Depth: I am using “depth” somewhat loosely and colloquially: Depth is what keeps players coming back, and talking to each other. That can be endgame content, high-level competitive play, lore, or a modding/mapmaking scene. Depth can be speedrunning, or finding new, clever solutions to puzzles. Depth is finding new meaning in content you already know or played.
After I beat Superbrothers: Sword & Sworcery EP, or after Waking Mars, I uninstalled the game and moved on. Nothing is making me come back to Mark of The Ninja, Dear Esther or Thomas Was Alone. I don’t think I will ever want to revisit Torchlight, the first or the sequel. I enjoyed each of these games - or in the case of Dear Esther at least I appreciated it, on a detached, intellectual level. I played Nuclear Throne until I had beaten the game, unlocked every character, seen every gun, and gone to most of the secret stages. Then I quit playing. I have no interest in looping.
I played a lot of StarCraft 2: Wings of Liberty. I played custom matches with my friends, I played on the ladder, I looked up strategy tips on TeamLiquid, I watched live streams of competitive games, and then I watched Day[9] analyse competitive games in-depth.
Back when I was a child, I played lots of multi-player games of WarCraft 3 and Worms: Armageddon. It never got stale for me. I played some multiplayer matches of Swords & Soldiers, but there is not a lot of variety, and it got stale rather quickly.
I know this evaluation of games and my concept of “depth” are both rather subjective. In content-heavy games, this kind of “depth“ can be hidden content, endgame content, side quests, and lore. In mechanics-focused games, depth and longevity are facilitated by game design(tm).
The recipe for popularity?
The funnel goes like this: First Impression > Accessibility > Innovation > Core Loop > Scope > Depth. At every stage, you lose some players, or potential players. If a potential player doesn’t hear about your game, that’s it. If a player looks at a let’s play or a review, and doesn’t understand what the game is about, that’s it. If your game is reviewed by a professional site, you can expect that they play through the main content. The longer players stay with your game, the more relevant game design(tm) will become.
Depth is beyond the scope of a review, but it will make people stick with your game for longer, and can make players show or recommend it to friends.
Depth and scope will make people stick with your game for longer, and make your game show up in Steam and Discord friend lists.
An engaging core loop will lead to good reviews and probably also good user scores.
Unfortunately, good game design is usually not the limiting factor, because we live in a word where we are bombarded with new game releases every day, and we have to decide which ones to buy, which free ones to download and play, or even which reviews to read, because there are just so many games that the limiting factor is time and getting attention in the first place, not how good - or “fun”, or “engaging” - the game actually is.
AAA studios already have our attention, or at least the attention of big gaming news sites, so they can compete for making the game with the best shooting or the biggest open world. AAA studios have an easier time getting a consistent player base for online matchmaking. In contrast to this, indies have to compete for attention in the first place.
However, once you have the attention of players and reviewers, you still have to convince them that your game is any good.
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Read It For The Pictures 29: Medieval Spawn/Witchblade #1 by Brian Haberlin
Medieval Spawn Witchblade
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NK: Hello, and welcome to Read It For The Pictures, the comic book Blog where we read it…for the Pictures! I’m Neil Kapit and with me as always is the Dark Souls of Australians, Dave Clarke! How you doin’ Dave?
DC: Living up to my reputation by being hard and being slightly unlikable. Anyway, this week where reading a crossover(?) of two properties neither of us know too much about.
NK: Yes, this week we have Medieval Spawn/Witchblade #1, written and illustrated by Brian Haberlin, with story collaboration by Brian Holguin, colors by Geirrod Van Dyke, and programing by David Pentz with others helping out with 3D Assists. You may recall how computer generated comics used to look, back in 1992
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DC: Kind of an unfair comparison? The art in this is surprisingly solid.
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NK: I'd be curious how Haberlin did it, because the art definitely looks like you could believe it was done analog, but if you know what to look for you can't unsee the digital aspects. There seems to be a kind of rotoscoping effect to give hard shadows and ragged edges to the 3D figure models and it allows them to avoid the Uncanny Valley.
DC: Yes, oddly enough this is going to be an installment where we actually talk mostly about the art. The story is weird in that it’s actually a story, expected something a little sillier from something with Medieval Spawn and Witchblade on the cover.
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NK: Well, neither of us knows much about Spawn, and I only started reading Witchblade after Ron Marz took over and it pretty much stopped being a titty book, which meant it was no longer for the 90's Image crowd.
DC: Read spawn 200 and was completely baffled by it, think I may have read the first issue of Witchblade at some point.
NK: Fortunately, both series deal with legacies spanning millenia before their main characters. Any woman who inherits gets the Witchblade is Witchblade, and any undead person with a demon goo armor that gives them power in exchange for eventually dragging them down to Hell is a Spawn In any case, we're doing horror fantasy in the Medieval Age, and because I review media, I am contractually obligated to tell you that this reminds me of Dark Souls
DC: This is gonna sound more damning than I mean it to be, but this comic does visually look a bunch like Dark Souls, specifically the undead burg.
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NK: I think I got past that part, but my tolerance for Dark Souls' difficulty was far lower than yours
DC: Don’t worry reader I’ll be punishing him for not fully appreciating Dark Souls’ genius immediately after this. The biggest thing that makes this stand out from most other comics is how it uses texture, specific texture achieved using 3D software
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NK: The video game comparisons are especially apt because all the characters appear to be 3D models. This allows them to have a lot more detail than you usually see on comic characters, and in the case of this comic, really highlights the clunky and ragged metal armor that the protagonist wears. Since I always love poring over complex armor textures, I really love the designs here, and would rather he keep the helmet on even if his face weren't rotting flesh.
DC: The texture on the armour was clearly done by creating the armour in 3D software and adjusting a lightsource until they got what they wanted for the shot. But I don’t think all the figures are 3d models. This is straight up just a drawing.
(Also dropping the background in some spots is a nice way to not over do it with the textures)
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This shot he struck me as weirdly stiff so their maybe be some models being used
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NK: The background atmosphere and coloring is done really well here too. Since most of it is outside during the winter, it uses a lot of dull blue hues to create a sense that everyone is cold and miserable. And it doesn’t look as murky and dreary as modern “realistic” games have become (Dark Souls, ironically, being an exception)
DC: It looks a little murky, but it’s clearly intentional
NK: Not illegibly so, a problem that computer coloring in comics often creates.
DC: Returning to this panel, there are also a bunch of textures you can see clearly applied with a brush (wind, snow, skin)
Mostly I lost tract of the story trying to reverse engineer how the art was done for most of this, but I imagine most normal people won’t have that problem
NK: It's clear that the artist did a lot of work painting over the 3D models to ensure that they wouldn't look sterile
DC: But then I guess early image was known for pushing digital colouring, kinda nice to see that interest in new technological approaches continued
NK: Before we forget, there's a story here about a good king back from the dead to take back his kingdom from evil, with his quest for justice seemingly going at odds with the women who control the Witchblade. Note that if you didn't know that the Witchblade can take the form of jewelry, you'd think there was no Witchblade whatsoever in this comic because it only appears at the end as an earring.
DC: Women, amiright?
NL: Yeah, always getting up in your business when you sell your soul for a necroplasmic suit of armor to get revenge.
DC: I find the art in this fascinating, but it not really my thing. THIS is my thing
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NK: And this is my thing.
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NK: Well, a lot of times we find the stuff we talk about more interesting conceptually than entertaining personally . No fault to this comic, because it is still a Medieval Spawn/Witchblade crossover that kind of repels the chance of being truly great by its very nature
DC: There’s a grimy grittiness to every in this which makes it feel like a real lived in world, but it also has an effect of also making things feel mundane
NK: It's definitely got a unified aesthetic and characters don't break from that. I think there was some good character acting and emoting though.
DC: Something somewhat anticlimactic about getting a grounded effective story when you’re expected a McFarlane demon superhero to fight a titty comic hero.
NK: I was overall impressed by this. There's been a trend in comics of people doing brilliant and bizarre things with established properties that aren't quite as big and controlled as Marvel and DC, such as Power Rangers, Transformers, Flintstones, etc. This isn't quite on the level of Snagglepuss as a gay Southern playwright during the height of McCarthyism, but I really did enjoy it. It should stand as a lesson to IP holders that your IPs are only as good or bad as the people writing and illustrating them.
DC: Yeah, I might not be continuing with this but I’m kinda curious about what other weird stuff is happening at Top Cow.
NK: And next time, we're likely descending back into superhero comics banality with the New Age of Heroes' Challengers of the Unknown reboot. I hope I’m wrong
DC: Huzzah, love to challenge the unknown.
NK: Maybe I'll be wrong and it'll be the Dark Souls of D-List superhero franchise relaunches
DC: Here’s hoping we won’t need to consult the wiki or call in someone more experienced
~JI�|_~�
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eddycurrents · 6 years
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For the week of 19 March 2018
Quick Bits:
30 Days of Night #4 gets into the first assault on Barrow from the vampires. It’s bloody and beautifully illustrated by Piotr Kowalski.
| Published by IDW
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Avengers #685 is a whole load of fun and despair as a large portion of the US Avengers team (and Lightning, Vision, and Quicksilver) attempt to stave off the assault of the Immortal Hulk. It really feels like we’re headed towards the endgame now and the braintrust of Mark Waid, Jim Zub, and Al Ewing are just churning out an epic. Also, the art from Paco Medina, Juan Velasco, and Jesus Aburtov is gorgeous.
| Published by Marvel
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Avengers: Back to Basics #2 concludes the first arc with Iron Man, Hulk, and Thor attempting to stop Fenris and the Disir from bringing about Ragnarok. It’s a fun and action-oriented story from Peter David, with some great humorous moments, and the art from Brian Level (with colours by Jordan Boyd) is pretty much worth the price of the book alone. Great panel compositions and page layouts that greatly help the issue’s story feel meaty.
| Published by Marvel
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Big Trouble in Little China: Old Man Jack #7 gets us close to the end, but of course it’s not as easy as rescuing Egg Shen and defeating Ching Dai, there has to be funny misadventures, in-fighting, and heaps of betrayal.
| Published by BOOM! Studios
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Cable #155 is pretty damn great. It begins the “Past Fears” arc from the new creative team of Zac Thompson, Lonnie Nadler, Germán Peralta, and Jesus Aburtov and leaps headlong into Cable’s past mixing it up with some body horror. Thompson and Nadler have a nice grasp on Cable and Hope’s characters, showing off their heart and stubbornness. Peralta’s art puts the book over the top, though. 
| Published by Marvel
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Dark Fang #5 brings to an end the first arc of the series, finally giving the lead character a name in-story itself. It’s a bizarre approach to vampires from Miles Gunter, almost like a twisted Disney fairy tale, but it’s entertaining and has some great artwork from Kelsey Shannon.
| Published by Image
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Death of Love #2 features more wacky hijinks as Philo tells his friends about seeing the little Cherubs/Cupidae and...naturally they don’t believe him. It just gets more absurd from there as Justin Jordan and Donal DeLay push the series into new and more disturbing territory.
| Published by Image
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Dept. H #24 ends what has been a good series with a nice bit of quiet reflection, Mia reminiscing about her father, her first case, and morality as she struggles upward for that last leg of survival.
| Published by Dark Horse
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Dissonance #2 dives deeper into the machinations of the Fantasmen as they plot and scheme to control humanity. Singgih Nugoro and Ryan Cady are laying it on pretty thick, while making you wonder what all of it is truly for.
| Published by Image / Top Cow - Glitch
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Doctor Strange: Damnation #3 is basically an issue’s long fight between the damned Avengers and the Midnight Sons. There’s some nice character bits and humour thrown in. Plus, a seemingly most ineffective plan.
| Published by Marvel
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Evolution #5 sees Joe Infurnari and Jordan Boyd step up their game, and the art on the series was already incredible. It seems as we go on, the designs and presentation of the infected just get more and more impressive.
| Published by Image / Skybound
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Harrow County #29 returns with the beginning of the end. Emmy is trying to come to terms with her actions in the last arc, while Hester’s return heralds more nightmares to come. Tyler Crook’s artwork is stellar, horrifying and evocative, elevating the terror with each subsequent panel.
| Published by Dark Horse
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Ice Cream Man #3 is weird, trading in the more traditional horror notes of the past couple of issue for absurdist science fantasy, following a washed-up, fading musician who penned a one-hit wonder as he fades into obscurity. W. Maxwell Prince’s story gets pretty strange, but it allows for Martín Morazzo to really flex his muscles.
| Published by Image
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Infinity 8 #1 begins adapting in English and North America’s standard comics format the Infinity 8 series that was previously published by Rue de Sèvres, created by Lewis Trondheim and Olivier Vatine. Part of the pitch for the book is an 8-part series each containing three issue arcs. The 8 parts certainly play into the structure of the story as each part will be done by a different creative team, and focus on a recursive time loop of agents exploring a debris field.
This first arc, written by Lewis Trondheim and Zep with art by Dominique Bertail, focuses on Agent Yoko Keren, a woman looking for a compatible mate among the ship’s crew so she can get pregnant and basically retire better off than she is currently. She gets to be the first guinea pig for the Captain’s time loop exploration of the debris, and it gets a bit weird when some of the ship’s complement of aliens decide that eating it is of the utmost importance. This story is weird sci-fi in the vein of Heavy Metal, but to me the draw is Bertail’s art. I’ve really been enjoying Bertail’s art in Ghost Money and he proves equally adept with wacky space stuff.
| Published by Lion Forge / Magnetic Collection
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Iron Fist #78 jumps head first into Danny’s unresolved issues in what’s probably the best Damnation tie-in thus far. Ed Brisson uses the chaos of the event and the trigger of the penance stare to dredge up Danny’s feelings and reactions to what he considers his loss and failures, giving some really deep cuts into continuity in an organic, natural fashion. The art from Damian Couceiro and Andy Troy is also up to the heavy lifting. The layouts and panel designs at the beginning of the book as Danny navigates the surreal landscape of his memories and fears are particularly impressive.
| Published by Marvel
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James Bond: The Body #3 has some great art by Rapha Lobosco, in the first of two series that have his work this week. His art is in a similar style to Eduardo Risso and it lends itself well to this dark tale of neo-Nazi arms dealers from Aleš Kot.
| Published by Dynamite
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Kick-Ass #2 asks some important questions as Patience backslides into justifications for her criminal behaviour. Mark Millar steps up the moral quandary from just the vigilantism of the original Kick-Ass, even as she later protects a child from an abusive father figure.
| Published by Image
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Lucy Dreaming #1 is fun. For starters, it’s nice to see Michael Dialynas again on another sci-fi/fantasy series after The Woods, even if it is just a limited series. His art naturally lends itself to the fantastical and it pays off in spades in this first issue, with nice designs for aliens, starships, and more. It’s also great that Max Bemis is bringing more of that weirdness and altered realities from his works like Centipede here. I’m really looking forward to seeing where this goes from here.
| Published by BOOM! Studios
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The Mighty Thor #705 will break your heart. Epic storytelling and gorgeous art. Jason Aaron, Russell Dauterman, and Matthew Wilson should be proud.
| Published by Marvel
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Ninja-K #5 brings the battle to the Acclimation Bureau and sparks off a deadly confrontation between Ninja-C and Ninjak. Christos Gage and Tomás Giorello bring this first arc to a stylish conclusion.
| Published by Valiant
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Pathfinder: Spiral of Bones #1 brings the adventuring party back for a new expedition, this time far beneath Kaer Maga, the City of Strangers. Crystal Frasier is a new voice to the Pathfinder comics, but old hat to the roleplaying game, so she slides in nicely to the writer’s chair here. There’s a good amount of set-up and humorous banter as the Iconic character Imrijka is introduced in the comic as an old friend of Valeros.
| Published by Dynamite
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Punks Not Dead #2 gets into more of Fergie’s ordinary life and the supporting cast of characters at his school and beyond. David Barnett fleshes them out fairly well, setting up some interesting hooks for what might be coming next. Combined with Martin Simmonds artwork, this series really is a must buy for anyone who enjoyed the British supernatural flavour of mid to late ‘90s Vertigo or the later series Vinyl Underground.
| Published by IDW / Black Crown
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Regression #8 sees Adrian explore the nature of the cult and their grounds a bit more, although there is a weird bit in that he’s seemingly all right with the past lives, the demons, the cult itself and such, but apparently an orgy is a bridge too far. Death, murder, and demons are copacetic, but as soon as sex is introduced, Adrian wants to bug out. I’m hoping that Cullen Bunn does more with that theme in a future issue.
| Published by Image
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Rumble #4 mainly deals with the fallout from Bobby’s injuries, with John Arcudi penning a growing divide between Rathraq and Del. David Rubín’s art perfectly capturing the insanity and the heart of the entire situation.   
| Published by Image
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Runaways #7 begins the “Best Friends Forever” arc with the team trying to adjust to their new status quo and “normal” life. Rainbow Rowell is great at these kinds of interpersonal relationships and it makes for an entertaining read.
| Published by Marvel
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The Spider King #2 is more glorious madness blending Vikings and bizarre alien technology. The artwork from Simone D’Armini just fits this action perfectly.
| Published by IDW
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Summit #4 concludes the first story arc, with Val coming to the realization of Lorena’s motivations and Foresight’s shadiness that readers of the broader Catalyst Prime line already know. It comes a bit suddenly after a moment of misdirection, but it makes more story sense to get Val back to her friends at the MIT labs.
| Published by Lion Forge / Catalyst Prime
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Tales of Suspense #103 is that issue that tells us exactly what has been going on with Black Widow while Hawkeye and Winter Soldier have been running around chasing after her body count. It’s kind of dark and has some fairly complicated potential Alien Resurrection style implications. Matthew Rosenberg still throws in some humour with Ursa Major, but this one’s really an opportunity for Travel Foreman to showcase some of the darker end of his skill set.
| Published by Marvel
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TMNT Universe #20 continues the excellent “Service Animals” arc from Ian Flynn, Dave Wachter, and Ronda Pattison that’s getting to the core of what Null has been doing, and providing an interesting, humanizing look at Raphael and Alopex. The art from Wachter and Pattison is wonderful. There’s also a great back-up from Matthew K. Manning, Adam Gorham, and Brittany Peer that tells a humorous and heartfelt tale of Raph trying to get some sleep.
| Published by IDW
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Thanos #17 is the penultimate chapter of “Thanos Wins”, featuring both Thanoses against the Fallen One, with a few surprise guests. Geoff Shaw really gets the opportunity again to showcase just how damn good he is at action and spectacle.
| Published by Marvel
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Usagi Yojimbo: The Hidden #1 is the first of the series to follow the series of series format Dark Horse tends to use for Mike Mignola’s Hellboy universe. Regardless of the approach, this still has the same great Stan Sakai taste. Ostensibly we’re dealing with some fugitives, and a secret package, being tracked down by agents of the shogunate, but we’re light on details so far and high on mystery.
| Published by Dark Horse
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Vampirella #11 is the second of the books illustrated by Rapha Lobosco this week as he and Jeremy Whitley bring this current volume to a close. This issue serves as a recap of Vicki’s adventures with Vampirella as she comes to a new understanding of herself, opening up to find a solution for the fake heaven and missing God problem.
| Published by Dynamite
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Weapon H #1 is probably better than any one would have thought as ridiculous a concept as a Hulkverine would be. Spinning out of the “Weapons of Mutant Destruction” crossover and subsequent Weapon X follow-up arc, this series follows Clay, a former soldier and test subject for some mad science experiments blending Hulk and Wolverine DNA. Greg Pak blends those two aspects in the story itself, taking elements from both the Hulk and Wolverine legacy, and wisely begins this with a new take on the tale that introduced Wolverine to the world in the pages of Incredible Hulk with a new Wendigo. The art from Cory Smith, Marcus To, and Morry Hollowell sticks the landing.
| Published by Marvel
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Witchblade #4 continues the trend of being another great issue of this series. Caitlin Kittredge is beginning to get into the meat of the lore behind the Witchblade and the thirteen Artifacts, tying the reboot in to the mythology of the original Witchblade/Darkness universe, while also fleshing out more and more of Alex’s backstory. The art, again, by Roberta Ingranata and Bryan Valenza is some of the most beautiful on the shelves today.
| Published by Image / Top Cow
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Other Highlights: Amazing Spider-Man: Renew Your Vows #17, Archie #29, Babyteeth #9, Berlin #22, Corto Maltese: The Golden House of Samarkand, Descender #28, The Further Adventures of Nick Wilson #3, Ghostbusters: Answer the Call #4, Go Go Power Rangers #8, Incredible Hulk #714, Jim Henson’s The Storyteller: Fairies #4, Kill or Be Killed #17, Mata Hari #2, The Mighty Crusaders #4, Monsters Unleashed #12, Monstress #15, Moonshine #8, Ms. Marvel #28. Outcast #34, Quantum & Woody! #4, Southern Cross #14, Spider-Gwen #30, Star Wars #45, Star Wars: Poe Dameron #25, Superb #8
Recommended Collections: Aliens: Dead Orbit, Black Science - Volume 7: Extinction is the Rule, Giant Days - Volume 7, Harrow County - Volume 7: Dark Times A Coming, Iron Fist - Volume 2: Sabretooth Round Two, Moonstruck - Volume 1, Rick & Morty: Pocket Like You Stole It, Spider-Men II, X-Men Blue - Volume 3: Cross Time Capers
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d. emerson eddy is doing stuff, Lori. Things!
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argetcross · 7 years
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Boku No Hero Adventure [1/?]
After a Decade, UA Games Announces New Sequel to Popular Fantasy RPG Smash Hit, Hero Adventure: Symbol of Peace.
(the wiki and social media fic about a game that doesn't exist)  
Read it here on AO3.
June 15th, 2016 - Game Announcement
Hero Adventure posted:
6/15/15, 4:02 pm
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After a Decade, UA Games Announces New Sequel to Popular Fantasy RPG Smash Hit, Hero Adventure: Symbol of Peace
By Maya Lurelin
June 15, 2015, 3:42 pm
Boku no Hero Adventure is the upcoming new installment to the popular fantasy RPG franchise, Hero Adventure. Known for its memorable characters, engaging mix of simulation and RPG combat, and an engaging fantasy world, Hero Adventure defined the early 90s as one of the most beloved RPG games. The story of All Might and Shimura Nana’s struggle against the villainous All for One inspired spin off light novels, 4-koma, and even one questionable live action movie.
However, after a decade, fans had begun to lose hope that UA release a sequel to continue All Might’s adventures. So imagine the collective shock at the UA panel’s presentation when those familiar chords of “You Say Run” began to swell. At the panel, UA debuted their a 30-second long teaser trailer, mainly showcasing nostalgic environments like the Ingenium Manor and the Pussycat Woods now rendered beautifully in 3d. The trailer ended with a stunning cut of the One for All blade emerging from molten lava and a white gloved hand grabbing its hilt. The title card revealed that the sequel is to be called Boku no Hero Adventure and UA Games is expecting a release date next year in June 2016.
Already fans are clamoring for more details, but at the moment, information seems to be sparse. Little is known about the content of the game or its characters. Many speculate that All Might will no longer be the protagonist, comparing the hand in the trailer to All Might’s, and the game will naturally follow the eighth wielder of the One For All blade. At the panel, lead developer Horikoshi Kohei said:
“It’s been a decade since the original Hero Adventure game was released and so we want to deliver something that will both satisfy fans of the original as well as bring in new fans to the series. In every way, Boku no Hero Adventure is meant to be the next step in the Hero Adventure legacy.”
Likely trailers and other promotional material will begin to be released as 2016 rolls around. So far, Boku no Hero Adventure has been confirmed for the PS4and PC.
Boku no Hero Adventure is set to be coming out Summer 2016 in Japan, English localization not yet confirmed.
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AllMightiest
IT’S BEEN 84 YEARSSSSSSSS
*champagne emoji* *clapping emoji* *crying emoji* *champagne emoji*
nyoomenginenyoom
BUT WHAT ABOUT ENGLISH LOCALIZATION, UA DON’T DO THIS TO ME
ghoulparty
I think my heart stopped when I heard those first few notes. My mom came in and asked me why I was crying. THE TREES TILES, MOM, THE TREES TILES. 
X9
im so hype but also if u play as the 9th one for all user, doesn’t this mean all might is dead????
       Sniperforlife > X9
       Spoilers!!!! Also maybe not? Nana giving All Might her powers only made her weak, it didn’t kill her.
       crimsonparty > Sniperforlife
       lol this game has been out for 10 years
       edgelord ruth > Sniperforlife
       but it does mean all might might (heh) be weak and old! I’M NOT READY TO SEE OLD ALL MIGHT. OTL
       Sniperforlife > edgelord ruth
       GRAN TORINO IS GOING TO BE GRANPA TORINO
boombaby
hallelujah i praise the gods of one for all and PLUS ULTRAAAAAAAAAA
now please UA just confirm localization *prayer hands emoji*
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Hero Adventure posted:
12/22/15, 5:49 pm
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BNHA in Famitsu scans, First Look at Midoriya Izuku, the 8 th wielder of One For All, and Exclusive Interview with Neda Hirofumi, Art Director
By Kevin Lee
December 22nd, 2015, 2:28 pm
This week, Famitsu released the first artworks of the protagonist for Boku no Hero Adventure, the highly anticipated sequel of Hero Adventure: Symbol of Peace, coming out June 2016. The issue confirms long held fan suspicions that the game does not feature All Might, the protagonist of HA: SoP, as its main character. Instead, fans can look forward to playing as Midoriya Izuku, the purported student and eight inheritor of the legendary blade, One for All. The game setting is said to take some twenty years after the original Hero Adventure.
[image]
(thank you to Tanaka-san for the scans!)
This magazine issue also included a rare interview with the game’s Art Director, Neda Hirofumi, who talks about the difficulties in moving designs from 2D into 3D. Here are some excerpts below:
Neda: When I was brought on to do the design work for Boku no Hero Adventure I was very nervous! I had actually played the original Hero Adventure when I was in college, on the PS1. So the series was very nostalgic for me. My friends all asked me when I got the job, isn’t it fun to design for the characters and environments you grew up drawing? But I ended up being the unhappiest when the design wasn’t working. *laughs*
Neda: You see, the original Hero Adventure was 2D and it was the era of beautiful sprite work. Your impression of the landscapes and those American comic book battle scenes were really strong. So we had a long debate of whether Boku no Hero Adventure should try to look like that. But Horikoshi-san [the lead developer] really wanted to push our boundaries and not just create something easy. But the effort to really translate the feelings in a 2D world into an original 3D world isn’t easy. *laughs*
Neda: Horikoshi-san knew from the start that we wanted to make a game that was the reverse of a sequel. That became a bit of a catchphrase around the office. How to make a sequel that wasn’t a sequel. And so I let those feelings express themselves in the art and that’s why in 3D, we went with a richer, more stylized design and a kind of visual charm, to really try and make our players go, “oh, this is the world I saved ten years ago, but it’s completely new and I want to explore it”.
Boku no Hero Adventure is set to be coming out July 2016 in Japan, US, and EU for the PS4, WiiU, and PC.
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[video]
Boku no Hero Adventure - Official Story Trailer - UA Games 2016
UA Games | Subscribe 1.7 m
Published January 12, 2016
Boku no Hero Adventure - coming soon to PS4, WiiU, and PC. Preorder here!
The long awaited sequel to Hero Adventure: Symbol of Peace, is coming soon! Step into a fantasy RPG rife with a rich history and complex stories as the aspiring young hero, Midoriya Izuku, must battle the hidden evils that have begun to move again. At the end of the All Might era, who can hold back the twilight of villainy that threatens to engulf the world? Gather rivals and comrades from the corners of the land and fight for your right to be the successor of One for All!
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Comments 37,843 | Top Comments
nchauz13
[Audio Translation]
In a world that has flourished under the peaceful light of All Might,
The roots of evil have begun to worm their way to the surface.
One young man must be ready to risk everything.
For his greatest dream.
Midoriya (VO): I want to save everyone with a smile!
Midoriya (VO): I might not have any special powers, but if I use my mind and work hard-
Bakugo (VO): Move out of the way you backwater peasant! I’ll be the one to claim the legacy of All Might.
Uraraka (VO): For the sake of my family, I have to do my best! I’m not going to let anyone die on my watch!
Iida (VO): It is the duty of a knight of Ingenium to conduct himself with poise and dignity at all times. I cannot tolerate such abhorrent prices for these radishes!
Find friends and rivals alike and unravel the truth about the festering evil. Choose wisely, for your decisions will affect your friends, their stories, and even the fate of the whole world.
Villain (Name?) (VO): You’re a fool if you think the world needs a hero like you! You can’t save everyone!
Nana (VO): Just remember, Toshinori, a hero’s smile can save their hearts!
Midoriya (VO): GO BEYOND! PLUS ULTRA!
              View 173 replies +
              Supersonicfan
              nchauz13 thank u!!!!
              boomboombaby
              nchauz13 omg the voice acting is so good, is the whole game going to be voice acted?
              ghoulparty
              THE RADISHES RETURN xD
              nchauz13
              boomboombaby no confirmation yet for voice acting. my guess is it’ll just be for cutscenes, knowing UA
              Im still shook over branching paths, i can’t imagine them having the resources for full va
              boomboombaby
              nchauz13 yeah holy shit no wonder they’re releasing on pc
              deathfingers
              nchauz13 hand villain’s voice is sexy af you go ukiyama koki #dontkinkshameme
AkatsukiRed
DID I SEE THAT RIGHT? BRANCHING PATHS IN HERO ADVENTURE?????
              View 53 replies +
              pearable
              AkatsukiRed fuck this changes everything
52 notes · View notes
netunleashed-blog · 6 years
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40 best PC games: the must-play titles you can&#039;t afford to miss
http://www.internetunleashed.co.uk/?p=15147 40 best PC games: the must-play titles you can't afford to miss - http://www.internetunleashed.co.uk/?p=15147 Now that people can actually afford the best graphics cards again, we can’t think of a better time to dive into the best PC games. Perhaps you’ve heard all the hype around Far Cry 5 and World of Warcraft: Battle for Azeroth and you want to see what all the fuss is about. So, let this be your introduction.We took the liberty of gathering 40 of the best PC games we’ve played over the years – you really need to try all of these fantastic titles out for yourself. Even if a few of the best PC games will require a keyboard and mouse, many of the best PC games can be played with a controller, if that’s more your style. You should also keep in mind that many of the games on this list are also available on Xbox One, PS4 or even Nintendo Switch – just in case you haven’t joined the PC gaming movement yet.If you’re a newcomer to PC gaming, we’d like to extend you a warm welcome. As we intend to demonstrate with this list, PC gamers don’t need to be the elitist gatekeepers we’re unfortunately stereotyped to be. We here at TechRadar believe in inclusivity – so that’s why we ranked the best PC games you can play today – so anyone can get in on the magic. Gabe Carey and Bill Thomas have also contributed to this article If you ask someone who was building PCs in the early 2010s, they’ll likely tell you the premier game to benchmark your new gaming rig with was either Metro 2033 or Metro: Last Light. And, if you missed out on those exciting times, you’re in luck, as this PC-centric shooter series will be pushing yet another generation of PCs when Metro Exodus launches later this year – and we’re expecting to see exactly when at E3 2018 next month.Forgoing the cramped metro tunnels of the first two titles, Metro Exodus will instead focus on the surface, offering players large areas to explore – without sacrificing the tension that the previous games’ linearity allowed. This game is sure to be one of the most beautiful games when it eventually launches. Unfortunately, it was just pushed back to 2019, so we’ll have to wait just a bit longer to get our hands on it.Expected: 2019 Beautiful visuals? Check. Huge explorable world? Check. Enthralling combat? Duh. The Witcher 3 stands tall as one of the most ambitious open world RPGs to date, combining Skyrim’s unrestrained grandiosity with Grand Theft Auto 5’s scale. While it’s been criticised for its inventory system and not quite matching the graphics shown in its promo materials, it’s so ambitious and jam-packed with detail that the package more than lives up to the hype. Huge, beautiful and an absolute time-sink, The Witcher 3 isn’t just the best PC game, it’s one of the best games period. Dragon Age: Inquisition, while not perfect, places you in the midst of a huge, vibrant world on a much larger scale than past Dragon Age titles. Packed with hours of engrossing story and a wealth of side content, Dragon Age: Inquisition brings the series to an open world setting in a smart and compelling way. If you want an idea of what this game is like, take the Elder Scrolls and combine it with Baldur’s Gate, and you have a pretty good idea.  Inspired by, and made from the same developers as, World of Warcraft, Hearthstone is easy to learn, but hard to master. Like it’s big MMO sibling, Hearthstone combines classes, characters and a bit of random fortune when pitting you against either AI or online opponents. Stick with it and you’ll not just get rewarded by improved skill, but by in-game rewards as well. Keep in mind that while its accessibility is addictive, you shouldn’t expect to be a world-class Hearthstone champion overnight. Practice makes perfect, after all.  Read: Hearthstone arrives on iPad, but it is better on tablet or PC? Although it's arguably not as difficult as previous entries in the series, From Software's Dark Souls 3 takes everything you like about the Souls series and combines it with elements found in Bloodborne, the developer's more recent game for PS4.We’re not going to lie – Dark Souls 3 isn’t easy. It still takes skill and, more importantly, patience to master its complex combat system, but it plays fair too, inviting more casual gamers to take part in its bleak, fantastical world. Plus, on the bright side, it brings remarkably better PC optimization than that of the first game. And, now that you can pick up Dark Souls: Remastered and see where this apocalyptic series got its start – there’s never been a better time to link the first flame. Pillars of Eternity is a sprawling RPG in the vein of Baldaur's Gate or Icewind Dale that combines highly detailed technical combat with hundreds of hours of gameplay. It has refreshingly low system requirements on the PC but still looks incredible thanks to its simple but effective art style, which harks back to those aforementioned isometric fantasy RPGs of the 2000s. But it's not all about nostalgia: Pillars of Eternity has enough interesting characters, baddies and clever writing to make it a modern classic of its own. Grand Theft Auto V is one of the most anticipated console ports to ever hit the PC. You probably didn't need telling twice to head back into Los Santos's hugely detailed and interactive world, but it's 10 times more fun with the PC's richer graphics and smooth 60 frames per second gameplay. After you’ve completed its 30-hour campaign, there’s an overflow of post-game content to enjoy here. Most recently that includes The Doomsday Heist in GTA Online and even a radio station hosted by Frank Ocean. BioShock is a first-person shooter that takes concepts from Ayn Rand's Atlast Shrugged and tosses them underseas. To be exact, BioShock takes place in an underwater city called Rapture, free from government regulation, designed for artists and entrepreneurs to thrive. Of course, not all goes well in a city where the residents have all the power and, well, stop what you're doing and play it right now if you haven't already.You're in for one of the great games if you play BioShock, one that balances story elements with horror nigh-perfectly. There's a remastered version out there now, too, which is free of charge if you own the original. Set 15 years after the events of the first Alien film from 1979, Alien: Isolation is the suspense-packed game that fans of the franchise have been crying out for. Playing the role of Amanda Ripley, daughter of Alien protagonist Ellen Ripley, your mission is to track down and recover the flight recorder of the Nostromo spacecraft from the first Alien film which has been located aboard the Sevastopol space station. First and foremost a stealth game, Isolation ramps up the tension by providing you with minimal weaponry. Its excellent graphics shine on high-end PCs and clever AI helps ramp up the dread, leaving you to quiver when turning every corner. Read: How the tech of Alien Isolation will scare you back into the 1970s If nothing else, Overwatch breaks the norm of gray-ish cover shooters competitive gaming year after year. Its bright, vibrant colors are complemented by likeable characters, each decorated with their own interesting backstories which, although they aren’t present in the game, make for fun web comics nevertheless. Overwatch is also a technical feat in that it can run smoothly even on older PCs. What’s more, the PC version is cheaper than on consoles, so long as you don’t opt for the Origins Edition. That goes without mentioning its astounding community of players. By now, there’s no excuse to sign into your Battle.net account and take every character – from Ana to Zenyatta – for a test run in Overwatch today. Even if it came out almost 6 years ago, Counter-Strike Global Offensive is still a fantastic update to a timeless classic that continues to thrive thanks to its vast online communities – it’s truly one of the best PC games. Global Offensive is a well-rounded tactical shooter that builds on the simple Terrorists vs Counter-Terrorists gameplay of Counter-Strike 1.6, by updating classic maps such as Italy and Dust – while also adding new modes in Arms Race and Demolition. Simpler than Battlefield, but more complex than Call of Duty, Counter-Strike: Global Offensive is a shooter for those who like to think – if only just a little bit.  Read: 9 games that are far better on PC than consoles In a lot of ways, Far Cry 5 is the ultimate Far Cry game – combining all of the elements that has made the series successful, while cutting a lot of the fat (including the towers, thank god). And while on its own it doesn't do anything entirely new, it perfects the Far Cry formula to a point where Far Cry 5 is one of the best open world First Person Shooters you can play in 2018.After a very heavy and intense intro, you’re dumped in the middle of rural Montana and given the task of dismantling the local cult. But, that quickly fades into the background as a myriad of activities – from hunting down aliens to taking out outposts – ultimately become your focus. But it’s precisely this focus on playing your own way that makes Far Cry 5 so special.  FTL (Faster Than Light) puts you command of running a spaceship and looking after its crew. Featuring a complex game mechanism that involves maintaining weapons, engines, shields and other areas, in addition to tactical combat, FTL can get extremely in-depth over time. Whether you're ordering your crew to quite literally put out fires on deck in the heat of battle, or are navigating through asteroid fields, FTL is as much about long-term progression and satisfaction as it is quick fixes. Don't let its indie stylings fool you: this is game with untold depth and scary levels of addictiveness. A 90s classic brought back to life (unlike its main protagonist), Grim Fandango Remastered is a successful attempt at reviving one of the PC's best adventure games of all time. Combining writing that matches the funniest dark comedies with clever puzzles and a still-impressive art style, Grim Fandango was the most entertaining work of art to take place in a Mexican setting for years until Breaking Bad came along. Now with updated graphics, sound and better controls, Manna Calavera's adventure has never looked so good. Read: Grim Fandango is headed to the PS4 and Vita Six years after its initial release, Skyrim is going as strong as ever thanks to a vast selection of mods and high-resolution texture packs. Even if you're only interested in playing the vanilla version of the RPG, it offers more than 100 hours of gameplay.Throw in three action packs DLC expansion packs (Dawnguard, Hearthfire and Dragonborn), and it lasts even longer. That Skyrim has been compared to graphically superior but similar RPG blockbuster The Witcher 3 is testament to its enduring popularity. Step into Skyrim and you too can be an adventurer - just try not to take an arrow in the knee. Read: 9 games that are far better on PC than consoles If you’re anything like us, and you secretly pine for the days of ultra-fast arena shooters, you’re going to absolutely love Quake Champions. Unlike a lot of new games in ancient series, the DNA of Quake is left completely intact in Champions. You’re dumped into a relatively small map with a ton of verticality and armed with completely bonkers weaponry. And, there’s no battle royale or any other kind of trendy game modes here – it’s deathmatch all the way, baby. Much in the same way that Id Software mastered the reboot of Doom and brought it to a modern audience, Quake Champions is a nostalgic shooter that still manages to feel fresh in 2018. The kicker? If you act fast, you can score it for free on Steam ahead of its full release.  Read: Is the MMORPG on the verge of extinction? The phrase "build it, and they will come" literally rings true when it comes to Minecraft, the survival-based sandbox RPG that has now been purchased more than 100 million times since its conception in 2009. In it, you can create your own worlds using resources you find in the wild or explore worlds created by other players online. In Minecraft, you can either limit yourself to the numerous tools and blocks provided by the developer, Mojang, or you can install mods to truly capitalize on your investment. What’s more, come 2018, you’ll be able to take part in the Super Duper Graphics Pack, an optional piece of DLC that adds more realistic lighting effects and textures to an already fantastic product. The Orange Box may be showing its age, but it remains a must-play collection of games - particularly for FPS fans. Half-Life 2, technically still the most recent game in Valve's franchise (excluding its Episode 1 and 2 add-ons), remains a modern masterpiece and is famed for being the first game to intelligently apply physics to its puzzles and combat set-pieces.The collection's other titles aren't too shabby either: Portal takes gravity-based puzzles to the extreme by equipping the player with the Aperture Science Handheld Portal Device (also known as the Portal Gun), which places two portals for objects to pass through, while Team Fortress 2 continues to go from strength-to-strength thanks to the introduction of custom gear and well-balanced team combat. Read: 9 games that are far better on PC than consoles Sometimes a game that’s been out for 10 years becomes temporarily free on Origin and you just have to play it. Dead Space is one of those games. A survival horror game by definition, this acclaimed piece of science fiction stars a fittingly named Isaac Clarke, whose name itself is a combination of the famous sci-fi authors Arthur C. Clarke and Isaac Asimov. Told from an over-the-shoulder third-person perspective, Dead Space is a rescue mission story, wherein you (as Isaac) are tasked with investigating a mining ship mysteriously full of alien virus-infected dead bodies. All the while, you’ll have to stay on top of upgrading your futuristic ‘RIG’ suit too.    Id Software's Doom was a phenomena for PC gamers in the 90s. The crudely rendered first-person shooter series was as controversial as it was beloved, largely thanks to its cutting-edge depictions of gore and violence that only a computer could deliver. Parents be damned, the franchise has made a comeback in 2016 with a fresh restart, appropriately titled Doom. Although the multiplayer might not appeal to shooter fans regardless of age, the single player campaign will pit you against demons in Hell for a lengthy experience that's as bloody as it is satisfying. If Forza Horizon 3 is the racing game for newcomers to racing games, Asetto Corsa is the game for the grizzled experts. Its obtuse handling and insane difficulty straight from the get go makes it a toss up for one of the most realistic racing simulators of all time. And, even if you can get it on consoles, unlike Project Cars, this is a game that was developed for PC first. Everything about this game, from its demanding career mode to its deep seated driving mechanics – which basically require a racing wheel accessory – make it a joy for die-hard petrolheads, even if its difficulty curve is often just backbreaking.  Read: Why realistic PC racer Project Cars is the torque of the town Modelled after the 1984 game Elite, Elite: Dangerous is one of the most ambitious space sims around. Featuring an in-game galaxy based on the real Milky Way (how's 400 billion stars for depth?), the ultimate goal is to advance your rankings to Elite status by levelling up combat, trading and exploration.Starting out with a rickety ship and 1,000 credits in your space suit's back pocket, you'll need to turn to piracy, trading, exploring, mining or bounty hunting to rise through the intergalactic ranks. Doing so takes time and requires serious graft, but the experience provides a level of satisfaction that few other titles can match. And then there's the Oculus Rift... From developer Playdead, the same team that devised the acclaimed (and platform ubiquitous) Limbo, comes another eerie tale. Like Limbo, Inside follows another nameless boy in a bleak world that's apparently out to get you. Only, this time, there's at least a few shades of color to keep you from complete despair. It's not clear why, but the mute protagonist in Inside is being chased down by what appears to a group of shadowy men.Nothing is explained in either spoken dialogue or text, so for the most part you're on your own when it comes to figuring out the story. Nonetheless, Inside is bound to be an instant classic; although, revealing anything about it would inch into spoiler territory. Want more games like this? Check out our best indie games list Described as "achingly beautiful" by Unity Engine boss John Riccitiello, Ori and the Blind Forest borrows its game mechanics from old-school 2D games such as Metroid and Castlevania while adding a modern twist. If any word can describe Ori's atmospheric world, it's alive. You'll have to think fast and use new abilities gained along the way to bash, stop and manoeuvre your way through its gorgeous locations, and with no automatic saving system or easy difficulty level, it's no walk in the park. As satisfying to master as it is to look at, Ori and the Blind Forest will re-open your eyes to what 2D games still have to offer. Unity CEO argues games are at, wants Jurassic Park in VR Grow Home is an experimental PC platformer that looks like an "indie" game but is in fact the latest release from Rayman developer Ubisoft. Similarly charming thanks to its distinctive 3D art style, you play as BUD, the game's robot protagonist, whose main job is harvest seeds and grow a beanstalk-like 'Star Plant' by grabbing its branches and connecting them to nearby floating islands in the sky.There's a fair bit of trial-and-error involved, and while having to climb all the way back up again after a fall is frustrating, grabbing a passing vine at the last minute by the tips of your fingers can be equally as exhilarating. The ability to move BUD's arms and legs independently helps put you in control - just try not to get them tangled up. Because you will - a lot. Unity CEO argues games are at, wants Jurassic Park in VR A 2D exploration game set on a boat can't be that creepy, right? Wrong. More gothic than a Cradle of Filth concert, Sunless Sea throws all manners of joyless themes your way: death, insanity and cannibalism to name a few. Sailing from port-to-port in the monster-filled underworld of Fallen London, you'll have to manage fuel and supplies while battling sentient icebergs, Zee-beasts and other water-dwelling nasties to remain afloat. Top-notch writing gives Sunless Sea an absorbing storyline that's up there with history's best text-based adventures. Already familiar to millions before they've played a played a second of it, Rocket League turns the age old game of football (or soccer, depending) on its head. Played with rocket-propelled cars in futuristic low-gravity environments, the aim is simple: knock the ball into the opposing team's goal. Doing so is harder said than done because there could be up to three cars on the opposing team trying to steal the ball off you - or ram you into submission - at any one time. Gorgeous to look, simple to learn but difficult to master, Rocket League is the surprise smash hit of 2015 - and a wonderfully addictive one at that.Read: 8 real-life footballers in Rocket League: which one are you? As inevitable as sandals in summer, Blizzard finally launched its first MOBA (Multiplayer Online Battle Arena) game in June. Featuring a ton of characters from Blizzard games such as Warcraft, World of Warcraft and Starcraft 2, Heroes of the Storm sees two teams of five attempt to destroy the other's base. When not sounding out enemy units to destroy, its expansive maps give you room to take on secondary objectives such as finding skulls or unlocking special siege units to help your team.Accessible to newcomers while packing plenty of depth, Heroes' finely balanced gameplay mechanics, shorter matches (compared to League of Legends) and ability-based levelling system make it a refreshing alternative to established MOBA titles and a fine game in its own right. Metal Gear Solid V, the last Metal Game which will be helmed by Hideo Kojima after his forceful ejection from Konami, is a hugely ambitious title. Its massive open world setting allows you to tackle missions using stealth, but you’re still able to go in guns blazing if you prefer – though you won’t get as good a score.Taking place nine years after the events of Ground Zeroes, The Phantom Pain’s story unravels through its main missions and more than 100 Side Ops tasks. The action is interspersed with beautiful cutscenes, and while you sometimes have to decode annoying pseudo-military babble to figure out what’s happening, TPP’s fast pacing and beautiful Afghanistan and African settings make sure the game never feels like a chore. A gripping horror game in the vein of Amnesia: The Dark Descent (it's from the same developer), SOMA has its fair share of "NOPE!" moments. But it's not really about jump scares; the game's most compelling aspect is its philosophical story arc, which unravels as you encounter a series of confused robots. Suffering from existential stress, the decaying machines believe they are human.The tension builds as you venture deeper into the underwater research facility that you wake up aboard, avoiding murderous creatures, solving clever puzzles and checking voice memos to unravel the mystery. Expertly weaving elements of survival and psychological Sci-Fi horror, SOMA is a little less action packed than Alien: Isolation but engages more of the old grey matter. If that's what you're looking for in a fright-fest, SOMA doesn't disappoint. if you think you've learnt a thing or two about prison life watching films like The Green Mile and The Shawshank Redemption over the years, cuff-em-up Prison Architect lets you put your knowledge to the test. Playing as wardens, you're tasked with keeping prisoners in check, preventing riots from boiling over and foiling The Great Escape-style plots. And yes: it does involve sending men to the electric chair. Gnarly. Alternatively, a second mode called Escape lets you unleash your inner Bronson by hatching a plot to lead your fellow inmates to freedom. (Until you get arrested again, anyway.) Warhammer: End Times - Vermintide was one of the best PC games for anyone who loves playing the best PC games with friends. And, we’re delighted to say that Warhammer: Vermintide 2 takes the deep co-operative gameplay of the original and improves on it in every conceivable way.Although it technically allows you to form complex strategies with your teammates, the action often turns into chaos, where the only way you can survive is mindlessly bashing at enemies until you, and your teammates (preferably), are the only things left standing. And, because Vermintide 2 adds a wide range of Orc enemies on top of the familiar Skaven enemies, you’ll never run out of things to hack to pieces. It's official: Fallout 4 has lived up to the hype. Despite feeling a little bit like Fallout 3 but with nicer graphics at times, its tighter shooting, in-depth crafting system and well-thought out story make it a wholly more enticing affair.As the Sole Survivor (the first fully-voiced protagonist in the Fallout series) in Boston's post-apocalypse wasteland, you'll take on Feral Ghouls, Raiders, Syths and Bloodbugs and more with high-powered weaponry that includes the Fat Man mini nuke cannon and the fusion cell-powered Laser Musket. Fallout 4: the good, the bad and the ugly of the Boston Wastelands If the Call of Duty series is the poison that dumbed down the FPS genre with its run-and-gun gameplay, then Rainbow Six: Siege is the antidote. Working as a team to out-wit the enemy, Siege plays out like a thinking man (or woman's) Counter-Strike that doesn't simply encourage cooperation if you want to win - it requires it.When you're not peering down your gun's iron sights, you'll be laying traps, scouting ahead using drones, strategising with your teammates and building walls that could keep a herd of demented bulls at bay. While Siege's heavy reliance on tactical team-based gameplay can prove its biggest weakness if you're hoisted into a server with a particularly uncooperative bunch, when it does click, it provides a level of satisfaction rarely found in online multiplayer games. "Console port" is no longer a dirty phrase thanks to efforts like Rise of the Tomb Raider, which gets the treatment it deserves on PC. Featuring stunning and varied locations, exciting combat and effective stealth mechanics, Lara's epic outing often feels movie-like in its execution and scope.Crystal Dynamics has kept the soul of the original games intact too – there's pistols aplenty, amazing architecture and angry animals that would quite like to gobble you up – meaning you'll never get bored once you've soaked up Siberia's amazing architecture. If you're into adventures, it's easily one of the best PC games around. Imagine a survival-based shooter where every match starts with your avatar being ejected from a cargo plane alongside 99 other players with no weapons or items. That’s PlayerUnknown’s Battlegrounds, or at least the solo, free for all mode. After spending the early minutes of the game digging for resources, you’ll soon be forced to reckon with your own mortality as the body count ticker at the top of the screen descends into desolation.Abbreviated PUBG, PlayerUnknown’s Battlegrounds is based on another “last man standing” game released back in 2013: PlayerUnknown’s Battle Royale. It doesn’t require a copy of Arma III or H1Z1 to run, but you’ll need to keep your wits about you. There’s no respawning in PUBG, so it’s less about the precision of your aim as it is about your ability to scavenge quickly for weapons, first aid kits and clothing.  Picking up immediately after the events of Wolfenstein: The New Order, Wolfenstein II: The New Colossus will inevitably be heralded as a classic. For some, it’s the punishing old-school gunplay that’s to thank for this. Even on the default difficulty, Wolfenstein II: The New Colossus will have you fretting for your life. Yet, for others, story reigns supreme. And, if The New Colossus serves as an interactive showcase for anything, it’s story, the most interesting parts of which are told through flashbacks. We won’t go as far as to spoil the plot, but what we will say is that B.J. Blazkowicz’s motives become a lot clearer in this iteration of Wolfenstein, not that he needs to justify killing Nazis. Originally created as an entry to the 7 Day FPS Challenge, Superhot's Polish developers were inspired by a top-down game called Time4Cat where time only moves when the player does. They took this concept one step further and turned it into a FPS. Falling somewhere between Portal and Max Payne, nifty reflexes, patience and an eye for puzzle solving is required.The aim is to defeat a finite number of enemies by dodging bullets and returning a few yourself. The game is now available to buy and download on Steam, but you can head back to where it all began by playing the flash version of Superhot online for free. You'll need the Unity Web Player plugin which is currently not supported by Chrome. X-Com 2 is one addictive game, and we still can't put it down. Following up from 2012's XCOM: Enemy Unknown, which reimagined the 1994 cult classic UFO: Enemy Unknown, XCOM 2 has delivered everything we wanted in a sequel. Bigger, deeper, faster and even easier on the eyes, the turn-based tactics game takes place 20 years after its predecessor.It pits you in control of the Avenger, a converted alien ship that serves as your mobile base of operations used to devise strategy and execute fight plans against otherworldly enemies. With a greater focus of stealth, more intelligent alien AI and deeper customization options, XCOM 2 is bound to end up one of our games of the year. Anyone familiar with World of Warcraft knows that it's among the most successful and influential massively multiplayer online role-playing games (or MMORPGs) of all-time. Comprising nearly 14 years of content, with over thousands of hours just waiting to be invested, there are few better games to spend your money on than World of Warcraft.With Battle For Azeroth, the all-new expansion pack, players will be able to explore two new continents – Kul Tiras for Alliance players and Zandalar for the Horde. Blizzard has kept the leveling system from Legion, as well, meaning you can tackle the new zones in any order you feel like. This will of course come with all the new raids and dungeons we’ve grown accustomed to over the years and a storyline that will see the two playable factions at each other's’ throats in a major way. From PlatinumGames and Square Enix, Nier: Automata is a sequel to the 2010 cult classic Nier, which itself is a spin-off of the Drakengard series. Technically an action role-playing game, Nier: Automata’s most gripping quality is that it never truly adheres to one particular genre. At times, it’s a 2.5D platformer and, at others, it’s a twin-stick shooter. It’s unpredictable and a breath of fresh air when compared to other PC games out on the market.The story centers around a femme android by the name of 2B who is aided by a survey android called 9S, or Nines. With many questions being asked along the way, both of these characters are tasked with extricating Earth from alien machines that have engulfed the planet. Just be conscious of how you play because not only does Nier: Automata feature different endings, but with each new path comes vastly different gameplay.  Source link
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