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#also i was using charge blade and switch axe as connections between the different weapon weight classes
dravidious · 2 months
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You're more amazing than theories
Made a TON of monster hunter cards and now every melee weapon has a decent amount of representation in the card pool. I have not made a single gunner weapon card.
#asks#lol i was all like “haha yes i've fleshed out every single weapon type in the game!”#“oh yeah guns exist”#i never play gunner in the video games so it just completely slipped my mind#also i was using charge blade and switch axe as connections between the different weapon weight classes#but there's no weapon that switches between melee and ranged#but mostly it's because my thoughts swim with ideas about how to translate the fun mechanics i've played with into cards#and i don't play with gunner weapons so i don't think about them#notable updates: i keyworded guarding and changed the Spirit keyword to Channel to make it usable for things other than cutting#and that was the best decision i ever made because i used Channel EVERYWHERE#it's such a perfect representation of “you have to do This Thing to charge up before you do That Thing”#it's mostly used for charge blade and switch axe to play into the “use both modes” style#you want to use charge blade's powerful medium attacks? only if you can channel a light attack#this switch axe heavy attack is really really strong but you gotta channel two medium attacks to use it#actually hold on i just realized something#“channel one x” means “to play this banish one x from your discard pile”#but that's the only time i use the term banish#so maybe i could just define “banish” to mean “remove a thing from your discard pile”#and then just say “to play this banish an x”#that would make it way cleaner to make optional channel costs too#anyway regardless of templating i'm satisfied with how the weapons are represented#each weapon has a playstyle and support cards that encourage you to pick one to focus on#but there's plenty of synergy between weapons so going splashing some cards or going full multi-weapon is totally viable#also i gave gunlance the raw power it deserves
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beantothemax · 7 months
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Hollow Cleric au boss fight
Relentless Lightning Spear: Jin Mei
Notes: You literally have to choose between siding with Kazan or Jin Mei. No one wants to kill more than they have to and in Temenos’ case this is a bad choice to make. You fight Jin Mei and you unearth a lot of bad feelings for him and make him think that you don’t care that he was murdered by Kazan, having him lose trust in you. You fight Kazan and you lose a lot of information about the Moonshade Order and Roi and accidentally prove his mindset right as well as make him incredibly uncooperative with you. Either way, both of them are extremely unwell and Temenos is accidentally strengthening the incredibly unhealthy mindset they both have no matter what choice he chooses.
This is a choice that just makes you feel uncomfortable either way. Hikari and Rai Mei are both present with Temenos for this choice and will not offer their input as they feel too closely connected. Both of them feel genuinely sick over choosing one over the other
The canon route is that Temenos fights Jin Mei.
We’re back at Stormhail! Everything bad still happens. It just that there are more horrors.
The cutscene before the fight is Jin Mei shouting at you to get out of his way and let him out of the Clan Mei fortress so that he can get to Kazan and just kill him
Which you know. That’s a fair want to have. He kind of deserves it not going to lie but at the same time Temenos needs to know everything about the Moonshade Order and Jin Mei is getting worse as he gets closer to the goal.
Jin Mei realizes that everyone is just going to not move and he gets incredibly angry at that, thinking that they took Kazan’s side and that his own feelings about the whole thing doesn’t matter which no god Jin Mei please go and sit down and talk pleASE-
At that, Jin Mei takes out his spear and tells them once again to get out of the way.
Temenos and Company Refuses.
Stormhail unfortunately decides this is the perfect time to have monsters spawn from underground and Rai Mei has to leave to fix that and trusts that Temenos, Hikari, and company will stop her brother.
Jin Mei lets out a warning shot of lightning and once again says to get out of his way.
“Jin Mei, please, stop this. I understand you’re angry. I’m angry too. But this is too much. I barely recognize you now. Stop this and talk to us. We don’t need to spill more blood than we have to.”
“…Out of everyone here, Hikari, I thought you would understand. If you refuse to get out of my way, then draw your weapon.”
Boss time! This isn’t fun.
Jin Mei will have the first set of weakness be Swords, Knives, Wind, and Light. Once you reach halfway we get Axes, Knives, Fire, and Shadow.
If you bring Hikari along to the fight Jin Mei will gain 6 turns of an Attack Boost at start
Mechanically he is similar to Rai Mei, the spear and lightning attacks she has, he will have.
You know the Thunderclap and Levin Stance Rai Mei has? Jin Mei has the same except he switches through them without needing to be boosted and doing the charged attack.
The difference is that once you break him once, he starts to raise his evasion and use attacks from the Runelord and Conjurer set. You know how Balogar and Priestess Hinoekagura uses Ice and it depletes your SP or something? Yeah that.
He will also have a counter so if you hit him with a Physical Attack when he’s countering, he’ll go and let out an AOE Lightning Attack that lowers everyone’s Elemental Defense.
Steadily he will get faster and take more turns. The strategy of his whole play is to hit hard and fast to make up for the fact that he has lower than average HP compared to other Late Story bosses
Charged Attack for first phase is Balogar’s Blade. The Elements all hit random different targets in order of the Elemental Wheel of Octopath Traveler but any status ailments from the Elements will have a higher chance to inflict on the character.
So you know. Have fun with Silence, Blindness, and Terror.
Fun fact, once you get him to below half you have a dialogue scene where he is just in complete grief and distress on what happened to him as well of just the one-track anger he has. He did not cope with the whole thing well
“I DIED. I DIED AND NO ONE CARED. I died and it was from a friend and it was for the cause of bringing the end of the world. The world is dying already but like hell am I going to waste this chance of life to just rot away without achieving justice!”
Ah this is painful. You can see everyone getting more and more distressed by this.
Charged Attack for Second Phase is Lightning's Glow. Basically if you don't break him in time he's going to take a stupid amount of turns the next battle turn and he will go and rain down Lightning Attacks that is guaranteed to cause Unconscious and will go and use Spear attacks that will always slow you down and lower physical attack
Once you beat Jin Mei you just have him seemingly unable to fight further.
Seemingly unable to fight further.
In reality he still has enough to launch a powerful AOE Lightning Attack on everyone and escape to track down Kazan
Revenge is going to happen and now Jin Mei is teetering on the edge of just losing himself to it
party noises as Temenos and Hikari look on in horror and think about the implications
WAAG I UH SSSDDTIICERJV????,,,,??????? AAAAAAAAUGH?!!!!!!!!!! KIWI IM HOING TO DODSOLVE
having to choose between opposing Jin Mei or Kazan and both choices being terrible for everyone involved is just. ack
‘Jin Mei gets 6 turns of attack boost if hikari is in the party’ kiwi are you trying to kill me through text alone
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xb-squaredx · 5 years
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Astral Chain Review: Popo’s Bizarre Adventure
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Life can be funny sometimes; I started out 2019 hoping that I could play a certain PlatinumGames-developed Switch exclusive, and while I did eventually get such a thing, it wasn’t Bayonetta 3, but instead Astral Chain. The last time Nintendo and PlatinumGames worked together on a brand new IP we got The Wonderful 101, one of my favorite games of all time, so I was pretty pumped about Astral Chain from moment one. A game where you control Stands like Jojo’s Bizarre Adventure, but you’re a hot anime cop! The kinda game you didn’t know you needed! Now that it’s finally here I can definitely say with confidence that I really love…like half of this game.
C.O.P.S: ANIME EDITION
The world of Astral Chain is in a bad way. Set in a future with Earth on the brink of collapse, most of the planet has been corrupted by the Astral Plain, an alternate dimension. With the remnants of humanity confined to a man-made island, an elite police force, Neuron, investigates the invisible cause of the world-ending corruption, Chimeras. Armed with enslaved Chimeras of their own, Legions, Neuron fights back against Chimera attacks, all the while searching for a way to save the world before its too late. Players take the role of a newcomer to Neuron, rising up the ranks alongside their twin sibling, mastering their Legion as various villainous factions seem intent on bringing about the end of the world.
I’ll be blunt here: Astral Chain’s story is passable, but didn’t do much for me. It’s not exactly bad, but predictable and doesn’t really take many risks. The game has an anime aesthetic, and in many cases seems more content with paying homage to various sci-fi anime than telling a unique story, so I’d say it’s quite by-the-numbers. That’s certainly fine, but what really shines in most Platinum titles are their larger-than-life characters, and I find them lacking here. Most of Neuron gets the shaft as time goes on, with only a scant few characters getting much development. Maybe I’m a tad spoiled by the likes of Fire Emblem: Three Houses, but the fact that so little of the incidental dialogue is voiced also keeps most of the Neuron officers from sticking out to me. Some characters, like Hal, Marie and Kyle, DO stand out and are pretty great, but that’s about it.
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Thankfully, everything else about the game’s presentation is stylish. From the UI to the enemy intro cutscenes, to the sound design and battle animations, Astral Chain is a delight for the eyes and ears. The futuristic setting allows from some sleek visuals, and the lighting and particle effects stand out among most Switch titles. I’d daresay that at times, Astral Chain is Platinum’s best looking game. This does come at the cost of performance though. The game is locked to mostly 30 FPS, though you’ll see some dips in some frantic moments, but not too often. Resolution can also dip in some instances too, the performance at its worst in bigger areas with tons of NPCs around, but most combat sections cut down on clutter and the performance remains solid when you need it, so it mostly works out. Music’s also pretty stellar, and completes the anime-aesthetics with legit opening and ending themes too. Looks can only do so much though, but Platinum is never one to get by purely on outward appearances.
CHAIN PAIN
Combat is where Platinum shines, and that’s definitely true for Astral Chain, though you do have to wait a lot longer than usual to get a good feel for what the game’s trying to do. The first few hours leave a pretty bad first-impression honestly, with lackluster combat options and clunky movement, but once the game shows it’s hand everything starts to really click. By the endgame you’re drowning in options, to the point where it would have been overwhelming if the game threw it all at you right at the start. Best to ease players into the game, but it’s risky to not start the game off on the right foot.
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The defining feature of this game is controlling two characters at once, your officer and their Legion. At the start, your officer’s options are limited, and Legions mostly attack on their own, but over time you gain more Legions to swap between on-the-fly, as well as more manual actions you can perform alongside them. Sync Attacks, for one, require you to tap the Legion button at specific points after attacks, which will have the two of you team up for big damage. Your officer gains a shape shifting “X-Baton” weapon that can take a few different forms to vary up their own combat, but the five Legions you gain are your most important tools. Sword, Arrow, Arm, Beast and Axe; each Legion has their own uses in and out of combat and in many cases feel like extended nods to Platinum’s entire back-catalog. Sword can enter Raiden’s Blade Mode from Metal Gear Rising: Revengeance to cut enemies on a specific axis, or sever connections between specific doors or objects. Arrow can take out enemies from afar, or be brought in for an over-the-shoulder shooting experience right out of Vanquish. Arm is like an extended nod to Jojo’s Bizarre Adventure, pounding foes with a flurry of punches, as well as being able to pick up and throw objects. Beast is just Bladewolf from Revengeance, letting players ride atop it for mobility, and digging up items or following scents like a real dog. Lastly, Axe is a powerhouse that also grants players a powerful barrier that can protect them from various hazards. Certain enemies require specific Legions to take out, and with all five at the press of a button, things can get hectic, but in a good way and advanced players can do a lot with all of these tools.
Each Legion has their own skill tree that can grant them special moves or increase stats as well, and similar to the chip system from Nier: Automata, players can equip special passive skills onto each Legion, provided they have enough slots open for them. The chain connecting officer and Legion also comes into play too, being able to move the Legion freely and bind enemies up (bringing Wonderful 101’s Wonder Liner to mind), or send a charging enemy flying back with an Irish Whip straight out of wrestling. Legions can’t stay out forever though, their Sync Gauge slowly draining as they fight, huge chunks of it taken out if they get hit by attacks, but it recharges pretty quickly, especially if your officer stays aggressive. Compared to past Platinum titles, there’s a lot more emphasis on using items and having “builds” when going into fights too. Healing items alongside combat-oriented items like drones or shields are encouraged rather than penalized, as is the standard. There’s more I could go into, but this hopefully gives you an idea of how much is going on in this game’s combat. Comparing the first few hours to endgame is night and day, more so than almost any other Platinum title.
Generally, the combat is up to the Platinum standard, but unlike most games by the developer, there’s actually a LOT of gameplay that isn’t straight combat, making this Platinum’s most varied game yet…for better or for worse.
STYLISH BUSYWORK
Here’s where things get kinda tricky. On the one hand, it’s good for a game to have at least SOME variety, right? If a game is nonstop action, it risks becoming stale, so having some slower moments makes the bigger moments more impactful. It’s a question of pacing more than anything else, and unfortunately the pacing in Astral Chain leaves a LOT to be desired.
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To say it as succinctly as I can, the levels in Astral Chain drag on far too long. A typical level in Platinum’s catalog is roughly 20 minutes, give or take a bit of backtracking or some story bits. In Astral Chain, a full level, or “File”, can take four to five hours by comparison, and when you lay it out like that, you realize there’s an awful lot of filler to sift through to get to the good stuff. You have investigation sequences that are laughably easy for one. Using discount Detective Vision from the Batman Arkham games, you “find” clues and then fill in the blanks to form a lead, but these sequences are impossible to fail. Solutions are highlighted and even if you come to the wrong conclusion, the game will just correct you and you’ll move on regardless. Then you have platforming sequences that are mostly fine, though hampered by being unable to use the camera most of the time (since the right stick can also manually control your Legion). At times, honest-to-God sidequests can be found that are usually not combat-focused, and we can throw in some awful motion-controlled minigames for good measure. On their own, these extra bits aren’t too bad, kinda boring in some respects but otherwise fine, however for someone who just wants to progress the story and get to the next fight, they become barriers you’re forced to contend with before you can get back to having fun.
Now, a lot of this stuff IS optional, but you’re heavily encouraged to do them all anyway. You get locked out of getting good end-of-File ranks if you avoid optional ranked missions, and you’re given rewards for all of this stuff anyway. They’re mostly cosmetic rewards, but the game still seems to expect you to engage with this “extra” content…to the point that it’s clearly not seen as extra but a part of the whole Astral Chain experience. If you stripped out the non-combat portions, that’s like 2/3s of the game gone and it feels kinda messed up to skip out on so much of it. Rather…maybe the game should have made a point of having this stuff be engaging to do in its own right.
MAKING THE GRADE
I want to stress that there’s a lot I liked about Astral Chain. There’s plenty of charm hidden throughout here, and the prospect of a Platinum game that strives to do MORE isn’t a bad one. I enjoyed having NPCs to talk to, larger areas to explore that weren’t just combat areas, and little touches like getting points for recycling or being unable to jaywalk were appreciated. One thing I never touched on was its ranking system, which seems more emblematic of the issues I had with the game. Rather than rewarding and ranking one’s own play, it awards high ranks more so for variety than anything else. It doesn’t matter how poorly you play (to a point), as long as you do a lot of different stuff it’ll all work out. Thus, the game threw a lot of stuff at the wall regardless of how hard it stuck, and as such there’s a number of great ideas mixed in with some really, really weird ones.
Astral Chain is in many ways an experimental game for Platinum. They seem to be trying to move away from niche action games and offer up more for the consumer, but in doing so I fear they might be diluting their games. I’ve been quite a bit more critical of this game than I expected to be, and in the end I’m more just bummed that I didn’t enjoy it more. This game is the directorial debut of Takahisa Taura, and I can practically feel the passion he had for this product; he likely loaded this game with a lot of things that he personally liked, and it’s clear everyone involved worked hard to deliver the best game they could. The results vary a bit, as we have crisp visuals and unique, deep combat mixed in with some plodding segments that seem thrown in for variety’s sake. Astral Chain is ambitious, but maybe this once Platinum bit off a bit more than they could chew. I’d also petition that this game is a victim of certain expectations of what I think a PlatinumGames title “should” be. It’s possible Taura felt pressured to put in aspects of Platinum’s past output and was afraid to go further and make this game truly something new. I’ll also wager that if Astral Chain is someone’s first Platinum game, they’ll be able to come in with a fresher perspective and might end up enjoying it more than a diehard fan like me. There’s a solid foundation here for any future titles though, and I think this game’s issues could be ironed out if given the chance. At its height, the combat really sells this game for me, and action fans will find a lot to love…but there’s a lot in here that might not scratch that particular itch. I wouldn’t quite call this game the weakest link in PlatinumGames’ chain at any rate, and I remain a fan of the company and their future output.
Shine on Platinum.
-B
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dascarecrow · 3 years
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Okay so there’s an inclusion for Injustice that I would love to see as a guest fighter for Injustice and hope that it will happen with all my heart. 
I would like to see the Mighty Morphin Power Rangers join the world of Injustice. 
After the Ninja Turtles this would be the perfect challenge for Netherrealm. Not only is it a five strong team character, one step up from four, but they could also include a sixth member, much in the way there was an additional moveset for Triborg.  
Now I’ve named the original Mighty Morphin team for this one. The original five plus the White Ranger are who I’m envisioning for the guest role. I’ve given a bit of thought to their gameplay for this one, not just thinking “This would rock”. Each members gameplay would be determined by their Power Weapon. Jason would be standard with his Power Sword. Zack would hit harder but a bit slower and shorter with the Power Axe. Billy would have good close to mid range with the Power Lance. Trini would be very quick and close but lighter hitting with her Power Daggers. Kimberly would have good long to mid ranger with her Power Bow. Tommy would be mechanically different with Saba.  
There are some shared mechanics for all of them. Being able to charge their Power Weapons with energy. Being able to call on their Zords as an assist attack, varying based on who does it (Jason could call on the Dragonzord’s drill tail for example). They can also use their Blade Blasters but that comes with a bit of a twist.  
The Rangers would also have unique elemental powers for each of them. Fire for Jason, Stone for Zack, Ice for Billy, Lightning for Trini, Wind for Kimberly and Light and Sound for Tommy. They could use these powers for personal attacks and to create effects for their Blade Blaster attacks. Jason would have a burn effect with his Blaster, Billy would have a freeze effect, Zack would have a sonic effect, etc.  
Each Ranger also has a unique combat mechanic outside of the shared ones. Jason would be able to use the Dragon Dagger in tandem with his Power Sword and could call on the Dragon Shield. Zack could switch his Power Axe between melee and cannon mode to change up his combat style. Billy would be able to switch his Power Lance between connected and separate modes, giving him harder hitting sweeps and a spinning attack in connected mode and shorter, quicker stabs in separated mode. Trini could change her grip on her Power Daggers, using a standard grip that allows her to throw them for more range and a reverse grip that let’s her pull off stronger slash attacks but removes the throw option. Kimberly would be able to switch between a standard and loaded mode for her Power Bow, having melee options where she can bludgeon with the Bow in standard mode and having her arrows available in loaded mode which renders her as strictly at long range while it’s active for weapon attacks. Tommy would have Saba either floating near him or able to set him up floating in locked locations and able to fire off lasers in either scenario.  
As for the Super Move I have that one worked out to the last detail. 
How it would function would be Zack coming in for a downward smash with his Power Axe while shouting “Mastodon”, Kimberly flipping over the opponent and firing an arrow from her Power Bow while shouting “Pterodactyl”, Billy coming from the side and landing a spinning attack with his Power Lance, Trini coming in and slashing with her Power Daggers, and then Jason comes jumping down with his Power Sword for a final strike. Throughout this we see the group assembling the Power Blaster and after Jason’s strike it’s fully built, leading the team to yell “Go Go Power Rangers” before firing the Power Blaster.  
This is how I believe the Power Rangers would play if they ever made it into Injustice. That’s all folks. 
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