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#and i really like to tie my gameplay of the character into the character's backstory whenever i can so y'know
abyssal-soul · 1 year
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In the process of making Qara’s glam timeline I inadvertently made her a little wardrobe of pieces she’s built up over time and can mix and match. I haven’t marked it down anywhere yet (surprisingly) but it roughly works out to a new outfit every x.0 and x.3/5 patch, sometimes bringing in gloves or shoes or pants from a previous outfit. It’s kinda neat tbh!
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quirkwizard · 3 months
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So recently I have been on a huge tabletop RPG kick so I thought it would be fun to talk about Class 1-A playing their own tabletop game, both the characters they'd play and how they'd be as players. For the sake of this, I will be writing in the context of Dungeons and Dragons 5th Edition since that's the system myself and others would be the most familiar with.
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Rikido Sato: Half Orc Life Cleric Doesn't really get the game too much. Tends to forget the rules a lot and his own abilities. Just kind of picked a class at random. Is the king of bringing snacks and the like, all of which are homemade.
Mashirao Ojiro: Wood Elf Open Hand Monk Pretty average in all respects as a player. Not too remarkable in all respects. Doesn't realized how bad the monk is until they started playing, but is too attached to the character and their concept.
Koji Koda: Firbolg Shepard Druid Is only really here to hang out with his friends. Too shy to really do any roleplay with the rest of the gang, mostly doing small moments with his animals friends. Accidently made an overpowered build.
Minoru Mineta: Dhampir Phantom Rogue Knows the rules, but is a power gamer. Uses the game more as a power fantasy to look as cool as possible at all times, even if it is dumb, though will quickly panic if anything goes slightly wrong.
Hanta Sero: Gith Horizon Walker Ranger Really interested in all the lore and history of whatever the dungeon master came up with. The kind that dungeon masters either love or dread. Is the one constantly asking question and cracking the odd joke about it.
Toru Hagakure: Changeling Arcane Trickster Rogue Super big into the roleplay of it all and is always excited. Mostly took Changeling so she'd have the excess to play as many roles as possible. Probably makes little masks to remind people who she currently is.
Yuga Aoyama: Aasimar Glory Paladin Is insanely devoted to the role of the noble paladin, much to the detriment of everyone else. Likely says the line "But it's what my character would do more then any other player. Constantly hints at a backstory that nobody is biting on.
Mezo Shoji: Hobgoblin Gloomstalker Ranger Not the biggest into roleplay, does fairly well with the actual gameplay. Plays the typically reserved ranged. Tried to tie his and Koda's backstory together to try and take some of the stress off of him in terms of roleplaying.
Kyoka Jiro: Half Elf Whispers Bard Wasn't really sure about all of this before play and went with a bard because she liked the idea of playing music. It was a rocky start, but quickly got into it and started having fun. Will make custom songs and playlists for the party, as well ambient tracks and battle music.
Denki Kaminari: Air Genesi Storm Sorcerer Wanted to try it out because it was popular. Went with something he thought was cool and did not expect it to be so complicated. Needs to be constantly handed the book and remined of the rules in order to make sure he gets it. The amount of math hurts his head. Eijiro Kirishima: Goliath Giant Barbarian Like Denki, wanted to get into because it was popular. Bakugou helped a lot with building the character. Has a lot of fun smashing stuff. Plays his role pretty well, even if his character doesn't go beyond the nice brute whose name is very close to Kirishima's own.
Mina Ashido: Satyr Glamour Bard One of the students the most into the roleplaying. Is very light hearted and goofy about the whole thing. Can play a lot in bard stereotypes because she thinks it's funny. Another instigator, though mostly from her getting too into character at the worst of times. Fumikage Tokoyami: Tiefling Fiend Warlock Has been playing the game the longest and super familiar with all of it. Always makes characters he thinks are "cool", which means are super gothic and depress, both in class and in race. Does occasionally have Dark Shadow dress up and roleplay as his patron. Ochako Uraraka: Fairy Zealot Barbarian Ochako just wants to smash stuff. She has a lot of fun rolling dice and doing cool stuff with her friends, both good and bad. Likes playing the typically pixie before going nuts. Can be an instigator, but tends to backtrack when she realizes just how badly it goes wrong. Tsuyu Asui: Halfling Moon Druid Like Koda, is mostly here to have fun with friends. Often plays mediator both in and out of character. Does a good job with roleplaying thanks to how much she had to play pretend with her simplies. Always causes a riot whenever she becomes a dinosaur. Shoto Todoroki: Hill Dwarf Fighter Champion One of the worst players both in game and in roleplay. Played a character Izuku basically made for him. Is somehow still one of the best because he is constantly getting amazing rolls at the most critical moments, much to the frustration of Bakugou.
Katsuki Bakugo: Custom Lineage Chronurgy Wizard Powergamer, no question. He knows the rules back and forth to make the most broken build possible. Acts like D&D is a game you can win, even when it comes to roleplaying. Not a full on murder hobo, but by far the biggest instigator in the group.
Tenya Iida: Warforged Devotion Paladin Very much devoted to the rules, both in and out of the game. Gets confused when people say that he's doing a good job at playing a robot. Collects a lot of dice. One of the best Dungeon Masters of any of the students, though can be rather controlling at times. Momo Yaoyorozu: High Elf Forge Cleric A really good player with the rules though can be pretty awkward with the roleplay with how much she tries to get into it. One of the best DMs in the class. Makes custom miniatures for everyone in the party. Puts a lot of money to make the ultimate game room. Izuku Midoriya: Variant Human Bladesinging Wizard The perfect player. Knows the roles, but focuses more on making characters. Takes the most notes, pay attention, and makes sure everyone is having fun and feels included. Likely gets roped into the role of dungeon master more then anyone else because of these reasons.
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gorgojijijijito · 2 years
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okay so i have barely done ANYTHING in sumeru bc im so behind on genshin quests (i absolutely hate having to sit thru dialogue and lore) and also im very disappointed in the character designs. it's a shame bc from clips ive seen i REALLY like they ways theyre WRITTEN, especially nahida and tighnari, but i have barely seen anything but gameplay and a small theory for layla and im already super attached to her. hate her voice, wish it was deeper and not as forced, but im super interested in the theory of her possibly having a connection to abyss mages. thing is i hate looking at her colors (fuck hoyo and their current fixation with white/black/gold/cool color schemes), so i did a lil recolor when i was bored. then, i finally had enough and actually did a full redesign, which i havent done before so please let me know if it’s not very good or accurate djgfjgh
heres the original 🤯🥶🤢
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heres the recolor 🥳😉😘
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and finally, the redesign 🥳🥳🥳😍😍😍🥰
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i looked up her name and it had persian roots, but i couldnt easily find anything on persian women’s clothing so i just went with modern day iranian clothing, specifically of the hormorzgan province. then i tried to tie it more with cryo abyss mage patterns and colors and keep some elements of fantasy. it’s not very clean bc i mostly made it as a reference for future drawings (self shipping) but i think i did okay considering it’s my first full on redesign
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kisses her and wishes with all my might she gets a cool khaenri'an backstory that deeply affects the plot
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purplekoop · 8 months
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Time for the first of Overwatch 2's new heroes to get a requeue, with this one possibly being a surprise!
Sojourn
New Role: Tank Health: 500 (400 normal, 100 armor)
I'm skipping the backstory this time because... well truth be told, I'm not super read up on the ins and outs of Sojourn's normal backstory, and what I do know from her Origin Story video and cinematic doesn't really give me any great ideas for how to twist it. Instead, I'll go over the broader concepts for her visual design changes and then her kit.
The most obvious problem with making any hero into a Tank that wasn't one already (or vice versa) is size. Being a role all about being the center of attention in a team fight, taking a lot of damage and being able to shrug it off, Tanks have to be bigger than the other characters for balancing reasons. Of course, there usually has to be some "reason" a character larger enough than the average to justify a tank-sized health pool, which Overwatch actually accomplishes in a number of ways to make each Tank stand out from the rest. Reinhardt's a big dude in power armor, Roadhog is a big dude but with a hefty gut to soak up hits instead, Junker Queen is tall and buff but not as wide as the big guys, and Zarya is below average in height compared to the others, but carries around a massive gun that adds some bulk to her silhouette. There's also the more obvious ones, like mechs and big robots, but even between them there's variety in the execution.
Which... makes things hard here, since taking a character not designed to be a Tank and fitting them into the role arbitrarily goes against that design convention I respect so much. Doomfist is the one character that was originally made to be a non-Tank, then was assigned the role retroactively with OW2. This worked out for a few reasons, such as his kit already having more crowd control mechanics than typical for a Damage hero but perfectly enough for a Tank, but the other reason is that he was already a decently big guy, and that massive gauntlet certainly added to his bulk. He did get a slight increase in size (which I guess makes him so far the only hero to get a height retcon), but it was a pretty natural transition otherwise.
So that philosophical preamble in place of a backstory aside: how do we make Sojourn fit as a Tank.
In the initial post where I sorted each hero into a new role, I tried to think about what characters had traits that I could extrapolate into fitting a different role. For some characters this was based around existing gameplay mechanics, like Mei and Reaper already being more durable and defensive than other Damage heroes. For others, I tried to have a little foresight and think about how I could tie other traits, like narrative or aesthetic theming, into fitting the new role.
Admittedly, Sojourn was a bit of a toss up between the two possible requeue options. Her specialty is supposedly that she's a tactician, but this is a trait that her gameplay doesn't really convey outside of her being a competent fighter. Not to bully DPS again, but it's arguably the least "tactical" role of the three. I flipped back and forth on where to put her, but ultimately decided on Tank because I feel like I had the best ideas on what to do with it, both visually and functionally.
So, okay, for real now, what's the plan here.
Visually, my idea is... not the strongest I think, but it's fairly simple. Sojourn's body is very heavily cybernetic, and her weapon is a railgun... apparently. I know sci fi tech can do what it wants, but if you know what a railgun is in real life, then you know it's not exactly a handheld deal.
Her redesign is pretty simple, just bulking out what's already there. Her railgun now is much bigger, comparable in size to Zarya's particle cannon. To support this extra weight, her cybernetics are exaggerated to be much larger and more apparent, bulking her up overall and bringing her from about 5'10" (on the taller side already) to about 6'6" (around Zarya's height, though similar to some non-Tanks like Moira and Lifeweaver). The cybernetics also wouldn't quite as seamlessly be hidden away in this design like they are normally, with more of her arms and legs being clearly tech rather than having skin-colored covering. Her outfit would also have more clearly visible armor plating to go along with her armor health.
With that finally established, let's go into her kit:
Her primary fire is still, of course, the Railgun. As it is normally, it fires high-speed energy projectiles in rapid succession. However, it'd get some small adjustments to fit slightly better as a Tank weapon, namely a slight decrease to fire rate and a damage falloff penalty, but increased clip size and having greatly reduced spread.
We'll save her secondary fire for later and instead go over her other abilities, starting with her passive ability, Power Dash. This is a midair jump ability, similar to Hanzo's Lunge or Lifeweaver's Rejuvenating Dash. Using the thrusters built into her legs, Sojourn dashes a short distance in any direction based on her aim and movement. The dash can even be angled vertically to dash upwards. While the movement is brief, any enemies she collides with during the dash also take a small amount of damage and are knocked back in the dash's direction.
Speaking of adapting her old abilities into new roles, her second ability Disruptor Shot is now replaced with Disruptor Field. Sojourn's wrist opens up to reveal a blaster, as usual, but the projectile fired instantly creates an spherical energy field that travels ahead slowly, weakly damaging enemies caught in it, but more importantly destroying projectiles, with nearly identical behavior to Defense Matrix. The energy orb will shrink as it absorbs damage however, making its damage-denial capabilities finite, though the damage it can absorb is nonetheless quite high, and is more limited by properly aiming and timing the field to maximize its effectiveness. The field itself also technically counts as a projectile, and while it phases through barriers and enemies, it still can be absorbed or deflected. If two of the orbs from opposing Sojourns collide, they both instantly delete each other, regardless of their condition prior.
But Disruptor Field is only her supplementary means of denying damage. Her main defensive ability (in the ability 1 slot where Power Slide was) is Energy Guard. Sojourn has her Railgun change shape into an energy shield, which she holds up to protect herself from incoming fire. The shield only blocks damage from the front, similar to Doomfist's Power Block or Ramattra's Nemesis Form Block. However, unlike those abilities, Energy Shield has a unique factor limiting its effectiveness. The shield completely negates damage for the first few seconds it's active, but the percentage of damage it nullifies is reduced over time as the ability is active, with taking damage from enemies speeding up the rate the damage reduction is decreased. As the shield gets weaker, the more vulnerable it is to being reduced even faster. The shield's effectiveness is displayed on a meter near your crosshair, similar to Reinhardt's barrier. When the meter is reduced fully, the shield "breaks", causing the ability to go on cooldown for several seconds. This can be avoided however, as the ability can be cancelled early, causing the shield to be lowered to recharge. This still incurs a short 1 or 2 second cooldown, but rewards more careful usage of the ability by increasing its overall uptime if managed properly.
...Alright, that was a lot of words, but the reason why I made the ability this way is for her secondary fire, the Railgun charge shot.
Blocking damage with Energy Shield charges the railgun, similar to how landing damage with her primary fire does the same normally. The more damage is negated, the more the railgun is charged, on a scale of 1 to 100. This makes blocking damage with a fully in-tact Energy Shield more effective than blocking the same attacks would with a lower charge shield, as the damage Sojourn takes herself doesn't go to charging the Railgun.
Finally, firing the charge shot using the energy you've gathered from blocking attacks. The charge shot is her secondary fire, and fires a hitscan beam that does damage relative to the charge. This should sound familiar, but there's a few differences. You actually have to charge the shots by holding down the fire input before releasing to actually fire the railgun shot. However, the amount of energy you spend on the charge shot doesn't have to be all of the energy you currently have. You can hold the shot to spend all your energy in one big blast, or hold the input for less time to fire multiple long-range hitscan shots in rapid succession. A full-power 100% charged shot has a unique upside though: it can actually pierce enemy players and barriers. Unlike normal game Sojourn though, the charge shot can't score headshots.
Now for her ultimate... I don't have a better name for it, so I'm sticking to "Overclock", but its function is very different. Sojourn shifts her railgun into a third mode, shaped like a defensive manned turret with the shield out but the gun still aimed and ready to fire. While in this stance, Sojourn blocks all damage from the front completely for the entire duration of the ultimate, but her movement speed is significantly reduced. Damage blocked goes into powering a single, superpowered shot of the railgun, which pierces enemies and barriers no matter what, but the power and width of the beam can increase dramatically depending on the damage that was absorbed beforehand. The beam can be fired at any time while the ult is active, but doing so early naturally limits the amount of time it can instead be used to soak up damage and in turn power up the resulting shot.
So yeah, that's Sojourn! More of a gameplay and concept based one this time, but the kit idea finally clicked with me and I wanted to share it sooner than later without making myself come up with a backstory first. I had fun both twisting Sojourn's existing kit with all her existing abilities present in some way, adding new mechanics (with some inspired by other games like Disruptor Field being very blatantly just Engineer TF2's Short Circuit, or the new ult basically just being Ink Vac from Splatoon 3), and tying it together into something that'd hopefully be fun to play. I mean... not like it's gonna be playable, Workshop doesn't allow for some of the mechanics like projectile deletion, and I don't think it'd fit into my original hero shooter game concept in quite the same way, but hey, I like to do my best even in only daydreams.
Another one down after I got hit with a burst of motivation earlier today! For the next one, I think I'm finally gonna bite the bullet and finally de-Tank somebody for once. The two I have in mind for next are both gonna be interesting, and will probably be among the most drastic visual overhauls of the whole AU. For one they might even feel like a completely new person!... Possibly literally!
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angelofthepage · 7 months
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24 Bendy Questions/Opinions!
So user BeninjaLIVE over on Twitter has this Bendy thread happening that asks a bunch of opinion questions, and you know what? I'm feeling a little playful tonight, so we're gonna answer them here. If you didn't have a baseline of where I stand as a Bendy fan before, well here you go!
1. Which is your favorite game? feel free to say any of the unreleased ones too!
See this is already hard. XD I really love the original BATIM for its story and characters, definitely my favorite story, but I've enjoyed the experience of Dark Revival a ton too. I've probably been exposed to it more times as a result of friends casually booting it up to play in calls, and the fan service for the original was great, Chapter 4 still breaks my heart. But I am a lot harder on its storytelling since, I don't think it did as good of a job as Ink Machine, especially in terms of how fleshed out its characters were. So I guess, Dark Revival for overall experience.
2. out of all the games, Which Character is your favorite?
I think my answer is still a tie between Sammy and Malice. XD They are my beloveds.
3. Which character installs the most fear / is the most horrific?
That depends on the context! From a gameplay perspective? Carley scares the crap out of me (I love you ghost girl, I want to give you a cookie, even though you're mean to us). From a writing perspective? The ink demon is pretty horrifying both in that he's this terrifying monster and was horribly mistreated within his backstory. A victim turned predator.
4. If you were in charge of directing the new Bendy game, what would change? (new features, new characters, changed gameplay, etc)
This is a dangerous question to ask me. X'''D I would put more focus on story and have more time spent with characters so that we get to know them and care about them a bit more. If we're specifically talking about The Cage, I want more of Sammy and Joey (and Boris, I would kill for a Boris reunion). I want to get to know them (if we're continuing the "Joey Drew learning to be a better person arc" I want him to try and be kinder to Henry and mess it up in his own Joey way). I want to know Henry's feelings about what he's going through. But most importantly, I would be putting Archie Carter, Evan, Buddy Lewek, Constance Gray, and/or Abby Lambert in this game. It doesn't have to be big, but for the love of all that is good and Bendy, PLEASE give us a book character cameo in this game, I beg of thee Meatly! We literally just had a book release involving a ton of Gent stuff, please give us an audiolog from one of these guys while going through the horrors of it, I would be SO HYPED for that!
5. What is your LEAST Favorite Character
This is the silliest thing, but there's only one Bendy character I actively dislike, and it's that puppet in the mop bucket from the prologue of BATDR. That thing creeps me out. I'm so sorry. ^^''''
6. smash or pass the ink demon
Neither, I'm extremely ace and not here for smashing, but I'm not passing up on interacting with him. I'm instead inviting him over for some cookies and hot cocoa.
7. Opinions on Bendy and the Dark Revival? this goes for gameplay, lore, characters, everything.
Already covered this one earlier, but to reiterate, I like it! I just wish we spent more time with the characters. I do have some issues with the way the story was handled. As much as I loved Chapter 4, I do kind of wish we got the reveal that Audrey was the daughter of Drew sooner, or at the very least, gave her more time/scenes to grapple with it. Because love the ending as I might, Joey's speech about her being born of darkness just, doesn't hit for me when she doesn't seem to feel that way about herself at any point? Like we see her struggle with it once and then never again, it needed some more build up and punch. But overall? I loved it. I loved this cast, I love the atmosphere and locations, I loved the expansion of the ink demon's character, Memory Joey was a hit despite doing some things that kind of lessen the horror of the previous game, and Twisted Alice, as nonsensical as her plan was, was such a treat, I was so glad to have her back and have her be such a menace. XD
8. Do you have high hopes for any new bendy games? (mainly Bendy - The Cage)
I have a reasonable level of optimism and curiosity! I'm sure it'll be an interesting entry. Curious how they'll handle more disturbing horror after how disturbing the last game was. I'm trying not to expect too much, going in with fewer expectations makes for a better experience for me personally.
9. How did you feel about BATIM's ending when it first came out?
Mostly confused, but really excited that Henry didn't die. X'''D No joke, when Chapter 5 first came out, I was so freaking anxious about what was gonna happen. A friend got on call and watched a playthrough with me so I didn't like lose my entire cool. X'''D Still one of my fondest memories in this fandom. The ending wasn't everything I hoped for, but I still appreciate it and the rest of Chapter 5 as a result of the experiences I had with friends during it.
10. looking back on it now, how do you feel about Chapter 3 of BATIM?
When the original came out, it needed some balance and bug testing badly. But in its current state? It's not as bad as people make it out to be, but it is tedious. I get so lost in it as someone who's directionally challenged, but like, -gestures at Malice- my GIRL! How can I not enjoy it at least a little when my queen is right there giving some of the best and most informative dialogue of any character in the game?
11. if you could change / improve ONE THING about Bendy and the ink machine (the singular game) , What would it be?
This is going to sound ridiculous, but I would want it to have some gyroscopic control on the Switch port. I'm sorry gamers, I don't know how you play games where you have to aim with the analog sticks, I can't do it, I'm so bad at it. X'''D I use motion controls for stuff like aiming my view in Splatoon, give me that as Henry and I will be unstoppable.
12. Opinions of MAlice Angel / Corrupted Susie Campbell?
She is everything, she is the moment, she is my beloved, and I want to bake for her and tell her she's beautiful, because she IS! She was such a fun antagonist and I want more of her backstory! Like she has been an enjoyable part of every game she's been in. Boris and the Dark Survival with the Milla Tapes? Underrated Alice moment, she was GREAT there.
13. Do you think Sammy dying, and THEN coming back was good or bad?
I don't think I can classify it as good or bad, but I did enjoy it! Like hey, ink creatures don't necessarily stay permanently dead, and they can have some really interesting mental things happening when reforming, that was cool world building! And then when we got to see under the mask, and he's ready to kill us? Oh MAN, oh that was a thrill. Would not trade that brief Sammy boss fight for anything, that's my GUY right there!
14. On a Scale of One to Ten, how convoluted do you thing Bendy's lore as of Present Day?
Eh, gonna roll with the devil's number and say a 6.6. It's not that bad. BATDR convoluted it more than BATIM did, and there are some book moments that puzzle me, but it overall? It's workable, and I only drive myself a tiny bit nuts over it (I say as I've been going "NOTHING IS TRUE THE CANON IS A LIE" for like two weeks trying to assemble a series timeline and classify ink creatures).
15. Opinions / on a scale of 1-10 on the Bendy Books?
Dreams Come to Life - 7/10, needed more clarity in parts, had some good moments with returning characters, Dot we love you, JACOB WE LOVE YOU
The Lost Ones - 7/10, was a little weird not seeing most of our studio cast and being so far removed from the studio itself, but it's an enjoyable read, really liked our new characters and swapping perspective, living for that Wally intro, and I have a lot of questions about what ink can do to your brain and Tom's mental state in 1946
Fade to Black - 9/10, by far my favorite, great balance of old and new, Joey Drew was DELIGHTFULLY UNHINGED (something something that's the Joey I knew), Rose was fun, Evan was fun, DOT HI I MISSED YOU, Archie Carter was THE BIGGEST SURPRISE and I ADORE HIM, never thought we'd get a YouTuber cameo audiolog character as a MAJOR PART of a book, Wilson was a treat, and the studio sections of this one destroy me, I love it love it love it
The Illusion of Living - 7/10, the greatest Joey Drew character study to ever exist, which is great but difficult to read when he jumps all over the place and rambles about who knows what for pages at a time, offered some really great moments that I can't imagine the series without, and it solidified my love of Abby, please give Abby a spot in the games, this book made it very clear she is important to the Joey and Henry backstory, and I am so frustrated that we have not referenced her ONCE in these games when she's one, the head of the art department, and two, the one with the braincell of this trio, also Detective Sinclair's murder mystery was fun, I didn't know I would enjoy that genre so much, also Sammy and Jack were GREAT in this book
Employee Handbook (the original) 6/10 - It's a game guide mostly, but I go back to this thing often since it's one of the few things in the series that ACTUALLY GIVES US DATES for when things happened.
16. Opinions / on a scale of 1-10 on the Crack up Comics?
Crack Up Comics is a solid 9/10 for me, it was genuinely fun to read. Sucks that so many comics got spoiled for me on Twitter (much like the ending of DCTL, still sore about that), but the art is really cute, there's a small bit of lore, and the characters are written in such a fun way. Bendy you little scamp, I love you. Hindsight being what it is, I'm still a bit sore there was no cameo appearance for Carley in this book, and I feel the same way about all the toons from this book not appearing anywhere in Dark Revival. What is the point of having fun cartoon characters if they're not at least making a small appearance on a wall poster or something? That is such a missed opportunity.
17. Best Toon Character? (Out of Bendy, Boris, and Alice)
Alice, by far. Don't get me wrong, I love Bendy and Boris too, but Alice has such a fun character, especially in the comics, I LOVED her.
17 (2). Best Butcher Gang Member? (toon)
Edgar. I've warmed up to Charley a lot over the years, but Edgar is my baby boy, I want to hold him and squeeze him and love him, he's so SWEET.
18. Not a question; but SHOW US YOUR / AN OC!! FEEL FREE TO LORE DUMP !!
So hiiii, this is my girl Bella Ewe, a young woman who got roped into Joey's shenanigans as an apprentice animator (after he accidentally broke her leg), and accidentally ends up in the cycle. She gets sacrificed by Sammy, ends up as a searcher that steadily evolves, he has regrets about it, and now with Jack, they're working as a trio called The Shepherds to try and help break the narrative that everyone's been forced to play a part in. Her dive ability allows her to plunge into the depths of the ink, where she talks to people to try and help them regain their humanity. She goes from timid and hopeless to fiery and surrounded by found family, and she is my beloved sheepy daughter.
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19. Best Human Character? (Out of Henry, Joey, Audrey, Wilson)
Oooh, that's hard. I'm gonna have to say Joey. I love Henry and Audrey, but the two of them don't get a lot of characterization. Joey however, we get to know him throughout multiple stages of his life AND an inky memory of him, and all of them are such a fun time to explore.
19 (2). Best Human Character? (Out of Wally, Nathan, Sammy, and Bertrum)
Okay that's not fair. X'''D Sammy is my favorite, I love his human iteration just as much as I love his inky one, but Wally is also high up there. He's a fun comedic relief.
20. Best Inked Creature? (Out of the ink demon, Malice, Sammy, and Buddy Boris)
This also isn't fair, how dare you make me pick between my wife and my husband. X'''D But I'm gonna have to say Alice. She's got the more compelling story, but Sammy is also really good as our first introduction to what can happen to a human tainted by ink, he's the one that pulled me into liking Bendy in the first place.
20 (2). Best Inked Creature? (Out of Shipahoy Dudley, Lost Ones/Searchers, Allison, and Tom Boris)
This is hard, but I think I'm gonna say Searchers and Lost Ones. Back when BATIM Chapter 4 dropped, you know that part where that one Lost One goes "when can we go home" and then you open the door to see a room FULL OF THEM? Shivering and miserable? That broke me, I just kept whispering "I'm sorry" as we went through there. (Also Porter and Heidi are great, I hope we see them again someday.)
21. Whats the best ink demon variant?
BATDR, hands down. He is a much more intimidating monster, the voice gives me chills (thank you Sean), I can't get over his silly little hooves, he's great. Still love all the others though, they're good in their own ways.
22. The Better gloves? three lines or two dots?
I prefer the two dots for Bendy, but it doesn't really matter. Alice got infinitely cooler gloves, I'm sorry. X'''D
23. Did you prefer Wally being Boris, or Buddy being Boris?
I'm a Buddy Boris kind of gal. Buddy stole my heart in the books, and I love him a lot. That said, I think they both have merit, and I can appreciate fan content that explores both of these options. When the original game was in development, and Wally and Boris were the characters that were left, all the others we could make pretty reliable guesses about the fates on, so him being Boris was a process of elimination theory that people tried to justify with details like him knowing his way around the vent system. And it would have been so sad as a twist since his whole thing was "I'm outta here," him not getting out would be the unfortunate punchline. I get why it was popular, and like I said, I enjoy a number of fan works that use it. But I won't lie, it didn't ever feel like that was the canon for me, not enough information to back it up. I mean Buddy has a similar problem, but at least we know he's a Boris. Whether or not he's Henry's Boris friend is the inconclusive part. Regardless of canon, that's how I write him at least.
24. Did you like Joey being inky or the newer lore?
I'm not sure what this is asking, but I get the sense this has to do with the old theories about Joey being the Ink Demon vs. what we have now with Memory Joey and the human Joey being dead? I'm okay with it to be honest. Would I have liked Joey to be the big bad that also suffers as a monster for his crimes against his co-workers? Yes, that would be very satisfying. But I think in a lot of ways, his current lore can still be satisfying too. It's no secret that I have some mixed feelings about his slideshow presentation, but let's reiterate for anyone who doesn't know me, because I think it ties into this in an important way.
I struggle with the decision to change the lore for Henry and Allison, and it affects my feelings about Joey. Memory Joey is a great character, he's a Joey Drew that's trying to be a better person, and that's what I like about him. He's imperfect, because he's a Joey and Joey is far from perfect, he's going to make mistakes and botch things up, but he's trying. He cares about Audrey, he's trying to help her through the studio without overstepping the boundaries, because again, he's still figuring out this whole "being a better person" thing. And ultimately, that was what endeared me to him. You don't need to change the lore of the previous games to give Joey Drew a redemption arc. All we needed was Joey choosing to try and be better. It doesn't erase his sins and all the bad stuff he did along the way, it doesn't change how he treated people, it doesn't change the literal murder and chaos he caused, the lives he ruined. And it shouldn't. Redemption arcs aren't about a character being forgiven or given a pass, they're about a character choosing to be better regardless of how the world sees them, and that's what's SO POWERFUL about Memory Joey! Joey Drew in life was so concerned with how the world saw him at several stages, so much time is spent being stuck in the past, despite his insistence that he doesn't want to think about the past. And finally we have an iteration of him that has tried to move past what he was before, and I am SO PROUD OF HIM!
That was all we needed, we did not need Henry and Allison being clones to soften his crimes. That does not help with Joey's redemption arc, in some ways it kind of cheapens it for me. Instead it has caused more confusion on whether or not ink creatures require a soul, lessens the horror of the original BATIM for Henry's characterization, brings about SEVERAL questions about who is and isn't a clone now (looking at you Tom), and just like, it's been really weird when it comes to Joey's murder and victim count. Like, the guy has been responsible for multiple deaths in BATIM and the books, why are we deciding now that these two aren't part of that? Also the one note about the ink children that came before Audrey, that is also a can of worms and I'm very exhausted thinking about it.
Overall, I like Joey as he is now. As stated before, I think Fade to Black has some of the best Joey writing in the entire series (as does TIOL, even if it was a bit of a slog to get through). I like Memory Joey a lot, I mean I wouldn't have made a doll of him if I didn't. X'''D He's alright.
Thank you for these wonderful questions! You guys, if you made it to the end and wanna go engage with the original, here's the link one more time, just so you don't have to scroll to the top. XD Have fun.
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zizz-asdf-re-r-o-u · 8 months
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nukani Q&A
Questions from here! https://matadorofheart.tumblr.com/post/717595845428707328/
1. What got you interested the game? What kept you playing? - some leaked H scenes, now i'm still playing to find out the lore/story and see more H scenes
2- Who was your first SSR? -OG SSR Kuya!
3- Who’s on your home screen? Do you tend to stick to the same character/card or switch it up? Do you have Eiden onscreen with them? Currently SSR Aster + Eiden, i originally had OG SSR Kuya. haven't played the game long enough, but i think i'll be switching up on who i think is coolest at the time
4- Favorite character? -Kuya & Aster, closely followed by Garu, Rei, and Morvay
5- Favorite Eiden ship? -I think i'm a polyclan shipper, but I like Kuya/Eiden, Eiden/Garu, and Aster/Morvay's H scenes the most.
6- Favorite non-Eiden ship? oops, Aster/Morvay xD but I'd watch Morvay bang everyone. I also believe Quincy/Kuya is partially canon, but dont care about quincy so i dont actively seek out fan content about them.
7- Favorite territory of Klein? -No favorite territory. But maybe wood since thats where Kuya is from?
8- Favorite chapter? -oof, i'm torn between Rei's chapters and Kuya's chapter. but i also kinda hate them bc getting through the chapter boss fights WERE SUCH A PAIN IN THE BUTT. Ok technically Rei's should not have been that hard, but I was only building up 1 healer and 1 support. I didn't know i'd need several of them to beat his fight :(((
9- Favorite event? -GAMBLER'S PARADISE, and I'm really liking Misty Vale so far. Ok maybe I have recency bias xD but i really liked everything about Gambler's Paradise except for the high stakes stages which i couldn't clear story, the new SSRs, H scenes, eiden's outfit, the violence/gore in the event story, the horniness of the event story, the intimacy gifts, and how everything tied itself together. what the heck, it was such a well packaged. (Especially compared to Sunburst Festival and Chase the Rainbow's rerun, which are the only 2 other events I played)
10. Favorite original SSR? I think overall (battle stats + H scenes) Kuya, but Edmond (for battle stats) and Garu (for H scenes) are a close second.
11. Favorite event SSR? H scenes- Aster & Morvay, Outfits- Edmond slays in every outfit he has I swear. But also Maid Blade and A/B/O Garu? Hnnng. Battle stats- I have no idea, but I want the Kuya and Garu event SSRs
12. Favorite H scene? Oof, a tie between SSR Aster & Morvay. Warning that there is some dubcon/noncon in there, but if you ignore the dialogue, the voice acting and artwork is very yummy. A close second are Kuya's OG SSR and SR H scenes, but i KNOW i would love Kuya's Sunburst & Lakeside Spark H scenes if i had them- I've seen the screenshots. A/B/O Garu also seems to have very promising H scenes and I'm very excited to unlock EG Garu's scenes cause they look fun too.
13. Current level? 60... but none of my units are 60 yet xD
14. Most powerful unit? SR Morvay at 59 xD SR Yakumo is a close second at 56.
15. Least powerful unit? Probably all the cards i have that are still at level 1 (which is like 80% of my cards lol)
16. How many of your units have maxed out bonds, if any? I have maxed out SR morvay, SR aster, R yakumo. Then several cards that are at room 4.
17. Do you strategize & focus on gameplay, or are you just here for the spice? -I'm only here for the spice.... but I've spent significantly more time on strategizing instead :( I'm bummed out about that
18. Thoughts on the challenge events? (Sorcerer’s Trials, Lost Relics, etc) Uh I dont have strong enough teams to tackle anything higher than trial 29 on ST... I wish I could like them. Lost Relics looks particularly intimidating
19. What’s your favorite thing about the game overall? The H scenes xD And i guess the lore too. Rei & Garu's mysterious backstories are especially interesting to me. (I really like horribly traumatized characters lol)
20. Got any wishes for the future of the game? (Story, events, new characters, etc?)
ok so mostly a lot boring gameplay/gacha complaints that i've already seen like the pulls/energy/currency/etc. Buuut for fun wishes, I can't believe maid Blade is the only card with crossdressing! we need another one! Yakumo cooks & cleans! he should be in a maid dress at least once! Also more violence and gore! I dont know if there was any explicit murders before Gambler's Paradise, but as a huge horror fan, i loved that tiny glimpse of fictional violence. Also more *extreme* kinky activities! Nuca is surprisingly vanilla; we only get some glimpses of bondage or some sex toys here and there, so when Aster whipped out some tentacles, I was so so so excited. LIke I've seen the Kuya 4koma webcomics. He's a super kinky bastard- we should see it more. Currently the femboy possibly trans twink is more sadistic than Kuya is. C'mon, its a porn game, there should be more porn in it. Speaking of Aster, I hope there's something somewhere hidden confirming that he's trans. Too many signs point to it, but i still see denial. Also I'm not into big guys or DILFs, but Aster said he has an old-man form, and I know there's a subsection that would go wild over DILF Aster. (Especially traaans DILF Aster maybe? trans DILFs can be very hot).
Also this isn't a wish, so much as a hope it stays, but i hope we never have a "true ending/route/romance" type thing. I think Eiden & his harem should remain poly.
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justapillowpetpanda · 10 months
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planet4546b · 2 years
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ok i finished beyond light and wanna put some thoughts here about it while its on the mind. tldr destiny is simultaneously the stupidest game in the world and has moments that are really, really good
eramis is a hugely compelling character with a solid motivation, interesting backstory, and relates to the long running lore weve had about eliksni in absolutely FASCINATING ways. shes instantly one of my fave characters im incredibly compelled by her. they also say that she cant control the darkness because shes ‘too angry’ (?? what.)
given what we know about the darkness bc of 1. votd and 2. ikoras shredded notes, eramis being probably manipulated by the darkness (which. obviously so is the yw in this expansion) and 2. losing control of it explicitly because she couldnt move on from what happened to riis, eramis’ corruption is MUCH more compelling and complex. but in game theyre just like. oh she cant control it because shes evil. destiny. man come on
using darkness is a super fun way to tie new gameplay mechanics to plot, and make a much more concrete parallel between what the light and darkness can do (both being simplified as sources of power is fun) but they truly had some star wars level bullshit about how you control it. oh you can use it safely if its for a noble cause (eramis’ cause was noble). oh you can use it safely if youre strong enough (what???) oh you can use it safely if youre like a good enough person. its all vauge and kinda stupid.
AGAIN, in light of new lore, the idea that light and darkness can in fact be balanced and thats not a bad thing is an idea that works and is compelling (its not the same bullshit as ppl who talk about like ‘grey jedi’ like it does actually make sense). they just give the stupidest answers possible about how that works
actually i am really glad the exo stranger is here. i love her and im glad theyre in some way tying things back to d1 but it did also it still doesnt make sense. tbf none of the plot of this game ever does but whatever. if the black garden ties into shadowkeep (idk how i just know it does) shouldnt. they have put her there?? or made the vex more important here??? baffling. i am not immune to no time to explain though :(
exo stranger eris and drifter funniest group in the WORLD. i know they just grabbed the three characters that were loosely associated w darkness and gave very little info on how they teamed up or like. Why but good god if it isnt hilarious
destiny once again suffers from being an fps :/ girl you made a whole expansion that gives more information on the eliksni, shows them sympathetically in a lot of ways, and truly starts to develop them (more than they already were, which imho was a fair amount) and theyre STILL solely used as canon fodder. wheres that post about making faceless enemies and trying to give them a face lol bc i think of it all the time in this game
yes we did ALSO help save eliksni and maybe i would have felt different about this if i had been playing when this season had come out and had intereacted in any meaningful way with the eliksni in helm/in their city district but also. you know
once again i am saying that the vex are simultaneously the biggest actual existential threat in destiny and also the only enemy group that can truly actually be treated as faceless with no consequences, bc as far as we know they dont have a sense of self in the way we understand, which EVERY OTHER ENEMY GROUP (hive included!!!!) does. but what can you do.
i really like how little you see of the pyramid. also once again destiny environment design absolutely rules. braytech facilities riis-reborn and vex constructions all look so architechturally distinct, unique, interesting, and do a good job of storytelling from a visual perspective. europa is also absolutely GORGEOUS
i am for REALLLLLL worried about ghost. between darkness possessing him, the sheer amount that yw using darkness seems to legitimately terrify him, and also how he acts in wq im Concerned. last weeks strike being arms dealer and seeing how differently he acts in that era as compared to now is legit heartbreaking. also the sheer number of times is started quoting thin line out loud to myself directly after his lines about how scared he was of yw using darkness is UNREAL
i do genuinely think that this game is doing a good job of tying the specific ways that darkness is portrayed and comes up with the themes and lore about what it represents (mostly based on the shredded notes my beloved) and making that argument for what darkness is compelling. esp excited to see how thats executed in shadowkeep bc i think thats such a strong start for its introduction. like i truly can see how its connected and thats very fun
whole expansion being split between development for eliksni and exos (w bonus development for a d1 character) is so up my alley its unreal. enjoyed it overall but also good god destiny is a video game sometimes isnt it
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adobe-outdesign · 4 years
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Showdown Bandit but it’s my series now
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I’m still kind of annoyed that SB had such a great premise only to be rushed and then cancelled, so this is kind of my take on the story and my interpretation of things. Keep in mind that I’m approaching this from a “someone handed me this game and now I have to reboot it” standpoint, so while I’m trying to stick to the original plot as much as possible I am changing things where I see fit.
Also, I’m just focusing on things from a story perspective. Gameplay is another thing entirely.
Backstory
Buddy Bublik was from Czechoslovakia and had a passion for puppetry. He met Carl, who was more of a businessman. He came up with the idea of capitalizing on cowboys, which were popular at the time.
The show originally premiered as “Showdown Bandit and the Dusty Hills Band”, with the band playing in each episode to draw in more people. After they “disappeared”, the title just became “The Showdown Bandit Show”.
I would loosely tie things in with BATIM by implying that the two figured out how to bring their characters to life by studying Joey’s memoirs and notes or perhaps having been friends with him (as this game takes place in the 50-60s, after DJS closed).
Recognizing that Joey’s method had some... issues, they made a few changes. Namely, they didn’t sacrifice people in order to bring the puppets to life, instead using blood pacts (smearing blood on the unfinished puppets) from willing people to make their puppets more lifelike without actually giving them souls.
Buddy made a pact with Bandit first as a test run of sorts. It went smoothly for about a year, with Bandit being more lifelike in movement and personality but not sentient.
However, after about a year Bandit started acting a bit too lifelike in a way that concerned them (as they didn’t want to forcibly control sentient puppets, nor did they want the puppets to be fully independent of them). Buddy ended up locking Bandit away out of fear for his life, instead using a different Bandit puppet as a replacement.
Initially they did a few pacts with other crew members, such as the Dusty Hills Band, in exchange for pay raises and other benefits.
However, freak accidents started cropping up and people who had made pacts started dying, at which point the puppet they were bonded to would be possessed (but unaware of what had happened). Buddy and Carl were absolutely horrified at this, both due to the people dying and the fact that they were controlling what used to be other human beings.
As the year went on, other people outside of the show had started to get word and Showdown Bandit was getting a literal “cult” following from people who were interested in immortality, despite the two’s attempts to put a stop to the pact (the idyllic world of Showdown Valley was an appealing afterlife option for many, especially fans of the show). They attempt to cancel the show, with the intent to shut down the studio and burn the puppets.
The cult didn’t respond well to this, wanting to keep their pacts and their immortality. They ended up breaking into the studio one night and killing both of them. Buddy ended up possessing Bandit, but because he was in storage he remained “asleep” for years. Carl possessed the Sheriff, but like all puppets he didn’t retain his memories.
Ironically, the death of the two sealed the cancellation of the show (it was declining anyway as space stuff was now getting popular), but the cult continued the show behind the scenes for years afterward.
Puppets & Possession
Each time a character “dies”, their soul moves on to possess another puppet of that character. If there isn’t another copy of that character, or the other copy is already possessed, they become a stringless (IE unfinished) puppet. A dead stringless usually stays immobilized, but they can be fixed by Carver (much to Miss Undertaker’s chargin).
The puppets become more and more lifelike over time, especially after being possessed. It gets the point where they have to fake eating in order to stay alive, even though they can’t eat and don’t need food.
The puppets can move on their own. The strings serve as a way to control them, usually without them being consciously aware of it.
Because the puppets have no memories, they have no idea that they’re possessed or that they’re being controlled, which is how the puppeteer wants it. They understand that they’re puppets and that they put on performances, but that’s about all they understand. This is why the rules are in place.
Play your part - a puppet not playing their part is indicative that they’re starting to get their memories back, which is a no-no.
Guard your strings - the strings allow the puppets to be controlled, so it’s important that they stay attached.
Don’t look up - the puppets don’t know they’re being controlled. Looking up not only breaks this illusion, but tends to cause them to go insane.
The sheriff helps not only protect the citizens from rogue threats, but helps to enforce the rules before they get broken.
Puppets who break the rules are taken and mutilated as an example to others. Their hostile behavior is really just them trying to cut other character’s strings and free them.
Characters
Bandit: As mentioned above, he’s possessed by Buddy, though he doesn’t remember anything. After being woken up after a few years, he’s trying to help out the others while figuring out what’s truly going on (while not knowing he’s being manipulated himself). Because Bandit is, by definition, an outlaw, he’s not likely to actually follow the rules set in place. As the game progresses, he realizes he’s being manipulated by the Puppeteer and cuts his own strings, allowing him to act independently and help free the others from being controlled.
Miss Undertaker: Miss Undertaker, as her name suggests, takes care of Showdown Valley’s dead - unbeknownst to everyone else, that includes the entire town. In addition to maintaining the graveyards and trying to make sure the dead stay dead, she’s the one who finds newly possessed puppets and introduces them to the town. Later on in the plot, it’s revealed that she’s not possessed like the others, but rather a literal puppet controlled by the Puppeteer, hence why she knows about her when all the others don’t.
The Sheriff: Possessed by Carl, the sheriff enforces the rules, though he doesn’t know about the puppeteer. He particularly has it out for Bandit due to his outlaw nature, ironically pitting Carl and Buddy unwittingly against each other. Eventually, Bandit is able to convince him that the rules are in place to control them, and he ends up helping him take down the Puppeteer.
Penny Hemsworth: Possessed by one of the former stagehands who helped with props, Penny’s general store literally has anything the puppets need in stock (and if it doesn’t, the Puppeteer will fix that shortly). This includes mundane things like food and less mundane things like The Sparkblaster(TM). Penny herself has been afraid of accidentally breaking the rules and generally gets more and more insane throughout the game before eventually removing her eyes (which happens near the end of the game here rather than the beginning).
Doc Carver: Possessed by a former stagehand who helped repair broken puppets, Carver’s purpose is to fix the puppets (without requiring human intervention, which once again, is a no-no). Despite the fact that he’s just supposed to help with damage, he’s become curious about how they’re all alive and has begun experimenting with reviving the dead and creating new creatures (the Araknits were his fault, albeit accidentally), which puts him in thin water with the Puppeteer.
The Banker: Unlike the other puppets, the Banker (possessed by one of the band members) got possessed before his puppet was actually finished. Buddy and Carl couldn’t finish the puppet without breaking the rules and his sanity, so they just scrapped their original design and presented him as-is. Because he’s unfinished, his memory wasn’t as thoroughly wiped as the others, resulting in him being terrified of accidentally breaking character. He eventually does, and is “fixed” by the end.
Faceless Bandit: The Bandit made after Buddy’s Bandit, who was used after the original puppet was damaged. Possessed by another one of the band members. Being a bandit, he eventually went rogue and cut his own strings, successfully escaping the Puppeteer; however, his face was clawed off shortly thereafter by Frenzy. Attempts have been made to capture him again, but it’s hard due to the massive scythe he’s carrying.
Frenzy: One of the “rule-breaking” puppets. Used to be a rival to Bandit who claimed to be an even better draw than him. He, ironically, accidentally let his strings get cut during a showdown and had his torso removed as punishment. While he’s technically only supposed to pursue rule-breakers, as his name implies he’s gone a bit mad and will basically attack anything that moves.
Grieves: Another “rule-breaking” puppet. Bubu the Clown was one of the first characters on the show, and was a regular live-action human. When the puppets started being possessed, Bubu had to go due to breaking  immersion, and Grieves was created as his puppet replacement. Bubu eventually committed suicide in the studio, resulting in him accidentally possessing Grives. Because Grieves didn’t remember anything, he eventually became depressed and broke character - because he was mourning Bubu. They recognize Bandit as a rule-breaker and will attack him as such.
Lookout: Lookout was created as a way to monitor the puppets without gathering suspicion. Given that their entire job was to look at things, it was almost inevitable that they eventually looked up, which drove them into madness before they disappeared a few days later. They’re also stringless, allowing them to warn Bandit of danger. They used to be close friends with Miss Undertaker, who’s trying to find them and put strings on them.
The Puppeteer/Lorelei: The leader of the cult, the Puppeteer is the main one handling the show and directing the others. She personally controls Miss Undertaker (Lorelei is her first name), and occasionally controls Bandit as well. She and the rest of the cult attempt to forcibly control Showdown Valley, keeping the puppets in ignorant bliss. Like the other cult members, she wears a mask and a cloak at all times.
Basic Plot
Because the plot would be semi-dictated by the gameplay, these are just some rough outlines and ideas of how the plot and characters would play out.
Starts out more or less the same as the canon plot, with Bandit waking up and Miss Undertaker sending him on his first quest.
The first part of the game is mostly following instructions from Miss Undertaker and going on quests that seem like they’re meant to help improve the town and keep people safe (things like clearing out the Araknits, killing the Faceless Bandit, getting Miss Undertaker’s key back, etc).
As Bandit does more and more tasks, he starts to realize that these tasks might be doing more harm than good (the Araknits were Carver’s attempt at figuring out the possession and destroying them prevents him from doing so; the Faceless Bandit was attempting to free the others by cutting their strings, etc). 
The Sheriff is dispatched to deal with Bandit before he breaks any rules, leaving Bandit trying to escape from him for a chapter.
Carver, already suspicious of what’s going on, is the first to believe Bandit. Banker refuses to help but admits to remembering some things, leading the two to explore the stage and end up finding several bodies from the cast (that hand that drops down is Bubu’s).
The sheriff finds the two and the bodies, and is convinced to help Bandit out on his quest.
They return to the set and Bandit overhears Penny talking to Miss Undertaker about her insecurities regarding breaking the rules, with Miss Undertaker being the one who pushes her towards the eye-gouging.
The Puppeteer attempts to separate the three, resulting in Bandit cutting his own strings in order to escape.
Most of the final chapter is him trying to avoid both the Puppeteer and the other enemy puppets, who have become considerably more aggressive.
Penny takes out her eyes. The Sheriff ties her to a post to keep her from hurting herself anymore (he did the same thing with Lookout when he lost his mind), and stays behind to make sure she isn’t taken.
The Banker finally remembers everything and goes through a bit of a mental breakdown wherein he almost blows up the set with dynamite. The Puppeteer intervenes and he’s picked up and removed from the set. He shows back up later on, now a finished puppet with no memory of what just transpired.
Bandit learns who he’s made from by finding some old journal entries. He tries to tell the Sheriff, but both he and Penny are gone. He then goes to confront Miss Undertaker, who’s revealed to be a lifeless puppet in the most literal sense. The Puppeteer attempts to grab him while he’s distracted.
Lookout warns Bandit with their bell, then points out some weak spots in the studio’s wiring. Targeting these spots cause wires to fall down around the Puppeteer, slowing her down and getting her tangled. Hitting the controls for the stage rotation pulls on the wires, snapping her neck and killing her.
Because she had a blood pact with Miss Undertaker she wakes up, now fully possessed and not remembering anything about the Puppeteer or her previous actions.
The epilogue/end credits reveal that with the Puppeteer gone, most of the cult disbanded (though presumably they’re still out there somewhere). Everyone’s strings are cut, the broken puppets are repaired as best as possible, and Showdown Valley ends up the peaceful afterlife it was always meant to be, with Bandit and Sheriff heading the town.
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mellow-elbow · 3 years
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what game do you think had the most potential, but fell flat?
It’s a tie between 06 and Shadow’s solo game for me.
06 had amazing worldbuilding and a pretty good soundtrack, but the timelines were so bouncy it was hard to figure out wtf was going on anymore. Implementing character specific movesets/gameplay is a really cool concept as well, but I don’t think it did very well. I’ve taken a lot of inspiration from it for my Sonic Adventure rewrite :)
Shadow the Hedgehog (2005) was a pretty cool game soundtrack wise. I remember being really disappointed with it once I actually got to witness gameplay of it. The different paths felt all too similar, almost like you were watching every possible timeline happen at once. I also wasn’t impressed with the backstory either. The black arms would have made a fine enemy, but it just never made sense to me why Gerald would ever summon an OBVIOUSLY evil alien species to make the ultimate life form when there was so many potential sources on earth. I’m taking inspiration from that game as well, but I’m not sure I want to make Shadow a genetic link to Black Doom :/
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deannastrois · 3 years
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mass effect tag meme
Tagged by @rannochs, thanks~
Tagging: @girlonthelasttrain, @twilightacespect, @nightsistersmerrin, @vulpixelates, @butchdollyparton, @wlwkiranerys, @organasoloskywalker, @punklesbiancherry, @gracewyckoff, @vokulin, and anyone else who wants to
I am a fan since: I had to do some mental math here and remember my first year of college, 2010! my friend had shoved a game controller in my hand at her place and made me start playing it and I went out and bought an xbox solely for this game series and was hooked.
Favourite game of the series: ME1, everyone can disagree with me all they want on the gameplay but by far it has the strongest story. Also Wrex as a squadmate so like...it wins by default. I’m not biased.
Mshep or Fshep? Femshep
Earthborn, Colonist, or Spacer? Spacer!
Biotics or Tech? Tech
Paragon or Renegade? Paragon, I can’t be mean to fictional characters are you kidding me
Favourite class: Engineer
Favourite companion: toss up between Wrex and Tali
Least favourite companion: it’s Garrus. what started as mild dislike and fully blossomed into me absolutely unable to stand him now.
My squad selection: ME1 - either I take Wrex and Tali everywhere or I’m in a wilenko mood and take Kaidan and Ash everywhere until Virmire and then end with Wrex and Tali because then I’m sad. ME2 - Kasumi and Jack, I think they have the most fun fighting style. ME3 - EDI and whoever I think fits the mission, this one varies the most. 
Favourite in-game romance: tie between Tali and Kaidan
Favourite NPC: hm, not counting squadmates... Emily Wong who was robbed of being in ME3
Favourite Antagonist: the ME1 version of the reapers. idk what the fuck they were doing in ME2 since that wasn’t really about them and ME3 well. we all know how the ending went.
Favourite loyalty mission: hmm, if we were counting ME:A this would be such an easy choice for me but uh, I’m gonna go with Miranda’s. I love the siblings and the whole clone thing and her backstory with it.  
Favourite mission: Priority Rannoch, especially with romanced Tali, it holds the most weight for me. But it’s closely tied to Priority Tuchanka because Wrex calls you his sister and I cry.
Favourite DLC: hands down Citadel DLC, they really knocked that out of the park and it’s what a DLC should be. and then after that probably Shadowbroker.
Control, Synthesis or Destroy: Synthesis just cause I can’t destory EDI and the Geth or I’ll feel absolutely awful and Control just feels like a bad option to me.
Favourite weapon: I don’t really have one. I pick whichever one it gives me and do not care.
Favourite place: the Citadel in ME3, I really like how they fleshed it out there
Favourite Quote: I actually talked about it a few weeks ago but “It’s not tomorrow yet.” when Shep is talking to someone and they say how hopeless everything feels that they’ll even make it to tomorrow and that line just sticks out to me. 
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bill-beauxquais · 3 years
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Blogging my Bravely Default II Playthrough - Chapter 2
Here we are for a new chapter!
As usual, spoilers for up to chapter 3′s title card below the cut (so all of chapter 2, none of chapter 3), you have been warned.
Overall opinion: The game is still fun to play and while I sometimes laments being so slow, I like that I can play a lot without feeling like I’m goind too fast. On a story standpoint, I’m a bit bummed that this chapter didn’t really make any real progress in its main thematics, but on a gameplay level, it was fun.
Gameplay: I talked about there being more strategy in battle already, but I realise I didn’t mention why. Compared to previous games, it seems like enemies use brave and default a lot more, and they actually go into negative. It happened in previous game, but if my memory serve, it was only certain enemies who had this quirk baked into them. Also, nearly all of them have counters and immunity, preventing you from just braving 4 times and calling it a day (albeit it still works reasonably often).
However, I did notice a flaw as well in the balancing. Some sidequests (most notably, the mushrooms sidequest) only opened to me after I finished the chapter’s story, but they took place in a dungeon where every enemy was WAY underpowered. I’m still getting underdog bonuses in the story, so I’m not overleveled. I don’t know what exactly unlocked the sidequest, but I checked everytime I set food in Wisward. On the other hand, the sidequest boss actually took me some planning, while I basically Yolo’d all the asterisks of the chapter. Weird. In the end, the whole dungeon was simply a long corridor (every enemy fleeing from me), with one tough boss at the end. Jarring.
Speaking of dungeon, this chapter really made them a lot longer than anything the serie had until now. On one hand, they can get a little boring and frustrating after a while, but on the other, I do like that they allow you to really train your new asterisks by putting more time between each of them, so overall I’d say it’s a positive.
Speaking of which, I finally looked into what you get from the boat, and I need to mention the inclusion of JP orbs, to give you JP experience on the go. It makes it easier to level up jobs without having to grind with ill matched teams, which is a good idea, since ill matched teams are sometimes really unforgiving because of the immunities and counters mentioned earlier. You still end up having to train jobs the old fashioned way, but any shortcut is good.
Speaking of grinding, I was surprised that I didn’t need to grind even once, for now. I wouldn’t qualify the asterisk battles of underwhelming, they took me half an hour on average and demanded strategy and quick thinking or risk taking, but I went into most of them with in-training teams full of ill matched underleveled and redundant jobs and still won. For me, that’s just the right difficulty to be interesting without getting frustrating.
My favorite asterisk of this chapter probably was the Shieldbearer for more Gloria Tankness (I also noticed it pairs well with White mage for a tanky healer)  , but Ranger is good as well (but I’m biaised from the previous games. Always liked hunter). I appreciate that they changed red mage to be less of a watered down mix of Black and White, but I’m not sure I’m using it very efficiently. It just doesn’t seems to deal a lot of damage, and I prefered the old one’s design. This one looks a lot more boring. As for Artist, I’m not really using it very well for now either. I feel like there’s already tons of debuffing skills in other classes.
I didn’t really get the point of Wayward Wood, since you know where the correct exit is, there’s not much point in making a looping/”lost wood” kinda dungeon, because it’s not like you will get lost (unless you’re doing it willingly the first time just to see what happens). Maybe it’ll open other paths later, who knows.
Writing: Still good, albeit I think i prefered Savalon. I suppose I expected to see more of Elvis’s backstory and family, why did he come study magic, how did Lady Emma pass away... But nothing of the sort. I don’t think like it really helped see Elvis any more in depth, sure he is a good friend, but that’s something we already could infer. I would’ve liked to see his character broken down more.
I’m always happy to see dead kids stories (don’t get me wrong, I love kids, but I also roll my eyes quite a lot when writers chicken out on having anything bad happen to a kid in their stories) but I don’t know if this was strong enough to be the focus of the entire chapter. I don’t think it had any connection to Musa’s downfall or the crystals. But I could see Wiswald coming back later in the story to tie back into these themes, and maybe that was just the Wiswald introduction chapter.
With the dead kids, crazy people, greenery, hunter & red mage asterisks, and those darn Mushrooms and flower enemies, it’s also hard to shake the feeling of this being Florem.02, and Florem will always be extra special to me.
Writing - Theories: Definitely called it for Edna’s veiled ass, although introducing that silver haired lady just before almost threw me for a loop. I’m assuming she’s the traveler handing out asterisks like candies, and Adelle probably knows (or at least she knows her sister is related to asterisks in some way)
I don’t know if I mentioned it, but I had a theory back when playing Default for the first time, that asterisk made people crazy or at least, more extreme, and that’s why they all made the perfect little mascot for theirs each time. And also why Ringabel *and* Artemia in the anthology lost their memories when they lost their asterisk: it plays into their brain and personalities. So, nice to see theory confirmed by the sequel.
As expected of its unredeemable bosses, Folie kicked the bucket, which begs the question: I fully expect them to have another gauntlet like the previous games. So is a timeloop/universe hopping all but confirmed at this point, or will this be something else? Will the characters’ deaths be retconed or explained away? I feel like some of these characters could be redeemed in a timeloop, and stopped an saved before they do much damage. The asterisk are pretty much the ones to blame in nearly every case for the sudden change of heart of their holders.
I’ve got that flimsy theory that Shirley is Emma’s kid, based on a similar hairstyle, the fact the gambler asterisk pairs well with black mage, and that Shirley mentioned her mother leaving her father. Who knows. I liked Shirley.
Adelle is definitely crushing hard on Elvis, but I think he’s pretty much ace. Interesting to see how this develops.
Graphics: Gonna hand it to them, i was impressed that they actually made a unique model for Mona, all to use it for one cutscene. Long gone are the days in which they just reused Yew and Magnolia’s models for Altair and Vega, two majors characters. This is the kind of attention to detail we like to see here. No cutting corners. They even made a model for the paintings, too.
The fog effect was pretty rad as well, and definitely got me running a few laps like a giddy kid. You like to see it.
Elvis’ head looked pretty big compared to his friends, noticeably so. But I suppose Bravely Default 1 and second weren’t that much better, and even worse. The main 4 were DEFINITELY chibised compared to other characters (which made Alternis look like a baby in the Eternian team)
Performance: I noticed a bit less lag, but I also made the battle speed slower, this is probably related. Else, it’s the same things.
Music: Elvis’ theme is pretty good. I remember listening to the first drafts that were datamined from the first demo back in the day, and it was already my favorite.
However, I wasn’t a fan of Wiswald’s overworld theme, and the city’s was forgettable.
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rallamajoop · 3 years
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So, I've spent the last couple of months getting myself hooked on the Witcher franchise.
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Believe me, no-one is more surprised than I am – especially when I made it through The Witcher 3: The Wild Hunt mostly on the strength of the gameplay, but largely underwhelmed by the plot.
So you can imagine my surprise when I gave the Blood and Wine expansion a chance, and it hooked me, grabbed me right in the id and delivered on almost everything the base game lacked. I fell for Regis, I agonised over the endings, I have a million theories about the villains, I just... yes.
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And then I tried the novels, and my god, I think I may love them even more than Blood and Wine.... but let’s start back at the beginning.
Up until earlier this year, I knew The Witcher mostly as that game that infamously gave you collectible cards for getting all the female NPCs to sleep with you – not a great first impression. I tried the Netflix series, but bounced off it quickly. And then youtube randomly recommended me Joseph Anderson's  ridiculously long videos analysing the first two games... and found myself intrigued. The complex morality, twisted fairy tale mythology, the promise of decisions with real consequences and sidequests that only deepened the world and themes... that could actually be worth a play. Nothing may have come of this, but then The Witcher 3 was on sale on Steam, and I thought, what the hell?
Over 100 hours of gameplay later, I came away disappointed. Witcher 3 may have something to recommend everywhere except its overarching plot, which... honestly, just calling it a “plot” may be giving it too much credit, when so much of the main quest feel like meaningless fetch quests for NPCs who may be able to help you find some other NPC who can tell you about the real plot, which is mostly happening to other people. Very little can really change or build organically (tension included) since the open-world structure means the player may be doing it in any order. Then, at the end, you fight a generic dark-elf final boss, who’s had less presence or dialogue than many NPCs you can meet in in utterly optional side quests, then you avert the apocalypse somehow – which I knew might be imminent mostly because it kept coming up on the loading screens (you know, between other such sage advice as "sorceresses are infertile" and "Geralt can use his crossbow underwater"). How do you fill a game up with so much unnecessary padding and still leave the core conflict feeling so underdeveloped?
Don’t get me wrong: there is some amazing material scattered through various subplots along the way, but the setup and payoff in this thing is a disaster.
Still, the Steam sale had included the game’s two expansion packs, and the core gameplay was addictive enough that I gave them a chance – starting with Blood and Wine – and fell head over heels in love.
Everything about the expansion benefits from its smaller scope, delivering something shorter and tighter, with some great twists and surprises, no clear villain, and some truly agonising decisions towards the end once you realise you're not going to be able to save everyone. While the main game left me going eh, whatever, maybe I’ll youtube the other endings at some point, hardly I finished Blood and Wine once before I was reloading a save from the last obvious decision point and replaying the final chapter again (twice, in the same evening) because I so desperately wanted to see what else could have happened. Plus, Blood and Wine included Regis (Geralt's ridiculously mild-mannered uber-powerful-vampire BFF), whom I adored, and whose presence works wonders to tie the story and the mythology together.
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(No, he doesn’t look like much, but his voice actor is perfect and his attitude to life and his friendship with Geralt only got me more the longer I spent with him.)
The base game’s inability to pull its plot together was all the greater shame considering how many genuinely brilliant characters you meet along the way (YENNEFER! Dijkstra, Thaler, Phillipa, the Bloody Baron, the Crones – the list goes on), but there were none I fell for the way I fell for Regis (and yes, I ship him with Geralt something awful, so help me).
(If you're curious, I found the a lot of the same strengths in the other expansion pack, Hearts of Stone, but felt it ended weakly, and was frustrated by how hard it pushed Geralt to romance Shani, who did nothing for me. Look, game, my Geralt already has Yennefer and his vampire boyfriend, there is no room for Shani in his busy schedule!)
Curious about the backstory (though certainly also tempted by the promise of more Regis), I gave the novels a try... and fell in love all over again. The first book (by far the weakest) is a bit of an introductory hurdle, but the second quickly sucked me in with its wit and humour, then ended with a series of magnificent gut-punches that ensured I was well and truly hooked – and hooked I remained, through the five more novels that followed.
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This is not a series I can say much more about without also telling you how the ending broke my heart – suffice to say that it's not for nothing that so few of Geralt's companions from the last three books ever appear in the games, or that the world thinks Geralt and Yennefer are dead before Witcher 1 (they aren't, even ignoring the games, but whether they ever see Ciri or any of their surviving friends again is left hanging). But the games, for all their flaws, certainly do their bit to offer happier endings, and having got this far, I found myself almost immediately buying that one last prequel novel I'd skipped (Season of Storms), because I just wanted to spent more time in this world, with these characters (even knowing so many faves from the later novels wouldn't be present). And I think that's the sincerest rec I can give the series: I earnestly cannot remember the last time any fantasy novel series sucked me in nearly so hard. I’m left comparing its characters and world-building to Discworld, and that’s about as high as my literary compliments go.
I could ramble on for ages about everything that does and doesn't work about the games, and their convoluted relationship with their source material (so much of the story is woefully under-explained without the books as context, so much expands on leftover plot points that the books never properly resolved – while so much more contradicts the books in wildly irreconcilable ways). I have as much to say about all the great and fascinating things in the books that didn't make it into the games. And I probably will at some point, given what an absolute sucker I am for all that kind of analysis, but that's fodder for other posts (and competing for priority with half a dozen different Geralt/Regis fic I seem to have already started. Or possibly Geralt/Yennefer, or Geralt/Yennefer/Regis, or even Geralt/Dandelion – look, dude is shippable, I don’t know what to tell you).
In the meantime... I may have already started rereading the novels from the beginning again. And Blood and Wine ain’t gonna replay itself.
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butchez · 3 years
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heres my thoughts on aa5
Introduction
Firstly, this post contains heavy spoilers for AA5 (and AA4 because I can’t help talking about that game JSDGHSDJ). I talk about culprits, I talk about backstories, I talk about major plot twists. If you’re planning on playing this game spoiler-free, don’t read this. If you haven’t decided whether or not you want to play this game, I would advise against it- the gameplay is insanely boring and the story is told in a way that’s about as compelling as a wiki page. In fact, just read the wiki if you’re interested! This game isn’t worth playing, and it’s definitely not worth paying for if you have no way of pirating it.
I also want to add that these are ultimately my own opinions and interpretations. If you liked something that I didn’t or vice versa, that’s like fine. I’m not really trying to call anybody wrong for their own interpretations by typing this. This also isn’t a callout post for AA5! I’m just a hater!
And fair warning, this post isn’t well-organized at all! I’d rather play through AA6 and make a better post about both the 3DS mainline games than put a lot of effort into a post about just one of them. The like Correct Grammar appearance is just to make it easier for me to read because it’s a lot sdjhgfdhksf. In this post I try to organize my complaints by the order of when they come up in the game, which is a little complicated when multiple things I wanna complain about are happening at the same time, so bear with me.
Episode 1
I’ll start with the easiest complaint: it looks bad. Not JUST in the sense that it has an ugly artstyle, but in the sense that it just doesn’t feel like a real Ace Attorney game. Whenever they try to recreate a sprite from the past games, it looks fake if not impossibly ugly, and whenever they try to do their own thing, it just looks generic and empty. Note that this applies to the music and voices just as much as it applies to the sprites! I don’t think it’s just because the sprites went from 2D to 3D, by the way. The Professor Layton crossover came out a couple months before AA5 did, and although the 3D sprites in that game aren’t perfect, they still feel more like Ace Attorney sprites than anything from this game IMO. Honestly, though, AA5’s appearance is super low on my list of problems with this game. It’s an issue that could easily be fixed without changing the content of the game itself- something you can’t say for the deeper problems.
The beginning of the actual game is very jarring. One of the first things you see is Apollo covered in bandages and wearing a weird blue jacket over his shoulders. While you’re still confused about that, he collapses in front of you. While Athena is going through the first trial, she gets stuck and starts having flashbacks of her as a little girl being scared and covered in blood. In the middle of the trial, Apollo gets ATTACKED and sent to the hospital. Most shockingly of all, a woman has a huge crush on Apollo? It’s shock after shock, question after question, and the game doesn’t give you any answers until it’s almost over. I can’t tell if this is the game’s way of trying to capture the player’s attention or if it’s the game trying to make the cases tie into each other, like many notably good games in the series do, while completely misunderstanding how connecting cases works. Either way, it makes for bad storytelling.
Aside from all the weird shock value shit going on, this trial still has a lot of issues. The player starts out as Athena, taking over the trial for Apollo because he’s too busy falling over and being edgy. Because Athena doesn’t have a co-counsel, the Judge and the prosecutor (a Payne) have to play the role of Tutorial for the player. The player’s opponent who they’re supposed to hate (and who hates the protagonist!) is helping them just because that’s what the gameplay requires at that point. It’s stupid and could’ve been easily fixed by having a more experienced lawyer be Athena’s co-counsel, like Phoenix. Just to name an example. Who knows, though, maybe the game just like forgot he exists like mistakes happen it’s- nope Athena gets stuck like 10 minutes into the trial and Phoenix has to come Save This Poor Damsel by taking over the tutorial case entirely.
On top of Athena getting booted from leading her own fucken case (that she did take from Apollo yeah but whatever it was girlboss at the time), she takes the role of Tutorial for the player (who is now Phoenix). This is marginally better than having your actual opponent be the tutorial, but not by much? Athena is literally an 18yo rookie lawyer. Not that she’s incompetent, but why exactly is she teaching Phoenix how to be a lawyer when he’s like twice her age and has years of experience?* Wouldn’t it have made more sense for Phoenix to be the co-counsel instead? The only reason I can possibly think of as to why the writers chose to write this the way they did is that they wanted to establish as quickly as possible that “hey the REAL main character is back in his normal protagonist spot we promise he’s normal now. please buy game.” This effort to appeal to trilogy fans at all costs does come back later, so keep it in mind.
*Note: I imagine some people excuse this because Phoenix had been disbarred for seven years, so it’s not crazy to imagine that he’s just rusty and needs refreshers. However. Those who played AA4 should remember that although Phoenix hasn’t been an official defense attorney for seven years, he’s perfectly able to lead several discussions during the trial in the first episode (he even takes the role of co-counsel in the second half of this trial, because AA4 is a good game). Additionally, he literally organizes a murder trial to test out an experimental trial system that HE helped design. Badge or not, he’s obviously still involved with the legal world before the events of AA5- no need for basic refreshers.
There’s one small part of this case that I believe acts as a sign of a much clearer and bigger problem with AA5. A piece of evidence for this trial is a bomb disguised as a mascot for a group of people critical of the court system. While discussing the defendant’s motive, the game asserts that because the defendant has had bad experiences with the legal system, she must be critical of it (she really isn’t, fyi) which must mean that she’s a literal bomber and murderer. The second half of that assumption is never really questioned, by the way! Literally all six of the games that came before this one were openly critical of the court system. Why is this game suddenly changing it up so quickly? I will admit that at this point I am maybe looking a little too deeply into one thing, but this does become a major theme in the game, so I think it’s worth bringing up.
Another bigger issue with this game that we can see early on- a basic piece of advice for writing stories is “show, don’t tell.” This game crumples that advice up and throws it out the window right off the bat. I could point out every single time that this game just tells you something and prays that you take it at face value instead of actually thinking about the content of the story. That would take ages though and I have other things I wanna write 6k words about, so I’ll only be mentioning the most notable examples. Onto the actual point: the game flat out tells you that Athena represses her feelings from the start. Several characters make clear remarks about it that go nowhere. These lines seem to solely exist to convince you that Athena is a super interesting character without the game having to actually write Athena as a super interesting character (I say “seem to” because these lines end up having a much more stupid purpose, but we’ll get to that in the next episode). Let’s compare and contrast this with AA4 my beloved AA4- with Trucy, in particular. Trucy, like Athena, is a female character with a troubled childhood who puts on a cheery facade so that others don’t worry about her. This character trait of Trucy’s is made clear in AA4- not by having Apollo or Phoenix nonchalantly observe and remark on it, but by dropping hints every now and then of it and ultimately only Really revealing it during the finale case. The player feels for Trucy and wants her to open up and grow for her own sake. Athena’s internal struggles, on the other hand, aren’t designed for the audience to really think about. They’re just a passing observation that later becomes an excuse for plot holes and eventually becomes a part of the game’s shitty ending. Let’s put that aside for now, though, because we still need to wrap this case up.
The case ends with a cutscene where Apollo suddenly takes a leave of absence, and Athena later internally literally asks “Why is Apollo shutting us out? :(“ This exemplifies TWO points that I already brought up. Firstly, this game is presenting something shocking out of nowhere and without explanation. Secondly, this game is TELLING the player what they should be wondering, instead of just writing a story that makes them wonder that question on their own. Also, Trucy literally doesn’t say anything as Apollo leaves in front of her but it’s not like she has any attachment to Apollo or any already established abandonment issues or like any personality at all /s /s /s /attack /kill
Episode 2
The culprit isn’t actually introduced until a lot later in the episode, but he’s in the opening cutscene and comes with a glaring issue so I’m bringing it up first: this character is written with a lot of offensive undertones? To summarize, the killer is a big man obsessed with wearing makeup and perfume, and he constantly gets called a freak for this by the main characters. I don’t remember him ever being referred to as a woman by himself or others, so I’m reluctant to call it transmisogyny (I’m TME, so it’s not my place to say anyways). I’m not really sure what else to call it, though, other than like disgustingly bigoted. Unlike the other stuff I talk about in this post, this issue does come up in previous games, specifically AA3 with Jean Armstrong. So this isn’t really an issue that AA5 created so much as it revived. It’s still shitty!- I’m just not trying to argue that the other games are better on this front. Lastly, transphobic undertones do come into play again in Episode 3, and I think the writing in this case should definitely be considered while analyzing the next one.
I want to introduce this next complaint by bringing up something I actually enjoyed! Jinxie Tenma is one of 2.1 characters from this game that I found myself liking despite everything. Although she does fall into the dead parent(s) trope that the series is addicted to, the trope actually serves a purpose for her character beyond just making the player feel sad- it’s used to further develop Jinxie’s relationship with her surviving parent. Jinxie definitely isn’t one of the more well-written characters in the series, but for a one-off character in a game as bad as this? Jinxie is surprisingly decent! Congrats 👏👏👏👏👏 I still have my complaints to get to, though. Jinxie is introduced in Apollo’s one (1) actual conversation with Trucy throughout the entire game. Trucy introduces Jinxie as a close friend of hers, but they hardly interact at all. This character’s introduction itself exposes multiple major flaws of AA5 (that have already come up!): Trucy’s character is ignored in favor of using her as a plot device, and this game only tells the player about the characters instead of actually writing them. This game tells the player that Trucy and Jinxie are best friends, and the player is left with a choice: take the game’s word and have a fun time imagining how good these things (that aren’t actually in the game) are, or refuse the game’s word until you see actual content supporting it and have an awful time thinking about how good these things that aren’t actually in the game could’ve been.
Let’s talk about another character introduced in this episode: Simon Blackquill! Athena and Simon have a dynamic that’s clearly meant to parallel the dynamic between Phoenix and Edgeworth. Athena’s entire motivation to become a defense attorney is to ~save Simon~ from a false conviction for murder. This motivation isn’t fully revealed until the last episode of the game, much like Phoenix’s motivations. Unlike Phoenix’s motivations, though, it makes no sense for the game to keep this motivation from the player’s knowledge for such a long time. In AA1, Phoenix is largely motivated by Edgeworth, but he doesn’t actually know what’s wrong with Edgeworth or why he changed so drastically. All Phoenix knows is that Edgeworth has changed, and that’s enough for him to want to seek Edgeworth out- if not to save him, at least to find some answers. Phoenix is left just about as in the dark as the player; the only information he withholds is about the class trial from ages ago. Athena, on the other hand, literally knows exactly what happened to Simon. Athena’s motivations couldn’t be clearer to herself- but the game doesn’t want them to be clear to the player yet! So the game takes Athena’s “repression” (you know, the thing the game conveniently told you about in the last episode) and uses it as a way to cover the story’s plot holes. Athena doesn’t mention or even think about her strongest motivations even when she’s in front of the person she wants to save because “she’s just THAT repressed!” This game constantly withholds important information from the player for no reason other than that it’s just what their narrative happens to need at the time. It’s just lazy writing.
My last remark about this case is something that’s been an issue for the entire game so far: it’s hardly a game at all. The gameplay of Ace Attorney largely revolves around having the player use logic and their own thoughts to point out contradictions, uncover new testimony, and investigate crime scenes. When players would rather focus on the story and avoid the gameplay, they usually use a walkthrough that gives them directions in a straightforward way- no racking your brain trying to find any faults in some testimony, no wandering around crime scenes praying that new dialogue appears, just a good story. This way of playing the game is perfectly fine! The story is honestly the stronger part of most of the games, and people not bothering with the gameplay is their own choice. They’re still able to enjoy the game through the story, and isn’t that the purpose of games? To be enjoyed?
I’ll get to my point: this game is extremely hard to actually play. It’s easy to read, it’s easy to press the right buttons, but to actually use your own logic and thoughts? Borderline impossible. When the game doesn’t give away the answer right after asking, it’s because it gave the answer away before asking. The “hints” the game gives you are so obvious and numerous that the only way you could have a chance of figuring anything out for yourself is if you never pay attention to the dialogue. I will say- this was nearly an improvement. You can tell the people who made this game wanted it to be more accessible to people who didn’t care as much about the gameplay. A mechanic of sorts is introduced in this game that acts as a to-do list for investigations, so that the player doesn’t end up wandering around for an hour because they forgot to present a piece of evidence or talk to a certain witness or whatever. Additionally, if a player is struggling to find holes in a testimony, the game offers a helpful nudge to the player that drastically narrows down their possible moves without giving away any answers. Both of these mechanics are entirely optional, too! While the game does let you know that these mechanics exist in fairly natural ways, it never actually makes the player look at them more than once. These mechanics allow for players to focus more on the story if they want, while theoretically still providing them with a challenging mystery to solve. As we already know, though, these mechanics are completely useless because the game forcibly gives you the answers anyways. The protagonist you play as almost always announces where to go next in the investigations and what evidence to use in the trials. While I was still at this point in the game, I kind of just passed it off as the earlier cases going easier on the player to warm them up. The game never stops giving you the answers, though. This is a problem that persists throughout the whole game. When I started this game, I already knew I wasn’t going to enjoy the story, but I figured that at the very least I would be able to enjoy playing new cases and solving new mysteries! So, in a way, this boring gameplay was almost more disappointing than the dogshit story itself.
Episode 3
This episode contains a lot of firsts for the game. For one, this is the first full case that Athena leads! It’s also the last episode where the player even plays as Athena! This is also the first case that doesn’t show you the culprit in the opening cutscene. What the game does instead is immediately introduce a Big Scary Man with an unreasonably creepy smile and Corrupt Ways. Side note: literally every culprit in this game is a big/rude/otherwise intimidating man. This is the first game in the series to not have a single female culprit! I don’t think it’s actually that big of an issue, but it’s still overly predictable and underwhelming.
I might as well talk about the culprit’s ~corrupt ways~ now, even though it only gets worse. The culprit is a professor at a legal academy whose main philosophy is “the ends justify the means.” The player knows that this is his main philosophy because he repeats this exact phrase fucking 50 times in every scene he appears in, and the player knows that this is a Corrupt philosophy because every single time he mentions it a main character says something like “wow... this is truly the Dark Age of the Law...” (which, by the way, is another phrase that gets grossly overused in the game despite meaning virtually nothing). The closest the game gets to forming any actual political commentary is when this professor says he encourages his students to use false evidence to “win” trials (as opposed to the other professor in the case who discourages this), and the game tells you that this (among exactly two other things) is the source of the “dark age of the law.” The source isn’t corruption or a broken system, it’s one teacher’s bad grade policy. The game never really challenges the player’s beliefs or teaches them anything- it just flat out tells you the moral it’s trying to get across and expects you to already agree. And this problem with the writing only gets way worse in the next case!
I mentioned early in the Episode 2 section that this episode contains some transphobic undertones. To Summarize: Robin Newman is a character introduced as a guy obsessed with masculinity who later gets proven in court to be a girl because she likes wearing “girly clothes.” While everybody is still under the impression that Robin is a guy that just “screams testosterone” (actual fucking line in the game btw), they treat the fact that he wore feminine clothes as embarrassing and weird. Robin ultimately proves that she’s a girl by taking off a bracer that was flattening her chest (yes, this game does the thing where a character’s “true gender” is revealed by awkwardly emphasizing specific body parts, it’s uncomfortable as hell) and revealing that she was raised as a boy by her parents despite really being a girl.
I’ve seen some people try to argue that the writers intended for Robin to be trans, but as much as I want to believe it I just don’t think it’s the case. Robin doesn’t identify as a man at all- she expresses nothing but relief upon being proven to be a woman and says that she hated having to act like a man- so she’s definitely not a trans man. Although there isn’t exactly textual evidence against Robin being a trans woman, the game (and series) has already established what it thinks of trans women and AMAB people who don’t perform masculinity correctly, and it’s not good! Robin is treated with nothing but respect after her reveal, and (unfortunately!) I just don’t believe that this game would afford her that respect if they intended for her to be a trans woman. I want to add that it’s really not unheard of for cis authors to write stories where a cis character is forcibly raised as the opposite gender (YTTD does this, for example) so it’s not hard to believe that this is what the authors were doing for Robin. Lastly, I want to make it clear that I’m not trying to argue against trans headcanons for Robin. If I cared about Robin, I’d headcanon her as trans myself- it’s hard not to. All I’m trying to argue is that we shouldn’t give the writers any credit for writing a trans character because they don’t deserve that credit after writing such a cisnormative gender-role-addicted shit game.
Anyways, this case ends with Athena getting stuck at the end and needing somebody to come Save This Poor Damsel AGAIN. It’s definitely less shoehorned in than the first time it happened, but it’s still just annoying that it keeps happening.
Episode 4 & 5
You might be wondering why I put Episode 4 and 5 together. I did this because they’re the same fucking story split into two parts because ????? I don’t KNOW. There’s so many baffling writing decisions in this game like . this might as well be happening. who care. By the way, if my frustration seems to show more in this part of the post, it’s because this part of the game is just. such a mess.
The case opens right before the trial (that’s right, no investigation) with Apollo and the most forgettable defendant in the game being sad about Clay’s death. Do we know who Clay is? Do we know anything about the defendant? Or the case at all? Nope! The entire set-up for this episode is in one conversation where Apollo and some guy tell the player that Clay was a good guy and that it’s sad that he was killed. Once again, this game is telling you things instead of showing you, and it’s even doing that incredibly poorly! This game makes it borderline impossible to care about Clay, while also making it borderline impossible to care about the episode if the player doesn’t care about Clay. Scenes that are meant to be depressing are boring, scenes that are meant to be uplifting are confusing, and scenes that are meant to be deep are just frustrating. The fact that this episode opens right into the trial without any preceding investigation is fucking insane to me. Not only is it completely unprecedented for a multi-day trial, but a pre-murder investigation could’ve done wonders for developing Clay and the defendant! I can’t wrap my head around this shit! It’s not even lazy writing at this point- there’s no writing at all!!
Remember earlier when I said that I liked 2.1 characters in this game? Clay is .1 of those characters- no thanks to anything in the game! Despite being such a focal point in these episodes, Clay is hardly a character at all. He has like three lines total in a short flashback, and his only “character” traits are 1) Good Guy and 2) Dead Mom. Remember how the dead mom trope actually managed to serve a reasonable purpose in Jinxie’s character? All the dead mom trope does for Clay is give a reason for him and Apollo to be friends, because apparently there’s just nothing else that could’ve connected them together. It’s just sad backstory for sad backstory’s sake. I really can’t even point out anything well-written with Clay, embarrassingly enough! The only reasons I like him are because he has a nice design and a connection to a character I liked in a previous game. This game SUCKS
Speaking of sad backstory, by the way, they literally give Apollo’s CATCHPHRASE a sad backstory. Apollo apparently says his “I’m fine” thing because he and his now dead bestie used to say it together to cope with like not having parents. It’s stupid and unnecessary and I hate it basically.
Anyways Episode 4 ends with Athena being accused of killing Clay and becoming the defendant. Because this game was in need of more Damsel in Distress Athena. This accusation comes about because the detective in this game, Bobby Fulbright (who I haven’t mentioned up until now because he’s so fucken unremarkable), finds a piece of evidence with Athena’s fingerprints in the victim’s blood. For the majority of the rest of the game, this is the only piece of evidence that the player is given against Athena. However, multiple convincing pieces of evidence against Athena already exist in the story at this point. Athena and Apollo are even fully aware of this evidence before Episode 4 even starts, but the game withholds these from the player until much later. The game does this because it doesn’t want you to actually suspect Athena- not for even a moment! They want it to seem like it would be completely insane to even think about doubting Athena, and they do this by depicting Apollo as ~blinded by grief~ and irrational for daring to suspect his co-worker. Apollo, of all characters! Apollo, the character that had to prove his literal boss guilty of murder. TWICE. This game wants you to think it would be crazy for Apollo to do something that he literally justifiably did in the game that came directly before this one!
This brings us to the final character in this game that I liked: Aura Blackquill. Basically, her thing is that she’s mean and evil but she does it out of love for her brother. If there was any nuance in this game, Aura could’ve been like, a really good character. Sadly, though, she’s just not given much depth, and this game stumbles over its own themes too much for Aura to really challenge any of it. Also, fun fact! Aura was initially conceptualized as a character that would “seduce” Apollo to the Dark Side. This didn’t quite make it into the game, but it’s official information that exists and it makes me want to eat glass.
Aura is still used to show how ~warped~ Apollo is becoming when they’re both shown bonding (platonically, thank god) over their dead besties and investigating Clay’s murder without the Wright gang. It’s been made obvious to the player at this point in the game that Aura has an irrational hatred of Athena, too. By associating Apollo with this character, the game is further depicting Apollo’s doubts as comparable to irrational hatred. It’s frustrating to me because it could’ve been really interesting for the game to set up legitimate tension between two protagonists and take both sides seriously, forcing the player to question their own beliefs and the characters that they themselves played as! Instead, the game refuses to let the player take Apollo seriously and just assumes the player couldn’t possibly want an actual reason to believe in Athena’s innocence beyond “only Scary Rude Men are murderers and Athena’s just a sensitive innocent damsel <3” Not only is this writing throwing away a lot of potential, it’s shooting itself in the foot by not letting the game make any fucking sense!
The rest of this episode is honestly so bad that there’s really no way to neatly summarize its issues in a few paragraphs, so I’m going to walk you through the story beat by beat for a bit. In Episode 5 (which starts after Athena becomes the defendant), Phoenix is the protagonist. Athena is too busy being accused of murder, and Apollo is too busy being edgy, so who’s left for co-counsel? Trucy is the only character left at the Wright Anything Agency, so the game is forced to include her in the story. Finally. She joins Phoenix right before the scene with Apollo and Aura, and then . she leaves . right after that scene. So Phoenix is once again left without a co-counsel, and it doesn’t seem like there’s any characters left to fill that role... But Wait! Who Is That At The Door! Why, It’s Pearl! From The Ace Attorney Trilogy! Thank the fucken stars /s
Pearl is my favorite trilogy character. I really could go on and on about how badly AA5 fucked up with this (they didn’t change a thing about Pearl’s appearance or character despite her being twice as old as before) but at the end of the day it’s just more of this game doing a bad job at sucking the trilogy’s dick.
So, Phoenix and Pearl head back to where Trucy disappeared only to find out that she’s been kidnapped. Remember in AA4 when the game pretended that Trucy got kidnapped, only to reveal about a minute later that it was just a trick Trucy pulled to buy Apollo some time. Because the AA4 writers knew it would be fucking ridiculous for the series to pull that plot twist again out of nowhere. Look at how far we’ve come since then. Anyways. The kidnapper’s one demand is that Phoenix reinvestigates and holds a trial for a past case that Just So Happens to be connected to the current case. Pretty much every finale case in the series involves taking a look at an unsolved past case, but they usually give the player an actual reason to be interested in or care about said case. The only reason that this game can think of to get you to focus on this past case is Trucy’s life being in danger. The motivations and plot twists are so shoehorned in that it’s hard to give a shit about it.
So the kidnapper wants a trial, but who’s prosecuting? The main prosecutor, Simon, is the one that the past case declared guilty, and nobody gives a shit about Klavier, so it doesn’t seem like there’s any characters left that could fill that role... But Wait! Who Is That At The Door! Why, It’s Edgeworth! From The Ace Attorney Trilogy! I’m So Mad! Unlike Pearl, the game does change Edgeworth up quite a bit. He’s even wearing glasses now, to show that time has passed :~) His character changed too! Remember how, after the events of Turnabout Goodbyes, Edgeworth was all about investigating the truth and protecting innocent people from false accusations and struggling against his role as a prosecutor, literally getting his badge taken away at one point because he couldn’t bring himself to let an amnesiac teenager get taken advantage of and be accused of a murder she clearly didn’t do? Well. He’s changed . :~)
On top of removing any struggle Edgeworth had with his job, AA5 actually makes Edgeworth the chief prosecutor. I would be more upset with this writing decision if it wasn’t obviously just there to cover up plot holes. For example, why is Simon, a convicted murderer, being allowed to prosecute so many cases? Don’t worry about it, Edgeworth gave him Special Permission 👍 Also, why did Phoenix get his badge back so quickly? Don’t worry about it, Edgeworth used his Influences to get it back easily 👍
So, once the trial starts, Edgeworth takes advantage of a teenager’s amnesia to accuse her of a murder she clearly didn’t do. :~)
(Brief aside, this trial takes place in a courtroom that was bombed and is crumbling to pieces. The game literally has a character tell you “This courtroom is symbolic of The Dark Age Of The Law” like fucking VERBATIM. I couldn’t make this shit up if I wanted to.)
Obviously, Phoenix is eventually able to prove Athena’s innocence of the past murder. At this point in the case, Edgeworth tells the player about the meaning of a trial. The defense attorney is meant to do whatever they can to defend their client, while the prosecution is meant to do whatever they can to prove the defendant guilty. It’s through this adversarial system that the truth is most efficiently uncovered. I cannot stress this enough: the game is trying to argue that this is the way trials should work. It’s completely antithetical to all the games that came before it! Edgeworth and Klavier were both considered to be two of the few good people that were prosecutors because they were both bad at being prosecutors. They’re good people because they don’t let the goal of their job (to get the defendant declared guilty) get in the way of their personal goals (to uncover the truth even if it involves directly helping the defense). AA5 completely stumbles over the series’ past themes and characterizations to reach the conclusion that “Bad Trial Systems Don’t Result In False Convictions, Bad People Do!” AA5 tries to convince the player that the status quo is just fine. They don’t even keep what little reforms they made to the court system in AA4- that jurist system isn’t even mentioned in this game.
You might be wondering, though. If the game never really questions its own court system, then what was all the fuss about the “Dark Age of the Law”? Well. The game outright tells you that the “dark age of the law” started with Phoenix’s disbarment and Simon’s conviction. Before that the law was Just Fine 👍 and now that Phoenix has his badge back and Simon’s been proven innocent, the law is Just Fine once again 👍 . I don’t feel the need to explain why the court system was clearly not fine in the trilogy, or why corruption and imbalance of power didn’t explode in the courtrooms over two (2) fucking cases. This game’s attempts at political themes are a fucking joke at best.
Back to the trial- we’ve been able to prove that Athena and Simon are innocent of the past murder, but who WAS the culprit? And what about the current case with Clay? It’s only at this point in the story that the player FINALLY learns about all the evidence against Athena in the trial for Clay’s murder- far too late for the player to be able to take it seriously. It’s also at this point where Apollo reveals that he doesn’t really suspect Athena, he was just doubting her because he trusts her so much :) isn’t that so sweet. Seriously, Apollo is the character with the BIGGEST justification to doubt someone he works with and the game not only treats it like a completely irrational idea but tells you that it was fake the entire time! What the fuck!
After a really long battle in court, it’s revealed that Bobby Fulbright (remember him?) was behind the current case AND the past case, AND that he’s an international shapeshifting superspy with literally (like literally literally) no actual character. This is never foreshadowed or hinted at through the entire game! It’s pulled out of fucking nowhere because this game just needed one more Shocking plot twist. It’s stupid and meaningless and he gets caught because he sucks at blowing up rocks and Athena has a cool earring.
One remark about the ending: when Trucy gets released from being kidnapped, about two characters go “wow Trucy I’m glad you’re safe :)” and Trucy goes “I’m just fine ^_^ I even did magic tricks for the other hostages” because magic tricks are the only character trait that Trucy is allowed to have in this game. The kidnapping is completely brushed off like it wasn’t important in the first place because guess what? It WASN’T important. It was just a stupid plot device to get the story going where it needed to in a shocking way, like everything else in this stupid game.
Final Thoughts
My review of the game is that it suck left nut. Like I said earlier, just read the wiki if you’re interested in it, because the game won’t offer you a better experience. Its gameplay is boring, the characters are disappointingly flat, the story is empty, the plot twists are just there to shock the player and cover up plot holes, and it completely tramples on what makes the past games so good. A lot of people say to play this game for Athena and Simon, but IMO all they really do for the majority of the game is serve as an example of just how bad this game is. AA5 isn’t worth playing!
I rate this game 7.2/7.5 Imagine Party Babyz.
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rubisaurus98 · 3 years
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☕️ the impact of genshin
Impact of Genshin go brrrrr.
In all seriousness, the concept of Genshin Impact being an open-world (to an extent) RPG that just has a gacha system has greatly raised the bar for me in terms of gachas in general. Like, I’m not expecting others to suddenly drop what they’re doing and do a complete interface overhaul, but Genshin Impact is gonna be very hard to top in my book. It already blows the other gachas I’ve played clean out of the water.
You’ve heard me before about how much I’ve come to loathe games that turn out to be half-baked and/or too unsatisfactory, and this includes gachas, who by nature start out incomplete. But, when Genshin came out, there was already so much packed in! I love the worldbuilding, story quests, and the in-game storybooks that add to it. And the characters already have much detail in their backstories, plus the character quests that add more depth to them. There’s just something about it all that’s just...done better than the other gachas I’ve played.
The most immediate negative that I have about this game is that, from personal experience, I don’t believe that it was truly meant to be played on a phone. It takes up quite a bit of space and it’s awkward to handle. Gameplay is fun and all, and I do like having a lot of events that do tie into the story or the world in some way, but as for overall pacing of the main plot to find your missing sibling by venturing all over the world all while getting tangled up in story quests, I really wonder how they’re going to keep everything tied together.
I say more here from back when Tuba asked me.
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Final thoughts on Pokemon Sword/Shield
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So in case you weren’t aware (which is most of you, I’m sure), a few months ago I started a Pokemon Shield blind Nuzlocke Run.  And recently, I completed the main portion of the Nuzlocke by defeating the Champion.  Having played through the game, though, I thought I’d give my final thoughts on it as a Pokemon fan, a gamer, and as a storyteller.
The Story & Characters
In all honesty, I rather enjoyed the main story of this game.  The Pokemon League has always been presented like a professional sport (at least in the anime/cartoon), so it’s fun to see the games taking that perspective and rolling with it.  It felt like an actual tournament/championship, to compete for the title in an officially organized manner, rather than just running a gauntlet of preset combatants.
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In addition, I liked how they incorporated both the gym leaders and our rivals into the league story as not only combatants, but also as individuals with their own lives and aspirations.  Marnie and Team Yell are adorable, Hop is... mostly tolerable, thus far, but by far my favorite rival character has been Bede, the Psychic/Fairy trainer.  His haughty and prideful demeanor make him a delight to defeat, and his arc is a wonderful story to see unfold.  I’m really curious to see what he gets up to in the after-story! The Gym Leaders are also fun to meet and battle; the Pokemon games as a whole have been gradually attempting to give more and more character to each of the Gym Leaders you meet, beyond just trials to overcome on your journey to victory.  And while I always have a soft spot for the Hoenn & Sinnoh gyms, I like that they opted to have the Gym Leaders return in place of having more Elite Four members to fight  I only wish I could get more opportunities to get to know them better, cuz there’s some standout leaders from this batch which I truly enjoy!
My biggest complaint with Sword/Shield’s story, though, has been the “Heroic Quest” plotline which has become increasingly common these days.  I like the character of Sonia the researcher, and Oleana is satisfying to watch lose, my biggest complaint has been the pacing of the plot; the first 2/3rd’s of the story are us teaming with Sonia to gradually get the backstory revealed to us, and then in the last half hour, right as the Tournament’s getting underway, all the villains suddenly crawl from beneath the floorboards and run amok while you have to chase them down!  There didn’t feel like there was a proper buildup explaining why the villain wanted to summon the legendary Pokémon, especially one which we heard next to nothing about! This brings about an interesting idea, however... what if instead, they had completely forgone any Legendary-Summoning stories until after the league?  Honestly, I was way more invested challenging the gyms and fighting the champion than I was stopping the literal POKEMON APOCALYPSE from happening... so what if for future games, they saved those for after you became champion?  As a sort of test of your skills, to prove your worth to bear the mantle you have taken!  Maybe it wouldn’t have meshed well, maybe they needed to show of the game mascot more, I dunno...  it’s just my thoughts.
The GamePlay
THEY FINALLY LET US TURN OF THE GODS-FORSAKENED TUTORIALS!!!  PRAISE THE ALL-FATHER!!!
Ahem... In all honesty, I think I’d grown a bit too used to the 2nd screen of the DS-series games, but after a couple days of getting used to the mono-screen style again, I am pleased to say I found it very easy to settle back into.  Though there are still some features I wish would make a return (the HM moves as opposed to public transportation, poison’s effect while walking, wild double battles, etc.), there are alot of fun mechanics introduced and remedies to older problems that have been introduced!
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I think one feature which hasn’t had much said about it is the introduction of the Poke-Jobs system; this system allows you to send your Pokémon out on timed “away missions” to gain both experience and items.  In the old days, if you wanted to passively level your pokemon, the only real option you had without introducing a second player was the Daycare center, and they could only raise two pokemon at once... and you had to pay for it.  With Poke-Jobs, though, I can send anywhere from 5-10 teammates out for whatever amount of time I want them to be out for, and then come back later to see them lively and with goodies to show for their work! At first, I didn’t think I’d get much use out of this system; I, like many players out there I’m sure, prefer to guide my pokemon’s training personally, honing their movesets and guiding their levelling and points the way I want from them.  But as I progressed further in my Nuzlocke, and as my daily life became busier and busier, I found myself sending my backup teammates out on jobs to keep them on par with my main team.  Given that the Move Deleter/Tutor and Name Rater are now services that have been rolled into the Pokemon Center, yet another good thing this series has done, I found it much easier to keep my reserve Pokemon prepared in case I needed a substitution. Some Nuzlocke “Purists” may call that taking the easy way out, but... frankly, I don’t have the willpower to do that much grinding.  I’m here to play a game and have fun doing it, dammit.
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The Wild Area is another thing I’ve wanted to see from Pokemon for a long time - taking more steps to make the regions seem like an open world, with vast sprawling environments full of pokemon and secrets to uncover.  I’ll admit, though, the execution is... not entirely perfect.  While open expanses are fun to explore, the Wild Area did seem a bit... flat to traverse.  And while the weather mechanics translating into battle are fun to deal with, the same sets of wild pokemon appearing did start to wear me down.  I think what the Wild Area really needed, in the long run, was a system similar to how Black/White/Black2/White2 did - having seasonal progression ingame, where different pokemon would show up during different seasons, making the different places unique and novel all over again throughout the year. And for the record, many of my gripes with the Wild Area were addressed in the Isle of Armor’s expansion island.  VASTLY superior, and much more fun to navigate and traverse.
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...I’ll openly admit this: I was not a fan of Mega Evolution when it was first introduced in X/Y.  I felt it was fine enough to see Pokemon battling without power boosts or “digi-volving” or whatever you wanna call it.  When Sun/Moon Introduced Z-Moves, it felt like a step in the right direction, but at the same time, I ended up not using it very often.  If I had to have a power boost to my pokemon, I would want it something that couldn’t be used as a crutch when the going gets tough - something that has a limited usability, and offers benefits specific to the time it’s being used. I say this because I initially approached Dynamax the same way: as just another power boost to level the playing field and shake up the battle meta which I don’t keep track of.  However, after barely surviving all 8 gym leaders without using a single dynamax pokemon, I decided to give it a chance: after having completed the Isle of Armor’s subplot and gaining access to the Max Soup, I fed it to my Toxtricity Spike, and started running dynamax raids.  As I started using it more and more, I started gaining a certain appreciation for it that I hadn’t before; this was something written in to being a unique cultural effect!  This literally is imagining Pokemon as Kaiju!  And for the most part, it works! While I still feel mega-lvl-power-boosts in pokemon are a huge waste, at the very least I can say Dynamax didn’t leave me with too bad a taste in my mouth.  I do hope, however, that Dynamax stays a Sword/Shield exclusive power; given it’s cultural importance in Galar, and how Mega-Evolution was in the previous generation, I think having power boosts specific to regions works better than having the same stuff used across the board for every meta onwards,
What Do I hope for the Future?
I can’t say for sure if they’ll release a sequel game for Sword/Shield, but if they do... I would want them to make these minor changes:
Hold off the Heroic plot for after the League plot; devote the main first half of the game to just the gyms and league story like was done here, and then save meeting uber-god-tier Pokémon for after you’ve claimed the title of Champion.
Having said that, fix the pacing of how the Eternatus/Darkest Day subplot feels as it’s being played out.  Offer us more insight into Rose and Oleana’s mindsets as they go about their business, and give us more coherent exposition from our field trips with Prof. Sonia. 
Fix how the Wild Area looks - give it more variations for each sub-region and offer more varieties of habitats, like in the Isle of Armor.  Or, alternatively, try to implement a seasonal mechanic to make the same areas change over the year, opening new paths and new avenues to explore!
Let Bede defeat Oleana.  Give my boy some closure.
Allow us to see and interact with the Gym Leaders outside of the gyms more.  I had, like, barely 2 lines of dialogue with Nessa, and even less for Milo.  Not asking for a whole lot, just a bit more to tie us into who they are as people.  Piers is best big brother.  <3
That’s all I had written for now.  If y’all want a biography of my champion team for my Shield Nuzlocke, let me know, and I’ll scrap a post together! <3
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