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#ds' remixes should be talked about more
littleaipom · 6 months
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So I just wanted to talk about my Passion Project™
Give you all it's name and summarize it so that there's some kind of baseline for whenever I bring it up again, because it's important to me and I've had the idea for a few years.
It's called "Dino Plateau"
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I want to make an RPG farm sim(think harvest moon/story of reasons, stardew valley) but with dinosaurs.
The core theme of the game is simply "Life should be an Adventure".
A lot of that adventure would come from exploring the plateau filled with dinosaurs, and scripted story events with the few townsfolk living there.
I'm using DS-era games as inspiration for a lot of the pixel art style and gameplay.
Though I want the game to ultimately be wholesome (as expected in the farm sim genre), I want it to be free to touch on darker topics typically associated with dino media, like survival, injury, and death.
I'm opting out on making romanceable characters, to focus more on just having decent character writing regardless. (people will just have to use their imaginations for self-shipping)(and I bet it will be better than whatever I would have written)
Anyway, it's definitely a remix of a lot of preexisting game ideas, but it would be my remix, my vision. So I'm excited about it! Regardless of how far it gets :)
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okay but can we just talk about ds’ remixes real quick?
i’m just gonna talk about them for a bit real quickly:
remix 1: a good start for ds’ remixes. while the pattern it follows is a little too set (glee club, built to scale, fan club, built to scale, fan club, glee club, fillbots+a tempo up, loop that a few times until it ends and goes back to normal speed), all ds remixes have that and personally i like it.
remix 2: this one’s pretty difficult, but it’s actually pretty fun despite that. it was the second remix i superbed (remix 5 was first), even though i’m not the best at it.
remix 3: honestly this one’s my least favorite but i have to admit, the music’s pretty good. i just really don’t like the crop stomp and the dazzles parts.
remix 4: it’s very fast and i like that. plus it has dj school, you can’t dislike a remix that has dj school.
remix 5: one of my favorites. the “here we go” in dog ninja’s kind of funny, it has a lot of games i like (ds frog hop, dog ninja and splashdown), and it’s pretty fun.
remix 6: my absolute favorite apart from the obvious favorites that everyone likes (remix 8 and 10). the lockstep-space soccer transitions are neat, the karate man parts are fun, the rockers parts are short enough that they don’t get annoying, and overall it’s a really good last pre-credits remix!
remix 7: big rock finish: the remix. all jokes aside, it’s also really good and fun. it also has some of my faves: ds frog hop, fan club, and gasp dj school. that’s it, it’s the end-all be-all, you can’t dislike a remix that has dj school (/j). all jokes aside though, it’s really fun and the big rock finish a extension’s good. the fact it has dj school does make it really good as well!
remix 8: okay this remix has many things going for it: it’s pretty fast and kind of hectic, it has good music, a good bunch of games (rhythm rally, dog ninja and lockstep, all in one remix? nice), and it’s just really fun. the freeze frame parts make me anxious for when i have to go for a perfect though-
remix 9: while it’s difficult, it’s also really fun. the space soccer cue-ins aren’t that hard to hear (esp if you’re like me and mainly focus on audio cues), the part where it goes between shoot-’em-up, karate man and splashdown’s pretty fun, oH YEAH IT HAS SPLASHDOWN. FOR NO REAL REASON. BUT I’M NOT COMPLAINING, I LIKE SPLASHDOWN. ,,, yesterday i was recording for my “playthrough” of the game and i missed one input in splashdown and it was a just ok and it hurt. but anyways good remix, 9/10. the moai doo-wop parts and the difficulty bring it down. i also really like the random built to scale appearance just suddenly-
remix 10: okay this is honestly starting to beat remix 10 fever as my favorite medley remix. it has really good music, it’s not too fast but not too slow either, even the parts for games i don’t like (i.e. crop stomp and love lab) are good! remix 8 does beat it as my favorite ds remix, but it’s not far behind.
personally my rating of ds’ remixes is probably as follows, from best to worst: 8, 10, 6, 5, 4, 7, 2, 9, 1, 3. remix 3′s my least favorite, 8′s my favorite, and 4 and 7 are just the awkward middle children (they both have dj school and tbh that def boosts them up at least a little-).
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neonthecrazy · 3 years
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ok, so we may or may not get a teaser for persona 6 this year, it's been a hot minute since any persona stuff has come out, and if they announce another P5 spinoff it could easily come with a P6 teaser attached. regardless of if anything is announced for P6 it will be bare minimum... I want to say 2-5 years till it's relleased in Japan. that being said im going to aimlessly rattle of things I would like to see in persona 6 knowing that none of my followers/mutuals care about the random ass jrpg I just started rebloging stuff about one day (btw hey mutuals I know I don't talk a lot but know i love all of you <3). so let us began the hyperfixiation rant:
give us a female protagonist
retro-gameboy menu aestetic, like in P5 you whip out your phone to fast travel and look at texts, except your MC pulls out a brand safe Nintendo DS to look at character stats and manage healing items
punk rock soundtrack, maybe just my personal biases, but persona 3 had a soundtrack filled with industreal sythrock (I think that's what you call it) that made you feel like you where in a cyberpunk-esk strange destorted world, reflecting the ambiance, P4 had this happy popy soundtrack that hoped to brighten your day and help you stand tall no matter how foggy the situation gets, and P5s smooth jazz and contemporary helping to give the game a calming atmosphere and this deep meloncally and nostalgia for better days, falling in line with the game being about making the world a better place through vigilante acts, if P6 is going to be green themed, like P5 red or P4 yellow, then themes of growth and understanding of one's self may come at the cost of breaking free of oppressive things keeping you down, hence punk rock.
make party members more special, let's take ann from P5 for example, she is the resident mage archetype of the group and does fire magic, by the end of her progression she has conncentrate (2.5 times damage to your next spell) blazing hell (severe fire damage to all enemys) and fire amp/boost (passives that give 25% and 50% fire damage increase respectively), my issue here is: I can make a persona that does way better then that in an afternoon, and then some, with no elemental weakness, ann ain't special. BUT, consider insta-kill abilitys for a moment, they only come in bless and curse elements, they can be very dangerous and quickly end fights, so when Atlus wants an enemy to be tough, they make them null to bless and curse. what if ann had FIRE elemental instakills? they would cost a lot of sp and would only get about a mediam chance of working to balance out, but ann would become essential in finishing fights quick when normal insta-kills are nulled. And with no way to get that kind of ability for yourself, you have to lean on your party more, if they gave something like this to all the party members, it could get really interesting.
normally if your MC dies, it's game over, why is it like that? can it not be like that anymore? thanks.
now that I think about it when you loose a fight can we get a big goofy GAME OVER pop up on the screan?
I want this games talking animal mascot to be a bird, no I will not elaboate
can we have gay romance options? in persona 5 we can romance an alcoholic reporter we meet on the street, but not our best friend with which we kill God with and find ourselves inseparably attatched to, in persona 3 you could romance a middle schooler but not someone of the same gender. WHY
a change to the one more system, let us get a one more from healing. make it so that when you heal a party member from bellow half health to full you get a one more, as I feel that healing is always the only thing a party member can do on there turn, as opposed to attacking and baton passing and doing massive damage to an enemy, healing disrupts the flow, as does debufing enemys, maybe they can have a confidont perk that makes it so that you get a one more from debufing a previous undebufed target?
technicals are cool and all, but P6 should pump the breaks after royal gave you technical levels, it's a time sink i don't think was needed, set the chance of a technical to knock down at a static 50%,
for baton pass I would keep the levels of it, but change the way to rank it up because the the darts minigame was cool twice then it was all over
more then just two combats tracks, maybe slight remixes of them for different dungeons/palaces
P4 let you go back to old dungeons to grind, P5 had momentos for in between palaces, it got kinda annoying how easily you could plow through them, maybe you get, like, a gladiator Arena where the game throughs progesivly harder miniboses at you, with a jose like vender to pay for more exp rewards, and it will cap the difficulty intermittently so you arnt over leveled before the next Palace even opens up
give the MC more agency in the story, in P5 your response doesn't really matter, often having the same reply no matter what you say and only really controlling how quickly you rank with a character.
have other characters ignowedge our romance options, even if its unvoiced lines, I romance makoto and was waiting for sae to say something at the very least offhand about it, and got nothing
can we nix the fusion alarm? I founditmore annoying then anything else, a just want to fuse my persona I peace
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bearpillowmonster · 3 years
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Neo: The World Ends With You
I'm invested in the original game and its characters, I'm invested in this game and its characters. I've had a lot of time for the original game to marinate and I can say that I enjoy pretty much every character and their arc and while I don't exactly feel the same with this one, that's not disappointing to me and this was my most anticipated game of 2021 so I mean that. This is a sequel, I expected as much and it didn't let me down, it's even better than I thought.
This is a NONSPOILER review because I think it's best experienced by actually experiencing it so I'll keep a lot of character, story, and even gameplay details out other than how the very VERY beginning of the game starts out with Rindo and Fret.
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Let me give credit where credit is due, Rindo is voiced by Paul Castro Jr. who is a new voice actor and I was honestly impressed by his voice more than anyone else in the game, I love his voice and while Rindo has some pretty big shoes to fill as the main, I think he does it. Rindo seems to act pretty accordingly to the situation he's put in. He's not as edgy as Neku but he has enough push to him to where he would be considered the "negative" of the group but I would rather call it "rational" because he brings up some valid points, stuff that I myself was asking. Putting yourself in his shoes, that seems pretty accurate.
Fret on the other hand is a bit of the opposite, an optimist if you will. He's not really a "bad" character, just in comparison to the others, he's not my favorite. I think that there needs to be someone in his position who tries to uplift the team, but he's just a little annoying about it sometimes. Also get ready to hear "Galaxy Brain, ACTIVATE!!" literally hundreds of times, as much as he talks, you'd think he'd add more variety.
IMPROVEMENTS:
I'm not going to complain about certain gameplay elements or limitations that carried over from the last game except one. The camera. It's fixed to where you have no control over it in the city areas and therefore can't get a proper look at everything, whether that works in its favor, I'm not sure because you get used to it but it's just a small peeve you start out with.
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The combat is pretty loyal to the first game which is surprising. I personally didn't like the original gameplay because it was so limited on the DS, a lot of room for error, but having it on console expands the system and lets you use buttons rather than mashing a touch screen, improving on almost, if not all, gameplay fronts. However, because it's based on a game from 2007, the system may seem a little outdated to some, it's really up to you, it made a fan out of me, making it more fun.
I played the original in bites, not because of lack of enjoyment but because I felt like it was a game I could only get into for so long at a time but with this game it's the complete opposite. Maybe it was the DS hardware that hampered the original but I say it's a decent success on this game's part. I also felt that Persona 5 seemed a bit formulaic in its story context and gameplay layout with each castle but this game, while having patterns, it changes before you get the chance to really catch on. I could predict P5 but I couldn't predict this, each day was a mystery, I knew you'd fight people but I didn't always know who or when which is crazy considering that P5 had all the choices!
A small improvement that I'll suggest for combat is having short rhythm based moves or even QTEs, like how in the original Shiki had the directional pad moves which were annoying but still varied from the rest of the gameplay. There are definitely new things that you can do, but there are a few aspects worth complaining about. You can unlock certain abilities and once you enable them, you can't disable them. The only one that it personally applies with is the ability to enable individual health bars for enemies, rather than an overall one. Which sounds good but-
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I personally don't like that it's always floating above their heads, if it was on the side screen, that'd be one thing but constantly above their heads? No deal. I actually had to go back and load up an old save to get rid of it. But with unlocking certain abilities comes with quality of life aspects so if you're not in love with the gameplay at first, give it a little bit because you might be able to unlock whatever piece you're missing.
There's also "soundsurfing" that adds to your groove meter that you can use when running around and it said that you press (in my case "X" on PS4) to the beat of the song which is a cool concept but it really isn't clear how to use it because I try matching the beat and I get nothing and have more success just button mashing. The groove meter can drop when it's not supposed to, like when you literally can't attack during the buffering of a special or switching between battles in a chain (The "Get Ready" screen) And if you're in a proper boss battle, you HAVE to fight, it's like a trainer battle in Pokémon which is especially annoying when you accidentally press "retry". It has no reason to be there when I already know that I'm not prepared for the boss and can't back out.
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Do the trailers spoil it?
Originally, I only saw the first and or second trailer and knew I wanted it so there was no reason to see any more but it was kind of overwhelming with all the characters they were showing off in just a single trailer. I don't think they needed to go that far but I understand why they did. I understand why they showed a lot of things that they did but I think it's a bit easier to SWALLOW when it's introduced in-game. I even found myself doing all the side-quests and being engaged in the side-stuff in-game. But I knew about people pointing out spoilers so after I finished it, I went back and looked at the other trailers and OH BOY. The final trailer shows some stuff and I'm SO glad I didn't watch it. They straight up show some out of context death scenes as well as different alliances and betrayals, not to mention parts of the freaking ending. The launch trailer is no better, it's just like that trailer but cut down. You may not have context but you can draw some hefty conclusions and that alone makes me question, why? I'm not sure if there are many reveals that they DIDN'T tease, it's like they went out of their way to hit every single one. Whether it's Square or Nintendo, they need to figure out how to cut a trailer, heck, hire me, I at least have the editing skills and know what's interesting enough to show and what's too spoilery not to show, come on!
Is it newcomer friendly?
I heard a lot of things like "it drops you in without mercy so pay very close attention" (in terms of story, that is) so only people who played the original game will be able to get it. But I beg to differ, I think it does a pretty good job of filling you in while putting you in the shoes of a new player (both in the game and out) AND keeping the mystery of whatever happened since the last game coming in small pieces. Most of the dialogue text boxes are voice acted so it's not really a slog to read. To prove my point further, the premise starts out very similar so it should be easy to clue in what exactly happened in the last game. Of course you're going to get more enjoyment out of it if you played the original but I don't think you'd be totally lost if you started with this one and played to right before the ending because then it kinda has to do stuff without preface, so you're going to be confused by much of the emotional weight that it carries. But it still gives you plenty of time to catch up on the original, whether through the game, videos, or lore, this game has you ask the questions, so fill in the blank. It has a nice length to it so you'll have until the ending to figure it out. Also, Final Remix teased stuff that this game makes clarity on but I wouldn't call FR mandatory. (Except maybe no numbers on the hand? Maybe even I missed something there.)
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callioope · 4 years
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HEY GUYS! I watched the livestream of Rogue One with writers Gary Whitta and Chris Weitz. I took notes. Because that’s what I DO. I jotted down some of my takeaways. Please note I was watching RO, watching the stream, taking notes, and also doing a few other things so these MAY NOT BE PERFECT. Please feel free to correct me if you see something I misrepresented. That said I tried to be accurate. 
YES they DO TALK ABOUT the romantic chemistry between Jyn & Cassian but that is literally at the end, but feel free to peruse the rest of the points because there’s some pretty interesting insights (some good and some bad O_O like Cassian’s original storyline, yuck)
ANYWAYS let’s go
Inglourious Bastards inspired the Lah’mu scene (Gary Whitta wrote this scene, although he admitted it changed a lot but a lot of the structure and ideas stayed in)
In the original version of the script, Lyra was a Jedi in hiding, but this was one of the first things that got killed
Mads thinks he plays a bad guy, but Gary thinks he played a good guy
They talked about how Galen originally wanted to use kyber crystals for energy, but it got weaponized (which is talked about Catalyst)
stormtrooper doll is a gareth edwards touch
idea was that there’d be good people on the Imperial side and bad people on the rebel side
Cassian’s first scene on the Rings of Kafrene was written by Tony Gilroy (who wasn’t present in the stream) later. In the earlier versions, the DS is something that Jyn goes and finds. It was much more like Zero Dark Thirty where she was putting together the clues, and it was a battle for Jyn to get the rebels to take it seriously, but that was too much of a slow burn. So the Tivik scene was to replace that and introduce the idea that Cassian can be dark. Everyone admired Diego’s beautiful bit of acting as he's just lost a little bit of his soul in the fight for justice, the morality is the first victim. It’s very subtle but it’s one of Gary’s fave pieces of acting in the movie
Chris said for awhile they had Ord Mandell, then shifted to the notion of something more like in Casablanca, so a bit of a flavor of that, a part of the Empire that has been taken over that is under violent oversight
Gary said in the original, Jyn went to Ord Mantell (mentioned in Empire?) to find an arms dealer to help her find Saw, then went to another planet where Saw was living on a moon called Yarid
Budget realities played a part in the decision making to scale this back; they wanted to put so much more but just couldn’t fit it in
Originally we were supposed to see the rebels evacuate Dantooine and move to Yavin 4, but it didn’t really accomplish anything in the story accept to nod to SW fans. It didn’t move the story forward and would have cost too much
It was Tony Gilroy writing with Jyn getting freed on Wobani. Some original ideas had toyed with possibilities that she was a deserter or Rey-like scavenger, but obviously you can’t do that once you learn what the the Empire does (chris)
Only time they didn’t use a title card was Mustafar bc they wanted fans to go OH SHIT IT'S MUSTAFAR, also worked bc Mustafar would have been one of those off-the-map planets
Gary was responsible for getting Mothma in the movie
How much did the Yavin 4 briefing get worked on? A lot. sort of inspired by a scene from Apocalypse Now.
“I think this movie really beautifully bridges the gap between the original and prequel” and one of the ways it does that is JIMMY SMITS
Lots of gushing over Yavin. “Gareth just shot the shit out of this movie.” so much praise for Gareth’s vision. “Gareth can compose a shot unlike anyone I know.”
The Yavin 4 set was fully contiguous; you could walk from the inside all the way outside in one continuous shot.
K-2SO is a great example of how one character can have many fathers. John Knoll originally came up with him and he was originally a rebel logistics droid envisioned to be a “black C-3PO” (whatever that was supposed to mean - Gary wasn’t sure). Gary proposed that he could be an Imperial droid that was captured by the rebellion and reprogrammed. K-2 was really limited with what he could do working for the Empire, but once he was liberated, he was going to speak his mind. Chris and Tony and Alan all gave him more life, everyone has a little piece of K-2′s parentage.
Only ever one casting choice for Saw, which was Forest Whitaker. Gary also knew Ben Mendelsohn would be cast as krennic, but no one else was cast at that point -- he knew it was down to 3 choices for Jyn, but wouldn’t say who
Chris brought Bodhi into the story (Gary said so but Chris wasn’t sure)
For Tarkin, they took shots from the ANH and unused takes. There was also a mold of Peter Cushing that had been sitting in a prop shop for decades (I didn’t get what movie it was, something where he needed a large prosthetic eye or something), and they scanned that.
Binoculars that Jyn and Cassian look through on Jedha were inspired from the scene in ANH (like when luke looks through them on Tatooine)
Chris was responsible for Jedha, Temple of the Whills, and Chirrut’s connection to the Force. And Bor Gullet, I think. They said Bor Gullet delights in traumatic memories (more delicious to him). There was a cut idea/scene: Bor Gullet made Jyn trade her traumatic memories for information she wanted.
They talked about the two dudes Jyn runs into that are also in ANH and how they survived the destruction of jedha only to get killed by a Jedi the next day - they must have needed to get a drink at a cantina after narrowly leaving Jedha. Puts their presence at the cantina in a new light.
Screenwriters would tell you this [Jyn saving the girl on Jedha] is a classic “save the cat moment” so that we like that character that otherwise we might not -- like jyn [RUDE, but I think they were joking]  [also i took beginner screenwriting in college and YES the “save the cat moment” was like lesson 1 lol
They wanted this war to look like a proper war, and [Jedha] really looks like something you might see happen. Wanted people to feel like it wasn’t just about stormtroopers hassling the guy on the street corner but there were real lives at stake
Commentary on Jyn’s Awesome Fight Scene: this is the first moment Cassian really realizes that Jyn is no one to be messed with 
They guessed that Tony came up with the K-2 gag after Jyn’s fight sequence
Lots of good commentary here about how action scenes need to serve a purpose, they can’t just be fighting: they gotta reveal character and story -- don’t write the specifics of the fight, but write what the action is supposed to mean, let choreographers make it look good
Chris said Gareth kind of requested a character like Chirrut, and Chris had been messing around with a Force priest and they became the same guy. Baze was originally a murderer and criminal, and Chirrut was his confessor figure, and they had a weird codependent relationship in which Malbus would commit crimes and Chirrut would forgive him for it. But in this they are both Guardians of Whills. Baze saving Chirrut reminds Gary of Indiana Jones shooting the guy with the sword. Good example of action sequence having a purpose: showing Chirrut & Baze’s dynamic
Coming up with names in SW -- no real formula, you just know it when you hear it
Lots of freedom to come up with new stuff as long as it doesn’t grossly violate canon. Two Tubes was Tony Gilroy or maybe someone just before him
Allegedly Bib Fortuna’s cousin is in scene at catacombs
Someone wanted a Tusken Raider to leave Tatooine to be one of the rebels, but that was vetoed bc they don’t leave Tatooine
“you don’t want every star wars movie to feel like a remix of your greatest hits” - gary [me: LMAOOOO not everyone got that memo!!!]
Guardians of the Whills: Chris said when he came on board, he wanted to go into some deep George Lucas stuff so he looked at the OG screenplay of SW which is pretty “cuckoo bananas” but it’s unfilmable because it’s so gigantic. but there were so many cool things in it. Originally the Force was known as “The Force of Others" by Lucas so he had Chirrut often referring to it as such
There had to be physical tapes because that’s what was mentioned in ANH. Similarly, Tarkin said it was the first time they destroyed a planet in ANH, so they had to do a smaller test that didn’t conflict with canon but we still get to see the DS do it’s thing
Gary said he got sick of everyone on the internet saying “If the empire’s so smart how come--” so he wanted to make it happen for a reason
Chris said - John Knoll, who apparently has some kind of engineering background, said a project the size of the DS, there’d be hundreds of flaws that would bring down the station. Gary responded - it makes sense that there would be a flaw, but it’s more interesting if the flaw would be there deliberately
They went back to the idea that SW was a fairytale and “only one key that the lock fits in in a fairy tale”
They talked a bit about the “nerdy stuff” and technical details, like how fast does a Star Destroyer go, how fast is travel through hyperspace,” but they were pretty insistent that Star Destroyers go at the speed of narrative. Hyperspace moves at the speed of plot. They don’t think about the gritty details. Story always wins. You try to hide those bits. If tech stuff comes into conflict with story, the story has to win. If you can make it work great, but story should win otherwise. [MY TAKE: I think it’s lazy and you might as well try to make it work if you can, BUT I agree that it shouldn’t necessarily hang up the process, per se.]
They talked about Jyn & Co witnessing the test on Jedha and how it’s important that Jyn & Co witnessed the terrifying destructive power of this weapon, so they know better than anyone how important it is to stop this thing
They said Saw always died in the weapon test. Originally it was on a different moon, but always planned for him to die like that.
Gary mentioned in ANH, there’s more than one empty chair in the DS conference room, but Gary wished there had been only one chair so it could have been Krennic’s specifically and he wasn’t in it.
The idea was that Mothma and other Generals were desperately trying to avoid a war and trying to find a political solution to this crisis, but Palpatine is stringing them along long enough for the DS to be ready. So the Rebels have been strung along and played for fools by Palpatine, but once we realize the Empire has built a genocide weapon, the Rebels finally wake up to the idea that the only solution now is war. Empire has forced our hand. the movie is about the idea that tyrannical regimes always fall bc they go too far and they do something so terrible that people are forced to stand up and fight back. If the empire had never built the DS, Gary thinks they could have won the war and ground the Rebellion down. but bc they got greedy they forced the entire galaxy to take the war seriously, so the DS was really the Empire’s undoing
The Rebellion was like the equivalent of the Second Continental Congress, with squabbling factions and not able to get anything done, and the Empire was able to win in the beginning bc they are authoritarian, unified top down
Gary came up with Eadu, but it was originally in the first act. The whole movie got restructured. Originally they went to Eadu very early and discovered they were building the giant dish for the DS. That was the first scene that Jyn had the clue that the Empire was building something terrible. Later it became less a place where the dish was built and more just where they were harvesting and refining the kyber crystals.
It was originally Saw’s X-Wings that attacked Eadu
“rain = mood” idk who said it but that line popped
originally there were local people called Eadui who told story how facility had poisoned rivers and valleys and farmland. Gary wanted to put a face on the crimes the Empire had committed
Mads doesn’t believe that what Galen did absolves him
In Gary’s version, Krennic came to inspect final version of the dish
Cassian was always meant to be compromised in both Gary and Chris’s versions. He was a double agent: for a long time, he was working for the Empire. Chris added: he had lost people who had been killed by Saw Gerrera, and all he wanted from the Empire was the go ahead to kill Saw rather than Galen. That transmogrified along the lines post-Chris and post-Gary into a rebel intelligence officer who had done terrible things. In the original idea, he changes heart after seeing the Death Star bc it wasn’t what he signed up for, and he had to win back Jyn’s heart bc that DS reveal happens after his double agent ness is revealed.
In the original, Jyn actually gets Galen back to the rebel base, but he’s beyond saving, but his whole speech he gives Jyn in his last moments happened in a medbay
They talked about the score instead of the awesome fight scene after Eadu so BOOO on that. I mean yes the score is brilliant but still I wanted insight into this scene.
I blanked out a little because I was mad they didn’t talk about the Eadu fight scene argh
They were talking about Krennic standing his ground against Vader. and then someone said it was probably something among the Imperial officers that “you haven’t really made it until you’ve been choked by Vader.” O_o sorry we could be talking about Jyn and Cassian DAMNIT
the debate scene on Yavin 4 was recontextualized. always this idea that the rebellion is not one monolithic entity, it’s a collection of worlds all of whom have own leaders and own opinions. rebellion historically messier because it’s democratic and harder to get things done. 
briefly toyed with a Leia appearance (chris) at the big conference scene, but best for Jyn to give the most rousing speech here. 
Who wrote the hanger speech? Spirit of it might be Chris’, but Chris thinks it’s Tony Gilroy. Big difference from version Gary wrote: Jyn convinced the rebels. But he thought it was cool now that Jyn goes rogue and it’s only when Mothma finds out she’s committed to that that she makes the decision to back her up. But in the original she convinced Mothma, and everyone got around the table and said here’s the plan. Chris thinks it was in one of his drafts that they went off on their own. 
in Gary’s version Jyn was Rogue Leader. 
Chris had grunts complaining all the flyboys create dramatic names for their squadrons but that got nixed
Gary had idea that K-2 had scraped off his markings but had to have them painted back on to go to Scarif and K-2 hated it
Mothma talking to Bail is one scene that survived word for word form Gary’s original script
They talked a little bit about the decision to have the characters die, but I was drafting a question and missed it
They talked about how they came up with Scarif and decided to make it tropical -- what sort of place hasn’t been seen before? sort of coming from production and gareth. but also building these places to fulfill the needs of the story -- like building a walkway that only one person can get across
a lot of extras in Scarif were real ex-military, and Gary said a couple of the X-Wing pilots were real-life RAF tornado pilots
didn’t have Blue Squadron in the ANH bc it interfered with the blue screen
Gareth said “give me a mon calamari that looks like churchill’ and that’s Raddus
Chris and Tony killed pretty much everybody. Sounds like Gary just killed K-2? Unclear bc I missed the main part of that when they were talkinga bout it.
They commented on how RO is one of the darkest tonally movies but also so colorful, beautiful blue sky
They wanted to pay tribute to Battle of Endor
they couldn’t remember who was responsible for ‘stardust’ but it wasn’t gary or chris
who’s idea was it to cut off the “I’ve got a bad idea about this”? gary had a different version of it, Jyn said “I've got a good feeling about this” (which ultimately got used in Solo) 
Someone asked about the footage in trailer that wasn’t in the movie: Chris heard on good authority that the TIE fighter in front of Jyn was actually never intended to be used, was always a trailer-specific moment. he said he didn’t know how she would have gotten out of that one. k-2 died on the beach. chris wasn’t sure but as the scenes get cut together in production and post, the narrative necessities can change bc of logistical needs. but some shots were so cool they were perfect for trailers. Some talk on how trailers and movies are very different things in general.
Gary said originally there were two separate facilities on Scarif: vault and comm tower were separated by stretch of beach. so needed to liberate plans from vault and get across beach to tower. as they looked at what they had, there were too many moving parts and they wanted to simplify, so they put vault and tower in same complex.
did they ever consider letting Chirrut pull the lever using the force? NOPE. 
“I am one with the Force and the Force is with me” was Chris. it goes on, it’s supposed to be like a psalm for Jedi, but eh wanted a sort of lord’s prayer type of thing. 
HELL YES someone asked about the romance between Cassian and Jyn! Was there any romantic potential in any script? YES!!! they said!! yes!!! And Chris said he wouldn’t be surprised if a kiss was shot either! 
BUT they went on to say they wanted to side-step the trope that every male and female hero have to be involved.
But clear GARY said yes early on, there was definitely romantic chemistry that got scaled back to a mutual respect, but they’ve obviously grown close. Gary doesn’t think there was anything romantic and they said people found that refreshing. ‘what they’ve been through is the meaningful part” and “‘the stuff that is happening around them is too important" and “it speaks to their character that they wouldn’t let that intrude”
someone said it was like they were walking into a sunset but it was a mushroom cloud and THEN someone QUIPPED that it was sorta like the sunset walking into them RUDE
There was more after that but that was pretty exhausting to keep up with!!!! so i’m wiped. anyone else get any fun takeaways that I missed?
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puppypaw-wc · 3 years
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okay it’s time for some rhythm ranting (i came up with that and i am so fucking proud of myself for it)-
so rhythm heaven megamix is the fourth rhythm heaven game, preceded by three other games (as you may guess): rhythm tengoku for the gameboy advance, released in 2006 in japan only, rhythm heaven for the ds, released in 2009, and rhythm heaven fever, released for the wii in 2011/2012 and for the wii u in 2016. as megamix’s name implies (esp it’s japanese/korean name, rhythm tengoku (in japan)/rhythm world (in korea) the best+), it’s a mix of lots of rhythm games from past games. not all of them, though, because the developers wanted to spite us by not putting bon odori in. /j oh and like people like dj school and shit and it’s not in it. people modded dj school in though, no i am not kidding, people literally modded in a full game and i don’t know how. i mean donk-donk and tambourine have also been modded in somewhat for remixes but anyways back to my point-
the rest of this’ll be under the cut tho-
so one of my main problems with megamix is some of the game choices. rhythm tengoku only had 25 unique, non-sequel rhythm games. out of those, nine were excluded. that’s almost half. for perspective, though, three of those games are bon odori, rap men, and toss boys, which basically need audio cues to be played. bon odori relies on it’s song, where you clap whenever they say “pan” and clap twice quickly when they say “panpa”, rap men relies on its audio and you do something different depending on three different kinds of cues, and for toss boys you need audio cues to know who it’s being tossed to. and logically, they’d likely want to translate the games, so given that they seemingly didn’t get that big of a budget for dubbing, they weren’t included... but quiz show was. what’s the problem with quiz show, you may ask? well rhythm heaven as a game is a rhythm game. quiz show literally doesn’t require rhythm. basically the host will press the button a certain number of times and in order to pass the game you just need to press it the same amount of times. that’s literally it. in megamix you get the game’s skill star if you press it to the same rhythm, but it’s still not required. it’s also dumb because you literally have to play it perfectly in order to pass it. all you need for a perfect is to press the button(s) the same amount of times. if you press a button the wrong number of times, the game ends once the number you were supposed to hit it is revealed. quiz show is literally pointless. the only times it’s used well are in remixes in tengoku. in remix 6, at least in silver, it uses the previously played game, the clappy trio, as a hint, with the host asking, “how many members are in the clappy trio?”, before hitting the buttons three times. in remix 4, the rhythm for both the quiz segments goes with the music. i mean on the last one he can add an extra press and it’s fucking bullshit but whatever. i’m not mad. but my point is that in megamix, they added a game that doesn’t require rhythm as opposed to a multitude of actually liked games from tengoku. there’s non-included games that don’t require audio cues, i should add. showtime, polyrhythm, tram and pauline, wizard’s waltz, and for fuck’s sake, thinking about it, the games that likely weren’t added because of audio cues wouldn’t HAVE to be dubbed. just do what the tengoku fan translation did and translate the on-screen subtitles but leave the audio in japanese. please just give us bon odori stop holding them hostage-
i talk about tengoku but i’m pretty sure rhds is the game with the most non-included minigames. ds was played sideways, almost purely using the touch screen with the exception of rockers 2 in the last set of games. it had a unique control scheme, with three types of controls: tapping, where you just tap the screen with the stylus or your finger; flicking, where you flick your stylus or finger like you’re making the end of a checkmark, according to “the secret of flicking” reading material thingie you can read when you unlock the cafe; and sliding, where you just. slide your finger. megamix only has tapping, and even then that’s only when you’re using simple tap mode and i don’t want to imagine how that handles games that use the b-button. as i mentioned, tengoku had almost half of its games missing. ds has twenty-five rhythm games if you include the credits game airboarder. ten of those weren’t included. that may not seem like a lot, but ds is most peoples’ favorite rhythm heaven game, and two of the most loved games in the fandom, dj school and love lab, are from rhds, and neither was included in megamix.
fever has the least cut games over all, with only five of its original rhythm games being cut. fever had twenty-nine original rhythm games, with one more (rhythm test) also appearing in its remix 10. the ones that didn’t make it in are tambourine, donk-donk, tap troupe, shrimp shuffle, and night walk. night walk’s exclusion was probably since gba night walk made it in and they didn’t know how to name them differently, bUT YOU DID IT WITH THE KARATE MAN GAMES??? DID WE REALLY NEED ALL OF THE KARATE MAN GAMES, A PREQUEL, AND A NEW GAME? THAT’S FIVE DIFFERENT KARATE MAN GAMES IN MEGAMIX. THAT’S TOO MANY TIMES TO PLAY THE SAME GAME. granted only three of those times are required to beat the game (prequel karate man, gba karate man/karate man returns!, and karate man senior), but my point still stands, they gave us literally every karate man game but not night walk or something. it’s especially dumb to me because they gave figure fighter both a prequel and its sequel because they looove figure fighter... instead of including shrimp shuffle, which really desperately needs to be included, please let me know what a frame-perfect input looks like so i don’t keep getting barelys that look fine because like all my inputs are barelys but they still break the perfect-
,,, onto another thing before i break something or kill someone.
so the dubbing for megamix is a little odd. as i said, the game likely didn’t have that big of a budget for dubbing, especially when compared to other games in the series. the prologues for games use the same three or four generic fonts despite the japanese version using the original fonts, the returning games that have lyrical songs just use the original version of the song with the exception of fan club 2, the two lyrical remixes weren’t dubbed (komeki no story, lush remix’s song, is simply instrumental with english audio, while in the japanese version it has lyrics. i’m a lady now, honeybee remix’s song, is in english regardless of audio), and lastly,,, the dubbing for the returning tengoku games where there’s vocals.
so in space dance, the whole game uses audio cues. there’s three of them in total: “turn right”, where you press the right d-pad button on “right”. note that when they say it it does not sound like they are saying turn right. at all. i’m not sure why, it’s not just the gba’s bad sound quality because well. bon odori exists. and also because it’s the same in megamix when you use the japanese audio. my immediate thought is accents but i don’t know if japanese accents are a thing. might just be because of the fact that japanese people tend to pronounce r’s as l’s? not sure though. “let’s sit down”, where you press the down d-pad button on “down”. it also doesn’t sound like they’re saying “let’s sit down”. and lastly, “pu-pu-pu-punch”, where you press the a-button on “punch”. in order to punch. because that’s a dance move. like seriously, space dance is fun but how is this a dance? um anyways, in the english version of megamix they changed it so it’s more clear what’s being said but the dubbing’s not the best. firstly, they changed “turn right” to “and pose” even though that is definitely not posing. it’s weird since. that’s the only one that was changed. i don’t know how to describe what they did to space dance and most of y’all probably don’t play rhythm heaven so you don’t understand, so here’s a perfect gameplay of space dance with japanese audio (it took time to find), and here’s one with english audio. ,,, okay so the english one’s of cosmic dance because i. forgot what exactly i was doing. and got distracted looking through the comments. so now i know that they still reused space gramps’ voice for cosmic girl in cosmic dance. which like. wut? you redubbed it but you. you still reused. you still reused space gramps’ voice for her? megamix dubbers are you okay? i’m kind of concerned.
the other game that has audio is purely japanese audio. marcher/marching orders. it’s a keep the beat game where you play as a squadmate following the sarge’s orders. the rhythm heaven wiki’s description for it is basically what i said but they’re better at describing things then me so.
“In this game, a rookie is undergoing marching training with her squadmates while following their Sarge's orders. The player controls the rookie at the end of the line. There are four commands that the Sarge will yell.
"Attention, March!"
"Attention, Halt!"
"Left-face, Turn!"
"Right-face, Turn!"
The player must perform these with proper timing along with the other squadmates. Just before the game ends, the squadmates will be moved offscreen, still marching as the game ends.”
in the japanese version, the commands he says are obviously different, though i. do not know what he is saying. so have my attempts at romanizing it.
“gento susume!” = “attention, march!”
“gento commoback!” = “attention, halt!”
“meski meek!” = one of them? i don’t really know which and it feels inconsistent, at least in marcher 2. i think it’s right-face turn but i’m not one hundred percent sure.
“meski peek!” = the other one. so i think left-face turn.
,,, yeah i don’t know japanese, sorry if this (as in literally any of this) is offensive to anyone that does. i’m just trying my best. the wiki doesn’t say what he says in the japanese version. unlike for other games.
now in the japanese version, the sarge has a somewhat deep voice. but in the english version... he doesn’t.
um here’s a perfect in tengoku and here’s one in megamix that i think has english audio since. it says it’s the english version in the description. but i’m not listening to it.
u h my last nitpick with megamix is the prequels. so prior to lush remix, almost all the games played are prequels, easier and shorter versions of the actual games. after lush remix is completed and the towers of lush woods are unlocked (i’m just taking this from the wiki, wtf is lush woods), all the games from then on are the original versions, with “2″ or something else stuck onto them for the games that had prequels. this makes it irritating to find certain games on the wiki because it’s just like “no i don’t want normal wii micro-row i want wii micro-row 2 rhythm heaven wiki please” or whatever. also the picks for games that have prequels are all over the place, and some of the prequels’ music doesn’t seem to fit and makes it feel like all the patterns in the prequels for games like rhythm tweezers and clappy trio are the exact same. is it the exact same? because if so then that’s cool (i suck at rhythm tweezers and clappy trio-) but also very boring. i get that they wanted to start people with something easy but some of the games that have prequels were already easy. karate man (gba) is literally the first game in tengoku but it still has a prequel. rhythm tweezers is the second game but it has a prequel. clappy trio’s the fifth and it has a prequel (granted it is kind of hard). fillbots is the third in ds and it has a prequel. air rally is relatively early on in fever. you get my point. and the weird thing is that in some cases at least, games that have prequels which remove stuff from the actual games don’t have practices for things in the actual version. for example, air rally’s prequel doesn’t have forthington (the cat) changing distances, except for the last one which he apparently always catches, but wii air rally obviously does. granted, the rhythm’s the exact same when he’s far away (for some reason? i don’t think that’s how it should work-),  but it should still have practice. oh and in air rally they just completely removed the clouds that semi-block the visuals later in the game. yeah i don’t know either. that seems to be the only instance of that occurance, though.
another prequel nitpick: so i love rhythm rally. like it is the best game in ds imho. it’s fun, it’s not that hard (it is kind of hard but i still have fun), though i do play on emulator, god knows how hard it is when you’re like me and don’t know how to consistently flick dear god send help- but u m in megamix rhythm rally has a prequel. which may not seem bad or anything until you learn something. megamix rhythm rally is the shortest game in the series. showtime from tengoku is seven seconds longer while munchy monk from ds is twelve seconds longer. rhythm rally’s prequel is thirty seconds long. thirty seconds. t h i r t y s e c o n d s . d,,, don’t paddlers literally have to play ping-pong to not get like. really sick? i don’t think thirty seconds is a long enough ping-pong game to avoid that- y’all’s planet is literally named ping-pong but you only play for thirty seconds. on top of a flower. okay wtf is with the scenery on this planet, it has a resident rhythm heaven void that we should be concerned about why are there so many voids, s p a c e i t s e l f , a giant flower, and a giant cake. two concerning things and two things that are weird but not concerning. seriously though why are there so many voids in the rhythm heaven world? someone should look into this, i’m concerned.
u h anyways that’s all. have a good day.
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pmiller1 · 3 years
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What If Neku Sakuraba Was In Smash
I have been watching BrawlFan1, Whom made video of what he (and other) if some character was in Super Smash Brother. Talking about Move Set what they would use in Smash. And wild they there some character may not be in Smash or less likly, it is fun to come up with what they move and skill would be in Smash. And for me, being Inspired by his work. I will give my own idea for Neku Sakuraba.
A anti social teenage who have got himself into a Game known as the Reaper Game, take to clear the mission in set of team they would face eraser. And with that he have the power of psychs come from each set of pins he have been given by him and the help of his partners who is the only mean to help him clear the mission and get out of this Reaper.
Neku is a well written Character who was able to open up and become a batter person in the ends, no thank to his Partners who beside one became part of his new friends. Now he facing into another Game known as Super Smash Brother. Using his psychs to make a good match for any enemy and helping his allie.
Neku would be a Light wirght class with Two Jump and Wall Jump (thank to flowmotion in KHDDD).
The A Attack.
Let get right of the bat, Neku move are all from his Pins. And in the game he can only up to Six Pins. It wouldn’t really be fair to have Neku only have Six Pins for any attack, so he will have more then Six Pins.
And starting with his Jab, witch will be 1st ever posited element attack, Shockwave, He will slase with one hand, then slace with his other hand then he down slase with his 1st hand with Stellar Flurry pin, that rapidly stab.
His Dash Attack will be using a Velocity Attack Pins, Making a Velocity speed, crashing his body in a blear.
His Side Tilt. He be using his Lance Lunge pin, dealing lance like attack with a high knockback
His Up Tilt will be using his Vulcan Uppercut pin, that as the name said, deal a uppercut attack, this will also give a higher jump in the end, but will end in a freefall.
His Down Tilt will be using one of the Earthquake Pin, facing Neku will have a small shockwave that deal little damage, but will trip opponent.
As for Side Smash, Neku will be using a Massive Hit pin, where he charged up, as Neku to jump slightly forward and swing a large blade.
His Up Smash, Will be using a Piercing Pillar pin, the slash one, Where he a ice pillar shot up wear from Neku, deal ice damage, freezing opponent on contact.
His Down Smash, It will be from his Street Jam pin. As two speaker appear when charged beside Neku facing away from him that deal a sound blasé, deal damage and could knockback opponent,
His Neutral Aerial, He using one of his Pin that use Discharge, As Neku deal electric damage, stunting opponent.
Forward Aerial, He will be using on of starter pin that he get in his 2nd day, Force Rounds, As Neku will fire a Projectiles of Force Rounds, on the angel of where it was tilt, being upper side or down wear side just to the side of him.
His Back Aerial, He will one of Apport Pin, where Neku would have a rock throw behind him that would spick opponent if they was hit bellowed the rock.
His Up Aerial, He'll use a Twister pin, that make a whirlwinds on top of Neku, that deal small multi hit damage that also push opponent up wear.
His Down Aerial will be one from Grave Marker pin, where he does inter fall damage to any that come into contact and a small shockwave when he landed.
The Grabs.
Grabs have long range grab thank to his Pyrokinesis pin, witch he use to keep opponent on hold with his Pyrokinesis.
The Pummel, he will use one of the Holy Light pin, where he deal a small light damage.
His Forward Throw, will push the opponent, knocking back, as if he use Slash version of Pyrokinesis .
His Back Throw, will use the Drag version of Pyrokinesis. where he Drag the opponent, throwing them behind him.
His Up Throw, He use one of the Explosion pin, As it deal explosion damage under the opponent sending them up wear.
And his Down Throw, he will use the Touch version of Pyrokinesis. Sending in the air and throwing them down to the ground that deal damage, if this was on the edge, it will make then go down until of land on a ground or the blasé zone.
The B Attacks.
His Neutral Special, he will use the very 1st pin he have use, Pyrokinesis, with this he will make a trial of fire that you can move with a cursor, the fire will fleam up that deal fire damage. However this leave Neku vulnerable and last for 3s and can't use it for 5s. If Neku in the Air in this Attack. He will use Splash Core instead, That make a Bubble of Water in fount of him that deal damage of a opponent made contact it, that bust it.
His Side Special, well it will be a charge attack as he use Thunderbolt when Uncharged, fire a thunder, locking to a opponent close to him, any opponent beside them will also be locked on, deal a chain attack with each chain deal less damage then he main one. If you release the move when charging, he will use one of Lightning Arrester pin. That make a Neku fire a Lightning bolt direction to wear witch direction of the left anglog with a small arrow slowing where he will fire at. He deal multi hit electric damage. But full charged, he will use Lightning Bolt pin. Where a longing bolt of lightning from blasé zone, pass Neku by the direction of the left anglog again. Like with Lightning Arrester it will deal multi hit electric damage.
His Up Special. He'll use one of the Teleport pin. Witch he Teleport. Yeah. I think you know how that work.
His Down Special... Well here the thing, Neku wouldn't be able to use anything of his pins, if he haven't partnered up with another Player, forming a Pack that bond him and his partnered, he be helpless alone, in fact, he need to Partnered to Survived the Reaper Game, it why he become a better person, he had his partnered, having no other option to work with there partnered, needing to trust his partnered to win the games. And sure, he in Smash for this, not the Reaper Game, He can play his Solo. But really, if he gonna win Smash, He gonna need his Partnered.
The Gimmicks.
That right, he wouldn't be alone, as Shiki, Joshua and Beat will also be joining Smash too. And really, if Neku gonna be in Smash, his Partners have to join too, Being then own fighter in there right. That the point of the game, is having that partnership, Neku became a better person thank to them. Truth you Partners and will take that partnership to the fullest.
For this, His Down Special, He will use a Smash Remix of the Partner Pins. As using will summon Shiki, his 1st partner along with with his stuff pig... I mean cat adding her with Neku, she'll and the rest of Neku's Partners will be a semi-controlled player, like with 2nd Ice Climbers. When Neku attack, she will attack, if Neku use a Special, she will use her own, she move with him.
Down Special, will switch with his Next Partner, Joshua, then Beat and back to Shiki. However, they will have a cooldown when you switch out and would be able to resummons them for a 10s.
However, they is a flaw, as whatever deal damage to his partner, Neku will take that damage, if they hit the blasé zone, Neku will lose a shock and will respawn with the partner. As in the DS game, Neku and Partner share one HP bar. But they will have they own HP bar they own, that also act as they time to being used, one that bar empty out, they will disband will have a longer cooldown, 30s.
You can select who your starting Partners will be by press Y, like with PT, the Echo fighter and The Aegis Girls.
You can also select Neku to go Solo having no Partners. In watch Neku will use Pin given by Rhyme, Beat 1st partner, Cure Drink. This will heal Neku down 30% of his damage, who 1/5 in Stamina. However you can only use four time and it will not cooldown, making Neku Down Special useless until he got KO. As it will refill the number.
And for the sake of it, Neku will only be Solo if the match is a 5-8 player. As having all those Partners, Will be hell for Match.
He will have have another Gimmicks, one that only effect in team battle, the Puck. Every time Neku deal damage, a orb of light move toward one of his teammate, the player with the orb deal more damage, passing the puck to another team or back to Neku, Getting more stronger for each time it passed, but will died out of no damage have been dealt for some time. As Neku need to deal again to restaring the Puck. This encouraged the team to being team combo and teamwork as part of the point of the game, teamwork and trusting your Partner. After all, you and Neku have toward together.
The FINAL SMASH!
For Neku's FINAL SMASH, It will be a cinematic Final Smash. As Neku will from a Black Hold from the Black Hole pin itself, pull all opponents up to three into the black hold. If at least one been suck in, it teleported them into Shibuya with the 104 building visible. As whichever Partners is out, they will there Level 3 Fusion Attacks. Shiki's will have Mew being as tall as the build as it fire laser into the trap opponents, deal a lot of damage as She and Neku stand on his shoulder, Joshua's having the Moon fall toward them as Neku and Joshua flow in Space, And Beat will have city been flood as the him and Neku surfing on the tidal wave. And if there no partners or playing Solo, Neku will instead use the Final Fusion, In watch Neku and his Partners join to bring a powerful light that well deal even higher damage. Each of those Fusion will KO when opponents is over 100%.
I will also say that Neku's Partners as they own Smash Fighter will have the same Final Smash with there repasted Level 3 Fusion Attacks.
The Other Stuff.
Neku will started out with his deflated outfit that we seen in The World Ends with You. I should note that I will not go over his Partners outfit in this, just know there be a theme around them. Yes outfit, As the game take place in Shibuya, faction is a thing and you gotter look fabulous, even in the Reaper Game.
His 2nd outfit that I call Favourite brand: He be wearing Dharma, Inazuma, Gekirin and Wadatsumi. It may seem like the are same as Neku own outfit, but this will be light blue. All of this are from Jupiter of the Monkey.
His 3rd outfit, The Punk: He'll be wearing Red Mohawk Set, Tiger Biker Vest, Bondage Half-pants and Purple Sneaks. All from Tigre Punks. His hair will be Red to match the Monark.
His 4th outfit, The Hip: He'll be wearing Dandy Hat, North Wind Concerto, Youth's March and Young American. All from Hip Snake.
His 5th outfit, The Top-class: He'll be wearing Regal Presence and Liberty Duke. Both from Pegaso, His hair will be brown, as he undyed his hair.
His 6th outfit, The Gothic: He'll be wearing Double-breasted Suit, Ribbon Mini-hat and Platform Shoes. All from Lapin Angelique.
His 7th outfit, The School: He'll be wearing a Boys' Uniform with Blazer.
His 8th outfit, The Gamemaster: He'll be wearing Pi-Face's Bandanna, Cap, Coat, and Jeans. All from his 2nd weak Gamemater, Sho Minamimoto, his hair will be gray as Sho. This will also have most of his attack have a black effect on them as if he using Six of Darklit Planets pins.
Enter will have him come out of a Beam of Light like with Mageman.
His Up Taunts will have him hand close to his headphone saying "Open up your Senses" His Side Taunts will said "You're good as gone!" wild posting like his angry Emoticon Sprite. And his Down Taunts will have him in his battle-ready post. Saying "Any last words?!"
Neku will have 9 victory, 6 of them with his Partners and 2 when he going Solo (and in team victory.) And one Up victory no matter if he solo or have any partners.
In fact is Up victory, will have Shiki, Joshua and Beat teleported in and then Neku will teleported in fount and all of those there pose in Cover Art in The World Ends with You. He will say "That's how it's done."
Neku Left victory with have and his certain Partners move join hand and then does the pose as they Level 3 Fusion attack. Wild Solo, he adjusted his headphone and those the same pose as he would over all. He will say "So, who's next?"
And his Right victory for his solo, he removed his headphone and those behind him wild looking away from the camera. With Shiki, he will be camera faceing back of Neku with a hand light thought him as he turn with the camera toward Shiki, who smashing holding Mr Mew, as the two give a fight five. Like with Ending with when Neku and Shiki met in the RG. With Joshua, Neku will listen to some music, only for Joshua to flow down beside Neku, making him jump, with Joshua gigging beside him, as Nkeu looking annoyed at him. With Beat, Neku and Rhyme will be talking, as Best jump in give the two a big hugged as the trying to keep they smile.
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And that is What If Neku Sakuraba Was In Smash, Really, I just want to do this myself, I like Neku as a Character and wild he have little changed to be in Smash, I still want to go along with this. And really, wild they could having Neku be in Smash alone, but would defeated the purpose of what the story all about, that Neku have to be in a Team, to open up with another person, he need his partner in order to even use his Pins.
But still, What do you think what Neku moveset would be? Do you like my ideal moveset for him?
And really, go watch BrawlFan1 on youtube, have made some character with really and ideal moveset for other character, some of witch fit with the theme of there games. He could even have Neku as a latter character his own, and really, I like to see what BrawlFan1 will have for Neku’s moveset himself. Over all, I hope you enjoyed this and thank for reading.
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killscreencinema · 4 years
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Kingdom Hearts 2 (PS2)
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The year was 2005.  I had just graduated college and was going through a major dilemma on what I should do next (still struggling with that in fact!).  The new Doctor Who series had just finished its first season, forever reigniting my interest in the series, both new and old.  It was a tumultuous year to say the least, so the release of Kingdom Hearts 2 was a welcome diversion.
Skip to 2020, wherein I lost my job back in March, the United States has been nearly led to ruin by an outrageously mishandled pandemic, and Doctor Who kinda sucks nowadays (not because of Jodie Whittaker, whom I adore, but the writing is meh).  So what better time to revisit Kingdom Hearts 2 than now???
Well, specifically Kingdom Hearts 2.5 Remix Final Version 7 Medley HD Culmination... for the PS4.  But for all intents and purposes, I’m talking about Kingdom Hearts 2 for PlayStation 2.
The game begins with some jabroni we’ve never seen before named Roxas, hanging out with his friends in Twilight Town, when a mysterious man in dark robes keeps appearing and saying enigmatic things like, “It’s nearly time” and “Don’t you remember me, Sora?”  I have to admit, this really threw me during my original play through.  I had not played Chain of Memories, and Kingdom Hearts 358/2 Days, which more thoroughly explains all of this shit, wouldn’t be released for me to completely ignore on DS until 2009. 
All is... relatively... cleared up shortly when Sora wakes up in a pod that he has been sleeping in after his adventure in Castle Oblivion in Chain of Memories.  Again, not having played that, I was thoroughly confused - why was he asleep?  Who is this girl Namine that seems responsible for Sora’s slumber?  WHAT IS HAPPENING???  As the game goes on, you find out that there’s a new threat to Disney world(s) besides the Heartless - a group called the Nobodies, led by black cloaked villains named Organization XIII.  Their goal is to make the plot unnecessarily convoluted... but also to claim “Kingdom Hearts” so they can regain their hearts and become fully human again.  
Who cares about all that, though, because Sora’s main objective is to find Riku and Kairi.  Again.  Are they really worth all the trouble?  Kairi is barely a character at all, while Riku was a traitorous shithead.  Sora, you can do better.
Anyway, the game plays very similarly to the first one, but the battle system his been completely overhauled with additional features like “Drive”, which allows you to switch into powerful “Forms” during a fight; and “Limits”, which are special moves you can perform with party members.  The biggest new feature, which the developers obviously based most of combat around, are the “React” commands that occur during battle.  At certain points during a fight, you can press triangle to perform a special counter attack or trigger a quick time event.  This is obviously the new hotness, as some boss fights are unwinnable if you don’t hit the react command in time, but thankfully the timing is incredibly merciful (just mash triangle until it triggers the event).  So it’s not as annoying as it could have been.
What is annoying is how bullshit a lot of the boss fights can be, especially the bonus ones at the end of the game.  Fighting any given member of Organization XIII can be hell, especially assholes like Luxord or Zexion, both of which take more luck than skill to defeat due to the nature of their gimmicky ass fights.  Those two aside, while defeating some of these bosses can be an unholy pain, they aren’t insurmountable as long as you “get gud” at the game’s somewhat janky blocking mechanic, which you’ll find to be the key to turning the tide of every major fight (especially against Sephiroth).  It’s all about finding the opportunity to get in some combos, but not getting too greedy or you’ll otherwise get caught up in the boss’s counter. 
The worlds you visit this time around are somewhat blander than the first game, if I’m being perfectly honest.  Mulan world is just feudal China with a Disney aesthetic and The Pirates of the Caribbean feel like a retread of the Neverland stage in the first game... but with far more irritating enemies.  The world I was most looking forward to, Pride Rock aka Lion King world, is a gray wasteland like at the end of the movie by the time you get there.  The only new world I truly enjoyed was Space Paranoids, aka Tron World, if only because I love the look of that movie, so it was a refreshing visual change of pace for the game.  You also revisit some worlds from the previous game, but with new story from their respective movies sprinkled in.  Whatever my complaints, I am eternally grateful that the game designers made the Atlantica episodes (Little Mermaid world) into a series of rhythm mini-games instead of having to fight as a mermaid again, which was a pain in the ass in the first game. 
One thing that got revamped and vastly improved, that caught me by surprise, was the Gummi Ship missions.  In the first game, they were mostly a nuisance - a dull mini-game you were forced to endure between worlds.  In Kingdom Hearts 2, they take on a much more epic scale, and are a lot more fun.  It almost felt like I was playing Starfox a couple times, which ain’t a bad thing! 
Overall, Kingdom Hearts 2 is a worthy enough sequel, but just doesn’t feel as grand or epic as the first.  Maybe because the novelty of the game’s concept isn’t as endearing this time around or maybe because this is the point in the series that the story begins to go off the rails.  I don’t rightly know, except that it felt like a mostly hollow gameplay experience the second time around, even with the difficulty cranked up to Critical Mode.  Can’t wait to play Kingdom Hearts 3! 
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derekscorner · 4 years
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When relevancy goes too far
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Relevancy is a bit of a complex topic the more you think about it. How far do you push it? Which parts of a story are needed to know the other? How should something define the follow up? These questions have widely different answers depending on the person and especially depending on format.
Hell, if you wish to nit pick it further, even the series in question is a factor. Some series’ thrive on whats done while others drown in their own scripts. I believe Kingdom Hearts is one of the latter.
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That said, I am not someone who hates KH’s expanded stories simply for existing. The “side games” in of themselves aren’t bad nor is the idea of using such things to expand a world. The same could be said for game novels or comics in my opinon.
However, these things can be a slippery slope or a lazy exist. For example, Assassin’s Creed threw out it’s whole Juno arc into a comic just to get it out of the way which completely shattered my investment.
In turn, Nomura himself isn’t at fault for as much as we bash him for. Something he’s admitted himself as seen here;
So, the new Days is one of the three titles announced in the Autumn of 2007 as new projects in the KH series.
Nomura: Those three titles were all announced at the same time, but in reality the opportunities for the projects were raised in a disjointed way. Birth by Sleep is a project that was raised within our company, but Days is from Nintendo, and coded is from Disney, so we started by talking to each of them.
-source <--Link btw
And anyone that’s read interviews out of curiosity will know that there’s also factors like how ‘Birth By Sleep’ was shifted from PS2 to PSP or that ‘Chain of Memories’ wasn’t a planned title either. (seen here)
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So if these things aren’t inherently bad or planned that begs the question of why it’s a problem here? At least in my opinion of the series.
The answer is simple and it lies solely on Nomura’s shoulders for it as a fault, relevancy. The man goes out of his way to make each and every game, concert, or otherwise is attached to the series in some meaningful way going forward.
Naturally, any expanded media is tied to the main narrative in some way. I know this, I am not that foolish. The problem is that Nomura makes them plot relevant going forward.
These titles can’t be true “side games” because they dictate the story going forward in some way. It’s for this reason the more radical fans hate to hear the terminology “side game” to begin with.
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This problem was especially bad for years because of how spread out the series became among other gaming systems. And while some like to say it’s fine now due to the collection discs I dont think this will last long given the “phase 2″ images released for KH’s near future.
Hell, I’d even argue this problem isn’t even fixed in truth because the current KH story involving Foretellers, Luxu, and so on is all things spun from a mobile game. Yes, you have to sit through scenes on YT or play a mobile game to fully grasp that cat creature (Chirithy) you saw in KH3.
Naturally, it’s much easier to watch the scenes on YT these days but that also feeds into the loop of not paying for the game itself. I personally see no issue with it but companies are much worse in recent years for shutting down Youtube channels over loose definition of “piracy”.
No game series is worth several consoles. Of course, I’m just speaking from experience, with KH now on the Xbox this may be a moot point in a few years.
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I am rambling, off track, lets focus. “Why is this an issue?” is what you’ve read this far for me to explain. The biggest issue with this poor decision making is how it harms the main narrative you’re telling.
For comparison, look at Sora in KH3. He’s often confused by people he doesn’t remember meeting or events he doesn’t remember nor took part in. This is roughly close to what it would be like for someone that’s only played KH1, 2, and 3.
Sora has that same level of insight including what he was told about others like Roxas or Aqua but other characters in-game. This feeds into KH’s misconceived air of complexity.
Kingdom Hearts, as a story, isn’t that complex. It has deeper themes it throws to the wayside but it is easy to follow if you play most games in some form. This ties back into how the series was handled up until the PS4/KH3.
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Ever want to know who Roxas was in KH2? Well you had to play Days or you can sit through that horribly boring 3 hour movie on the Remix disc. Even then, the Roxas you see in Days wont be like the one in KH2.
Wish to know who Xehanort was? Play Birth by Sleep! All three campaigns with little variance. Then once you’re done get ready to sit on YT or download a phone app and play Kingdom Hearts Dark Road.
The Foretellers, Luxu, or the Master of Masters? That’s another set of hours, if not days, with the KH Union X Cross, KH Dark Road, and should you choose you can even watch the Back Cover movie which answers nothing at all but shows you the Foretellers in Kh3 graphical glory.
You wish to know how Namine knew who The Lingering Will was? Well dig up a fan translation of a script the Japanese voice cast read for a music concert event. (yes that happened)
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You can see where this is going I assume and this is just scratching the surface by the way. You wish to know the finer details like Keyblade types, the inconsistent time traveling, “recompletion”, and so on then be prepared to read word of god interviews, in-game dictionaries/journals and always be ready for a few to change.
Whether it’s a true retcon or just an ambiguous statement, the series is ongoing, Nomura heads the ship, and he is by no means obligated to stick to previous statements if he can make a new one to alter those events.
Then again, holding too much weight in words said outside the game itself is a faulty way of doing things that most fans (like me) have fallen victim too at least once.
At the same time, all of these things are relevant by Nomura’s decision. Sure, the remixes have fixed this to a degree but it’s anyone’s guess for how long. Better yet, at what cost did the remixes fix anything?
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The best example of what I mean is Coded. It was originally a game for phones. At the time, only Japan had a phone capable of playing it. Feeling that a shame the game later found it’s way to the DS for all fans to play.
At this point in time Coded was the only true example of a “side story”. It was by no means necessary. The whole datascape plot was more convoluted than it needed to be despite data!Sora being far better than the original at this point, and easy to miss.
But...well that was good. The DS version of Coded was fun as hell to play. The only version of the “command deck system” I’d consider worth any semblance of praise. It did it’s job of getting some level of fans invested such as my friend @blackosprey​ and it’s story was missable.
You did not need to play Coded to understand Dream Drop Distance or further. This was perfect. This is what games like Days, KH Chi/UX, 0.2, and DDD should’ve been.
Games that reached out to grab new people, games that played around, and games that expanded on the main narrative without dictating it’s direction. A side game is something that exists alongside or outside your main story.
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However this isn’t what we got. 0.2 A Fragmentary Passage was a short sequel to BBS but also a pretty tech demo for KH3. Dream Drop Distance was there to show the real Sora that people needed help and to show us that Xehanort was back.
KH Chi was a browser game meant to show the Keyblade War and how it shaped Sora’s era. Now it’s an ongoing curse on the series with time traveling plot that affected KH3 directly.
Coded was made into a movie you needed to sit through thanks to one small newly added scene. Days lost many small interactions it’s fans loved in the transition to a movie that is hard to sit through.
I’ve also heard KHDDD and 0.2 were “shaved off” KH3 in a sense to be their own titles...this...this makes so little sense.
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Nomura calls KH “Sora’s story” but this is a lie. If it truly was Sora’s story then your main narrative would be BBS, KH1, CoM, 2, and the original combined form of KH3. That’s the titles he’s relevant, those are the titles he stops Xehanort’s plans.
These other titles could’ve been so fun but none of them were truly allowed to breath and be themselves. They were weakened and limited by Nomura deciding to prop the ongoing story upon them like they’re stilts.
Then as a result you can’t close out KH3 without resolving all of these other events and characters which drags it’s own story down. KH3 feels all over the place because it is. It’s trying to tie as many knots as it can from threads created in titles that were way more relevant then they needed to be.
Kh3 can be seen as a clean break for many but I see it as a matter of time. KHUX and now KHDR are still there casting a shadow, dictating what comes next. Melody of Memory is one of several games planned for an unknown but hopefully more thought out direction.
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I worry I haven’t explained what I meant well enough but moral of my story is that making things too relevant hurts not only your main story but these new stories you wish to explore.
You can’t have a story and it’s cast breath if you’re tying a knot of mythos too tightly around their necks and this is a tragedy to me. KH began life with such potential but it constantly holds itself back because so few entries into it’s story are truly just an entry.
And I am not saying games can’t follow up one another nor that they shouldn’t. What’s needed is a clear idea and some breathing room. A good example would be to save people in Days with the game DDD. DDD could’ve wiped away some clutter to focus on the final Xehanort battle in a sense.
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Nomura has a huge problem with wanting connectivity without letting games be connected by the name alone. It’s like he wants to do the opposite of what Final Fantasy has done but to detrimental results.
This harms so much but worst of them it hurts development. Because Days was made so important, we had a movie made. Because Coded was elevated, a movie was made. Because the keyblade war was so popular, Union Cross was made.
The Remixes would’ve been better to consolidate lore not waste time trying to appease every whim. KH’s relevancy is a huge problem and I doubt it’ll stop any time soon.
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cycloplasm · 5 years
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Chestnut!! He’s a wandering violin mantis!
When it comes to the Fruitbugs game’s ost, it’s… Really nothing special. It’s not really bad, but it’s far from memorable either- the in-universe Fruitbugs creator is many things; a programmer, an artist, a cultist fanatic, an idiot, but definitely not a composer. So he made an character that would compose better music than him- and it’s Chestnut! His music is… Actually kind of strange- it’s both melodic and chaotic. This is an example of what he would compose; but his instruments sound like DS soundfont (more specifically the one in pokemon diamond, pearl and platinum; this remix use those instruments in the way i imagine Chestnut would). His set of instruments is somewhat limited, but he tries to make the best of it. Fun fact: Chestnut can produce his music without needing any actual instruments- he DOES have some (that i’d like to draw!) but it’s not necessary for him to produce music or sound; his AI is like that of a music program- all he needs to do is place the notes in his code to produce music. All that to say that, if he wanted, he could make a trumpet noise by thinking of it, while wielding an accordion. He doesn’t do that though, because he prefers to stay consistent with the sound/instrument and visual.
While his music is not to everyone’s taste, Chestnut tends to boast about being the best composer in the game (which is technically true, since the only concurrence is the creator, who’s neither bad or good, and other fruitbugs that tend to know how to play only one instrument); but in reality, this is all talk. Chestnut doesn’t really believe it, and thinks that since he was made by a mediocre composer, he too is mediocre. That, and unfortunately, Chestnut tends to live only for the applause, rather than expressing his ideas or making himself happy. Add all that with the fact that his music isn’t to everyone’s taste, and you get a charismatic person that is actually pretty insecure. If a player actually likes his music, he’ll be grateful enough to let them date him- but he might turn out somewhat clingy. However, if a player likes Chestnut’s music and tells him that he should make music to make HIMSELF happy rather than others, he’ll be incredibly happy, and will act as his true self during dates- a polite person who loves to help others and make them happy, and who often forgets that he deserves to be happy too.
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wisteriafield · 5 years
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So, Nioh
Overall I had a really enjoyable experience with it, I’d like to be able to try multiplayer but it’s a thing that’s kinda hard to get an organic experience of, PS+ aside.
The mission system is something I like to be able to replay stages/bosses that I enjoyed instead of having to wait for a NG+ cycle, the problem is that only a handful of bosses stand out, the final boss Kelley/Yamata-no-Orochi was kind of a letdown as a fight, Hundred Eyes was a cool design but a strange boss, I don’t think I’ll like it on NG++ when it turns into Touhou. The bosses I liked the most were something halfway between youkai and humanoid like Otani and Mitsunari.
Auxiliary abilities like Ninjutsu and Onmyo start out slow, but get more useful once you can stack skills to get more uses out of them, especially when you get the instant cast to be able to keep up buffs mid-fight. The slowdown talisman basically makes every boss a sandbag which is great for farming/stress relief.
The stance and skill system is what I like most about Nioh, player animations have actual discipline in them compared to a DS character, and it creates a higher skill ceiling of the R1 poke-roll to butt dynamic in a DS boss, for room to do stylish aggression with stance dancing and Ki pulses, on top of having a visible stagger break meter to know when to take advantage of it. I found high stance the hardest to use, it didn’t really increase stagger on high toughness NPCs, so it was more of a liability with its speed and ki cost. Though on Spear I preferred high stance, but things like low stance having a spinning pivot sidestep instead of a straight line dodge in mid? Really small things that I enjoy.
The game is very responsive, it doesn’t have queued inputs so you don’t roll after getting hit just because you were quarter of a second later, occasionally my item use inputs get eaten up, but its a lot less confusing managing items with Nioh’s control scheme (it’s very friendly)
The level design is amazing, having great setpieces and backgrounds use for dueling (Ohashi Bridge, Yomotsu Hirasaka, Azuchi Castle), and winding levels that have branching paths that lead to the same end, for different players with different means and attitudes, its very much like Dishonored’s excellent level design. I also like the sub-missions remixing the stage layouts. All in all, if DS level design can be compared to a metroidvania, Nioh feels like a more complex Castlevania: Harmony of Despair. It caused me some degree of frustration or confusion because I wanted to map out all of the areas in my head like I do with Dark Souls, but unfortunately I’m still not familiar with all of them, so I ended up running in circles or not knowing how to access some off-path areas.
My favorite weapon designs were the Douji-kiri Yasutsuna and the Hinomotogo, runner ups include the Tombo-kiri, Hozoin Jumonji Spear, Munechika Mikazuki (Gramps...!!), “Craneboy” Juzumaru Tsunetsugu, Raikiri, and the Furewakegami Hiromitsu. I haven’t gotten the DLC to try any of the Odachis.
The game’s aesthetic and approach, to me, make it more of a successor to Otogi, which was ironically made by From Soft before DS, but they have said before that their inspirations were taken from Onimusha as well as Diablo (the gameplay dynamic reflecting that strongly in particular) on top of DS. The levels didn’t have as much variance as DS in aesthetics, but they do hit all the right ones as a period piece.
For the player character being its own character, William was unfortunately underused and felt kinda boring, he mostly just reacts to stuff around him and doesn’t talk nearly as much in cutscenes as he ought to (when people are addressing him directly for instance), and him being the player character brings in some very traditional play of white savior tropes. 
I thought that the naturally conclusion that Europe is trying to stir conflict around the world to create Amrita would set the stage for the sequel taking place during the Bakumatsu and the forced opening of the borders by the US to be for them to try and secure Amrita for themselves, and, in essence, have the player continue the fight after fighting for Ieyasu Tokugawa by fighting for his shogunate in the Shinsengumi against imperialists, but oh well, they’re obviously not taking that direction, as much as I’d have liked (probably because its hard to justify wearing armor for war in that age, among other things). The other idea I had would be to set it in the Heian period during the Genpei War.
Anyways, its understandable that the RPG elements aren’t for everyone looking for that masocore action experience, so I might be an outlier because I played MonHun for over 1000 hours and plenty of hours in CV HD and have minor experience with Diablo
I’ll just suck it up and buy the season pass now, I wanna build an odachi and stream the Osaka DLCs blind for yall since I get good bitrate on the PS4 now.
Stuff I’d like to see revised to the sequel
More skills/an active Mystic Art
Revise enemy damage output, allow players to learn from mistakes midfight and don’t completely trivialize the health bar by making everything 1 or 2 shot you at literally any point in the game
Design challenges that aren’t the Monster Hunter approach of Putting Two Bosses in a Arena That Weren’t Designed as a Single Fight (only one I cleared so far was Nobu+Noh)
I wasn’t sure how to make the best use of Blacksmith functions (Soul Match, Reforge) until halfway or near the end of the game
Make it a little easier to understand where specific Smithing Texts drop when they aren’t one-time quest rewards
Rebalancing Guardian Spirits/Living Weapon, every GS felt useless or extraordinarily niche compared to Kato, the starter offensive GS. I really like the unique animations for LW but its really overpowered to build around it
In fact, the way the game handles its RPG elements, you don’t really build anything until you finish your first run through the game, which doesn’t really set in habits of what players should do with their equipment for the new difficulty, how to look for sets for their weapons, or guiding them through substat rerolling. Your build isn’t based on your stat allocation nearly as much as how you pick your armor set and give it the proper substat bonuses
More types of youkai
I feel like due to the differences in nature of the games, a procedural generated dungeon like Chalices would fit Nioh a lot better than BB
Edit: almost forgot, almost all weapons within the same type have the same stat scaling, they should really change that up
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doktorpeace · 5 years
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Top 5 Games Of The Year Runner Up And Honorable Mentions
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Runner Up: Doki Doki Literature Club (THIS SECTION CONTAINS BIG SPOILERS, IF YOU HAVEN’T PLAYED DDLC AND ARE INTERESTED IN MAYBE TRYING IT HERE’S THE TL;DR It’s good, it plays with your expectations in a very good way and in a multitude of ways, it’s a great little piece of media that brings to life an extremely good character. Also it’s free, go download it on steam.)
Look, maybe it’s because I don’t consume a lot of horror media but this game really stood out to me. Not only for it’s genre though, also for the high quality of its writing and with how great the game is at accomplishing the one and only thing it truly sets out to do: Convey Monika as a character. The horror elements themselves can be a bit hit and miss and some of them are quite predictable, but I feel the game is excellent at building a continuous sense of dread as the player continues through it. It rapidly ratchets up the intensity of its content after taking just enough time for the player to settle in and get comfortable and mixes in JUST A COUPLE of jumpscares (which honestly it probably shouldn’t) in order to keep the player unsteady enough in terms of expectations to keep that dread building. Regardless, throughout the game Doki Doki Literature Club does a great job taking advantage of player expectations both of dating sim visual novels AND of horror writing to ultimately become something just a little bit more. It becomes an excellent character exercise and exploration. Thanks to some smart programming in service of the game’s ultimate intent, to make Monika into a ‘real’ character actually ended up giving me one of the deepest scares any piece of media, video game or otherwise, has ever given me. And it did it without any secondary stimuli like sound or a jumpscare or horrifying visuals. No, in a completely calm moment all that was said was this:
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And I REELED back in my chair because the suspense and the dread the game had been building all impacted me at once. You can’t deliver that kind of scare in someone without some smart writing backed up by some VERY smart programming and understanding of player expectations. Honestly Monika is such an excellent and fully realized character despite the game being so short it’s astounding. By taking care to give her a lot of special conditional dialogue, pages upon PAGES of missable content, and even meta-content such as her having unique dialogue that only appears while looking through the game’s files it really just all coalesces into making Monika feel almost real, real enough to give me the willies and to feel a bit sad for her by the end. DDLC is a divisive game and I understand if the game’s handling of certain themes or content doesn’t sit well with other people but for me, and I say this as someone who is no stranger to suicide attempts, the game never went to far. For me it all worked in service of the game’s narrative and Monika’s character growth. Honestly even just little details like how the piano in the soundtrack only starts playing for the first time once Monika is introduced and only ever stops when she’s not watching you or how there’s a lot of different horror elements that only occur randomly so not everyone has the same experience or how some can only happen in fullscreen or in windowed mode, it’s really amazing attention to detail and consideration of her character while also making the game more unique as a product. DDLC was really good. It gave me some good scares but it also gave me a good story and a GREAT character to appreciate. Even if, like me, you’re a bit of a weenie when it comes to horror content I’d wholeheartedly recommend DDLC as a read, assuming you both can handle a jumpscare or two and can handle game content that involves suicide and self harm. I know I didn’t get too in depth here but I wanted to avoid spoiling TOO much and honestly I already said too much as is! Please excuse me! Honorable Mention #1: Yo! Noid 2 - Enter the Void
It’s not often you get a game that’s developed explicitly as a joke that’s so good. Yo Noid 2 is a solid, fun, and funny platformer. It’s all pretty clearly built just to tell one joke right at the very end but the ends ABSOLUTELY justify the means. I can’t talk too in detail about this game without ruining why it’s special, but Yo Noid 2 is a legitimately fun 3D platformer, with good level design, a relatively expressive moveset, a very special Special Action Button, and honestly a great soundtrack to boot! Its difficulty ramps up in a good way across its very short 90-150 minute length culminating in a very fun final boss fight. PLEASE go download Yo Noid 2, if you like 3D platformers and want to have a good laugh it’s 300% worth your time. It’s even free, you have no excuses!!
Honorable Mention #2: Mega Man 11 Mega Man is back, again, and they really did a good job expanding the franchise. While I still like entries such as 9, 10, and 4 better personally there’s no denying MM11 expands the franchise in a positive way more than any other before it. MM11 takes the time tested side scrolling design of the classic Mega Man series and adds just enough of a new wrinkle with the Double Gear system to really expand the player’s horizons and to push their level design concepts. While Double Gear and in fact all of the secondary weapons are entirely unnecessary as is tradition for Mega Man games MM11 does a great job incentives smart use of these mechanics, keeping them balanced with a shared cooldown system between both gears (power and speed) and making every single one of the Robot Master powers actually useful! Also all of the robot master designs are really charming this time, I was initially worried about the addition of voice acting but the voice cast does a great job! The level design is also a treat, while the length of the levels varies DRASTICALLY and Wily Castle 1 is dramatically longer and harder than another other stage in the game overall it’s very easy to just jump into any level and challenge yourself. There is no obvious first boss, they’re all pretty tough, and I started with Acid Man myself. The only thing about MM11 that let me down was the soundtrack; it wasn’t bad it just wasn’t bombastic either, merely present during play but not sticking in my memory at all. MM11 is a great entry in the series and I hope it signals a true return of one of my childhood favorites with more games to come soon.  Honorable Mention #3: Fire Emblem - Mystery of the Emblem (FE12) Taking the great concept of remaking FE’s earliest titles that Shadow Dragon started and actually putting in the elbow grease to make the game really good, FE12 is a stand out entry in the Fire Emblem franchise. While some aspects of its map design are somewhat held back by the original iteration, FE3′s age, the developers at IntSys really did a great job modernizing Archanea and paying good tribute to the characters and story that made this game an absolutely beloved classic in the first place. With overall good map design, modernized mechanics, the best use of an Avatar Character in the franchise, and massively improved unit, class, and weapon balance over the original FE12 polishes its source material to a razor shine. Top it all off with a decent story and great new content that adds a bunch of new dialogue to the characters and this is the definitive way to experience Archenea and its inhabitants. Except for Marth, he was better in Shadow Dragon. Besides Marth’s characterization taking a step back and the gaiden content being rather slapdash and forgettable, this game is everything a remastering should be; Taking what worked and polishing it, improving what didn’t, and adding all new content that fits in with the original game in a productive and fun way for fans. The addition of a wide variety of gameplay difficulties and including the until this game INCREDIBLY rare BS: Fire Emblem expansion chapters previously exclusive to the Super Famicom Satellaview this game cartridge is bursting with good content. It’s a fun, fun game with a lot to offer and great replayability thanks to its BULGING roster of characters and deeply customizable avatar character. If you like Fire Emblem as a franchise I’d heavily recommending finding a patched FE12 rom out there, harder though it is to do now. You owe it to yourself to experience this game. Oh, just play with the battle animations off, they’re REALLY ugly. Still, this game puts Shadow Dragon’s lazy near-direct port of an NES game to DS to shame. Honorable Mention #4: A Hat in Time - Seal the Deal This DLC has been getting some backlash and frankly I don’t get why. While I was a bit disappointed the new chapter was shorter than the base game ones the Death Wish side of things offered a TON of great new content and new ways to experience past challenges. For its modest price point this DLC really does everything I could possibly hope for out of a 3D Platformer expansion. New, tougher challenges to really push my skills, fun new content that fits right in with the base game in terms of quality and polish, and in A Hat in Time’s case GREAT new boss fight experiences. Taking every existing boss and turning them into a downright Superboss level difficulty fight, remixing all of their attacks, speed, patterns, and adding all new stuff to them is such a great idea and I really loved it. Seal the Deal is a ton of fun as long as you aren’t averse to an easy base game getting a VERY challenging DLC expansion. I can understand why the difficulty whiplash might turn some people off but for me it was just right and really hit the spot. A Hat in Time is just so good, I love it.
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what do you think is the most underrated character/game and why? ,':}
the character part is. hard to answer. i don't really absorb that much content from this fandom honestly- occasionally i'll like. look through some tags here (mainly the like. main rhythm heaven tag and dj school tag) or like. maybe ao3. i mean i look at the subreddit but that's mostly just memes- ANYWAYS. uh,,, i never really see people talk about the donpans? especially not the ones you don't play as. i don't even know how many people know they're called the donpans because i never see people talk about them- i think they're good though. but also i mean,,, i don't really see people talk about a lot of characters since. i kinda sorta just vibe in the corner as far as rhythm heaven posts go. occasionally like a post or two. i haven't reblogged something here in months-
most underrated game,,, okay do remixes count? because if so then i think my choice is probably fairly obvious? ds' remixes. all of them. they're so good but they get so much hate. but i mean, the most underrated rhythm game is. there's a lot actually- i think it's probably wizard's waltz, showtime and/or polyrhythm, they're some of my favorites but people barely talk about them. especially wizard's waltz- a moment of silence for it, i'm pretty sure barely anyone remembers its existence honestly-
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A little delayed, due to my awkward vacation timing, but I have been playing WarioWare Gold a ton since coming home, so it's time for an impressions post.
Just gonna say right off the bat that I will be talking about the final stage and while spoilers really aren't a big deal in WarioWare, I do think that the stage is much cooler if you don't know anything about it, beforehand.
Let's go by bullet points, for the sake of organization:
Story
At it's core the individual characters' stories are still simple, but fun affairs, however I do think that the voice acting does a lot to add a ton of energy and personality to it, with the characters being more lively then ever and able to express more, well...character then ever before, I mean who in the world saw 18-Volt's story being so rap-tastic coming? I also enjoy how the remix stages actually have the characters get together and interact a bit, that's something I always wanted to see and here it is.
Amazingly enough the main story is actually a little more developed this time around, with Wario becoming increasingly more agitated by the player progressing in the Wario Bowl. This reaches it's peak during the Wario Deluxe stage, when Wario actively opposes the player and the entire presentation of the stage is not only surprisingly climactic, but it really does give you the impression that you are fighting against someone, especially when Wario starts to take away your ability to know which controls to use for the next microgame, only for Lulu to come in and go against him. Story progression mid-stage, a first for WarioWare.
I did not expect it, but Gold really did go further to do more with the Ware cast and world, which is something I greatly appreciate and I think the team behind WWGold knew what they were doing, when considering the sheer amount of positive buzz that the cutscenes, voice acting and general presentation are generating online.
Visuals
The new designs are understandably divisive and I did raise an eyebrow myself once or twice (looking at you, Dr. Crygor), but honestly, the new style as a whole, along with the designs I used to be iffy on, have grown on me while playing the game, I just appreciate that Ware is getting more of it's own visual identity again, instead of it just copying Rhythm Heaven's artstyle (which I do enjoy, I should clarify), like Game & Wario did.
The microgames themselves naturally got a lot of graphical updates, some more major then others, but it is the usual zany WarioWare fare and in some cases the visual changes can help to make a returning game feel just a touch more different.
One downside to the visuals is that the added production values in the form of full voice acting make the very flash-esque nature of the cutscene animations a lot more appearent. It's not a huge deal, since WarioWare has always been simplistic in it's animation style (though it did start to look surprisingly nice in Game & Wario) and in a way that's part of the charm, but it can be distracting at times and it's really blatant when a character just has their base artwork plastered into a scene, rather then a unique drawing.
Music
The game is full with catchy beats as always and I was bobbing my head along a lot while playing, but I want to adress two particular highlights:
-First are the unlockable records, which include all previous vocal themes, but not in their in-game versions, but rather their uncompressed original forms! Sure the instrumentations for several of the tracks are a bit simplistic, but clearer sound quality is really nice, even if I liked the original GBA/DS versions all the same.
-The Final Stage theme, which adds to the surprisingly climactic nature of it all, especially since it is essentially a dark reprise of Gold's main theme:
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Voice Acting
A major addition to the game and there were bound to be a lot of voice changes, so this is where opinions are going to split a lot, but I found the acting quality as a whole to be a pleasent surprise. Nobody sounds bad, I got used to the voice changes rather quickly, the voices fit the characters, with Ashley and 18-Volt being particularly perfectly cast and Charles Martinet continues to be brilliant as Wario, to the surprise of nobody ever.
Gameplay
It's WarioWare, but for the first time since Smooth Moves it's a new title where control is really the only major gimmick to the game, which is nice to have again. We get four stage dedicated to the Mash, Tilt and Touch controls, two remix stages  and Wario Deluxe, which mix those, along with Fronk microgames and Mic games, several Challenge modes and missions.
The Fronk and Mic games have a more downplayed presence then I expected, especially the Mic games, which there's only 5 of, along with a few Wario Deluxe games that also involve the mic and I honestly think that's alright, I didn't mind the Mic games in Touched as many others did, but the control scheme makes many of the games feel very alike in how you play, so it's not really suitable for a whole stage in my opinion.
The basic gameplay is classic WarioWare, without any major tweaks to the formula, though some stages will have you switch between the different control schemes, which thankfully works better then I initially worried it would, with the transition being pretty smooth and giving you time to adjust, without breaking the pace.
The microgames are an interesting case, most are returning ones, but a number of them have seen some tweaks to make them feel a little more fresh, such as Smooth Moves' games being repurposed to work with Tilt or Touch controls or how Loot Scoot from the first game is now a boss game or how some games while largely the same have slightly altered objectives, such as the Mario Clash microgame requiring you to hit an enemy twice, on Level 3. With that said, even with those changes the feeling of familiarity with the old games is still quite appearent, the combination of new visuals, gameplay tweaks, new games in between and having them all mixed together does a good job of not presenting the game like a rehash, but rather a ''best off'', but if learning and memorizing whole sets of brand new microgames was one of you favorite parts in previous games, then this one won't deliver as well in that regard.
The challenge modes range from the usual Tower modes, to the welcomed return of WarioWatch and Gamer, as well as four new ones, like my personal favorite of the new modes ''Split Screen'', which has you alternate between the 3DS' screens, essentially playing the games back to back, with no transition and very little time to prepare. After Game & Wario I got interested in the idea of trying to mix the WarioWare gameplay with some major gimmicks like Gamer did, so I was naturally happy about this.
Souvenirs
This is one part that's a bit disappointing, there's some good ones here, such as the music records, the ability to voice cutscenes yourself or extra minigames, but many of them feel like filler, such as alarm clocks of every single character or phone numbers, which are only there to be used on the phone souvenirs and aren't interesting on their own. This is one aspect of the game that feels like it got the short end of the stick, the souvenirs were always just toys to play around with, but you got a lot of creative stuff out of it, there isn't a whole lot of that here, unfortunately.
Wario Land References
I am fine with Ware doing it's own thing, but I always appreciate nods to Wario's other major series as well and Gold is really generous in that regard.
-The entire plot of the game is kicked off by Wario stealing a treasure.
-Loot Scoot which was blatantly Land inspired has been promoted to a boss minigame.
-The new version of Driver's Ed from Smooth Moves has Wario drive in his car from Land 4.
-18-Volt's set includes a Land 3 microgame.
-The new version of Fly ' n' Fall from DIY features Tiny Warios.
So yeah, you have listened to me gush over the game for long enough. It doesn't reinvent the wheel, but it's the first Ware game in a long time and the first non-experimental Ware game in an even longer time and it does a lot of things that I like and/or wanted to see, so yeah, of course I'm going to be happy.
Good game, that's the sweet and short version right there.
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fictionstuff · 2 years
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TWEWY: 25 hours
NEO: 115 hours at 85% completion, guide used mostly for collectibles and side quests
Points: 4,5/5 [4,6875]
Points will be displayed twice. The first number always refers to TWEWY and the second one to NEO. I decided to put both in one review, since they’re a whole lot similar, despite NEO being an overall upgrade to TWEWY except for the compelling story. That gotta be handed to TWEWY, one of the best stories in JRPGs. TWEWY was originally released on the DS, but I apparently missed it somehow. Only due to the anime, which was perhaps only used to boost NEO’s sales in advance, I got wind of it and later on found out they released Final Remix for the Switch before the news about a sequel were spilled as well, which I immediately pre-ordered.
Shortly before NEO was released, I started TWEWY and boy, that was such a wild ride, such a good game! I am still upset I only found out about this franchise hella late. I got myself entirely immersed in the story and even few of my viewers also seemed to be quite interested in what was going on in both games, which attests to TWEWY and NEO having quite immersive gameplay even if you’re just tuning in for a bit.
Both easily ended up in my top 3 games of the year 2021!
Artwork/Design - 3,5/5 & 4,5/5
While NEO was designed for modern consoles, TWEWY was indeed just a remaster of a popular DS game, which explains not just the outdated - albeit upgraded - visuals, but also the gameplay which takes some time getting used to, if you’re perhaps not used to DS touchy touchy controls. I should be saving this for the next part of the review, so let’s just say the artwork and design is absolutely unique and we once again owe it to Tetsuya Nomura.
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Both games take place in modern Shibuya with funky designs, unique character models, interesting clothing choices and cool badge designs. Thank you, Tetsuya Nomura for creating these absolutely cool and fresh punky designs. I do understand that many might not like it, but I honestly think both games are visually very pleasing for how different they are from even anime or real life designs.
Have fun exploring Shibuya, looking at clothes, eating restaurant menus or just watching your characters move around on the battlefield while your pins make some pretty funky and cool special effects. TWEWY and NEO make apparent how much love and detail went into the visual department and I want to thank everyone for creating these lovely designs, may it be Shibuya or the characters. I did read that some thought everything was quite repetitive, but that honestly didn’t apply to me. Even now I could enjoy my time running around funky Shibuya which is quite a bit close to the original city!
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I would have given 5 out of 5 points in this category, if TWEWY just didn’t look like the original game on the big screen while NEO suffers from environment design choices that make characters look like wonky leafs on the screen, since the 3D mode sometimes make it seem like they were designed by the makers of Paper Mario. Nonetheless I think that the camera angles were deliberately placed like that in sync with the funky designs. It did not bother me honestly, I just thought it looked out of place sometimes.
Story/Combat System - 4,5/5
Let me first talk about TWEWY before moving onto NEO. Both games cover the same setting, apparently dead people end up in underground Shibuya, where they have to fulfil different missions in order to be sent back to their former lives. Or… was that all just a lie? That’s for us to find out and for a boy named Neku Sakuraba or a group of teenagers (NEO) to experience.
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You take control of this quirky—I mean entirely quiet and socially not adapted young boy who suddenly wakes up in Shibuya’s underground, in the reaper’s game to be exact. He has 7 days to win all missions to be granted a wish by the game master which most players use to be sent back to life. Sounds easy enough, but oh boy, TWEWY and NEO have more twists going on, then I could count. I was immersed in both stories immensely. Sometimes even after 7 hours, I did not want to stop. Hence TWEWY gets 5 points and NEO gets 4. Comparing NEO’s story to its predecessor it honestly couldn’t compare, it was not quite as compelling and character development wasn’t as apparent although it was still quite superb, please don’t misunderstand me. It just didn’t catch me as much as TWEWY did.
Story wise not much could have been better. You have a team of either 2 (TWEWY) or 5 persons who all receive a whole lot of backstory and character development which could not have been handled much better. Props to the story writer for how realistic and down to earth his script is.
Without spoiling too much, I can honestly say that both games have a story that is highly emotional and gives you insight on human emotions and motivations, since that proves to be the core drive of the game’s story. Rather than saying the plot is moving on, I’d like to say that the drive of the story are entirely just the characters on their way to understand themselves, their motivations and wishes, their dreams and aspirations while mastering difficult battles and being deceived by a multitude of NPCs, which once again receive quite a bit of spotlight as well.
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Both game endings are immensely satisfying, while the biggest developments go to both main characters. Nonetheless NEO knew how to focus on more characters than just their main one, which is overall very much appreciated since TWEWY was mostly about Neku and his incredible development from a socially inept boy to someone who started to trust and gain friends. Rindo (NEO MC) is quite a bit alike to Neku, although he seems to be introverted in comparison to Neku who just didn’t get along with humans.
Having played TWEWY prior to NEO I have to mention that picking up NEO almost felt really nostalgic! Also having characters join you that were important to TWEWY’s story made NEO just so much better. NEO also features a longer story, more characters, an upgraded menu that displays your percentage of completion, offers more insight on all characters, more pins, clothes, food, upgraded visuals, turf wars and many other mechanisms. Gameplay wise I prefer NEO while TWEWY’s story is a tad more compelling.
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Either way I spend about 140 hours in both games and I certainly did not spend as much time in any other game. I sadly only managed 85% completion in NEO, but everything else would have taken me 50 hours more and I did not feel compelled enough to try the impossible for me. NEO however makes completion quite a bit easier as you can revisit each day and chapters as much and as often as you want. That certainly makes it easy to try and reach 100%.
The battle system is in both games very much the same, except for the controls. TWEWY is based on the DS game, so everything works with touch controls. To battle each teammate is equipped with certain badges which have a number of different effects. TWEWY relies on either swiping the screen from left to right, downwards, upwards, across enemies, etc, you get the gist. NEO features the same system with button controls (oh gosh, thank you Squeenix!! In TV mode it’s such an upgrade) and just a whole lot of different badges and attack patterns.
Once you reach a certain percentage of synchronicity (by using well timed combos) special attacks can be unlocked to make massive damage and yes… it is so satisfying!
Apart from that you can equip clothes with different boosts (according to your level or styling points) as well as nom in Shibuya’s different restaurants to make your characters happy—I mean, use the food to boost your team’s stats according to what your characters actually like! This goes mostly for NEO, but TWEWY offers the same system.
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Playing TWEWY in docked mode was a hassle in between though. Fighting took a lot of recalibration and some pins usages could not be unlocked because the descriptions weren’t updated for the Switch, hence I did not know which buttons to press or how to swing my joycon. Handheld mode however would have proved to be an upgrade already. I did indeed try the game offline quite a few times.
Advancing in the game is not just about battling either, there are quizzes to solve, NPCs to find and generally you can enjoy your time with that amazing soundtrack. Both games have a few identical tracks, but I could not refrain myself from buying both OSTs. It’s absolutely astonishing!
Pairing an amazing story with an entirely unique battle system is A+ in my review system, so I really have nothing bad to mention honestly. I truly enjoyed myself. There were so many pins/badges to experiment with while the only thing I would have liked to see (but ofc it’s just me weebing!!) was the characters styled in different outfits than their original ones.
So overall I have nothing much to criticise, both games were absolutely amazing. I’ve read many reviews and often enough I asked myself if we played the same games. I did not regret a single minute. It is important to understand that both games are not just JRPGs, they’re different, they definitely are aimed towards individuals who enjoy anime, stereotypes of characters which are perhaps otakus and weirdos or an environment which is based around one single diverse city, which happens to be Shibuya in Tokyo. Keeping in mind how much I adore Japan, I might just be slightly biased though.
Enjoyment - 5/5
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tikara · 7 years
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Hey, Tika! (am i allowed to call you that? i dont know..) ive returned with more gifts!
So, recently, i did some snoopin’ around in some youtube tutorials and found out how to make custom textures for RH Fever (and pretty much any GameCube/Wii game but most of those deal with nastily restrictive 3D models) and as a sort of practice, i decided to texture edit Air Rally to feature your “ever-so-iconic” purple mew in the place of Baxter, based on that comic that I drew and sent to you a month ago (which by the way im really glad you liked so much!!)
sorry that it’s not very elaborate/interesting since all i did was change one character and a couple of title and results screens (which I kind of gave up on anyway [See: superb results screen]) but i hope you still think it’s fine! (3:03 is obviously the best part)
anyway, like i said before, I still think your art’s awesome, and i cant wait to see more from you!
erm, how about another Rhythm Heaven fact to end this off: in the credits of Fever, the Wrestler has no shading on him whatsoever and it looks really weird. call it an artistic style, since most other characters had flat colors, but that’s how they appeared in their games, while the Wrestler is one of the only characters who had, and should have shading (p.s. you should totally start wearing a red ascot tie, i think it suits you!) also stupid question but is there anyway i can talk to you more? or is that delving into the territory of being a little too creepy..?
AAAAAAAAA I’m so so sorry I’m getting to this so late but THIS IS SO CUTE!! oh my goodness this is just both incredible and also surreal to see I adore this to pieces. Anything that involves any sort of in-game editing and modding, even simple file and texture swapping, always impresses me since it’s something I only understand the bare basics of game modding that doesn’t involve code. And just seeing my goofy little persona in a RH game is just. aaaaAAA I don’t have any words I just love it <3 <3
Also are you kidding those Results screens are PERFECT!!! That “This is fine” image is adorable and even the rushed Superb screen is great because I genuinely love the Red/Green Mew sprite. And seeing TIka as it is just. So funny lmao. And yes, 3:02 is absolutely the best part (And of COURSE it happens at 3:02 phfahahah)
huh yeah regarding the wrestler having no shading in the credits that is actually kinda weird. It’s also just weird not seeing him sweating so much haha. And now  I counter with more RH facts! There’s actually quite a bit of unused data and art assets in all of the games! Some unused assets include animations for the Chorus Kids, Fan Club Monkeys, and what appears to be a ref in Drummer Duel in RH DS, an unused Cheer Readers book spread in Remix 9 in Fever, and in Megamix there are whole unused sprites for the tiny Fillbot robots, as well as what appears to be a completely unused game involving the Toss Kids! You can see all the unused assets over on the site “The Cutting Room Floor”.
Thank you so much again Odd I just cannot get over how cute and perfect this is ;w; As for further communication I’m actually not the most talkative person out there, but PM me if you’d like to swap Discords or stick with Tumblr’s chat thing or something!
I hope this little silly thing makes up for not answering for a while cause I wanted to make you something in return for doing such cool things for me~ Thank you again!!! <3
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(Full size!)
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