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#every now and then i learn about a cute detail in mario odyssey that i never noticed before i love this game
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BB’s Games Of 2019
2019 as a year felt like it lasted two years, and a lot happened in my personal life. Got a new job, learned to drive, got my first car, moved out of the in-laws’ basement into our first real apartment, started my first long-term game of DnD (which in itself has involved a new relationship and an emotional breakdown)- and between it all I somehow managed to play 77 games. Backlog’s down to 35 titles, lads- at this rate, I’ll be down to zero by July 2020. (Not gonna happen.) In 2020, I’d like to explore the SNES catalogue a little more, but before that happens we have to review everything 2019 brought me, in a somewhat chronological order.
- Near A Tomato Carry-over from last year’s post since I was in the middle of playing it at the time. I definitely never quite got a handle on the combat and I think some of the themes went over my head, but I still had fun here, and the 9S hacking minigame never got old. It was a gift from an old friend who I miss. Was nice to reconnect. - SSBU With my new main Zelda, I cleared all of WoL and got every spirit on the Spirit Board. I never really used her before but she’s cute now! Really liked the attention to detail in the spirit encounters. Unfortunately, Cloud is still in the game. - Mega Mans 1 2 and 3 I actually spoke about my experiences with the Mega Men in my BBLC post for Mega Man Eggs, so you should read that right now. - Metroid Samus Returns It’s Good. Like, a solid Good. Never Great, never Bad, just Good. It’s nice to see one of the least accessible games in the series get a remaster, but it feels very disposable, if that makes sense. Like they just needed a Metroid to keep people busy while they reboot Prime 4 development. AM2R is vastly superior, go play that. One point of amusement- the game tells its story without narration, and also seems to pre-suppose you know Metroid lore. I was entertained by the thought of a newcomer to the series being completely mystified by the sudden space-dragon that comes out of nowhere to wreck you at the end of the game. - Khimera: Destroy All Monster Girls You can click here to download it, ‘cos it’s free, which is almost criminal. This is one of the higher tier games I’ve played this year. A little bit Mega Man, a bit Metroid, with hints of Touhou and Undertale, it’s pretty tough at times but never to ‘precision platformer’ levels. It’s a lot of fun and the dev deserves your support. - Steve And Ollie RPG Oh, I made this one. Making something else next year? Question mark? - Prof Layton 3 Feels like these are getting weaker as they go along. The story has always been absolute boohockey, but the puzzles feel like they’re degrading in quality too. With over 200 in each game, that’s not super surprising, and I’m glad they didn’t bulk it out with a load of the awful block-slider puzzles. Still, it’s Layton, if you liked any of the other games you’ll like this cos it’s the exact same thing. - Fault Milestone Two Yo, there ain’t a damned thing I can say about Fault, so go play the first one and then play this and you’ll understand. - Full Throttle I never bothered to finish it. The obtuse old Sierra puzzlers were hard enough to deal with back in the day, and just feel kind of inexcusable now. I don’t have the patience for it. - eXceed 3rd Slick and fun bullet hell with a nigh-incomprehensible story and great music. Touhou fans will like it. Music by SSH who is relatively well known in doujin circles. - ASAMU Finished it before writing my BBLC post! - Eternal Senia Everything I said in my post rings true- do your best to look past the wonky translation, because there’s a heartfelt story underneath it. Very accessible gameplay, by design. - Inivisble Inc You have never before been, nor will you ever again be, so aware of having left a door open. I fully expected to hate Invisible, but I got hooked pretty hard. Quite tempted to do another run of it once the backlog is clear. - Pyre GOTY. Supergiant’s best game so far, and that’s not an easy thing to say for this Bastion veteran. I sobbed by the end. I’m not being dramatic- literally sobbed. Please play it. Music and writing and, just, heart, are all top tier. All the Nightwings are the best, but Hedwyn is the best best. - Ellipsis Finished it before writing my BBLC post! - Just Cause 2 I found myself getting bored very quickly. The main missions are all identical (really, they are) and the side missions are very uninspired. Blitzing around in a jet or grappling around a mission target is a lot of fun but it feels very shallow. There’s a lot to do but not really any reason to do any of it. I dunno, it’s a kind of hollow experience, that I nonetheless had fun with. - LiEat It went over my head a little, but that’s more on me I think. These horror-esque, eccentric japanese RPG Maker games usually do. But, it’s neat, and short. If this sort of thing usually sticks on you, I think this is a good title. - Shantae Pirates Curse These games always felt non-essential to me; I’m not sure why they never stuck. They never really go below or above Good. Entirely enjoyable but I don’t feel like I’d have really missed anything if I hadn’t played them. It is, however, absolutely worth investing in for the utterly superb sprite work. That doesn’t sell a game by itself, I know, but Shantae is a pixel art masterclass. - FF5 I’d more or less finished it by the time I wrote my BBLC post, so I don’t have much to add. It’s a refreshingly goofy entry in a series known for taking itself too seriously, even compared to its predecessor. Look forward to my entry for this game in my Games Of 2020 post, having played the Four Job Fiesta! - Touhou 17 It’s mid-tier in the touhou hierarchy, IMO. Didn’t set my soul alight but I did enjoy it. Playing as Wolf Marisa makes the final boss too chaotic to really enjoy, but playing through again with Reimu made it more fun. I beat Extra on my third run through, which gave me false confidence that after 10 years I might actually be good at these games- to then be quickly humbled by attempting Th11’s Extra. Final Boss’ theme song has one of the greatest lead-ins of all time, especially given you start the fight by running away from her! Also really loved the Stage 4 theme as you barrel head-first into Hell (the real one this time), and the haunting, calm-before-the-storm serenity of Stage 5, overlooking the City Of Beasts. - HackNet + Labyrinths GOTY. (Yes, I know I already said Pyre was GOTY; it’s my post, I can have two GOTYs. Make your own damned post!) It’s hard to say what I loved about these games without spoiling too much- just know that they play very much like investigation games, and figuring out the puzzles feels great. Labyrinths technically takes place during the events of Hacknet, with a somewhat more Black Hat approach to things- despite this, play all of Hacknet first, and then play Labyrinths. The expansion introduces a lot of new stuff and much trickier challenges, such that going back to the base game afterwards to finish that would leave it a little hollow- a disservice to how great the ending is. - Mega Man X I said everything I wanted to say in my BBLC post, and anything I didn’t cover was better said by Egoraptor. - Octodad Finished it before my BBLC post! - Chroma Squad The final mission is disappointingly poor, but everything up to that point was pretty good. Huge variance and creativity in the bosses. However, the most fun I got from it was when I realised the game allowed me to customise my team name, transformation name, and other such terminology. Dave, Dayve, Davy, Davina, and Dehve shouting “It’s time to Chromatise, Chroma Squad!” very quickly became “It’s time to shit, you bunch of fucks!” and it was funny every single time. (Personal favourite bit of dialogue- “I tried to shit! It worked!”) - Pyrite Heart Finished it before my BBLC post! - Starfox 2 Finished it before my BBLC post! - Burly Men At Sea Finished it before my BBLC post! - Disc Room Finished it before my BBLC post! - Kokurase Finished it before my BBLC post! Should have broken these ones up a bit! - Metroid Rogue Dawn Very, very impressive romhack let down by a distinctly un-fun final section. They managed to fix so many of OG Metroid’s problems, I’m surprised the gauntlet of terribleness that is Tourian escaped with only a cosmetic change. Nonetheless, it’s free, and the other 95% of the game is superb, even from a purely technical standpoint. - Wuppo I dunno what happened here! I was full of praise for Wuppo when I played it, but somehow I just couldn’t stick with it and just never felt like playing it. It’s a very aimless game, and I wonder if that might be why? It’s a shame, I feel disappointed in myself for not seeing it through, but ultimately I play games to have fun and I just wasn’t quite there with Wuppo. - Super Mario Odyssey I loved it, obviously. I wrote my BBLC post towards the end of my time with Odyssey so most of that stands- I do want to add that the controls always felt a little loose, like I wasn’t quite as in-control as I was in Galaxy. Also Mario prioritises walljumping over ledge-grabbing and it’s super-hard to unlearn that instinct after 20 years. Finally- Long Journey’s End is just bullshit. - Secret Of Mana Dropped it pretty soon after Finning it. There’s some logic to the way the game works, some kind of hidden turn-order system, that I could not at all figure out. My AI companions (useless, btw) would hit an enemy which meant I couldn’t, except sometimes the hit would still register but only actually go through 3 seconds later, without any way to tell which way it was going to go. It takes like 7 months for your character to get back up after taking a hit. It’s just, wonky, and I couldn’t solve the puzzle of how to make the game do what I wanted to do. - Pokemon Shield Still working my way through it. It’s- yeah, it’s pokemon. Get a similar vibe to Sun/Moon with it that it’s kind of unfinished- lots of small (and some not so small) parts of the game just feel like there were bigger plans that couldn’t be realised in time. I’m still enjoying it! They did a great job of making the gym battles, and the whole process of 8-badges-then-champion, feel like a spectacle. I think only the anime has managed it to this degree before. - Earthbound Man, I really, really want to like this game, but the battle system is terrible. I need to play through the game again buffing my party up with cheats or something, because it’s so unbalanced and cheap. Everything else about the game is wonderful, but I got so frustrated with the fights! - Mario Kart 8 Didn’t play any of the single player this time, it was midgi’s christmas present so I just joined a couple of multiplayer games. Absolutely baffled that the game features F-Zero style anti-gravity courses, has Mute City and Big Blue, and even has the Blue Falcon as a selectable vehicle, but they haven’t put Captain Falcon in it. Like he’s ever going to get another game of his own? Let him have this! - Carmageddon 2 It’s pretty clunky by now, being 20 years old, but still plays well enough. The physics are super loose so you slide around like your tires have been buttered. It was more fun when they were zombies instead of just normal people. Missions are brutally hard and should be skipped with cheats. - Neopets After 15 years of playing, I finally got a Ghostkersword. The site as a whole has gone through a lot, and certainly its heyday is long gone, but there’s no other game quite like it. I’m playing the Food Club every day, still. - SIF New phone can’t run the actual gameplay section well enough, so I just log in occasionally to grab free scouts. Here’s another one whose golden years are behind it, sadly, but I certainly still have a lot of affection for SIF. - FF1 Mobile version, which fixes a lot of the bugs with the NES original. This year I completed a solo run with 1 Red Mage, a 4-black belts run, a low-level run, and a 4 White Mages run (which ended up being a lower-level run than the low-level run). I’m fairly comfortable in calling myself an expert in FF1, now. There’s still not really any other games like it- build a party as balanced or imbalanced as you like, and see how they fare. I’d like to build my own game in a similar style, one day. - Re: Live Gacha games and RPG just don’t mix! Both gacha and events do not gel with core RPG mechanics of your character(s) developing in strength as the game goes. It seems impossible to balance the game well- do you cater to the whales who spend and spend until they have the strongest teams possible, meaning the free players or the terminally unlucky can’t stand a chance, or do you cater to those players and give them no reason to spend for the more powerful characters? It’s a shame, because the anime was baffling but in that enjoyable way where you just kind of go with whatever it throws at you, and exploring that in a non-freemium game with a solid beginning middle and end would be really interesting. - Tiny Thief Mobile game that’s not available any more, I think my BBLC post covered it well enough. - F-Zero One of the criticisms most commonly levied against F-Zero is that it wont hold your attention for long. While that’s true, it’s not like you have to make a purchasing decision about it any more- it comes bundled in with the other games you’re buying, so the only investment is time. Ignoring that, it’s still fun to burn around the tracks, and the sense of speed hasn’t ever diminished. The music, too, is underappreciated, with Port Town being my personal fave. - F-Zero GX I can’t believe Nintendo hasn’t done anything with this ridiculous universe for 15 years now. The cutscenes are so hilariously overwrought, and the cast of characters is huge! It could so seamlessly intersect with the Starfox universe, too. There were rumours of a Starfox Racing title some time ago, and I really hope that’s the case. It’d work so well (by which I mean, a particularly enjoyable kind of awful). Anyway, the game still plays great, Story Mode is WAY too hard, Dr Stewart’s theme is a Tune. - Stratosphere This game is from 1998! Build a flying fortress, deck it out with fortifications and weapons and power supplies, then use it to destroy other fortresses. I only ever played the demo as a kid, never got the full game. Took some cajoling to get it to work on modern hardware, but eventually I got in and it wasn’t worth it at all. Wow, that performance, apparently it was designed to run at a terrible frame rate and it wasn’t just a result of my 1998 PC not being up to the task! A shame, but I guess it put one of my ghosts to rest. - DKC 2 The best of the three SNES games, despite the inclusion (and protagonism) of Diddy Kong. Lots to love here, but the OST is top notch. - DKC 3 Not as good as 2, but IMO better than 1. There was a much heavier emphasis on gimmick levels in 3, not all of which hit their target, but does provide a great deal of variety. Consensus is that 2 is better, but if someone claimed 3 was the best DKC, I’d let them get away with it. - King Arthur’s World (SNES) Speaking of putting ghosts to rest… We somehow always managed to get this game whenever we got a SNES, and kid!Beebs most certainly didn’t have the patience for it. Adult!Beebs barely does, either. It’s a very ambitious attempt at some sort of RTS/Puzzle hybrid, somewhat comparable to Lemmings? King Arthur must make his way from his starting position to the throne elsewhere in the map to claim it as his own, using the myriad abilities of his soldiers to get him there in one piece. I decided this year that I was finally going to play through the whole damn thing, start to finish, for the first time ever. With copious use of save states and rewinds, I was finally able to slay this demon. For as fiddly and frustrating as it is, I would still say people should check it out if they have the tools to do so- there’s not really anything else like it, on SNES or otherwise; you’re guaranteed a unique experience, if nothing else. - Oscar (SNES) Terrible. - Spanky’s Quest (SNES) With a name like that, how could I refuse? It’s a weird little puzzler, aping (wahey!) Bubble Bobble and Parasol Stars a little. You’re a monkey who can blow bubbles that stun enemies, but if you bounce the bubble on your head it gets progressively larger and can be burst to send a barrage of similarly-sized sports balls at your opponents to knock them out. You know, just like real life. - Addam’s Family (SNES) This easily-dismissible movie tie-in is actually a very competent platformer with some very, very light metroidvania exploration involved. Gomez has to go through Addams Mansion and rescue the members of his family who have been kidnapped by… something. There’s hidden secrets everywhere and the family can be rescued in any order you like. Genuine recommendation. - Panel DePon/Tetris Attack The only vs puzzler I enjoy (yep. Not even puyo puyo. I know.) I played the HECK out of this in my teenage years, and got crazy good at it. Tendonitis says I’m not allowed to do that any more, but once I shook the rust off I was still pretty strong! It was released as Panel DePon in Japan and was fairy themed, but for the western release they replaced all the fairies with Yoshi characters and renamed it Tetris Attack despite having nothing to do with Tetris at all. Up to you which you prefer- language isn't too much of a barrier here. Soundtrack is killer. - Subsurface Circular Finished it before my BBLC post. Still not decided if I liked the way it ended. - Master Of Orion 2 C’mon. After playing three other pretenders to MoO2’s throne, I had to give the real deal a couple of spins too. It’s Civ 5 in space. Customisable race builds. A whole galaxy to bring peace to, by whichever means you prefer. Would love for someone else to get into it. - Touhou 8 Last minute entry I just played yesterday ‘cos I wanted some Touhou and I haven’t played this entry in a long while. A Solo Marisa Normal Final B run, if you’re interested. Kaguya beast-mode tearing apart the Spell Of Imperishable Night at the end of the game is still an awesome moment, but it’s a shame you can miss the last couple of spells if you take some unlucky hits. - And here’s the list of Bins, which are all covered in their BBLC post: No Time To Explain MoO Skyborn Jumpjet Rex StH 4 Ballistick Munch’s Oddysee Outland Project CARS RiME Magicka Waking Mars Urban Chaos Divinity: Dragon Commander Strike Suit Zero Hell Yeah! Lambda Wars Beta Stranger’s Wrath MoO 3 XCOM Lots more Fins than Bins this year! Good to see!
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tarenko · 6 years
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Taren’s Games of the Year!
Another year, another set of amazing games and holy shit did 2017 have some knockouts! Please keep in mind this is based only on games I was able to play and there were a few I missed!
Best Art Direction - Persona 5
Persona 5 is a game that bleeds A E S T H E T I C from every single piece of its body. The games use of a red and black color pallet for the menus as well as incredibly smooth animations and a jazzy, upbeat score make it an incredible sight to behold and a joy to hear. The gameplay is the best yet in the Persona series with the reintroduction to demon negotiation as well as a plethora of abilities unlocked through your confidants. It’s an incredible tight package with a good storyline (though I still prefer 3′s overall story). If you are a fan of RPG’s pick this game up. You will not regret it.
Best Soundtrack - Nier Automata
I need to put a lot more time into Nier Automata than I have. This game has 26 endings and I’ve only scratched the surface so far. What I’ve played has been pretty good and I can tell there’s far more to the story. Combat and visuals look and feel great thanks to Platinum Games compared to the original Nier albeit somewhat simplistic compared to something like a Devil May Cry game. Where Automata has truly stood out to me though is in the music. Every single track in this game has been incredible. One specific track that began to play after the conclusion of a side quest has stuck with me ever since and I’ve begun playing it regularly out of how incredibly beautiful it is. Nier Automata is well worth anyone’s time and is sure to touch your robotic heart.
Best Fighting Game - Tekken 7
Tekken 7 is a beautiful looking fighting game with plenty of content and more on the way. The story mode is silly but fun to go through, there’s an arcade mode, online is tight, and THERE’S BOWLING. Did I mention GEESE HOWARD IS IN THIS FUCKING GAME WHAT THE HELL. Pick this up if you have any sort of love for fighting games. Honorable mention goes to Injustice 2 which I did not get the chance to play but since launch is adding Hellboy AND the Teenage Mutant Ninja Turtles to the roster.
Best Shooty Game - Splatoon 2
Splatoon 2 is more Splatoon with more content. More maps, more weapons, more missions, more game modes, more character styles and customization. More EVERYTHING. Updates are free and the game is still as fun as the original with many different ways to play and a great twist on shooting games as a whole where your primary target is the map rather than the enemies. Honorable mention goes to Wolfenstein 2: The New Colossus which I did not get the chance to play yet but I’ve heard many good things about. You get to shoot nazis so it gets an A in my book.
Best Racing Game - Mario Kart 8 Deluxe
This is kinda cheating as it’s sorta a rerelease of MK8 but Deluxe adds a proper battle mode now as well as a few new characters and all dlc included so I’m counting it anyway. This game is excellent. I have had so much fun with this game and being able to take my Switch to a friend’s place and both of us use a Joycon to have a few rounds is a total blast. Every single course is beautiful and fun as hell and the music for some stages is incredible. If you enjoy playing racing games with friends, don’t pass up this one.
Best 2D Platformer - Sonic Mania
Holy fuck. Sonic Mania is so good. From the visuals, to the music, to the gameplay, everything about it is tight and a blast from start to finish. The game is an excellent return to form for Sonic and the team of fans behind this have shown the world that Sonic can still go fast. 
Best 3D Platformer - Mario Odyssey
HERE WE GO. OFF THE RAILS. DON’T YOU KNOW IT’S TIME TO RAISE OUR SAILS. IT’S FREEDOM LIKE YOU NEVER KNEW. Mario Odyssey is my first 3D Mario game ever and I have to say, It’s p good guys. Platforming is incredibly tight, levels are super varied and interesting, exploration is greatly rewarded, and there are so many different abilities at your disposal. The base story of the game can be fairly short depending on how you play through it but the game has hundreds of challenges for you ranging from reaching areas, solving puzzles, racing RC cars, to so much more. It’s a game that screams fun and becomes an incredibly enjoyable challenge once you start searching for those harder moons. Honorable Mention goes to A Hat in Time, a game that looks so incredibly cute and I’ve heard nothing but good things about from friends.
Best Game I Played this Year that Came Out Last Year - VA-11 HALL-A
Va-11 Hall-a. If anyone ever asks me what my aesthetic is I just need to point to this game. The music, the art style, the characters, the setting, everything about this game clicks with me on a personal level that I adore. The premise is fairly simple: you live in a cyberpunk future under a shitty government. You aren’t here to cause a big change in this world but rather to serve drinks for the people who live in it. As you do you’ll learn more about your patrons, the world, and even your player character, Jill. The gameplay isn’t too involved but can have some interesting effects on the story which is the main star of this Visual Novel. The main story and sub stories of this game are some of the most relatable and enjoyable ones I’ve seen in a while from a game and I loved every single one. It requires you to pay attention and remember certain conversations to see how people connect to each other and understand each person’s motivations. There was never a dull point in this game and I can not recommend it enough. Please buy VA-11 HALL-A. It’s time to mix drinks and change lives.
Best Game of the Year - Gravity Rush/The Legend of Zelda: Breath of the Wild
Okay I’ve been stuck with this decision for the entire year and I still can’t decide between these two. They are both masterpieces and deserve high praise, so let’s go over them both.
Gravity Rush 2 is the sequel to the original Gravity Rush and improves on it in every possible way. The world is beautiful with a cel shaded sort of art style and strong use of color to give each area a different feeling. Music throughout the game is absolutely incredible and the story gives an excellent conclusion to what began in the first game. Combat and maneuvering are greatly improved and the game is simply fun to explore and experiment different ways of using your powers. The characters in Gravity Rush 2 are top notch and found myself loving each one for their unique personalities. Kat is an excellent protagonist and the feeling of flying between buildings, hopping from place to place gracefully is incredible. I can not recommend Gravity Rush 2 enough and think it is a must have for any PS4 owner.
Breath of the Wild is my first ever Zelda game and holy shit am I hooked. This game feels so incredible to play and the world is incredibly beautiful and fleshed out. There’s insane amounts of detail to all the different ways you can approach problems and the feeling of experiencing a world that both you and your character know nothing about and have no requirement to go a specific direction at the start is an incredible feeling. The game rewards exploration and experimentation and tells a story through recovered memories that tie into the present day beautifully. The soundtrack is understated and usually small piano melodies but when things get intense turns into these wild mixtures of techno and classical music. I loved every moment of learning my way through the world and discovering new challenges and quests. If you own a switch or wii u buy this game. It is incredible.
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spiralatlas · 7 years
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Pax 2017 Panels day 1
Today was an unrivaled success. I didn’t break anything.
Western Dating Sims: Beyond Tsunderdome
Are we having fun: Playing games critically
The State of Queer in games
Western Dating Sims: Beyond Tsunderdome
Barbara Kerr https://ms45.itch.io/ Jack Crnjanin Pritika Sachdev Cassiel Kelner localiser, translates from Japanese to English Shakari former insomniac now indie Jess Zammit games critic Queerly represent me
Not a competition between Western and Japanese dating sims, both are good. But there are trends.(The panel talked a bit about Japanese games too anyway)
Main difference: more established genre in Japan, less accepted in the West.
Basic framework: generic main character. Selection of different kinds of love interests, often very tropey. Situations range from mundane to fantastical.
Kenka Bancho Otome  Dating sim where you are crossdressing as your brother at a fighting school and have to beat the boys to get them to respect. (Not available in English but checking the spelling lead me to an anime adaptation on Crunchyroll, no idea if it’s any good)
Often don't have much family, no mention of that background.
Freshman and Sophomore cute have f/f. (Couldn’t find links for these, sadly)
Saying exactly what somebody wants to hear until they kiss you- is that bad?
Everyone showered DAO characters with gifts.
Desire in the west to mirror the complexity of real relationships.
Examples mentioned: Cute Demon Crashers, Lady Killer In A Bind.
Strategic dating is good:
predictable
choose a character you will definitely like
"Game-Like"
clear differentiation between characters
 learn how to interact with people
Kindness Coins: dating sims are safe. I can't be hurt, if I get scared I can shut it down. Safe space. Explore sex, relationships, communication.
Counterpoint: Strategic dating is bad:
predictable
replicates shitty real life behaviour "I was nice to you, you should date me", like blaming FPS for violence
Not much fun for the developer
Complex games justify complex mechanics
Tusks: gay orc dating sim. Can enable NPC autonomy. harder than he expected.
Queer relationships (Queer and gay used as synonyms a lot this panel :/) Producing your own games allows you to reflect yourself Coming Out On Top: straight dev, lots of consultation. A bit tropey in parts but not too bad. Tusks: complex variables & approval w queer orcs Lady Killer In A Bind BDSM safety warnings in loading screens The Crown and The Flame it's good to be the queen. Pixelberry just lets you bang anybody. Kind of have to pay to follow the f/f path fully in some games.
Further recs:
Astoria Fate's Kiss: greek gods and mythological figures. Equal partnership with Hades. Medusa's story is full of queer characters, often you feel like the only queer character in a game, normalises it. Alex is non binary.
Brooktown High cheesy typical highschool game. Can be a boy or girl but have to be m/f. A bit dated, so bad that it's good. PSP game.
Pixelberry Choices: can date m or f, choose stuff about PC.
Dream Daddy is a very straight gay game but fun.
Date or Die.  
A game about dating Japanese warlords that may or may not be Destiny’s Princess
The Arcana
Paris the City of Love
Fire Emblem: Fates
Great Personality
There was a liveplay of part of Dream Daddy. The audience voted overhwhelmingly to talk to Damien first.
Are we having fun: Playing games critically
Rami Ismail: @tha_rami Alayna Cole: @AlynaMCole Dakoda Barker: @JiroJames David Hollingworth: @CPTHollingworth Jess Zammit: zammitjess
Distinction between playing for work and fun?
We do this because we like games, except for the games we do in fact hate.
Rami: Started making games before he started playing, modding code in simple ways in QBASIC (this is also how I got started).
Alayna: Being paid in neocoins to make people's profiles. Didn't realise until after highschool that coding skills could be used to make games.
(And then I stopped keeping track of who said what)
Took a while to realise it could actually be a job.
Having been a critic changes the experience, doesn't make it less fun just different. Same with reading or watching tv when you're a writer.
Yonder the cloud catcher chronicles: playing to review took away from her enjoyment because she had to get a review done quickly when it's supposed to be played in a slow, relaxing way.
As a creator he’s looking for shortcuts and tricks. Walks back and forth to test out where he thinks a loading point is. "Did you see that cool action scene?" vs "Did you see that cool slow zoom??"
Played intro area of Mario Odyssey. This is so good I’m angry, time to pack up the games industry.
"I wish I could do that"
Used to be a rule never to give 10/10. Now they do it if they just really love a game.
Have to put a game down to play the next one, it’s frustrating.
Criticism doesn't have to be finding flaws but can be figuring out how it works. Creator’s job is to trick the player into believing that the world of the game is real and the plot is important.
What does it mean to you to play games critically?
Looking at the game means looking at the creator. What are they trying to do or say? How do they execute it? Even AAA games have a group of humans behind them.
Rami cheerfully ruined games for everyone eg FIFA goalies perform worst at the end to give more last minute wins. Every game with percentages is lying. If you are told it's 50% accuracy people expect not to lose more than one time in a row. Humans think stuff is "fair" when it's in their favour.
"It's a platformer where you shoot things...about love." How is that mechanic making you feel love?
Bad games can be informative. Earth Defense Force. Defending cities from giant ants. "I want ants. 1000!" "That can't work with the frame rate" "AND LASERS."
Every bit of a game is controlled. Someone chose every detail to be the way it is. Ask why it is the way it is.
Good to question the choices people see as default. "Did you notice every character is a white dude?" Things that are considered important vs things that are just made "the default"
Is there a conflict as both critic and developer? Even the positive feedback made him feel bad, he just focused on any negative aspect. Conscious as a reviewer of not attacking the developer themselves. Still write spiteful humourous reviews, but avoid attacking developer, know there are things they can do better.
Giving feedback is hard. Rather than questioning intent, help them achieve their intent better.
By the time you get most negative feedback, you know about the flaws, have heard about it all before. Let people be angry for three weeks, then fix. Half the time they end up fine with it.
People who play a game a lot will say it's too easy, if you listen to them you’ll make a game that puts off new players.
A player might say "this weapon is too strong" but they mean "the boss is too easy" or "you get the weapon too early". Listen, but not too hard.
Multiplayer game, teams supposed to be balanced, but one team kept winning. Turned out one had louder guns, made them more aggressive so they won.  FEEDBACK IS HARD.
Who you are giving the feedback to makes a big difference. A student, a friend, a developer you want to help, asked to write a snarky review.
Games CAN be fun, but expecting them to be JUST that is reductive. Games can let you feel something, find catharsis.
We are affected by everything we engage with.
Games are part of a wider industry. Pays peoples wages, needs to be looked at critically.
Even if it's just fun for you, someone else might have a different experience from the same game. I won't tell you what games are for you and you don’t tell me what games are for me.
If you're at PAX you spent money to be here, you care.
"just" for fun implies “fun” is not a great value.
Knowing his game helped someone in hospital deal with pain.
If you want to be a good game maker, play lots of games and see how they're made. Keeping a journal of every game he plays.
If you are playing a game and feel something, figure out why.
When giving a student a game, give them a challenge like "explain X to me", so they have guidance, a direction to go in.
Thinking critically in a fun way: fun to write reviews when you're angry. Critical isn't negative, just more active.
You can't force players to engage in any specific way, just make the game and let them do their thing.
Some players will get really angry anyway so just make your game.
Hype can work against you as a reviewer, makes it hard to be objective if the game disappointed you. Can also be hard to say you loved a game if everyone else hated it.
Balance frustration with a sense of achievement. Frustration is a tool, as is a grind. The “random” drops aren’t entirely random: if you haven't gotten anything good in a while it'll give you something nice, and if you get a good drop too early it gets held back. Testing, see how people feel. If people aren't complaining you're doing something wrong. If everyone complains about all classes it's balanced.
Nanojam 3.0: Wacky Live Game Design
Jason Imms, Rami Ismail, Paul Verhoeven, Leonie Yue, Maize Wallin, Lucy Morris
So a little before this started my body went NOPE NOPE NAP TIME, and while I did manage to drag myself in near the end I wasn’t up to taking notes. I had a great time though, it was hilarious. The panel got given silly ideas for games and brainstormed them together, while an artist drew illustrations.
The State of Queer in games
Ashton McAllen @acegiak Saf Davidson @wanderlustin Charlie Francis kennedy @CharliethGfish Alayna Cole @alynamcole queerly represent me Jess Zammit @zammitjess David Hollingworth @cpthollingworth
What have the panelists played in 2017 that was really good queer rep:
Horizon Zero Dawn subtle, sidequests, feels very natural
Tacoma lesbian couple part of the main cast. Very cute, positive and real.
Miss Fisher's Murder Mystery has cute background f/f couple.
Life is Strange Before the Storm isn't very gay yet but is going to be.
Mighty Games added queer couple to the background of Charming Rooms, support for marriage equality in update in Shooty Skies. Good place to work, big "Vote Yes" sign on the window.
Dream Daddy: lets you choose your previous partner and how child was born, cool as an adopted person. (Also makes it easier to play trans character)
Pyre: choose pronouns
Lady Killer In A Bind lets you skip sex scenes, has an option in the menu you can change at any time. 
Night in the Woods. Background m/m couple.
Little moments that people enjoyed:
Heartstruck app dating sim (you ate the daughter of a president) LI actually SAYS she is bi. (not sure if the same as Lovestruck?)
Hacknet Labyrinths: Incidental queer content is good, rather than PLOT TWIST THEY'RE TRANS.
Criminal Case Pacific Bay: Background f/f in a hidden object game.
Recs from audience:
Overwatch made Tracer a lesbian, but only in extended content. In that case not so bad because of the nature of the game. All back stories are extended content (compare to harry Potter). She has a line in the game where she mentions her girlfriend.
Tides of Torment Numenara: 2 body types and 3 pronouns.
Stumbling blocks and salt:
Mass Effect Andromeda: had trans character tell you her deadname. At least they fixed it.
Where are the explicitly ace and bi characters??
Lost phone turns out to be owned by trans woman, feels really vouyeuristic, inspiration porn. No agency or voice.
Why isn't there more incidental queerness??? So easy!!
Don't rec stuff to us JUST because it's queer if it's not something we'd enjoy. 
Only representation is aliens and robots.
Even in most games with incidental queerness it's a tiny drop in a sea of heteronormativity.
South Park lets you pick your gender etc and you get attacked for whatever it is. The fact it happens to cis people won't make it less awful for trans characters. Game designers need to talk to people with diverse POVs and have diverse teams.
Why not 3 body types, or sliders? Saints Row is the bar.
Encountered none as a reviewer of AAA games over 2017 (was playing as a dude in Mass Effect Andromeda and got bored before encountering any queer content)
Can make Shelob a sexy woman but not add queerness to Tolkein??
Annoyed that it's SO notable that a character has a gender neutral pronoun option.
As a trans person I am escaping my shitty life as a trans person, I don't need that in a game.
List of demands:
Gender neutral pronoun options if there’s a gender/pronoun choice. Charlie will help you.
Bisexual anything.
Asexual humans.
Robots having sex.
Incidental queers.
Explicitly non binary characters, not necessarily androgynous.
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barbosaasouza · 6 years
Text
Play With Gilbert Developer Talks Game Design With His Daughter
The world of game design is tough. You have to keep functionality, integrity, and entertainment value in balance for a great concoction. Now, try mixing in the imagination of a child and their wild ideas - maintaining that balance is a whole lot trickier!
Joure Visser is the developer for a game called Play With Gilbert, in which players play as cat who explores and collects fish, which has evolved for the better from his daughter's suggestions. In an interview with IndieGames.com, he talks about the challenges of designing with his daughter's requests, the bond formed over the game's development, and where Play With Gilbert will go in the future.
Play With Gilbert was a creation made by you for your daughter, and is ever-evolving with her feedback and requests. What sort of things does she ask for? How do you take these requests and translate them into your game?
Early on, I determined that my Xbox 360 controller would be the input device. The first problem I faced was creating a control scheme/layout that she was comfortable with after seeing her struggle trying to work two thumbsticks at the same time, which is a lot to ask for a kid her age. I was able to create an effective enough control scheme where the camera would turn with the character, making her be able to control Gilbert using only one thumbstick. While I wasn't a big fan, I noticed she was able to instantly move the kitty around and she started exploring. Mission accomplished!
What challenges have you faced in turning a child's desires into a game? In following someone else's design ideas and mingling them with your own development experience? Development went pretty smooth in most ways. I roughly know what she'll like (in general), but there have been times where I thought she'd love something and she didn't, and something I put lesser thought into would turn out to be something she loved. She loves slides, for instance, so I added a few more of them and I want to add even more, longer, more extravagant ones at that.
The real challenge is trying to implement something which is really just out there. She wanted a flying kitty, but I never intended that kind of freedom. So, while I'm currently overhauling the game, I am prototyping these kinds of features to see if I can at least have something along those lines in there.
I currently have two ideas in my head for two different powerups: a jetpack/rocket. These will allow for more forward thrust to cover longer distances. I'm also thinking of a glide mechanic so you can glide down and reach places you might not otherwise be able to.
The biggest challenge so far, though, has been making sure she is able to reach the win states in every level. As long as she was capable of doing that, I knew that it was doable and therefore, in theory, would make the game have the correct difficulty, at least for my target audience.
Have you had to turn down any of your daughter's requests? Constantly. While I will always try to listen to her requests ("Can the kitty drive the car, daddy?"), most of the time I won't be able to purely because of my own limitations, or because her request is at stake with any sense of gameplay, balance, etc. However, I was testing a new jump feature one day and it ended up propelling the kitty towards the sky, hitting the invisible ceiling and making it look like he was flying. The obvious question followed: "Can you make the kitty fly, daddy?".
Obviously, it's possible, but I've had no experience, yet, with flying characters at the time. However, as I mentioned above, I am at this very point in time testing a possible rocket/jetpack feature because I know it'll make my daughter have fun, and while testing I can see some fun possibilities with it. Another idea I want to prototype is giving the kitty a wing accessory which lets him/her glide down gently. In other words, she made me think about power-ups. So, in this case, I had to turn her request down initially, but I am able to surprise her soon with this new ability. :)
As your daughter grows older, have her suggestions and playstyle evolved? Does she make more detailed requests? Is it tricky to try to fulfill the new requests?
It's one of the reasons that Play With Gilbert (Gilbert) is still evolving. While I want to keep the same entry bar for other kids her age, I do feel the lack of more challenging gameplay elements, and I see a lot of fun new ways to re-use existing assets.
As long as there's new thing for her to discover, she'll come back to the game - certainly once I'm done with the new revamp that I'm working on. For instance, the entire character movement has been updated. The two thumbsticks are back, yet the character can still be controlled through one thumbstick. On top of that, the character moves so much more intuitively now, too, making Play with Gilbert all that much better a game to introduce kids to platform games.
What are some observations you made of her style that helped influence design?
Well, I decided to make Gilbert an open world sandbox type of game because she loves to explore and just run around. She was new to games so simplicity was key. I wanted to avoid anything overly complicated. In the end, as long as she could get the fireworks to play, I was happy. Her love for animals was also a major influence. Other than that, I would say I just wanted to create a world that wasn't overly cartoony, but still bright and cheerful.
You've gotten feedback from other players - an older audience (some of which are enjoying with their children) - and you've stated you'd like to revamp the game to incorporate that feedback. Will the target audience change with this revamp to allow parents to enjoy the game with their children? How so/not?
I am currently working on Gilbert 2.0. This will feature all new levels made from the ground up with more verticality and a lot more traditional gameplay in mind. You will now have to collect the correct number of fish to be able to unlock new areas, and each new area is also filled with fish to collect. I got inspired a lot by Mario Odyssey, so expect some influence from that game to work its way into Gilbert.
I also am adding new accessories, some in the form of powerups. Think of a jet pack or cute angel wings that will make your kitty glide down in grace. Well that's the plan. Besides the rocket, I am still prototyping these new mechanics.
I'm entertaining the idea of giving the kittens a lot more personality and their own names, as well as see if I can play around with funny little symbols and icons to visualize their mood or emotions. Maybe do so through spoken text dialogues, and give them random points of interest in a map. So, they might switch from playing ball to go meet up with a friend or just roam around, for instance.
The idea is to re-build on the foundation of the original game while completely revamping the entire game at the same time. From what I've seen so far in the new map, she's having a blast and that's without half of the new changes being implemented yet.
The thing with having a community is picking out things that should've been obvious, but because I am human, I didn't pick up on them. It's also because my daughter was at the helm and I didn't intend to sell Gilbert at the time. I will always try to listen to people as much as I am able to, but I will also always follow my own vision. That's why I prefer a fluid and organic approach. I can always change my mind, or work an awesome idea into my game thanks to feedback.
I am certainly not changing the game's demographic or target audience; I am simply noticing them and I am doing my best to also cater to them as well. I am just not sacrificing what Gilbert is at its core just to cater to a larger audience. Instead I am adding that layer into the game in a way that young and old can enjoy them.
I was surprised to see the number of older people playing the game, and it felt like I made a mistake. I still feel I have, but I am inexperienced in this area, haha.
What do you find that children value the most in their games?
I can't say much about other kids - age also matters - but for my daughter I noticed she valued freedom the most. So, some of the new levels should be more spacious. That, and just being able to interact with things. So I am trying to do a bit more with that too.
I also noticed that, despite adding more gameplay, features, etc, she will more often than not simply ignore all that and just have fun. Running around without a goal in mind and just do stuff. I want to keep that ability in the game as much as possible.
Is it easier to develop for children or adults? How so/not?
In my case, so far, I haven't felt much of a difference. I mean, Gilbert was never planned. Unlike my main project, which is a more mature adventure game, I haven't felt that much difference. I do like to hear about other parents opinions and how their kids enjoyed the game.
I think that if you have fun making the game and it's an honest game, people will enjoy playing it. They will pick up on your dedication and the care you put into it. As long as they had a good time, I'm happy. That is the end goal.
Do you feel you've grown closer to your daughter over the course of making the game together? What has this work done for your relationship with her?
A ton. I hope I can keep doing this and bring her onto the next game I'll make for her. I got to learn a lot about the kind of person she is. Little things that'll go on to define her personality in large or small ways. It's also funny to discover certain traits that she got from me. Just simply observing the way she goes about things, I see myself in a lot of things she does when I was smaller.
Luckily, I have a strong relationship with her, and having done this has added another layer to it. I used to do stuff with my mom a lot when I was growing up. My dad had to work a lot. He'd gotten into an accident when I was 5. He's been disabled since then. While I have a strong bond with my dad, we missed out on so many things because of that.
My daughter is turning five in a few months, and I'm glad I have a bond with her. While I work long days, I do take time off here and there to spend time with her and my wife.
I urge every parent to do something with their kid to try and get them involved a little bit with what you do, if possible of course. I make games. It's easier for me to share with her. I guess maybe that's a perk of being a developer and a father. ;)
youtube
You can purchase Play with Gilbert on Steam here! You can also follow the developer on Twitter and YouTube!
Play With Gilbert Developer Talks Game Design With His Daughter published first on https://superworldrom.tumblr.com/
0 notes
kayawagner · 6 years
Text
Play With Gilbert Developer Talks Game Design With His Daughter
The world of game design is tough. You have to keep functionality, integrity, and entertainment value in balance for a great concoction. Now, try mixing in the imagination of a child and their wild ideas - maintaining that balance is a whole lot trickier!
Joure Visser is the developer for a game called Play With Gilbert, in which players play as cat who explores and collects fish, which has evolved for the better from his daughter's suggestions. In an interview with IndieGames.com, he talks about the challenges of designing with his daughter's requests, the bond formed over the game's development, and where Play With Gilbert will go in the future.
Play With Gilbert was a creation made by you for your daughter, and is ever-evolving with her feedback and requests. What sort of things does she ask for? How do you take these requests and translate them into your game?
Early on, I determined that my Xbox 360 controller would be the input device. The first problem I faced was creating a control scheme/layout that she was comfortable with after seeing her struggle trying to work two thumbsticks at the same time, which is a lot to ask for a kid her age. I was able to create an effective enough control scheme where the camera would turn with the character, making her be able to control Gilbert using only one thumbstick. While I wasn't a big fan, I noticed she was able to instantly move the kitty around and she started exploring. Mission accomplished!
What challenges have you faced in turning a child's desires into a game? In following someone else's design ideas and mingling them with your own development experience? Development went pretty smooth in most ways. I roughly know what she'll like (in general), but there have been times where I thought she'd love something and she didn't, and something I put lesser thought into would turn out to be something she loved. She loves slides, for instance, so I added a few more of them and I want to add even more, longer, more extravagant ones at that.
The real challenge is trying to implement something which is really just out there. She wanted a flying kitty, but I never intended that kind of freedom. So, while I'm currently overhauling the game, I am prototyping these kinds of features to see if I can at least have something along those lines in there.
I currently have two ideas in my head for two different powerups: a jetpack/rocket. These will allow for more forward thrust to cover longer distances. I'm also thinking of a glide mechanic so you can glide down and reach places you might not otherwise be able to.
The biggest challenge so far, though, has been making sure she is able to reach the win states in every level. As long as she was capable of doing that, I knew that it was doable and therefore, in theory, would make the game have the correct difficulty, at least for my target audience.
Have you had to turn down any of your daughter's requests? Constantly. While I will always try to listen to her requests ("Can the kitty drive the car, daddy?"), most of the time I won't be able to purely because of my own limitations, or because her request is at stake with any sense of gameplay, balance, etc. However, I was testing a new jump feature one day and it ended up propelling the kitty towards the sky, hitting the invisible ceiling and making it look like he was flying. The obvious question followed: "Can you make the kitty fly, daddy?".
Obviously, it's possible, but I've had no experience, yet, with flying characters at the time. However, as I mentioned above, I am at this very point in time testing a possible rocket/jetpack feature because I know it'll make my daughter have fun, and while testing I can see some fun possibilities with it. Another idea I want to prototype is giving the kitty a wing accessory which lets him/her glide down gently. In other words, she made me think about power-ups. So, in this case, I had to turn her request down initially, but I am able to surprise her soon with this new ability. :)
As your daughter grows older, have her suggestions and playstyle evolved? Does she make more detailed requests? Is it tricky to try to fulfill the new requests?
It's one of the reasons that Play With Gilbert (Gilbert) is still evolving. While I want to keep the same entry bar for other kids her age, I do feel the lack of more challenging gameplay elements, and I see a lot of fun new ways to re-use existing assets.
As long as there's new thing for her to discover, she'll come back to the game - certainly once I'm done with the new revamp that I'm working on. For instance, the entire character movement has been updated. The two thumbsticks are back, yet the character can still be controlled through one thumbstick. On top of that, the character moves so much more intuitively now, too, making Play with Gilbert all that much better a game to introduce kids to platform games.
What are some observations you made of her style that helped influence design?
Well, I decided to make Gilbert an open world sandbox type of game because she loves to explore and just run around. She was new to games so simplicity was key. I wanted to avoid anything overly complicated. In the end, as long as she could get the fireworks to play, I was happy. Her love for animals was also a major influence. Other than that, I would say I just wanted to create a world that wasn't overly cartoony, but still bright and cheerful.
You've gotten feedback from other players - an older audience (some of which are enjoying with their children) - and you've stated you'd like to revamp the game to incorporate that feedback. Will the target audience change with this revamp to allow parents to enjoy the game with their children? How so/not?
I am currently working on Gilbert 2.0. This will feature all new levels made from the ground up with more verticality and a lot more traditional gameplay in mind. You will now have to collect the correct number of fish to be able to unlock new areas, and each new area is also filled with fish to collect. I got inspired a lot by Mario Odyssey, so expect some influence from that game to work its way into Gilbert.
I also am adding new accessories, some in the form of powerups. Think of a jet pack or cute angel wings that will make your kitty glide down in grace. Well that's the plan. Besides the rocket, I am still prototyping these new mechanics.
I'm entertaining the idea of giving the kittens a lot more personality and their own names, as well as see if I can play around with funny little symbols and icons to visualize their mood or emotions. Maybe do so through spoken text dialogues, and give them random points of interest in a map. So, they might switch from playing ball to go meet up with a friend or just roam around, for instance.
The idea is to re-build on the foundation of the original game while completely revamping the entire game at the same time. From what I've seen so far in the new map, she's having a blast and that's without half of the new changes being implemented yet.
The thing with having a community is picking out things that should've been obvious, but because I am human, I didn't pick up on them. It's also because my daughter was at the helm and I didn't intend to sell Gilbert at the time. I will always try to listen to people as much as I am able to, but I will also always follow my own vision. That's why I prefer a fluid and organic approach. I can always change my mind, or work an awesome idea into my game thanks to feedback.
I am certainly not changing the game's demographic or target audience; I am simply noticing them and I am doing my best to also cater to them as well. I am just not sacrificing what Gilbert is at its core just to cater to a larger audience. Instead I am adding that layer into the game in a way that young and old can enjoy them.
I was surprised to see the number of older people playing the game, and it felt like I made a mistake. I still feel I have, but I am inexperienced in this area, haha.
What do you find that children value the most in their games?
I can't say much about other kids - age also matters - but for my daughter I noticed she valued freedom the most. So, some of the new levels should be more spacious. That, and just being able to interact with things. So I am trying to do a bit more with that too.
I also noticed that, despite adding more gameplay, features, etc, she will more often than not simply ignore all that and just have fun. Running around without a goal in mind and just do stuff. I want to keep that ability in the game as much as possible.
Is it easier to develop for children or adults? How so/not?
In my case, so far, I haven't felt much of a difference. I mean, Gilbert was never planned. Unlike my main project, which is a more mature adventure game, I haven't felt that much difference. I do like to hear about other parents opinions and how their kids enjoyed the game.
I think that if you have fun making the game and it's an honest game, people will enjoy playing it. They will pick up on your dedication and the care you put into it. As long as they had a good time, I'm happy. That is the end goal.
Do you feel you've grown closer to your daughter over the course of making the game together? What has this work done for your relationship with her?
A ton. I hope I can keep doing this and bring her onto the next game I'll make for her. I got to learn a lot about the kind of person she is. Little things that'll go on to define her personality in large or small ways. It's also funny to discover certain traits that she got from me. Just simply observing the way she goes about things, I see myself in a lot of things she does when I was smaller.
Luckily, I have a strong relationship with her, and having done this has added another layer to it. I used to do stuff with my mom a lot when I was growing up. My dad had to work a lot. He'd gotten into an accident when I was 5. He's been disabled since then. While I have a strong bond with my dad, we missed out on so many things because of that.
My daughter is turning five in a few months, and I'm glad I have a bond with her. While I work long days, I do take time off here and there to spend time with her and my wife.
I urge every parent to do something with their kid to try and get them involved a little bit with what you do, if possible of course. I make games. It's easier for me to share with her. I guess maybe that's a perk of being a developer and a father. ;)
youtube
You can purchase Play with Gilbert on Steam here! You can also follow the developer on Twitter and YouTube!
Play With Gilbert Developer Talks Game Design With His Daughter published first on https://supergalaxyrom.tumblr.com
0 notes