VA-11 HALL-A (they did a really good job of making themselves unsearchable; alt title is "waifu bartending") is a more-animated-than-usual VN where the player's agency is mixing drinks for people as a bartender in a cyberpunk bar. Different drinks, different conversations. There are other similar mechanics in different intermission scenes throughout the game. I like the mechanic and I like the focus of the story (here's a dystopia, but this is about talking to people who live in this dystopia and happen to be visiting your bar). The main page there links the devs' Twitter accounts (@sukebangames has the most game-relevant content) but the blog is also good for browsing and learning more (and looking at pretty sprite art, of course).
Still haven't even figured out how to unlock Rebel
You have to loop.
Welp.
Goodbye, Rebel. I shall see you again never.
The final release will probably keep this requirement, but until they do the final release, youcan just press the "UNLOCK ALL" button on the main menu.
Know your lines? Of course you know your lines! But I don't want to just hear your lines...I wanna hear what's in YOUR SOULS!!
He also doesn't like OpenTTD because Transport Tycoon Deluxe was fine as is according to him.
I appreciate him for what he did and coding something in assembly like that takes some serious skill, but that's a pretty low blow considering that TTD has some stuff that was streamlined by OpenTTD.
Discovery: Golden Crossbow and Golden Shotgun are all sorts of cool in terms of starter weapons.
Also, two more sightings of the Nuclear Throne as YV. I thought I had resolved the 'not enough ammo' thing. I have not.
I just jump allll over the ammo mutations. Open Mind is real nice, since it also helps you get the bigger weapon chests more often.
Keep in mind that, when opening ammo chests, the ammo you get is for the weapon you currently are wielding. Also, if you find a weapon whose ammo category is basically full and one of your weapons is basically empty, do consider switching for it, even if said weapon isn't great. If you get the right mutations, YV can compensate for said weapons' crappiness (or, worst case scenario, you just lean on it for undemanding situations.), and it's almost always better to have something you can use than to hope for ammo for something more effective.
Been playing Shadowrun: Hong Kong. It's basically Dragonfall, but bigger in pretty much every way, which I have no complaints about. The writing is still great too. In particular, there's Racter, one of your party members, who at first mostly seems to be a slightly mad transhumanist engineer.
(Note, due to how SR's storytelling works, this is unfolds over the course of like, five missions. You only get small tidbits after each run.)
Early on in his storyline, Racter explains that he believes the limitations of essence can be surpassed (in Shadowrun, everytime you install cyberware, you are essentially ripping out part of your soul, signified by essence. Get to 0 and... really nasty stuff happens.) Later on, he reveals that he was cut in half during an accident, and that he is actually cybernetic from the waist down. He states that this has had no effect on his essence, and that he believes this to be due to his (self-admitted) psychopathy, and that therefore, psychopathy is the next step in human evolution, allowing us to break our limitations in regards to cybernetics.
Throughout it all, the writing absolutely nails just how unsettling it actually is to talk to a guy like this, and I love it. Also the game gives you the option to flat out say "Actually, no, that sounds terrifying.", which is always nice.
Know your lines? Of course you know your lines! But I don't want to just hear your lines...I wanna hear what's in YOUR SOULS!!
Brawl was okay but the adventure mode was bad
Also I wasn't fond of the music sometimes being "multiple rearrangements of the main theme" including the target test music which wasn't as great as the music from Melee
I'm not really big on Battletech's story but if someone's gonna animate some Battleteching and maybe make us an online client, I'm all up for that. The setting's tech is a ton of fun to play with.
(If you want to play Battletech online, you can already do this, of course, but. a fancy and official client is always nice!)
it is a pretty awful name, lol. they did it because they figure it'd be better for search engines but it turns out -s are used by google, etc. to exclude words from searches.
I mean if you put it in quotation marks you'd get it anyway. but it's ridiculous
Playing Monster Hunter 4. I really, really want to like it, because it does a lot of things right in a way that not a lot of other games try to. And I'll admit it's the first Monster Hunter game I've played, so part of my frustration is learning curve. But it's difficult to get over how unnecessarily slow almost everything is.
Like, swinging oversized weapons around at a somewhat believable speed or taking believable time to recover from getting knocked across the goddamn room is one thing. Great, it conveys a sense of power and makes a good strategic gimmick. What annoys me is how even basic shit like harvesting resource nodes or using items is artificially stretched out with either superfluous animations or making you do it several times.
I duck around a corner to take one second to quaff a potion that refills half my health. It would be great if it ended there. But then I get pasted anyway, because after the heal goes off, I spend two more seconds flexing my pecs and busking like a fucking swan for no goddamned reason except to artificially extend the length and risk of the animation.
Or having to (SLOWLY) sheathe your weapon to use items at all. I'm homo goddamned sapiens. I have two hands, and if I'm using one of them to fish around in my Rob Liefeld pouches I have a perfectly serviceable floor to rest my heavy weapon against.
Or how ranged classes almost can't carve monster loot at all because half of them fade before you can (SLOWLY) put the weapon away and run up to the corpse. I end up having to take my big-ass folding sniper rifle to melee range and risking the terrible D-pad quick-aim (why does this not use the circle pad?! You already have to stand still to quick aim because your left hand doesn't have two fucking thumbs!) when I want to come out with any loot. Sometimes I still can't get the carve off if I was delayed for even a second between the final shot and putting the gun away (like reloading), and the corpse fades in the middle of the obnoxiously long harvest animation, which of course cancels your loot.
Game design notion I resent: Unilateral hatred of cutscenes/noninteractive segments
Cutscenes are a *tool.* Many games use them wrong. But there is a time and place for them. People bag on Final Fantasy, but most of them are turn based RPGs, and I have a hard time coming up with a game genre that could be more justified in using cutscenes, except maybe visual novels.
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I hope it gets an English release.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Keep in mind that, when opening ammo chests, the ammo you get is for the weapon you currently are wielding. Also, if you find a weapon whose ammo category is basically full and one of your weapons is basically empty, do consider switching for it, even if said weapon isn't great. If you get the right mutations, YV can compensate for said weapons' crappiness (or, worst case scenario, you just lean on it for undemanding situations.), and it's almost always better to have something you can use than to hope for ammo for something more effective.
I have, thankfully, never encountered this.
(Note, due to how SR's storytelling works, this is unfolds over the course of like, five missions. You only get small tidbits after each run.)
Early on in his storyline, Racter explains that he believes the limitations of essence can be surpassed (in Shadowrun, everytime you install cyberware, you are essentially ripping out part of your soul, signified by essence. Get to 0 and... really nasty stuff happens.) Later on, he reveals that he was cut in half during an accident, and that he is actually cybernetic from the waist down. He states that this has had no effect on his essence, and that he believes this to be due to his (self-admitted) psychopathy, and that therefore, psychopathy is the next step in human evolution, allowing us to break our limitations in regards to cybernetics.
Throughout it all, the writing absolutely nails just how unsettling it actually is to talk to a guy like this, and I love it. Also the game gives you the option to flat out say "Actually, no, that sounds terrifying.", which is always nice.
Also I wasn't fond of the music sometimes being "multiple rearrangements of the main theme" including the target test music which wasn't as great as the music from Melee
(If you want to play Battletech online, you can already do this, of course, but. a fancy and official client is always nice!)
EDIT: lol oops prior page post
EDIT EDIT:
also: good throne music
c leaderboards for my daily
Edit: Within 10 mintues of me saying this, I finally got a claim.
I mean if you put it in quotation marks you'd get it anyway. but it's ridiculous
The music in this game is endearingly obnoxious.
Cutscenes are a *tool.* Many games use them wrong. But there is a time and place for them. People bag on Final Fantasy, but most of them are turn based RPGs, and I have a hard time coming up with a game genre that could be more justified in using cutscenes, except maybe visual novels.
Also it's not like they could possibly fit ALL story stuff into in-battle dialogue.
i do prefer cutscenes to be skippable, and in-game storytelling is a nice trick if you can pull it off, but i've never disliked cutscenes in principle
games can tell stories, sometimes story even adds to the game, and cutscenes are a storytelling device; i see nothing wrong with that