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Radiant Arin

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Radiant Arin last won the day on January 15 2016

Radiant Arin had the most liked content!

About Radiant Arin

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  • Birthday March 27

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  1. I'm apparently the leader for the most amount of liked content for 5 days in a row or something.

  2. OMG

    Hello. Don't know who you are but welcome back regardless.
  3. Hmm, looking back on it now, I realized there was a lot of stuff I missed when I first played the game, including all the special interactions including talking to cupboards and learning about bread. I think it's admirable that you're looking back now and deciding to make your project better. Most people quit after their initial attempt flops, but props to you for sticking with it. Maybe I'll be able to get past the first boss this time around, ehh? -.^ Also, you have a very cute voice. ^//^
  4. WARNING: The following review contains sensitive material, including but not limited to, sexual innuendos, nudity, and tig biddies. If any of the following scenarios offends you or simply cannot stand these sorts of things, or if you are a lolSJW, please pass this review up. Otherwise, go straight ahead and look at your own discretion. You have been warned. This is in big bright red letters to tell you that you have been warned. Valkyrie Drive -BHIKKHUNI- is the newest hack n' slash created by the wondrous and illustrious people who made the Senran Kagura series. I...use that term loosely. More like perverts. Replace people with perverts. Anyways, Valkyrie Drive breaks off from the traditional hack n' slash route that the previous games had and replaces it with a more fluid, engaging, and....perverted style of combat. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria. Story: I wish I could say something about the story except big tiddies. Actually, the game is kind enough to let you know the entire plot of the story in the most boring way possible: tell, don't show. So because all of these girls miraculously got infected with a virus that turns them into lethal weapons, they have been "sent" to various islands which were built in order to "cure" the disease. One of the islands, named Bhikkhuni, acts as both a typical high school environment coupled with a beach resort-esque feel, along with training grounds for combat. The story opens with two girls. Yes, they're all girls in this game. The game follows Rinka and Ranka Kagurazaka, who have just arrived on Bhikkhuni and are being treated for their infection, which the inhabitants of Bhikkhuni call "V-Virus". The "V-Virus", in short, allows girls in their teens and twenties to tap into their potential and their feelings to create weaponry in combat. Or just use it as an excuse to get naked. Unfortunately, Rinka is a fucking clutz and loses the boarding passes after they arrive on Bhikkhuni, so now they must fight their way through local hoards of defensive robots in order to showcase their skill. After that, you'll get two more characters who join you: Mana Inagawa and Momo Kuruzyu. The former we like, the latter we hate. After that, the director of the island, who also has big tiddies, comes to greet the four girls who are conversing. It's here that the story kind of takes off, as the Director tells the girls that they have a special strain of the "V-Virus", known as the "VR-Virus". The director also then explains to the girls that there are other inhabitants on the island who have the same strain of virus as they do, and that there is no cure to the "VR-Virus". As of yet. However, one of the ways the director suggests of coping with the virus to fight other girls who host the same virus. So yes, we have a bunch of scantily-clad chicks fighting each other on a daily basis. Sounds like every boy's dream. As the girls train, they come across the Four Pillar Gods, each representing a different integral part of a fighter. There's Kongo, who represents Strength, Gauzongo, who represents Technique, Dai-somethingorotherIcan'trememberallthesegoddamnnames, who represents Vitality, and then at the top of them all is...you know what, I'm just gonna call it Red Dragon because I can't be bothered to remember all these goddamn names. We're just calling them Stony Girl, Red Dragon Girl, White Tiger Girl, and then Green Dragon Girl at the very top. And yes, they're all girls. There are then three more other girls that make an appearance in the story. There's Viola (we hate her), Manpakumaru, who is a ravenous glutton and eats all of the food in sight (we hate her), and Koharu, which is the head of pretty much the "Student Council" on the island (we're iffy about her, she seems cool but she seems like too much of a badass to be goodie goodie two-shoes). That pretty much, more or less, explains the plot of the story. Some of the girls have their own intentions as to their way of expelling the virus from their body, whether it be backstabbing their closest friends in order to be recognized in terms of power, or just rising quickly through the ranks of the society on the island. Also, you'll never guess which one the older one is. Go ahead, I dare you. So, story. .....Boobs. Lots and lots of oppai. Overall: 6/10. Gameplay: This is where most of the magic happens. As I said, Valkyrie Drive is a hack n' slash that follows the same formula as the previous games in the franchise, Senran Kagura. However, when I first got into fighting, I was actually surprised at how many different mechanics and options there are in combat. Different from Senran Kagura and the games before it, the combat feels much more fluid and much more "flashy" (that wasn't a double entendre I swear) than the previous two Senran Kagura games. You kill stuff with X and Y, and you can chain together various attacks and combos with those buttons. Nothing special really, right? Then we get into some more complex features of the game like Launcher attacks with B, dashing in combat by holding down A, and being able to chain together attacks in different fashions according to how you dash. Like for example, using a Piercer Attack (holding down B )and then Phantom dashing (Holding down A) and then using a Piercer Attack again will result in something called a Phantom Strike, which will increase your Attack temporarily. In the same manner if you Launch someone, Phantom Dash to them, and then press Y for what they call a Spike Attack, you'll do a Phantom Fall, which then increases your Movement Speed slightly temporarily. There's a lot of interesting mechanics in the game. As I said before, combat is really really enjoyable and fun. Probably one of the best parts of the game so far. Each character that I have played as up until this point (except for Viola, Manpukumaru, and Koharu) all have their own individual quirks and combos and toolkits in combat that make them stand out from the other girls. Except for Ranka, who we all know is Yozakura. I mean, look at those goddamn fists. The Lock-On mechanic is great. It tracks your opponent where you actually want to track your opponent, which is great in a fast-paced game like this. There's a lot of enemy variety in the game: you'll have annoying enemies that stay permanently floated up unless you Phantom Dash to them and Spike their flat asses out of the air. Then you have enemies who create defensive bubbles around themselves and other enemies that you first have to deal with if you want to stand a chance of doing damage. And all in all...it just feels so flashy and ridiculously sexy. In this game, you take two girls with you into combat. One is called your Liberator, which does all the fighting, and the Extar, who provides backup benefits in essence and allows you to "Drive". By the way, I've been driving since I was 19 so I never took the tutorial on how to Drive. Big mistake actually, when I got my ass pummeled into the wall trying to beat an enemy character who used Drive. Anyways, Drive is an important mechanic because, not only does it boost your Liberator's combat prowess, it also makes your Extar strip clothing based on how high your Drive Gauge is with them. There's First Drive which is ehh, Second Drive where they tear their clothing, Third Drive where they strip to lingerie, and Final Drive where they are.....yep, completely naked. In the interest of keeping this somewhat PG-13, I'm gonna go ahead and omit any kind of imagery that details that. But Drive animations look cool and the end result is badass. So as is a trademark in Senran Kagura games, the more girls fight, the more their clothing gets ripped off. The first stage is their clothing being torn, the second stage is being stripped down completely to lingerie, and then, if you finish your opponent off with a special move, called a Drive Burst, makes them completely naked. Their Liberator AND Extar. So the following actually contains sensitive material just to show you how you can accomplish that. It's actually really quite funny but you've been warned. Anyways, finishing this section up, because you know, we have to get ourselves cleaned up after all that fighting, ahem... There's actual bosses. And there's actual strategy involving these bosses. Crazy, right? Definitely something you wouldn't expect from a hack n' slash game, since the principle is to break a certain button on your controller until you win. But there's actually a lot of depth and strategy concerning these boss battles where you can't just simply bum rush the enemy and expect to win. You have to whittle them down first, or activate a certain mechanic, or do a certain something before you can even attempt to engage them. It's really refreshing and a break from the monotony of "Mash X to win" kind of playstyle. In the main menu of the game, you can interact with the different characters and give them hearts. You can also change their outfit in the Dressing Room and..."play" with them (No really, it's an actual thing I'm not lying). Depending on how many hearts you've gotten you can strip more clothing off from them until eventually they get to the point of being nude. But like I said, I've decided to omit that kind of imagery in the sense that I want to keep this review a little bit tasteful. There's a shopkeeper where you can spend the money you acquire in battle, called Points, on various CG images, music, costumes, or....lingerie. Oh, and they brought back the lingerie lottery from the previous two games and made it SOOOOOO much better. The fact that it now isn't entirely luck-based and more based on "press the button in the middle of the bar" makes grinding for achievements in Valkyrie Drive so much less painful, especially when you want to get all the lingerie in the game. Aside from that, big tiddies. The gameplay portion, despite it following the formula of a typical hack n' slash game, brings some new forefront to the table and interesting mechanics to spice up combat and make it feel refreshing and not-so-tedious. I'm sure we're all tired of mashing the same button in order to win, so you want to mash those girls, right? RIGHT? ... Overall: 9/10. Quality: Oh, I'll tell you about Quality, alright. Anyways, the art style is strictly incredibly familiar to me. It's the same artist who did all of the artwork for the fighters in Blade Arcus. I can't remember the name of the guy but that style of art is very very similar and I'm 99% sure it's the same guy. I'll go back and edit it later. Which is refreshing because in Senran Kagura, everyone looked like a plastic doll with big tiddies on them. Now, characters actually have personality and feeling and I swear that also wasn't a double entendre. The art is nice. CGs are nice and colorful and they all really work well together. The game also has one of the best opening songs I've heard in a game in like a millennia. And I'm not usually a fan of Japanese music, but this music is incredibly good. The anime opening for the game is also one of the most orchestrated and beautiful pieces that you would expect from a game about big anime tiddies and girls fighting each other. Character voices are all great and the VAs all match the particular personalities of all the girls. So far. Also, we still hate Manpukumaru because she sucks. And we still also hate Momo because edginess in 2017 LUL. So overall, yes, I'd say the Quality hits the mark with flying colors. In more ways than one. Overall: 9/10. I'm actually gonna skip Replayability in this review simply because I haven't beaten the game yet, so I can't accurately represent if the game has Replayability value or not. From a hack n' slash perspective, however, after you beat a stage with the opening pair, you can go back and play it again with characters that you want to play in case you want to grind EXP points for their particular stats, or just like seeing that particular girl strut her stuff. Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not. Would I recommend this game?: It has big anime tiddies. Of course I would. Best game 2017. Ahh, I jest. it's not certainly the best but from the first couple of hours that I've played it's actually quite good. Everything about the game just feels so damn sexy and the graphics are actually quite a step up even from Senran Kagura, which already boasted pretty good graphics at the time. With this being a PS4 port, it's surprising they actually managed to keep the rigidity and sharpness of every single texture in the game. The game has polish, lots and lots of shiny oil-ahem, I mean polish, that makes the game incredibly good and worth considering, if you don't mind the constant tig biddies on your screen and aren't afraid of those sorts of things. This is the first time I've actually done a review for one of these sorts of "questionable" games so let me know how I did. Overall rating of the game: 8/10. A good game.
  5. So if you're all wondering where I've been, I've actually not been working on my RPG Maker project. Or my fighting game project. Or actually any of that. I've been working working. Like, real life job. See, as a part time job (which I'm trying to get as full time, but lol the place I work at sucks), I do manual labor and help people out in case they can't lift any heavy stuff. And I push carts. Which literally an 11 year old can do. But that's besides the point. Over the last two or so weeks, I was working constantly, nailing down at least 40 hours a week and coming home completely exhausted, and then restarting the process over in the morning. It has been a hellish two weeks but when you get paid 12.50 (plus an extra 2.50 on weekends), it really adds up to a surprising paycheck. All of that money has been going towards a new computer. It's one that I built recently with the help of my Dad. And let me tell you...I have never been more overjoyed to run Bayonetta at 60 FPS when this laptop (that I am currently typing on now) can barely handle it at 1 FPS. Here are the specs for the computer: CPU: AMD RYZEN 5 1500X 4-Core 3.5 GHz (3.7 GHz Turbo) (so basically top of the line processor from AMD) Motherboard: ASUS Prime X370-Pro (so basically the top of the line Motherboard that supports Ryzen) Graphics Card: EVGA GeForce GTX 1060 3GB (Actually not terribly top of the line but still gets the job done) RAM: G.SKILL FORTIS Series 16GB (2 x 8GB) (32 GB is way too much but 16 is the perfect amount) Power Supply: EVGA 600 B1 100-B1-0600-KR (Probably not important because who cares) Hard Disk Drive: WD Black 2TB Performance Desktop Hard Disk Drive Tower Case: Fractal Design Define R5 Black Window Silent ATX Midtower Computer Case Monitors: 2x AOC - 21.5" IPS LED HD Monitor - Black Mouse and Keyboard: Some el cheapo Microsoft crap that was like $20 Headset: Logitech H390 USB Headset with Noise-Canceling Microphone - Black OS: Windows 10 Pro 64-bit And as part of the promotion with getting the Graphics Card, I also got the new Ghost Recon: Wildlands, which I've yet to play. Seems pretty exciting though. All of this ran me close to $1500. The tower itself was almost $900, the two monitors were $129 each (they were on sale when I got them), the OS was $200, and then I had to fiddle around with cables for the monitors for a little bit, so that ran a bit extra. I'm also using a decent office chair that I got at Office Depot that was on sale for $70. So if you want to steal my idea of a rig, there you go, you have all the parts needed to make a rig right here. If you take just the rig and the OS itself, it'll be close to $1,099, but I guarantee if you were to go into a store and try to buy the same thing, it would run close to $2,000. The reason is the case, most of the time. You never want to pay more than $60 for a tower case. And building it for yourself is much more efficient in terms of money and time than going out and buying a preset rig. Oh, and the Graphics Card lights up whenever I play games. <3
  6. I don't do very many rogue-likes. I'm doing Enter the Gungeon right now, and I maybe play that twice a month, and seldom do I play it for very long. I still think it's gross, yes, but it's a really cool game as far as rogue-likes go. The different types of syngeries and possibilities you can have between different items far outclasses Enter The Gungeon in many different ways. I personally haven't played it, only seen other people play it.
  7. http://www.strawpoll.me/12412778 I'm kind of at a loss as to what I should do for an In Depth Review next. I have a lot of different games on Steam that I have played but not actually finished that would be great to review. What would you guys be interested in seeing an In Depth review on? Please comment below and remember to vote in the straw poll to see your favorite game on here. I'll keep this up for about a week or so before I take the page down.
  8. Thanks. I would have given it a lower score for gameplay but there are some aspects that were done fairly decently.
  9. Nights of Azure combines beautiful storytelling with dungeoncrawling combat to bring you an astounding masterpiece. Or close to it. Maybe more on the spectrum of okay more so than masterpiece, but it definitely wasn't bad by any means. Though it did have some flaws that I will discuss. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria. Story: 800 years ago, the First Saint of the world fought the Eternal Lord of Night. Though the Saint succeeded in defeating her foe, the Eternal Lord of Night's blood spilled over the world, which came to be known by man as Blue Blood. This Blue Blood turned men into horrible demons which ravaged the night. Thus, humans could not leave their homes after the night. Every one-hundred years, a Saint is selected to contain the Eternal Lord of Night's blood within them as a vessel. Jump forward 800 years, in the 17th Century, on a fictional island known as Ruswal, which sits north of current day Finland, where the presence of the Eternal Lord of Night's power is the strongest. We follow Arnice, a Knight in service of a mysterious organization called the Curia, which monitors Arnice as she becomes a Holy Knight and swears to protect the Saint she is tasked to protect. She doesn't know of who it is, until she docks and meets her friend, Lilysse, who took up the role of this current century's Saint. The two of them were friends long before the story starts, and Arnice now must protect her friend from the Eternal Lord of Night. The story of Nights of Azure is the absolute best part of the game. As you progress through the game, you'll get to see Arnice's and Lilysse's friendship bloom into something more, or, depending on the choices you can make in the game, you can be a total douche to Lilysse. But also as you progress through the story, Lilysse learns that in order to stop the Eternal Lord of Night from completely covering this world in complete night, where demons can roam around freely, she must sacrifice herself, as tradition every 100 years. Arnice is opposed to this because it's her best friend and, entirely, is too selfish to let her go. The plot ultimately comes down to the prospect: Do you let friendship sink in and save one person, while sacrificing the entire world, or let her sacrifice herself to save the world? By building up that relationship between Arnice and Lilysse, it forces the game to make that decision which, morally, has no right path. You give up one to save the other. There's no right choice. But along the way, the game forces you to feel for Lilysse's plight at being the Saint dedicated to restoring the balance of the world. And the choices you make throughout the game dictate which path you can go. So unlike 99% of most games nowadays, your choices ACTUALLY MATTER. How about that? You'll meet new characters along the way, including Lloyd, a traveling "merchant" that came to Ruswal in order to build a fortune, Professor Alucard, who ultimately is a douche and wants the world to die so he can accelerate his process and study demons more. This is one part of the game I didn't really like: Professor Alucard and Lloyd serve as comedic relief in between tense scenarios, but it....really doesn't work out that well. Professor Alucard's running jokes become old and Lloyd just ends up looking like a greedy scumbag more often than not. Aside from the comedic relief, I really enjoyed Arnice and Lilysse's relationship. It's not really uncommon nowadays to see two girls liking each other, or saying "I love you" in traditional media, but it's always a refresher from the typical romance plots. And the audience knows Arnice and Lilysse are in love, the game even says so. Even still, it's a story best experienced for yourself, so if you don't want to read ahead, THERE WILL BE SPOILERS BELOW. THIS IS IN BIG BOLD LETTERS TO TELL YOU. THIS IS A DISCLAIMER AND YOU HAVE BEEN WARNED. Overall, the story was pretty solid, even if the random tidbits of comedic relief didn't really suit the game's dark and serious atmosphere. Overall: 8.5/10. Gameplay: Unfortunately, this is where most of the game is....lackluster. Before I start, I will say, there are immense issues with controllers on the PC Version of this game, which is what I ended up playing on. I don't know if it was because I was using a PS4 controller, but the trigger buttons didn't work on my version, which included two necessary mechanics to having fun with the game, Transformation and Servan Deck Switch. Both of which I'll go over later, but there are glaring issues with mapping buttons to the triggers that don't necessarily work. And I've tried, believe me. I tried assigning my buttons hundreds of times, with no success. The game just will not map my trigger buttons to anything. Nights of Azure in and of itself is basically...I'd say 50% Visual Novel, 50% Dungeoncrawler. And when I saw Dungeoncrawler, I mean CRAWLER. Near the end of the game, I had to do so many runs of the game just to try and level up so I could be on par with the final boss. It really got tedious and boring for a little bit while I did was try and hit things with my giant ass sword. Anyways, the field screen is pretty basic. You have Arnice's HP and SP, which is used to do Special Attacks, and among other things, summon the servants that are listed in the bottom-right corner. Servans are a mechanic kind of like helpers in combat, and by pressing RB plus the button correlating to that Servan, you can Summon it. There are many different types of Servans you can obtain, from sword-wielding dinosaurs to golden statues of lions to metal bombers. I think there are a total of 30 different types of Servans you can get in the game, so there are definitely options. Servans themselves are half-demon apparitions that have come into contact with Blue Blood, and have rightfully turned into Demons, but retain the memories of when they were still human, so they cannot become fully demonized. They help Arnice in her fight by putting down fields of protection, paralyzing enemies, healing other party members and Arnice, and managing crowd control. Eventually, the party I settled on was an Alraune, a Servan who can heal the entire group, Wolf, which deals massive amounts of damage, Arachne, who can tank and crowd control, and Bisque, a mechanical doll that lays down a protective field around Arnice whenever she is knocked down, and can push enemies away with her special attack. The Servan mechanic itself is pretty in-depth, which is one of the parts I like about the game. You can have a wide assortment of different Servans that basically change altogether how you engage foes, and tackle situations. Servans can also affect your Transformation, with a mechanic called Transformation Rites. It actually matters how your Servans are lined up in combat, because having one Servan in front of the other can completely change your Transformation. Right now, since Alraune is the leader of the Servan Group, I have special access to a Transformation called "Phantom Form". The leader always gets a 2x bonus to their Transformation Rites. But if I were to put Wolf as the leader, I would get another transformation differently called "Rabbit Form", so it actually matters how you set up your party. By the way, Phantom Form is the best. Although you don't get Transformation until about roughly 3 hours in, Phantom Form quickly becomes a necessity for combat, as level spikes and difficulty spikes will make your Servans die quickly, and if you don't have a dedicated healer, you'll be struggling to keep your Servan's health and SP up unless you have Phantom Form. Which is one thing I quite disliked about the game: it's difficulty spikes. There's a lot of difference between Level 4 and Level 5, and even more so to Level 6. So you always need to make sure you're up to date, by constantly grinding dungeons for Blue Blood dropped off of enemies. How you get new Servans is through finding Fetishes in Dungeons. Yes, I said fetishes. You filthy people. By expending the Blood you find in dungeons, you can materialize new Fetishes into Servans. However, one thing I also didn't like is you also need Blood to level up Arnice. So it becomes a point of...yep, you guessed it, going into dungeons and grinding for more Blood. The rest of combat is...boring. And sometimes wonky in some of the ways it works. For example, Lock-On. The camera turns too slowly to face the target you are locked on to, which in some situations is incredibly bad. And also, you can't turn the camera while locked on because turning the camera makes you switch your locked on target. Which...is fundamentally a bad design when you're trying to constantly find your target because you locked onto something that moves around at 9,000 miles per hour. Boss design looks cool. You can fight a giant circus-themed Carousel. I wish I was kidding. No, but really, I think the boss designs are some of the best parts of the game. You can fight a bunch of dragons, sure, but wouldn't you rather fight a giant circus themed Carousel who has a giant cannon in the middle of its chest? And yes, bosses drop significantly more EXP (which is used to level up Servans) and Blood, so it's easily the fastest way to grind for Blood. But still not really an efficient way to do it. Which is sad, because the difficulty spikes are so bad and it takes so long to grind for levels that sometimes its not even worth it. As you can see, my Servans are two levels above where I am because the ratio of EXP that you get from enemies and the Blood you get for Leveling up Arnice is so much in favor of the Servans. There is an equipment system in the game, however, it only lets you equip up to 4 items, and even then, you have to build up Arnice with Skill Points, which you can get from doing Daytime Activities. One major thing I have about combat in the game, is you do absolutely no damage. Like, at all. You only do 20 damage per attack while your Servans can miraculously deal 200 damage in bursts. Against Level 7+ enemies, they just become literal sponges and laugh at you while you try to attack them. So unfortunately, in order to make any progress in the game in terms of how much damage you do, you have to get ATK boosting items, but most ATK boosting items come with a penalty or some other negative that make it not worth using. For example: Glass Blade. An item that gives you an enormous boost to ATK but the instant you get hit, you die. Like, who would ever use that? And it's not just that, another ATK boosting item can lower your HP and SP altogether. So, yes, there are some glaring problems with how much raw damage you can do without ultimately sacrificing something else entirely. Same for DEF. There's also a Side Quest option available for those of you who want to waste your time. No really, they are a waste of time because the Side Quests in this game don't give anything meaningful or worthwhile. They're just literally a waste of time. Same with Side Scenarios, pictured above. These are literally only meant for progress in the game, and they do nothing beneficial for you overall. No EXP, no Blood, no Libra (the money in the game), no nothing. Not even affection for dear Lilysse. It's literally just a waste of time to try and do everything because there's no benefit to doing it. So just stick to killing bosses. Like this guy here. Poor Spider is gonna crushed underneath his foot sooner or later. So unfortunately, the gameplay isn't as great as the storyline. Which is a shame. I hear they are trying to rework and revamp some of the features in Nights of Azure 2. Hopefully, the first step is that you start to deal more damage and fix the lock-on mechanic so that you can freely rotate the camera while still being locked on to a singular target. Overall: 6/10. Quality: The mature theme of the game is ruined ultimately by tidbits of comedic relief that really don't belong in the game. The gameplay elements don't really work, blend together, or have a consistent theme. It honestly feels like the title was rushed to publish which happens with the majority of games nowadays. And actually, I think Nights of Azure was rushed, if I remember correctly. But still, it is a game by Koei TECMO, and being a longtime fan of their work, I really still enjoy the works that they have been putting out this year. Nioh, Atelier Sophie, Nights of Azure, Dynasty Warriors: Godseekers are all games to count on their list. So while it sucks that this game couldn't be at its best, its still somewhat of a decent effort. The game graphically is okay. It reminds me a bit of a Tales game, which is also probably why I enjoyed playing through the story so much. Just the way everyone's characters are modeled and how they behave during cutscenes really reminds me of the most recent Tales game (not Berseria, but Zestiria). There's plenty of stuff to look at, like Concept Arts, music which you can jam out to, and you can listen to the VAs from the characters ramble on in Japanese. Perfect dream for all you people who listen to Japanese out there. Also, speaking of music, the OST from this game is AMAZING. There isn't a single song I disliked from the entire soundtrack. Which is really saying something. In fact, I'm listening to one of my favorite boss themes while I'm typing this review simply because I enjoy the track so much. If you're ever having any doubts as to if you don't like the soundtrack or not, just listen to this piece for a few minutes, and get back to me. Overall, fairly good execution of the game, but not wonderful or exhilarating. It's just.....good. Overall: 7/10. Replayability: So, obviously, like I said before during the Story breakdown of the game, your choices actually dictate which path you go along. If you are in favor of saving Lilysse and make the correct choices, you can potentially go for the True Ending of the story. If you don't, you'll get the Neutral ending (which is the worst ending ever). And depending on the choices you make, some characters will appear in the story, and some won't even appear at all. I'm gonna try and work for the True Ending and see if it changes my outlook on the multiple choice path in the game to see if it even matters. But yes, there is tons of replayability. As with most games nowadays, after completing the game, you can make a new Save file with all of your progress and continue from where you left off, but before you had beaten the final boss of the game. And there's still so much of the game I haven't even explored or caught onto yet. For example, there's a Transformation named "Nightmare Form" which I have no idea how to get. I'm also not even Level 10 yet, the game's maximum Level Cap. I only beat the game at Level 9. I still have two more Servans I have to find in the world. And I managed to cram all this within 24 hours of playtime (if I'm remembering my save time correctly.) So yes. Lots of replayability. Replayability: 8.5/10. Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not. Would I recommend this game?: Honestly, if you like story more than gameplay, go for it. But if you value gameplay over story, give this one a pass. I only stuck around because I like story more than gameplay. The gameplay drowns out the best parts of the story, and the gameplay proves only as a barrier to really enjoying the story. There are some good parts in the game, but there are also some bad parts, and parts that I honestly really really really despise. But overall, it's good. Not great, not terrible. Just....good. Overall rating of the game: 7.5/10. A good game. But ONLY for the story.
  10. How far apart is the space that you want the NPC to block you? So for example, the road where the NPC is blocking you is two tiles wide, you could have a Player Touch event on two tiles stating "If you don't have this item, then move this NPC to block you". This is some screenies that I have from my project: You'll notice how there's two events in front of the NPC that blocks your way. Well, here is what they state: And then the one on the right side is the same, only now instead it's Move Right instead of Move Left. And when you talk to him, it'll say something like "You can't pass, I'm Gandalf." And yes, you HAVE TO HAVE the Skip Flag and Wait Flag on. If you don't have the Wait Flag on, you can just walk right past the guard when he's moving, and Skip because if you, for example, go left, and then go up to try and get him to move left again, it will crash your game. But once you have acquired said key item, or you've made the necessary progress in your game, you can make an additional page on those Player Touch events with the condition flag being a Switch. When that Switch is turned on, it will stop the Player Touch events from activating, and it will also make the guard disappear. I don't know if you want to do it exactly like the way I did it in my project, but if you want an NPC to move and block your path, that's the easiest way to do it. Coincidentally, there's an NPC in Pokemon that behaves the same exact way, blocking your path if you don't have the necessary plot requirements or a key item.
  11. Percentage is always the best route to go. If your minor potions restore 25% HP and your greater potions restore 75% with something in the middle at 50%, then you don't need anything else.
  12. Oh, I remember screenshots of this. Yeah, definitely smaller values for a start. And I think I completely missed the point of the post entirely. But yeah, I'm thinking keywords and experimentation between different Archetypes of cards are probably your best bets on how to balance your card game, numerically.
  13. What kind of TCG are you planning on making? If you ever want experience with how to balance cards and their costs, Shadowverse might be something to look into. It's reskinned Hearthstone, but it has smaller health pools, which results in less damage overall, but it still has quite the unique array of cards and abilities that give each card it's own unique flavor. But for your game specifically, you can try "techs". And what I mean by that is... I used to design my own TCG as well. Cards were split into four different factions, and every faction had their own Cost 3 3/1 Charge (which is Hearthstone's definition of being able to attack immediately), which eliminated the use of "techs". Then, there were other cards that revolved around their own Archetype and their own play style. For example, Red cards would have more Charges since they are designed to deal more damage, Yellow cards have more Taunts since they are designed to be more defense, Blue cards would have Spell Power to make use of the variety of spells they have, and Purple cards would rely on the use of timing and efficient Graveyard mechanics in order to be successful. But every card I made was different, but still kept everything across the colors relatively the same. It's hard to test a TCG without any prior knowledge, but if you ever need help in actually designing a card game and seeing if what you have works or doesn't work, might I refer you to a website called LackeyCCG? It's a card creation engine that allows you to run any kind of card game or make your own. That way, you can test with the mechanics of your game in a real environment in order to make some headway towards making your card game. The link for LackeyCCG is here: http://www.lackeyccg.com/ My general rule(s) of thumb is: --LESS IS BETTER! Don't make cards that have obscenely powerful attack like 12000 or 13000 attack power. They're just geared for children. If you have something that has 3/3, everyone, even people who don't play TCGs all that much, can look and say "Oh, that card has 3 attack, 3 Life." Lesser values means people can better understand the flow of the game. --DON'T TRY TO BE ORIGINAL! Chances are, you'll just be making a copy of a game, anyway. If you want to take mechanics from a game that you really enjoy, fine, but don't try to make the new mechanics convoluted or over the top. Stick with what works. On the LackeyCCG website, there's also a brief tutorial on how to adequately balance some mechanics of your game. I will leave that here as well. http://lackeyccg.com/ccgdesign.html
  14. How do you go about making Side Quests or side missions in your games? Right now in Broken Destiny, the RPG Maker project I'm working on, Side Quests are broken up into several categories. There are Monster Quests, which are basically go out and kill this many of X enemy, Challenge Quests, which pit you up against a harder/challenging type of enemy that you commonly don't see, and Collection Quests, which is go out, get this from the world or a specific enemy, and bring it back to the person who gave you that quest. Then I also have very specific Side Quests that give lore to the world, its surroundings, and pretty much make it so that the world isn't just something you walk on. It has history, and these Side Quests show that history with cutscenes, dramatic events, and other types of interactivity. The same with the characters in your group: they also have backstories. In the game, you don't immediately know everything about your party members, even though they reside in the same town as you do. There are specific Side Quests you have to do in order to fully understand their past and what it is they desire to do. I feel the former side of Side Quests, mainly the Monster Kill Quests, Challenge Quests, and Collection Quests, should all just be cut out from the game. They don't serve any purpose. They're just there for the extra EXP points and the extra money you get. And sometimes some free items or weapons or anything like that. Just cut them out. They don't do anything good. I'm trying to base this off something that actually does "Quests" well. If you've heard of this game, then you'll know what I'm talking about, if not, skip ahead, but Warframe does "Side Quests" really really well. Your standard missions are there for the grind and leveling up gear and weapons, but the true bulk of the game's story, and how characters develop as you explore new areas, shines in these Quests. And these Quests can span almost up to 3 hours, since they're so interactive and so different than anything you would normally play without doing these Side Quests. So you take the aforementioned "cut out" Side Quests, and just make them like notices on a town board for example. They're not actual Side Quests, just something you can do in your spare time in case you're underleveled or need extra money, or just want the items. They don't show up in the Quest Log like normal Side Quests do. And then these actual Side Quests that expand upon the world, give the history of the world a little bit more clarity and understanding, and giving characters the screentime they deserve, they all get their individual Side Quests that you can complete and have a better understanding of doing what they do, or why they were made that way. What do you all think about this kind of Side Quest idea? And what is your take on Side Quests? Should these monster hunt quests be counted as actual Side Quests, or just something you can do in your spare time that doesn't affect anything but your EXP pool and how much money you have?
  15. "God Eater: Resurrection" mimics the Monster Hunter formula, in essence, with slight variations and overall generally faster combat than it's brother Monster Hunter. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria. Story: Arigami. No one knows where they came from. Only that they were born into the world because human evolution had progressed so far. They had one goal in mind: to devour the world and to start over. However, humanity would not surrender so easily. Humanity evolved further, using their technology to counteract the Arigami threat. Constant evolution from both sides has made the war a stalemate. With the inclusion of a new power from Dr. Paylor Sakaki, the tide of battle would soon change in humanity's favor. Oracle power. This new substance was crafted into weaponry, in common assault rifles to swords and other intricate tools. In return, Aragami kept evolving, they kept destroying humanity by Devouring them and their Oracle power to strengthen their own. The bright minds of Dr. Paylor Sakaki, Johannes Von Shicksal, and Aisha Shicksal worked together in tandem to provide an ultimately new insight to Oracle Power, one that could help turn the tide in the war against Aragami. Aragami exist in this world only to Devour humanity. But what would happen if an Aragami Devoured another Aragami? This question is what prompted extensive research into manipulating Oracle power to create a deadly weapon that could defeat and counter Aragami once and for all. A God Arc. And the one who took up the power to wield this massive weapon was deemed a God Eater. This story was pulled straight from the anime rendition of God Eater. If you haven't watched it, I highly suggest you do so, as the next section will become incredibly spoiler-y. The plot above consists of the plot from the anime, so what of the game itself? After the incursion of Aragami, you play as an unnamed hero you create (we'll be calling them Alpha-One for the rest of the review). When Oracle Power was formed into God Arcs, a coalition of different heroes was established under Johannes' name, called Fenrir. Multiple branches of Fenrir expanded rapidly into other countries of the world to stop the Aragami threat. The story of God Eater: Resurrection takes place mostly in Fenrir Far East branch, a la Japan. Alpha-One joins Fenrir in order to ultimately stop the Aragami threat and to put an end to their wrath. But things aren't always in black and white. During one of Alpha-One's exhibitions, the team finds a small human child, who they name Shio. They promptly bring her back to Fenrir Fast East Branch and care for her in secret. Dr. Paylor Sakaki, a man of respectable wisdom and experience, dubs Shio as a "half-human, half-Aragami". As they care for the young Shio, she begins to exhibit more and more natural actions and reactions that humans would do, paving the way in new research to better fight against Aragami. All the while, Johannes von Shicksal is crafting a new world. One in which there will be no Aragami, no war, and no violence. He calls it the Exodus Project. When Director Johannes realized the Aragami were eviscerating the human population, he set out to make an alternate world. A paradise in which Aragami would not exist and would not ravage on Earth. He collects the power of fallen Aragami and feeds them into a machine-island called Aegis, which houses the Exodus Project. On the surface, it sounds fun, doesn't it? But it's all a front. A handful of Alpha One's team members, Sakuya Tachibana, and Alisa Illinichina Amiella, decide to investigate the Exodus Project,only to realize that it's just a bunch of spaceships. The entire goal of the Exodus Project was not to save humanity, but to launch them into space to save themselves from the Aragami threat. Alpha-One and team eventually fight Johannes, but the souls from Devoured Aragami have all amalgamated together into the Aegis, which secured the destruction of the world and all humanity and Aragami within it, so that all the happy people in space can make babies and repopulate Earth. Gross. All in all, even with the anime plot coinciding with the game plot, it was actually a really good interpretation of the other (I don't know if anime came first or the game. Usually in these situations, it's game first then anime). The entire prospect of humanity continuously evolving to overcome barriers and obstacles is a neat plot point. If you have not watched the anime interpretation yet, I highly suggest you do. You can find all the episodes on Crunchyroll. Overall: 8/10. Gameplay: The bulk of the review is going to be in this section, mostly, as there is a lot of ground to cover and I have so many screenshots of all the different things you can do in the game. So the basic premise is this: You go out on missions as Alpha-One and you kill Aragami. You then Devour them and grab their goodies that they drop. You use said goodies to help the R&D (Research and Development) team make new weapons, armors, and items that can help you against the Aragami threat. Rinse and repeat. Even though it sounded kind of cool...the gameplay just got a little bit same-y after a while. It was always kill this kill that, no variation in between. And although that's kind of the point of Monster Hunter games, they at least provide a little bit something different with Monster Hunter Stories as a fully-fledged RPG, and then Monster Hunter Generations coming in. But within God Eater: Resurrection itself, there wasn't too much terribly different in terms of gameplay. Smash this guy's face in, eat them with your God Arc, smash some more. It just felt repetitive after a while and it was the reason why I ended up taking such a long break from the game. As Alpha-One, you maneuver around the Fenrir Far East Branch as a sort of little "hub world". Here, you can take missions, talk to other members of the Fenrir Fast Each Branch, and take a look at your equipment load-out for the next mission. In the Equipment sub-menu, there is A LOT of variety you can do with your setup. Most Aragami will not be weak to everything, so it is in your best interest to take more than one weapon setup for combat. For example, taking a weapon that is Freeze element so that Aragami who are weak to Freeze are easily countered, and then taking a weapon that is Divine element for those who are weak to Divine. Each weapon will have a variety of effects associated with them as well. So for example, a Long Blade might swing slower but hit harder than a Short weapon. They also have their own effects, such as greater Stamina, HP, or Oracle Power (which fuels your ranged weapon). You can also upgrade your weaponry so that it becomes stronger against Aragami. Upgrades will make your weapon stronger, but also upgrade its available skills. So for example, a Blade Wielder V now becomes a Blade Wielder X. Very intricate, and you can also fully customize your weaponry so that you can had more skills to your repertoire. If you add a specific effect to a weapon, you can bring it to combat. You can have effects ranging from extra rewards when you win a fight, to having more straight up Strength, to having faster attack Speed. It mostly depends on what kind of character you want to build and how you want to do it. I went with a Paladin-esque character that relied on crowd control and taking the brunt of hits while everyone else deals damage. While also providing healing shots that raise Defense. The possibilities you could do as far as character customization go, are endless. You can also dress up Alpha-One. I have beautiful clown tights on. The basic premise of fighting is comprised of hitting the X Button for Light Attacks, Y for Strong Attacks, B to dash around (which costs Stamina), A for jumping, RB to switch between your God Arc forms (melee and ranged), LB to lock-on to the current target. There are a lot of different enemies to combat in the world of God Eater. My personal favorite enemies are called Quadrigas, huge tank-like Aragami that shoot missiles and fuck you up. Borg Camlaans are also unique enemies: giant scorpions with large tails and metal shields that resemble knights. The above picture is a Quadriga doing what it does best. Fucking us up. Oh, I forgot to mention, before each fight, you can take which members of Fenrir's Far East Branch you want to take. So you can take party members that compliment your playstyle. You can have up to 3 other party members, including Alpha-One. My setup usually consisted of two ranged party members that just spammed shots, a tank, and then me as a crowd control setup. It was honestly quite good. And you can customize your party members any way you want, by having them have more HP, do more damage, have the ability to do Healing shots if they are a ranged character, and others. Mostly, I liked the gameplay. It was boring at times and same-y, so I ended up taking a break from the game for a little while. Mostly, my complaints about the game are the slow loading screens from the game. Loading screens take a long time (like twenty seconds to almost a minute), and it was unbearable sometimes, because the loading screens also appear during some cutscenes. Another gripe that I had was the voice acting. It felt sluggish and forced at times, even though the majority of the script was alright. Other than that, the combat was mostly boring and loading screens were long. Gameplay: 6.5/10. Quality: Like I did in my Tales of Zestiria review, the same people who did the animated cutscenes during the game (of which there were only a couple, sadly) were made by UFOTable. Also, this game is very very bloody. But the anime is worse. The anime has Attack on Titan levels of blood. That's gross. From an overall quality standpoint, it was alright. Quality: 7/10. Replayability: After the credits roll when you defeat the final boss, you go about your daily life swinging at Aragami once again, and since the threat of Aragami has lowered, less big Aragami and smaller Aragami are more apparent. This is the part where I stopped, however, because after the credits roll, that's the end of the game. No matter what anyone says. So while there is a certain concept of going back and redoing what you were doing before, it still continues on the plot as normal. When I get more invested into the game, I will see where this route goes, but for now, the general consensus is, you roll the credits, the game stops. Replayability: 7/10. Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not. Would I recommend this game?: Yes. If you like the Monster Hunter formula and want an anime change of pace, then this is the game for you. If you like the Monster Hunter games, then you would like this one, just the same. For $50 on Steam, you get God Eater: Resurrection, and God Eater 2: Rage Burst, two games in one. Which in my opinion, is a good deal, and look forward to a God Eater 2: Rage Burst review coming in just a few months. Overall rating of the game: 7.3/10. A good game. Now for the opening theme of the God Eater Anime to finish things off.