Dating sim demo
Every (wo)man a dev!
2018.02.08 13:18 GalaXion24 Every (wo)man a dev!
This is a place to discuss and develop the Upcoming Kaiserreich Dating Sim (KRDS) game, named Edelweiss. Any help and ideas are appreciated, so don't hesitate to contribute what you can, even if you don't want to invest too much time into it. Come join our Discord! https://discord.gg/ZpdzcAK
2020.11.22 21:02 Cheraygo What you are looking for is..... (Link in the Desc.)5
2020.11.22 20:48 CampyTainted What you are looking for is..... (Link in the Desc.)1
2020.11.22 20:38 BurkeMaxi What you are looking for is..... (Link in the Desc.)3
2020.11.18 17:48 nirai07 Osana a terrible chapter in the development from Yandere sim which is done for now
After the Yandere dev announcing he is done with the demo so far and starts making progress an Amai Osanas development come to a close? Why don't we take back a trip on memory lane while remembering her awful development full of delays, lies, false promises and a buggy end.
Osana was mentioned really really early during 2014 in pretty much the prototype stage of Yandere sim now 6 years later we have the finished product. The first notable date we have is december of 2016 where Osonas first release date was supposed to be. As far I as I can remember. This date has completely disappeared however. It even wasnt mentioned in the Osana development video. There he tells the story where he claims to have worked on Osana for only about there months. I'm really sceptical since back in 2016 he claimed Osana is close to implementation. My best guess is that this was simple lie and just trying to keep interest in the game. However this is just speculation on my part. Later on we got another story where Yandere dev first wanted to implement all necessary features before implanting Osana.
"Necessary features" was the phrase which we heard for 4 whole years from 2016 to 2020. Why Osana couldn't be implemented in 2016 and being the test subject for those features is a question I dont have the answer for. It is notable that we got necessary features such as the town, the student council, more npc and a more fleshed out school. However I wouldn't count tens of easter eggs, minigames or assets for Kokona to be necessary features. Since all of Kokonas features got thrown out of the game anyway. Speaking of the devil.
Kokona was supposed to be well Osana. Osana was supposed to be a reskin of Kokona a idea which wasnt used in the finished product. Kokona essential was already a rival and even there one of the best written ones. Her story was one of the best things in the game which is now pretty much gone from the game and well pointless. Almost as pointless as her "best friend".
Raibaru the failed bandage of Yandere devs game design. Osana is already killable in a few minutes with Raibaru in the game but what would have happened without her? I'm guessing Yandere dev has noticed how his game design pretty much failed at making a fun and challenging experience so he threw in Raibaru trying to fix this problem. Raibaru seems to me like a last minute introduction. Her character feels off writing wise. The explanations for her self defence, her friendship with Osana and other lore implementation feels hastily added to add her into the game world. That there are thousands of inconsistencies with her is writing for example her not having a cell phone but she uses one before class starts or how she just abandons Osana without a second thought. A second thought wasnt given about Osanas release.
The disappointed release of Osana. I will keep it short disappointing writing, bugs where ever you go, way to easy to kill, way to exploit able, needing thousands of bug fixes. We all have already seen what this demo release was. In the latest blog post he claims how positive the feedback was even tho the demo release was anything to be proud about. In a older blogpost he also throws a pitty party for himself and that he didnt meet the standards he set for himself even tho he is the one who released the demo. Also let us not forget that the demo was bug tested by Yandere Dev himself for around 7 months.
Osana is now finished so far and Yandere dev is moving on. This was 6 years of waiting and now this was the result. If this tells us anything for the future than it is being ready for disappointment. Osanas development timeline makes no sense. The state she was released in makes no sense. The subreddits name is fitting. Osona is the perfect symbol for the disappointment. We searched for her but even when we found her we were left empty handed. Cheers to 9 more disappointments.
submitted by nirai07
to Osana [link] [comments]
2020.11.16 21:58 moist-egg My thoughts on the longevity and replay value of YanSim + How Dev could improve it (but won't)
So this is going to be a long post, but it stems from a thought I had this morning while playing Minecraft. You know, a highly replayable and rewarding game.
In its current state, Yandere Simulator has little replay value. Other than taking out Osana in different methods, glitching the game, speedrunnng, and maybe exploring the school and town, there's not much to do. This is fine, since it's the demo, but if this is all you can do in the final build, Yandere Simulator might is definitely not going to be worth a $60 price tag, and probably not worth even a $30 or $20 one. There are indie games that are even cheaper than that price tag and offer a great amount of replay value and things to do (Undertale, Stardew Valley) so it's going to be difficult to price Yandere Simulator any lower than that since Alex wants money and the fans want something worth that money.
Sure, there are going to be different rivals which can add more length to the game, but if they're all taken out in ways similar to Osana, with maybe one or two unique elimination methods + some extra secrets, it really doesn't add much. Considering that each rival = one week in YanSim, this could also just make speedrunning the game even faster, and players may get relatively bored in the remainder of the week after eliminating the rival in that time frame. Overall, it's meh design and will probably lead to a meh game.
So how could Alex improve this? Simple, add more content and adjust a few things in this formula. It's an okay format so far, but it can definitely be improved. Be warned, I'm going to throw around a specific word a lot, and that's going to be Persona
Persona is one of Alex's favorite games, and a big inspiration to Yandere Simulator. I can definitely see why: Persona has a great way of balancing school life with its core RPG mechanics. But do you know WHY Persona does this? It's simple: To avoid making the players bored of the RPG mechanic, and vice versa. The school parts of Persona, especially in 4 and 5, are a great way to mix up the gameplay and allow time for developing characters so the player does not get too much of one or the other. Sometimes it makes the game a little slow, especially during time frames where there isn't an objective to chase with the RPG part of the game, but there's always something to do every day in Persona, so it's not too difficult to entertain yourself.
So how can Alex learn from the Persona formula and apply it to Yandere Simulator?
Well, let's break it down a bit.
The first thing that Persona does in its gameplay is that it gives you an objective and a time limit. Yes, YanSim has this, but I feel like it's a bit too rapid-fire. Instead of giving Ayano a week to eliminate a rival, why not give her a month
? You might think that's too much, but I disagree because it:
- Allows the player more time to explore Academi and grind for money/items they may need to complete an elimination or discover secrets
- Allows the player to observe a rival's schedule
- Allows the player to build stats
- Gives the player more time to decide the elimination method they wish to pursue, and more time to plan every step out. A lot of murder cases, from what I'm aware, are premeditated in some way -- a killer does not always kill spontaneously, and many take the time to plot how they want to execute a murder. Ayano's murders are always premeditated, so it makes sense the player should get time to plan.
- Lets the plot be more realistic. I know a big complaint with Amai is that it seems to be too soon for her to start liking Taro, and I agree with that entirely. Sure Alex could pull it out his ass and say that Amai has always thought he was cute or something, but at least a month allows someone time to gain more feelings for and interact with Taro more. It also gives the rival and Taro more chances to develop a character over the plot.
- Allows Ayano time to work on her reputation, which right now is quite useless but I also have plans for this.
Overall, a month of time to eliminate a rival seems like a better solution to increasing the length of the game, but what can we do about players potentially getting bored of this gameplay? Well, Persona offers a lot of content in its school segments, so why shouldn't Yandere Simulator?
YanSim has the potential to be so much more than just "kill rivals 10 times and you're done". One thing that Alex has always seemed to forget about is that he has a cast of characters that a lot of fans really enjoy and want more of, and I think it's a good idea to take advantage of for multiple reasons.
- Ayano. Right now, she doesn't have much character, so more interactions with students can allow her to have some semblance of a personality.
- It allows other characters, including fan favorites like Kokona, to have more character. They don't have to all be essential to the plot, but I feel like allowing characters to have some sort of social link will let Alex enjoy writing mini stories. Persona characters are also not all relevant to the plot, but the extra content is still enjoyable.
- It can allow Ayano to build stats. In Persona, there are characters who require certain stats to talk to and/or can rank up certain stats. In addition, they can also give certain benefits. Instead of panties, why can't befriending Kokona boost a stat or allow you to do something different? Or maybe when you're close, Kokona can give you an item that would be useful to an elimination method or a stat booster?
- It can also lead to more murder or other game-altering effects. In Kokona's original rival route, we saw a pretty nice little plot involving Musume Roanshaku. If you chose to eliminate Musume, or something, in Kokona's "social link", it could potentially alter the game and gives players reasons to potentially take out certain characters. Alternatively, if you chose not to, it could also affect the school or gameplay somehow.
- This also can lead to more replay value. Finish the game but didn't get close to certain characters? Exactly.
- Having links with the rivals or even Taro can allow Ayano to find out exploitable secrets, build the world, and even effect the player emotionally if Ayano chooses to murder a rival. Maybe getting a specific rank of closeness with Taro could even change how the game ends -- hit a certain rank before a certain date and the game just ends with Ayano confessing etc everyone is happy yaaay.
- Other gameplay effects could include: A more interesting take on the reputation meter -- Characters may be more/less trusting of Ayano depending on who she is friends with and how close she is to them, or they may be willing to cover for Ayano if she gets suspected of murder. This could also give more interesting effects to clubs and potential alibis as well. For example, if you killed someone at school, the body was not yet found, and you enter a club or hang out with someone before it's discovered, you could have an alibi during questioning. "Oh I was hanging out with Kokona" etc.
- IT GIVES THE PLAYER STUFF TO DO DURING THE WEEK. Seriously. Some people have suggested the weeks just END in YanSim right now because there's nothing to do, but there's an opportunity for more.
Not every NPC existing in the game has to have a "social link", but it would seriously boost the game's longevity and replay value if some did. To prevent too much being added, some links could only be unlocked under certain situations (i.e. Ayano in the cooking club = links with some cooking club students). However I think rivals and Taro would extremely benefit from having "social links" or something similar.
It may also be useful to add more jobs into YanSim and have them boost your stats or give other rewards other than money as well. So if you choose not to build a relationship or do a club activity, you could work and boost a stat or get some money. There could also be links outside of school that tie into this as well, i.e. maybe some of the Saikous or something.
Akademi itself can also learn from Persona. Often times, you'll actually get to go to class in Persona, and if you answer the teacher's questions correctly, your knowledge stat boosts which leads to you doing better in exams etc. It's not necessary to complete the game at all, but it also gives the player something to do -- and if Alex tools it correctly, having high stats in knowledge etc. can lead to Ayano having more ways to murder. Studying after class can also be added as something Ayano can do too.
Lastly, in order for the school life to seem more fitting, Ayano should have times where she does not have a target, or cannot eliminate a rival. Some events I see in Persona are class trips and school festivals -- both of which can make the school seem more alive, break up the monotony, and can give more characters time to develop.
I don't think ALL of these additions would be necessary, but it would be interesting if Alex took some of them and add to the game. What else do you think he could do to improve the longevity, replay value, and attention span for the player(s)? Also, if anyone is going to try attempting another Yandere game or something, feel free to heed my suggestions yourself. :)
Writing this has made me want to play some Persona 4 Golden, so I'm gonna do that now. Thanks for reading, whether you agree or disagree with my suggestions or thoughts. o/
submitted by moist-egg
to Osana [link] [comments]
2020.11.15 22:19 IyRuK [H] 300+ Games [W] Currency / Wishlist / Offers
What I want:
Crypto Currency (ETH/BTC/LTC) / PayPal / Wishlist / Popular Games / Other Offers
Steam Wishlist - https://steamcommunity.com/id/iyruk/inventory/#753_1 What I have:
Steam tradable Gifts: Link to Steam Inventory
Humble Bundle Keys:
|TITLE ||PLATFORM |
|ARMOURED WARFARE E3 PACK ||Armoured Warfare |
|ARMOURED WARFARE E3 PACK ||Armoured Warfare |
|BLADE & SOUL E3 PACK ||Blade + Soul |
|BLADE & SOUL E3 PACK ||Blade + Soul |
|DESTINY 2 ||Blizzard |
|EVE ONLINE: RIFTER SHIP SKIN ||E3 Digital Ticket |
|EVE ONLINE: TRIAL KEY ||E3 Digital Ticket |
|SMITE - ALMIGHTY ZEUS ||E3 Digital Ticket |
|EVEONLINE 30-DAY TRIAL ACCESS CODE ||EVE Online |
|EVEONLINE 30-DAY TRIAL ACCESS CODE ||EVE Online |
|EVEONLINE 4 SHIP SKINS ||EVE Online |
|EVEONLINE 4 SHIP SKINS ||EVE Online |
|GUNS UP! STARTER PACK + TV HEAD ||GUNS UP! |
|GUNS UP! STARTER PACK + TV HEAD ||GUNS UP! |
|LANDMARK 1-WEEK CLOSED BETA KEY ||Landmark 1-Week Beta |
|NEVERWINTER ADVENTURER'S HELPER PACK + EXCLUSIVE LORD OF THE LABYRINTH TITLE ||Neverwinter |
|NEVERWINTER ADVENTURER'S HELPER PACK + EXCLUSIVE LORD OF THE LABYRINTH TITLE ||Neverwinter |
|MONSTER HUNTER GENERATIONS DEMO ||Nintendo 3DS |
|MONSTER HUNTER GENERATIONS DEMO ||Nintendo 3DS |
|BATTLEFIELD 3 ORIGIN KEY ||Origin |
|BURNOUT PARADISE: THE ULTIMATE BOX ORIGIN KEY ||Origin |
|COMMAND & CONQUER: RED ALERT 3 - UPRISING ORIGIN KEY ||Origin |
|COMMAND & CONQUER: RED ALERT 3 - UPRISING ORIGIN KEY ||Origin |
|CRYSIS 2 MAXIMUM EDITION ORIGIN KEY ||Origin |
|DEAD SPACE 3 ORIGIN KEY ||Origin |
|DEAD SPACE ORIGIN KEY ||Origin |
|MEDAL OF HONOR ORIGIN KEY ||Origin |
|POPULOUS ORIGIN KEY ||Origin |
|POPULOUS ORIGIN KEY ||Origin |
|THE SIMS 3 DATE NIGHT KEY ||Origin |
|THE SIMS 3 HIGH END LOFT STUFF KEY ||Origin |
|THE SIMS 3 HIGH END LOFT STUFF KEY ||Origin |
|THE SIMS 3 KEY ||Origin |
|THE SIMS 3 KEY ||Origin |
|THE SIMS 3 LATE NIGHT KEY ||Origin |
|THE SIMS 3 LATE NIGHT KEY ||Origin |
|PALADINS - BETA KEY, CHAMPION ANDROXUS + COUNTENANCE SKIN, 5 RADIANT CHESTS ||Paladins |
|PATHFINDER ADVENTURES - 40 CHESTS ||Pathfinder |
|PATHFINDER ADVENTURES - 40 CHESTS ||Pathfinder |
|SMITE — BELLONA AND FURIONA BELLONA EXCLUSIVE SKIN, KUKULKAN AND TYPHOON KUKULKAN SKIN ||SMITE |
|SMITE — BELLONA AND FURIONA BELLONA EXCLUSIVE SKIN, KUKULKAN AND TYPHOON KUKULKAN SKIN ||SMITE |
|>OBSERVER_ ||Steam |
|11-11 MEMORIES RETOLD ||Steam |
|198X ||Steam |
|60 PARSECS! ||Steam |
|911 OPERATOR ||Steam |
|911 OPERATOR - SPECIAL RESOURCES DLC ||Steam |
|A CASE OF DISTRUST ||Steam |
|AAERO ||Steam |
|ABSOLVER ||Steam |
|ACCELERATION OF SUGURI 2 ||Steam |
|AER MEMORIES OF OLD ||Steam |
|ALMOST THERE: THE PLATFORMER ||Steam |
|ANOMALY 2 ||Steam |
|AVADON, COGS, SNUGGLE TRUCK, AND ZEN BOUND 2 STEAM KEY ||Steam |
|AVERNUM 3: RUINED WORLD ||Steam |
|AVIARY ATTORNEY ||Steam |
|BATTLE CHEF BRIGADE ||Steam |
|BEAR WITH ME - COLLECTOR'S EDITION ||Steam |
|BLACK THE FALL ||Steam |
|BLACKWAKE ||Steam |
|BLEED 2 ||Steam |
|BOUNDLESS ||Steam |
|BURNOUT PARADISE: THE ULTIMATE BOX STEAM KEY ||Steam |
|CALL OF DUTY®: WWII - CALL OF DUTY ENDOWMENT BRAVERY PACK ||Steam |
|CALL OF DUTY®: WWII - CALL OF DUTY ENDOWMENT FEAR NOT PACK ||Steam |
|CANABALT ||Steam |
|CHASM ||Steam |
|CHOICE CHAMBER ||Steam |
|CITIES IN MOTION 2 ||Steam |
|CITIES: SKYLINES + AFTER DARK DLC ||Steam |
|COMMAND & CONQUER: RED ALERT 3 - UPRISING STEAM KEY ||Steam |
|COMPANY OF HEROES™ 2: GERMAN SKIN - FOUR COLOR DISRUPTIVE PATTERN ||Steam |
|COMPANY OF HEROES™ 2: SOVIET COMMANDER - CONSCRIPTS SUPPORT TACTICS ||Steam |
|COMPANY OF HEROES™ 2: SOVIET SKIN - FOUR COLOR BELORUSSIAN ||Steam |
|COOK, SERVE, DELICIOUS! 2!! ||Steam |
|CRAZY MACHINES 3 ||Steam |
|CRUSADER KINGS II ||Steam |
|CRUSADER KINGS II: THE OLD GODS DLC ||Steam |
|CULTIST SIMULATOR ||Steam |
|CURSED CASTILLA (MALDITA CASTILLA EX) ||Steam |
|DANDARA ||Steam |
|DARK SOULS™ III ||Steam |
|DARK SOULS™ III - ASHES OF ARIANDEL™ ||Steam |
|DARKSIDE DETECTIVE ||Steam |
|DARKSIDERS II: DEATHINITIVE EDITION ||Steam |
|DEAD ISLAND DEFINITIVE EDITION ||Steam |
|DEAD RISING 4 ||Steam |
|DEATH ROAD TO CANADA ||Steam |
|DISTANCE ||Steam |
|DO NOT FEED THE MONKEYS ||Steam |
|DUNGEONS 3 ||Steam |
|DUSKERS ||Steam |
|EARTH DEFENSE FORCE 4.1 THE SHADOW OF NEW DESPAIR ||Steam |
|EARTH DEFENSE FORCE 4.1: BLOOD STORM ||Steam |
|EARTH DEFENSE FORCE 4.1: BM03 VEGALTA GOLD ||Steam |
|EARTH DEFENSE FORCE 4.1: DEPTH CRAWLER GOLD COAT ||Steam |
|EARTH DEFENSE FORCE 4.1: GIGANTUS DCC-GOGO. MARKING ||Steam |
|EARTH DEFENSE FORCE 4.1: GIGANTUS DCC-ZERO MARKING ||Steam |
|EARTH DEFENSE FORCE 4.1: GIGANTUS TANK, BULLET GIRLS MARKING ||Steam |
|EARTH DEFENSE FORCE 4.1: GIGANTUS TANK, EDF IFPS MARKINGS ||Steam |
|EARTH DEFENSE FORCE 4.1: GIGANTUS TANK, NATSUIRO HS MARKINGS ||Steam |
|EARTH DEFENSE FORCE 4.1: GLEIPNIR ||Steam |
|EARTH DEFENSE FORCE 4.1: IFRIT ||Steam |
|EARTH DEFENSE FORCE 4.1: MISSION PACK 1: TIME OF THE MUTANTS ||Steam |
|EARTH DEFENSE FORCE 4.1: MISSION PACK 2: EXTREME BATTLE ||Steam |
|EARTH DEFENSE FORCE 4.1: PURE DECOY LAUNCHER 5 PACK A ||Steam |
|EARTH DEFENSE FORCE 4.1: PURE DECOY LAUNCHER 5 PACK B ||Steam |
|EARTH DEFENSE FORCE 4.1: REFLECTRON LASER ||Steam |
|EARTH DEFENSE FORCE 4.1: SPARK LANCER ||Steam |
|EARTH DEFENSE FORCE 4.1: STING SHOT ||Steam |
|EARTH DEFENSE FORCE 4.1: VOLATILE NAPALM ||Steam |
|EUROPA UNIVERSALIS III COMPLETE ||Steam |
|EVERGARDEN ||Steam |
|FAE TACTICS ||Steam |
|FIGHT'N RAGE ||Steam |
|FIGMENT ||Steam |
|FINDING PARADISE ||Steam |
|FIVE NIGHTS AT FREDDY'S: SISTER LOCATION ||Steam |
|FLUFFY HORDE ||Steam |
|FORGED BATTALION ||Steam |
|FORTS ||Steam |
|FULL METAL FURIES ||Steam |
|GHOST IN THE SHELL: STAND ALONE COMPLEX - FIRST ASSAULT ONLINE: EXCLUSIVE E3 DIGITAL TICKET BUNDLE ||Steam |
|GHOST IN THE SHELL: STAND ALONE COMPLEX - FIRST ASSAULT ONLINE: EXCLUSIVE E3 DIGITAL TICKET BUNDLE ||Steam |
|GOAT SIMULATOR ||Steam |
|GOD'S TRIGGER ||Steam |
|GREMLINS, INC. ||Steam |
|GUACAMELEE! 2 ||Steam |
|HACKNET ||Steam |
|HARD RESET REDUX ||Steam |
|HEARTS OF IRON III COLLECTION ||Steam |
|HEARTS OF IRON IV ||Steam |
|HELLBLADE: SENUA'S SACRIFICE ||Steam |
|HIVESWAP: ACT 1 ||Steam |
|HOLLOW KNIGHT ||Steam |
|HUNIECAM STUDIO ||Steam |
|I'M NOT A MONSTER ||Steam |
|IMMORTAL REDNECK ||Steam |
|INTERPLANETARY: ENHANCED EDITION ||Steam |
|JALOPY ||Steam |
|JUST CAUSE 3 XXL EDITION ||Steam |
|KEN FOLLETT'S THE PILLARS OF THE EARTH ||Steam |
|KONA ||Steam |
|LARA CROFT GO ||Steam |
|LASER LEAGUE ||Steam |
|LAST DAY OF JUNE ||Steam |
|LATE SHIFT ||Steam |
|LITTLE NIGHTMARES ||Steam |
|LOST CASTLE ||Steam |
|LOVE IS DEAD ||Steam |
|MAGICKA 2 ||Steam |
|MAGICKA: WIZARD WARS E3 ROBE ||Steam |
|MAJESTY 2 COLLECTION ||Steam |
|MEDAL OF HONOR STEAM KEY ||Steam |
|MEGA MAN LEGACY COLLECTION ||Steam |
|METAL GEAR SOLID V: GROUND ZEROES ||Steam |
|METAL GEAR SOLID V: THE DEFINITIVE EXPERIENCE DLC ||Steam |
|METAL GEAR SOLID V: THE PHANTOM PAIN ||Steam |
|MINIT ||Steam |
|MONSTER PROM ||Steam |
|MOON HUNTERS ||Steam |
|MOONLIGHTER ||Steam |
|MORTAL KOMBAT ARCADE KOLLECTION ||Steam |
|MOTHERGUNSHIP ||Steam |
|MOUNTAIN ||Steam |
|MR. SHIFTY ||Steam |
|MUTANT YEAR ZERO: ROAD TO EDEN ||Steam |
|MX VS ATV REFLEX ||Steam |
|MY TIME AT PORTIA ||Steam |
|NAIRI: TOWER OF SHIRIN ||Steam |
|NBA PLAYGROUNDS ||Steam |
|NEUROVOIDER ||Steam |
|NIDHOGG ||Steam |
|OUTLAST 2 ||Steam |
|OVERGROWTH ||Steam |
|OVERRIDE: MECH CITY BRAWL ||Steam |
|PARADIGM ||Steam |
|PARATOPIC ||Steam |
|PATHOLOGIC CLASSIC HD ||Steam |
|PAYDAY 2 - E3 2016 MASK PACK ||Steam |
|PAYDAY 2 - THE GOLDEN GRIN CASINO HEIST DLC ||Steam |
|PILLARS OF ETERNITY ||Steam |
|PLANET ALPHA ||Steam |
|POOL PANIC ||Steam |
|PORTAL KNIGHTS ||Steam |
|PROJECT CARS 2 ||Steam |
|PSYCHONAUTS ||Steam |
|PSYCHONAUTS ||Steam |
|PURRFECT DATE - VISUAL NOVEL/DATING SIMULATOR ||Steam |
|PUSS! ||Steam |
|Q.U.B.E. 2 ||Steam |
|RAPTURE REJECTS ||Steam |
|RAPTURE REJECTS - HUMBLE EXCLUSIVE "SAFARI OUTFIT" DLC ||Steam |
|RED FACTION GUERRILLA RE-MARS-TERED ||Steam |
|REGIONS OF RUIN ||Steam |
|REGULAR HUMAN BASKETBALL ||Steam |
|RESIDENT EVIL REVELATIONS ||Steam |
|RISING STORM 2: VIETNAM + 2 DLCS ||Steam |
|ROAD REDEMPTION ||Steam |
|ROBOT ROLLER-DERBY DISCO DODGEBALL ||Steam |
|ROCK OF AGES 2: BIGGER & BOULDER™ ||Steam |
|RUNNING WITH RIFLES ||Steam |
|SAKURA AGENT ||Steam |
|SAKURA AGENT ||Steam |
|SAKURA ANGELS ||Steam |
|SAKURA ANGELS ||Steam |
|SAKURA BEACH ||Steam |
|SAKURA BEACH 2 ||Steam |
|SAKURA CUPID ||Steam |
|SAKURA DUNGEON ||Steam |
|SAKURA FANTASY ||Steam |
|SAKURA FOX ADVENTURE ||Steam |
|SAKURA GAMER ||Steam |
|SAKURA GAMER 2 ||Steam |
|SAKURA MAGICAL GIRLS ||Steam |
|SAKURA MAGICAL GIRLS ||Steam |
|SAKURA MMO ||Steam |
|SAKURA MMO 2 ||Steam |
|SAKURA MMO 3 ||Steam |
|SAKURA NOVA ||Steam |
|SAKURA NOVA ||Steam |
|SAKURA SADIST ||Steam |
|SAKURA SHRINE GIRLS ||Steam |
|SAKURA SPACE ||Steam |
|SAKURA SPIRIT ||Steam |
|SERIAL CLEANER ||Steam |
|SEVEN: THE DAYS LONG GONE ||Steam |
|SHE REMEMBERED CATERPILLARS ||Steam |
|SHENMUE I & II ||Steam |
|SHINESS: THE LIGHTNING KINGDOM ||Steam |
|SID MEIER'S CIVILIZATION® III: COMPLETE ||Steam |
|SINS OF A SOLAR EMPIRE: REBELLION ||Steam |
|SLEEPING DOGS: DEFINITIVE EDITION ||Steam |
|SLIPSTREAM ||Steam |
|SNAKE PASS ||Steam |
|SNIPER ELITE ||Steam |
|SNIPER ELITE 3 ||Steam |
|SNIPER ELITE V2 ||Steam |
|SONIC MANIA ||Steam |
|SOULCALIBUR VI ||Steam |
|SPLASHER ||Steam |
|STATE OF MIND ||Steam |
|STAXEL ||Steam |
|STEEL RATS ||Steam |
|STYX: SHARDS OF DARKNESS ||Steam |
|SUBTERRAIN ||Steam |
|SUDDEN STRIKE 4 ||Steam |
|SUNDERED ||Steam |
|SUPER DARYL DELUXE ||Steam |
|SUPERFIGHT - THE JOINER MICRO DECK ||Steam |
|SUPERFIGHT - THE JOINER MICRO DECK ||Steam |
|SUPERFIGHT CLOSED BETA ACCESS ||Steam |
|SURVIVING MARS ||Steam |
|SWORD LEGACY OMEN ||Steam |
|SWORDS & SOLDIERS STEAM KEY ||Steam |
|SWORDS AND SOLDIERS 2 SHAWARMAGEDDON ||Steam |
|SYNTHETIK: LEGION RISING ||Steam |
|TACOMA ||Steam |
|TANNENBERG ||Steam |
|THE ADVENTURE PALS ||Steam |
|THE DWARVES ||Steam |
|THE JOURNEY DOWN: CHAPTER THREE ||Steam |
|THE NORWOOD SUITE ||Steam |
|THE SPIRAL SCOUTS ||Steam |
|THE SURGE ||Steam |
|TITAN QUEST: ANNIVERSARY EDITION + TITAN QUEST: RAGNAROK DLC ||Steam |
|TOMB RAIDER ||Steam |
|TRAIN VALLEY 2 ||Steam |
|TURMOIL ||Steam |
|VERDUN ||Steam |
|VIKINGS - WOLVES OF MIDGARD ||Steam |
|WANDERSONG ||Steam |
|WARHAMMER 40,000: MECHANICUS ||Steam |
|WARHAMMER: VERMINTIDE 2 - COLLECTOR'S EDITION ||Steam |
|WE WERE HERE TOO ||Steam |
|WIZARD OF LEGEND ||Steam |
|YAKUZA 0 ||Steam |
|YAKUZA KIWAMI ||Steam |
|YOKU'S ISLAND EXPRESS ||Steam |
|YOOKA-LAYLEE ||Steam |
|ZOMBIE ARMY TRILOGY ||Steam |
|ZOMBIE NIGHT TERROR ||Steam |
|AEGIS DEFENDERS ||Steam |
|AGE OF WONDERS: PLANETFALL - DELUXE EDITION ||Steam |
|AI WAR 2 ||Steam |
|AMERICAN FUGITIVE ||Steam |
|ANCESTORS LEGACY ||Steam |
|AUTOMACHEF ||Steam |
|AUTONAUTS ||Steam |
|BASEMENT ||Steam |
|BASINGSTOKE ||Steam |
|BATTLE CHASERS: NIGHTWAR ||Steam |
|BATTLESTAR GALACTICA DEADLOCK ||Steam |
|BEAT HAZARD 2 ||Steam |
|BOOK OF DEMONS ||Steam |
|CALL OF CTHULHU ||Steam |
|CAPITALISM 2 ||Steam |
|CATHERINE CLASSIC ||Steam |
|CHESS ULTRA ||Steam |
|CRYOFALL ||Steam |
|DARK FUTURE: BLOOD RED STATES ||Steam |
|DEAD IN VINLAND ||Steam |
|DEATH'S GAMBIT ||Steam |
|DESERT CHILD ||Steam |
|DIRT RALLY 2.0 + 3 DLCS ||Steam |
|DON'T ESCAPE: 4 DAYS TO SURVIVE ||Steam |
|DRIFTLAND: THE MAGIC REVIVAL ||Steam |
|EARTHLOCK ||Steam |
|ELIZA ||Steam |
|ETHERBORN ||Steam |
|EVOLAND LEGENDARY EDITION ||Steam |
|EXAPUNKS ||Steam |
|F1 2019 ANNIVERSARY EDITION ||Steam |
|FANTASY BLACKSMITH ||Steam |
|FELIX THE REAPER ||Steam |
|FELL SEAL: ARBITER'S MARK ||Steam |
|FORAGER ||Steam |
|FUN WITH RAGDOLLS: THE GAME ||Steam |
|GENERATION ZERO ||Steam |
|GENESIS ALPHA ONE DELUXE EDITION ||Steam |
|GOAT OF DUTY ||Steam |
|GOLF WITH YOUR FREINDS ||Steam |
|GRAVEYARD KEEPER ||Steam |
|GRID™ - ULTIMATE EDITION ||Steam |
|GRIP + 1 DLC ||Steam |
|GRIS ||Steam |
|HEAVE HO ||Steam |
|HELLBLADE: SENUA'S SACRIFICE ||Steam |
|HELLO NEIGHBOR + HELLO NEIGHBOR HIDE AND SEEK COLLECTION ||Steam |
|HITMAN 2 ||Steam |
|HORACE ||Steam |
|HORIZON CHASE TURBO ||Steam |
|IRON DANGER ||Steam |
|JURASSIC WORLD EVOLUTION + 1 DLC ||Steam |
|LETHAL LEAGUE BLAZE ||Steam |
|LIGHTMATTER ||Steam |
|LITTLE BIG WORKSHOP ||Steam |
|MAGES OF MYSTRALIA ||Steam |
|MEN OF WAR: ASSAULT SQUAD 2 - WARCHEST EDITION ||Steam |
|METAL UNIT ||Steam |
|MIDDLE-EARTH™: SHADOW OF WAR™ ||Steam |
|MO:ASTRAY ||Steam |
|MOLEK-SYNTEZ ||Steam |
|MY FRIEND PEDRO ||Steam |
|NEOVERSE ||Steam |
|NICHE - A GENETICS SURVIVAL GAME ||Steam |
|NIFFELHEIM ||Steam |
|NIGHT CALL ||Steam |
|OKAMI HD ||Steam |
|OPUS MAGNUM ||Steam |
|OVERLOAD ||Steam |
|PATHFINDER: KINGMAKER EXPLORER EDITION ||Steam |
|PHANTOM DOCTRINE ||Steam |
|PLANET COASTER + 1 DLC ||Steam |
|PROJECT WARLOCK ||Steam |
|RAIDEN V: DIRECTOR'S CUT ||Steam |
|RAILWAY EMPIRE ||Steam |
|REMNANTS OF NAEZITH ||Steam |
|RISE OF INDUSTRY ||Steam |
|SHADOWS: AWAKENING ||Steam |
|SHENZHEN I/O ||Steam |
|SHOPPE KEEP 2 ||Steam |
|SIGMA THEORY: GLOBAL COLD WAR ||Steam |
|STRANGE BRIGADE ||Steam |
|STREET FIGHTER V ||Steam |
|STREET FIGHTER V ||Steam |
|STYGIAN: REIGN OF THE OLD ONES ||Steam |
|SUNLESS BUNDLE ||Steam |
|SUPRALAND ||Steam |
|THE BARD'S TALE IV: DIRECTOR'S CUT ||Steam |
|THE COMA 2: VICIOUS SISTERS ||Steam |
|THE HEX ||Steam |
|THE KING'S BIRD ||Steam |
|THE MESSENGER ||Steam |
|THE OCCUPATION ||Steam |
|THE SHAPESHIFITING DETECTIVE ||Steam |
|THE STILLNESS OF THE WIND ||Steam |
|THE SUICIDE OF RACHEL FOSTER ||Steam |
|THE SWORDS OF DITTO: MORMO'S CURSE ||Steam |
|THE UNCERTAIN: LAST QUIET DAY ||Steam |
|THEM'S FIGHTIN' HERDS ||Steam |
|THIS IS THE POLICE 2 ||Steam |
|THROUGH THE DARKEST OF TIMES ||Steam |
|TRAILMAKERS ||Steam |
|TRUBERBROOK ||Steam |
|TUROK ||Steam |
|TUROK 2: SEEDS OF EVIL ||Steam |
|UNDERHERO ||Steam |
|UNRAILED! ||Steam |
|VAMPIRE: THE MASQUERADE ||Steam |
|VAMPYR ||Steam |
|VERLET SWING ||Steam |
|VOID BASTARDS ||Steam |
|WARGROOVE ||Steam |
|WARHAMMER 40,000: GLADIUS - RELICS OF WAR ||Steam |
|WARSAW ||Steam |
|WARSTONE TD ||Steam |
|WE WERE HERE TOGETHER ||Steam |
|WHISPERS OF A MACHINE ||Steam |
|X-MORPH: DEFENSE ||Steam |
|XCOM® 2 + 2 DLC ||Steam |
|YOOKA-LAYLEE AND THE IMPOSSIBLE LAIR ||Steam |
|YUPPIE PSYCHO ||Steam |
|SUPER SENSO BETA ACCESS + STARTER PACK (W/ EXCLUSIVE GLEN THE GARGOYLE SENSO) ||Super Senso |
|TOM CLANCY'S THE DIVISION™ ||Uplay |
|TOM CLANCY'S THE DIVISION™ - SURVIVAL ||Uplay |
|WAR THUNDER M5 STUART TANK + P36 AIRCRAFT + EXCLUSIVE TWITCH + HUMBLE BUNDLE DECALS ||War Thunder |
|WAR THUNDER M5 STUART TANK + P36 AIRCRAFT + EXCLUSIVE TWITCH + HUMBLE BUNDLE DECALS ||War Thunder |
|WARFRAME HUMBLE BOOSTER (PC ONLY) ||Warframe |
|WILDSTAR E3 PACK ||Wildstar |
|WILDSTAR E3 PACK ||Wildstar |
|XSPLIT PREMIUM 3-MONTH LICENSE ||XSplit |
submitted by IyRuK
to SteamGameSwap [link] [comments]
2020.11.08 01:39 nokori321 100+ short reviews of short games #3
Hi, and welcome to: 100+ short reviews of short games #3!
It’s been a couple of months but I’m finally back.
Since purchasing the bundle I’ve been steadily paging through it and playing as many short games as I can. I have now surpassed 300 (mostly) short games (…311 to be precise, or 336 if you’re counting the Touhou bundle-in-a-bundle games individually) either substantially/fully completed or, for games without storylines/goals, I spent about a half hour with them. I decided to write a review for each game that I played, so here is the next batch of reviews.
The first 100 reviews can be found here: https://www.reddit.com/itchioJusticeBundle/comments/hnwemf/100_short_reviews_of_short_games/
The second batch of 100 reviews can be found here: https://www.reddit.com/itchioJusticeBundle/comments/ihupg8/100_short_reviews_of_short_games_2/
I've sorted them into groups (5/4 stars, 3 stars, 2 stars, 1/0 stars) and then sorted those groups into very broad categories to maybe help you narrow down the kind of thing you're interested in.
Disclaimer: The reviews reflect my own biases and preferences. Feel free to completely disagree with my opinions.
The bundle is huge and there are plenty more relatively short (1-2 hour) games still to be played. See you again when I’ve finished the next batch of games! My work schedule has returned to normal as expected, so like this time, it’s likely to be a while.
Recommendations: Games I rated 5 or 4 stars (Games I really enjoyed or loved) (High score) DROID7
Procedurally generated vertical platform jumper, with arcade-style high scoring gameplay. Try to jump your little droid as high as possible before you run out of lives. The game increases in difficulty the higher you go. You will need to contend with obstacles like spikes, disappearing platforms, and a laser that's chasing you. There are many powerups available as well, such as springboards, extra lives, and hourglasses to pause the laser. Fun and fast-paced, with a cute pixel art style and cool techno bgm SUPER CUBE ATTACK
A twin stick super minimalist shooter with bright, cycling colors. With each consecutive wave, enemies of various types spawn. Dodge their attacks and defeat as many as you can to get the highest score, and maybe get your initials on the online leaderboard. The total number of points you've earned counts towards unlocking a few different weapons, each of which has its own strengths and weaknesses. Addictive gameplay with a simple interface and clean, minimalist graphics. (levels/tasks to complete) David
David is an addicting physics-based short boss-fighter with super minimalist graphics. You control a little square named David, who uses yo-yo like physics to shoot and retract rainbow projectiles in fights against geometric enemies. The action of charging your projectiles also slows down time, making it an essential defensive move for avoiding enemy attacks or navigating difficult passages. it takes about 2 hours to clear all levels, with additional replayability added through the included arena mode, although the included best time/score leaderboards don't work unless you get the game through Steam. Each stage requires slightly different strategies and can be completed on two difficulty levels. Controls took a little while to get used to, but after I got the hang of it I found myself infinite-jumping through the sky slinging my rainbows around with ease. Bold Blade
A short and simple but weirdly fun game where combat pretty much just involves swinging your sword around in a circle to explode your enemies. Nice retro pixel art style. Not much to the story - defeat all the evil monsters in the land. While defeating them, you earn coins to endlessly upgrade your sword to ridiculous lengths, widths, or both. It should take somewhere between 30 minutes to an hour to finish the game once, but new game+ lets you keep re-playing and pushing your sword to even more ridiculous proportions if that's your thing. Good if you're looking for something entertaining but mindless to fill some down time. GUNPIG: Firepower for Hire
A fun top-down twin stick shoot-em-up where you are a mercenary pig. Zoom around in a little spaceship gunning down alien mutants that have taken over a space station, get paid based on how well you do. Cute 3D graphics, lighthearted illustrations that can be collected, some hidden rooms to explore for on each level, and numerous food-themed guns to experiment with. The game also gives you the ability to continue from the same level after defeat (at the cost of all the money/score you earned so far), meaning that anyone can still progress eventually, regardless of skill level. It's a quick little game that takes under an hour to complete. Nano Driller
Nano Driller is a small, fun game with unique controls. You fly a ship around the level, unlocking new areas by solving some simple puzzles and collecting keys, and culminating in a boss fight against some antagonistic buzzsaws. An unhurried first playthrough takes less than an hour, and practiced speedrunners can complete the game in under 3 minutes. The controls are simple to understand but tricky to master, with what I found to be an acceptable learning curve. There're some nice incentives to replay with two different manners of piloting the ship, an unlockable "gravity ship," and the ability to enable "chasers" for an extra challenge once you've demonstrated your mastery of the controls with a sub-7 minute playthrough. Minimalist graphics and a couple of catchy electronic beats that don't distract from the gameplay. If you like Nano Driller, the dev's jam game "Cell Driller" which is basically a one-button prototype of Nano Driller, is available on Itch.io for free. Pulstario
Pulstario has you piloting a pixel rocket around maze-like obstacle courses on a mission to collect white lights ("souls"), while listening to some cool electronic tunes. Touching anything except the white lights will instantly kill you, and your navigational ability consists only of boosting your rocket forward and controlling the direction that it's tilted. Takes maybe 30 minutes clear all levels, although there’s quite a learning curve at the start which might add to your play time until you get the hang of it. Although the 2D graphics are a bit on the fuzzy side, I found the tricky gameplay addicting. There are many different aspects of the game that encourage replaying; a "challenge mode" to try beating all levels with only 25 lives, level select with speedrun and "YOLO" modes, in-game achievements, unlockable reskins for your rocket, and secret levels. Easy to sink a lot of time into this one chasing all the unlocks and achievements. (Short narratives) A Mortician’s Tale
A Mortician's Tale is a short, educational game about being a mortician and preparing bodies for funerals/cremations. It takes only about 1 hour to play. The game follows a young mortician as she starts out working for a small funeral home. Music is relaxing and meditative, giving a calming atmosphere while the game engages with a subject that might provoke discomfort in some players. Similarly, the cartoonish 3D graphics and muted color palette give the game an overall softness. The narrative itself is largely told in the background; every day in the game gives you the opportunity to read through the mortician's emails, so if you decide not to read them carefully you'll miss the underlying story. Once emails have been read, gameplay is simple and guided as you prepare bodies. After the preparation is complete, you visit the memorial service and can listen to what the mourners have to say. Although it's short, I really felt like I learned something from this game. Before playing, I had no idea what was involved with preparing a body for burial or how cremation worked - now at least I have a general outline of what happens. For that reason, I recommend this game for anyone who is unfamiliar with mortuary practices but wants to learn a little bit about it in a gentle, accessible way. On the other hand, I would recommend against playing this game if you are very squeamish or easily upset - although there is nothing gory here, there are some visceral sound effects when preparing the bodies, discussion of suicide (although it's mostly skippable if you choose), and even cartoon corpses can be disturbing if your imagination is good enough. I'd also recommend against playing this if you're looking for pure entertainment rather than an "experience". There's no gameplay challenge, no choices that effect the outcome. And personally, I think that's fine. This is a game meant to inform rather than to challenge you, and I certainly left feeling informed. Otherside
This under-10-minute surreal experience earns a recommendation on visuals and audio alone. It's gorgeous, and the dark ambient bgm is perfect for the mood. There are 3 puzzle-like activities in this game, but they're only there to add a bit of interactivity rather than challenge you. A word of caution: you can try to pick apart meaning in the short sequence of events that you witness here, but there's no clear and obvious story to follow. Therefore it's recommended for anyone who loves rich, surreal visuals and who either doesn't care about having an easily understandable plot or who enjoys analyzing intentionally vague experiences to craft their own interpretations. The only real critique I have for this game is that I wish the splashing sound was only triggered when walking through the water, rather than continuously. It would be more immersive, rather than sticking out as strange when you're standing still. (Games with horror elements) All Haze Eve
A one-hour adventure on a spooky street during Halloween trick-or-treating. Solve some puzzles on your quest to get some candy. Pros: The game design is visually distinctive, set in a mostly colorless 3D world with splashes of bright jewels for characters' eyes. Lightly spooky atmosphere with some unexpected and unexplained surprises. Although the game has some non-intuitive inventory challenges, they're few enough that it doesn't take too long to hit on the right combo. Cons: Scrolling the action/target menus is a bit awkward and takes some getting used to. Due to the monochrome nature of the visual design, you have to pay very close attention to catch easily overlooked tiny details (like a rock on the road) which need to be interacted with to progress. Despite the drawbacks, I really enjoyed the creepy-cute story and the game's overall aesthetic, so I think it’s worth recommending. I See You
A short horror experience about trying to find the exit in an abandoned medical facility. It takes about 20 minutes to complete. Even with very simple art and a linear walking sim progression, this game actually managed to spook me a few times. At first it's subtle. You catch glimpses of something lurking around you, hear the sound of something following. Like in a nightmare, you think it's about to end, only to come back creepier than before. Even the end isn't the end. Worth checking out if you appreciate walking sims, retro graphics, and a dash of meta in your horror games. Retrace
Retrace is an atmospheric/psychological horror adventure in RPG and takes about 3 hours to complete. Freya and her friends are suddenly transported into a nightmarish dimension where they're held captive. Freya soon discovers that she's gained the power to loop backwards in time when she dies, and it's all part of a mysterious game. She decides to use this power to make sure all her friends get out alive. The art for the talk sprites is of variable quality, but the CGs and pixel art setting/walk sprites are good. The looping gameplay with well-written dialogue gives you a chance to get to know and care about each of the characters individually, while also giving you myriad chances to get your friends and yourself killed while solving a few simple logic puzzles. The very end of the game features a clear choice between two different endings, so it's easy to reload from last save and see both. I liked Freya as a protagonist - she has some dark sides to her personality which you get glimpses of - and the overarching mystery behind the existence of the nightmare world and Freya's connection to it kept me interested. I highly recommend this for anyone interested in a story-rich, slightly dark adventure game. Remnants
Remnants is a short RPG maker exploration game with retro pixel art graphics and a color palette inspired by the ZX Spectrum. It takes about 30 minutes to play at a leisurely pace and has only one ending. The story itself is very minimal: you are a post-apocalyptic wanderer exploring what appears at first to just be an abandoned underground facility of some sort. Wander through a series of increasingly bizarre and disturbing rooms, encounter mystery after mystery, and get no answers. I really enjoyed the mashup of post-apocalyptic and cosmic horror themes combined with the retro graphics. Recommended for fans of detailed pixel art and exploration who are comfortable with a complete lack of context/answers for the weirder and more intriguing stuff that you see. The Recipe of Madness
The Recipe of Madness is a creepy 3D exploration game about trying to find your way out of a mansion. You went to interview the owner, but he's nowhere to be seen and now you're locked inside. The game takes under an hour to complete. Gameplay consists of looking through dark rooms for notes that slowly reveal the backstory and keys that unlock new areas to explore. One downside of the game is that even with a flashlight feature, the game is still rather dark and so certain things (keys, locks) can possibly be overlooked. While the ending did feel a little abrupt, I enjoyed the unsettling atmosphere of the game. There is one true jumpscare in the game, plus a handful of times that sudden sounds (unexpected but nothing extreme) are used to startle the player, so if you prefer to avoid that kind of thing this is not the game for you. Recommended for horror game fans looking for a exploration-focused walking sim with a menacing atmosphere. (Games with Meta elements) MetaWare High School (Demo)
What would it be like to interact with an amoral god-like being that views your entire existence as nothing but a form of entertainment? MetaWare High School (Demo) - except it's not really a demo given that there is a conclusive ending and there are no solid plans for a "full game" follow-up - is a visual novel about cute anime high schoolers who are entirely aware that they're fictional. Most of them are very happy to meet and chat with you, the Player they've been waiting for. As the Player, you're in the unique position of choosing whether you want to live up to their expectations or just spend the whole time trolling them. They'll react accordingly, although each has their own unique personality which influences their responses. Depending on your choices, you'll unlock different endings. Unlock all the endings (which took me about three hours, some require very specific combos of responses) to reach the "true" ending... if you want to. I highly recommend playing it if you like meta narratives. This one is really brutal about tearing down the fourth wall. (Point and Click) Nelly Cootalot: Spoonbeaks Ahoy!
Nelly Cootalot: Spoonbeaks Ahoy is a humorous point and click adventure about a self-proclaimed pirate on a mission to rescue some missing birds, and it takes about 2-3 hours to complete. The silly sense of humor may or may not be your thing, so if you aren't at least mildly amused in the first few minutes this is probably not the game for you. It has a cartoonish art style which I liked, and is fully voice acted (with the option of turning that feature off). I thought the voice acting was very well done, especially considering that all characters other than Nelly were voiced by the dev. Like most point and clicks there are plenty of inventory challenges, but none were so far off the wall as to feel unfair or illogical. There is also a decoding puzzle and another where you use a control panel to move some machinery. The machinery puzzle in particular seems to cause a lot of people frustration (it took me a good fifteen minutes of fumbling around to complete it), so depending on your patience level, consider consulting a walkthrough. Recommended for point and click adventure fans looking for something lighthearted and exceedingly silly. (RPG/Adventure) Backspace Bouken
Backspace Bouken is a retro mashup of early 90s dungeon crawler with Mavis Beacon Teaches Typing. It's a unique game that lets you practice your typing and have some fun while doing it. A young adventurer enters a mysterious tower in search of a cure for her sick sisters. She can only advance up the tower by overwhelming the monster adversaries with her superior typing prowess; typing what they say is the only way to attack. It's a light hearted (and pun-filled) game which took me about 4 hours to 100%. One drawback to the game is lack of a manual save system. You'll have to wait until certain boss-related checkpoints for the game to auto-save. SYSCRUSHER
A fun cyberpunk first-person shooter that doesn't take itself too seriously. With appealing 3D graphics and a really great soundtrack, it's a half hour of pure robot-shooting action. If you regularly play first person shooters you aren't going to find the game challenging, but it's short and energetic enough that you're likely to have a good time regardless. (Visual Novel/Dating Sim) Some Like it Hot: Chapter 0
The full Some Like it Hot game is going to be a visual novel about a new hire at a coffee shop. While the full game is currently in development, "Chapter 0" is a 20 minute prologue starring the prior employee on their last day at work before going off to college. Even without that context I think the game is very enjoyable on its own. It's a soft little slice of life about moving away and saying goodbye to your old life, packaged with an enjoyable coffee-making minigame. I really like the art style used. The dialogue all flows very naturally, and the coffee-making tutorial was worked into the narrative in a way that didn't stick out too much. Outside of the story, the game also adds replayability with an arcade-style option - you can try to complete as many coffee orders as you can before the time runs out, and get scored based on how well you do. It's a cute story with a fun minigame, so if you like slice of life I recommend you give it a try. (Platforming) Swung
Swung is a unique mouse-only platformer where you play as the magical sword of a very cowardly prince who must rescue a princess from a dragon. The prince is too busy cowering, so you'll have to protect him from monsters and drag him oveunder obstacles. There's a little bit of imprecision/resistance to dragging him where you want him to go, which I personally felt fits the fact that the prince really doesn't want to be dragged around, and it also adds a little bit of difficulty to the parts requiring precision movement (which otherwise might have been too easy). It's a fairly short game and only took me a little over an hour to complete. It has nice pixel art, fitting music, and a variety of enemies requiring different approaches to defeat. Recommended for anyone interested in a game that is mouse-only or in checking out a game doing something different than the norm when it comes to platforming. (multiple categories in a single project) Touhou Fan Game Jam Black Lives Matter Collection
A collection of 26 jam games made for various Touhou Project-themed jams. (If you somehow missed it, Touhou is a series of Japanese bullet hell games with a lot of very dedicated fans.) Games from this collection that I rated 4 or 5 stars –
- NitorInc: Touhou Microgame$! demo+ - Wario Ware-style microgame arcade collection with 60+ rapid-fire microgames and multiple modes of play. Very silly, hectic, and rather addicting.
- The Heart's Illumination - RPG with a few light puzzles and a couple of battles, takes about 20 minutes to see both good and bad ends. Very cute pixel art and fun incorporation of some bullet hell-influenced combat into an RPG game, rather than the typical turn based system.
Reviews of games rated 3 stars and below to follow in comments.
submitted by nokori321
to itchioJusticeBundle [link] [comments]
2020.11.07 20:49 ddlca0i cute lil dating sim and the demo was fun c: [bistro days]
submitted by ddlca0i
to visualnovels [link] [comments]
2020.10.31 16:03 DraymondDarksteel Very Spooky Dev Blog #13: Halloween!
Happy Halloween, Dreamers! Man, who even cares that it's the bi-weekly update? It's Halloween, my dudes! And, to boot, it's a full moon Halloween! I've been waiting for an event like this for years. The astronomical significance of this is arguable, but it's still pretty darn cool. Halloween is by far my favorite holiday, and if various polls which I'm not going to link have anything to say about that, I'm not alone! Halloween is, after all, the most popular national holiday after Christmas, Thanksgiving, Easter, President's Day, Arbor Day, Talk Like a Pirate Day, and Bubble Wrap Appreciation Day.
But enough about that. For now. It's time for the thirteenth edition of the bi-weekly update, right? Unlucky thirteen, falling on a full-moon Halloween... shame it isn't a Friday. Anyway, this update is going to be all about fears, spooks, and things that go bump in the night. Reader discretion is advised.
In case you've recently emerged from your sealed coffin with a taste for blood and a lust for revenge, meaning you are unfamiliar with what Antiem is, the vampire hunters want to stop you from checking out the introduction page on the Antiem subreddit, for fear of the eldritch secrets contained therein. Another work of dark and unholy secrets can be found in the previous dev blog, carved by the shaking hand of a desperate man.
I'll quickly list the SpookyNotes® as to what we've accomplished in every category over the past two weeks, then discuss it in further detail down below.
Now, let's discuss things in more detail, specifically the Art and Writing sections.
- Art: Massive revamping of game's UI elements complete. Created Mr. Miltz portrait.
- Sound: Main villain's theme mostly complete. Just a few last-measure touches.
- Programming: Implemented more attack animations. Beginning new UI implementation.
- Writing: Continuing work on Ren'Py prototype. Changed core narrative details.
Art Mr. Miltz is not currently a character in the game. Aster mentions him briefly at the end of the demo. To be honest, I didn't intend for him to be a character. But then Kasey created this piece of art for the classroom, and I fell in love with what was meant to be a throwaway design.
So, after much deliberation, that took about ten minutes, Mr. Miltz is now a fully-portraited character! You can see he's joining the Day/Aste club of characters that really need to get more sleep. If it seems like there's a lot of characters like that in this game--well, there are! I don't know, something about that dead-eyed, tired look is fundamentally attractive to me. That's probably why. After all, if I'm going to represent modern culture as realistically as possible, I think it'd be dishonest of me to portray a well-rested academic.
Anyway, there's also a bunch of new UI screens! The previous ones were made by my unskilled and amateurish hand--these ones are professional. I'll link previous screenshots, along with the new ones, for comparison. I should mention the new ones are mockups--they're not yet in the game--but I have all the assets to make them be.
Party Menu -> NEW Party Menu
Pause Menu -> NEW Pause Menu
Tactics Menu -> NEW Tactics Menu
Battle Menu -> NEW Battle Menu
Note that not all features visible in the battle menu will be immediately viewable without a Navigator of a certain competency assigned. Again, I really want not using a navigator to be a viable option, while using one provides tons of bonuses without directly affecting your stats, or letting you take extra actions. Our current plan is that if one had omniscient knowledge of Antiem, a Navigator would provide no great tactical advantage. Interestingly, this becomes less of a problem once you have more than four members in the Dreamers. Since you can only take four at once, you no longer have to make the trade-off of power or information. Of course, by that point, you likely understand the game well enough that the need for a navigator is less pressing.
Oh, and here's a butterfly! This cutie is actually going to show up in a scene you've already seen. Hm, now where might that be...?
Writing The game began, originally, on January 1st, with Aster moving into Antiem as a transfer student on his second year. This was a calculated decision, mainly because I liked the idea of ending the game on December 31st, and being able to celebrate a few main characters' 18th birthdays early in the year. However, that idea, frankly, became too complicated. The whole rigmarole of switching years mid-game, as well as the awkward attempt at beginning on the New Year (with practically no reference to the importance of the date) left a sour taste in my experience, and, I'm sure, other players'. Therefore, the start of the game has been moved to August 4th, 2024, the Sunday before school begins again. As such, several characters have been aged up slightly. We will, unfortunately, then miss the 18th birthdays of many of the main characters--Rose, Day, and Zoe are now all 18 by the start of the game--but you'll still be able to enjoy their 19th birthdays. Perhaps this is a better starting point, though. Though this game takes place in a high school, I've always imagined the high school-age party members as adults, only perceived as children due to their physical ages.
Incidentally, if 18 seems to be a bit old for a child just starting their Senior year, it is. Every party-member high schooler has been held back, for one reason or another. This'll be explained and explored further in-game.
But enough about that. It's Halloween, right? Let's talk about something spooky. I've managed to get the interviewer back, and he's here to ask the main characters what their deepest fears are!
"What? You can't just ask a person something that personal that directly! What are you thinking? Geez. Besides, you probably don't even have the kind of degree necessary to do anything with that information. I don't know what kind of wacko interview this is, but I'm not playing ball."
"...Look, if you need me to say something, I'll say I hate snakes. But, I mean, who doesn't? 'Danger noodle,' my foot, they're heartless killers! You ever see a snake eat a rat before? You'll never think they're cute again."
"Oh, I mean, it'd really suck if I ended up going insane."
"Like, you know, if, hypothetically, I ended up having these hyper-vivid lucid dreams where I'm terrified beyond belief that I'm going to die every single night. And if, hypothetically, these nightmares scared me so much that I hated sleeping, and ended up in a cycle of sleeping once every two days. And if, hypothetically, my shattered sleep schedule completely ruined any attempt I could have made at maintaining a normal life. But, y'know, the worst part would be that everyone I tell this story to, even doctors, say I'm not actually insane, so I can't get any help for it. That'd just, like, suuuuuck. Hah hah hah! Good thing we're speaking in hypotheticals, am I right?"
"God, help me."
"...You cut me off last time. Will I be permitted to give my full answer this time, please?"
"Thank you. Now, in terms of fears... well, I've never been overly fond of the idea of dying unneeded. Many people don't want to die alone, of course, but I'm somewhat okay with the notion. Travel is so expensive nowadays, and everyone's so busy... besides, I'm used to being alone in the hospital. Oh, no, please, I didn't mean that one ought to feel sorry for me! Others have it worse. I was just saying that dying unneeded would be a very miserable fate, I think. If someone didn't use you to make their lives better, what did you even do with your life?"
"Well, there's quite a few. I don't know what I'd do if Gale Time ever goes out of business. I'm really relying on it to support my husband and I. We'd definitely have to leave Emerald Place. I could do that as long as I got to move somewhere else, but if something forced us to stop moving... forced us to just exist without moving forward... Oh dear. Yes, that must be it. I suppose I'm afraid of being forced to slow down! Thankfully, running Gale Time keeps me very busy."
"I'm terrified that Dee will one day discover I am not nearly the person she believes me to be."
"Oh, that's just ridiculous, Oscar. You're handsome, kind, sensitive, intelligent, talented, and you have an amazing butt. There's nothing for me to realize."
"You've said that before, but I really do wish you'd listen when I try to manage your expectations. If I could just--"
"Guys? Your segment is over. Moving on."
"As the decades passed, I found myself fearing eternity in the Dream less and less. Though immortality at first struck me as a bad bargain, I've had Judy to keep me on the straight and narrow. To give me purpose. All my fears involve the separation of Judy and I."
"Aw, Gary, that's really sweet of you! You're the best little brother ever."
"I also fear that Judy will never stop trying to redefine our relationship. I've told her before, our relationship is strictly grandfather and granddaughter."
"Well, maybe I'm afraid that your mind's a tad addled, since just five years ago, you were saying we were aunt and nephew."
"We're... still figuring out what we are. Though we have a spot of trouble figuring out who we are to each other, we know for sure that we're meant to be together. I'm scared of losing Gary, too."
"As I stand here, I swear on my immortal soul that no force could separate us. You have my protection and my oath, Judy. Granddaughter."
"And you, my dearest brother, have my promise that I'll never stray from your side. Never." ...And that's all of them! They answered with varying degrees of brevity and truthfulness, but at least they all answered.
Yep, that's all of them.
There's no one left.
Or... is there?
Wait, that's not the right one. Wrong picture, sorry.
Closing So, I should make clear here that although we're not quite keeping the pace I'd like to, the vast majority of the team is performing swimmingly. Our artists have never made better art, and I think that song linked above may be the most thematically strong Joe's output so far. And I hope you like the seasonal redesign of the subreddit, too! Our bottleneck is pretty much entirely on my shoulders, and I'd like to apologize for that. Put simply--I'm very busy! But I'm going to try a few things in the upcoming weeks to see if I can finagle myself a little extra time to work on things. In the meantime, I'd like to thank you for your patience, and for following the development of Antiem.
This has been u/DraymondDarksteel. 'Til then,
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2020.10.27 22:29 stephanakib Scaling Agile Game Teams
The following is from the book Agile Game Development: Build, Play, Repeat 2nd Edition
by Clinton Keith
Although the ideal Scrum team size is five to nine people, modern game development efforts typically require far more developers. Sometimes these developers are distributed across multiple locations. Although Scrum is designed to be scalable, large teams need to add practices, realign roles, and take precautions in how they organize teams and foster communication so that the increasing challenge of getting large groups of humans to align can be overcome.
Challenges to Scaling
The development of the avionics for the F-22 jet was done in secrecy. Every one of the hundreds of developers, including myself, had to have security clearance to even enter the building we worked in. The greatest impediment in developing the avionics was that the work was spread over as many congressional districts as possible. This was done to ensure ongoing support for a project costing tens of billions of dollars.
As a result, when I had to have a conversation about solving a software problem with a remote person who wrote a library or piece of hardware my software depended on, I had to schedule a call to be held in a soundproofed room on a scrambled phone with a security agent present, which usually took a week to arrange.
Those phone calls were nearly useless because the scrambling and descrambling degraded sound quality, and the security agent wouldn’t allow us to speak in great detail. I would merely end up yelling something like “Something you’re doing isn’t working with something I’m doing.”
I believe this kind of communication overhead was a major reason why the F-22 was years late and tens of billions of dollars over budget.
Communication is the biggest challenge for large teams. Although teams might not face as critical a problem as we did on the F-22, the results are similar.
This section describes some of the significant challenges seen with large games.
Loss of Vision
Maintaining a shared vision with more than 100 developers is a significant challenge. It’s easy for individual developers to lose connection between what they are working on and the overall vision for the game. Because developers make many decisions each day based on their vision of the game, the impact of a splintered vision can be very costly.
A main ingredient in creating a shared vision is frequent conversations with stakeholders and the Product Owner. ------------------------------------------------------------------------------------------------------------------------------------------------- ADVANCED PRACTICE: THE FEATURE BOX
“Feature Box” is a useful practice for creating and reinforcing a shared vision.
After the Release goals are debated (BHAGs), the game development group gathers, and each team mocks up a prototype box that their feature would theoretically ship in, using a large flip chart sheet and markers to sketch art and marketing blurbs. The goal is to present their feature in a way that would encourage players to buy it off of a shelf. After the box art is created, a team representative presents it to the rest of the group. The marketing bullet points that teams create for their features usually make great epic stories for the Release!
Here are some things to keep in mind for using Feature Boxes:
- This is a useful practice to implement at the start of every Release.
- During the presentations, the Lead Product Owner can clarify or correct a divergence of vision. For example, if a team’s box lists “online gameplay” as a feature and that epic is not in the Product Backlog, the Product Owner can address the reasons for its exclusion.
- If the Release is a live update, give the team the option to create a web page instead.
Adding People Late
Very often, when stakeholders are unhappy with the progress of a team, they’ll “move resources from one project to another” to “speed things up.” I’ve had this happen with games I’ve worked on, and many of us have heard the stories of beleaguered studios being sent busloads of developers from a sister studio to help them meet a ship date.
The problem is that it never works. As the old saying goes, “Nine women can’t make a baby in a month.”
This has been known for decades, most famously by Fred Brooks’ law: “Adding human resources to a late software project makes it later.” (Brooks, 1975).
The problem is that people aren’t interchangeable resources. As we add new people, not only does the overhead of communication burden the flow of communication, but those new people have to be brought up to speed on doing the work, usually by the people who were already doing the work! This ends up further slowing the effort. By the time we start seeing the benefits of the additional people, the game is also behind schedule and with an even higher burn rate, which will often result in additional busloads of “resources” sent.
Communication Among Large Teams
Project staff sizes for many console and PC games have grown steadily from the “good old days” of the lone developer who designed, coded, illustrated, scored, and tested the game on his or her own to project team sizes that now often exceed 100 people. Unfortunately, the effectiveness of a 100-person project is usually not 100 times that of a one-person project. This loss of effectiveness has many sources, the main one being the overhead of communication.
Consider the combinations of any two people who may need to communicate on a project. These “lines of communication” grow much faster than the number of people on the project (see Figure 1). For example, a project with 100 people has 4,950 possible lines of communication between members (the formula for lines of communication is n
– 1)/2, where n
is the number of people on the project), which is far too many connections for teams to manage on their own. As a result, hierarchies of management were created to oversee this complexity.
Figure 1 - Team size and lines of communication ------------------------------------------------------------------------------------------------------------------------------------------------- DUNBAR NUMBERS
Anthropologist Robin Dunbar theorized, and research has supported, the idea that there are thresholds of group communication effectiveness based on the number of individuals in the group. For thousands of years in the past, armies have organized themselves around similar size limits (for example, squad, platoon, and company) based on an intuitive sense of these thresholds as well. -------------------------------------------------------------------------------------------------------------------------------------------------
Should You Scale Up?
No scaling framework has any magic that can overcome the overhead of larger groups. Work that takes 30 people a year can likely be done by 10 in two years, but we often don’t have that much time. We can still apply questions such as, “Can we do the most important features with 10 people and still make a great game?” or “Can we find ways to do more with 10 people?”
Scaling up should often be the last choice made of all the options we have, but sometimes it’s a necessary one. Although eight developers might be able to make a AAA game most efficiently, the market for a game that takes 10 years to make might not be the same.
Scaling the Wrong Process
The main problem with scaling is that we usually scale the wrong approach. Consider a small team with a producer, some programmers, artists, and designers that are iterating on a game. When studios scale that team up, they often do it by “scaling resources,” that is, by focusing on scaling the number of people in each discipline and organizing the scaling by creating hierarchies of control. For example, if they triple the number of programmers, they’ll end up hiring someone to manage them.
When all the disciplines do this, then a layer above them is created to manage the dependencies between them. Tools such as task management databases are installed to keep track of the dependent work.
When an issue arises, for example, when an artist is unable to export an asset into the game, they’ll turn to their lead, who will report it to the producer. The producer then creates a work order for a fix placed into a task database. In the future, a lead programmer will assign the task to fix the exporter to a programmer. Figure 2 shows the flow of this issue.
Figure 2 - An example flow of a problem from art to programming
This is a widespread approach seen with big games, but it includes the following issues:
- The delay between recognizing a problem and fixing it creates other issues. If it turns out the asset doesn’t work, then the artist could have created many other defective assets in the meantime.
- The number of lines of communication that transpired between the artist and the programmer could have introduced an error. The programmer may end up implementing something that doesn’t address the problem.
- The issue could be lost in the shuffle and the problem not solved until it becomes urgent, leading to crunch.
Scrum teams avoid these problems by being cross-disciplined and addressing these problems on a day-by-day basis. When scaling Scrum, we need to apply the same principle of scaling the practices that allow teams to solve as many of their problems on their own without creating a bureaucracy.
The MAGE Framework
Over the past decade, many scaled Agile frameworks have emerged. Each has its approach to how Agile can be scaled up for IT projects. Game development presents unique challenges for scaling. Fifteen years of experience dealing with these challenges has driven me to produce my own framework that I’ve christened MAGE, or Massively Agile Game Environment.1
MAGE, like Scrum itself, is a framework based on lessons learned with many large-scale games. Its practices are meant to be inspected regularly and adapted to your unique challenges.
MAGE encompasses team formations, roles, planning, execution, practices, and tools that have proven useful for large game development teams. It applies Agile and lean principles and it duplicates many of the principles at the large scale seen at the team level.
Whole Game Focus
Large game projects must still maintain a focus for the entire game. Every Sprint demonstrates one build, not a build from every team. We focus teams and practices towards this.
Communication, Purpose, and Autonomy
Often, developers working on massive games complain that they have little idea of what they are working on or what their part in the game is. This creates an impact on development by leading to disengagement and a lack of ownership (http://www.melconway.com/Home/Conways_Law.html
By preserving the principles of Scrum while scaling, we can keep lines of communication short and ensure that developers maintain a sense of purpose and autonomy in their work.
We continuously apply systems thinking, Lean thinking, and Scrum patterns to continually improve the flow of work, reduce overhead, and address every aspect of studio organization to enhance the flow of communication and the output of value to the game. ------------------------------------------------------------------------------------------------------------------------------------------------- CONWAY’S LAW
In 1967, Melvin Conway wrote a paper that described how “any organization that designs a system (defined broadly) will produce a design whose structure is a copy of the organization’s communication structure.”
This adage is known as “Conway’s Law” and it is in games that studios make.
I’ve seen this in every game I’ve made or studio I’ve worked with:
- Studios organized around a technological focus will make games with impressive technology but with weak art and design.
- I’ve seen large games that have development split across half a dozen studios that each own a feature area feel like six different games packaged into one.
- Teams with separate quality assurance (QA) groups and discipline silos release games with many quality issues.
Conway’s law is unavoidable, but it’s a useful tool when applying systems thinking to your studio and game organization. ------------------------------------------------------------------------------------------------------------------------------------------------
Scaling the Right Way
At its core, MAGE is still Scrum:
- Teams of five to nine developers that commit to Sprint Goals.
- Potentially shippable game increment is demoed every Sprint.
- Each team has a Scrum Master and a Product Owner.
MAGE scales Scrum by organizing around “teams of teams” that reflect a hierarchical Product Backlog with a similar hierarchy of Product Ownership to ensure a vision is being shared, in both directions, between all stakeholders and developers.
The Product Backlog
A game starts with a Product Backlog organized as a hierarchy. This hierarchy will reflect the team and Product Owner organization. This hierarchy will also change over time as the game emerges, and our knowledge grows.
Figure 3 shows a starting hierarchical mind map of major epics for a game. Initially, the game staff will be smaller and focus on the camera, character, and hand-to-hand combat epics. They might consist of a single small team or three teams, depending on how many developers are working on the game. Figure 3 - A basic mind map of the game epics
Later releases might reorganize into single-player and multi-player teams that build upon these core mechanics.
Tools and Mind Maps
Most tools for a Product Backlog support hierarchies, but I prefer the ones that can visualize the Product Backlog as a mind map. A mind map of a Product Backlog should represent the team structures as well as the hierarchy of features. Mind maps have some benefits:
- Mind Maps better serve how we think of a set of features.
- Mind Maps can be quickly reorganized as teams reorganize, usually on a release-to-release basis.
- It’s easier to allow teams to take over a branch of a mind map and will enable the Lead Product Owner to focus on the trunk.
Pooling Functions and Dispersing Components
It might seem logical for every branch to have audio. A feature isn’t “done” until it has audio, right?
The problem is that you might only have two audio composers for a dozen teams that each need only 10 percent of a composer’s time. We don’t want an audio composer spread across six teams, so we’ll pool the composers into an audio support team (see the later “Pool Teams” section).
Conversely, we might have a team of AI programmers create the architecture for basic AI (pathfinding, senses, character and animation control, and so on) before dispersing across teams to better support the needs of AI for all characters in the game (see “Component Teams” below).
The changing needs of the game and team organization should be reflected in the organization of the Product Backlog.
Sometimes cross-cutting themes of the game need attention from almost every core feature and mechanic. These are often called pillars
. An example of a common pillar is monetization. Many free-to-play games explore ways to monetize features throughout. Significant pillars often have a champion supporting it (see “Pillar Champions” below).
A fundamental Scrum principle is the formation of teams that are self-contained and can genuinely commit to owning their Sprint goals. This leads to cross-functional teams that include artists, programmers, and designers for core game features. However, some self-contained teams might need fewer disciplines, perhaps even one, to accomplish something of value.
This section lists a variety of team types used for Agile game development. Not all of these team types are necessary for your game.
Feature teams are cross-disciplined teams that develop core game features. For example, the small cross-disciplined team shown in Figure 4 could take full responsibility for a driving mechanic.
Figure 4 - An example driving mechanics team
A significant benefit of feature teams is the sense of ownership they experience. Participating in the full development of a few mechanics is far more satisfying to most developers than attending part-time on many. For many developers, this gives a greater sense of accomplishment.
A feature team should have everyone it needs to build the mechanics. In practice, this is difficult to accomplish. Sometimes teams need to share disciplines in short supply. An example of this is an effects (FX) artist who is utilized 25 percent of the time by any single team. Often this person is shared among multiple teams. ------------------------------------------------------------------------------------------------------------------------------------------------ EXPERIENCE: ALL FEATURE TEAMS?
On one of our first Agile games, we used features teams for all the core mechanics and ran into problems. The main problem was that each mechanic ended up having a different look and feel, which made the whole game more confusing and harder to play. ------------------------------------------------------------------------------------------------------------------------------------------------
Component teams are composed of developers who work on a component of the game, such as a rendering engine or content area. Although less common than feature teams on an Agile project, component teams have their benefits. One example is a platform team comprised mostly of programmers. These programmers are experts in optimizing performance for a particular platform such as the iPhone or Android. Concentrating these individuals on a single team focuses effort on challenging problems that are wasteful for feature teams to solve on their own. For example, if the iPhone programmers are spread across multiple teams, then their efforts creating a working iPhone build are diluted.
Component teams are typically used only for foundational or services work. Using component teams for work that impacts multiple mechanics often leads to less suitable solutions for the game. For example, a component team was formed to create the character AI for a game. This team consisted of AI programmers who wanted to develop the best-architected AI possible. Unfortunately, their efforts led to AI functionality that was handed off to other teams that neither understood how the AI worked nor benefitted from many of the features designed into it. Ultimately this team broke up, and the AI programmers scattered across the project to implement AI needed by various teams.
Production teams are cross-discipline teams used for game development projects that have a production phase. These teams have a more defined pipeline of work for creating specific content and applying some of the Lean and Kanban practices described in Chapter 6. Production teams are also less bound by the five-to-nine-member team sizes due to the more predictable flow of work.
Production teams may exchange members as needed with other production teams to maintain a steady flow of asset creation. Production teams often form from feature teams as a mechanic transitions from pre-production to production. For example, most of the programmers might leave the level pre-production team as it enters production and be replaced with more modelers, texture artists, and audio designers. Example production teams include:
- Level production
- Character production
- Community website
A frequently asked question is how support teams should organize themselves in an Agile project environment. Because they support multiple teams, they receive requests for features that cannot be as easily ordered as they are for a single team, which can create confusion and conflict between the support team and its “customers,” the games that depend upon them.
A support team requires their own Backlog and Product Owner. Having more than one Backlog and one Product Owner for a support team is a recipe for disaster. The team should have every benefit that other Agile teams have in an understandable Backlog and single vision. Customer teams should identify priorities during Release Planning and include the support team (or at least its lead and Product Owner) in their Release Planning.
Support teams often benefit from using Kanban over Sprints, which allows them to be more responsive to urgent requests for bug fixes or other impediments to teams that use their services. Figure 5 shows a simple Kanban board for a support team.
Figure 5 - A Kanban board example for a support team
One of the most critical metrics is the average amount of time it takes between a support request to be received and when it is deployed. Support teams always try to find a way to reduce this response time.
Note that even the Backlog has a work in progress (WiP) limit, which is meant to force the Product Owner to refine the Backlog from time to time so older requests don’t pile up and reduce response times. This also helps the teams asking for support to refine and prioritize their requests continually.
The ready state on the board represents the requests that the team has tasked out and are ready to be worked on. When the last request is pulled into the develop column by the team, the empty state of the column signals the members to have a planning session soon and to fill up that column with four new features, tasked out, as indicated by the WiP number. ------------------------------------------------------------------------------------------------------------------------------------------------ TIP
If a support team is a dependency for the deployment of multiple games, its Product Owner should ideally be at the executive level (or in frequent contact with executives) to arbitrate conflicting game priorities. Deciding to support one game over the other is a company-level (strategic) decision and should have input from the people who run the studio. ------------------------------------------------------------------------------------------------------------------------------------------------
Support Team Iteration Goals
Support teams can also have iteration goals. This is common with engine and tools teams, which have research and development (R&D) goals of their own. In these circumstances, a Sprint swim lane (see Figure 6) can be added below a Kanban lane. The team would determine how much time it could dedicate to each lane per Sprint and judge how much of a goal to forecast in Sprint Planning.
Figure 6 - An example Kanban board with a Sprint swim lane
Managing Maintenance and Quality Issues
Support teams should factor in emergent support work. Setting aside a certain percentage of your bandwidth for unexpected maintenance is critical. It’s easy to track how much time is being spent addressed on maintenance work every Sprint and subtract that from your planning capacity. ------------------------------------------------------------------------------------------------------------------------------------------------ TIP
Loaning support team members out to another team for a Sprint is okay, but it should be identified in Release Planning. Having support team members see how their “product” is used is valuable. ------------------------------------------------------------------------------------------------------------------------------------------------
A tool team consists of tool creators (programmers, technical artists, QA) whose customers are users of a common toolset and pipeline.
Like a support team, a tool team often supports multiple projects and has its own Product Backlog.
Tool teams have the added benefit of releasing tools to customers who are in the same building, not just stakeholders who represent them. Having tool users who can participate in Backlog definition, prioritization, planning, and reviews is a significant benefit to the tool developers. Tool development can be even more exploratory than game development and benefits substantially from using an Agile approach.
A pool team is a collection of developers from a single discipline. Unlike other teams, they don’t have their own Sprint Goals. They exist to support teams that do. Examples of this are a pool of animators that could support a feature team that needs a large number of animations in a single Sprint.
Another benefit of a pool team is to provide a service center for art production, also referred to as insourcing
. Environment artists and animators are in higher demand during production, and pool teams help level the developer requirements in a larger development studio.
Pool teams require more planning and management during a release to ensure that they are fully utilized. Pool teams are commonly used in late pre-production or production.
Sharing a vision on larger projects that contain more than 40 developers is challenging. The vision among separate teams can drift, even with a hierarchy of Product Owners. As a result, some projects have “integration teams” that integrate mechanics, developed initially by feature teams, into a unified experience.
These teams are similar in structure to feature teams. The difference is that they are responsible for the overall theme of the game. For example, in an action racing game, eventually the core team takes over the driving mechanics from the team that developed it after it is mature enough. From this point forward, the core team modifies and maintains the mechanic to seamlessly work with the other mechanics.
Feature Area Teams
Feature area teams are a blend of feature teams and component teams that create base features in a specific area for integration teams to assimilate into the game. An example of this is a physics feature team that would create vehicles, destructibles, cloth, and many other physics-based features for a game, but not bring them to a deployable state.
There were two reasons we introduced these teams. First, on large projects, having many feature teams make deployable features led to a divergent feel across those features. Handing the final polish off to an integration team led to a more cohesive look and feel to the game. Second, this allowed these teams to stay together longer. After this, they were able to stay together and move on to another physics-based feature.
Feature area teams are still cross-discipline, needing artists, designers, programmers, and so on to achieve their goals. ------------------------------------------------------------------------------------------------------------------------------------------------ OBJECTION: COMPONENT, POOL, AND CORE TEAMS—THESE DON’T SOUND VERY “SCRUM” AT ALL
Ideally, every team should be a functional team, but the sheer number of specialties required for game development leads to pool and core teams. If every team needs 10 percent audio support and you have two composers supporting 16–20 teams, you can’t have them be part of 8–10 teams each. When I’ve described pool teams to Agile consultants outside the game industry, I’ve been accused of blasphemy. One time, I asked one of the authors of the Agile Manifesto what his solution would be, and he said, “just have every developer learn how to compose audio”!
Scrum is more about teams finding ways to perform best rather than “following the rules out of the book.” ------------------------------------------------------------------------------------------------------------------------------------------------
Communities of Practice
Another challenge created by large Scrum projects is the potential loss of communication caused by the separation of discipline, or functional expertise, across multiple cross-discipline teams. For example, if all the graphics programmers are spread across various teams, what is to prevent them from solving the same graphics problems in different ways? ------------------------------------------------------------------------------------------------------------------------------------------------ NOTE
We had this problem when all the AI programmers were split up across three feature teams. Each team implemented a unique AI state machine. One team implemented a script-based system, another implemented a C++-based system, and the third team developed one that was manipulated with a graphical interface. ------------------------------------------------------------------------------------------------------------------------------------------------
The solution is to establish communities of practice
that can share knowledge and eliminate the duplication of effort. Figure 7 shows how the AI programmers from across multiple Scrum teams can form an AI community of practice.
Figure 7 - An AI community of practice
Each community can decide how frequently it needs to meet and address the issues it is facing. The AI community might discuss common solutions it could implement. The Scrum Masters can form a community to share improvements to their team’s practices. The designers could create a community to complain about everyone else.2
Communities of practice do not have their own Sprint Goals or assign work outside their teams. Their only purpose is to share information. ------------------------------------------------------------------------------------------------------------------------------------------------ EXAMPLE: SPOTIFY
Spotify has explored several different orthogonal group structures such as tribes, chapters, and guilds that are worth reading about (Kniberg, Ivarsson, 2012). They are great examples that game teams can try out themselves. ------------------------------------------------------------------------------------------------------------------------------------------------
The demand for a Product Owner’s time on game teams can be greater than the demand for Product Owners in other industries. Teams are challenged with knowing if the “fun” they are creating is the “fun” the Product Owner wants. Questions such as how “bouncy” a physics response should be or how “snappy” an animation transition needs to be are subjective and may need daily feedback from the person who owns the vision for the game: the Product Owner.
For large projects with a dozen or more teams, this creates a challenge. The Product Owner’s time becomes spread too thin, and he or she cannot adequately maintain a shared vision for the game across all teams. Without a shared vision, each mechanic will drift from the original vision as it evolves, and the game becomes less consistent and appealing.
A useful practice is for the Product Owner for a large project to delegate ownership of feature areas. One way of doing this is to establish a hierarchy of Product Owners. A lead Product Owner guides the project, and each core mechanic has a Product Owner. Figure 8 shows an example of such a Product Owner hierarchy. Figure 8-An example Product Owner hierarchy ------------------------------------------------------------------------------------------------------------------------------------------------ DEFINITION: FEATURE AREAS
Feature areas are sets of features that are related by an underlying component and usually supported by a team. For example, a physics feature area could encompass cloth, destructibles, vehicles, and anything else that might require a team that is familiar with the technical and asset limitations of a physics engine. ------------------------------------------------------------------------------------------------------------------------------------------------
The Lead Product Owner oversees the two Product Owners who work with one or two Scrum teams. The Lead Product Owner continues to work with teams directly, such as the user interface team, but he or she delegates Sprint responsibilities to the teams that have their own Product Owner.
The Product Owners work with their teams during the Sprint, helping them plan the Sprint and working with them daily to ensure that they achieve the Sprint Goal. For example, as a Product Owner on a team implementing a driving mechanic, my role included educating the team about the shared vision for the mechanic. These often required conversations about the balance between a “sim” versus “arcade” feel for the controls, vehicle physics, and the environment.
The Product Owners need to ensure that a shared vision exists for the entire project. This includes frequent meetings among them all, including the Scrum-of-Scrums meetings (see the later section, “The Scrum of Scrums”), to address any questions about the game’s vision.
Product owners take direction from the Lead Product Owner between Sprints and Release Planning. A difference of opinion often exists on the best path to achieve release goals between the Product Owners. The insight of a team’s Product Owner is invaluable in finding the best way, but the lead Product Owner is responsible for safeguarding a consistent vision for the game across all mechanics and features.
A Product Owner team creates a shared vision on a large project and ensures consistency of vision everywhere. ------------------------------------------------------------------------------------------------------------------------------------------------ TEAM PRODUCT OWNERS?
There is disagreement among the scaled Agile frameworks as to whether each team or feature area should have a Product Owner or whether there should be just one for the entire game.
In my experience, one Product Owner for a big game is not enough, unless the teams are sufficiently self-organized to replace the role (see “Ditching Product Owners” in Chapter 7, “The Product Backlog.”).
However, Team Product Owners can often become “output owners” who have little authority to guide the vision of their feature area and merely focus on having the team create as much output as possible. ------------------------------------------------------------------------------------------------------------------------------------------------
Larger groups of people and projects invoke extra work and roles that help overcome problems of scale. This section describes some I’ve found useful.
Project Management Support
Due to the enormous production debt of a large game development project, pairing a Lead Product Owner with someone who can help him manage that debt is often beneficial. That role is often a “senior producer” or “development director” in studios. This role will support the Lead Product Owner to prioritize work that helps refine the content production plan to ensure work is ordered to meet schedules (for example, making sure we are ready with tool pipeline functionality when motion capture actors arrive).
The book Scaling Lean and Agile Development: Thinking and Organizational Tools for Large-Scale Scrum
(Larman and Vodde, 2014) describes several additional roles outside of teams that I’ve found useful for game development: Travelers
are team members on one or two teams that only stay for an iteration or two to provide assistance and to teach developers. An example is the physics expert who works with a team to set up a cloth effect and also pairs with another programmer to write the code. After the cloth is working the traveler leaves, and the programmer remains to support the cloth effect. Scouts
attend as many of the Daily Scrums as possible and provide a progress report to the Lead Product Owner. They also take part in Release Planning and Backlog refinement meetings helping large teams to be more synchronized. Component mentors
are members of a feature team who reserve spare time to mentor other teams on their component (such as multiplayer online) or discipline (for example, animation or programming). They teach techniques and help advise teams on the best way to implement features related to their component or area of expertise.
Pillars (described previously) benefit from having a champion that, like a Component Mentor, work with every team to help support its pillar, such as monetization or ways to connect the game to social media platforms such as Facebook. Continue reading the complete chapter including discussion on releases, sprints, managing dependencies, and distributed and dispersed development.
submitted by stephanakib
to GameDevelopment [link] [comments]
2020.10.27 19:43 TheSmallBlue Confirmed ARG from the meta visual novel game, Metaware High School!
Hello! I am part of the community (fandom?) sorrounding the indie game MetaWare High School (Demo)
. Recently we've been told by the creator on the game, as seen in the following Twitter thread
, that there is currently an ARG going on. We've been trying to solve it for around a week or so, and we're stumped. Hard. According to the tweeter thread I posted above, it's really really tough, so I'm here asking for help! Me and two others already went by the Discord, but we feel like posting on this subreddit might lead to more leads.
Discussion about it is mainly happening on the Metaware Fan-Discord: The Mochi Store!
, if you're interested in actively forming part of it, join! You might end up liking the game like us, iunno.
Here's the progress we've made thus far, directly from the Discord:
Twitter hope posted this
several times, and it mentions demoscript_mochi.rpy, on said demoscript_mochi.rpy file are things that seem like hex code:
7a336132 756b7134 33656365 7133756b 7132
716f6477 51776c6d 697a6c76 6a657577 776a776c 646b7170
4d637963 6b6b4370 6b6f67
If we change it from hex to text, we get gibberish, but the promising kind of gibberish:
z3a2 ukq4 3ece q3uk q2 l qodw Qwlm izlv jeuw wjwl dkqp Mcyc kkCp kog !
If we grab the 4th line ( Mcyc kkCp kog ) and decode it using a caeser cipher with the shift on -2 (or) 2, we get "Kawa iiAn ime" That is as far as we got before Hope tweeted again
c2 i3 a2 h1 n1 looks like hex, but translating it leads to actual gibberish, so we think each letter stands for a character (c is chris, i is isadora, a is aspen, h is hope, n is nari). We have no idea what the numbers mean.
HOWEVER, on the same day hope made a series of tweets directed to each MWSH character: Isadora
, and Chris
This might be related to the whole c2 i3 a2 h1 n1 thing mentioned before, but it is unknown as to how
A day later, Ahmaykmewsik (The creator) posted the following chain of tweets: https://twitter.com/Ahmaykmewsik/status/1320134298587058178?s=20
- This is hard as nails
- We have all the information we need
- There is a small goodie at the end of the puzzle that we'll find "rather fun".
A few days later, Ahmaykmewsik posted more tweets: https://twitter.com/Ahmaykmewsik/status/1320700540049887233?s=20
- There was originally supposed to be a hidden clue in the DLC prototype, but he realized a few days before this tweet that the info that was supposed to be there just, like, wasn't. So he made Hope tweet the same information so the puzzle can still be solved. (The c2 i3 a2 h1 n1 tweet, as specified later in another tweet in the same thread)
- Hope made several questionable tweets, earlier ones were just to show you where to look, he doesn't say what the later ones were for (hints?)
That is all we know. Here's some info you might need in case you've never played the game: There are 5 main characters: Isadora, Chris, Hope, Aspen and Nari. The game basically is a normal dating sim, but the characters are extremely meta. The whole game was made to be extracted and undecrypted, there are secrets hidden in the code of the game (The game is free on itch and Steam, some files are undecoded and free to open while others require you to extract the rpa files found under the game folder). There is a paid DLC, but we haven't been able to find anything on it. At all.
If you need any more info, ask for it in the comments. I'm available almost all the time. Also, I recommend you play the game for things to make more sense. It's pretty short.
submitted by TheSmallBlue
to gamedetectives [link] [comments]
2020.10.27 18:22 PicklesInParadise Tank AoE DPS Comparisions on SL Beta
Yesterday was supposed to be the original launch date of SL, and just to see where we currently stand, I did some tank damage testing last night the results of which you can see below. Methodology:
Each test was 3 minutes long and done on a pack of 4 target dummies. When selecting legendaries, conduits, and talents, I always attempted to select what I thought would be the highest dps options (unless the dps payoff clearly wasn't worth the opportunity cost of what you had to give up). All the tanks were at 190 iLevel and using the same trinkets.
In cases where it wasn't clear what the best choice was for dps, I would typically do little mini tests to try and figure that out. Some examples:
- Warrior: Into the Fray talent vs. Ravager - I found that it didn't make much difference, but was having issues with Ravager sliding down the hill away from the dummies.
- Bear: 15% chance of extra Thrash leggo vs. +30% thrash dmg - I expected the 30% Thrash leggo to be clearly better for dps, but in multiple tests the 15% chance one that comes with a shield did equivalent damage. I don't understand why... but that's what I found so I went with the one that provides better defensive benefit.
- Monk: Keg Smash leggo vs. Charred Passion - I expected Keg Smash to be better (and it was during my first tests a few weeks ago) but this time Charred Passion won out (you can see Keg Smash test in the "Other Results" section)
To just test things out in-game and see what kind of results I could get on the different tank classes. I'M NOT TRYING TO REPLACE OR REPLICATE SIMS, TAKE MY RESULTS WITH A GRAIN OF SALT. I'm just a person who likes to test things, and figured others might find the results interesting for discussion.
Current Best Results (that I achieved) For Each Class (4 targets):
6.1k = DH <Vod
> (Kyrian, Sigil Reduction build)
5.4k = Pally <Vod
> (Kyrian, SotR multiplier build)
4.3k = Monk <Vod
> (Night Fae, Charred Passion Leggo)
3.8k = DK <Vod
> (Night Fae, DoT Leggo, Hemostasis + Bonestorm)
3.8k = Warrior <Vod
> (Kyrian, Demo Shout Leggo + Unstoppable Force + Anger Management)
3.7k = Bear <Vod
> (Night Fae, 15% Thrash Leggo, GG + R&T)
Other Results (4 targets) The VAST majority of my testing I didn't record, but here's a few other tests I did record and either had lower dps, or I felt they weren't realistic. For instance, on the Warrior revenge tests I was able to get higher dps numbers... but at the cost of barely ever using rage for defensives and mostly just blowing it on revenge... I'm doubtful that will be viable in a real tanking situation so I'm sharing it, but consider it kinda unrealistic.
4.2k = Warrior <Vod
> (Kyrian, Revenge Leggo + Demo Shout Talent)
4.1k - Warrior <Vod
> (Kyrian, Revenge Leggo + Best Served Cold)
4.0k = Monk <Vod
> (Night Fae, Keg Smash Leggo)
3.7k = Warrior <Vod
> (Kyrian, Demo Shout Leggo, Into the Fray + Bolster)
3.4k = DK <Vod
> (Night Fae, DoT Leggo, Rapid Decomposition + Purgatory)
My time, my skill, and my knowledge. I did not attempt to do a comprehensive test where I setup every tank+covenant combination. Instead I chose what seemed the best to me after doing some research on what the community thought was the best. For example, I did not test a Venthyr DH with Sinful Brand - I had such good results with Elysian Decree that I just didn't feel it necessary. Similarly Night Fae for Monk might not be the best, but it sounded good to me for M+, so that's what I decided to test with.
I'm sure I made mistakes on every test, but did try to put a best foot forward to at least play decently, and often I'd test the same combination 2 or 3 times to make sure I was getting consistent results.
Finally, due to the nature of the tests on dummies, some talents and mechanics just aren't able to be tested properly. For example I would probably choose the High Tolerance talent on a Monk in a real situation because of the haste benefit, but couldn't for dummy testing. Similarly, Warriors would get more rage in an actual fight.
I really like when tanks have options for specing into dps at the cost of some defensive ability. DH being able to focus dps by giving up use of their other sigils I think is interesting. Pally being able to buff up SotR by grabbing a dps focused legendary and using offensive conduits is similarly cool. The disparity in max possible dps between tank specs gearing for damage is a little concerning to me though.
P.S. If you guys see anything super wrong with my tests that you think will greatly change the numbers, let me know!
I did some more tests and updated results based on some suggestions from people. That said, a lot of the comments this thread has received have lambasted me for bothering to do in-game testing at all (as opposed to sims), and some commenters have gone as far as to call this thread a meme or make fun of me for having the mic too close to my face in some of the vods. Suffice to say that my experience posting in this community has not been a positive one, and in the future I'll probably just keep my lowly in-game testing to myself. I do appreciate the people that chimed in with respectful feedback, comments, and suggestions, and hope they continue to make their voices heard for any future would-be submitters to this sub.
submitted by PicklesInParadise
to CompetitiveWoW [link] [comments]
2020.10.22 09:45 mrappbrain Next-gen console buying guide - a detailed look at the next generation consoles
A new generation of gaming is nearly upon us, and for those us who aren't PC gamers, that means weighty decisions about which machine to pick as our primary gaming rig for the next six or seven years. Now that we know pretty much everything about the Xbox and PlayStation, let's compare the two to try and discern which console would offer you the best gaming experience and value. I'll do the Xbox first because the difference between the two consoles is larger than with PlayStation.
PS5 vs Xbox - Hardware Xbox
The Xbox brand has come a long way in the past seven years. The release of the Xbox One was disastrous, plagued by always online, intrusive DRM, high pricing because of Kinect, and a bunch of other silly decisions from clueless execs who were completely out of touch which what gamers wanted. But ever since MS fired Don Mattrick and replaced him with Phil Spencer as the head of the Xbox division, Phil has slowly turned things around, coming up with many new innovations in an effort to get the xbox back up to competing with the big boys.
Their hardware team too went from creating a prohibitively priced but technically weak console, to the most powerful console of this generation. For next gen, they've gone with an even more ambitious vision, creating two consoles at different price points targeting different output resolutions, but hoping to achieve the same level of performance. That's quite the goal! Let's check out the specs.
|Component ||Xbox Series X ||Xbox Series S |
|CPU ||8 Core AMD Zen 2 @3.8Ghz/3.6GhzSMT ||8 Core AMD Zen 2 @3.6Ghz/3.4SMT |
|GPU ||AMD RDNA2 GPU 52CU's @1.825 Ghz ||AMD RDNA 2 GPU 20 CU's @1.565 Ghz |
|GPU Power ||12.15 Teraflops ||4 Teraflops |
|RAM ||[email protected]'s / [email protected]/s ||[email protected]'s / [email protected]/s |
|Storage ||1TB PCIe Gen 4 NVMe SSD w/Velocity ||512GB PCIe Gen 4 NVMe SSD w/Velocity |
|I/O Throughput ||2.4 GB/s Uncompressed / 4.8 GB/s Compressed ||2.4 GB/s Uncompressed / 4.8 GB/s Compressed |
|Performance Target ||4k UHD ||1440p |
|Disc Drive ||4KUHD Blu-Ray ||No Disc Drive |
|Price ||₹49,999 ||₹34,999 |
Whoo! These are quite beefy machines. The current generation of consoles were actually quite dated even for their time. Not so this time around, these consoles are high end gaming rigs, with the Series X even beating most PC's that took the Steam hardware survey.
Before we go any further though, let's untangle this alphabet soup of tech specs and try and translate it into something readable(tech geeks bear with me, there's a lot of oversimplification here, I know!) SMT - Stands for Simultaneous MultiThreading. Simultaneous multithreading allows different processes to utilize the same core, allowing for greater efficiency. Basically, a CPU core that could normally only do one thing at a time now spends less time sitting idle, as it works other things while waiting for instructions to finish processing. Sometimes this means way better performance when code is specifically optimized for it, other times it doesn't really matter because code has to wait on a previous operation to finish before starting a new one.
Teraflops - Short for Trillion Floating Point Operations per Second. A floating point operation is basically a standard arithmetic operation(multiplication, division etc) involving decimal numbers(floating points). So the 4 Teraflop Series S GPU, for instance, can do 4 trillion of these a second. Phew!
PCiE/NVMe - Short for Peripheral Component Interconnect Express, PCIe is just a connector standard that transfers data across components. These connectors have various lanes of traffic, so the more lanes a component utilizes, the faster information will flow, like on a road or highway. NVMe(Nonvolatile Memory Express) drives use more lanes than SATA drives probably used by your computer, which means way faster speeds. It's planning a road layout and choosing to use a highway instead of a normal road to make things faster.
Xbox Velocity Architecture - Fancy marketing term for a collection of technologies that aim to increase rendering and texture streaming efficiency i.e squeeze as much juice out of the hardware as possible. It incudes stuff like Sampler Feedback Streaming(tech that allows the hardware to load only the mipmaps that are necessary, reducing I/O because less data has to be sent to RAM to load a frame), improvements to DX, and of course a fast SSD(although less powerful than the one on the PS5). It also enables stuff like Quick Resume.
So what does this all mean for gaming? Well, the Xbox Series X is a way more powerful machine across the board, aimed at hitting a higher performance target. It needs higher specs because it's outputting 4K images as opposed to a target of 1440p on the Series S. Microsoft says the Series S specs have been neatly scaled so the only difference between the two consoles is resolution. Don't take them at their word though, there are bound to be other small differences , resolution will just be the biggest differentiator. So that means both consoles are equipped with technologies like Raytracing, Variable Rate Shading, Sampler Feedback Streaming, all that good next-gen stuff.
What the F is Ray Tracing?!
Arguably the defining feature of Next-Generation graphics, Ray tracing is a radical new way to render realistic graphics on-screen. In order to understand how it works, let's think a bit about how graphics are rendered.
The real world is complicated. Very complicated. Trying to recreate that in a game requires the use of various algorithms to simulate various parts of the real world, like a physics engine to handle various forces and collisions, a shadow and reflection maps to handle shadows and reflections, a light map to handle the lighting of a scene, and of course a virtual camera viewport to simulate your eyes. There are a ton of things game developers do to try and recreate the real world as accurately as possible with the processing power available to them, and you can see them if you've ever opened up a game graphics menu where it allows you to toggle certain settings, or 'tricks' on or off, that were developed to make scenes look more realistic.
So where does ray tracing come in? Well, Raytracing is meant to replace 'fake' methods of rendering stuff like lighting and shadows by attempting to realistically simulate the way lighting and shadows actually work in the real world. If you've ever taken a high school physics class, you'll know that light travels in the form of rays - reflecting, refracting, getting absorbed etc ad infinitum. Ray tracing is the process by which computers attempt to simulate this in an effort to make scenes look more realistic than what can be achieved by artificial tricks.
For instance, check out Raytraced minecraft
Wow! Quite the quantum jump there, right? While minecraft's graphics were never technically very impressive, with raytracing everything looks so much nicer. Water actually looks like water and not blue lines, dark caves actually look dark and not just black, lava actually behaves like lava instead of looking like someone spilled some red paint on a light source, everything just looks that much more realistic.
It's achieved by each pixel, both inside and outside the scene(traditional rendering methods typically only consider pixels inside the scene for lighting and shadows) casting off a ray of light, the path of which is then traced around the scene until it hits a light source or an artificial limit. This eliminates the need for manually providing lightmaps or reflection details, because those can be simulated in real time and look even better. As you can imagine, it's very computationally intensive, which is why we haven't really see it go mainstream in gaming until now. Even with the monsters that are this-gen consoles, they probably won't be able to hit their performance targets with full RT. From what we can see so far, the Xbox Series X will likely run at 4k30 with RT, and the Series S will run at 1080p30 with RT.
Alright that's enough about Raytracing for now, back to the console comparison.
Some quick FAQs
- Is there any benefit to getting the Series X if I don't have a 4k TV? - Yes, but probably not a 15k difference. The Series X will still be processing higher resolution textures and might even give you better framerates in games, but the primary reason to get a Series X over the S if you don't have a 4k TV will probably just be to future-proof yourself in case you ever do decide to buy one in the future
- Why would I need Quick Resume? - A strange question, but one I have nevertheless seen asked a fair number of times. To clarify, you don't really 'use' quick resume as you benefit from it. Just opening a game will take you right back to the state it was in when you last closed it, so you don't need to sit through loading screens, menus, or studio logos to get in the game. It also persists across cold boots.
- What are the PC equivalents to the Xbox Series X specs? - The Series X GPU lies somewhere between the RTX 2080 Super and the RTX 2080 ti as far as raw performance is concerned. As for the CPU, the closest PC equivalent would probably be the AMD Ryzen 7 3700x, or a less than an Intel i7 9700k.
Arguably the more highly anticipated console, the PS5 succeeds the PS4, which absolutely crushed the Xbox One this generation in terms of sales and games. Fueled by phenomenal exclusives like God of War, Spiderman, Bloodborne, TLOU2 etc, the PS4 juggernaut's got quite a bit of momentum going into this generation. Sadly as we all know, it hit a bit of a legal hiccup coming to India so it'll be delayed. We also don't know as much about it as we do the Xbox because Sony hasn't actually sent out any units to Influencers/Reviewers yet, so all we have to go on are the specs, demos, and teardowns that Sony themselves have provided.
This generation, Sony's offering two variants of the PS5, but in contrast to Microsoft's strategy, both their consoles are equally powerful and offer basically the same gaming experience, the only difference being that one plays discs while the other doesn't. The price difference between the two consoles is also 10k as opposed to 15k with the Xbox.
Because the consoles share identical specs, I won't be comparing them with each other. Instead, let's compare them to the Xboxes. Here's the same table again, except with PS5 in the middle this time.
*varfreq = variable frequency
|Component ||Xbox Series X ||PlayStation 5 ||Xbox Series S |
|CPU ||8 Core AMD Zen 2 @3.8Ghz/3.6GhzSMT ||8 Core AMD Zen 2 CPU varfreq* upto 3.5GhzSMT ||8 Core AMD Zen 2 @3.6Ghz/3.4SMT |
|GPU ||AMD RDNA2 GPU 52CU's @1.825 Ghz ||AMD RDNA 2 GPU 36CUs varfreq upto 2.23Ghz ||AMD RDNA 2 GPU 20 CU's @1.565 Ghz |
|GPU Power ||12.15 Teraflops ||10.3 Teraflops ||4 Teraflops |
|RAM ||[email protected]'s / [email protected]/s ||16GB GDDR6 RAM @ 448GB/s ||[email protected]'s / [email protected]/s |
|Storage ||1TB PCIe Gen 4 NVMe SSD w/Velocity ||Custom 825GB SSD ||512GB PCIe Gen 4 NVMe SSD w/Velocity |
|I/O Throughput ||2.4 GB/s Uncompressed / 4.8 GB/s Compressed ||5.5GBs Uncompressed / 8-9 GB/s Compressed ||2.4 GB/s Uncompressed / 4.8 GB/s Compressed |
|Performance Target ||4k UHD ||4k UHD ||1440p |
|Disc Drive ||4KUHD Blu-Ray ||Optional Disc Drive ||No Disc Drive |
|Price ||₹49,999 ||₹39,999/₹49,999 ||₹34,999 |
On paper, the Xbox Series X is the most powerful console, then the PlayStations, with the Series S coming in at a distant third. The Series X has a slightly faster CPU, a significantly faster GPU, and slightly faster RAM than the PS5. Meanwhile, the PS5 has the edge in I/O throughput, which is about twice as fast as that on the Series X when it comes to raw numbers.
What do these numbers actually mean for games? Well, we just don't know yet, because multiplats have yet to be benchmarked on the PS5. Sony seems to be playing their cards close to the vest, and haven't given their hardware to any reviewers to try. It's a safe guess to say that games will probably look slightly better on the Series X with maybe slightly better performance, but the difference is unlikely to be significant and probably won't matter to most casual gamers. Meanwhile, the difference in I/O throughput could mean that the PS5 will possibly load worlds and start up games faster than the Series X. It will probably be most noticeable in exclusive first party titles that are coded to specifically take advantage of the SSD.
Let's discuss hardware value by price. When it comes to price, the best value hardware wise is clearly the PS5 DE. For merely 5k more than the Series S you're getting 3-4x the processing power. If you have a 4k TV at home, it's probably not worth considering the Series S, just the PS5 and the Series X. Maybe when the Series S is more reasonably priced in India according to the $1 = ₹100 rule it could be a contender, but as of now, it's my personal opinion that the Series S is just not good value in India for those who have a 4K TV at home and the budget to afford one.
But of course there's more to a system than just hardware. Now that we've drawn up some specs comparisons, let's get down to the software side.
PS5 vs Xbox- Software For most gamers, this will be the real meat of the comparison. The power differences between the PS5 and the Xbox Series X are probably not significant enough on their own to decide a purchase, so for most casual gamers, software is what will decide it.
By far the biggest difference software side on the Xbox is Xbox Game Pass. Love or hate Xbox, you can't deny that Xbox Game Pass Ultimate is quite simply the best value in gaming right now. Following this guide from the subreddit , you can get 3 years of it for as low as ₹7500. In case you've been living under a rock, here's what you get with Xbox Game Pass.
It's also worth noting that all future Xbox Games Studios games will land on Xbox Game Pass Day 1, which is a really good value considering that Xbox now has 23 studios making games. While most of them are a ways off, it looks like a good lineup, especially if you're into RPG's.
- Xbox Live Gold (Multiplayer and Games with Gold)
- Access to a growing and rotating library of ~350 games(as part of PC+Console. Console only - ~250 Games)
- Perks - This can sometimes include cool stuff like the presently included 3 months of Discord Nitro, but so far for the most part I've not found it to be of too much use unless you play a lot of free to play games like World of Tanks or Warframe.
- xCloud - Not really relevant in India right now, but if you go the 3 years of gamepass route it might be a nice bonus down the line. It's possible to access xCloud right now with a VPN, but it's not a great experience.
- EA Play - Game Pass will also soon include access to EA Play, the basic tier of their subscription service, including very popular games like FIFA, Battlefield, Sims, etc. It also includes trials of the latest EA games.
- A 20% Discount on buying the games included in Game Pass, if you decide to buy them to keep.
Game Pass is pretty much the USP of the Xbox right now. For gamers on limited budgets, it's just tremendous value. For ₹700 per month(It's regionally priced too!), you get to play way more games and have much more fun with your console than you could have had without the service. For many, this could possibly be the decider.
The second big difference, of course, is in the exclusives. Here's what the upcoming Xbox exclusive lineup looks like -
It's also worth noting that all these games will still go on PC Game Pass Day 1. If you have a PC capable of running these games when they come out, then missing out on Xbox games shouldn't really be an issue or a deciding factor.
- Halo Infinite
- Microsoft Flight Simulator
- Senua's Saga - Hellblade 2
- Forza Motorsport
- The Elder Scrolls VI
The third big difference is in backwards compatibility. The Series X and S will be compatible with every single Xbox One game, a lot of the most popular Xbox 360 games, and some of the most popular OG Xbox games. Here's the full list of 607 supported titles. It's great if you're already invested in the platform or are nostalgic for old titles like Burnout Revenge, Red Dead Redemption, Black Ops 2, Fallout New Vegas, etc. Probably won't be a big thing for most people, but for those it will help, it can make a purchase.
there's also a bunch of conveniences like quick resume and play anywhere. Quick Resume works like a save state where the console just loads back to where you last were when you quit the game instead of starting the game afresh. It works with multiple games at a time and persists even if you pull the plug on the Xbox. Play Anywhere works with some titles where your saves carry over from Xbox to PC. Nice to have, but not anything major.
Finally, an important note - unlike the PS5, even Free to Play games need a subscription to play online. So yeah, you can't play stuff like Fortnite or Warzone without a live gold or game pass ultimate subscription. If you spend a lot of time playing F2P games and can't afford game pass, this is a significant downside that might even be a dealbreaker, depending on how much time you spend playing F2P and how broke you are.
Will future Bethesda Games be Xbox exclusive? - We still don't have definitive confirmation on whether future Bethesda titles will be exclusive, but it's highly likely that they will be, considering that Minecraft excluded, no other Microsoft first party studio currently develops games for other platforms. Phil Spencer also recently went on record to say that they're not worried about losing out on PS sales. Keep in mind that games like DOOM, Fallout, Elder Scrolls, will sell many Xboxes if they go exclusive. So while we can't claim anything definitively either way, don't buy a PS5 expecting to play these games for sure.
What's the best deal on Game Pass? - Currently it's the 3 year gold conversion deal. It probably won't last forever, so don't pass up the opportunity. Follow the guide linked above.
Are PC and Console Game Pass the same? - No. They are similar services but have different libraries. While all Xbox Games Studios games will release Day 1 on both platforms, major third party titles like Red Dead Redemption 2 are not likely to hit PC game pass.
Software wise, the biggest reason to buy the PS5 are for its exclusives. So far, PS4 exclusives blow Microsoft's out of the water. God of War, Ghost of Tsushima, Spider-Man, The Last of Us, Horizon Zero Dawn, Bloodborne, time and again Sony has proven that they have some of the best studios out there. The PS5 will certainly have some spectacular games. Here's what the upcoming PS5 exclusive lineup looks like -
The majority of these games will most likely only be playable on PlayStation i.e they won't be coming to PC, so that's another thing to keep in mind when deciding which system to buy. They'll all mostly be phenomenal games, Sony titles usually are, especially first party ones.
- Spider-Man : Miles Morales(Launch)
- Demon's Souls (Launch)
- God of War - Ragnarok
- Ratchet and Clank : A Rift Apart
- Gran Turismo 7
- Sackboy - A Big Adventure
- Final Fantasy 16 (timed)
- Deathloop, Ghostwire(timed)
On the downside, great games can be quite expensive. As you've heard, Sony has confirmed that all PS5 first party exclusives will be 4999 going forward(no regional pricing). So if you care about playing Ratchet and Clank/God of WaGran Turismo at launch, be ready to shell out the cash. Personally I don't believe 5k for a single player game is worth it in India, but of course it depends on your personal finances.
To alleviate this somewhat we have PS Now and the PS Plus collection, Sony's answer to Game Pass. The PS Plus collection includes a lot of popular PS4 exclusives and some third party titles like Arkham Knight and Fallout 4. It's a really good deal if you're jumping into the PS ecosystem for the first time, but those who already own PS5's will probably already have played most of the games on there and will only benefit once they grow the service.
Sony also a bunch of conveniences in the UI like activites, which let you jump right into a certain part of the game. It's also rumored to have some sort of quick resume, but nothing's been confirmed in that regard yet.
As for Backwards Compatibility, Sony has confirmed that the PS5 will be BC with nearly all PS4 titles, but PS1,2,and 3 games will be left to history. Regrettable, but probably not a dealbreaker for most people.
So on the Sony side, we have some killer exclusives but not as much value with highly priced games and no game pass.
Verdict So, for the most important question, which one do you get? Well, even after 21,000 words I won't really pretend to have an answer. There are too many variables to consider. How invested you are in a particular ecosystem, your personal financial situation, the type of games you like, etc. That said, I have some broad recommendations -
- If you have already have a 4k TV and have/plan to buy online - The PS5 DE is the way to go. The asinine pricing of the Series S in India makes this particular situation an easy call in my opinion. Yeah games will be expensive, but if you have the budget to buy a 4k TV maybe you can afford it. If not, you could always wait and pick up the games later when they go on sale. Kind of a bummer, but you'd still be playing on better hardware and actually putting your 4k TV to good use, instead of wasting its potential on the Series S. Maybe this will change if the Series S ever comes down in price, but for now this is the easiest reco to make.
- If you don't own a 4k TV and are strapped for cash(maybe you lost your job during rona), get the Series S. The Series S gets a lot of flak from hardcore gamers but IMO it is still a great gaming machine. for those upgrading from the Xbox One/One S/PS4/PS4 Slim it will still be a huge upgrade. Don't get carried away by 4k Marketing. 1440p gaming still looks great, and if the Series S can keep its promises of 1440p 60fps or even 1080p w/ Raytracing, games will look gorgeous and play great. Game Pass is also phenomenal value, and you get to play way more games for cheaper than on the PS4.
- If neither of these statements are close to your use case, don't consider the Series S or the PS5 DE. The PS5 DE might be a tempting buy for those who own discless collections and want to save money, but that would be a mistake. You're probably going to be playing on this console for at least 5-6 years, and are going to buy many games in that time. With PS5 games priced as highly as they are, you're almost certainly going to make up the difference and more buying expensive non-regionally priced games. The PS5 might cost more, but buying physical will save you a ton of money over digital purchases.
- XSX vs PS5 is kind of a toss-up. XSX is compact and more powerful and is overall better value with Game Pass, but doesn't have many next-gen games to play at launch(most Xbox heavy hitters are landing much later). Meanwhile the PS5 has Demon's Souls and Miles Morales which comes with Spider Man Remastered. Personally I would go with an XSX in this situation because it's better value and will probably have more exclusives down the line(I don't mind waiting), but if you're eager to get on the next-gen hype train as soon as possible or are already invested in the PS ecosystem/you just love PS games that much, the PS5 is also a pretty good purchase. Definitely the hardest call to make.
- If you are much into WRPGS, go with Xbox. Microsoft has a solid lock on western RPG's this generation, with titles like Fable, Avowed, Fallout, Elder Scrolls, and Starfield. Given that Sony doesn't really make these sorts of games themselves and there aren't that many big WRPG devs left(CDPR and BioWare are pretty much the only ones I think?), you're better off going with Xbox if you're a fan of these sorts of games.
Closing Thoughts Phew! This write-up turned out to be a lot longer than I had initially expected. It was quite a bit of work writing it, and I did quite a bit of research to ensure that it's as accurate as possible. I'm still human so I've probably made some mistakes still, so please feel free to correct me if you spot an error.
And of course, these are ultimately just my thoughts on the matter as someone who owns and plays on both consoles right now, as well as PC, and will probably end up getting both new consoles down the line. I've tried to keep this as unbiased as possible, but if you feel I've misrepresented something or left something out, do weigh in in the comments and help other people out.
Tl;Dr - Consoles good, console war bad.
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2020.10.20 02:46 kaydaaawg [REQUEST] [SWITCH] Hades, $24.99
Hi all, I'm here today to humbly request a game I've been dying to get (pun totally intended): Hades, by Supergiant Games. (As the game is set in the Underworld and you die a lot because rogue like, just in case it wasn't clear!)
Contrary to the title of the game, you don't actually play as the God of the Underworld himself, but his son Zagreus, in his quest to escape the Underworld to reach Olympus. As someone who's massively into mythology in general, the game caught my eye when I first heard about it, and I was crossing my fingers and toes that it would come to the Switch sooner rather than later. It also helps that it's by Supergiant, who have a track record of producing great games like Bastion and Transistor.
I've been avoiding watching too many gameplay videos because I like to go into a game not knowing what to expect so that I can discover things as I go along, but the core points of Hades, condensed, are these: (1) rogue like, (2) Greek mythology, (3) hack and slash, (4) a developing storyline, (5) tons of fun, (6) everything I love in a game. The game has thus far received critical acclaim, with people praising its storyline, voice acting, and gameplay. I've also heard that the controls are smooth and that it plays like a dream on the Switch! It is, simply put, a masterpiece. It's also a roguelike, which means that it has tons of replayability.
I'm a geek over mythology, especially Norse and Greek -- the obsession started with the Percy Jackson series, then Neil Gaiman's American Gods, and it just developed from there. I got to visit Athens last summer after my studies, and I can still remember the immersive feeling I felt reading Stephen Fry's Heroes while visiting landmarks such as the Acropolis or the various Temples of the Olympians.
Why this gaming platform?
The Switch is my only gaming console that I own, and my first one in a good long while (my last one was a Game Boy Advance over a decade ago), so unfortunately I often have to pay what's dubbed as the Switch Tax. This means that I don't get to buy myself new games very often, so I play whatever games I have to death, and try out demos all the time whenever I want something fresh (the amount of dating sim demos I have on my profile are kind of embarrassing tbh).
Why spend money on me?
I know Hades had a game release sale last month where it was 20% off, but I unfortunately missed that sale because I was too busy with life. I'm looking into getting it now that I'm unemployed and therefore have a bit more time on my hands. If anything, I feel like the game will help me take my mind off the arduous process of job hunting. Nothing like a good hack and slash to help you deal with your frustrations, am I right?
I know it's well worth full price, but I'm from an Asian country that doesn't have it's own eShop and the rate of USD compared to my currency is pretty high. It therefore usually takes me quite a while before I can put aside the money to purchase a new game, which will be even longer now that I'm unemployed.
I'm not expecting too much, but if anyone gets me this I'll be immensely grateful to have this little escape from reality right now, haha. Thanks for reading this (if you've gotten this far), sorry for the essay!
(Friend Code: SW-3882-2260-5525)
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2020.10.13 09:50 BurningCactusRage [League of Legends] Seraphine, and how one of the strangest attempts at viral marketing led to one of the most controversial champion releases in LoL
TL;DR at the bottom.
Most people on the internet have probably heard of League of Legends at some point. The stereotypical addicted player, raging at their teammates and the unbalanced game that clearly favors their opponents exclusively. This post doesn't require a ton of knowledge about the game itself outside what will be explained here - I'm here to answer: what just happened with the reveal of League's newest character, Seraphine?
I'll get some basics out of the way for the uninitiated:
- Champion: one of the characters in League of Legends that you can purchase and play as
- Skins: cosmetic costumes for the characters of League. These often follow a theme and are released alongside other skins in the same theme (think "Mechs", or "Zombie Apocalypse", etc)
- KDA: a series of skins that stylize their champions as a fictional Kpop group (KDA stands for "Kill-Death-Assist" ratio, a ratio that typically describes how well someone is performing in a game)
- Seraphine: name of the newest champion in League, slated to release soon
Seraphine? What's the deal?
Several time years a year, LoL will see new champions released, each usually with a handful of new mechanics or combinations of abilities that haven't been seen before in prior champions. Though it varies widely between new releases, new champions will often get a cinematic showing off their lore, followed up by a series of posts around the champion's biography, concept art, and the in-game abilities. So, let's talk about what the deal with Seraphine was.
According to Twitter, this odd animated woman
first joined Twitter earlier this year in June of 2020. It would take some time before it picked up, but in short, the twitter account posted pictures of the animated Seraphine posing for selfies in her day-to-day. The background painted her as a "indie music girl" that played guitar, sang, and worked at her dad's coffee / bubble tea shop. Images of Seraphine fell into a bit of an uncanny valley - this
, for instance, doesn't look bad, it just doesn't look real.
It's notable that this account retweeted and replied
to other real people on Twitter, something that could be strange for a fictional character being run by a game studio. Anyways....
After long enough, she started talking about League's fictional Kpop group, KDA, and people began to get suspicious that Seraphine was a viral marketing attempt by Riot Games to show her off. Sure enough, they were right - that's exactly what it was, and the account spiked in popularity as people honed in on the next* character. (Next, meaning.... well, you'll see.)
KDA and League's Direction
Let's take a quick detour to mention KDA. In 2018* (edit
, during the yearly World Championship (a tournament where regions around the world compete to see who has the best team in the world, yada yada)), they decided to diverge from their usual choice of music. The market research Riot had done had realized that most gamers probably weren't super into metal
. In fact, as League's fanbase had grown, it increasingly included young people that were into kpop or anime, so logically, the skins that were made began to increasingly reflect this.
The KDA Kpop skins were massively successful and sold like hotcakes. Seeing their success, Riot began releasing more KDA content, releasing special "Prestige Edition skins" that required players to buy a Battle pass --- that then
required the buyer to play tons of games to grind out tokens to actually buy the Prestige version of the skin (oh and the skin was sold separately, too!). People loved them nevertheless, though a subset of the population was noticing that the new champions were less often scary void creatures and more often attractive humanoids - of the most recent champions, almost all of them have been met this, with the only exception being a literal cat champion
Following this, one of the major events of 2020 - the Spirit Blossom event - was largely targeted at anime fans, featuring a "dating sim" like progression
where you talked to the champions' anime personas to advance the event. Some of the more strange quotes included the female champions asking you to "take your clothes off", bizarre kinky suggestions for the snake character to "crush your bones", and of course, half the girls kissing the player if they maxed out their bond. Not directly related to Seraphine, but of course, the influence that the anime/kpop had on the game was increasingly becoming large. Let's flip back to the game quickly.
There was a lot of hype building around Seraphine. However, devs at riot had simultaneously been hard at work on another champion's kit: Samira, a swashbuckler type of character that had a number of interesting mechanics in her kit. She had flashy dashes, attacks that used either her gun or sword depending on how close enemies were, and an interesting "combo" system required to activate her ultimate ability, dealing massive damage once used.
The weird part is that almost nobody knew about Samira until the day she was revealed and soon released
. It's likely a timing issue that was to blame - it seems Riot had issues with one of the events that they were going to use to reveal her, and the late release of the event meant they didn't have the time to build Samira's hype. Thus, Samira's release went largely unnoticed, an unusual occurrence in LoL.
She's a Pop-Star everywhere, apparently
At last, we basically have the full view of Seraphine's lore: she builds herself up until KDA notices her, and surprises her with an invite, where she proceeds to stun the world with her performances. Neat! ....Except, that's not her REAL lore, that's just the lore of the KDA skin
. What about her real lore?
Thing is, Riot didn't really care that much about her actual lore. All that was released was a small handful of paragraphs about how she heard music from magic crystals that she used to enhance her music performances? You can see that there might be a bit of a strange irony that the skin
that Seraphine was getting had more lore than the actual character
. No comics, cinematics, biography, just "she's also a pop-star in the LoL universe too".
Her abilities would only make this weirder....
Abilities and Lore, Ctrl+C/V
demoing Sera's abilities was released, and immediately, players noticed a stark similarity between Sera's abilities and a previously released champion, Sona. Sona has been in the game for ten years*, nearly since its inception, and her lore is that she's a mute musician whose voice can only be heard by certain individuals (namely, you, the player). Let's quickly compare their abilities side-by-side: (these are simplified for the purpose of this post)
|Ability ||Sona's Description ||Seraphine's Description |
|Passive ||Every 3 spells, Sona's next non-spell attack deals more damage and applies an effect based on her last spell. ||Every third spell, Seraphine's spell casts twice in a row, the second cast applying additional effects. Seraphine and nearby allies get enhanced attacks after she casts spells. |
|Ability 1 ||Sona deals magic damage to nearby enemies ||Seraphine shoots projectiles at nearby enemies, dealing magic damage |
|Ability 2 ||Sona heals nearby allies ||Seraphine shields (or heals) nearby allies. |
|Ability 3 ||Sona speeds up nearby allies ||Seraphine shoots a wave that slows / snares enemies (this one is different!!!!) |
|Ability 4 ||Sona stuns enemies in a rectangle-box in front of her ||Seraphine charms enemies in a rectangle box in front of her |
People quickly noticed that, barring ability 3, Seraphine's abilities were remarkably similar to Sona's. In fact, many remarked that if they didn't know any better, Sera's kit easily could have been mistaken for a reworked replacement for Sona's kit. Given the similarities in their lore - musicians that have magical talents in their singing, etc - people began to feel as if her kit had been a somewhat lazy clone of Sona. Very quickly, jokes ensued.
The KDA Skin
Let's wrap up with the final piece of drama to tip this over the edge. Riot finally released details regarding the new fancy Ultimate KDA skin.
For those unaware, skins in League have different price tiers. They can range from as cheap as $5 to $25, with the more expensive featuring special effects, animations, etc. in the skin. The "Ultimate" $25 skins, to justify their price, typically feature even more fancy changes - as you play, the skins feature some sort of midgame transformation. For instance "Pulsefire Ezreal" shows the character getting more Cyborg armor as he levels up through the game, finishing with a futuristic set of armor. It's notable that this has been the prior standard for a $25 skin.
For whatever reason, Riot didn't do that with the KDA skin. This was supposed to be the skin that literally defined Seraphine
- the base skin looks like a cheap cosplay in comparison to the KDA model - so it'd better be good, right? Well, wrong. Instead of a skin that transformed in game, when the skin is available for purchase, you will get the first "stage" of the skin. Playing through special missions gets you the next 2 "stages" of the skin, which you can see in the above link. Naturally, this drew multiple complaints:
- No in-game transformations on a $25 skin
- You still have to grind out the missions after buying an extremely expensive cosmetic
- The "stage 2" and "stage 3" skins arguably look worse than the level 1.
You also get an little icon and profile border with this purchase, but let's be real, nobody buys these skins to get the icons. Many reactions to this were quite negative.
As a final piece of irony, the aforementioned Sona has an ultimate skin
. It transforms in-game.
Currently, the entire /leagueoflegends
subreddit is all posts about Seraphine and this botched release.
Currently, the first 14 posts
on the subreddit are all complaining about the poor skin quality, the similarities to Sona, and the botched lore of Seraphine. It's probably the among the only times that the subreddit has posted this much about a single issue.
Conclusion & TL;DR
- Riot did a long-con Twitter campaign to hype up their kpop champion, Seraphine
- Said champion completely overshadowed the release of another champion that was arguably much more interesting and novel that Seraphine
- Riot wrote forgettable lore for the in-universe character but made insane amounts of content for the lore of her popstar skin
- Seraphine's abilities and design resembled one of the existing champions extremely closely.
- The kpop skin for Seraphine is unprecedented in how low quality it is for the price that the skin costs, despite the crazy amount of hype and marketing that was invested in it
- Seraphine's release has become emblematic of the developers/publishers' push to sell more skins by appealing to anime and kpop fans rather than appealing to the game's traditional (edit)
audience medieval-fantasy aesthetic
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2020.10.09 19:48 DemonBear_ [New vn otoge under development!]
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2020.10.09 19:27 DemonBear_ [Colorful Mirai - New vn otoge under development]
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2020.10.06 02:56 Tagerii In-depth Review of Yandere Simulator Part 2: All the elimination methods
once more. A while ago I made a review of my first impressions on the Osana demo, which you can read over here: https://www.reddit.com/Osana/comments/ikcxc4/first_impressions_indepth_review_of_yandere/?utm_source=share&utm_medium=web2x&context=3
As you can see, my first time playing the game… wasn't that positive. I found many bugs and a lot of glaring issues about the game's design, and at the end I came to the conclusion that Yandere Simulator is far from being 91% complete. A lot of its current features need to be reworked, rebalanced, and improved, a lot of new features are needed, and if we add to this all the rival-specific elimination methods and the multiple endings planned, it's hard to see this game being anywhere close to finished. It is still a very amateurish product, and I hope those working on it can see that and making the necessary adjustments.
Some bugs have already been fixed, but for that I'd have to redownload the game (pro tip: bug fixes should be a patch, never force players to redownload the entire thing).
Because my previous attempt at eliminating Osana failed, mostly due to me not knowing the game's most hidden mechanics and failing, I've decided I would test out every elimination method but this time using guides. In this review I'll be analyzing each method, trying to be as brief as possible. This will be a long review but hopefully I can make it bearable for you.
-------------------------------------------------------------------- Matchmaking Osana
Because Matchmaking doesn't require me to eliminate Raibaru, I've decided this would be the first method I'll use. However I wasn't very eager to try it out, as it seems quite repetitive. First off: stalking Osana to see her likes and dislikes is a good idea, in theory. Unfortunately, if the player is caught off doing other stuff, they can miss the opportunity. The conversations should not happen at such specific times, as the player has no way of knowing when these interactions will take place. And, indeed, because I missed the Monday interactions, I had to buy info from Info-chan which is much less entertaining.
The "follow me" mechanic is confusing. It's easy to get lost in the school, so most of my time was spent trying to find the library, then running back to the suitor to make him follow me again. Why is there a timer to count down when the guy is following you? I understand realism and avoiding exploits, but when it's so easy to just run back and talk to him again it only seems like a waste of time.
Most of the lunchtime was spent on me trying to talk to Osana and do her task. However, she gave me a line of how she's busy right now and can't talk, forcing me to skip ahead time without me really knowing why Osana refused to talk. But, once the task was done, there was nothing else I could do, other than just go home.
The following days were spent in a repetitive cycle. Talk to the suitor, talk to Osana, select good answers, skip to the next day. Having to constantly wait for slow animations makes it even worse. Nothing about this particular method was noteworthy, fun, or memorable. At times, it felt like filler gameplay; no more than something to keep the game going.
At the end, because I didn't wait for the ending sequence and instead skipped ahead, the game glitched out. My fault perhaps, for refusing to download the latest build… but considering it wasn't a simple bug to miss, I have my doubts. In summary:
Matchmaking is a boring, repetitive elimination method that offers no real or fun challenge. How would I improve it?:
In a way, the repetitiveness could be tolerable if there were more in-between events for the player to do. Basically it stems from what I mentioned in the previous review, there's nothing to do at school once you've completed your objective. If, instead, I had to fix this method as it is, I would make it more like a visual novel. Add more of a conversation. Allow the player to think through their answers based on where the conversation is going. Perhaps make Osana take the initiative at some point and have the suitor respond accordingly, instead of it being the other way around. And more importantly, don't make the bar at the top raise or decrease with each "good" answer; instead, I would make it so it raises a specific amount at the end of the date, allowing for more of a challenge but also a margin of error. Easy should not equal boring.
I decided to download the September 22nd build (the time I'm typing this review). Fun fact: my browser recognizes it as a virus LOL.
-------------------------------------------------------------------- Attacking Osana
Before I said I couldn't eliminate Osana because the game didn't allow me to eliminate Raibaru first. Well, guess what, I managed to kill Osana… Using exploits. After successfully matchmaking her with her suitor, Raibaru goes away. Eliminating the suitor is easy, and a friday event makes it so Musume separates them. With this, I could use the same trick to steal a phone: drop water onto Osana and killing her in the baths. Later it was only a matter of getting a clean uniform and dispose of the evidence.
Admittedly, this was slightly more entertaining than the previous methods. When I saw Musume asking Osana to follow her, I saw the opportunity. It was something made with exploits, but at least it was interesting. If the game was made like that, with more opportunities and freedom to the player, it would be much more fun.
However it was still an exploit so I did it the "intended" way. The first step was to get rid of Raibaru, but the only way to get rid of her permanently was to lower her reputation. The first two days were quite a tedious grind, of improving my own reputation and gossiping about Raibaru. This mechanic has the same issue as matchmaking: it's just grind, there is nothing to spice up the gameplay. Either way, I did that and next day Raibaru was gone, so that was cool.
The rest was simple enough. I made Osana follow me to a hidden place near the furnace (inside that garden, hint hint) so no students would see her corpse, then I fought all the delinquents to make them go away (something I wouldn't have known, hadn't I been following development of the game). Unfortunately, as I was carrying Osana's corpse, a student council girl saw me, getting me an instant game over with no way for me to defend myself. Next try, a regular student saw me and because he ran away to fight against me I had to kill him. Sure it was a sloppy murder but at least it worked.
For some reason, though, after everything was done, a teacher called the police because of a "mysterious bloodstain," despite the fact that I'm certain I cleaned everything, even made sure to double-check with yandere vision.
The end was a bit anticlimactic. Not sure what else was I expecting, but considering it's just the demo I'll let it slide. In summary:
The gameplay here was decent. Nothing to write home about, but nothing too terrible either. Raibaru is still a pretty boring/tedious obstacle, and I would argue it would be better if she wasn't there. How would I improve it?:
First, remove the instant game over when a student council member sees Ayano. Players should have a way to defend themselves, even if it's a bit more difficult than a regular student. Also, the consequences can be much bigger when they are killed, so the player would want to avoid being seen by them. Second, make bloodstains more visible in yandere vision, either that or make small bloodstains unnoticeable. Third, the "follow me" mechanic is a bit broken. It's easy to find a concealed spot and kill Osana there. Working around her schedule might be a solution, but make sure the player has access to this information. Fourth, less time to murder your rival would be a good idea. Before school there's two in-game hours to do whatever you want, more than enough to complete this elimination method. And fifth, add more ways to decrease reputation, because the current method is no more than "select option A then option B" over and over.
Bear in mind 3rd and 4th suggestions would not work well for Osana as the tutorial rival, but rather, for future ones. That being said, some systems can be reworked so even the easy rival is fun, even for veteran players.
-------------------------------------------------------------------- Befriend Osana
Some people called this the "best elimination method" so we'll see. Restart the week my boys.
I found a bug with the topic not unlocking even after eavesdropping on the second Monday conversation, which is a bit annoying. After restarting the day, I kept going with the scheme as planned. It was strange how I couldn't put a note in Osana's locker, instead I had to find it first using the menu, then put the note, but details.
As I was waiting I pushed a student off the rooftop, just for the giggles, and the police came just in time for my meeting with Osana. Thought that was funny and decided to share.
The rest of the gameplay is basically an interactive cutscene. Unlike murder, where you have to be prepared for unexpected circumstances, this follows a very detailed plan. The idea of visiting the stalker's house is quite interesting, but again, no more than a cutscene. If this could be reworked I can see it being quite fun, but as I was playing I never felt the sort of adrenaline expected from a stealthy side-mission like this one.
By the way, the voice acting of the stalker's mom and sister is on point.
There's no real reason to avoid the stalker seeing you, as the game progresses the exact same way regardless. Hopefully this is because something is planned for future weeks.
That being said I have to wonder why the final cutscene doesn't have animations. When this method was used with Kokona, it was fully animated; it was all a matter of replacing the models and rewriting the dialogue, so I have to admit I was a bit confused. In summary:
It's good. Not as good as I was expecting, but good. It's just lore at this point rather than gameplay. How would I improve it?:
Definitely by making the stalker's house section more varied, perhaps more challenging, so that they can feel some sort of adrenaline. We are at a stranger's home, and someone who's potentially dangerous, so the gameplay should reflect that. Aside from that, the scheme feels too specific; multiple ways to reach the same end result would be much better for this kind of elimination method.
-------------------------------------------------------------------- Betray Osana
This won't be long. It's the exact same method as Befriend, with only a minor change at the end. Simple summary: there's no real reason to choose one or the other, other than to feel more like a yandere I guess. Betraying Osana has no benefit and only downsides, since I think this method will have more of an impact in Senpai's sanity. How would I improve it?:
There's multiple ways to do so. Because I explained previously how the scheme is so specific, I would consider making it less specific, and depending on how the player decides to help Osana, the game would automatically determine which cutscene would play out. The second option is to simply make Befriend have some sort of negative outcome; perhaps, simply Osana being the one to betray the player by confessing to Senpai anyway, making Betray the safer option but also the one that mostly affects Senpai.
-------------------------------------------------------------------- Expelling Osana
The first part of my playthrough was spent testing out different hairstyles and accessories. Considering we already have all those models available I wonder why Ayano doesn't have some sort of character creation screen as this was probably the most fun I had in the entire game lol (don't blame me, I love creating characters).
Later on I tried stealing Sakyu's ring as the scheme instructed. She saw me however, said "please don't touch that," then continued eating. Even though I had the ring, the game wouldn't let me put it inside Osana's bag. Also, restarting the day doesn't solve the issue as the scheme becomes unavailable.
The problem I have with this is that at no point did the game tell me that this was some sort of "fail state," on the contrary, the scheme kept on going. Even if it did tell me, how is this little interaction an instant fail on the elimination method? Especially when the solution is nothing special: just stand closer to the wall and take the ring; you can't even send a student to distract the sisters, something that would make much more sense mechanically. This little scheme was strange.
Next day, I had to place cigarettes on Osana's bag. Side note, I found it strange that the guidance counselor said possession of cigarettes is illegal, but that's just a nitpick. This scheme is a bit uneventful and there are ways to improve it but let's move on for now.
Next day on the scheme asked me to "wait" until a certain time of day. And tell me, what kind of game would ask the player to "wait"? It can suggest you to wait until a certain time when doing the scheme is more convenient, but there's an issue when the only option available is do nothing.
Next step was to steal the answer sheet and I failed this twice, having to go to the guidance counselor twice. The timing is way too tight here, becoming more frustrating than anything. Then, when I went to report Osana to the guidance counselor, she made no mention of how it was me the one that was trying to steal the answers. It would have been interesting if Ayano had to convince her through a series of answers/manipulation. In summary:
This elimination method feels too specific for no reason. Osana's phone, realistically, could be stolen on the last day; instead, the game requires you to steal it on Monday. How would I improve it?:
I still have serious issues with stealing Sakyu's ring; the way it's done feels more like an exploit or a glitch, not stealthy gameplay, so I would improve it in a way that the sisters have to go away before the ring can be stolen. As for placing cigarettes in Osana's bag, purchasing them from Info-chan is a bit boring. It would be much more interesting if the player was allowed to steal them from another student (say, Musume), then report Osana for both theft and smoking. With this in mind, the effectiveness of this method could be increased or decreased based on the player's actions, allowing for a more fluid gameplay instead of a binary outcome. Also, someone on this sub a while ago pointed out how it would be suspicious for Ayano to be reporting the same students for five days, and that instead it would be better if she could manipulate students into reporting Osana for her. I think this is a great idea and ties well with my previous suggestions: you could threaten Musume with reporting her to the guidance counselor for cigarettes, unless she reports Osana for the same. Finally, make all methods available at all times, and even add more, for more variety and less strict schemes.
-------------------------------------------------------------------- Burn Osana
The only way to kill Raibaru is to get a mind-broken slave, send her to Raibaru, and stab her at the same time. Because the topic of torture is kind of a trigger (and eff movies that constantly show it), I simply made use of debug commands. Apparently, though, the game wasn't made to have a mind-broken slave on Monday, meaning that as soon as I attempted it, everything kind of broke apart at the same time. I couldn't attend class because "a murder was taking place," but Raibaru just froze in place, so I basically softlocked the game.
A few attempts later I could do it… somewhat. The animations still didn't work but as long as the game recognized Raibaru as "dead" I was satisfied.
Anyhow, the rest of the scheme proceeded as usual. The only problem I had with it is how the player has no way of knowing which path Osana will take to the showers (as I put the candle in the school plaza), but that can be avoided by just putting the candle in a more obvious place. In summary:
This elimination method is decent enough. Raibaru is the only annoying thing about it. How would I improve it?:
As I said this one is decent and even easy enough, but it doesn't require much stealth from the player. Perhaps, because this method is more brutal than stabbing Osana, it could have a much more negative effect on Senpai. With other rivals though I expect this method to be a bit more challenging/fun.
-------------------------------------------------------------------- Framing Osana for Murder
This elimination method was actually more fun than the others. It allowed me to go into a killing spree without being caught and without having to dispose of corpses; after all, Osana was to be made responsible for them and Raibaru was not even an issue. I found it a bit annoying that the teachers could always see me trying to dispose of the bloody uniform, as there is no way to distract them or anything, and because of that this method took way too many attempts from me. However, it was fun enough; I think the game is at its most fun in this kind-of-sandbox state. In summary:
Perhaps the best elimination method so far, even though it requires no interaction with Osana. How would I improve it?:
As I've said, the amount of freedom it gives you is great. I think the player should not have so many instant game overs and instead be allowed to get through everything with enough skill. Just like with other methods though, more ways to get Osana's fingerprints would be good. More ways to remove your own fingerprints without the need of being in the drama club, and more ways even to make Osana look suspicious. It is kind of a plot hole how the police arrests her, seeing as she has an alibi (Raibaru) and both know it was Ayano the one who asked her to touch the box cutter. That might need more work.
-------------------------------------------------------------------- Rejecting Osana
If the previous was the best elimination method, this one is easily the second-best. I think this is one example of a well-designed method, even though it needs tweaking. Personally, I've been relying on schemes this entire time, as a new player. However, in this particular case, schemes take away much of the fun with it.
When I say this elimination method is well designed, it's because the player can get all the information they need right from the start. Osana speaks with Senpai right when the day begins, saying what they will do later, meaning the player can now use that information to their advantage.
The problem I have is with certain days. For example, throwing Senpai's book inside the fountain is a simple enough solution. However, recording Osana's conversation with Musume with a directional mic then going into the computer lab to edit said conversation and save it into Osana's phone seems like way too convoluted for the player to guess without the use of the scheme. In summary:
It's well designed and more elimination methods should follow this formula, but making it in a way that the player can do it without the need of a guide. This method also suffers from the same issue as expelling Osana in being too specific at times and not allowing a lot of choices. How would I improve it?:
Changing Osana's interactions with Senpai completely. Sabotaging their events doesn't have to be easy, but I guess… realistic? Also, it might be a good idea to sabotage them in a way that reinforces a negative aspect of Osana. For example, her being a tsundere makes Musume's conversation kind of believable, but her having a girl's panty shot is a bit strange for her. Definitely the biggest change though is to remove or rework Info-chan's scheme in a way that makes the player think through more.
-------------------------------------------------------------------- A few other elimination methods
Because the rest is more of the same, I just got them here in a little list.
Crushing Osana: This one is pretty easy, just like the burn Osana scheme. There's not much skill required and it's easy to get away with murder using this method.
Decapitating Osana: Decent again, although there's no way to cover up your crime. It seems there's finally a little use for the sanity meter, but because it's so easy to restore it, it kind of seems like a cosmetic effect in this case.
- I checked out YanCord (accidentally, because the blur effect didn't allow me to see the button prompts) and once I was in I couldn't exit the cutscene. A long process of button-smashing later...
- The save file was corrupted as soon as I deleted it… so, a clean save file was corrupted. It is quite interesting how the game tells me that this is a very "rare" issue, almost as if it was scared of me judging its flaws, and trying to justify them. This is no way to talk to the player, so please, avoid it.
- Oh god having 100 panty shots available from the get-go is a blessing in disguise. Not having to constantly stare at girls' panties in a videogame is something I never thought I would be grateful for.
- Also, why is the Monday button so close to the debug menu. I can't tell you how many times I reset the day losing all of my progress. This is made worse because of how long it takes for the game to load.
- The final cutscene was pretty interesting. I've always been interested in Yandere Simulator's lore and that’s one good thing the game has going for. In terms of storytelling, the game is lacking in character personality (them being no more than simple caricatures/archetypes). Senpai especially suffers from this, as he not only has no personality, he has no routine. Considering a lot of female characters are interested in him, I would expect him to have something there to catch their attention and sets him apart from every other male student.
- And as I said previously, the voice acting is really good in some cases. Ayano's voice is the one I have problems with, but again, it has to do more with the way this character was written. Her being cold and emotionless is quite exaggerated in the game.
-------------------------------------------------------------------- Final Thoughts on the Demo (Too Long, Didn't Read)
As I said in my previous review, the demo needs a lot of work still. It clearly has something going for it, but gameplay-wise it needs more work.
Mainly, the game is lacking in things to do. Waiting for something to happen is awful for any game, and the solutions are to include more content or rework how time works in the game. One of my suggestions is to include more side-quests and follow side-storylines. Again, Yandere Simulator has a lot of lore going for it, so why not take advantage of that? Each student's profile has a good amount of information and backstory about them, why not, instead of just doing a task for them, make the player follow a side story to gain certain advantages?
Example: Sakyu Basu and Inkyu Basu are said to be demons. Simply make the player follow a storyline where they try to uncover their real identity, and if they beat it, they could gain a simple perk such as… being more respected with the Occult Club, a reputation increase, or any other stat increase. This system is a bit similar to Persona 5, and seeing that game is already an inspiration, it would be a good idea. Sure, that means more work ahead, but also it means the game could be more fun and interesting to play.
That being said we should be aware of limitations. While this solution might be more fun, in the long run it'll take a lot of time to implement. Instead, reworking in-game time is perhaps the most sensible solution in this case. Knowing when to stop adding features is as important as knowing what to add, though that's a question that anyone in a development team has to ask themselves. A side note before moving on: The game clearly doesn't know what it wants to be, so even though some of my previous suggestions might work well in their respective methods, they might not work completely as a cohesive idea and need more brainstorming than just an afternoon. Example the matchmaking suggestion; YanSim is not a visual novel, so more stealthy/manipulative methods might be more effective for this type of game.
As for what the game is at the moment, this might be a hard pill to swallow, but I think it's time to go back to the drawing board. The game isn't fun, it isn't terribly boring either but for the six years it took to get to this point it isn't anything impressive. Again the fact that this is "91% complete" is extremely worrying because a lot of its elements just don't work well together. So it might be a good idea to step back, think about what the game really needs, and work on that.
The problem is that YandereDev clearly can't see that as a viable option and I can understand that. Hate and disappointment would be the words of the day and the game would lack support because of it.
So instead, I'd say keep going with the crowdfunding campaign, but after a team is assembled, go back to the basics and start from scratch. Some of the current elements can be reused; as I said, the game does have something going for it, but trying to fix everything that went wrong would be much more expensive than just starting over, and I think that's the best solution at this point.
It's nothing I see happening soon, but I am aware that a lot of people are trying to make their own Yandere Simulator games. Hopefully this overly-long review can help any of them.
See you all around!
submitted by Tagerii
to Osana [link] [comments]
2020.10.05 19:09 WarriorArus How would you rank the otome's you've played?
I don't mean as a tier list, but if you were to put them in order from best to worst, how would you?
Here's my list, if you want to get increasingly more positive, start at the bottom.
I like all the routes, even the archetypes I ussually dislike. It's art, writing, and music are all top notch. It's free, but it's high quality. I've played through all the routes twice, and I highly recommend it.
Almost a tie with number one, its fully voiced, and the actors all sound distinct. (I respect seiyus, but sometimes they can sound samey) I like the 2000's artstyle, the character's are great (especially the heroine Little) and it has great atmosphere. It's only beat out by Cinderella Phenomenon because it has certain elements that make me severally uncomfortable.
Anicon Animal Complex
Zeiva Inc always puts out quality games, and this is no exception! Anicon is incredibly polished and charming. It's a very cheerful entry, and quite funny. All the character's are likable, and I enjoy the month by month story telling. This entry has my favorite art in all of the ranking.
Shares the same praise I have for Anicon, besides it being far more serious. I like the mysterious atmosphere, every route kept me wanting more. The difference between this one and Anicon comes to taste. Anicon is a little more romantic and happy, so I like it more by a smidge.
By the same people who did Cinderella Phenomenon! Great game, it's free, if you like Cinderella Phenomenon, you'll like this one. It's a little short, I dislike one of the LI's, and the music isn't notable. Besides that minor list of complaints, I have nothing but praise.
Seems to be well known, but not popular. Art is wonderful, I enjoy the majority of the routes (it gets better as you go along) and I enjoy how you learn a little more about the world as you play. Although the game has high highs, it's lows are terrible. I've never played an otome game where I've skipped text I haven't seen, but the brothel route was terrible. I didn't like Robin Hood either, he was too cold for me. It's just a matter of taste I suppose.
Written in the Stars
Cute game, it's free, the heronie and LI's are endearing. It's artwork isn't professional, but the creator did all the work herself, as someone also in that position (Go play Irish Witch when the demo comes out :D) I understand how difficult that is. It's partially voiced, and it's in English! I've never seen that before in the otome games I've played.
Very high quality for a phone game, and it isn't too pushy with the microtransactions, which I appreciate. I enjoy the atmosphere of it, and most of the love interests I like. However, I feel the game tends to get full of itself when it gets dark, and it's handling of mature matters is klunky. The heroine has no personality and she fixes their problems through looooooooove. I don't enjoy having my life sucked up by the game either, I'm a pick up and play person, and by the last day, I want it to be over. I have to take breaks every route so I can get some unbroken rest. It may sound like I hate it, but I enjoyed my experience with it 80% of the time.
Not much to say on this one, I enjoyed it, it was a simple relaxing experince...It's not offensive in anyway, I just got more enjoyment out of the one's higher on the list. I think the price is a little expensive too.
London Detective Mysteria
I thought I'd enjoy it more than I did. The heroine certainly has a personality, and I feel like I'd like her, if the plot didn't require she be an idiot. You can't sit there and tell me how smart she is as a detective, when brick girl can't use critical thinking to say...Hey, I have no fighting ability whatsoever...Maybe I shouldn't do this! It's insulting to her character. You can make her a naive rich girl, but you can't constantly act like she's some great detective. A detective would know better. I like the LI's though! After you get onto the guys routes, the game really picks up. The romance is mostly good, and the art is serviceable. In Lupine's route I enjoy the heroine, she has a good chemistry, and although she's still a brick, her drive is admirable! (Same with Jack's route, to a lesser extent)
I haven't played much of it, but I enjoyed what I saw. Some of the sentences are a bit overwordy, and the artstyle is nothing notable. I like the heronie, I'd have liked to see her portrait. Don't have much to say on this one, I'd place it higher or lower if I played more.
Huellitas Magicas (Magical Paws)
Cute little phone game, it's free, and I never see anyone talking about it. It has nice art, three LI's, and a good supporting cast. We see growth in the heroine, which I like, and it has a nice fantasy twist. A guide would be nice, but I can't fault them for that. There's some spelling mistakes in the English version, and the writing is a little weak but I enjoyed it. The Spanish version, from what I played, seemed to suffer less from errors, which is expected, as it was originally written in Spanish.
Amnesia is eh, doesn't deserve the fame it's received. I like Orion, he's a good guy. I don't like the blank heronie, and some of the LI's are bad. Besides scenes like you know what (you do, I know you do, arf arf), the game just drags. It has it's cute moments, and I like it sometimes, but mostly I find it eh.
I mostly checked the game out because it was so popular. I didn't enjoy all the abuse the heroine was put through (I actually like Yui, poor girl)and most of the LI's are nasty, terrible people. They aren't attractive, if I saw them in real life, I'd throw holy water at them. Also, this isn't a complaint I see often, but the writing is very repetitive! I'll outline it for you, Yui walks into scene, LI is unreasonably upset with her for something ridiculous/not her fault, Yui apologizes, LI verbally assaults her, LI hurts her, and then she gets her blood sucked. Once you notice, it gets really boring. Now...For the positives. The art is very very pretty, beautiful work. Some of the softer moments are cute too, and I enjoy finding out more about the world. It's fun seeing the jerk LI's get karma in some of the routes as well.
Love Spell: Written in the Stars
A crowdfunded game that just came out. The game is very memey, and will horribly date itself when someone plays it in five years. People will find it funny, but it isn't my type of humour. The LI's are shallow, and remind me a lot of the "perfect girls" you see in male media, a weird comparison, but that's how I see it. The writing is chock full of cliches, and drama happens for the sake of it. The heroine has a personality, which I like, and I enjoy her activeness in the plot. The writing gets better as the game goes along, and the art is fine, it has its cute moments, you want to keep going. If you like modern comedy, and slice of life, you'd like it.
The Charming Empire
It was cute, although somewhat unrealistic at times. The whole game it feels like the heroine is stuck in her room, and the music is grating. The story is a little weak, but I dialogue enjoyed the back and forth.
Once the humour of a pigeon dating sim wears off, it gets kind of old. I don't dislike it, I had fun with it, I just like the other games more. Some parts of the game were tiring however.
This game has a lot of sitting still and clicking over and over. It's very boring sitting there for an hour to get a 1 minute scene with the LI. I don't like the heroine either, she's unpleasant throughout. None of the LI's make notable impressions, they seem cookie cutter. The game also liked to crash frequently and erase my data, so more clicking for me!
Very boring and terrible. The LI's have no souls, probably because the lead is a redhead.
Together in the Sky
I wanted to like this game, but you're only allowed to read five sentences (I'm not exaggerating) before it throws you back to the home screen, and you have to wait a minute for it to load up again. Even if you buy the currency, it makes the whole playthrough disjointed. The app also likes to put in malwarey pop up ads, that pull you into the app store, and make you watch them again. It took me 8 months to finish maybe 3,000 words of content. The LI's are so boring, I actually played this before I went to sleep. Believe it or not, worked better than melatonin. Only downside is you'll dream of candy crush ads chasing you around an airship.
I don't like Nameless, I wanted to like Nameless, but I did not. Cheritz has a problem with their leads. They have personalities, and they're annoying. (Besides Mystic Messenger, she has no personality) This game drags and drags, it's just so boring. I thought'd it be more fantasy heavy, but it's just slog of slice of life terribleness. I don't like the artwork, I don't like the LI's, I don't like the music, I don't like the story, which is a real shame, as the premise is interesting. Nothing against those who like Nameless, but I don't.
So that's my ranking, thank you for reading! It's okay if you like the games I disliked, I think it's just a matter of taste! More power to you, and all that.
How would you rank the otome's you've played?
(There was a discussion like this more than half a month ago that got deleted, so if you'd like to repost your comment here, go ahead :D I didn't realize till some kind commentors told me, thank you for that btw)
submitted by WarriorArus
to otomegames [link] [comments]
2020.09.30 23:01 DaemonXHUN Prey (2017) has nothing to do with Prey (2006) and the cancelled Prey 2. Read this if you are confused and/or new to this subreddit.
I honestly wouldn't mind if this would be a pinned post on this subreddit, because I got tired of constantly having to explain this to people. It's exhausting. Whenever I see something Prey related discussion or news, there's always someone who starts whining about Prey 2's cancellation and then instantly puts the blame onto Bethesda/Arkane/Prey (2017) for it.
So, let's make things clear once and for all.
--- "Prey 2 has been cancelled for Prey (2017)"
No. Human Head Studios' Prey 2 has been cancelled
in late 2014, while Arkane's Prey's must have been at least in the pre-production / early production phase long before that (around late '12 or early '13). It's a safe assumption to make because of multiple reasons. First, a typical AAA game's production from conceptual phase all the way till its official 1.0 release takes at least 4 years (and a minimum of 3 years, if it's a sequel and/or a game that directly builds on the previous one's technological and gameplay foundation).
Well, Arkane's Prey has been released on May 5th, 2017 and based on this interview
, the game has been in actual, full development for at least three years by April, 2017. This obviously doesn't include the time being spent with brainstorming about game-ideas, pre-production and early production. Also, while 2012's Dishonored has been co-developed by Arkane Lyon and Arkane Texas (with Harvey Smith and Raphael Colantonio as co-directors), 2016's Dishonored 2 was developed by pretty much Arkane Lyon only and Raphael Colantonio wasn't part of its development at all. This further proves that he and his Texas-based team must have started working on something else (2017's Prey) in the already mentioned 2012-2013 timeframe.
The final proof for this can be found in the next point. "Prey (2017) is a reboot of Prey (2006)"
Again, no. Prey is not a remake, not a continuation, not a soft-reboot or reboot of 2006's Prey that was developed by Human Head Studios. The two games have nothing to do with each other.
Well, apart from their name (but there's a logical explanation for that) and the fact that both include aliens, but the latter one is just a mere coincidence.
Prey (2017) was named Prey for a very, very simple reason. While the game was in early development in late 2014, Human Head Studios' Prey officially got cancelled so the Prey name has become available to use. Because it was a good sounding and easily marketable name, Pete Hines (head of PR at Bethesda Softworks) has suggested
Arkane to use it as a title for their upcoming game. Arkane agreed to it, because the name fit to their game's thematics. However, if the game would have went the original way, it would have been named Typhon after the alien race that is present in the game.
The only reason why people might assume any actual relation between Prey (2006) / the cancelled Prey sequel, and Prey (2017) is because Arkane's Prey's reveal and release followed not so long after Prey 2's cancellation has been announced and all of these titles have been worked on under Bethesda Softworks' / Zenimax's umbrella. But just look around in the world of movies and you'll realize fast enough that there are a lot of them that reuse certain titles for marketing purposes or simply because it suits the given movies so well. This
is a good article about it. Also, there was even a Prey game in the '90's that has nothing to do with 2006's Prey and while the cancelled Prey 2 was indeed a sequel to 2006's Prey, they were extremely different and the first game's main character (Tommy) was only supposed to be present as a non-playable character in it. "Bethesda has lied about the original reasons of Prey 2's cancellation"
For the third time, (more than likely) no. People generally assume that the official statements regarding Prey 2's quality problems which eventually led to its cancellation have been nothing but a set of elaborate lies. Lies in order to attempt to legitimate Bethesda's decision to scrap the original project (Prey 2) in order to create something else instead, which theoretically would be more profitable, under heavy studio control and pressure, by a different studio. However, these assumptions are very far-fetced and not grounded at all in reality and I'll tell you why.
- Prey 2 has been officially announced in 2011, in a form of a cinematic trailer and a 5-minute gameplay footage, only one year before it's planned launch. This means that the game must have been in development for many years before that (possibly from 2006, which was the release date of Human Head Studios' previous game, Prey). If Bethesda wouldn't have been interested in Prey 2, they wouldn't have sunk millions of dollars and this much time into it and wouldn't have released promotional materials for it.
- The company's statement regarding quality concerns about Prey 2 wasn't just made shortly after its cancellation in 2014, so we can easily rule out the fact that it was just a fancy PR excuse from their part. No, this statement was originally made all the way back in 2012 when the game was originally supposed to be released and then it got delayed indefinitely. If Bethesda has already put so much effort, time and money into this game, it would have been a really bad idea not to release it just because (people assume) they thought it wouldn't have been as profitable. So with basic common sense, its easy to come to the conclusion that the statement about quality problems must have been legit and this also explains why Bethesda has stopped promoting and building up the hype for it after the game's original reveal in 2011.
- As for the mentioned quality concerns: people like to say that Bethesda has no quality standards or control at all when it comes to their games, and they also assume based on the 5-minute gameplay video that Prey 2 seemed to be something special. But the truth is that Bethesda has quality control, or at least it had. Just look at The Elder Scrolls IV: Oblivion (2006), The Elder Scrolls V: Skyrim (2011), or Fallout 3 (2008). Sure, compared to their predecessors, they are more streamlined and easily digestible but they are nonetheless fantastic titles. The same praise goes for Dishonored and its expansions (2012-2013), Dishonored: Death of the Outsider (2017) The Evil Within 1 and 2 (2014, 2017), Wolfenstein: The New Order (2014) and its standalone expansion, The Old Blood (2015), Prey and its Mooncrash expansion (2017, 2018), and partially for flawed games like Rage (2010), Dishonored 2 (2016), and even Fallout 4 (2015), despite this latter one really has some big problems. Prey (2006) also released under Bethesda's aegies and it's also a really good game, while The Elder Scrolls: Online is generally well-received too, although I don't have much experience with that. It's true that recently Bethesda has put out unfinished stuff on the door (Fallout 76), but it can be attributed to Zenimax's constantly growing influence over the company (which hopefully goes away thanks to Microsoft's recent acquisition of the company). And as for Prey 2 and the assumption that it looked special: yeah, it looked great to me too based on that short demo and cinematic trailer, but that was just a promotional slice. I think what tells a better picture about this is the company's official statement and Human Head Studios' Metacritic page. I don't really see much highly rated titles there.
- Finally, the assumption that Prey 2 was scrapped in order to create something under heavy studio control which could be more profitable is completely nonsensical. Let's start with the simple facts: a first-person open-world / semi-open-world shooter with possibly light RPG elements (that Prey 2 was supposed to going to be) would have been far more marketable and profitable than an immersive-sim (which is a very niche genre) that we eventually got. Also, while you can say a lot of bad things about Bethesda (and rightfully so), it's a straight-up fact that they do not give up on their franchises as easily as other studios. Rage (2010) took a lot of time to develop and wasn't really successful financially. Yet, they gave another chance to the series. The same goes true for Prey, especially (2006's Prey took 13 years in development hell before it finally released). The Evil Within (2014) is another example, which wasn't really successful (it was rather a small cult-hit instead). However, Bethesda understood that sometimes in order to create something really big, you have to first lay down the groundwork and plant the seeds for it. So while the first title in a planned series might not be that successful, the sequel will more than likely do much better financially thanks to first game's reception (if the first game is good, obviously).
I hope I was able to shed some much needed light on this topic. And now we can wait patiently and with hope for a sequel for Prey (2017) which in my eyes, is by far the best immersive sim game ever made.
submitted by DaemonXHUN
to prey [link] [comments]
2020.09.27 08:03 Traumkampfar SFW dating sim with big update coming
Released this game in the past, its a SFW furry dating sim with 3 characters you can choose, 5 endings, and is fully voice acted.
Currently working on a free update that will come out in the future that will add 3 more characters and a completely different storyline.
All the characters are female ATM, but the update will add guys.
Link to the game with a free demo: https://sqeek-songplay.itch.io/heart-of-dixie
Link to my patreon if anyone wants to help. I dont charge monthly, only when major work gets done.:https://www.patreon.com/SongplayGamingCartel
submitted by Traumkampfar
to furry [link] [comments]
2020.09.21 10:01 OrpheusShesha Every game and project sukeban has made, compiled into a list.
So, sukeban has made multiple games and projects besides just Va-11 Hall-A, and 3 certain ones are in development right now, so thanks to the official Sukeban Games discord and it's users (Credits to https://www.reddit.com/useRequiell/
in particular), we found every game and project sukeban ever made, and I've made a complete list for you guys if you want to see what else they've made. Enjoy.
Old Spanish blog: http://dangeru.net http://dangeru.net/juegos/
This Might Be A Drill: http://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36846
Direct link (Win): http://www.mediafire.com/file/k62mgf3tutpsv9j/This_might_be_a_Drill-win.zip/file
Oshan: Exploring the deep ocean humans left behind:
Direct link: https://docs.google.com/file/d/0B8-rzmsqGpxYYk5jUGh5VG9USUU/edit
Blazing Food: https://www.indiedb.com/games/blazing-food/
Meido Sim: https://web.archive.org/web/20140519012423/http://waifujam.pomf.se/entry.php?id=32
Direct link: https://drive.google.com/file/d/0B8-rzmsqGpxYSzVtTFN5eUlPS2c/edit?usp=sharing
Oregemu ¡Nuestro juego de aniversario no puede ser tan egocentrico!
Translation: (Oregemu: Our anniversary game can't be that self-centered!)
Direct link: https://www.mediafire.com/folde3mtr3bc1v6u2c/oregeimu
Sales Pitch: https://sukebangames.itch.io/sales-pitch
Devils Journal: Tony T (Demo Only): https://www.indiedb.com/games/devils-journal-tony-t
VA-11 HALL-A PROTOTYPE (Cyberpunk Jam Build): https://sukebangames.itch.io/va11proto
Sales Pitch (2014): https://sukebangames.itch.io/sales-pitch
STEEL GEAR CHAOS (2017): https://ldjam.com/events/ludum-dare/38/steel-gear-chaos
Lovely Kana (2017): https://ldjam.com/events/ludum-dare/40/lovely-kana
Silent Whisper (2018): https://ldjam.com/events/ludum-dare/43/silent-whisper
Mobile Protection Unit HEADLESS (2019): https://ldjam.com/events/ludum-dare/44/headless
Zermatt Zero (2019): https://ldjam.com/events/ludum-dare/45/zermatt-zero
Isochromism (2020): https://ldjam.com/events/ludum-dare/46/isochronism VA-11 Hall-A KIDS (2018 - PC - Spin-off)
Itch.io: https://sukebangames.itch.io/valhallakids VA-11 Hall-A KIDS Saisei (2020 - PC - Spin-off)
Announcement (Date changed due to project size, release date TBA) http://sukeban.moe/index.php/2020/06/22/va-11-hall-a-is-4-years-old-today/ N1RV Ann-A (TBA - PC, PS4, Switch)
Website: http://nirvana.ba Project D (TBA) (Check official logs for details of development) Project X (TBA, Currently no information avaliable) Project Next Game (TBA, 'no news whatsoever until after N1RV Ann-A comes out')
submitted by OrpheusShesha
to waifubartending [link] [comments]