DARKEN'S PROFILE

*blows dust off ancient readme.txt*



Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.

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Video Game Critic Wager 2023

Yeah I keep forgetting what the exact rules are (can't drop til saturday apparently). The game could still get reviewed well! But track record wise having shitty live service elements does seem to bring it down if it's handled very vapidly

Video Game Critic Wager 2023

https://www.gematsu.com/2023/04/suicide-squad-kill-the-justice-league-delayed-to-february-2-2024

I pulled the trigger and added suicide squad and then immediately ended up with a lemon

2023 Gaming Diary

Final Fantasy XIII

I get to Gran Pulse and this is where it's supposed to "open up" but it just gives you a string of sidequests you can do that leads you just into a hallway that goes on for way too long to make me wonder if I should keep doing the main story. Gran Pulse as a level design structure is pretty bad? It just goes against every principle to what makes open ended areas good. You have to go to a quest marker, accept the quest then go wherever it tells you to, you can only do one at a time, and it can be sometimes annoying to track the markers if you're not in the same map or elevation. They're all the same, kill the specified monster in this spot, repeat.

I decided to just press on the main story because I just wasn't enjoying the sidequests. The battles tend to difficulty spike wildy in places, sometimes I just decimate certain groups, and others I find myself slowly chipping away whenever staggering isn't really an option. It can be frustrating to die if you mess up and make the battle go way too long, despite how convenient retries can be. I'm at this tower where SURPRISE you do mandatory sidequests which isn't much different from fighting a bunch of enemies in a row and just redundant.

I'm really just pushing through this game at this point. I wouldn't say I'm enjoying myself entirely but I'm 33ish hours in and I'm feeling to motivation to put another FF game to bed. Honestly I'm looking forward to FF13-2? Just to see what they do with what sounds like a polar opposite structure. At the same time I wonder about booting up FF12 and seeing how it contrasts with FF13. Since apparently 12 was made by a separate team that did vagrant story / FF9 and FF13 is more the Kingdom Hearts / FF10 team.

[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

@MoltresRider: Anything under Operand will change whatever is under Variable which is what's being declared and actually changed. You keep confusing Steps Taken as a variable when really it is a value that cannot be changed. Instead you declare a variable (a value that can be changed) and store Steps Taken into that variable and do whatever is nesscary with that number afterwards. Which is what 3 people are trying to get across to you and is a crucial thing to understand before you can do anything with variables.

[RM2K3] [RM2K] Looking for Chipset Packs

charas has a whole swath of random stuff
http://charas-project.net/resources.php?lang=en

Common Items in Rogue-likes

My only knowledge of Roguelikes comes from the mystery dungeon series. My favorite item is the scroll that eliminates all walls on the current floor which can be a good or bad thing depending on the situation. Or a scroll that eliminates all enemies of the same type as the monster you threw it at. But then you also have things like blank scroll that lets you inscribe any scroll item... if you know the scroll name. Without a guide it's pretty interesting to have an item that promotes discovery and knowledge of the game and a lot of "If I can just have any one item what would be the perfect one for this situation"

I'm not really suggesting those specifically but rather I'm saying those make for interesting items to me. The philosophy being that items should result in very emergent play experiences rather than just a minor benefit. Like Red said idk how your game works but I would go through the list of things that can be modified in your game, like anything, and ask yourself how crazy would it be for the player to affect that. I think roguelikes often demand such methods especially if you can offset it with rarity and whatnot.

RPG Maker Game Cocktail Names

Three the Hard Way is like my top pick without puns
Romancing Walker
Starless Umbra
Spirit In The Mirror
Blighted Venom (reference to Quintessence)
A Blurred Line (Blurred Wine?)
Space Funeral (Case Funeral? like the case of drinks being your funeral)
Fiery of a Madman (making fireball cinnamon whiskey work somehow)

Video Game Critic Wager 2023

even i didn't expect RE4 to get a 90+. Makes up for the negatives I suppose. I'm thinking of picking up the Suicide Squad but that is such a potential bomb. It's core Rocksteady so the game should be good? But im wondering if the looter shooter elements will leave a bad taste in reviewers mouths. The public opinion just seems so sour, and Gotham Knights and Avengers hasn't been known to crack through making super hero themed looters viable. I'm waiting on other stuff to have confirmed dates before I start securing more picks.

I hate white mages

I've lately been liking the idea of sticking a HoT on a single character without costing a turn, but it could be interchanged with a general non healing buff in case there's no healing to be done. Not really a healer fix per say but games like Child of Light has me thinking about going outside the bounds of turns to make things more interesting.

2023 Gaming Diary

Final Fantasy XIII

Dragon Age made me think about the ps3/360 era a lot and now I'm realizing I have 20 hours dumped into FF13 and might as well finish it. I can see why I bounced off of it, I'm in the fifth ark and even though it's mostly a linear hallway I'm checking the map once in while to make sure I didn't 180 after a cutscene because everything is rubber stamped into oblivion. Still though the game manages to not look like a janky nightmare that is bioware circa 2009

The combat still has its flair especially when relearning everything but I feel like no matter how good the combat is you really need exploration to balance out the monotony. I will say the small diference in enemy formations can be felt and the paradigm shifting is finally opening up. I just got every class unlock but I feel there's little point unless there's some cheap stat min maxing early on in the crystarium tree. I've yet do any weapon upgrading but I remember reading somewhere there's no point until you have the weapon you want and a ton of money from a certain sidequest later on. It feels like Kawazu designed it because every other customization system in this game is relatively straight forward. The nice thing about this game that dying doesn't matter much and you really have nothing to do except either blast through or experiment to progress.

The story is probably the worst reason why coming back to this game may be daunting because the synopsis and even the ocassional flashback summary in the Raines confrontation scene just makes no sense. I get that the theming of this heavy on the fatalism side but there's no notion of a clear goal or agency of the characters. You are subjected to the endless hallways never to stray from the linear line that the developers have set out for you. Maybe you can get a premptive strike or that one item in that dead end corridor but your fate is ultimately sealed. But hey 10 hours later I should get to the part where people say it "gets good" right?