Fashioning Little Miss Lonesome

Sep. 19th, 2017 07:07 am
renegadefolkhero: Demon Saito (demon-saito)
[personal profile] renegadefolkhero
I have a two-step process to confirm if Fashioning Little Miss Lonesome is the right otome for you.

First, I must inform you the game contains body negativity and name-calling. The heroine is called sow, pig, etc., as Saito tries to goad her into dieting. He also calls her a bitch a few times. She refers to herself as "slant-eyed" on multiple occasions. If you can tolerate this, go to the next step.

Now, I will need you to view the image under the cut. Please be advised this image may be disturbing to more sensitive viewers.

Read more... )

Still game? Okay, let's get to it. FLML is best described as an irreverent parody that occasionally breaks the fourth wall. It has two main routes and a third unlockable 3P route. The heroine, Ema, is a tall recluse who wants to eat pizza and be left alone, but when she crosses paths with two handsome guys, one who claims she is his "muse" and is obsessed with designing clothes for her, and another who demands that she let him be her producer, she can't get a moment of peace. They won't leave her alone until she agrees to be their model, and then the real torture starts as they whip her into shape and force her to wear embarrassing clothing.

Read more... )

Brogue

Sep. 17th, 2017 09:59 pm
renegadefolkhero: @ (at)
[personal profile] renegadefolkhero
I've become moderately obsessed with Brogue. I wasn't sure if I'd take to ASCII roguelikes, they seemed a bit impenetrable. I can happily report Brogue is a great starting point. It's an item-driven roguelike wherein you (@) are trapped on the first level of a dungeon and must descend to the 26th floor and obtain the Amulet of Yendor to escape. There is no character build or lore to learn, you just go.

Within a few minutes I was totally engaged. Short, evocative descriptions set the scene nicely and the game's symbols quickly become familiar. Each playthrough the potions and scrolls are named differently (in one PT a red potion might give strength and another the red potion makes you invisible) so while there is some cumulative knowledge from trial and error there is also a lot of, "Okay, stand back, I'm going to drink this and see what happens." You can sneak up on enemies and stab them in their sleep, or hide in a corridor and wait for a wandering enemy to pass and get in a surprise hit. You learn tricks, like the surest way to beat a Jelly (fucking jellies) is to back into a tight space so they can't spawn behind you. You can recruit allies or go alone. There is no one way to play. I just learned you can even succumb to demonic temptation (enable easy mode).

Typographic symbols are naturally beautiful and Brogue enhances its ASCII with creative and pretty effects, from blazing fire to the pastel haze of confusion. Toads, when touched, may cause you to hallucinate, and everything in the dungeon ceaselessly changes form until the effects wear off. There is a tileset version of the game (right screenshot), but I started with the ASCII version and I find it easier on the eyes and more appealing overall.

In his overview of roguelikes, Waltorious notes that these games generate memorable stories, and user-generated stories are the strength of the medium. I remember that time I was backed in a corner, surrounded by jackals, desperately chugging all my unlabeled potions, and just happened to drink a potion of descent, which whisked me to safety. I remember the time I decided to burn a wooden door with a fire staff I'd just found and seriously underestimated how powerful it was, engulfing the entire room in flames. In some ways, this type of player-driven story feels more personal than big cinematic story-based games because so much of this story relies on my imagination, how I've come to perceive the dungeon and its inhabitants. I think this is a game I'll be playing off and on for a long time.

Wayward & Early Access

Sep. 14th, 2017 06:42 am
renegadefolkhero: hyper light drifter (Default)
[personal profile] renegadefolkhero
Well, I broke my no early access rule recently so I could be distracted by Wayward, a survival rougelike. You can play a free version in the browser. I wanted a new survival thing and I read it had a steeper learning curve than Terraria.

In Wayward you are a castaway who washes up on a randomized turn-based island with randomized tools who has no memory except... treasure. The game's difficulty is controlled by a malignancy/benignity point system. Destructive actions like mining, chopping down trees, and hunting peaceful animals earns malignancy (negative) points, nurturing actions like farming and foraging give benignity (positive) points. The island is kinder to those with positive scores, but if the number drops into the negative the island becomes increasingly angry and more powerful enemies (and ultimately bosses) spawn. It's an interesting system that gives the player control of the difficulty level. There is a default hardcore permadeath option and a casual option with endless lives. You are awarded certain permanent bonuses when you pass milestones (like survive x turns, craft x objects), and these bonuses can affect your starting stats, skills, and inventory on future games.

The reviews for this game were spot on. The game is difficult in that it has a learning curve and realistic implementation of things like encumbrance. You can't just run around with 500 boulders in your pack. Going in blind, I died a bit and wasn't really sure what to do, but I kept experimenting and trying, and once the game's rules and mechanics began to click it was a lot of fun. Discovery is a huge part of the fun and the community is very spoiler-conscience, but I can give you one non-spoilery tip: if at first you do not succeed, try, try again. This goes for actions like mining or harvesting as well as general play. I recommend the permadeath option because dying over and over helps you experiment with new starter tools and learn from your mistakes. Once you get the hang of it and you know some tricks starting over isn't a big deal. I've found I prefer playing that way. Casual mode takes some of the sense of urgency out of emergency situations.

Wayward has really piqued my interest in roguelike games in general and there is no shortage. A lot of these games have been in ongoing development for years (sometimes decades), so many of the titles are perpetually betas/early access while still being fully playable games--early access is part of the culture basically. I still have complicated feels and reservations about early access games but think this genre pulls off the "buy this unfinished game!" thing better.

Wayward is not ready yet, but the core components are there and it is really close to what I wanted, a turn-based top-down pixel-art hybrid of Starbound/Stardew Valley/Star Tropics?/Something Something (that's a lot of stars). That's a pretty specific ask and I haven't seen anything else like it.

All In a Day's Coup

Sep. 13th, 2017 11:25 am
renegadefolkhero: hyper light drifter (Default)
[personal profile] renegadefolkhero
I hate people MMOs and multiplayer, but I live vicariously through the Eve Online shenanigans that occasionally make their way to mainstream game news sites. There is an Eve News outlet but honestly I can barely keep up with the news cycle in our world.

I see they now have a free-to-play version that is maybe okay. I really, really hate MMOs, but I am tempted to poke my head in there.

Flirt Early and Often

Sep. 12th, 2017 06:07 am
renegadefolkhero: hyper light drifter (Default)
[personal profile] renegadefolkhero
If there's one thing we can count on in Bioware games, it's lots of opportunities to flirt in ways that are embarrassingly awkward or inappropriate.

I think the worst one I've seen in MEA so far is the "I didn't tell you to put your shirt back on" flirt with Liam, which I heard about beforehand and purposefully triggered to see how bad it was. I actually reloaded my save because I felt unclean, like some cloven-hooved non-ruminating animal.

MEA has casual and committed relationship options and some characters have both, which I didn't realize. You can casual as much as you want, but apparently after you commit you can't flirt anymore. I think you can flirt again if you end the relationship, and it might be possible to have two full romances in tandem, but I have already accidentally spoiled myself twice looking for totally innocent non-cheating information so I am leery of digging around any more to confirm this.

Anyway, I flirted at least once with everyone for science, and when I started feeling weird and slightly guilty about all the special attention I sealed the deal with Peebee. It's all about the innuendo so pointedly strong it's awkward but also hot.

Romance spoilers, spoilers about some person on Kadaara I don't care about at all, and decision importance in MEA )

I don't really remember too many other choices to be honest. A lot of the reaction choices feel so fleeting and unimportant, usually "Am I an impulsive asshole in this one isolated event or not?" But IIRC the original trilogy had a lot of moments like that. There were a few times you could do something major, like shoot a person, but there were also a lot of times you could just be an asshole. Having the option was always refreshing, even if I didn't use it.

Fashioning Little Miss Lonesome

Sep. 10th, 2017 04:08 pm
renegadefolkhero: hyper light drifter (Default)
[personal profile] renegadefolkhero
I was going to make a Serious Gaming post about Serious Gamez but I happened to see this on Steam and now it's like...

Okay?

I approve?

I was gonna play R18 eventually, and my hand slipped and now this is on my wishlist, so what choice do I have? It's probably better this way. Otherwise I was gonna cut my teeth on Saya no Uta or something.

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