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Aimless Muttering About the Thing I Totally Don’t Have A Problem With

Aimless Muttering About the Thing I Totally Don’t Have A Problem With published on No Comments on Aimless Muttering About the Thing I Totally Don’t Have A Problem With
Girl Cafe Gun taught me that waitresses don’t like 18 hour shifts but a probably racist penguin plushie will cheer them right up and also you only need to make 2 cups of coffee and the shop just runs itself for 4-6 hours

As part of an on again off again ‘thing’ to do on my Twitch channel, I’ve played a handful of different mobile games to see which ones are actually fun as games and which ones are just kind of mindless clickers and Adventure Quest looking cash-ins. Girls’ Frontline remains my favorite overall, but Honkai Impact is mashy and engaging enough I’ve stuck with it even though it’s probably the worst time sink of the lot. But I’m not really here to talk about specific games right now, I thought I would take a bit to dump some thoughts I’ve had about mobile games (or ‘mobage’ if you’re… like that.)

When smartphones were propagating and the first mobile hits started spreading around, I wasn’t really impressed, and didn’t really mess with them until Fallout Shelter came out and my device could actually run it. My first droid was actually a burner I bought so I could test projects for an app development course so it had minimal onboard storage and stubbornly refused to use the memory card to install anything. Shelter was fun, but beyond that I got the impression everything was shallow puzzle games that occasionally liked to cozy up and ask for twenty dollars to go to the malt shop, daddy. Even the first one I actually enjoyed is basically a simple SRPG that happened to have a story and setting that jibed with me well. As time and technology waltz onward, though, and games look more and more like they’d be at home on a console, and stuff is coming out that *actually looks good.* I’m still kind of processing this as a thing that is happening, in the actual world. I routinely leave my Switch at home when I visit my dad less to travel lighter and more because that day, maybe I’m in more of an Arknights mood.

At some point I’ve kind of come to realize being a snob about mobile games was kind of a dumb thing for me to do given that I like simple, creative games more than cinematic AAA eXpErIeNcEs. Maybe some of the What Happened? binge watching and mentions of Konami and others switching focus to pachinko and mobage sparked the realization that “wait, they’re not just being stupid trend chasers, these games are making mad bank on smaller budgets.” I like indie games, they’re done on small budgets and are the closest thing creatively to what we saw in the olden days, so what’s the difference?

Weeeell… there are differences.

As alluded to before, there are a lot of ones I’ve tried that felt kind of like cookie cutter RPGs without a real hook, or even worse, like low effort asset recycling when they come from larger companies. There’s also no denying the array of psychological tricks and manipulative design elements they employ to try and loosen the wallet. When I find a game I really enjoy, I don’t mind sending a bit of money their way to keep things running, but in most of those cases, the key phrase there is ‘I don’t mind’ doing it vs basically needing to do it to progress. For example, one of the first games I got into was an Armored Core ripoff of sorts called Destroy Gunners that kept closing and reopening as new versions which always felt kind of suspicious. It was a pretty fun game and the touchscreen controls didn’t ruin it, but what did was the occasional boss appearances, Devil Mechs. They’re unreasonably tough and the only way to take them out at low levels is basically to bring out a limited use laser weapon given for free to new players and sold at a premium afterwards. A lot of games I’ve tried do a less drastic version of that where the early game is super generous with gacha pulls and other resources at first, then as you clear early game achievements and such, the rewards slow to a trickle and you’re still kind of riding the high of the initial shopping spree… It’s rough, buddy!

I think I’ve identified my personal weakness in these as that I really like playing from a “gotta catch em all” angle and just want as many shiny new units as possible. After all, who knows if there won’t be an event in like three months where the pigtailed can opener woman with heterochromia has just the right combination of skills to break the difficulty wide open even though she kind of sucks now and I already have a full party of max level, max promoted characters that clear everything just fine? I can resist cosmetic items and skins pretty easily, and equipment I usually can wave my hand and go “as long as my characters are good, I can make up for the gear, right?” but when an actual character is paywalled or worse, RNGwalled, boy that does a number on my resistance. Honkai 3rd especially has my number because I enjoy character action games and each suit has a pretty unique fighting style. Very early on, I spent an embarassing amount of (gift card) money to be sure I got Herrscher of Reason because she was a blast to play with in demo levels. Later I also splurged on Flamescion, but didn’t get her, only to actually pull her on a handful of free tickets that were given out the next morning, which made me go “wait, this is actually stupid.”

I’d probably forget how to speak English if I walked into a coffee place and this happened.

I’ve kind of scaled back the amount of gacha game streaming I do partly because they’re not especially popular most of the time, and also, as both hypocritical and cheesy as it feels, sometimes I feel like I shouldn’t encourage others to pick them up. Some are definitely more susceptible to blowing large sums on a game and almost all of them are designed specifically to waste your time. I never even really thought about *why* so many of them have daily task lists and/or shitty UI’s, until my friend Sophie pointed out that if you’re playing one game longer, it’s more or less physically preventing you from doing something else. Time is precious, and normal games can already help waste it just fine. I’ve dropped a couple regulars recently and frequently go into ‘bare minimum’ mode with the ones I do keep playing because I’ve been in more of a mood to create than absorb recently.

I realize this has been a largely unstructured ramble, because it’s a largely unstructured ramble patched together from thoughts rattling around in my head for several weeks. It probably comes off as half starry eyed “golly, the world of tomorrow is here, and if you’re lucky, you can put a maid costume on it” and half DARE program. I think the mobile format has a lot of advantages as well as things that I don’t see it doing better than PC/console. High action games on a touchscreen which means your big meaty thumbs are covering a portion of the action are horrible, and few things take me out of a moment faster than Messenger popups or YouTube notifications sliding into view. Not all designers seem to handle the problem of “what if someone playing on their phone actually gets a call?” equally either. Things that I do enjoy though, are the smaller scale and simplification that portable platforms call for. It’s actually probably why Peace Walker is my favorite Metal Gear. The gachas I play have also probably been the best application of episodic content I’ve seen since updates come regularly and automatically, instead of having to remember to go back to Steam or whatever and see if Episode 3 of Polygon People Sure Love To Talk has dropped. It’s more of a drip feed of new story and game content than having an expansion dropped on your lap to finish in one sitting. Personally, I like that, though I also don’t like that many such events are limited time and prey on people’s fear of missing out. Basically, if there’s a game I’m enjoying enough for free, I’ll show my support with a monthly gem pass or something like a tip jar every now and then.

Enjoy responsibly, like the beer commercials always say, I guess.

Yeah, you tell ’em.

Well, This Was Overdue

Well, This Was Overdue published on 1 Comment on Well, This Was Overdue

Years ago, I had a handful of Game Informer magazines. I didn’t have a subscription, as much as I enjoyed it, especially the section they dedicated to oddball import titles. Of them, for some reason, possibly just due to the sheer awesomeness of the title, one particular Japanese PlayStation game stuck in my brain for years, quietly lurking until the chance came to make itself known. So, after finally remembering how to get a PS emulator to work (don’t laugh; the only time I ever used one was before I found an actual copy of Misadventures of Tron Bonne) so I could stream MegaMan Legends for RGLtv, I got the crazy idea to finally take that game for a test drive.

SPEED POWER GUNBIKE! God, just say that out loud. Doesn’t that feel great? Gunbike is actually the first game made by IntiCreates, currently one of the best developers of “new retro” style games like Blaster Master Zero, Azure Striker Gunvolt, and the later MegaMan titles. Interestingly enough, this game uses a cartoony low-poly style that kind of makes it look a little similar to Mega Man Legends at a glance. I guess they’ve just always had that kind of style. History lesson aside, I’ve found Gunbike to be seriously entertaining once the initial awkwardness of the controls was… mostly past. Make no mistake, this gem is cut rough around the edges. A fair amount of it can probably be blamed on being a pre Dual Shock PS1 title, which basicaly means a lack of precision movement and the camera is your cruel and uncaring master. Each character has a unique set of special attacks from mostly-undocumented controller inputs that aren’t… esoecially useful for the most part. But still, the core idea is gold and with some adjustment it’s a load of fun to play.

In the far-flung year of 2097, an alien race known as the Michi have invaded, and conventional weaponry is useless against them. To combat the alien threat, Gunbikes were developed as a means to combat the Michi by turning soldiers into living bullets and slam into them. I assume this is some kind of life energy/chi thing, but I can’t be sure since information on the game is surprisingly hard to come by, even on the Internets age. Most of what I know of the storyline comes from a friend giving some manual scans I found a once-over, an old IGN article that says the game “will be” released in November 1997 and Hardcore Gaming 101’s article on it. I would love to learn more about the storyline because the ending is really weird and I want to know how things escalate to the heroes flying naked though space surrounded by 2001: A Space Odyssey slabs. (Is it still a spoiler if it’s not coherent?)

Regardless of which of the three drivers you choose, the basics remain the same- Zoom around levels on a transforming super motorcycle, smashing enemies and roadblocks on your way to bosses. The bikes can transform from bike mode, to a wider-stanced Rally Mode, to Robot Mode, where your offensive powers are pretty much all based. The bike is the fastest, but taking damage in this form will fling the rider off the seat and force them to run back to it, like Excitebike. Wasting time is a Very Bad Thing in this, because your supply of “Anergy” (sic) is constantly ticking down, and depletes in chunks when you are hit by enemies as well. Since your life and timer are one and the same, the emphasis of the game is on moving as fast and efficiently as possible. Ippei is the easiest to use, a hot blooded former biker gang leader who wants to avenge his brother’s death to the Michi and also seems to really bond with his Gunbike’s computer. Ami is an artificial human created from a mix of human and Michi DNA, with some mental issues. Major Nouno rounds out the team as the ‘cool senior’ type character, at least until he loses it and turns on everyone.

So yeah, that’s been one among many sidetracks lately. Here, have a sketch dump!

 

 

Catching Up

Catching Up published on No Comments on Catching Up

Oh dear, I’ve been neglectful again. :( Been keeping busy most of the month with work, family, and Twitch stuff, not doing as much actual drawing as I’d like, but I think I’ve cooked up an idea for a livestream routine that’ll let me get my groove back a bit: basically, picking a theme and working off of it for a few hours as practice and chat casual like, so I have something arty to work on that doesn’t fall under ‘work’ in my brain. Tonight I kicked it off with WayForward, I may see if anyone wants to join me on the Discord voice chat for a little topical discussion in other sessions. I have a major remodel idea in mind for around here in the future, so if you wanna run around and save some stuff just in case something go awry.. hey.

Randomizer Encounters and Other Twitchery

Randomizer Encounters and Other Twitchery published on No Comments on Randomizer Encounters and Other Twitchery

 

Been pretty busy the past few weeks between settling into the new place and participating in RGL stuff, but still setting aside time to draw where I can and am not spazzing out. Luckily the things I was stressing most about didn’t come to pass (owing money for repairs and junk on the old place since it was a little junky since day one and four years of single guy dwelling didn’t help it out much, and some dickery involving the utility company0 and I’ve been back in a much more productive kind of headspace. My own channel and work are doing pretty decent right now, I’m now among the first bunch of streamers invited to Affiliate status, so if anyone catches me streaming and feels like, feel free to toss a Bit tip my way. I need to do some work updating this site to better show off my projects since WordPress was originally just adopted as an easy, more streamlined way to get text posts and articles online. It’s a bit trickier to get comic page layouts and gallery updates up and going.

So, on the subject of projects, I’m still planning to do the card game and set up a proper page for it to give an overview of the rules and general setting for the sake of gathering some interest, though the thing that I’m about to start seriously picking away at is, of all things, a re-imagining of Revolver Knight! It’s a drastic overhaul, but it should be a pretty massive improvement as a story too. I could gripe about the old one for hours (though I still don’t hate it enough to just pull the whole thing down) but the chief problem with RK, IMO was I just tried to jam too many ‘cool things’ into it. It was kind of intended to be a pastiche or mashup of stuff I thought was cool in various games and anime at the time, which probably should have been a warning sign from the get-go, but it was received decently in the beginning so I ran with it. Over time though, I kind of ran out of steam and the later chapters are rushed in an effort to show off more of the world but not really afford time to flesh them out by much. One of the biggest things I think will help is focusing more on the small-level story, sticking with the characters and their homeland and how things are affecting THEM and not forcing an ‘epic’ cross country trek. I’ve been roughing out the first chapter already and may release it as a stand alone .pdf or something to see how people enjoy it to see whether to continue it or focus on something else.

On another topic, I’ve been pretty interested in game randomizers lately, though the only one I’m really playing is The Guardian Legend one, TGL Worlds. It doesn’t have a very robust set of features compared to the Zelda ones where you can toggle some features for the seed, you just insert a rom and it spits out a randomized version of it. It also doesn’t really seem to check very thoroughly that it will give you a completable version of the game. But it does do the chief thing I want and actually alter maps, vs. just shuffling item placement between chests. It does some pretty wacky stuff and tends to cluster items and rooms of a same type together, making it easy to get overpowered (and overly costly) weapons early on… or create chains of 3-4 save chambers end to end. Still, it’s a pretty cool way to breathe new life into an old game I already like, just like trying to adopt some of the tricks speedrunners use to make some of the more aggravating bosses and stuff go down all the faster.

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