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Video-Assisted Ludic Interactive Systems Anonymous 10/06/2021 (Wed) 10:33:43 No.1 [Reply]
Hello and welcome to /valis/, a place to discuss video-assisted ludic interactive systems and miscellania regarding their function, implementation and venues where we can find them. Anything that uses a video signal return that also gives feedback after we commit an action on an interface for the sake of entertainment can be considered here; i must mention i'm going to try to be as off-hands as i can be regarding discussion but we are still bound to follow our hosts' rules plus some comments of mine: 1. Follow the global rules, which are based on the Romani 2012 Criminal Code. They can be found at our Home page. 2. This is a vidya board, creating off-topic threads and heavily, belligerently deviating discussions and political spergins are no-go's. 3. No namefagging, ecelebs and Discords. The blatant dispensation of pills such as the brown, black or heh ones, which don't have WDA approval, is prohibited and their prescribers will be banned on sight. 4. In the meantime Meta content should be posted here >>3 to make things faster and cleaner for all of us. 5. Spoiler gore and other NSFW content if possible because sensitive ones might bug and harass our host's administration if otherwise. We are currently classified as NSFW but some still don't care. - Please enjoy ourselves in the time of our lives.
Edited last time by weebanon on 05/28/2022 (Sat) 13:37:44.

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Zelda and Zelda-esque gaems Anonymous 11/19/2021 (Fri) 19:33:35 No.1459 [Reply] [Last]
Not at all a thinly veiled excuse to post Midna's ass I just can't stop playing 2D Zelda clones, that style of gameplay is probably my favorite, especially when good clones add a little bit of their own personal spice into the mix.
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>>3198 That's a good headcanon you got there anon
Now that the dust has settled, what do anons think about Skyward Sword?
>>3198 4 me?
>>3217 Aye.
>>3209 It's pretty comfy but the gameplay is too linear.

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Post about a game that you recently played Anonymous 11/07/2021 (Sun) 09:32:45 No.1362 [Reply] [Last]
And whether you had fun
Edited last time by weebanon on 03/01/2022 (Tue) 18:18:48.
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Ico – finally hunted down a reasonably priced copy in good condition and damn, it was perhaps worth it to wait nearly 20 years to play it and truly appreciate it, what a great vidya. Art direction, aesthetics, atmosphere – all are absolutely impeccable; it’s one of those games where you know you’re playing something very special from the first minute. And of course Yorda is top tier barefoot waifu. From technical perspective the game starts very simple and at first strikes you as some budgetary title of sorts but then proceeds to showcase some jaw-dropping visuals that look on par with late gen titles. Very impressive water, cloth and lighting effects; especially of note is the final escape through the rainstorm sequence which looks incredible. And all that from a 2002 game that runs in some weird 240p resolution. Gameplay wise I was kinda surprised what a straight up platformer this was, just like with its visuals the game starts off simple but then goes full Tomb Raider, with big dumb videogamey levers and everything. The combat is basic and closer to survivor horror games, acting as more of a distress situation than an actual gameplay mechanics and the idea is to avoid it; you can even solve some puzzles in a way that will not spawn enemies at all. In fact, it feels like they missed out on the potential of making the castle more open-ended, giving you the opportunity to explore it and tackle some puzzles out of strict order. The game even continuously shows you the entire layout of the castle from every vantage point - all the places you could eventually go to, which I believe it was one of the first games to do; I remember thinking how that looked very Dark Souls and it turns out Miyazaki was heavily inspired by the game. But oh well, still good shit. The story is that specific brand of minimalistic narration that relies on solid concepts and lore to do the job, I really liked it. You immediately want to know more about the world. There’s barely any music in the game as it mostly goes for ambience, and what few melodies are present only slightly punctuate the situations so there’s not much to talk about here, but it is the game’s distinctive style. It is a shame that normalfags sort of hijacked the game's image and use it as a talking point for their immersive cinematic™ experience™ shit, downplaying the fact that Ico uses that in favor of actual gameplay and there’s never any moment when you’re not in full control of the situation.
>>3055 Nice one, Ico is such a great game. It actually started life on the PS1 before the team needed to move it to the next generation to fulfill their vision. The game is in the tradition of cinematic platformers like Another World and Prince of Persia hence all the platforming.
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>>3056 >Ico is such a great game It really is. Something that could have only been made in late 90s/early 00s. There's this purity about it. > It actually started life on the PS1 Ah, that would probably explain the weird resolution. >The game is in the tradition of cinematic platformers like Another World and Prince of Persia hence all the platforming Yeah you can definitely feel it, especially Another World.
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Dawn of Mana (aka Seiken Densetsu 4) – a great little gem from when Square still used to make video games. Unlike all other Seiken games it's not an RPG but a rather unique action platformer, which is why it being a numbered mainline installment is questionable but it's still really fun nonetheless. The main gimmick of the game is that it's physics based – slashing around won't do you much good; Instead, you have to use your whip to throw objects into enemies, smash them into one another, stagger and finish them off. The stronger you get, the more shit you can throw around. The combat engine is pretty basic and it's obvious that interacting with the world is the main crux of the game – knocking boulders on unassuming monsters, setting haystacks on fire and causing debris avalanches; all that on large sandbox-ey levels with complex geometry. It’s pretty impressive to say the least and of course the game looks fantastic, with incredible art design and late gen technical prowess that you used to expect from Square. Music is extremely solid as well. The story is nice and simple but more of a fanservice for the fans of the series, especially considering much shorter length compared to an RPG. All that gameplay freedom can make controls a little bit unruly at times but that expectedly stops being an issue once you git gud at it, and of course it's a great technical achievement that it all works as good as it does. About the only downside of the game is that it's too repetitive, you do the exact same thing on every level and it’s a damn shame considering the variety of mechanics and puzzles that would work with this premise. The challenge level is also not particularly high, mainly because it's too easy to max out your stats on every level. All in all, a great vidya. It has that mix of Kingdom Hearts/Dark Cloud/Okami vibe going on, comfiness levels through the roof and just good time in general.
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The Story of Thor: A Successor of The Light – a superb action-platformer for Mega Drive. Really good shit right here. It’s very much a Zelda clone but it has its own style and personality, more inspired by Zelda than simply outright copying it. And holy fuck does it look good. This is a very late-gen game, especially for Mega Drive, but it’s got to be one of the most beautiful and detailed game of the entire 4th generation. It can easily hold its own against the best SNES has to offer and I’m surprised MD can even run it. Though it didn’t escape the characteristic muted palette look. It’s also one of the few games on the system to have a save mode. All the sprites are large, intricately detailed, and fully animated. Clearly a lot of effort was put into animation and miscellaneous effects in general - for example, when you’re crawling you can see the character supporting himself with his hand on the ground, or how enemies would catch flame both from your attacks as well as accidental friendly fire. The score is equally impressive and is probably taxing the poor MD sound chip to the absolute limit. There sadly is no big iconic main theme of some kind. The world is beautiful and vibrant, with great variety of locations, it’s not as big as a Zelda world to explore but you are still given a decent freedom to wander about. Found a bridge? You can crawl under it and discover some goodies. Shame the story is rather basic, though. You can talk to people but they don’t say anything interesting, kind of a wasted opportunity here. The gameplay is really fun and surprisingly versatile. You get a pretty decent moveset and can use a variety of weapons at will. It’s really neat how you can even drop items from your inventory on the floor if you’re full or don’t need something. The main gimmick of the game is summoning spirits – you get your standard elemental familiars but the number of ways in which they can be utilized is really impressive and advanced. To summon them you need to find a corresponding element somewhere on the level, and it can be anything from – in water’s case – obvious bodies of water, to little creeks on rock surfaces, to a tiny drip from a ceiling that you don’t even register at first. You can even summon them from other enemies if they consist of or produce the element in question. You need to melt ice with a fire spirit to proceed further but you can also summon another spirit off the ice’s surface. The game often asks you to think about such things creatively to solve puzzles, especially for secret stuff. The variety of enemies gets pretty commendable by the end of the game. I liked the one enemy that’s immaterial unless you have a spirit summoned but then it starts attacking the spirit relentlessly, giving you but a tiny window to dispose of the damned thing. Zombies are also nice, they can give you a hard time but would literally crumble to dust if you’ll think of using fire. The bosses are also pretty cool. Though overall the game’s fairly easy, mainly because you have so much stuff at your disposal and can save anywhere outside dungeons, sometimes even in dungeons. But it does ask you to make some dubious platforming jumps at times. Though I wouldn’t call this game obscure, I’m surprised it’s not heralded amongst the greatest in Mega Drive’s library and the entire generation. I had great fun, often just taking my time appreciating the vibe of the backgrounds and music. Definitely a must play if you’re into 2D Zelda-type games.

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Anonymous 06/26/2022 (Sun) 11:49:52 No.3174 [Reply]
Are open world games pointless? If you look at hot point maps from any open world game, everyone is just going to the same places using the same routes, facilitated by the game, and about 70% of space is left completely non-interactable - basically a backdrop. But a costly one at that with all the engine resources going into sustaining it when they could have gone into extra details and better performance. This is all the more relevant considering that "our map is 7 times biggeru than____" is a constant marketing point. Should sandbox games just be big but not "open world", instead using better level design to create the illusion of freedom but not wasting time and resources on useless expanses of land nobody ever goes to. Or should sandbox games use better level design to facilitate exploration of the entire game map somehow?
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>>3221 How does it play? Like the bonus stages?
>>3222 >Like the bonus stages? I'm not sure what you mean? The game is free (as in freedom) and not a big download so it's probably easiest to give it a quick spin yourself: https://www.srb2.org/download/
>>3223 Like mock 3D bonus stages from classic games, is what I meant.
>>3224 Ah. No, it's fully explorable 3D environments based on classic Sonic level tropes and movement feels like Doom if you could run even faster and jump. It's somewhere in-between Sonic 3 and Adventure in design ethos, like if Sega Saturn got a proper 3D mainline entry.
>>3225 Inderesting. I need to check it out. Saturn definitely often feels like a lost generation, inbetween 2D and proper "far gone" 3D, where it would have mixed the 2 in an intersting way.

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Anonymous 05/13/2022 (Fri) 12:33:40 No.2517 [Reply]
Photorealism ruined games. Now everything is this horrible uncanny valley nightmare. Everything must be ugly now.
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Visuals already peaked in 2003.
>>2517 God this modern shit is so vile. Perfect representation of the current year.
Do you think there's some intrinsic point where there's just too much realism, both in visuals and gameplay, that it's just not fun anymore? Normalfags might wake up to that.
>>3039 Normalfags of today are not the same normalfags of even 10 years prior. They've been groomed since childhood into thinking this is the new norm. There's nothing for them to wake up to, this is their world. Everything is fucked. It's either video game crash or decades of this to come.
>>3170 Tru

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Squeenix Thread Anonymous 04/27/2022 (Wed) 20:49:28 No.2293 [Reply]
>Agni's Philosophy demo came out exactly 10 years ago >Squeenix managed to not realize the only unique and original vision they had in over a decade into an actual game In other news >No news about FFXVI for 2 years now Another clusterfuck incoming.
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>>2834 I legit have no thoughts on it. Other than I guess it's all bout the Summons now, even the logo is Summons, which to me is yet another nostalgia pandering. Summons were a reoccurring thread in FF games, sure, but virtually every new game introduced new ones and occasionally tried displacing the old. This just screams "'member classic FF Summons?" desperation.
I miss Squaresoft...
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>Combat designer for 16 is Ryuta Suzuki who worked on Dragon's Dogma and DMC over at Capcom On the one hand this is promising but on the other hand it only further underlines SE's creative bankruptcy that they now have to beg notable designers from other studio's franchises to make them a game. Sakaguchi rolls in his living grave.
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Few FF16 details: >not open world >AI party members >fast loading times >lots of Summons >experience of, sigh, playing a movie
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>>3197 >another movie game into the trash this one goes as well

Shmups and Bullet Hell Thread Anonymous 06/01/2022 (Wed) 15:59:04 No.2808 [Reply]
Any of you lads been playing any shmups lately? I've mostly been playing Blue Revolver and DonPachi, although I'm not particularly good at either (or shmups in general) yet. Speaking of Blue Revolver, is it just me or is there something a little off about the stages and patterns? I've heard DonPachi isn't anywhere near as good as its sequels or many other shmups, but somehow the levels and enemy encounters seem...better paced? I'm not sure I can put my finger on what it is mechanically. Stage aesthetics is another story: DonPachi's stages feel like you're moving through locations with distinct areas and purposes while Blue Revolver's seem arbitrary, as though you're going over a themed assortment of tilesets and scrolling backgrounds instead of actually attacking a mountain convoy or shooting up the docks. I get it, Blue Revolver has a much smaller team than a Cave shmup, but when the programmer makes remarks like "The creeping sensation that I earned none of the modest success this game achieved, and that just around the corner the game will be found out as just a bunch of PNGs moving on a screen" and "I became convinced that in terms of the game/level/pattern design, I had completely pulled a fast one on STG fans the world over and just barely got away with it," I hate to say it, but on some level I get what the guy means. You really begin to notice this stuff after playing the same stages over and over. Hopefully Double Action fixes some of this. The patterns shown in the (years old) trailer look good and I like the new UI, shit, the recoloured backgrounds are an improvement as well, but I'm not sure my complaints can be fixed without significant changes to the backgrounds or stage layouts in general. Anyhow, here's a couple freetard shmups you may or may not have heard of: http://olofson.net/kobodl/ - Enhanced version of XKobo, a Japanese freetard shmup about blowing up space bases http://garden.sourceforge.net/ - Not the biggest fan of this one, it's fairly slow and doesn't always distinguish enemies from the stage background very well https://chromium-bsu.sourceforge.io/ - Freetard shmup balanced around fucking mouse controls, I think it goes on forever https://smcameron.github.io/wordwarvi/ - Editor war shmup, haven't tried it yet https://linux.tlk.fr/games/Powermanga/ - Looks cute, haven't tried it yet
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>>3155 Very distinct indeed. Pretty cool, though I don't know if I could listen to it hours on end.
>>3155 looks like a flash game tbh
Does this thing say "humanity dies with you" or am I going nuts?
>>3201 you mean in-game?
>>3202 Yes

The origins of localizations Anonymous 12/04/2021 (Sat) 07:32:27 No.1677 [Reply]
Is it possible that one fucking faggot from California and his company is responsible for this hideous practice of disrespecting the source material? Victor Ireland co-founded Wrecking Designs in 1990, during a time when most English vidya translations were sub-par machine translations mixed with some poor salary man trying his best with what little English knowledge he gained in Japanese high school. They took the western gaming scene by storm with their translations that actually read like proper English. Little did vidya enthusiasts know back then, that this egomaniac faggot didn't just translate the Japanese games he brought over, he actually made them into his own. So imagine this, you want to translate Japanese video games but the translators you hired aren't good enough so what do you do? Just make shit up and insert a bunch of shitty jokes everywhere and call it From former Wrecking Designs translator Tim Trzepacz: >The thing to remember is that Working Designs had really terrible translators until I came along. They were hiring some company out of San Francisco and the translators there didn’t really know English. They could translate the Japanese, but they didn’t really understand what the idiom was they were translating to. And everything was coming out of a spreadsheet so it wasn’t even in context. Japanese is a very context-sensitive language. So to a certain degree [Working Designs co-founder Victor Ireland] had no choice but to make things up as he went, because he had very little to go on. When I came in, I brought in two well-known fan-translators, C. Sue Shambaugh and Richard Kim, who ratcheted up the quality of the translations tremendously. Now things made sense! But by then Victor kinda already had his process down, he liked rewriting it and adding the comedy in. https://archive.md/TPVZX To quote the faggot himself: >Oh this script is really boring, let me put some funny stuff in here. So I would insert funny lines that really had nothing to do with what was going on. And that sort of evolved. I continued doing that, did more of it, and people generally liked it [because] they were seeing writing that they never saw in Japanese-localized or translated games, like ‘Holy crap, this is amazing’. Source https://archive.md/K5cvw Here's one of the most famous examples of localization from Lunar 2 on the Sega CD: >Girlie, if I were in the position to throw away cash on bums, you'd call me Clinton and I'd be president. I can't find the Japanese line online and I don't feel like searching through the Japanese script, but I assure you it's probably not a shitty Clinton joke. If you want more examples of "localization" just check out these articles: https://archive.md/o/238P9/https://tcrf.net/Lunar:_The_Silver_Star%23Regional_Differences https://archive.md/o/238P9/https://tcrf.net/Lunar:_Eternal_Blue/Regional_Differences

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>>3088 Translation is part of it, I'm sure. Still don't really like how persona's fanbase is filled with dubfags. They don't really care about translation at all.
>>3094 Oh, it's not just persona fanbase. Every jap series with a dub is filled to the brim with mega autistic dubfags who hate the original voices and will die with foam at mouth defending their shitty dubs. I remember going to gamefagqs back in the day and there would be threads asking like will this game or that have dual audio when coming in the west, and every single thread would have rabid autismos screeching how "we don't need japanese voices". Even the idea of dual audio, which is like the best of both worlds for everyone, is triggering to them.
>>2917 I think that's mostly Kojima games and some specific Capcom games, then again I haven't been paying attention to all the other shitty Japanese games. I would imagine Square Enix is mostly English lipsyncing now.
>>3102 Nah, that's the new industry norm.

Amateur Game Development General /agdg/ Anonymous 05/11/2022 (Wed) 15:12:27 No.2475 [Reply] [Last]
>Valis <no /agdg/ Let's fix that! Links: >#8/agdg/ via irc.rizon.net >https://matrix.to/#/+agdg:matrix.org via matrix programs >Dev resources: http://8agdg.wikidot.com/resources >Wiki: http://8agdg.wikidot.com/
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A reminder VNs aren't video games.
>>2932 b-but
independent "game devs" and their fans need to all be gassed and bombed. p;rove me wrong
>>3132 explain
>>3189 he's not wrong

/vgmg/ Vidya Game Music General Anonymous 02/11/2022 (Fri) 09:53:39 No.1895 [Reply] [Last]
Current pastebin link: https://pastebin.com/Pdr931hQ For the past years, this subject has evolved greatly but it is best to start with something a little simple. Atari, the once mighty giant, had poor design choices after their success with the 2600. They have committed the biggest sin of all, which was neglecting the sound hardware for their 8-bit gaming console, the 7800. While the 7800 had native backwards compatibility with the 2600, it lacked any sustainable sound chip other than the TIA chip from the 2600. However, the designers of the console alleviated this by having developers implement the POKEY chip in their cartridges with little costs. Although, this was dropped as soon as Jack Tramiel bought out Atari and restructured the company. The POKEY chip was primarily used in Atari's arcade cabinets and 8-bit home computers. It was most notable known for being used in Lucasfilm Games's Ballblazer for the Atari 7800. The theme Song of the Grid rip Russel Lieblich had some interesting origins, from the Wikipedia article: Ballblazer's theme music, called "Song of the Grid" and heard between matches, was algorithmically generated, a technique designed by Lucasfilm Games team leader Peter Langston and called "riffology". The lead melody is assembled from a predefined set of 32 eight-note melody fragments, or riffs, which are put together randomly by an algorithm that also makes choices on several parameters including "how fast to play the riff, how loud to play it, when to omit or elide notes, when to insert a rhythmic break". The melody is accompanied by bassline, drums and chords, which are also assembled on the fly by a simplified version of the above approach. In effect the music plays forever, without repeating itself but without straying too far from the original theme. Langston, an experienced jazz, rock, and folk musician, said of Ballblazer's music: "One reviewer, an eminent jazz player [Pat Metheny], said it sounded like John Coltrane did it. I think that's my best compliment so far." The Atari 7800 version was one of the rare releases for the system to use the POKEY additional sound chip. To pose some questions: Who is your favorite vidya composer and why? Which vidya generation, other than the 1st and probably 2nd generation, has the best music? What is your favorite sound chip?
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>>3136 And music
>>3136 Whenever I hear Odin Sphere music I think of the 6th gen. They don't make music like this anymore, it has a very particular sound. The game was also heavily advertised at the very tail end of the gen, as one of the last hurrahs, and the music played into that and is associated strongly with that era.
Test
Orphen is a rather bizarre but weirdly compelling RPG based on a comfy 90s anime of the same name. The chill OST is one of the highlights of the game.
Phantasy Star Universe is something that really grew on me, not least thanks to its soundtrack.

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