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  1. Hello everyone, and welcome to my first ever LP! I once heard someone saying that you can only blind ironman a game once, so I thought, why not try it with the latest game, Engage? This is actually my first time playing an Ironman too, so things might get really interesting... Anyways, I'm gonna play a soft ironman, which means Classic mode, no turnwheel, and no reset when a unit dies, except when said unit is the main character, then I will play the map again, just the way Kaga intended! You just have to trust me when I say I won't try to sabotage a level to save my favorite unit, okay? 🙂 So, without further ado, let's get started, shall we? Part 1: A Familiar Awakening
  2. After the success(?) of my Emerald Gift/IGT only run, I felt like doing another one of these. The vote in the last thread was split, but I felt like playing HeartGold for unrelated reasons anyway, so that's what I'll go with. For a refresher, the idea here is to only use Pokemon that I'm given for free or which can be obtained via an in-game trade. Pokemon which are required for trades may be used up until the trade is available. (Or, that's what I allowed before...) Emerald offered an...interesting experience, with a somewhat troublesome early game and limited access to HMS - including NO access to Fly. How will HeartGold compare? Here are the Pokemon which will be allowed(well, with some possible exceptions): Gen I and II were a lot more generous with the amount of trades available, and their remakes reflect this. There's also quite a few gifts too. I will be playing mainly on a modded DSi, so there will be fewer screenshots this time. I'll still make occasional transfers to a PC emulator to get screenshots of new team members.
  3. In the last fifteen years, I’ve changed in some ways and not in others. Let’s see over this timespan how much I remember and how much has changed about what I think about Path of Radiance. Thus, I call this a semi-blind playthrough. I remember what happens in Path of Radiance to some extent, but the specifics may catch me off guard. Please don’t post spoilers until after the relevant parts happen. Throughout this playthrough, I’ll share my commentary on the game, what I remember and what I forgot. I enjoy commentary and haven’t done any projects like this since my Disney sequel review series (which I would like to continue at some point.) There’s also one other twist to this playthrough. I’m voicing the dialogue for every (female) character! I recently played through Fates: Revelation this way and it was absurdly fun. Granted, Revelation has a larger cast and a roughly 50/50 gender ratio, so I had lots of characters to create voices for. My favorites to voice were probably Peri, Selkie, Sophie and Rinkah. One thing that has profoundly changed how I play and think about video games has been creating my own game. It started as a fan game, and over time grew and morphed into its own intricate project. The website is somewhat outdated, since I’m putting most my time into working on a demo, but you can learn more about my game here. I imagine this will definitely affect how I perceive things in Path of Radiance. Also, I’ve played several Fire Emblem games in the last fifteen years, so expect lots of comparisons. In my next post, I’ll cover the prologue!
  4. Hello, and welcome to the thread for my semiblind ironman Let's Play / Roleplay of all three paths of Fire Emblem Fates for the 3DS. This screenshot let's play is done in the style of a magical war journal written by the main character, Dakota. Who exactly is Dakota? Dakota is a rather unlikely hero: a creepily pragmatic, eugenics-obsessed, megalomaniacal, narcissistic, borderline-sociopathic, socially inept control freak with basically only one redeeming quality: their genuine love for the select few people who manage to get close to their heart. Their motivations are not quite as noble as the canon avatar, though there's no lack of drive to accomplish them, and there is some humanity in there somewhere. What do you mean by "Semiblind"? Basically, I've been super hyped for this game, so I have checked out the wiki for certain stuff. I know most of the basic classes and skills, and a handful of the new basic weapons (though I have not read up at all on the metagame and thus only have my 12 years of experience playing Fire Emblem to work out which of them are and aren't useful), I've seen Nintendo's site and know about all the characters and information/videos listed there, but when it comes to anything beyond that, the rest of the characters, the maps, the story, I am almost totally blind. Almost. What I know: How will this work? Basically Dakota will go through Birthright first and Conquest second, with Revelation being third. Dakota's gender will also go by the covers of the two games. Dakota will be male in Birthright, Female in Conquest, and whichever I decide I prefer in Revelation. Here are the designs i came up with for Male and Female Dakota using the Serenes Forest "Kamui Editor": Male: Female: As for the rules I'll be using in this LP: I'll use every non-dlc trick available to me that I can discover in both versions, but I'm not allowed to reset unless the game forces me to for losing an important character or failing the mission, and I cannot abuse this to force a reset to get a lost character back. I may also exploit the fact that I still have my original 3DS (and that I'm buying physical copies of both versions for collecting reasons) to self-streetpass if I can come up with an interesting thing storywise to do with it (and boy do I think I can). Also, while I won't be using DLC, I'll be using the amiibo because I have them, and because they add characters I feel I can do interesting things with. I update every day but thursday, some time around 6 eastern standard time, though the length of the battle means this can vary, and you can expect later updates the further into each path I get. Is there reader participation? YES! As of Conquest, I've decided to start using the castle visiting feature, but I've decided that I won't visit random castles. I'll only be able to access the ones that are sent to me. I haven't fully worked it out because I'm trying to avoid spoilers so I don't want to look up much, but here's my card: Just punch this address in and visit my castle, and then you'll be on my visit list and I'll visit you back. You might even make a cameo appearance in the series!
  5. What the title says. i will be playing Pokemon Emerald, using only Pokemon available as gifts or in-game trades. I did this recently for FireRed and found it to be an interesting twist there. I wanted to try Emerald next because it looks like it's the most restrictive game in the series in this regard. The asterisk in the title is because I will allow Pokemon that are required to perform a trade to be used up until that trade is available. This is mainly just to prevent the early parts of the game from being a pure starter solo, which are boring. I'll refer to these mons as "substitutes" since they're "subbing in" for a future trade. I will use subs under the following restrictions: Only one of each may be caught. They must be left in a state/evolution stage where they can be traded. They must be traded as soon as their corresponding trade is available. Here is a list of the allowed Pokemon: Other restrictions/notes: No breeding will be done. This will not be a nuzlocke, because I'm not that much of a masochist. I will try to avoid grinding as much as possible. Not sure about specific limit, but I'll probably try to stay in the range of +/- 5 levels of the next gym leader/whatever other major story event? Outside trading will generally not be allowed. There may or may not be one exception, but we'll get to that when it comes up. So, yeah, Hopefully the restrictions are clear and this sounds interesting enough. Not sure if it will be challenging, but it will be at least a little tedious, so wish me luck. The first update will come later. I wanted to draft the first post to get all the rules/etc out of the way ahead of time.
  6. Part 0 - Setting Ground Rules Hello. :^) For a while now, I've been thinking about doing an all-female (plus Marth, because a) doing the Prologue would be completely impossible without being able to use someone during it, and b) I really don't want to have to drag around complete deadweight on every map) run of Shadow Dragon as a fun challenge. And now that I've actually started in on it in a fit of boredom, I thought I'd post about it here so that maybe you fine folks would find my struggles to beat Shadow Dragon while letting the ladies do almost all the work entertaining. (Also, posting about the run will help keep me honest about sticking to the rules for this challenge.) Anyway, the exact rules for this challenge run are as follows: Only female characters (and Marth) are allowed to attack the enemy. Any male character can take hits while unarmed and be used to block the enemy's path (though I will try not to rely on that second part too often). Wrys can heal until Lena is recruited. (Because not having a healer just sucks, and it's not like it takes that long for Lena to show up.) Thieves can open doors and chests. (This will help reduce unnecessary tedium, plus keeping them alive while unarmed to make use of them will add to the challenge.) All female characters must be recruited. (Yes, this includes Norne and Athena. Blood will be shed to achieve this.) Breaking any of these rules or letting any of the female characters die are grounds for a reset. (I'm going to be starved for combat units as it, I'm not letting any of the ones I can use stay dead.) This run will be on Normal difficulty, partly because I don't feel like using a hacked version of the rom to be able to get Norne outside of that difficulty and partly because I think the other limitations will be challenge enough for me. Also, don't expect a detailed recounting of the game's story to be included with this Let's Play - I'll be focusing on the gameplay pretty much exclusively. As of writing this, I've already finished running through the Prologue chapters, so expect a post detailing the happenings there in the next day or so. After that, I'm not sure how often I'll be updating this - I have Tactic Ogre Reborn on order to arrive tomorrow, so that will be taking up most of my game playing hours in the near future, but sneaking in the occasional chapter of FE 11 wouldn't take up too much time.
  7. Part 0: Foreword Hello, everyone! It’s been…a few years, huh? Back in the day, I posted a Lord-Only run of FE7, then lost interest in it - and didn’t even let anyone know it was abandoned because I was too ashamed to show my face. Thankfully, I’m…a bit more mature about things now, I’d say? At the very least I don’t think I’ll dip out without any warning this time. I might end up doing the Lord-Only run again at some point, because it’s a fun one, but I’m instead doing something…a bit different. As the title expounds, this is The Most Normal Run of FE7 - but what the hell does that mean? Well, if you want a shorter name, you could call it a ‘Normalized’ run - but that implies that I’ve done something to the game in some way. And unless you count emulating it and using savestates, this is all-natural on the game’s part. What this run is about will take a bit to explain, so I’ve devoted a full post to it. It is a bit technical, and I’m hardly the biggest expert on how FE works in all its aspects, but I believe I know all I need to for this run. There will be a TL;DR at the end of the foreword if you want to skip to that. The main thing we need to talk about for this run is a little thing called RNG manipulation. Some of you may already know about this, but bear with me. Here, we have a scene from the end of FE7 Chapter 3 - in fact, the same one I ran in the preparation for this very run. As you can see, everyone but Migal has been dealt with - and as you can’t see, Migal has been run down to 4 HP on the prior turn. Now, the character I’m going to be using to illustrate this point is Florina (hence why I got Migal’s HP so low) as Pegasus Knights not only have high movement, but no obstruction to that movement for the most part (as you can see). Now, first of all, let’s attack Migal with a Slim Lance. As you can see, this will kill (although Florina may take some pretty hefty damage in the process). We finish him off, take that hefty damage I mentioned, and level up - I believe this is a fairly standard level for Florina, although the lack of strength is disappointing. Now, instead of proceeding, let’s use a savestate (which will not be featuring too heavily in this run itself, though the prep I do will involve quite a bit of it) and head back a step. Let’s say we want to finish him off with the Iron Lance and avoid taking any damage, even if the chapter is about to end. Like so, and… …Would you look at that. A different level. Better in some ways (hello strength), worse in others. Now, this may seem fairly standard - doing things differently ends up with different results. But now, let’s head back again, and this time…do something special. There’s multiple ways to do this next step, but the one I prefer is to head all the way out to the edge of Florina’s movement range, and then go beyond it, so that my cursor is outside. Then, we bring the cursor up a couple spaces and back into her movement range. Now, the game has a decision to make - what is the shortest path that arrow can travel? ‘Does it matter?’ you ask. Not really - but the game thinks it does. So, in order to make that decision…it rolls a random number. As you can see, it can end up fairly straightforward, like this… Or all squiggly, like this. ‘So?’ you ask again. So, that random number I mentioned just rolled - what do you think would happen if we went back and attacked Migal again? …yet another different level. See, by basically forcing the game to roll a random number before the attack, we’ve shifted everything out of alignment - meaning the result of the random rolls are now different. And, of course, if we decided the level wasn’t good enough, we could always fiddle around some more… Hmm…better, but what if we wanted some strength? (Note: this can also backfire, as seen above) Aha, there we go! Now that’s a nice level! And now, you know how to manipulate the RNG in a GBA FE game. Congrats! …and now that you know that, say goodbye - because you’ll never be seeing this trick again (at least in this run). ‘...Well then what the hell was the point?!’ you ask. …Man, you’re doing a lot of that. The POINT, you see, is that while many don’t do this RNG manipulation on purpose, it does often happen on accident. Like I said, this is one of multiple ways - another is to fold the arrow in on itself so it recalculates. So what, I ask, would happen…if we never let that happen on accident? Because FE7, as it happens, is not really random. Not truly, you see. Because while it does roll a random number over and over, those numbers are always rolled in the same order - hence why, if you go back to a previous savestate and take the same action, you will get the same result, the same level-up. Furthermore, FE7 always starts on the same 'seed' - meaning, if you boot-up a brand-new game, and take the exact same actions as you did last time, making sure not to let any accidental RNG manipulation happen - you will get the exact same result. So what do you do with that knowledge? Well, if you’re me, you’ll find that intensely interesting, and wonder how far you can take it. Could you, perhaps, make a walkthrough of the game, that if someone followed it exactly, could always get you all the way to the end with no casualties? Maybe, maybe not - as the game goes on, things will get more complicated, definitely - and I might tire of this concept before long. (And I don’t know if it would work on, say, FE6 or FE8 - or even outside of Lyn Normal Mode) But until then, I might be able to show you some interesting things - like, for example, a way to get through the first few chapters without taking any damage, guaranteed (barring tutorial fights, as…FE7 has a lot of those). If you follow along with this walkthrough exactly, you should be able to get the exact same outcomes (though I would like confirmation on this. Having someone else at the very least try out the first chapter following my guide on an emulator, or hell, even on a real GBA, would help a lot) Now, would you want to do this for the full thing? …Admittedly, probably not. You can still have a lot of fun with a game even if you follow the basic steps a walkthrough provides, FE included (I know this from experience) - but already knowing the outcome before you start would take the fun out of it, if it isn’t already sucked out entirely by having to follow step-by-step so meticulously. Still, I won’t stop you from doing it, just…be warned. Now, if this isn’t going to be fun to follow, why do it? Well, it has been somewhat fun for me to check out on my own, at least so far. Messing around with RNG this way is somewhat fascinating to me. And I hope that the rest of you will at the very least have fun reading my experiences. TL:DR - RNG abuse is a thing, but what if we went all the way to the other end and removed any chance of randomness entirely?
  8. Welcome to my Let's Play of Fire Emblem: Project Ember! ...Project what now? Project Ember is a FE6 fanhack, substantially changing its graphics and gameplay. I do not know much about the details and I intend to learn more through playing, not looking stuff up, but I've seen it described as "FE6 for people who hate FE6". Now, I've said numerous times in this forum that I don't hate FE6. In fact, it's one of my absolute favourites and I've always been a bit suspicious about attempts to "fix the game" which don't need afixin' as far as I'm concerned. But I will do my very best to look at Project Ember as its own thing and not judge it against the original, even though I will of course point out what Brunhilda, the creator of the hack, has changed. Spoiler warning: It's a lot. As far as I have seen (which is until the start of chapter 2), the story has not been changed too much, though. There will be some, which I'll point out if/when I spot them - there's going to be even more recruitables than the original has, which implies that there will be some altered and some new dialogue to accomodate this. Otherwise, I'll just post the occasional out-of-context screenshot with some hi-la-ri-ous jokes added to them. This does mean that my Darkest Dungeon Let's Play is put on hold for now - I swear I'm going to get back to it eventually, but for now, I need a game with a bit more clear, linear progression to get back into this whole business. It shall be done. Eventually. So, without further ado, let's get started.
  9. Okay, so I initially wrote a series of blogs over at the Blogs section of Bulbagarden, but for some reason they have the access setting as members only. Because I couldn't get an answer from them in regards to the settings issue, I decided that I shall transfer my blog entries to here. So here is my very first attempt at Fire Emblem Fates Conquest, Normal/Classic, because I am NOT a noob as to play this in Casual. Also due to widespread aversions I have heard about the story, I decided to have fun with the story myself. There will be tons of references of Hirohito vs MacArthur of WWII days, with also references to Walhart. As I already did up to Chapter 6 before making a full Let's Play Log, Chapter 1-5 will just be a summary. Without further ado: Chapter 1-4: Chapter 5: That's it for now.
  10. Ruin has come to our family. You remember our venerable house, opulent and imperial, gazing proudly from its stoic perch above the moor? I lived all my years in that ancient, rumor shadowed manor... ...fattened by decadence and luxury - and yet I began to tire of conventional extravagance. Singular, unsettling tales suggested the mansion itself was a gateway to some fabulous and unnameable power. With relic and ritual I bent every effort towards the excavation and recovery of those long buried secrets... ...exhausting what remained of our family fortune on swarthy workmen and sturdy shovels. At last in the salt soaked crags beneath the lowest foundations... ...we unearthed that damnable portal of antediluvian evil. Our every step unsettled the ancient earth, but we were in a realm of death and madness. In the end I alone fled laughing and wailing through those blackened arcades of antiquity until consciousness failed me. You remember our venerable house, opulent and imperial. It is a festering abomination! I beg you. Return home; claim your birthright, and deliver our family (a faint clicking noise is heard) from the ravenous, clutching shadows... Gunshot! ...of the Darkest Dungeon. Welcome, dear reader, to terror and madness. Darkest Dungeon is, in the words of its developer Red Hook, "a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring". You play as the faceless heir to the narrating Mad Scientist (usually referred to as the Ancestor), who arrives at the inherited, ruined estate. You send out send out groups of adventurers into the various parts of the estate, to explore and, eventually, clean up the mess that the Ancestor has left you (long before Fridays for Future was a thing). Apart from its, well, dark atmosphere, Darkest Dungeon is well-known for its very, very impressive Narrator (voiced by Wayne June, and certainly deserving the capitalization) - I highly recommend checking out the intro on Youtube. It also features a lot of very quotable one-liners. Personally, I was reminded that Overconfidence is a slow and incidious killer long before I learned about this game. I will be playing with both the Crimson Court and Color of Madness DLCs, as well as the additional classes. There's another DLC on the way (Butcher's Circuit), although I'm not that interested in the PvP that it's going to introduce. And with that, let's go into the game, or rather, another short cutscene. Here it is on Youtube. You will arrive along the old road. It winds with a troubling, serpent-like suggestion through the corrupted countryside... ...leading only, I fear, to ever more tenebrous places. There is a sickness in the ancient, pitted cobbles of the old road... ...and on its writhing path,... ...you'll face viciousness, violence and perhaps,... ...other damnably transcendent terrors. So steel yourself, and remember, there can be no bravery... ...without madness. The old road will take you to hell, but in that gaping abyss, we will find our redemption.
  11. Hey everyone! ...So... About the last half a year I was supposed to be updating Dakota's War Journal... ...Yeah... Sorry about that, stuff's been going on. I've been busy with real life stuff, but I also suffered serious burnout with the game and lost confidence in the quality of the story overall. It just stopped being fun. But after a recent epiphany caused me to get my writing mojo back, I think I'm ready to give this a shot! But first I think I need to really remind myself how much I enjoy doing these sorts of things. So instead of starting off going right back to the slog that is Fire Emblem Fates Revelation, I thought: why not try a much shorter game that I really, really love? So that's what I'm doing. I present to you: Invisible, Inc. Invisible, Inc. is a tactical turn-based procedurally generated roguelike stealth game for PC, Mac and tablets, taking place in a dark, cyberpunk future. You sneak into corporate buildings, hack their devices, steal their stuff, avoid or neutralize their guards and security, and try to get out alive, trying to build up enough supplies to be able to successfully tackle one very difficult final mission. It is one of my favorite games ever. It is also very, very hard. It doesn't screw you over with any random generation when it comes to gameplay mechanics (though there's a lot of randomness when it comes to generation and what stuff you wind up finding), but it is utterly punishing with failures when you bring it up to its full, proper difficulty. There are no reloading levels, maps are randomly generated every time, and if you lose, you lose, and you have to start over from the beginning. I've gotten good enough at the game that I can pretty reliably beat Expert mode, but trust me when I say, victory is not guaranteed. I'm planning on doing this similarly to Dakota's War Journal in that I'll write my playlogs in-character. Hopefully when I'm done with this, whether I succeed or not, I'll be sufficiently back into the spirit of doing LPs that I'll be able to muscle through the various hangups I've had with Dakota's War Journal and finish that up as well at long last. But in the meantime, let's just hope everyone enjoys this. So without further ado, here's the intro! Aaaaand here's where a bit of reader participation comes in! You guys get to choose my second agent! I'll give you a list of all of the choices, along with what Isaac's response to them would have been had I not cut him off, and you get to vote for your pick! Whoever gets the most votes is the one I'll go with. In addition, I want you to vote on a second thing: the rewind system. See, there's a bit of a safety net in this game where you get to rewind turns if you really screw something up. On the highest difficulty you only get one of these per mission, but even just that one winds up saving a lot of runs. I could play with it on or off. If I play with it on, it's more likely I'll finish the whole game and thus it'll last longer. But if I play with it off, there's a good chance something will go horribly wrong and the entire run might be cut short, but it's also possible that I'll get myself into some gripping, crazy shenanigans it'd be fun to get out of. I leave it up to you. I can justify it in-story either way. And so without further ado, here are the agents, along with what Isaac, had the story continued with them picked, would have said: And that's it for now! I'll wait a few days to see what's decided, and then I'll get started on mission one! See you then!
  12. Battle for Wesnoth has been around as long as I can remember. I have tapped and prodded it on and off for close to a decade now. It is the effort of many hands over the course of years. People who've been there from closer to the start remember a time before it was the polished, Steam-worthy production it is today. when did this become more beautiful than this? Wesnoth is, itself, a tactical, turn-based RPG. Your minions are somewhat individual, though not to the degree of, say, most Fire Emblem characters. It is also unashamedly reliant on the RNG - most of the time, units on flat ground will hit each other 60% of the time, and it's very rare to see higher than 70% or lower than 30%. It was thrown out into the world as an engine. People of varying ability wrote and designed campaigns for it. There is an extensive and by this stage generally excellent standard of both portrait and sprite art, pretty decent music, and a competitive online scene. It's evolving, but some rules remain the same. Myself and Integrity (each of us having finished... approximately a third of the campaigns before) will teach you how to survive in this cold, unfeeling environment, as we complete all sixteen of the campaigns that are not called Under the Burning Suns. We will need your help. Specifically, minions - they're renamable, and sometimes to a degree customisable in terms of promotion paths. Anyone who puts themselves up for adoption in the thread will have a guy named after them for each campaign. Feel free to specify if you generally want to be, say, a tough melee guy, or a flashy skirmisher, an archer or a wizard. I'll adapt your preference to the available unit list of the given campaign - each deals with a different race and thus has different options available to them. This will start to be implemented in the second campaign each onwards - we're starting off with the easy baby campaigns, before moving onto the longer epics. The menu has many options, none of which I'm going to bother you wi- w h a t t h e f u c k -th. There is also a tutorial. It does not matter. Let Arne (whose artist statement is to my recollection something like 'I want an overweight, past-it, mid-life-crisis type guy) be your guide. TABLE OF CONTENTS 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 page 11 PARRHESIA Tale of Two Brothers 1 2 3 4 Mid-life crisis mercenary reunites with nerd brother who he hates for it turns out no reason. The South Guard 1 2 3 4 5 6 7 8 9 Descendant of tertiary character from lore whisked off to civilise Tasmania, discovers true crime inside him all along. Descent Into Darkness 1 2 3 4 5 6 7 8+9 10 11 666 The metamorphosis of an insufferable kid with bad skin into final boss. Legend of Wesmere 1 2 3a 3b 4 5 6 7 8 9 10 11 12 13 14 The Incident 16 Sixty-eight elven fighters, and how they met their end. The Curse of Aquagar. Dead Water 1 2 3 4 5 6 7 8 9 10 Parrhesia gets a cuttlefish and, for once, has nothing to complain about. Son of the Black-Eye 1 2 asdf The perils of Kaizo Wesnoth, the limits of human endurance. Memoirs of Delfador 1 2 3 4+5 6 7 8 9 10 11 12 13 14 15 16 17+18 19 It turns out that Delfador always thought Konrad was a bitch for only incorporating like four factions. Sceptre of Fire 1 2 3 4 5 6 7 8 9 Plot twist: Marabharata actually A Comedy Of Errors all along. INTEGRITY Orcish Incursion 1 2 3 4 5 6 i might be missing one i thought there were seven Elf meets orc. Elf meets orc's affinity for fire. Elf kills orc. Player learns value of terrain. Heir to the Throne 1 2 3 4 5 6 7 8 9 10x 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 The flagship campaign. They took every idea they had and threw it into one big pot and it's not very good. Liberty 1 2 3 4 5 6 7 8 9 Breaking bones with sticks and stones. The only campaign to make sense at 1:1 scale.
  13. Remember when games used to look like this? World of Horror is an indie horror game being developed by panstasz, a Polish developer who's been working on the project in various forms for years. Its graphical style (done entirely in MS Paint) is designed to evoke both the 1-bit and 2-bit graphical interfaces of old computers and the works of horror artist Junji Ito, and does quite an excellent job with both. The gameplay, meanwhile, is clearly inspired heavily by the Arkham Horror board game, mixed with influences from old adventure games and RPGs of the era, and taking place in 1980s Japan rather than Lovecraft's fictional town. The game plays out like a lot of other indie "roguelite" games, being based on individual runs through a semi-randomized world, where you'll need to solve a number of mysteries before an otherworldly horror awakens and destroys the world. Runs are differentiated by allowing you to play as different characters with their own strengths, deal with different gods with their own game-altering effects, and by randomizing the mysteries and events the player faces. Along the way, various in-game achievements can be done to unlock new stuff for future runs. Due to the game's randomized nature (and also due to it being in Early Access, and thus technically incomplete), I won't be doing a full 100% playthrough of the game (the achievements alone would require a large number of runs); instead, I'll be going for a bit of a vertical slice of the game, covering each individual game mode once (maybe twice for the more complicated ones) and giving a bit of a rundown on how the game works, so this'll be a relatively short one compared to my previous LPs. Obviously, there will be spoilers, so if you wanna experience the game yourself, read at your own risk. I'm also warning for body horror and other disturbing content, so if that's an issue for you, maybe reconsider reading this. Also, if you're someone who's played the game and you catch me making a mistake on how the game actually works (as I'll fully admit I don't always 100% "get" the inner workings of World of Horror), feel free to call me on what a big dumb idiot I'm being! With all that chatter done, let's get to our first glimpse at World of Horror! Part 1: Kouji's Crummy Day Bonus: Kouji's endearingly derpy face from before the most recent updates. RIP my son.
  14. As I had some extra free time on my hands, I thought I would do a playthrough of FE7 for fun. Before I begin, I just want to note a few things about the run: This will be an Ironman run, so no resetting for character deaths or any other reason. With that being said, I would like to know how I should handle game overs. Should the run be considered dead, or should I try again but force some kind of penalty like intentionally killing someone off? The run will also be Randomized for things like growths, bases, and classes. The full details of the changes can be viewed HERE( Current set-up as a download as I couldn't figure out how to make it viewable online. If someone knows a way to do that, let me know and I'll make the change!) I haven't looked at the log myself in order to keep things a surprise, but I thought it would be fun to let you guys look into the future a bit if you would like. I only asked that you don't spoil things like unit growths or upcoming classes. For full discloser, I had originally tried the game on hard mode, but after losing a lot on the first map, I thought I would just lower the difficulty. To counter it a bit, I did increase enemy and boss strength by a little so I hope that's okay. I'm not too great at the game, so we can still expect to see deaths due to my poor playing, or bad RNG with units. Lastly, this is the first time I would be doing something like this so any suggestions for improvements are encouraged. While it is just a fun thing I wan to do, I still want it to be somewhat entertaining to read or there wouldn't be much reason to share it in the first place. Feel free to tell me to focus more on certain things or to cut down on other things. Now that all the long intro stuff as been said, lets get into the first chapter. CH11 Another Journey
  15. Have you ever heard the tragedy of Dark Alphonse the Unwise? Tactics Ogre: The Knight of Lodis is a prequel to Tactics Ogre: Let Us Cling Together (and the Ogre Battle games too, or at least OB64) and the last original entry in the series to be released. It stars characters from the nation of Lodis (aka where the Dark Knights are from), something like 20 years before the events of the previous game, and tries to expand on Lodis and on its newly-created land of Ovis and how they play into the wider world. If you've played either version of LUCT, the gameplay of Knight of Lodis should feel quite familiar, but it also has some fairly cool and unique ideas of its own that would end up utterly unused by the LUCT remake several years down the road. To be honest, of the Ogre Battle/Tactics Ogre games, this one's probably the least good, but I'm still a little fond of it; it has a certain pluck I admire. While I'm hoping this LP will be a comprehensive playthrough of one of the game's routes (and we'll get to the route split later), I am generally less well versed in this game's systems and secrets than the previous one, so we may miss something. Fortunately, there are multiple excellent guides and fansites out there to help, but even so, if you think I may have missed something, please let me know (and don't jump the gun and tell me about endgame secrets while we're still fighting the tutorials). I do ask that no one put obvious spoilers (especially regarding a certain character's identity) out in the open. Stick it in a spoiler or just don't mention it, please and thank you. While the plot isn't quite as good as LUCT's, it's still got some fun surprises in store, and while I'm well aware that Parrhesia already LP'd the first half of this game, I'm assuming that some readers haven't read that LP and starting fresh, both for their sake and also because I'd like to give my own thoughts on the game instead of just blatantly copying him. Plus it's more fun for me this way! Alright, all that out of the way, to the experience! Part 1 (Intro-Lutra Island): Fortunate Meeting
  16. Testing the Waters... While Going off the Deep End. A dive into depths of Shadow Dragon H5 (an introduction and disclaimer, skip if you don't care, but don't ask me where chapter 4 is 5 years from now) Hi, readers. I'm The Roger The Paladin. You may remember me from the comments section of every Saint Rubenio LP since Bizarro Sacae, and probably a half billion bad jokes in FFtF (wait a minute...) I've been talking about trying my hand at an LP lately. But as I was finding imgur ill-suited to mass uploads... I decided I needed to do a trial run of imgbox. Ergo, I'm doing a test run of a chapter or three (not decided, so final results may vary) of Shadow Dragon H5. Why so few? I don't think I can honestly make a full run of H5 without using conventional unit choices... which will bore the hell out of everyone. So I'm gonna just do some chapters that force conventional unit choices on everyone.... because rationality right? Anyway, after some discussion with an administrator of high Integrity, I was advised I could do my trial run either in FFtF, or in the Let's Play section if I was up front about the fact it's a prototype rather than a whole run. So I'm hedging my bets and putting it in FFtf with the disclaimer, which you just read. Part 1- Come one, Come all, and welcome to the show.
  17. Hello, everyone! I'm DragonFlames, though you can call me Draggy if you like! The last (and first) time I tried this screenshot LP thing, it didn't go very well, because it was an action RPG, and making screenshots while playing those is... kind of difficult. So, I decided if I ever do that again, I will do it with a game that's easier to make screenshots of. And recently, I was talking with Saint Rubenio about characters in FE12, and I discovered that I only know very little about them, because that one is a game I only played a total of one time so far. Thus, I decided to make my second attempt at playing New Mystery of the Emblem a screenshot LP. Some things before we start: I will be playing this on Hard/Classic, because I figured it will be more exciting (and funny, when I inevitably fail) for you guys. As I said, I have played this game only once quite a while back, and I didn't even get the True Ending. As such, this will be basically a blind run for me. I will try to let you guys participate to some degree, whether it will be through naming my forges or deciding which characters I should use or what to reclass, but we'll see how it goes first! After all, the Prologue is quite lengthy, as far as I know. Okay, without further ado, let's get this show on the road, shall we? Part 1: Introduction!
  18. I am a man of my word. Let me know if you want this continued. It was kind of a pain to put together, so I'm not sure I want to, but if there's enough interest I could make more screenshot "episodes" or try to record a video series. Anyway. Go vote for Higsby. He doesn't show up until, like, the second scenario. Have a blessed day.
  19. This is my thread about screenshot LPs of Fire Emblem hacks: Dream of Five Bloodlines The Last Promise Fire Emblem Forever Midnight Sun Death or Glory Gheb FE FEIV Super Thracia Hopefully you'll enjoy. If you have any questions or improvement suggestions, shoot them!
  20. Hi everyone! Never tried any sort of LP at all, but after being somewhat inspired by seeing some others like Ruben’s I’ve decided I may as well try my own. I’ve been having a lot of fun (and torture) playing through the green/midori hack, a big hack of Sacred Stones that features lots of characters from the series with green hair! It also adds a lot of mechanics from other games, and it’s something I can strongly recommend to those who haven’t tried it, so I figured I may as well try a LP of it and showcase some of the game. On hard of course. So while the translation patch for the hack translates basically everything you need to play it, the story itself isn’t translated. From what I can tell it’s mostly sacred stones with character replacements, though a few chapters here and there are notably different. Having just started messing around with FEBuilderGBA, I had the thought of trying to write in a pseudo-translation/copy-paste of SS script, but that’d be a lot of work and probably a bit much for my first LP. I may try end up trying some small-scale things for this one later, we’ll see. Also, since it was requested, here's the link on where to get the patch! https://www.romhacking.net/hacks/3860/ This links to the patch that contains the translation. Note that you game needs to be the FE8J version. The patch comes with two styles, one with only the translation and no changes, or one that has some baked in QoL changes, which is what I'm using in this hack. The download also has a nice little guide with useful info about the game and various chapter, character and skill information. So, let's get on with the Prologue! Thanks for reading so far! I'll try to have the Chapter 1 update within a couple days, and in general I'll try to see if I can do updates at least once a week or two.
  21. Yo. We doing this. Tactics Ogre: Let Us Cling Together is an SRPG in the Ogre Battle Saga, a series originally developed by Quest before its eventual purchase by Square. It was originally released for the Super Famicom in 1995, received a port and translation for the PSX in 1998, before eventually being completely remade for the PSP in 2010. Rather than mimicking the unique RTS-like gameplay of Ogre Battle, it has a TBS system that should feel quite familiar to folks who've played any of the Final Fantasy Tactics games; in fact, the first two FFT games were made by many of the same people who created the first Tactics Ogre, after they'd left Quest for Square. All things considered, though, Tactics Ogre is (in my opinion) better than its Final Fantasy-themed offshoot, and the remake's attempts to hew closer to its own spiritual successor arguably made it a bit less enjoyable. For that reason, we're gonna be going with the SNES version, patched with the translated script from the PSX release. This might seem a bit odd, but the PSX release has some minor issues with framerates and loading that the SNES version doesn't, so the translation patch makes this a slightly superior way to experience what it ultimately the same game. One thing that was irrefutably better in the PSP version was the script, however; while the story is the same, it's told considerably better in the remake than the original release. I'll still be giving you the original script, but I'll also be discussing and comparing the new one to it, especially in areas where the older version fails to clarify something adequately or is just kinda inconsistent or poorly written in general. I may also touch upon the differences between the two gameplay-wise, as despite being a remake the PSP release plays very differently in a lot of ways. With all that out of the way, let's get started. Sorry in advance for some awkward formatting, TO is more text heavy than I'm used to doing for these LPs. Chapter 1 Intro: The Amorikan Way Backstory Dump
  22. ^title. At the request of many people (and by many people, I mean @Eltosian Kadath, and @BEST TRYNDAMERE PLAYER. I was going to do this even if no one wanted me to), I am going to LP old shovelware I have. I genuinely don't remember most of these games. I'm not sure if anyone wants to see me cover LEGO Harry Potter, LEGO Lord of the Rings, or Nintendogs since they're both good games and Nintendogs is first party, but I might as well cover them if someone wants me to. I think the LPs for Nursery 2 and Bunnyz Bunch would be short since I remember those games being short. I can't take screenshots, unfortunately. So yeah, which one of these eldritch abominations lost to time do you wanna see first?
  23. Fire Emblem 5 is one of my absolute favorite parts from this series. Unfortunately I could have not enjoyed the story yet for playing with rubbish translation. With this translation patch the localisation issue is solved...... at least it should be. I have not used this patch yet, so I am very excited to try this one out. Anyways this playthrough will not be any special except I will recruit as many units as possible. That said not everyone can be recruited since a few units are exclusive depending on which route was picked. If you want to suggest me the route, then leave it in the comments. On the picked route I will recruit everyone (not re-recruitments). Also I will explain this game, mainly to intodruce people into this game who have not played this game but are interested in it. It can be boring, but a screenshot says a thousand word anyways. I will start upcoming weekend as I will update on every weekend for now simply because of restricted freetime during the week.
  24. Sony? In my Nintendo forum? Why, yes, and allow me to tell you why: It is because this game... ...isn't COD... ...or anything else made by EA, for that matter. Quite on the contrary. It is... ...ready when you are, game... FIRE EMBLEM ON P S 1 Okay, that was a lot less epic than I thought it'd be. Well, anyway! Remember me, anybody? I'm-- ...what do you want now, game? What in the world is this? I haven't even pressed anything! Oh, okay, it's playing itself, I see. Who even is Imperial? Well, in any case, back on topic. Remember me, anybody? It is I, Saint Rubenio, self-proclaimed worst tactician ever and part-time universe destroyer and mass genocider. A year ago, I played FE12 and it was horrible! Then I played FE6 and it was probably the worst run of that game that anyone's ever had the audacity to record and publish on the internet. I have decided that the time has come for me to return and crash yet another train repeatedly until it turns into an indescribable wreck of massive proportions, leaving behind a myriad of orphans, widows and other, similarly depressed people. With any luck, it won't be quite as terrible as FE6. Bring on the questions that nobody will ask, but I will respond to anyway! Ruben, rules. Rules, right. In my first LP, I broke every single one of my self-imposed rules, and in my second LP, I outright forgot to make any and just sort of made them up as I went. Let's see if we can do this right this time around, shall we? - For starters, obviously, this is an ironman run, which means I am only allowed to reset when the game forces me to via game overs. If anybody dies before the game over, they will be used during that chapter, but will be killed off / benched for life afterwards. - On the matter of resetting, I'd like to make one exception: since this game doesn't allow for simple formation editing (instead going for the clumsy old "move people's names around to move them on the map!" system), I will allow myself to reset at the very beginning of the map, before making any moves, so that I can arrange the formation to my liking. - All deaths will be counted, with one exception, which I will explain if it happens. Suffice to say, if it does happen, it really won't be much of a death at all. - While I will be using Warp, outright warpskipping is, for the most part, disallowed. Once again, there is an exception, this time because I don't think I have the heart to face that chapter without warpskipping. We'll talk about it when we get there. - Narron is banned Dude, I don't even know who you are. What's all this talk about destroying the universe? Should I call the cops? Please, don't. The truth is, in my past 2 LPs, I sort of winged a fanfic to go with the main story. Initially it was only a lame self-insert, but it started to evolve until I completely lost control of it. I will continue the story in this LP, so if you haven't read my other LPs, you might be a little lost. Don't worry, though, I'll try to keep things understandable enough, even if I will be referencing my past works (if I learnt anything in my FE6 LP, it's that I cannot stop myself). Ruben, what is the Leteena event? That question is mostly directed at people who already know the game, but here's a quick recap: the Leteena event is shit. The long answer is: the Leteena event is bullshit. You need more? Fine, I'll humor you. See Xavier? Well... not quite that terrible, but it's up there. The only purpose it serves is to make the player's life more miserable, and as we know, readers like to make the LPer's life miserable (at least my readers liked it a lot in the past), so please, vote away. Will we get to choose things for you to do? For the most part, I'll use any units I want, and in the event of alternate chapters, I'll show both and go with whichever run I like better. However, there are some pretty big decisions in this game that I will let you vote for. As well, you are free to suggest units for me to use, as I don't really have any preferences. Hopefully, you won't choose something ridiculous, like Narron. Or Narron. What is your stance on spoilers? I don't like 'em, so please, if you want to talk about things that haven't happened in the LP yet, put a big fat spoiler alert first and keep the content hidden within spoiler boxes. Of course, I already know pretty much everything, but surely somebody won't, so think of the children. Your last LP took ages to load every time. How will you handle things this time? Tear Ring Saga is about three times more text-heavy than FE6 or 12, so I'm going to change things up a bit: instead of just dumping a thousand screenshots of text in every update, I'll do what professional LPers do and write the dialoge manually with mugshots and all. For clarification's sake, I shall be using my trusty old Barlowe portraits to speak my mind during dialogue. This might change down the line, so don't take it as gospel. Or anything else on the OP, for that matter, if my last LPs are anything to go by... What will be the schedule for this LP? Like last times, there'll be none, and like last times, it'll probably change over the course of the LP, likely for worse. I'll try to have an update out within 3-4 days of the last, more often than not, but I am currently studying a programming course right now (shut up, you care), and in a couple weeks I have The Week (you know the one, that which has exams every single day because teachers are bad at organizing and coordinating) and Smash Ultimate comes out on top of that and I want to see if Luigi has really been nerfed to oblivion, so things might change. Man, I picked the worst possible time to start this, didn't I? Off to a great start, I see... and just you wait until you see the first chapter, which I've already played. There are six enemies, for crying out loud, and things already went as badly as they could've possibly gone! Why me...? Ruben, why don't you like Narron? I used Matthis in FE12. And Wade in FE6. Let that be the answer to your question. Now, before I finish up the OP, allow me to put a DISCLAIMER here for everyone to see: this LP will feature profanity, blood and gore, black humour and probably unhealthy amounts of character deaths. Viewer discretion is advised, because God knows I won't be able to be discreet. With all that out of the way, and without further ado, I think it's time for the tears to begin flowing as I fail terribly to be good at Tear Ring Saga! ...ergh, in a few days. See you then!
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