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  1. 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 The website is somewhat outdated, since I’m putting most my time into working on a demo, but you can learn more about my game here.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!
  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. 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.
  4. 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
  5. 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.
  6. 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?
  7. 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
  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. 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!
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 11 Century-- A young woman is said to have vanquished the demonic Nightlord, who covered the world in Eternal Night. In his defeat, the Nightlord spilled his foul essence, which took root to form an evil that lingers to this day... Blue Blood. Those who bathed in the Blue Blood were transformed body and soul into fiends, and became a blight upon humanity. Thereafter, they would appear at night to take people. In doing so, they robbed the human race of nighttime itself. Beset by sleepless nights caused by these wicked fiends, the city became known as "The Land Without Night." 800 years later... The stage has been set for a crusade on Ruswal, an island in the North Sea that is not on any map. On this island, two young women, each bound to the fate of the Night, were destined to reunite with each other. This is the story of two young women who lived in "The Land Without Night." And with that little opening narration, I welcome all of you to my first ever screenshot-based Let's Play of one of my favorite games of all time; Nights of Azure. The game was developed by Gust and published by Koei Tecmo and released to questionable success in 2016. I picked it up by pure chance while trying to get my best buddy a gift for his birthday back then and immediately fell in love with it. Why did I decide to make this my first LP ever? Well... the reason is that I always wanted to try doing one of these, but I couldn't decide on what game to pick. But recently, I had this urge to revisit this game again and I thought "Hey, why not share it with the friendly people at Serenes Forest?", so now, here we are. As this will be my first experience with this sort of thing, I hope you will forgive mistakes and the like. Recommendations for improvement are always welcome. We can get one of these questions out of the way right off the bat: let me know if this screenshot size is good enough for you or whether or not it should be smaller or bigger: For this playthrough, I will be showing the PS4 version of the game. So yeah, let me know how you guys feel about all this and I guess I'll see you in Part One!
  17. ^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?
  18. Greetings, dear citizens of SF. Today you will witness the setting in motion of a plan long in the making... Hattusili I and @Natalie play Path of Radiance and Radiant Dawn ironman! Here are the rules. The starting player is decided by dice roll. After each battle, play switches from one player to the other. No restarting. On game-overs, play switches to the other player, who continues from the last save. There is no in-game punishment for a game-over. At the end of this let's play, the person with the most game-overs will buy the other dinner (in case of a tie, we split the bill). No swearing on this fucking thread, you little shits. We'll be playing Path of Radiance on normal, and Radiant Dawn on easy. The dice roll has happened, and it has chosen Natalie to begin. Alea iacta est.
  19. Hey everyone! Remember in like 2014 when I started like 234092 projects (I counted them, a painstaking effort) and finished precisely zero of them? No? Good. I'd prefer we leave that in the past (and if the answer is yes my apologies and please never bring it up again thank you). I've kind of got out of the trying anything creative ever scene since then and have been more or less enjoying games by myself but there are a few problems with that I've run into: 1) Buying way too many games and never committing to finishing, or hell, starting, them. 2) Spending way too many hours in a game doing monotonous tasks to no real goal or replaying games. Case in point: Now it's not that I haven't been having any fun playing Stardew Valley, and I still want to go for 100% achievements (because I obviously hate myself and don't value my time) but this is extremely excessive by my standards and I could be using the time more effectively. Like by working on school work or applying for jobs or trying to entertain friends and strangers on the internet through a web forum. Clearly the latter idea is the best one so I'm going to do that. Two weeks ago I had a cancer scare which shook me up a lot. I went in for blood screening on Friday and everything turned up negative, which is absolutely fantastic and I'm very thankful that I don't have to worry about my health more or less continuously anymore, but my mental health suffered a lot as a result and I've been thinking about a lot since then. I obviously enjoy video games, but they've been kind of taking over my life a lot lately, and I have to seriously address the two points I mentioned above. And I think a good way to do that is to make some kind of content thread. At best, I'll be regularly outputting fairly humorous content (aiming for twice a week to start) for people to enjoy. At worst, this will be a review thread where "this sure is happening all right" where I post every other week. I want to be realistic and address that sometimes life, via school work or my physical/mental health, can and does get in the way. I'm going to try to stick to something regular as best I can - no more unfinished progress, but it's a pre-warning in case things do get boring from time to time. Enough preamble though, I'm here to entertain, not depress everybody. One of my friends posted in a discord server that I'm in earlier this peculiar screenshot, in a tweet. The tweet OP seemed disgruntled but honestly, I ugly laughed. This is high art and if you disagree you are unfortunately incorrect. I was intrigued, so I found the source (slow link for some reason), downloaded it, and played the first little bit of it. It was kind of bad. Like the writing is kind of weird and the player character is kind of annoying but hey, misery makes great company and I think that a bad game can me more entertaining to write about than an acclaimed one. Also, Geodudes. So it can't be entirely awful. I didn't get far into it, so this is by and large going to be a BLIND playthrough. Which comes with its own challenges. I tend to be fairly grindy when it comes to playing Pokemon, and I won't be making an exception for this hack. I'm not going to grind up to super high levels just to beat the game, but I found myself a few levels below even the wild Pokemon by the time I reached the third route. I'll be trying to keep myself around parity and won't be documenting grinding, unless anything completely ridiculous happens. So, let's get to it, I guess. So that's that. I'm going to get started on a new project, and I'm kind of excited! At the bare minimum I'll try to upload every second Monday, but I'm going to aim for Mondays and Thursdays for the time being, or more often if motivation strikes. Please post anything you want in the thread, I love interacting with people and don't want to feel like I'm talking to a wall. Also huge shoutout to Integrity for basically showing me how to use the forums again. I've been bare effort posting lately and didn't know how images or spoiler tags even worked in this editor. I guess that makes me old or whatever. A Preview of Things to Come:
  20. Felt like playing Conquest again, so I swapped all my FEH time over to Conquest time. There's not much to talk about in the FEH sub-forum if I don't, you know, actually play the game, so I figured I'd get screenshots working on my 3DS (via Luma3DS, so nothing official), and post a fairly casual playthrough of the game over here. Since it's a fairly casual playthrough, my focus would be more on the planning phase of the game rather than the execution. That is, I'll talk a bit about why I pick certain units and my reasoning behind them rather than focusing on how I spent 50 turns plinking a bowman on a fort tile or whatever. Table of Contents: 1, Pre-run Planning + Some Prologue Chapters 2, Chapter 3: Master Tactician Edition 3, Chapter 4 4, Chapter 5 5, Chapter 6: Operation Hug-box 6, Intermission, Mission Statement, and Math 7, Chapter 7 8, Chapter 8: Enter, Odin Dark 9, Paralogue 1 10, Chapter 9 11, Chapter 10: Camilla.exe 12, Invasion 1: Operation Nepotism 13, Chapter 11 14, Chapter 12: Everything Goes Better Than Expected 15, Chapter 13 16, Chapter 14 17, Chapter 15 18, Chapter 16: Crashes.jpg 19, Intermission II: Team Level & Stats 20, Chapter 17 21, Invasion 2 22, Chapter 18 23, Chapter 19 24, Chapter 20 25, Chapter 21 26, Chapter 22 27, Chapter 23 28, Chapter 24 29, Chapter 25 30, Chapter 26 31, Chapter 27 & Night Breaks Through: You Should Probably Read This Chapter First if You Want to Have a Relaxed Game of Conquest. Pre-run Planning: Ah, character creation. If you don't spend 2 hours on this step, you're doing it wrong. Gender is obviously the first choice you make, and a very important one. Due to level and availability related reasons, Jakob and Felicia are more or less the two most broken units in Conquest. Camilla comes close, coming in at 10 levels ahead of everyone else and staying ahead forever due to a low internal level, but her marginally worse availability and slower skill access means that, while she might well be the stronger, better unit compared to Jakob and Felicia, she's less broken from a overall perspective. Being female means you get Jakob, who takes less to get going and ends up with a bit more bulk at the end. On the other hand, it also means that you can't pass Samurai to any females (Vantage and L&D in the same class tree is fair and balanced) . So no Vantage L&D Savage Blow Camilla or any such nonsense. Being male would've gotten Felicia, who needs to grind tomes to get her offenses going, but ends up a tad better than Jakob if you're min-maxing her. But you do have to min-max her, whereas Jakob is pretty good even if you left him more or less alone. You also don't get to pass on Samurai to any males, but Kaze and Odin both already have access to it, so males don't care nearly as much. Pity you can't do things like marry Odin to Nyx to give her Samurai. Edit: You totally can, my memory is just shit. I picked female because black hair & white flower is optimal, obviously. Boons and Banes actually don't matter too much, because the Avatar starts with such nice growths already, having 45/30/45 Str/Mag/Spd and 35/25 Def/Res, so I went the lazy option of taking Unlucky because she has 25% luck growth even with a bane, and then taking Strong to counteract the minor penalty to her offensive stat. As a small note before starting the run, the run will be focused on testing whether or not Vantage L&D is as broken as I expect it to be, which means both testing it on Jakob (who gets the set with a 1-2 range weapon around chapter 10 if you rush straight for it), and also testing Kaze and Odin with the set, both of whom get it far later. Prologue Stuff: A very nice first level up, considering Corrin's job for the near future is going to be face-tanking everything for ages. (Lunatic is secretly extremely nice about level up screenshots, since even if I had to restart a chapter I don't have to take the level up screenshots again, since they'll be the same unless I class change.) Followed by a safe and secure end turn on a heal tile. Start of turn 2 spacing. Everyone moved as left as practical in order to try and make sure the AI doesn't end up in a vertical conga line that might delay things to the point where Kaze starts murdering my team. The Samurai has a throwing sword, so Jakob is spaced to handle it (he easily doubles the samurai's sad, -5 spd ass) and Corrin & Gunter rip apart the axe guy, getting her a nice offensive level. Double checking spacing before murdering Rinkah. If I remember correctly Gunther smacked her first, then Corrin moved to her left to finish her. Left Jakob for last because I wanted to use his turn to finish Rinkah if Corrin missed. But she didn't, so I healed Corrin instead. Screens like this (The 'Jagen' hitting an early game boss) should be pretty familar to anyone who plays Lunatic difficulties. It's simply not worth the effort to try and feed anyone else the combat exp (although obviously you take the last hit if possible) and risk the game over screen or losing a ton of healing items. Also note how completely reliable Gunter's survival was, even if Kaze somehow lived through the turn--Forceful Partner + Lance means that Corrin ORKOs the bottom samurai without any chance of a counter, and Jakob + Gunter has a 90%+ chance to explode the top samurai. The kid gloves are still on. Emphasis on 'if possible' about taking the last hit. A Gunter crit blew Kaze's face off. And clearing the stragglers gives Corrin another nice offensive level. Would like some more Def/Res, but she'll only be face tanking for a few more chapters, so it doesn't matter much.
  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. 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.
  23. This will be big. I'm sure you can tell that. This will be a giant PMU of Fates, where I try to use every unit in the game once in a PMU. I have the first one going on currently, and that is where we shall start. I will use this post to make quick summaries about each part of each run, as well as where you can vote for other members of later PMU's. So, let's see where this goes, shall we? First Run Here is a link to the place to vote if need be: Anyways, tomorrow, it's time to start the first episode, where we obtain Rhajat and get closer to finishing.
  24. Some years back, I started a randomized run of FE7 on another forum. In the nearly four years since, I've updated through Chapter 4 and the original forum has effectively died. I'm migrating the previous updates here, and while I plan on having Chapters 5 and 6 done before the weekend is up, this is still going to be an infrequently-updated LP. The Format I've randomized basically everything but unit movement, and the extent to which I randomized certain numbers was more or less decided by RNG in itself. In the event that the game becomes unplayable before Lyn's story ends, I'll restart; otherwise it's the end of the playthrough (unless it's a simple fix). After unlocking Eliwood's story I might re-roll just to keep things fresh; if I'm really bored I might do HHM with some more ridiculous changes. By and large, updates will be pictures and gifs with text commentary below. This will, unfortunately, include my attempts at humor, which in general are less amusing than the scenario itself. Failed attempts at chapters may be posted as their own updates, as sidebars in the chapter completion update, or ignored altogether depending on my whims. At this point I'm still undecided on how to handle unit losses past Lyn's story, so anyone who wants to chime in is more than welcome to. Previous Updates
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