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Lord_Brand

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  1. If they did add new content in a SSBUDX (I know my own list is probably way too generous ^ ^;) they could always add it to the original SSSBU as DLC as well. Though admittedly I don't see a DX version being released on the same system as SSBU itself; if anything, they'd create an enhanced port for the Switch's successor, ideally while allowing Switch players to carry their data over to the new version. In a world with an NSO Expansion pack that costs $50 yearly and has blatant bloatware, I wouldn't expect Nintendo to be that consumer-friendly, but it'd be the smart choice from a business and PR perspective. And even in the event of a DX release on future hardware, my list is probably a bit generous, but considering they were able to add 12 new fighters right off the bat last time, and this time they'd have a major head-start, I'd be optimistic that they could make the most of the development time. But you know, other folks mentioning Smash Run has me wondering if SSBUDX maybe couldn't bring Custom Specials back? I mean, the Mii Fighters still have them, after all, so it's not like they don't have a presence in the game already. I'd want to rework the characters whose Custom Specials last time felt rather lazy and uninspired. I've already got some ideas:
  2. Or maybe leave items in there for players who need/want them and just refrain from buying items as a self-imposed challenge? It's not like you have to buy them. AI Trainers getting to use them can be frustrating, yes, but fixing that is as simple as disabling item use for AI Trainers. Though there could be a rule in League Battles that no participant is allowed to use items except what their Pokemon are holding. As far as Pokemon availability goes, I feel it would be ideal for a given type to have at least two or three choices available starting from the point in which you might want a Pokemon of that particular type. A peculiarity of the games is that you often end up battling a Rock-type Gym Leader well before you have a chance to catch many Grass or Water-types, meaning unless your Fire type Starter evolves into a Fire/Fighting-type, you have few super-effective options available. But honestly, I think it's a matter of time before Pokemon goes open-world like Zelda before it (Legends: Arceus is already pushing in that direction), and at that point the difficulty curve becomes a question of scaling Gym Leaders and other Trainers with the number of Badges you've earned (as well as whether or not you've become Champion). Ultimately, my opinion of any game's difficulty is this: Difficulty designed to legitimately yet fairly challenge your skill is good. Difficulty born of bugs, oversights, cheap tricks, or sheer laziness is bad.
  3. Indeed, one of your recent posts is what inspired this topic. I was following the trend set by "New Pokemon Snap". It's been too long to number the sequel (without rereleasing the old games as a remaster plus or something), but it can serve as a sort of soft reboot. How about Pokemon Stadium: New Generation? I like that idea! Makes building a team early on easy while allowing a more experienced player more strategy later. You can start off with, say, the Starters of each gen plus a few good early picks like Pikachu and Riolu. But if higher evolutions are locked from the start, they should also come with better moves.
  4. Will update post over time. New Fighters Waluigi (α) - The purple prankster plumber finally makes the leap to the roster! Being a spinoff-exclusive thus far, Waluigi's moveset references all the various spinoff series in which he appears, including his series of origin, Mario Tennis. Twilight Link/Wolf Link & Midna (α) - Twilight Link fights similarly to the "main" Link, but his Bombs are replaced with a Shadow Crystal that he uses to transform into Wolf Link and back. To compensate for the loss of Bombs, Twilight Link's bow shoots explosive Bomb Arrows that pack more punch than regular arrows, though the firing rate is slower. As a wolf, Link trades range for speed and Midna rides on his back, handling items and throws for him since he lacks hands with which to do so himself. Krystal (α) - The blue-furred vixen wields a staff that offers good reach as well as mystical, perhaps even magical powers. Alucard (α) - The half-vampire son of Dracula wields his arsenal of arcane powers from his breakout title, Symphony of the Night. Alucard can shoot fireballs, transform into a bat, summon a familiar, or attack his foes with spirits. He's also quite handy with a sword. Mega Man X - The first robot with true free will, who like his predecessor Mega Man wields an arsenal of special weapons claimed from bosses he's defeated over the course of his series. X sports a special dash as well as a wall kick, though he's actually lighter than Mega Man. Zero (α) - X's best friend and fellow Maverick Hunter. Though originally a buster user himself, Zero has since distinguished himself as a melee-focused fighter with his Z-Saber. Zero's moveset makes heavy use of his Special Techniques, which like X's Special Weapons are taken from bosses they've defeated in the past. Zero shares X's unique mobility options: the dash and wall kick. Dr. Eggman - Sonic's archnemesis joins the ever-growing list of villain fighters with his Egg Mobile, outfitted with a variety of weapons designed by the doctor to stop the speedy blue hero in his tracks once and for all. Shantae - The Half-Genie Hero shows off her moves! Her magic belly dances allow her to warp or to transform into animals. She's also packing her Fighter's Gear moves from her debut title and a Magic Lamp that can absorb certain kinds of projectiles and pull items towards her. Mii Spellcaster - Yep, a fourth type of Mii Fighter! This one makes use of a magic wand and spells, making them highly appropriate for mage-type characters such as Ashley and Veronica. Like their fellow MFs, they're highly customizable in both appearance and Specials. The Spellcaster is the lightest of the four and the second-slowest after the Gunner. Their default outfit color is purple. An Alpha symbol (α) designates an "Ascended Fighter". These are characters who previously appeared as Assist Trophies in Ultimate and have been granted special "ascended" status as part-time fighters. While an Ascended Fighter is in play, they won't appear as Assist Trophies or as background characters in stages. New Echo Fighters Impa (16ε) - Zelda's caretaker and presumably the one who taught her the techniques she uses as Sheik. Thus, it's all too fitting that she be Sheik's Echo. Shadow the Hedgehog (38ε) (α) - Yes, Shadow is both an Echo and an Ascended Fighter! As an Echo of Sonic, he fights near-identically, though his animations are slightly different. Most notably, he skates along the ground rather than running like Sonic does. Octoling (64ε) - The now-friendly rivals of the Inklings, who play identically to them and thus are a fitting candidate for an Echo. Mii Costumes New Spirits Stages New Music New Assist Trophies New Bosses
  5. Thanks to a post by Zapp Branniglenn, I got this idea for a new entry in the Pokemon Stadium series, appropriately titled Pokemon Master Stadium. Like its N64 predecessors, Pokemon Master Stadium features Pokemon League campaigns, rental Pokemon, minigames, and even Mystery Gift. Pokemon Master Stadium covers all eight present generations of Pokemon, including regional variants such as Alolan Vulpix and Galarian Ponyta. Every region's Pokemon League is fully represented here, from Kanto all the way to Galar. Rental Pokemon are a bit better; they don't have EVs and only average IVs, but their movepools are much better, providing adequate type coverage and allowing you to take advantage of many different strategies. Weaker, unevolved Pokemon still have better moves to compensate for their lower stats. The Level Adjuster allows you to temporarily lower your Pokemon's levels and thus stats in order to compete in lower-level cups. Your trainer is customizable. Age, race, gender, clothing, etc. Many beloved series features such as Mega Evolution and Pokemon-Amie return. Some Pokemon get Mega Evolutions for the first time. The Move Tutor allows you to teach Pokemon you own moves they can't learn any other way. They can also help your Pokemon relearn moves they once knew. In addition to all the classic minigames, a ton of new minigames are included, focusing on different generations of Pokemon. It's a Pokemon Party!
  6. I don't know if this is a particularly widespread trope, but one thing I hated about the Kung Fu Panda TV series was how it often felt like the writers had it out for Po. He would often be at fault for the problems going on in the episode, compounded by his personality being derailed into an arrogant jerk (incidentally, that's what DreamWorks originally intended him to be, but Jack Black wisely advised them to make him a more humble and likeable character). The absolute worst example of this I can think of is the episode about the food shortage, where not only is Po written as an idiot like usual but they had to insert a dirty old woman and a villain who is quite literally doing evil for its own sake, a combination of sheer discomfort and the most one-dimensional kind of villain you can possibly think of. Jeez, people, we're supposed to root for Po, here. Yes, he needs to learn and grow and thus needs to have flaws, but there's a marked difference between "humble and slightly lazy guy who has to learn how to muster up a bit more effort" and "selfish egotistic idiot who does nothing but cause problems and learns nothing in the process". Like, look at Po in the original film. Yes, his laziness does get in the way of his training, but he himself is not the cause of the main problem in the story (were this an episode of the show, Po would have somehow been responsible for Tai Lung being released from prison). And even when he's being lazy, he's still likeable because he's at least making some kind of effort and acting like a complete dork the whole time. Po's flaws make him relatable and allow us to sympathize with him. He never intended to become the Dragon Warrior, heck, he never intended to become an actual martial artist. He dreamt of it, sure, but he was content to watch his heroes, the Furious Five, practice their martial arts and wanted to see which of them would be chosen to become the Dragon Warrior. And yet, despite his laziness and seemingly sheer dumb luck, Po's love for martial arts also benefitted him by giving him a natural enthusiasm for learning. However, he had to learn to love himself and his own unique shape in order to realize his destiny as the Dragon Warrior. I also hated how the Riders of Berk pigeonholed Snotlout into being a hate sink and at times a borderline monster even though he's supposed to be one of the good guys. I get it, he was a jerk in the original film, but he also warmed up to Hiccup faster than Astrid did. Why play him up as the bully-turned-rival? That was lazy writing, and it lead to my least favorite episode of Riders, the one where they're competing in the games. They seriously expect us to believe Snotlout outperformed Astrid, easily the most competent of the kids (barring Hiccup's expertise in dragon training)? And they seriously had Astrid criticize Hiccup for his rivalry with Snotlout when she's usually the one engaging in petty scuffles with the latter? Worst of all, Snotlout gets to win, pleasing his jerk of a dad, and neither learns anything from it, thereby denying any sense of character growth and basically rewarding toxicity. The whole episode was a colossal waste. I dunno, seemed like writers for DreamWorks shows at the time were under contractual obligations to include things like "poop jokes in episode 1" and "designated asshole character who the writers hate and will do everything in their power to make the viewers hate as well". A real shame too, those shows could actually be quite good when the writers could be bothered to do their jobs right.
  7. I adore the Midoriya/Uraraka relationship. Feels very cute and wholesome. Midoriya reciprocating Uraraka's feelings (even if neither wants to admit it) is a nice, refreshing change of pace from the usual "chaste/celibate/romantically ignorant" shonen hero. My brother and I have also had fun coming up with our own Quirks, characters, and story scenarios. If I may share a couple of my own: Mind/Emotion Reverse-Polarization: A pair of siblings whose quirks allow them to reverse the polarity of the target's mind/emotions. This doesn't turn good people evil or vice versa, exactly, but it can, say, turn Bakugo into a mellow, mild-mannered boy akin to Midoriya or Iida into a lazy slob with poor manners. Basically, the Quirks reverse one's mental discipline, intellect, emotional intensity, and emotional positivity/negativity. Though I'm not sure about the exact circumstances, I thought it'd be funny if all the students of Class 1-A were affected, which Aizama would discover upon entering his classroom. Mineta and Denki, typically the dumbest members of the class, have to explain to him what's going on. Just to make matters more interesting, the class has to respond to a villain threat and deal with it while under the effects of the polarization Quirks. This next one involves spoilers:
  8. History can justify ethnic diversity thanks to diverse biomes and the practice of moving people from one biome to another, as you just demonstrated. Planes of Magic are rarely as diverse as real-world Earth (Dominaria being one of the few exceptions). If one of the colder planes I listed has some kind of equivalent to Africa, then it makes sense for black people to appear. But that has to be mentioned for me to believe it. I know not of any such land in Eldraine, Innistrad, or Kaldheim, so black people look incredibly out of place on those planes, and therefore like they were inserted purely for the sake of "wokeness", which makes the gesture feel much cheaper and shallower. Meanwhile, the heavy presence of black people in Dominaria doesn't feel out of place at all, since Dominaria has a land based on Africa from which they come, and that land has a developed culture, making the effort feel genuine. What I'm asking for here is thorough and consistent worldbuilding, not less diversity. If you want a particular race or ethnicity in your story, fine, just don't shove them in without thinking about how to properly justify them being there. Show that you actually care about the significance of their race within your world and aren't just pandering to activists with superficial token representation. Shoving in a token minority without thought to their background is lazy and insulting. That said, I feel different races and ethnicities deserve a chance to shine on their own rather than all being lumped together all the time. Humanity does not consist simply of "white" and "non-white" people. Humanity consists of English, Irish, Scottish, Cornish, Welsh, Polish, Finnish, Norwegian, Swedish, Danish, Dutch, Belgian, German, Austrian, Slavic, Russian, Icelandic, French, Spanish, Portuguese, Italian, Greek, Arab, Persian, Turkish, Jewish, Indian, Mongolian, Filipino, Korean, Chinese, Japanese, Aboriginal Australian, Colonial Australian, Native North American, Colonial North American, Inuit, Canadian, Cajun, Creole, Mexican, South American, African, and dozens more. I think a good measure of how much someone actually cares about writing a particular race is to give them this challenge: Rather than write a cast of characters who are all different races, try writing a cast of characters who are all of one race, like a cast that's all African or all Japanese. See how diverse you can make that cast in terms of design, personality, occupation, etc. When your entire cast is one race, you can't fall back on stereotypes to set your characters apart; your strengths and weaknesses as a writer and designer will show through since none of your characters is a token. Diversity isn't just about diversity of races but also diversity within a given race. And the fact is, no story has enough room in it for every possible combination of race, gender, culture, build, personality, orientation, religion, political beliefs, etc. You cannot represent everyone in any given work; even if you could, you'd dilute that work's distinct identity thanks to "kitchen sink" syndrome, not to mention end up making the work feel samey compared to every other work that tries to check every combination of boxes as well. Rather than worry about representation, it's better to focus on writing characters you like, with their ethnicities, genders, etc. being determined by your personal preferences, as that will serve as the truest expression of your own imagination. The more distinct our stories are, the more diverse our selection will become. That, to me, is the kind of diversity we should really be striving for.
  9. Between the two, I'd take 2. I like having a large variety of Pokemon to battle and catch. However, I feel there is a middle ground. Pokemon don't need individual animations for every single move. Take punches, for example; one punch animation + various particle effects will cover the vast majority of punch moves quite handily. Multi-hit move animations can reflect the number of hits the move will land; if Comet Punch hits three times, the user will throw three punches, alternating between different arms. The same goes for kicking, clawing, jabbing, etc. I would also like to see different idle animations for different status effects. In practice, not every Pokemon would need every one of these animations; in cases where a Pokemon uses a move it couldn't normally learn, it can use one of its programmed animations as a placeholder.
  10. I could see a new Ice Climber working as a top-down puzzle game where you slide ice blocks around, collect fruit, stun enemies with your hammers, and navigate around hazards. The game allows you to either control Popo and Nana simultaneously using the left and right sticks or to play with a friend. Outfits grant Popo and Nana new tools and abilities. At the end of each mountain is a boss that the Ice Climbers must defeat. Each mountain Popo and Nana visit has a distinct theme: Vanilla - The starting mountain that introduces you to the basics like ice blocks, fire, water, high winds, Topi, and Polar Bears. The boss is a Snowman. Forest - Focuses on trees and forest life. The Woodcutter outfit swaps the hammer out for an axe that the Climbers can use to chop down trees. Sea - Introduces aquatic creatures and more water-based hazards. The Penguin outfit allows Popo and Nana to slide across ice and to swim through water. The boss is a Walrus who sits atop ever-shifting ice floes. Spooky - Introduces a sunset timer. The stage starts in the evening, and after a certain amount of time ticks down, the sun will set, prompting ghosts to appear. Magic - Introduces flying carpets and magic blocks that appear and disappear. The Magician outfit allows Popo and Nana to toggle the blocks on and off. Castle - Introduces drawbridges, portcullises, and catapults. The Armor outfit gives Popo and Nana a shield with which to block incoming attacks. The boss is a fire-breathing dragon. Viking - Focuses on the duality of fire and ice. The boss is a pair of giants, one themed on fire and the other on ice. Tech - Focuses on machinery and electrical currents. The Scientist outfit allows the Climbers to operate machinery remotely. The boss is a large robot.
  11. Easy: The Mysterious Murasame Castle, rebranded simply as Takamaru. That game started out as a sort of sister title to The Legend of Zelda, being a similar top-down action game with elements of fantasy and sci-fi in it. The modern-day Takamaru would be basically Breath of the Wild set in Feudal Japan, with elements of other Zelda titles in there as well. The plot would revolve around Takamaru searching for a missing princess while combatting the forces of an evil daimyo. Aiding Takamaru in his quest is a kunoichi who is in fact the princess herself in disguise (obviously a parallel to Zelda and Sheik). Their journey takes them all over the princess' realm, through forests and mountains, to sandy shores and misty islands, to bustling towns and sacred shrines, and of course into demon-infested castles. During his journey, Takamaru gathers many items and abilities, including weapons, armor, food, and magic skills. In another parallel to Zelda, you can ride horses. He also meets a colorful variety of characters, including blacksmiths, priests, shrine maidens, monks, ninja, other samurai, various kami and yokai, and maybe even aliens. Takamaru's kunoichi ally aids him with her ninjutsu arts and stealth skills. The two help each other frequently, and a close friendship develops between them (helped by the princess' romantic feelings for Takamaru). There can also be references to various bits of Japanese myth and lore, like the eight-headed serpent Yamata-no-Orochi, Son Goku the Monkey King, and the legendary sword Masamune.
  12. Oh yeah, they altered how dolphin jumping worked. I hated that. I don't mind the change to the save system, I hated how the original game only permanently saved the game when you played the Song of Time. I also like the expanded Bomber's Journal and the addition of fishing, though the latter is dampened by the fact the clock is still ticking while you're in the pond, which defeats the purpose of fishing being a relaxing sidegame. A real pity, as fishing is otherwise much more fleshed out than it ever was in OoT. But you know, an OoT reimagining with more of what they originally had planned for the game could be interesting too, like the Wind and Ice Temples (remnants of which are still in the game, like the Forest and Water Medallions bearing the symbols that originally went to Wind and Ice, as well as the fans that appear in the Shadow Temple and the Forest room of Ganon's Tower, which suggests the Hover Boots were originally slated for the Wind Temple) or the sword beam.
  13. Paper Zelda would be fun too. 64 Bits made a neat video showing what such a game could be like: They'd have new visuals, probably building on the 3DS versions but even better. Majora's Mask could let the player choose which version's boss fights they prefer, or find a happy middle ground.
  14. But this topic isn't for ranting about the quality of existing games, it's about our hopes and predictions for 2022, so I'll drop the subject. Sonic Frontiers will be the biggest piece of news for Sonic this year, but Adventures 1 & 2 remasters/remakes would be appreciated. They have not aged terribly well and could use some fine-tuning and polish.
  15. For me, the appeal comes from the chance to implement Zelda characters and tropes in new ways. Like how to implement various items, how to interpret classes through the lens of different Hyrulean tribes, the chance to have an enemy force made up of humans or other non-monster tribes, etc. I made a topic about the whole idea a few years back. I know it's not likely to happen, but that would make it all the more amazing if it did. That said, Awakening and Fates remasters for Switch would be ideal, too. At this point, Nintendo could make a pretty fortune off compilations of their numerous long-running franchises, Fire Emblem included. Bring the whole series to Switch, from the original all the way up to Fates.
  16. Wouldn't it be crazy if we got a mashup of Zelda and Fire Emblem? Zelda setting and characters, Fire Emblem-style gameplay? Speaking of Zelda, I'd love to see remasters of OoT and MM for Switch, though knowing how Furukawa's Nintendo works, they'd be sold as separate games rather than as a 2-in-1 package like they should be.
  17. Recently played some Mario Party Superstars with my mom and bro. We had a good time. It's amazing how much animation in the Mario series has improved since the GCN days. I lament the loss of the original more stylized Toads from the original Mario Party, they had character that modern Mario lacks. But I appreciate the game's tongue-in-cheek writing referencing the fact it's been over two decades since the N64 games were released. Also finally got to start Metroid Dread, after waiting months since it's release. Gotta say, I like what I've seen so far, though I'm frustrated by the fact I died to the first E.M.M.I. a few times all because I kept trying to shoot missiles downward at it, causing me to before remembering that it's immune to Samus' regular weaponry. I hate having to enter E.M.M.I. zones because the presence of the E.M.M.I.s means I can't comfortably explore until they're destroyed. Nevertheless, Dread has probably the best controls in the series to date. Samus doesn't feel as slow and floaty as she did in Super Metroid. Wall kicking is much more intuitive, and ledge grabbing and sliding make so much of a difference in the gameplay flow. Another neat detail I noticed is how the map updates as you progress. The most notable example I can think of so far being when you drain water in one area, causing the starting room with the destroyed bridge to flood. That really pulls together the game's world and makes it feel like a cohesive whole.
  18. A Chrono Cross remaster? I'd prefer a Trigger remaster first, myself. But it'd be great if Toriyama could be brought on for the character designs to give the game more consistency with its predecessor. And maybe trim a lot of the chaff characters in favor of giving the worthwhile party members more development (seriously, why do characters like Funguy and Turnip even exist? Turnip's especially bad as you can't get him until the very last dungeon and he's a strictly worse Glenn that doesn't get Einlanzer or a dual tech with Serge). And maybe handle the game's hackneyed subplots about environmentalism and racism better (especially in regards to those damn, dirty dwarves). Really, Cross needs a remake or reimagining more than a simple remaster. Which would be ironic yet fitting, as Cross itself was a heavy reimagining of Radical Dreamers for the SFDD (which is even alluded to at one point late in the game). Oh, that Stranger of Paradise garbage? For a second, I thought you were referring to a remaster of Final Fantasy Origins, as in the PS1 compilation of FFI and FFII, but I doubt Square would go for that since they already have the Pixel Remaster collection (as much of a massive disappointment as that was). Way to go, Square. Could have had an awesome Warriors game, but why strive for greatness when you can settle for "We're here to kill Chaos"?
  19. Can't believe I forgot to list Oracle remakes! Added!
  20. I try not to make predictions, because companies love throwing us curveballs. But I'm happy to share my hopes: Chocobo GP turns out to be as fun as it looks. Kirby and the Forgotten Land continues the mold-breaking trend set by Super Mario Odyssey and Breath of the Wild. As for games that haven't even been announced, but I'd love to see: New Super Mario RPG - For the first time since 1996, Square Enix presents us with a Mario RPG that pays homage to the one that started it all while also adding several exciting new twists, like summonable allies, combo specials, and separate parties for Mario and Bowser. That's right, Bowser gets to team up with other bad guys on his own mission to defeat an enemy that threatens their world. The Legend of Zelda: Oracle of Ages & Oracle of Seasons Remakes - Remakes in a similar fashion to Link's Awakening. Hyrule Calibur - A Soul Calibur-esque fighting game for the Zelda series developed by Namco. Donkey Kong Country Raremaster Trilogy - A remaster trilogy of the first three Donkey Kong Country games that adds new twists like co-op multiplayer, banana coins, item shops, collectible DK Medals, and new Time Trial Medals across all three games. Featuring HD 3D graphics and a remastered soundtrack by David Wise. Star Fox Adventures Remake - A remake of Star Fox Adventures that brings it closer to what Rare originally intended for Dinosaur Planet, like a fully playable Krystal and a proper battle against General Scales. Maybe even reinstate Drakor as the main villain. Star Fox Origins - A prequel title starring James McCloud, showcasing the foundation of the Star Fox Team. Star Fox Universe - An expansive sequel featuring different characters as the focus of their own storylines, as well as a player-created pilot whose path is yours to choose. F-Zero SX - A brand-new F-Zero installment, featuring for the first time in the series powerup panels to add a strategic twist to the race. EarthBound Future - The long awaited sequel to Mother 3, featuring a story that spans centuries and features multiple possible futures. Final Fantasy Warriors - A Musou title for the Final Fantasy series. Chrono Trigger Remaster - A remastered release of Chrono Trigger with HD, maybe even 3D graphics. Mega Man Legends HD Collection - A remaster compilation of Legends 1 & 2 as well as Misadventures of Tron Bonne.
  21. Because I don't want to risk losing this post, I'm posting it in a WIP state. Despite its currently incomplete state, I hope it gives an idea of what I envision. Input, especially suggestions or proofreads, are appreciated. Final Fantasy Warriors Story Ignis, Aqua, Aria, and Terrus are four Light Warriors who seek the shards of their home dimension's shattered Dimension Crystal, which have ended up in various other worlds due to the crystal's interdimensional properties. Using an airship equipped with one of these shards, the four companions travel to different dimensions and discover chaos has unfolded thanks to rifts created by the shards. Evil empires deploy armies of soldiers and war machines with the intent of conquering other dimensions and harvesting their resources, while monsters prowl the land and terrorize the populace. Worst of all, the very existence of these worlds is in danger thanks to a rival team of Dark Warriors who serve an ominous entity that seeks to consume all life and magic. Fortunately, our four heroes are not alone in their struggle. During their journey across different worlds, they'll meet many courageous allies ready to join them in their battles to repair the shattered crystal and save the various worlds... Mechanics Like most Musou titles, you have your standard combo attacks consisting of a sequence of basic attacks punctuated by stronger attacks. Limit Breaks are FFW's equivalent of Musou Attacks, while Trance is the FFW equivalent of Focus Spirit. Fighters can defend, dash, and use items. In addition to Limit and Trance, many fighters have MP for casting spells. Fighters in FFW have access to jobs, weapons, armor, accessories, and Magicite. Jobs define the fighter's basic moveset as well as their choice of weapon and armor. Many fighters are locked to a single job, usually one that is unique to themselves, but some have access to more than one. Weapons add their attack value to the wielder's strength and can sport elemental properties, status effects, or other bonuses. For the sake of simplicity, each job can equip exactly one type of weapon. Armor helps reduce damage dealt to the wearer. Some kinds of armor specialize in resisting specific types of damage or have other secondary effects. Armor is split into head, body, and shield categories. Accessories provide stat buffs, resistance to certain elements or status effects, or a (usually positive) status effect themselves. Unlike weapons and armor, accessories are not limited by job; any fighter can equip any accessory. That said, some accessories will work better for certain fighters than others. Magicite allows the bearer to summon a powerful being at the cost of Trance power. Some launch powerful attacks with a wide area of effect, while others provide a beneficial effect to the summoner and their allies. Like relics, Magicite is not restricted by job and thus can be equipped by anyone. Base Roster Stats Elements Status Effects Jobs Magic & Abilities Weapon Types Armor Accessories Magicite Items Non-Playable Units Maps Ideas for DLC
  22. You do have artificial beauty marks that are applied as a form of cosmetics. Yeah, I hate when stories randomly shove in people of different races without an explanation of why those different races exist. That's something that drives me nuts about modern Magic; sets like Innistrad, Throne of Eldraine, and Kaldheim just randomly have black people in there because "representation", but there's no justifiable reason why anyone in those planes would have heavy amounts of melanin in their skin. Dominaria and Amonkhet do it right; Dominaria has an equivalent to Africa in the form of Jamuraa. Sisay and Teferi hail from Jamuraa, and Jamuraa was the focus of the Mirage block. Amonkhet is basically Egypt, which is part of Africa, so it's not hard to believe people with dark skin would live there, either. Even Theros is somewhat believable since it's presumably quite warm there, too. The upcoming set is Kamigawa: Neon Dynasty, which is based on Japan, so I expect that most of the humans there will be distinctly Japanese in their ethnicity. If I see one human in that set who is neither Japanese-looking nor a planeswalker (and yes, that includes white people), I'm calling shenanigans. I'm all for diversity, but do it right. Don't shove in/racelift characters for the sake of checking a diversity box. If you're gonna have different races in your story, commit and explain. Don't just have a token in there, have an entire populace of people of that ethnicity with varied designs and don't shove them all into one town unless it can be justified, like by in-series prejudice (if your elves consider other races beneath them, it makes sense that they don't travel outside far from their little forest utopia much). If inter-cultural and inter-racial travel and trade are commonplace, show different ethnicities visiting different towns, maybe even setting up homes if the setting allows for it.
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