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MBRedboy31
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  • Just tried some ranked Fall Guys since that just released today. The difficulty level is insane right now since all the best players are still in the low ranks (although, I'm pretty good myself, so I still managed to get a win after a few tries.) The gameplay isn't really much different than non-ranked, so it's mainly an extra thing to work toward each season, I think.
    March 31... what a boring day in gaming. All the cool stuff is April 1st or April 2nd.

    Before you tell me that April 1st consists only of jokes, a bunch of stuff is already pre-announced:
    And, Landfall (the devs of Totally Accurate Battle Simulator, Content Warning, ect.) usually posts something significant on April 1st. They could possibly shadowdrop their next game Haste: Broken Worlds for all we know (TABS was also shadowdropped on an April 1st.) Or maybe they have something completely different planned? Who knows?!
    People say that people would be alienated if they drastically change veterans’ movesets, but… if they drastically change every veteran’s moveset, so everyone is alienated, nobody is alienated, right? We’d all be in the same boat learning our new characters.
    Because of the fighting game Animation Versus being an upcoming thing, I finally actually watched Animation vs. Animator (although I didn’t watch all of the other animations yet that are outside that subseries.)

    It’s crazy how high-quality the animation gets as it goes on!

    I also had kinda assumed it was mainly a relic of ancient YouTube (which the earliest episodes were,) but the most recent episode of the main AvA subseries released only 3 months ago, and there are even more recent animations than that.
    Today, Neopets released its 56th Neopet species, the Varwolf, which is the first new species they’ve released in the last 11 years! It’s currently only available in an “early access” state if you have Premium, and won’t be available for everyone until the summer, though.

    This design was actually created back in 2005 as part of an April Fool’s prank where they claimed they were adding 50 new species. So, it took them 20 years to actually use it.

    I like the fact that, since every Neopet has a Flash animation introducing it, they had to make a Flash animation for the Varwolf too. A Flash animation in 2025, can you believe it?
    This is the kind of game that I’m really excited about the release of, not because I plan on buying it and playing it myself, but because I’m really excited to watch videos and livestreams of people way better at it than I am playing it.


    Also, the little foxes that appear in a couple of the modes are cute.
    Goofy game pitch: in a new Luigi’s Mansion game, King Boo accidentally addresses a letter to Waluigi instead. After Waluigi shows up alone to the spooky mansion, E. Gadd, having no idea who Waluigi is and not trusting him to use his latest and greatest Poltergust, instead gives him a modified Chiritorie to catch ghosts with.

    So there goes Waluigi… trying to catch ghosts with a tiny remote-controlled Roomba… with a remote that only has a single button on it…

    Luigi shows up later and has to work together with Waluigi despite their complete lack of any kind of chemistry. Insert funny cutscenes with 10/10 Next Level Games animations.
    I remember seeing someone having a thread on Twitter asking how people would react if the next Nintendo Direct sucked. The problem is, I’m finding it hard to imagine what could possibly realistically be in the Direct that would lead to me thinking it absolutely sucked (as opposed to “that’s disappointing but at least I saw thing.”) Like, it’s pretty much guaranteed to have Mario Kart info in it and that alone would be interesting enough for me.

    I guess it hypothetically could only talk about the system‘s specs but they wouldn’t do that. …Right?

    Actually, I might also be pretty disappointed if they don’t show off the system’s OS at all. I think that’s a more realistic worry.
    I wonder if Icarus (the guy in actual mythology, not Pit) will ever appear in Kid Icarus.

    He might not be a kid, though, given he’s a regular human and the timescale of the series. He might also be a little angry, actually, after faceplanting into the ground and having to crawl his way out of the Underworld (the entrance to which would probably logically be at least briefly unguarded after the defeat of Hades and most of his underlings.)
    psb123
    psb123
    In the tutorial of Kid Icarus Uprising, Pit directly asks Palutena who Icarus is since the game is named after him.

    But Palutena just brushes the subject off without answering. Presumably because she doesn’t what the reveal of what happened to Icarus’ wings to upset Pit.
    MBRedboy31
    MBRedboy31
    It just occurred to me that the series might have a different name in Japan, and it does, “Light Mythology: Mirror of Palutena”, so…

    I mean, Icarus could show up anyway, since he’s still a well-known mythological character, but still.
    Have you ever thought about how cursed an actually 2D game would be?

    You know how we 3D people essentially only see in 2D, even despite having depth perception? A truly 2D game would have a 1D display. Merely a vertical or horizontal line with colors.

    Maybe it could still have depth perception, which I’d represent by making the line thicker when objects are nearer. If the game is a side-scroller and not top-down, I’d also say the protagonist has eyes on both sides of their head and thus display both directions in splitscreen. Even with all that, navigating this environment would be pretty challenging…

    (At least it isn’t a 1D game, in which the display would be a single pixel.)
    I had an Apple Arcade free trial, but it ended today, so I finally stopped procrastinating and speedran nearly all of Sonic Dream Team (I had only beaten the first two levels beforehand) to beat the final boss in one day. Maybe I shouldn't have waited until the last day, but it was pretty cool still.

    (It's very hard to play it with touchscreen controls, so I connected a PS4 controller to my iPad to play it, although needing to do that is a big part of why I was procrastinating in the first place.)
    Thinking about it, I see only two avenues by which pre-gaming Nintendo can get representation in Smash.

    1. 9-Volt gets in and he has Ultra Hand or hanafuda cards or something in his moveset.
    2. Toy-Con House from Nintendo Labo gets in as a stage (there is a framed picture of Napoleon from old Nintendo hanafuda card boxes on the wall)
    It really is a “Mickey gets in only as the keychain on Sora’s Keyblade” situation.
    I kinda miss when we got “generic” DLC Mii costumes in Smash 4. I get that they probably didn’t sell that well compared to the ones based on characters, but it was fun seeing them release and thinking about what Miis I could pair with them.

    The Business Suit DLC was my pick for my personal Mii Swordfighter in Smash 4, and I continued to use it when it appeared in base game Ultimate.
    Current gaming obsession: the free Brickadia demo on Steam! It was supposed to end today along with the end of Steam Next Fest (and I even attended an in-game party to say goodbye to the demo) but, since Valve recommended that the most popular demos of the event stay available for another week, it is open again!

    I’ve built a bunch of cool gadgets, built houses on top of giant moving landships (it’s crazy how optimized its physics engine is)… pretty cool stuff!
    It might be fun if someone wrote a story in a “Legopunk” setting. As in, a world where regular humans, for some insane reason, decided that it’s a good idea to build all their buildings and vehicles and stuff out of millions of tiny Danish interlocking toy blocks.

    Somehow they managed to make functional cars and giant skyscrapers out of these things, without even using any glue. But… sure, you can rebuild anything into anything else with a lot of patience, but people keep stealing pieces off of your car and your house, the world’s plastic supply gets stretched super thin, going barefoot is never an option, and plumbing is a major issue since legos aren’t water-tight.
    Y’know, Pokémon Rumble U had some of the most niche Pokemon fanservice of all time: in some levels, it reused music from previous Pokémon spin-offs developed by Ambrella, such as Hey You, Pikachu!, Pokemon Dash, and Pokémon Channel.

    Have you ever really thought about the idea that “Pokemon spin-offs developed by Ambrella” is its own subseries that eventually got its own fanservice?
    It just kinda makes me sad that the vast majority of Pokémon spin-offs are mobile games now…
    Have you ever thought about how much LEGO® branding is in a Lego videogame? I don't mean just in the sense that there's IRL-purchasable Lego bricks everywhere (duh,) I mean in the fact that their logo is subtly plastered all over the place due to every regular stud on a brick having a tiny LEGO® logo on it. A single 2x4 brick has 8 of them on it. In a game where the entire environment is made of bricks, there might be thousands of them visible simultaneously, and we just don't notice because it's so subtle and so mundane!

    Imagine playing a Mario game where, like, every small rock in the game world has a tiny, subtle Nintendo logo on it. Peach's and Bowser's castles would have one on every single stone used in their construction.
    Today on Cursed Lore Reveals: Neopets recently revealed that each Chia is actually a singular oversized plant cell.

    (This is the Chia’s recently released “Transparent” color variation; every other Neopet with that color shows their skeleton plus a couple organs like their heart and intestines. Only the Chia looks like this.)
    I might as well do a review of sorts for LEGO 2K Drive now that I’ve beaten it. (I bought it on sale for $12, for context. I want to give Take Two as little money as possible.) I also only played the singleplayer.

    The way the cars handle feels way different from any other chaotic-racing-game-with-items I’ve ever played. Drifting doesn’t lock you into turning the direction you started the drift in; you can even drift straight forwards, although that isn’t worth it since it slows you down. You can freely jump quite a significant height into the air to dodge items or enter shortcuts, although your ability to air steer is limited, so be careful with that. The main thing about the racing is managing your boost resource, which you gain mainly by destroying props (fences, traffic cones, ect.) and by drifting. Overall it felt pretty refreshing compared to other racing games I’ve played. It also has a mechanic where you switch between 3 types of vehicles (street car, offroad car, and boat) based on the terrain, which is automatic by default but you can choose to make it so you have to transform manually.

    There are 3 speed classes (C, B, and A) and B class extends your boost meter and gives you the ability to get an even faster boost if you manage to boost continuously for long enough of a time, and A class gives you even more boost meter and the ability to spend all your boost rapidly for an extra powerful boost if you can fill the full meter. This makes the higher classes a lot more fun since you can get in the groove and get one big long powerful boost if you can keep continuously destroying objects to keep the meter up.

    The item pickups aren’t super interesting but are quite satisfying to hit enemy cars with. Tracks have a mix of fixed item placements and random item boxes.

    The singleplayer has rewards exclusive to C class, though, which is kinda annoying. And, ironically, C class feels the hardest to beat the CPUs on since the lack of the more powerful boosts limits the skill ceiling more. C being harder is kinda counter to how it should work in Mario Kart or any other racing game I’ve played…

    The rubberbanding is kind of aggressive, although it didn’t bother me personally too much, although I can see other people getting really frustrated by it.

    Yes, the game has a lot of MTX available, but the singleplayer gives you quite a lot of Brickbux so you can still get whatever it is you want for free. I only played the singleplayer, but apparently the multiplayer gives you absolutely pitifully tiny amounts of Brickbux, so beware if multiplayer is your main priority.

    You can build your own cars with an editor that lets you do just about anything you can do with real LEGO bricks, so I made some pretty silly looking cars for my playthrough. The lack of a minifig editor is kinda frustrating, though, you’re stuck with premade characters only.

    There are also 4 battlepasses that are not FOMO but do make you pay to get a lot of the stuff. In the about 15 hours I played the game, I only completed half of one of them. Grinding them doesn’t really seem worth it.

    The game has several large open worlds that are pretty fun to drive around in, and have various sidequests and hidden collectibles. At some point they added a 5th, mountain themed area in a free update, although updates for the game seem to be concluded.

    Open world exploration runs very well on my computer, but races have bad but inconsistent frame drops. I assume my computer can’t handle all the physics objects created by the CPU cars breaking things.

    Anyway I think it’s underrated and a nice change of pace from other racing games.
    What’s with games assigning items “Legendary” tier rarity but then not actually having any in-universe legends about them? You actually do need to tell me the lore behind each of the five so-called “legendary” random chestplates that all simultaneously dropped from some random skeleton I just killed in the middle of some random field, or I’m not going to believe you.
    There should be a platformer (2D or 3D, either will work) with a "splat" button. If you are holding the splat button while landing on the ground or bumping into a wall, you will comically faceplant into that surface and stick there briefly.

    It's a great way for speedrunners to accentuate whenever they miss a jump and need to reset.
    Janx_uwu
    Janx_uwu
    In 2028, the Pizza Tower 2: Snick's Return speedrunning community found out that if you spam the Splat button against a wall while holding diagonally down, and taunt/parry to the tune of "Mary Had A Little Lamb", the player can phase through any wall or vertical surface, even progressing to the next room in some cases. This new tech, nicknamed Splatmaxxing, has become integral to every run since its discovery (2.5 seconds after the game's release)
    Never mind Zavok Gaming, it’s time for Zazz Gaming



    (Zazz is one of 9 characters in the closed beta test, although unfortunately the closed beta test is PS5 only so I’ll be missing out…)

    (Also, you can see that any character can drive any car, unlike in the last several Sonic racing games, and you can even mix and match parts from different cars, so that’s pretty cool)
    The highest possible GSP in Smash Ultimate quickplay is around 15-16 million right now, right? So people at that level are better than 15-16 million other players.

    But, Ultimate sold over 35 million copies.

    So, more than half of all Ultimate players never touched Quickplay.
    As someone who is mostly a spectator, how come just about every single platform fighter that claims to be similar to Melee (PM, both Rivals games, ect.) looks so much slower than Melee? I think it might just be the fact that those games are widescreen while Melee isn’t. Melee’s camera has to be pretty aggressive to keep up with the action, given the smaller screen real estate, plus the lower screen resolution necessitates the camera zooming in more to show the details of the characters.
    The funny part about Wallace & Gromit and Shaun the Sheep seemingly being in the same universe is that it implies that there’s a significant area of England where everyone communicates only with unintelligible grunts and that’s seen as completely normal.
    I was just thinking about the gameplay implications of if a new DKC 2D platformer gave DK his coconut gun back.

    The way I’m imagining it, it does not fire in spurts as it fires only one coconut at a time before he must reload it; he reloads automatically even while rolling and stuff so it’s more of a simple short cooldown. But, if he shoots ‘ya, it’s gonna hurt: this coconut is hitscan and super satisfying to shoot enemies with. Furthermore, since it’s just that powerful, you can shoot downward for a double jump (again, limited by him reloading, so use it wisely!) It could also be used in level design by having you shoot buttons or targets to activate platforms and stuff. I’d imagine he can shoot upward while in a minecart section and stuff would be designed around that.

    I do have to admit that the idea that the gimmick of a new DKC would be marketed as “he has a gun now!!” is kinda amusing, even if it’s something that he had in a game years ago that’s just finally returning.
    If you’re wondering about my general platfighter tastes in terms of mechanics, I like a game where I can immediately intuitively perform a few very basic combos as pretty much every character in the roster, as that means I can casually try anyone I want. Being able to use a lot of characters without feeling like I have to lab them first makes it a lot more fun.

    Some games that succeed at this: Multiversus, Slap City, NASB1, Smash Flash 2
    Some games that fail at this: Smash Ultimate, Rivals of Aether (both of them)

    I haven’t tried NASB2 yet.
    Janx_uwu
    Janx_uwu
    Smash Ultimate is kind of annoying in that you need like four youtube tutorials to start maybe capitalizing on a character's strengths.

    Rivals 2 I disagree, because Orcane and Clairen and the elephant guy just feel very intuitive, i'm not sure why. His aerials especially just feel amazing to string together.

    However, I also felt like I couldn't do anything with my former main Kragg, he felt awful to me. So I also agree with you on Rivals 2. Mixed feelings on that roster.
    Wario Wario Wario
    Wario Wario Wario
    I haven't played Rivals 2, and 1 never really clicked with me in the same way as Ludosity's games or even the early/fan Smash games - but I will say that yes, rudimentary combos are really the maker-or-breaker for me. If I have the tools to drag a foe from the left of a stage to the middle at low percent, I'm most likely good.
    It’d be funny if they opted to just not reveal any characters at all for the next Smash pre-release. All pre-release footage would just be of stages and items (but not ATs) and modes and stuff, just to drive we speculators crazy.
    If Smash were to ever have any kind of story mode again, I still think the best way to do it would be to have it sorta Miitopia-style where you can cast any playable character in any role. Anyone can be the main protagonists, anyone can be the big bad and their henchmen, anyone can be the notable NPCs along the way. (You could also cast every character as a Mii Fighter if you want it to actually be basically Miitopia.) Some advantages:
    • It prevents all the cutscenes from being easily uploaded to Youtube, since every playthrough will be different. People will still upload stuff of course but they can’t upload every combination of characters.
    • It scales way better with a large roster. It’s pretty tough to make a logical plot from a game with tons of characters, but this would cut it down to a reasonable quantity per playthrough, and the player’s favorites will always be present.
    • Cutscenes probably consist of characters using existing in-battle animations paired with written dialogue (or narration for silent characters.) It’d be a lot to write, but it might still be cheaper than CGI cutscenes (but idk). Might be impractical to have actual specific character interactions instead of general ones, though. Hopefully they can at least add a few.
    • It adds a lot of replayability since you can pick different characters each time.
    • It fits the old idea of the fighters being toys pretty well. With your real IRL toys you can put anyone in any role as you please in your made-up stories, after all.
    MBRedboy31
    MBRedboy31
    In terms of boss fights (the main henchmen and the big bad,) I was thinking that they’d be the actual character fighting with “attachments” to their back that gives them extra attacks and mobility. Like, one henchman could be equipped with a jetpack and shoulder rocket launchers, one could be backed up by ghostly swords, the big bad could have shadowy tendrils that fire lasers, ect. It’d be a nice mix of having the bosses be unique but also vary greatly depending on what characters you picked for the roles.
    Perkilator
    Perkilator
    This would also lend itself pretty well to the concept of a roguelike Adventure Mode. Rougelikes have you attempting multiple runs, so this gameplay style and Miitopia-styled cutscenes sounds like a match made in heaven!
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