“Well, today the world was out to screw me over ‘til the end.”—… that each day is an adventure for you to discover. Face each day without fear or expectation. Experience to the fullest whatever comes your way.
“At the end of the day, what we do is design. We’re not art, per se. My job is to design things: to create something that doesn’t exist vs drawing something that already exists. The practice that requires it, therefore, is also different. - Feng Zhu”—http://www.youtube.com/watch?v=X7IvZwi0d_M
First project at the office is sort of done, past Phase 1 at least. I have a bit of off-time and my head’s clear of the problems from that project. But that’s all NDA’d. So, I have room for thinking of new ideas again. haha.
After watching a video playthrough of Foul Play and seeing its fluid combo system, I came up with an idea for a small project. I dealt with ONE animated sprite for my last game and I the amount of code I wrote to control it was a bit much. Maybe I can simplify that.
Combining what I learned in WC3 scripting a long time ago, plus two takes of 133 and the recent project in Java… what if I had a Machine class which I can add whichever branching States I wanted to, and that can execute any code that I passed to it.. It would be dynamic and would be added to any object I choose.
With the previous concepts, the balance was a bit skewed and among the three powers Rise got the short end of the stick. It only pertained to amplifying the user’s own body.
It is now re-balanced, breaking away more from its Psyren roots.
Rise will be taking the more physical aspects of Burst and also some of the advanced aspects from Trance. Burst will now be more energy and construct based. It is still ‘the power to affect the world’, but Rise is no longer confined to the Self. Rise is now ‘the power to awaken’. To unlock and amplify.
Since Burst has the Origin and Trance has the Hook, another concept is revamped for Rise: the Medium. The gist is taking something that exists and combining it with the user’s psychic power. Of course, more powerful mediums are the ones with histories; artifacts or things valuable to the user. This brings it closer to Fullbring from Bleach.
Watching GARO for the first time was definitely an eye opening experience. I was really impressed on how far they took the story in terms of drama, because this is technically a midnight show in Japan catered to more adult fans of Tokusatsu. There was some heavy drama in this. Exploring concepts of dreams, happiness, relationships, desires. And deaths aren’t taken lightly here. The main cast cried a lot, sometimes out of the blue, but there were reason behind it that the audience can relate to like the loss of civilians. It was very engaging, though there were a few clip show episodes back to back. My only dread is the series is too short episode-wise. We’re on the 22nd out of 25 now. And the story just got more interesting and is at its climax. I wish they continue the story in the next series. I hope it doesn’t take long since the first series was on 2006, the second 2011 and 2013 for this third season.
I wanted a look back into the past series. I watched Beast of the White Night, the ending movie for the first series in 2006. And it was painfully lengthy. And also judging from the first episodes of Makai Senki it isn’t looking good. I feel like the setting is a bit too light and fantastical and Kouga’s personality doesn’t really click. And the actual shiny gold suit kinda looked goofy at times with the eyes and sort of larger head.
Yami wo Terasu Mono did good things to turn those around. The characters were way edgier. Giving the lead a lot of complexities and the mystery of the Black Garo Armor was a solid plot point. The CG, and most would disagree with me here, was OK for me. Though it the movement and animation looked awkward at times, it helped greatly in speeding up the pace and intensity of the action scenes. Vol City was great place to set in, and freeing it from the Horrors was satisfying till the end.
I rarely play RPGs now, because I don’t have time to invest in them. Even more rare, are the times I play a First-Person game. Especially if I can’t even see the protagonist’s body/arms/feet.I don’t really see the appeal of floating eyes and wrists. But I’ll give this game a chance.
I say “Mission 1” in quotes because it’s the major task you’re given. Assassinate one guy. But there’is more. A whole lot more.
Runes and Bone Charms give you skills. It’s listed at the beginning how many there are at the level.So I find every s ingle one available before starting side/quests.
And it was awesome. The secret areas are tied in nicely with the environment and the enemies. I was surprised in how far they took the ‘multiple paths’ concept. Because the order you assign powers is arbitrary, sometimes are completely different ways to get through areas. Be it stealing a key from a guard, carrying an item manually to a location, using your powers, etc.
I had to backtrack A LOT on this playthrough though. The first time I let the other target live. Ok, Mission Accomplished. But then the guards kill me. The next time I hit the same target with a tranq. All of a sudden I had to clear out all the guards so I can carry his sleeping body out to a dumpster on the front door!
Then I noticed this subquest, “Talk to this Granny”. Ok, no problem. But she was over on the very first area. I was on the last, 4th or 5th. I just passed by her the first time. So I backtracked. And little did I know that she opens up an entire quest path with 2 new areas and 2 more Runes worth about an hour of gameplay.
So with all those 100% collected, it took about 3 hours for Mission 1.