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Joined 1 year ago
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Cake day: June 10th, 2023

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  • If your pawn tried to flee through the door, the aggroed muffalo could have followed them while the door was open.

    Hostiles will try to follow their targets through door if they saw them enter. If the door is shut before they get to it, they’ll try to destroy it, but obviously it’s not the case here.

    Edit : oh, just saw the log. The muffalo did try to break the door at some point. I’m assuming the pawn entered the room, the door was shut, the muffalo tried to break it, but then the pawn reopened the door again to get out and let the muffalo in.






  • Not sure if it is the first one, but seems a good candidate.

    I know it’s a lot later, but I was amazed the first time I heard the in-game opening theme with lyrics in Tales of Phantasia (Super Famicom, 1995). I had no idea it existed when I tried the fan-translated ROM, and I was like, wait, you can do that in a SNES game?

    Sure it’s probably the main reason they needed a (comparatively) high capacity cartridge (6 whole megabytes!), but still, wow.



  • Persona is technically a spin-off series, the main series is Megami Tensei (often called megaten for short) and is sort of a shared universe for a lot of games.

    Shin Megami Tensei, Devil Survivor, Devil Summoner, Catherine (sort of), Tokyo Mirage Session (very loosely connected) are some of them.

    They’re all urban fantasy, mostly set in Tokyo. Protagonists are almost always a group of Tokyo students caught in a sudden demon invasion. Demon in this context is actually any kind of supernatural beings people can believe in, including actual demons from hell, gods from all mythologies, folklore creatures, angels, urban legends, ghosts, legendary beasts and heroes, whatever.

    Another main concept of that series is the Demon Summoning Program, a way for humans to contract and summon demons to their side using a computer or a handheld device of sorts. So there is generally a creature collecting element to those, like a dark and violent Pokémon that actually predates Pokémon. Rather original, lots of these games let you negotiate with enemy encounters to try to recruit them.




  • I think the worst game I’ve ever played regarding skill progression is Oblivion.

    Honestly, that game’s levelling is completely busted. Basically your class has a couple major and minor skills. You gain skill levels automatically by using them, and when you got enough levels in your class skills, you are supposed to rest and gain a character level.

    Almost everything in Oblivion is levelled to match your character’s level. Gaining a level only serves three purposes : gaining a very small amount of health, gaining a few points in two stats depending on which skills you’ve used … And most of all spawning more, stronger enemies.

    Lots of skills in Oblivion are not directly (or absolutely not at all) combat-related. Lots of default classes come with quite a few of them as major or minor skills. And those that don’t come with several damage-related and several defence-related skills.

    Progressing in non-combat skills, or in too many at once in a “master of none” fashion, will make your game impossible. “Playing well” requires knowing and exploiting this by blocking your level up until you’ve maxed the right skill. Or even having some of your favourite skills not class skills at all.

    This is really not my idea of fun character progression.



  • You don’t cost them anything for not playing part of their game, and you don’t owe them anything.

    If your interpretation of why they do this is right, it meand they want you to believe that “modern content” is a reward for playing through the rest. Nobody should think like that. Playing the game is the reward for playing the game.

    It’s like if Netflix made you pay an extra as you start watching a series on season 4, because you didn’t pay your subscription through the three previous seasons.