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Last thread: >>92446
https://archive.ph/U3KVZ
Was gonna post this in the old thread before I saw it hit the bump limit.
I posted about this mole fetish simulator Prince of Persia/Shadow of the Colossus hybrid's demo last year and complained about its movement and lack of graphics settings. The dev later overhauled both of these in a demo patch, much to my surprise, and now that it's out on GOG I'll probably give this thing a whirl and a writeup when I'm done with it.
Replies: >>115453
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>Which do you prefer: horrible aliasing with blur or antialiasing with even more blur?
I don't know what these huenigger brothers are doing, but fucking Pseudoregalia managed to get a sharp, clean image out of UE5, so it can't be entirely the engine's fault.
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tfw no Curly Brace wife
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>Heaventaker is still not out because vanripper unironically wasted 3 years on Aw*ria
Grim.
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Well, I 100%ed MotorSlice. The in-game payoff is miserable for what you put in, as your reward for collecting all 250 drones is a three-sentence popup. Steamfags and console players don't even get a pity achievement for it. Sure, you get to see some neat areas of the map, but getting to them means bumping against every unpleasant quirk of the movement system.

Really, whether you'll like this depends on four things: how little you care about a satisfying story; whether you like P's movement or not; how heartbroken you are that the game's bosses don't live up to Shadow of the Colossus'; and if it bothers you that a parkour game set in a single big, interconnected structure is so linear.
The premise is that you're a bored tomboy named P with a chainsword and her camera drone named Orbie, and you're both just doing your job of clearing out malfunctioning construction robots from a subsection of a larger megastructure. Her usual operator cuts out from interference shortly after you enter the game's array structure, leaving the two of you alone to wander and wonder about things. The dev calls it a slice of life game sometimes, and pun aside, that's pretty much all the story is. Is there any significance to this particular structure? What's going on in the wider setting? Is P as boring as her initial impression? Some things get partial answers, a little context is given in the ending, and a lot is either completely absent or left to the player to piece together. What writing there is ranges from kind of meh to bad Brazilian thirstposting, so it ends up feeling more like a half-baked story than a minimal one.
The movement I talked about in >>112939 still suffers from most of the same issues, despite the dev making a large overhaul to the demo's movement several months ago. Regular jumps are no longer as floaty and have more air control, but whether you activate a wallrun, a walljump, or a vertical walljump when you're along a wall remains finnicky. Which of these is triggered is dependent on this very awkward combination of your movement inputs, your camera angle, and your magnetism towards walls, ledges, cracks, pipes, and poles. It honestly never felt completely right to me over my 22 hours of playtime, and orb collecting often felt less like a skill challenge than a bunch of edge cases designed to make the wallrun/walljump/vertical walljump trifecta feel more inconsistent than usual. The vast majority of my deaths came from these, and from looking at screenshots of other players' results screens, it looks like trying to collect any significant number of orbs is pretty much guaranteed to send your death count rocketing up into the high hundreds. There's some other niggles, such as the way P can't walk off a ledge and drop straight down, but they're a lot easier to consistently work around.
P's propensity to throw herself off walls in exactly the way you don't want is probably a big part of why the game's SotC-wannabe bosses never try to shake you off once you're aboard. There is no way P's movement could handle that, so the majority are designed so they're essentially static level geometry for you to platform on. Their size is impressive, and they're intimidating when you're on the ground, but man, are they a letdown once get a foothold.
With the bosses cut down to size, the biggest thing MotorSlice has going for it is its megastructure. I complained in my demo writeup that it felt like window dressing around a linear obstacle course, but thankfully I have to retract the first part. What I assumed was skybox around self-contained levels is actually the rest of the level. The way you get through it is linear, sure (not counting side areas or any skips you find), but that linear path takes you through the majority of the sub-structure you're in. Your path also generally trends upwards, and you get enough stellar views that you gain this really satisfying sense of progress as you look down on previous areas and the wreckage of bosses you've slain. Sometimes you can even see the little platform you started out on, and watch it shrink into the sands as you ascend to the clouds. Granted, I think the game could have made much better use of that megastructure and the parkour if the level design were more open-ended, but a lot of people are likely fine with that. I've just been a bit spoiled by Peripeteia on my end.

In general what I got out of MotorSlice was disappointing, but not enough for me to drop it and demand a refund from GOG. Even with the lackluster story, painful movement I never liked even when I had the hang of it, and bosses I pitied more than anything, I enjoyed some of the neat areas I stumbled across and seeing how the structure connected. This was enough to keep going. My favourite areas usually ended up being the optional ones, and I liked some of them enough that I took my time and dealt with the pain instead of beelining it straight to the end. I get why this thing is really popular, and also why a lot of my friends hated it way more than I did, but personally, I'll take flawed yet interesting anime games like this over tranny garbage and AAA trash anyday.
Replies: >>115246 >>115263
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I might as well attach a couple more screenshots while I'm at it, since I took a bunch.
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And just for you, the only bit of fanservice I screencapped. Almost every cutscene has exactly two Orbie dialogue options: boring bot and Brazilian.
>>115232
You clearly like yurishit, so Awaria should've been enough for you.
Anyway, I'll make Heaventaker myself, and it will be Kino.
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>>115241
Update: I made a discovery that massively improves my biggest issue with the game. It's the fucking camera mode setting, of all things.
MotorSlice has three cameras: Floaty (the default), Not Floaty, and Cinematic. Honed by years of playing video games, your instincts will probably tell you that Not Floaty is the best because it sounds less laggy, and that cinematic anything is probably trash. For once you're wrong about the latter, and it's so big an improvement that I can't believe it's not the default.
Both Floaty and Not Floaty feel stiffly anchored around the character, with Not Floaty feeling like a snappier version of Floaty. Cinematic is closer to the kind of camera you'd get in a Fumito Ueda game. It's often a little more pulled back, drifts around a bit as you move, and tends to turn around the character noticeably wide. That sounds terrible, but the crazy thing is that it's actually perfect for a third-person parkour game. The wide, lazy turns it makes help you correct movement slip-ups on the fly, give you a better sense of your location in 3D space when you're mid-air, and seem to make the camera-driven wallrunning/walljumping/vertical walljumping trifecta more reliable.
I'm shocked at how big of a difference it makes. Making the switch flipped me from hating the game's movement to an immediate, completely unexpected flow state. It actually feels good now. It clicks in a way that 22 hours of doing the game's hardest optional challenges failed to accomplish, to the point that it's now pleasant to fuck around in instead of tedious. The wall movement trifecta still isn't perfect enough to build SotC bosses around, but a different camera of all things takes this from feeling like huenigger trash with movement that feels frustratingly "off" to a slick, Team Ico-inspired parkour game.

This makes it much easier to recommend MotorSlice. The lame writing and underwhelming bosses are still an issue, but adjusting the camera makes this play much better as a tomboy parkour game.
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Also known as Canis Lupus
Replies: >>115260
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>>115259
>adding bullet heaven instead of distinguishing danmaku from indie "bullet hell" roguelikes with shitty bullet patterns
>adding chink tags
>removing America
>removing engine tags
>not doing anything about the pollution of the immersive sim tag
Replies: >>115521
>>115241
>22 hours
>on a monkeyzilian Piece Of Software
It takes too much time for what it's is worth. My tolerance for slop is as small as my pepe.
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>>115263
That's mainly thanks to all the orb collectibles. I think most people beat it in around 7-8 hours or less.
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I dunno if any of you remember that Automaton Lung game that came out in the final days of the 3DS e-shop, but a Godot-powered sequel for it called Automaton Heart was released on Friday.
The main reason I'm posting this is to ask: do you ever see anything like the weird faux-anime style in pics related released nowadays? This specific flavour of western tag seems like it's gone the way of the dinosaur. It reminds me a little of Peter Chung's animations, and I'm pretty sure I've seen some 2000s French character designs which looked almost exactly like this.
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>>115131 (OP) 
I've came across a webm of footage of this game and never been less interested in trying it out.
Replies: >>115458
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>>115453
Yeah, that room is almost entirely driven by the game's movement magnetism in a way that's way less impressive than the devs thought it would be.
Reminds me, the huezillian brothers have tweaked MotorSlice's movement yet again. I can't test it out to see if it feels much better though, as the GOG version still hasn't received a single update.
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Holy shit this place is very dead
Anyway, Citadel is a pretty neat game. Both of them. The movement and momentum is amazing, and there's so many cool mechanics with niche applications. You can sprint, crouch, slide, kick, roundhouse kick, dropkick, and while none of them are needed to beat the game, if you want to dominate it they all have uses, and it feels good to have so many tools at your disposal.
The guns shoot nice too. Beyond Citadel has unloading, loading, cocking and jamming guns which sounded awesome, but in practice its a little underwhelming. Though you can punch for some reason, and also give thumbs up and snap your fingers for some reason. I dunno if they're used for anything, but I like it that they're here.
Replies: >>115477 >>115479
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>>115476
You can also bomb-jump to get massive air/distance and skip the level design completely in a few maps.
10/10.
Some of them were definitely intentional, but I don't know if the dev tested bomb jumping. If I were him, I'd leave it in the game though, its super fun. Also works in Beyond. And most people don't discover it anyway... or nobody discovers it besides me, I haven't seen it used even in speedruns.
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>>115476
>>115477
Is this a Doom wad?
Replies: >>115480 >>115482
>>115479
A game inspired by Doom, Marathon and Quake. Its on steam.
Runs fine until it crashes, which depending on your luck can happen a lot.
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>>115479
Nope. Both of them are janky UE4 games which pull from a different pool of influences than most retro indie shooters, and the dev ends up with something a lot more unique and memorable as a result. The first game didn't sell well initially, and he got a lot of shit from other indiefags for making a guro-heavy game which didn't play at all like other boomer shooters. Despite this, it built up a following through word of mouth over the years, and Beyond Citadel ended up being a huge success despite having almost no media or youtuber coverage when it launched.
Some vidya influences he lists from an old Niche Gamer interview ( https://archive.ph/B2mAM ):
>Wolfenstein 3D moreso than Doom
>the Marathon games (this one's pretty huge, especially in weapon handling and its emphasis on dodging projectiles from ranged enemies)
>the early Metroid games
>Outlaws
>Stalker
>2hu
>Pathways into Darkness
>Bothtec's Relics games
And some non-vidya influences:
>Blame! (he was really ahead of the curve on this one, as now every idiot claims he's making a Blame!-inspired megastructure game)
>The Metabarons
>Heavy Metal: The Movie
>Aeon Flux
>The Time Machine
Replies: >>115484 >>115485
>>115482
>>Wolfenstein 3D moreso than Doom
Isn't wolfenstein essentially a prototype for first Doom?
>>the early Metroid games
? Played them all and never felt it.
>>2hu
Lmao, what?
Also, that archive link doesn't work.
Replies: >>115485 >>115486
>>115482
>>115484
https://nichegamer.com/doekuramori-interview-the-citadel-harassment-and-how-to-make-your-voice-heard-in-japan/
Here's a link that works. Nice archive you have here, worse than live links.
Replies: >>115486
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>>115484
Sorry for the lack of clarity, I rushed that post out before leaving the house and didn't realise archive.ph links weren't working for other people. Here's a tall-ass PNG screenshot in case >>115485 's link doesn't work for you either.
>Isn't wolfenstein essentially a prototype for first Doom?
Sort of. I think he's talking more about Wolfenstein's aesthetic influence there than anything, although his levels aren't very Doom-like. Some are closer to Wolfenstein 3D's more horizontal dungeon-y layouts (Doom's levels are dungeon-y in a way which uses its faux-3D a little more), while others are more open and vertical in ways that mean secrets are usually hidden behind first-person platforming instead of breakable walls.
<the early Metroid games
>? Played them all and never felt it.
He brought that up in the context of all the game's sequence breaks, so the kind of bomb-jumping skips posted in >>115477 were likely intentional. The act structure and bullet dodging-heavy bosses he actually ascribes to Touhou, of all things.
Replies: >>115488
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Some quotes from that interview are neat. I like that he tells westerners what to do to actually support jap creators.
Replies: >>115492
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>>115486
You can save the site as a pdf using "print" then "save as pdf", and share that. That way this thread becomes an archive on its own, which I think is way better if something is actually worth archiving.
>Metroid, 2hu, etc
That's why context is important, from the interview we can see that the links to those are rather weak.
If we favour wolfenstein instead of doom, then the other half is definitely quake, given that the game has true 3d. I dunno if any other old shooter had momentum platforming and speed like Citadel, but I'm no expert, I'm more of a 2d megaman-style guy. Though I loved both Citadels.
Replies: >>115490
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>>115488
>That's why context is important, from the interview we can see that the links to those are rather weak.
Real life artistic inspirations are often weird and tangential like that. Yoko Taro's tend to be great examples of this, as you ask him for his inspirations and he'll cite a shitty Coca Cola ad or credit God of War's bossfights for the realization that, crap, he could switch gameplay genres in Nier whenever he wanted.
Replies: >>115494
>>115487
POTD
>>115490
>Real life artistic inspirations are often weird and tangential like that.
Ok, but when mentioning a game to anons its best to stick to things that you can actually see and feel in-game. Imagine if someone recommended you Nier-Automata and talked about God of War.
>wait, Yoko Taro liked GOW
... I might check out the old GOWs then. Before the cucked ones came out I thought of them as western sludge, but that weirdo has a weird taste, so maybe there's something to them.
Though I hate how absurdly overrated Automata is, especially when it comes to people praising it's """philosophy""".
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>>115494
I haven't played them, but Yoko Taro also just draws odd inspirations from mediocre to downright bad media sometimes.
Replies: >>115496
>>115495
>just draws odd inspirations from mediocre to downright bad media sometimes
It's because you see a bad thing and all the potentially wasted ideas, and figure that you can take that thing and put your own spin on it's ideas in a way that actually works.
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>>115496
That's often it, yeah, but sometimes it actually is just an extremely tangental realization that hits you while you're watching/playing something and isn't at all obvious to other people later on, even if it's the source of your inspiration.
It's also worth remembering that first person shooters aren't that popular in Japan, especially classic FPSes (outside tiny exceptions like Japan's Warsow scene). They also perceive FPSes as a hardcore, difficult to pick up foreigner genre in much the same way that westerners view danmaku. Doekuramori talks a little about this in the interview, and also makes the observation that their idea of a classic FPS is very different than ours. According to him, it's so different that if you asked the average Japanese gamer to name some, he would list very different games than we do.
In that light, it might make a little more sense that the dev's stated inspirations seem strange to someone outside Japan. Even though he's into classic FPSes, he's approaching them from a very different background than most people who make or play them. So where you or I might at first assume Quake was an influence for some aspects of his games (I personally don't think his levels or game movement are very Quake-like), he himself may have drawn those aspects from sources that likely wouldn't occur to us.
Replies: >>115499
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>>115497
>most players in Japan thought the game was too hard, even on the easy setting
Jesus, how shit can you be at a game? You can facetank most bullets on easy.
Beyond Citadel was even easier, wonder if its because of this feedback. (in the end of the clip I literally just stood there in the corner and ate all those bullets, just healing once or twice afterwards)
Maybe I'm a bad person to judge it, given that I also played them on the hardest difficulty setting and beat the world record speedrun (which isn't saying much, given that there's like 2 people who made speedruns), but still, even before that I'd say "easy" lives up to its name. I have zero experience with call of dutys or other western fps sludge. Only played Doom ages ago, but that one doesn't even really have aiming.
Maybe its caused in part that japs aren't well acquainted with pc gaming, and by extension mouse aiming.
I remember hearing that for a long time "pc game" meant an eroge to an average jap gamer.
Replies: >>115502 >>115504
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>>115499
>Jesus, how shit can you be at a game?
They might say the same to westerners who think Touhou games are crazy hardcore.
>Maybe its caused in part that japs aren't well acquainted with pc gaming, and by extension mouse aiming.
Could be. It could also be that there's some kind of perceptual or cognitive difference at play here, as odd as that sounds to a lot of people. Take the passage from a neurology book in pic related, and in particular this paragraph:
>Westerners are inclined to attend to some focal object, analyzing its attributes and categorizing it in an effort to find out what rules govern its behaviour. Their attention is drawn by the constant features of entities in isolation. East Asians attend to the whole context, including background and global aspects of a scene, whereas American students focus on a few discrete objects salient in the foreground. In one study, Japanese volunteers who saw a cartoon of underwater life later remembered it as an integrated scene, such as a pond with a large with a large school of fish and a clump of seaweed, where their US counterparts mostly recalled a few fish that they had seen in the background.
When I read this kind of stuff, I can't help but think of the kind of mental shift you make when you play danmaku. To really git gud, you stop trying to see the bullets as a bunch of seperate objects on the screen and instead kind of take in the screen and its bullet patterns as a whole, with ever-shifting paths between the bullets and your own actions often shaping what patterns you get. Maybe this kind of thing just comes more easily to nips, and maybe the way westerners focus on objects makes FPS gameplay more natural to us.
>>115499
Also, congratulations on beating the world record even if it's a tiny category right now.
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There's a pdf guide to the world of citadel, but for some reason the main link everyone uses is replaced with a single page that essentially says "get fucked". I have no idea why, but I got it while it was available, so I'm posting it here.
https://files.catbox.moe/2uvo65.pdf
Replies: >>115521
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>>115506
Drama queens online are nothing new, unfortunately.
Nor is the natural followup of >>115260, as checking Steam's website for info brings up a bullet hell sale full of endless roguelites and Vampire Survivor clones. You try to scroll through the top sellers, and it takes ages before you find an actual danmaku. You get a gunship simulator program, a metroidvania, a decent looking rail shooter named Mirage Feathers, that WoW boss simulator with rabbit girls, and MULTIPLE PINBALL GAMES before you a single proper scrolling shooter which isn't a roguelite, and of course it's Ikaruga.
This kind of tag pollution can't help all the doujin guys trying to sell their shmups on Steam. It's almost impossible to find them without first knowing their names or having some kind of outside list to guide you.
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