/animu/ - animu

animu and mango


New Reply[×]
Name
Email
Subject
Message
Files Max 5 files50MB total
Tegaki
Password
[New Reply]


Useful links


__p_motorslice_drawn_by_ilya_kuvshinov__85bbcfb0edf26d9de2e35dfdfb9525be.jpeg
[Hide] (146KB, 1290x1612)
__p_motorslice_drawn_by_dopefiend__6dffc3daf921629c4d9ae25da0814120.jpg
[Hide] (2.6MB, 4000x6000)
__p_and_orbie_motorslice_drawn_by_iparupua__d3a184813e085318fd15f89a50a2b3d3.jpeg
[Hide] (932.9KB, 3072x4096)
e6oXNnq1xt8lgXko.mp4
[Hide] (682.2KB, 1280x720, 00:05)
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
d7aa2ceb910dc2ffc247649aa7875a9a1a8884ed7062b60672207b0a2317764e.jpg
[Hide] (535.1KB, 2560x1440)
>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.
__curly_brace_cave_story_drawn_by_parororo__d361971ea25984650a259b049e0c883c.jpeg
[Hide] (244.9KB, 905x1280)
__curly_brace_quote_and_misery_cave_story_drawn_by_shammah__a727c2b43b2abc244d8dabb04900c0ed.gif
[Hide] (2.4MB, 1280x960)
tfw no Curly Brace wife
cerberus.mp4
[Hide] (4.8MB, 1920x1080, 00:13)
>Heaventaker is still not out because vanripper unironically wasted 3 years on Aw*ria
Grim.
Replies: >>115245
f911feddee16ee1d3a2592b913cb875c65efba5cfc18afc4a1eb10c60c3858a1.jpg
[Hide] (91.6KB, 2560x1440)
Spoiler File
(297.7KB, 2560x1440)
7308e4e55009803f264ad5e8180c3a58b14dc81c5c9c4a9ccbb4a537ff7cec58.jpg
[Hide] (311.5KB, 2560x1440)
e1985dc3f7ffcf6a3c524c187be465a3ac3e47ae6ab6b0b830bb45febcb5a4ce.jpg
[Hide] (394.5KB, 2560x1440)
125996008ff44eef0bfc387e0ab3f80d5efa969c561294133842f8cfb926a868.jpg
[Hide] (132.5KB, 2560x1440)
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
e4600b0b380706d07401637ce93750a2d3c7305d9ae06b3984d7f88a30fb3eb3.jpg
[Hide] (373.9KB, 2560x1440)
602b9dc625f7422c1d011450a4db4f61cc571590cc6fef7af98a2b2e5f8d771a.jpg
[Hide] (236.3KB, 2560x1440)
f59d5d3ec972183c1479b85d87c8a3c673962c86e7206bb4203e3d8ecb1b579a.jpg
[Hide] (261.3KB, 2560x1440)
d7775dee7153d928b085b519a1d4bedc020bb7e3cd39c26302965a1bcc632383.jpg
[Hide] (130KB, 2560x1440)
3ecd5d33df5c0aceadac7f91c600bb0fdca07b4719b39f73b81d65f5cd28343f.jpg
[Hide] (338.5KB, 2560x1440)
I might as well attach a couple more screenshots while I'm at it, since I took a bunch.
93cbec5025543de67dd3c0874c084e2cb944c5e2a83bd81bbad2c9b2f75b8f36.jpg
[Hide] (270.2KB, 2560x1440)
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.
__p_and_orbie_motorslice_drawn_by_airfish_lefko_d__957d35904ae0147f6159ee90ebb4547d.jpeg
[Hide] (3.6MB, 3072x4096)
>>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.
HIoTZc7bwAAadMP.jpg
[Hide] (174.9KB, 934x1059)
HIoTdH5bMAArRFz.jpg
[Hide] (79.4KB, 661x1009)
HIoTikTagAAdGox.jpg
[Hide] (150KB, 666x1058)
Also known as Canis Lupus
Replies: >>115260 >>115542
a5d.png
[Hide] (407.6KB, 527x481)
>>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.
Replies: >>115264
>>115263
That's mainly thanks to all the orb collectibles. I think most people beat it in around 7-8 hours or less.
I_need_to_get_better_at_encoding_webms.webm
[Hide] (5.9MB, 1280x720, 01:21)
504031d456394123441143f1d53961f550e42d3f784fbc26621807f4ec44ec96.jpg
[Hide] (335.3KB, 1232x706)
e471df38bc058ac2a15f965df7f0ba5d6dabf7e005dd5acfbc0b49ffce496006.jpg
[Hide] (2.1MB, 3840x1240)
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.
holy_shit,_its_so_bad.webm
[Hide] (2.9MB, 1080x606, 00:28)
>>115131 (OP) 
I've came across a webm of footage of this game and never been less interested in trying it out.
Replies: >>115458
ClipboardImage.png
[Hide] (303.2KB, 746x1203)
>>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.
beyond_citadel_intro.webm
[Hide] (4MB, 1244x700, 00:32)
citadel_dev_posts_2.png
[Hide] (29KB, 742x177)
citadel_lore_nutshell.png
[Hide] (1.6MB, 1930x2160)
the_citadel_chibi.png
[Hide] (872.2KB, 1080x1723)
the_citadel_headache.png
[Hide] (153.2KB, 605x370)
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
Video_2026-06-02_22-14-22_lust_skip_e7m1.mp4
[Hide] (11.6MB, 1920x1200, 00:32)
>>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.
Replies: >>115479 >>115486
>>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.
a255bec15b4289e3203f7401b3d62d5e7c08ed69961dff5d50e611149e60bbb4.jpg
[Hide] (97.3KB, 422x627)
>>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
doekuramori_interview.png
[Hide] (6.6MB, 1164x11771)
>>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
citadel_dev_on_political_correctness_mafia.png
[Hide] (443KB, 904x811)
Some quotes from that interview are neat. I like that he tells westerners what to do to actually support jap creators.
Replies: >>115492
maybe.png
[Hide] (176.8KB, 948x566)
>>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
nier_and_god_of_war.png
[Hide] (114.5KB, 635x458)
>>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""".
Replies: >>115495
>>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.
Replies: >>115497
ClipboardImage.png
[Hide] (321KB, 802x831)
>>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
Replay_2026-06-07_19-37-10.mp4
[Hide] (29.7MB, 1920x1200, 00:31)
>>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
East_Asian_perception_1.jpg
[Hide] (1.3MB, 1731x2884)
East_Asian_perception_2.jpg
[Hide] (850.5KB, 2583x1264)
>>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.
Replies: >>115730
>>115499
Also, congratulations on beating the world record even if it's a tiny category right now.
what_the_fuck.png
[Hide] (214.4KB, 1845x833)
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
muh_community_drama.png
[Hide] (71.3KB, 628x533)
wut.png
[Hide] (106KB, 629x772)
hope_you_can_turn_the_filters_off.jpg
[Hide] (593.1KB, 1920x1080)
>>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.
Replies: >>115626 >>115631
commission+2020+raijin.jpg
[Hide] (2.1MB, 3508x4961)
>Dragon's Dogma 2 DLC
>Vanillaware on PC
Insane day, I'm so happy.
>>115526
>Vanillaware on PC
That's pretty sick. I hope they port some of their older games to it as well.
Slavery.jpg
[Hide] (11.9KB, 350x350)
>>115526
Correction, it's a DRM-slop port.  DRM slop is not PC gaming.
Replies: >>115529 >>115557
not_this_shit_again.jpg
[Hide] (18.3KB, 480x360)
>>115528
PC game isn't a synonym for DRM-free game. If you're going to be pedantic, at least be pedantic about a real distinction instead of a forced meme that no one else uses.
Replies: >>115532
>>115529
yes it is
i own a puter and i own every single game on it ( pirated ) because i am not a faggot cuck like ( You )
Replies: >>115533
300px-BigKneeGeorgeFloyd.png
[Hide] (172.3KB, 300x449)
>>115532
So you really expect me to believe that every time I buy an old computer game from a secondhand store, it isn't a PC game until I install a noCD crack? Are you going to call me a faggot cuck for owning these?
Replies: >>115534 >>115540
>>115533
yes?
Replies: >>115535
__wayne_hylics_drawn_by_monokubo__86102be0384328aef226617b7d392195.jpeg
[Hide] (187.9KB, 593x1052)
>>115534
Suit yourself.
Anime? Manga? Anyone?

Eh, I'll start as usual.
Anyone played the Gunvolt games?I think they're excellent, especially that spinoff that for some reason is called "Gunvolt 3". Its very confusing why they'd call it that, but its gameplay is excellent, probably best in the series. Something between Gunvolt and Akira's gameplay, super fast, lots of meaningful customization, really good.
Replies: >>115539
>>115526
>Muramasa on PC
Man, that was a good game. Never got the true true ending, because grinding all the swords for both characters wasn't fun, but the rest was really cool. Best piracy decision I did, lmao
Maybe they'll port Dragon's Crown one day too, we could get some decent multiplayer that way.
>>115537
Wasn't Azure Striker Gunvolt that game where the English translators gave characters neopronouns which weren't in the original?
Replies: >>115544
>>115533
Correct.  PC gaming is about user freedom, tinkering, control, etc.  Locked down DRM slop is the complete opposite of PC gaming.
>>115540
Based take, tbh.
>>115259
Makes sense, most of those tags meant nothing.
I feel like wuxia and xianxia are just going to be slapped on every game set in ancient China, though, not a lot of normalnigs are going to know the difference. Feels like they should have been one tag, but I can't think of a word that would fit both.
Also not sure why wolves and capybaras specifically needed tags, I get foxes, but those are super random.
__mirko_boku_no_hero_academia_drawn_by_kopam__37c56da87b84b8d2b3c8ca9db827a26d.jpeg
[Hide] (792.8KB, 2523x4096)
>>115540
Those are desirable traits for a PC game, but the core is far simpler: it's more or less just a game whose source code is built for a PC operating system. In logical terms, you're confusing the essence of what a PC game is with its accidents. You might as well try to tell anons that Mirko isn't a woman because you prefer women with intact limbs.
>>115539
In the old 3DS translation, yes. But the pc port corrected the translations, and also added jap voice acting.
Replies: >>115545 >>115549
__mirko_boku_no_hero_academia_drawn_by_mirkosimps_and_parallaxfused__f397a12435c24dc9665d697c55fd7bab.jpeg
[Hide] (421.4KB, 2024x1396)
>>115540
Here, I'll throw a bone to you because I'm trying to help you out.
If a PC game is lacking those desirable traits, you get your point across way better if you just call it a shit PC game and give your reasons. You do the same thing every time you say a game has a shit port, and those conversations are a lot more fruitful. They lead to people knowing what makes a port good or bad, and that in turn often leads to fan fixes and better ports down the road.
>>115544
Glad to hear that, I must have missed that news.
Replies: >>115549
>>115540
>PC gaming is about user freedom, tinkering, control, etc
At what point does that stop being about "user freedom" and start becoming about you doing the developer's job for free?
Replies: >>115548 >>115550
>>115547
Sour grapes. Doesn't change a thing about the opensauce vs. locked-down platforms issue. Pick your opportunity.
>>115544
>>115545
Switch version also has separate English scripts for playing with English dub or Japanese audio if I remember correctly.
this_displeases_the_stallman.png
[Hide] (135.9KB, 264x338)
>>115547
The point is that even if the developer responsible is a lazy screwup who doesn't fix his mistakes or makes stupid decisions (if it's a video game, he may not even have access to his game any more depending on the studio and publisher situation), someone can take the initiative to fix that. Complaining about how fixing that "isn't your job," on the other hand, doesn't solve shit. It's a passive loser attitude that keeps life shitty for yourself and other people. It's more befitting of a phonefag than the owner of a personal computer, and usually comes from leeches who live fragile lifestyles instead of people who are truly independent and live on a different plane.
The random dude who really wanted to play Nier Automata on Linux didn't whine that it wasn't his job. He wrote his own DX11 to Vulkan compatiblity layer, and it became his job. The entire reason why person computers aren't even more locked down and shitty than they already are is because tons of people like him found things that annoyed them and took the initiative to fix them. Those are the guys who keep everything good running. And when empires fall, as they always do, those will be the guys who pick things up again, preserve what was good from the past, and build from there.
Replies: >>115551
>>115550
>The point is that even if the developer responsible is a lazy screwup who doesn't fix his mistakes or makes stupid decisions, someone can take the initiative to fix that.
Why am I being asked to fix someone else's mistakes? Let's take this out of the realm of game modding and look at something like Super Mario Maker, or how games like Project Diva give you the option to import your own songs and make custom challenges. Why would I buy and play a game where a developer is effectively telling me that they cannot be asked to make quality content and just leave the hard work up to me?
Replies: >>115553
ffieidd-dod.jpg
[Hide] (7.2KB, 480x270)
>>115551
If that's how you react to the mere opportunity to do anything yourself, should you really be surprised when the world treats you like shit?
Replies: >>115558
Komeji_Satori_Owns_SICP.png
[Hide] (660.7KB, 600x600)
In_the_Beginning_was_the_Command_Line.pdf
(343.2KB)
Anon, you sit before a fancy logic machine more powerful than anything people dreamed about a couple decades ago. You might as well learn to have fun using it.
That is all.
Replies: >>115556
>>115555
POTD
>checked
magic's_back.jpg
[Hide] (439.3KB, 1075x1388)
>>115528
Just checked this thread again to see who replied to me and out of 3 replies I got 1 lolcow, nice.
I've_never_installed_gnu_linux_Richard_Stallman_clip.mp4
[Hide] (737.5KB, 1280x720, 00:04)
>>115553
>If that's how you react to the mere opportunity to do anything yourself
Why are you defending developers who refuse to fix their games? And are insisting that I should be "happy" about doing their job for them. Much more, posting images of a man who doesn't even actually practice the fucking ideology you're preaching.
Replies: >>115560
inti_creates_dodge_this_nigger_gunvolt.webm
[Hide] (2.8MB, 640x360, 00:29)
inti_creates_phantasmagoria_dodging_gunvolt_(copy).webm
[Hide] (3.4MB, 640x360, 00:58)
gunvolt_blade_yugioh.jpeg
[Hide] (120.1KB, 705x1288)
squishy_lolis_inti_gunvolt.png
[Hide] (801KB, 1035x735)
copen_akira_kun_speed_gunvolt_inti.webm
[Hide] (2.2MB, 1920x1080, 00:13)
I had an urge to argue with other anons, but that's not anime, nor manga, nor jap related, so I didn't.

Instead, I'll post some Gunvolt things.
Replies: >>115560
__martyr_the_citadel_drawn_by_harahachibu_ajinosuke__46a291cf2e53ae633a9e8fe40b92f117.jpeg
[Hide] (81.7KB, 1044x769)
>>115558
I'm not defending them at all. I'm saying you don't have to be helpless in the face of all that, nor do you have to confuse developer laziness with developers giving you tools to make fun stuff with. You might as well accuse the sellers of paper and pens of laziness for not selling you finished drawings instead.
As for Stallman, he's a fat MIT AI Lab savant who spent two years matching the output of an entire company, and then wrote a lot of foundational GNU software himself. If you include Emacs, he's written and designed significant chunks of close to three operating systems, with GNU's main failure being the way Hurd didn't pan out. That gave him way more influence than his essays and speeches alone, and on some level he doesn't seem to realise that. He's slacked off in that area for so long that it's easy to assume he never did anything, whereas in reality he used to be this monster hacker who epitomised writing shit yourself because crappy, locked-down tech annoyed you.
Also yes, Stallman not dogfooding the GNU/Linux installation process is a big oversight on his part. 
>>115559
That's probably wise. I'd rather talk about weeb games too; it's just a bit easy to get caught up in this stuff because it's relevant to a project I'm figuring out (gotta get my bearings on a lot of platform-specific details before I throw myself at it).
How do Gunvolt's bullet cancelling mechanics work? If I'm looking at your webms right, there's a couple places where the player either dashes through projectiles or the projectiles fade out when they get too close.
Replies: >>115563 >>115565
BladeGunvoltChronicles.jpg
[Hide] (134.2KB, 1102x620)
Blade-Luminous-Avenger-iX.jpg
[Hide] (359KB, 1380x1772)
thunder_blade___luminous_avenger_ix_by_tomycase_dd6ogvz-fullview.jpg
[Hide] (81.1KB, 1024x870)
blade3.webm
[Hide] (3.4MB, 1152x648, 00:04)
>>115560
>How do Gunvolt's bullet cancelling mechanics work? If I'm looking at your webms right, there's a couple places where the player either dashes through projectiles or the projectiles fade out when they get too close.
It has no cancelling. GV Gibbs (also known as 3, but shouldn't be) has the MC dash to tagged enemies. Essentially "teleports behind you" but as a game mechanic, immensely fun, very fast, flashy, and all around cool. Gunvolt (the character) tags and zaps enemies, his gameplay is much slower and requires planning and knowing a level well. Since the first game he had a skill called "prevasion" which essentially gives you i-frames at the cost of your electricity meter, something that you can always recharge with zero penalty. The final bosses usually pull the rug under shitters because they feature difficulty spikes AND a plot reason why you can't just have free i-frames.
The logic is that since the games are half visual novels (according to the devs) and half score grinds for high ranks, they give you an option to just cruise through most of the game. If you want high ranks and scores you need to learn to actually dodge everything and even avoid checkpoints.
Some people whine about it, I really like it. The game can be hard if you want it to, but if you want to just go through it, you also get that option.
Though I noticed that iX2 (spinoff game) had some difficulty even in the base game, even with abusing the free heals or whatnot. And the true ending is hidden beneath a hard mode so shitty that the devs later patched it slightly (everything was way harder, you get no heals, less health, zero upgrades, enemies are faster AND you get 3 lives per stage. They patched that last thing, letting you get like 100 of them my pirated copy didn't have that patch, so I never finished hard mode, it just wasn't fun. I liked the base game though)

While at it, the DLC boss for iX 1 has like over 80% of my playtime in that game. I played it twice, both time almost forgetting the story and sinking literal hours into that one super boss. Its ball crushingly hard until you learn the dance, but it also makes all of your niche abilities useful, also making the worst sub-weapon into the best sub weapon against her.
https://www.youtube.com/watch?v=WvnF4nwmB0E
There's a reason people love Blade.
AND apparently she's going to be playable in iX3, finally. Now I don't have to make her game myself, though I did start, lmao.
Also Darkness Trigger from iX 1 is the most weeb, chuuni, omega cool bs I've seen in a while. Like Devil Trigger but even more chuuni.

...can you tell I like those games?
Replies: >>115571
Zrzut_Ekranu_2026-06-07_20-46-04.png
[Hide] (2.2MB, 1920x1200)
>>115560
Recently finished beyond citadel, and I actually never found the jet.
Game was good, but the map design didn't work with the high jump. In the first game I had to try to ignore level design with bomb jumps or other tricks, but in Beyond I could just jump over locked doors and start to wonder what even was the intended path through the level.
Also the game was a lot easier on highest difficulty compared to the first. Though later I changed it to lowest so I could just run and shoot things fast. And some enemies were still too bullet spongy on the lowest difficulty.
Maybe its better on replays, but the first time... its ok. Maybe I like the first one better because I know it better.
The grappling hook being limited by O2 tanks is a weird choice. Its also useless for normal gameplay, which was a shame. Nothing really felt designed around using it.
Replies: >>115571
>>115566
>My singular non-purchase will definitely sway the jap mega corpo that doesn't even speak english
WEEB GAMES, NOW.
Replies: >>115569 >>115571
>>115567
Sure thing, Chaim. Even if you weren't a filthy kike which you clearly are, such niggerpilling is exactly their ((( tried-and-true ))) technique.
__martyr_the_citadel_and_1_more_drawn_by_doekuramori__217ee94437bbf7e2888671fec4aca243.png
[Hide] (1MB, 2048x4096)
>>115563
That sounds like a neat system.
>>115565
Huh, that's interesting because most people I know preferred Beyond Citadel (I gotta get back to it), although they were also likely playing it more conventionally than you.
>Also the game was a lot easier on highest difficulty compared to the first. Though later I changed it to lowest so I could just run and shoot things fast. And some enemies were still too bullet spongy on the lowest difficulty.
I can't remember, but does Beyond Citadel had individually adjustable difficulty settings and optional mechanics like the first game does? My assumption is probably that you'd probably prefer a setup where everything is turned up besides enemy health and maybe their damage to the player.
>>115567
>My singular non-purchase will definitely sway the jap mega corpo that doesn't even speak english
You put that well. People gaslight themselves into thinking they're making a difference by pirating when, for better or worse, all they're really doing is removing their influence from the market. There's a good place for that, along with learning Japanese, but it kind of sucks when people act like that's the extent of possible alternatives. It's generally better when people like >>115570 bring up alternatives that actually let you support artists or devs, so long as they're honest about whatever downsides said alternatives might have.
Replies: >>115572 >>115574
>>115571
>People gaslight themselves into thinking they're making a difference by pirating when, for better or worse, all they're really doing is removing their influence from the market
Actually, it's worse, as all the studies done have discovered that pirates actually do more to HELP sales than anything else due to pirates being the largest contributors towards word-of-mouth marketing. It's primarily why I often conclude that the most damaging act you can do towards a game is, not only to not play it but, play something else. If a developer isn't releasing a game that you can play without having to fix it, then play games by developers who can actually code. If a developer doesn't release your game natively for Linux, then play other games that ARE natively availabel on Linux. If you don't like Steam's practices, then look for alternative platforms and buy the game available on those platforms.

It's easy to go on endlessly about how it's a "drop in the bucket" when it comes to larger companies, but you forget that these companies didn't come out of nowhere. Falcom, Square, Nintendo, EA, etc. have existed since the 1980's. And just like they didn't start big, as it's been an ongoing now 40 year process, they're not going to go down overnight. But they can still be defeated through a thousand cuts that are "small seemingly insignificant choices". The same way they became big in the first place. But again, you're wasting your time if that's your one and only goal. Instead spend it supporting the companies and developer's who DO need your help because they're on thinner ice and one bad sale does destroy the studio.
Replies: >>115574
>>115571
>I can't remember, but does Beyond Citadel had individually adjustable difficulty settings and optional mechanics like the first game does? My assumption is probably that you'd probably prefer a setup where everything is turned up besides enemy health and maybe their damage to the player.
It has the same system, but there's also "evolving" enemies, based on how many you killed.
But for some reason it seems for me like it only makes sense to play them on everything easiest, or everything hardest. Easiest is fun because you get to style on enemies and speedrun, hardest is fun because you show complete mastery of the game. Anything in between seems pointless.
>People gaslight themselves into thinking they're making a difference by pirating when, for better or worse, all they're really doing is removing their influence from the market. There's a good place for that, along with learning Japanese, but it kind of sucks when people act like that's the extent of possible alternatives.
What would help most is an honest translation company, maybe paired with a new uncensored storefront. We hate those translations and censors because they're bad, simple as.
Organized effort always crushes anything individual. That's where actual power lies.
>>115572
>Actually, it's worse, as all the studies done have discovered that pirates actually do more to HELP sales than anything else due to pirates being the largest contributors towards word-of-mouth marketing.
I haven't paid for either Citadels. I liked them both. I talked about them online a lot. My friend bought both, finished both, and that's pretty much it.
Let's not even get into the investor money issue. If your project is funded before it even goes on sale, then who cares how it sells? On the highest level your money doesn't matter not only because its a drop in the bucket, but also because the primary source of money isn't even sales to begin with.

Yeah yeah, sure, buy the doujinshit on dl site, that might actually fund a pair of socks for the dev. Cool. But ffs don't be delusional about your influence. If you actually want to """vote""" with your wallet, then spend a couple hundred bucks or couple grand on that doujin soft and write an email to the dev telling him you liked it.
Replies: >>115577
>>115574
>It has the same system, but there's also "evolving" enemies, based on how many you killed.
That's a cool idea, although it'd probably work better in a genre where the player is less likely to kill everything in sight.
>But for some reason it seems for me like it only makes sense to play them on everything easiest, or everything hardest. Easiest is fun because you get to style on enemies and speedrun, hardest is fun because you show complete mastery of the game. Anything in between seems pointless.
That's definitely better than, say, a lot of TPSes where the highest difficulty is flat out the worst because it just makes every strategy besides cover shooting unviable.
Replies: >>115578
>>115577
>That's definitely better than, say, a lot of TPSes where the highest difficulty is flat out the worst because it just makes every strategy besides cover shooting unviable.
Well, I played both of them mostly as cover shooters on the highest difficulties, but that's a skill issue. I needed all the health and resources so I naturally fell into that playstyle.
Even then, the hunger mechanic kinda pushes you to actually progress at a decent pace, otherwise you'll literally starve to death (hunger caps your max health, so if you go very low literally everything will one-shot you).
And the mechanics complemented that with the crouching, leaning, bullet dodging and bullet drop over distances. It turns the game into a more tactical shooter. Though later I realized you can cheese the in-game economy and get max heals and infinite gold with little effort, which changed my approach a little.
also even on max difficulty the enemies didn't feel spongy in Cit1
I also though about trying to play the game without the helmet, which means no HUD, but haven't tried it yet. That'd be the true max difficulty. There's also more ambiguous things, like displaying enemy and boss health bars, which in practice does make the game easier, since you know how much resources to allocate to killing something.

Despite being a gun-nut, the advanced reload in Beyond felt kinda flat. All it did for me was turn 1 button reload into 2, and sometimes mashing the cock button when the shotgun jammed (again). Weapon degradation, jamming and unjamming are technically simple, but I think added a lot more than the "remove magazine, load magazine" thing. It looks immensely cool, but adds almost nothing. If there was a chance to fumble the reload and drop a mag or bullets, that'd be more interesting. Instead the fast reload just drops mag that you can pick up, whereas 2 step reload is always perfect. Forgetting to cock the weapon and being caught with my pants down was cool though, but again, that's cocking the gun, not the reload.
Apparently the revolver also has specific shoot and reload mechanics (e.g. fanning), but I didn't like it compared to the automatic. Just like IRL, lmao, automatics have superior firepower.
Replies: >>115585
__red_sunset_devils_drawn_by_illseer__781ccdd3a0f75131545ccf16e2fbc26e.png
[Hide] (22KB, 1200x850)
sunset_devils_controls_1.png
[Hide] (10.4KB, 598x204)
sunset_devils_controls_2.png
[Hide] (9.7KB, 598x204)
>>115578
Yeah, it's more like a weird hybrid of a classic shooter and a tactical shooter than it is purely one or the other. It's definitely part of why a lot of anons wrote off The Citadel initially when it came out (along with the optimization sucking), but over time more people seemed to appreciate what the games did.
>Despite being a gun-nut, the advanced reload in Beyond felt kinda flat. All it did for me was turn 1 button reload into 2, and sometimes mashing the cock button when the shotgun jammed (again).
It's probably telling that Beyond Citadel's reloading mechanics don't really stick out in my memory even though I played a little of the game. My assumption is that it was probably like Cruelty Squad's mouse-drag reloads where it trips you up a bit at first, but quickly becomes so automatic you entirely forget it's there.
Reminds me, if you want a game with in-depth reloading and weapon handling mechanics, you should try that Sunset Devils demo I mentioned in the last thread (>>105780). It handles gun actions with four buttons that are used differently for every gun, with a big emphasis on keeping track of how many rounds you have and getting gud at manually loading them through muscle memory. I was really glad to see that game go somewhere, as years back it was just a bunch of mockup images anon posted on 8/agdg/, and now that it's an actual game it's genuinely sick.
>>115588
Will you keep the off topic or rather non-topic drivel forever, or actually discuss something? Why are you here?
Replies: >>115590
dbfe50bafac44ce4ee55e90a4e09b2a6250203e8969c70462bf6c98128063fc2.png
[Hide] (1.8MB, 1897x1728)
>>115589
>Why are you here?
When you brought up 4chan to one of the anons, his response was to grumble that people get banned from complaining about Steam there.
He may have already told you why he's here.
Replies: >>115592
Finished Citadel, pretty fun. Kinda disappointed there wasn't a final boss, but on the other hand not all bosses were fun to beat. Started Beyond and saw there were yuri collectables, can already tell it's gonna be good.
Replies: >>115592 >>115595
tomoko_motoko_mokoto_meme_gits_ghost.jpg
[Hide] (1.9MB, 1548x2218)
citadel_dev_posts_2.png
[Hide] (29KB, 742x177)
>>115590
You might be onto something.
>>115591
>Kinda disappointed there wasn't a final boss
I kinda liked it, it gave it some neat atmosphere. The last level was hard enough.
>on the other hand not all bosses were fun to beat
If you know you can just hack them to death with the axe, or sit in a corner and barrage with chaingun, then the only real bosses are Lysander and that blue turret one.
>Started Beyond and saw there were yuri collectables, can already tell it's gonna be good.
Haha, you have no idea.
screenshot_0022.png
[Hide] (2.7MB, 3840x2160)
>>115591
Beyond Citadel is way better than the first game that I never finished. The last few stages do drag a bit, but the gameplay balance is far better. You'll want to use all of your weapons unlike the first game, since ammo can be tight.
Keep_ridiculing_me.png
[Hide] (219.3KB, 654x593)
>>115587
>I'm pissed off at you being a retard and dragging the conversation down with irrelevant bullshit.
How is it "irrelevant" to suggest people buy games from alternative platforms when we see Steam repeatedly censoring Japanese games, even before the Payment Processor Shoah from last year. You guys are talking about Citadel and it's sequel, but I cannot find either game on Booth: https://booth.pm/en/search/Citadel
Or DLsite: https://www.dlsite.com/home/topsearch/=/keyword/Citadel/language/jp/from/topsearch/ana_flg/all
or JAST: https://jaststore.com/search?priceMin=0&priceMax=0&catalog=&sort=search&attributes=&sale=false&releaseStatus=all&phrase=Citadel&languages=english
Or MangaGamer: https://www.mangagamer.com
Or Saikey: https://saikeystudios.com/
Or Zoom-Platform: https://www.zoom-platform.com/search/any/any/any/any/any/any/any/any/Citadel
So where exactly is this game released and, by extension, did you get this game from?

This is the exact problem I have and exactly what I was talking about regarding how you guys never actually use the power that you have.
Replies: >>115598
ddd5864e6b4ea2c05ef9647196479c58.jpg
[Hide] (248KB, 2048x1316)
>>115597
>You guys are talking about Citadel and it's sequel, but I cannot find either game on...
>So where exactly is this game released and, by extension, did you get this game from?
Anon, several days ago he told you that he didn't pay for either game. You also completely missed the original game being on GOG (which I assume his publisher is responsible for, as GOG is notoriously kind of a pain to deal with and the sequel is self-published). At least try to pay attention to the conversation if you want people to take you seriously, because this shit is just sad to look at.
Noble_Moon.png
[Hide] (259.7KB, 720x505)
Seriously, you faggots wasted HALF A WEEK sperging about Steam to a software pirate who told you he didn't buy the games. Every time he or other anons tried to go back to talking about anime games they pirated, you tried dragging things back to this stupid-ass game store. You aren't waging a holy war against Valvedrones: you're annoying the hell out of software pirates on an anime board.
Take a moment and think about what you've done.
Caligula_10th_Anniversary_Tweets.png
[Hide] (349.5KB, 948x764)
It's almost that time, guys! Less than 10 days away... I'm hoping for some good announcements on the livestream.
Replies: >>115736
Tadashi_Satomi_image.png
[Hide] (686.7KB, 526x636)
Now that Tadashi Satomi is no longer occupied with Villion:Code (nor any other projects as far as we know), do you suppose Atlus has arranged to hire him back for the newly-announced Persona 6? I could see it happening.

Personally, though, I'd much rather see him on the next Caligula, which I suspect is also about to get announced this month.

>>115602
>2016 was ten years ago
>I still can't get over that. It feels more like six or seven to me.
Oh, I know the feeling. It's terrifying.
Replies: >>115608
radahn_festival_elden_ring_poster_meme.png
[Hide] (846.6KB, 720x932)
ranni_elden_ring2_11.jpg
[Hide] (113.6KB, 1387x1051)
ranni_elden_ring4.jpg
[Hide] (153KB, 1050x850)
ranni_elden_ring5.jpg
[Hide] (1.5MB, 2560x1304)
ranni_offering_her_sword.jpg
[Hide] (162.3KB, 1333x1107)
How'd ya'll liked Elden Ring?
I had a ton of fun with it when it came out, until it temporarily fried my PS4. I'm thinking of going back to it.
Malenia took me like 100+ tries
Also Ranni is nice, and I like how much fanart she's getting.
futaba.jpg
[Hide] (872.1KB, 861x1217)
>>115605
>Atlus and Persona
I hate these because their fans have no point of reference when it comes to what makes a good story, but they praise the shit out of the plots Atlus puts out.
Demon fusing is cool, the RPG aspect is done well, the story is serviceable at best, or edgelord middle school wannabe satanism at worst.
I liked Futaba though.
Replies: >>115611
Spoiler File
(774.9KB, 940x820)
Having examined the graveyard display in the P6 teaser, I think I've got a very good guess on who the game's mascot character is going to be
>>115608
Persona's stories can be good.
Not incredible on its own but the characters are often strong which is a common attribute of good stories.
Replies: >>115613
>>115611
>Persona's stories can be good.
I guess, maybe, but at that level I might as well watch an anime, that'd have a better presentation than the dated and static textboxes they use all the way up to P5. The text doesn't even have any formatting, like different speeds, pauses, or bold, italics, etc.
Though I will admit I'm a pleb like everyone else that didn't play P1 and 2. One day.
The_Last_Salvage_Squad.webm
[Hide] (10.3MB, 1280x720, 01:00)
Since we were talking about Japanese FPSes earlier, the publisher of another Japanese FPS I played a while back (Cult vs GAL) released a new one today called The Last Salvage Squad. It's something about 12 foot tall anime girls fighting alien tripods in the ruins of human civilization, with each in-game life being a different girl who has to scavenge her equipment off her fallen commrades. It might be neat, might not, but it may unfortunately be difficult to talk about without setting off a certain ex-4um crossposter.
If the shit I'm looking into works out and catches on, one nice side effect would be that it'd hopefully cut down on all these absolutely fucking stupid thread derails from retards screeching about Steam. All they really accomplish is making it difficult to talk about niche games on small imageboards unless said games are sold on specific storefronts (often with significant downsides for developers) which don't set off multi-day spergouts. Like lefty environmental activists, they don't directly confront the actual source of the problem, so instead they settle for lashing out at random people in the hopes of creating more activists.
If you actually want to make a difference as someone on the non-tech side of things (since discussing pirated Steam games sets you off), talk about some of those cool doujin games from less mainstream Japanese storefronts that you're supposedly playing. Do cool things and share them with other anons instead of yelling at them for not being failed activists like yourselves. To go back to the environmentalist simile, in my experience the people who actually make a difference and influence those around them are the guys who live differently and share cool things they do with people around them. Everyone tunes out the annoying faggot who screeches at people about climate change (especially since his proposed solutions are usually stupid), but they bump into the self-sufficient homesteader who uses a bunch of neat equipment and architecture/landscaping techniques to cut down on his power bill, and suddenly they're interested.
Again, I am not saying this to defend ((( Steam ))). I care about the same shit you do and want it solved; it'd just be nice if your passion actually went somewhere instead of being wasted on the same stupid tactic which has consistently failed for over two decades now.
Replies: >>115620 >>115623
you're_retarded.webm
[Hide] (623.1KB, 640x360, 00:14)
>>115618
>I want to avoid having an autistic argument
<Now read my post where I spend more time bitching about said autist than actually talking about the fucking game
Replies: >>115623
ARE_YOU_A_RETARD.jpeg
[Hide] (19.8KB, 400x237)
>ARE YOU A RETARD, PRIVATE ANON?
<SIR NO SIR
>ARE YOU A RETARD WHO LOVES DRAMA, PRIVATE ANON?
<SIR NO SIR
>THEN GIVE ME THREE PARAGRAPHS ABOUT THIS GAME YOU HAVEN'T PLAYED YET ON THE DOUBLE
deer_god.jpg
[Hide] (245KB, 1920x912)
graphic_design_is_not_his_passion.png
[Hide] (231.2KB, 1037x577)
only_good_art.png
[Hide] (501KB, 599x897)
>>115620
Fair enough, lmao. NTA though.
>>115618
>Cult vs GAL
For a sec I thought what you posted was made by that guy, but its only published by the same group. Cult vs Gal and others have really... ECONOMICAL graphics. They make Citadel look like a triple A production. I was interested in it though, but because I couldn't find it on the high seas I didn't play it. I even thought for a sec about """"""buying""""""" it on steam since it was so cheap, but still didn't, so my 5+year streak of not giving them money continues, lel.
After looking it up, WakuWaku didn't publish Cult vs Gal, or at least not on steam. The "gal vs" series seems to be self published.
>>115623
Oh fuck, Cult vs Gal is also on switch. and over there it IS published by Waku Waku. I wonder if its playable with a controller though. I tried Citadel with a controller and it just wasn't fun.
Replies: >>115625
Zrzut_Ekranu_2026-06-18_19-13-00.png
[Hide] (177.9KB, 1920x1200)
Zrzut_Ekranu_2026-06-18_19-13-27.png
[Hide] (275.4KB, 1920x1200)
Zrzut_Ekranu_2026-06-18_19-13-56.png
[Hide] (290.7KB, 1920x1200)
>>115623
>>115624
aight, I found it on the high seas and managed to get it working (it didn't want to unpack from the zip, but when I extracted it piece by piece it worked for some reason)
Kinda charming, but I already hate how slow the gyaru is. I also don't really understand the i-frames of the sword attack.
The game looks ever so slightly better in motion than in screenshots, but its not saying much. Voice acting is way too quiet and the voice setting seems to do nothing.
Played on Gal must die difficulty.
Replies: >>115627
>>115521
>decent looking rail shooter named Mirage Feathers
I played that a couple years ago and it was dogshit. It's a "rail shooter" in the primitive sense like Afterburner where the screen is a blank, wide open space and enemies scream towards you (to wit: they appear as tiny pixel blobs that grow to full size in a tenth of a second) rather than something more compelling like Starfox which has actual level design, more than one enemy type, and isn't covered in visual filter dogshit.

The mechanic, singular, that defines the game is the use of power weapons which are recharged by using your primary weapon, which sucks. You might think that a primary weapon would be good enough to use for most of the level and that the power weapon would be useful for large clusters of enemies after you've identified them as being troublesome. This notion is untrue for a couple reasons:
>the primary weapon is fucking garbage that cannot kill anything. it exists as a punishment for running out of power weapon energy.
>there is not more than one enemy type (or maybe there are two, and one of them fires a slow projectile instead of fast; it's been a while)
>you can't fucking see anything in the foreground because your character is too large

The loli yuri fanservice isn't even good. It's astonishing how bad the game is. Total failure in every aspect.
Replies: >>115627 >>115632
>>115623
>>115625 
If The Citadel is a maximalist FPS descended from Wolfenstein 3D, Cult vs Gal is a minimalist one built around attack chaining.
>>115626
That's unfortunate. Thanks for sparing me the pain of trying it.
What is there for good rail shooters these days? I don't have much experience in the genre, but I tried Ex Zodiac a couple years ago and was kind of disappointed with its stage layouts and enemy spawns.
Replies: >>115630 >>115631
screenshot_0001.png
[Hide] (6.7MB, 3840x2160)
screenshot_0010.png
[Hide] (7.4MB, 3840x2160)
screenshot_0021.png
[Hide] (8.2MB, 3840x2160)
screenshot_0023.png
[Hide] (7.3MB, 3840x2160)
screenshot_0036.png
[Hide] (9.7MB, 3840x2160)
Does the country of origin matter? I've been playing a chinese soulslike called AI Limit. It's easily one of my favorite games in the genre. It's built around a mechanic called sync rate. When you damage enemies it goes up, when you take hits or use weapon/character abilities and spells it goes down. Plus if you keep it high and don't use abilities, then you get a damage buff. It's a great way to encourage player aggression and discourage spamming parries or spells. Certain bosses have their own sync rate meter too which you can deplete with damage or parries to weaken their attacks and eventually open them up to a riposte, it makes those fights really dynamic.
Replies: >>115630
love_games.png
[Hide] (366.2KB, 929x482)
>>115627
Actually, I forgot to mention that I played through Rez recently and enjoyed that. Even if the lack of dodging restricts level design somewhat, the enemy patterns are solid enough (if a bit easy early on), and it'll likely be a while before I really master area 5.
>>115628
It likely doesn't matter as much as it being an anime game, even though a Japanese origin is definitely preferred. I doubt anyone would sperg if you started talking about Blue Revolver, for example. I actually found out about it in the first place through it being included in a bundle of Comiket games that got passed around 8chan back in the day.
Side note, it sucks a bit that Blue Revolver isn't on the Love2D homepage anymore.
rail_shooter_vs._3d_shmup.JPG
[Hide] (82.4KB, 842x549)
>>115521
>>115627
>rail shooter
Now do you mean actual rail shooters like House of the Dead and Rez or 3D shmups where you control a ship or character to dodge stuff?  I kind of which people would stop using this term entirely at this point because it seems like it only exists to cause confusing genre conversations.
Replies: >>115633 >>115634
masterburner-3.png
[Hide] (197.2KB, 640x480)
>>115626
Whoops, missed this post.  Guess you were talking about a 3D shmup all along.  Space Harrier and After Burner are not rail shooters.
>>115631
I didn't know there was a different term for autoscrolling shooters with free movement I don't have much experience with either, although a friend keeps shilling Sin & Punishment to me. Thanks anon, I'll keep that in mind.
Replies: >>115635
>>115631
On one hand it seems like a pretty autistic pet peeve, but on the other its a meaningful difference.
I think both genres are just small enough that there's not much interest in making a unified theory of "you-shoot-a-lot" games.
Replies: >>115636
cabal_shooter.png
[Hide] (31.7KB, 512x448)
Blood_Bros.jpg
[Hide] (98KB, 800x700)
Zombie_Panic_in_Wonderland.jpg
[Hide] (392.6KB, 852x480)
Wild_Guns.gif
[Hide] (16.5KB, 256x224)
>>115633
Sin and Punishment is actually pretty firmly in the tradition of "Cabal shooters", where you control a dude that can move around and dodge stuff in a shooting gallery.  It just adds a lot of forward scrolling in most of its stages.
metal_mosquit.jpg
[Hide] (153.1KB, 725x1024)
>>115634
I think anon's image repeats the serious mistake that makes finding scrolling shmups these days so annoying: "shoot 'em up" is an broad and ambigious term that gets slapped onto a lot of very different genres with different audiences (fixed shooters, multidirectional shooters, and several different kinds of scrolling shooters), whereas "rail shooter" keeps two closely-related subgenres (no movement control and X+Y movement) together with room for little else. If "3D shoot 'em up" caught on, you might likewise get tards lumping in the existing genre of 3D multidirectional shoot 'em ups.
I wish this was a nitpick, but if you have any real interest in vertical or horizontal scrolling shmups these days, you know it isn't. The terms "shoot 'em up" and "bullet hell" are buried under a bajillion indie games in barely-related genres. A huge percentage of them are roguelites which vaguely count as multidirectional shmups if you squint hard enough, so if you actually want doujin scrolling shmups, you really, really have to hunt for them. The vast majority of them end up being tucked away on one of several game stores with reviews in the tens, and are near-impossible to find unless you either already know the game's publisher or are finding them through an outside source. Rarely a game like ZeroRanger or Angel at Dusk will semi-escape containment for various reasons, but these have almost no spillover effect for other good works in the genre. Angel at Dusk was a surprise hit for Henteko Doujin because trannies like body horror a lot right now, but almost nobody plays Akiragoya's other shmups or even knows they exist.
Replies: >>115637
>>115636
>I wish this was a nitpick, but if you have any real interest in vertical or horizontal scrolling shmups these days, you know it isn't. The terms "shoot 'em up" and "bullet hell" are buried under a bajillion indie games in barely-related genres. A huge percentage of them are roguelites which vaguely count as multidirectional shmups if you squint hard enough, so if you actually want doujin scrolling shmups, you really, really have to hunt for them.
If you rely on algorithms and giga-corpos spoonfeeding you, then it's a (you) problem. I didn't specifically look for Zero Ranger, I was intrigued by Void Stranger and looked up what else the devs did. I looked into discussions of Void Stranger and found Paquerette Down the Bunburrows, another game I really liked. My friend kept glazing that lesbo android game signalis or smth, and I know he's got kinda shit taste, so I avoided it. So on and so forth.
Stop being retarded and just find like-minded people who discuss games you like, they will tell you when something notable gets released.
specifically for you, you might wanna check out electric underground on jewtube, he's a massive fanatic of these "spaceship-shoots-a-lot" games and is seemingly anal about definitions like you

tldr if people like me like something, then its probably worth checking out
if mentally ill men in dresses like something, its probably cancer
use that as a guide
Replies: >>115639
>>115637
That's more or less what I do at the moment, including checking Electric Underground and the Shmups Forum every so often. I guess I'm just autistically annoyed at the increasing difficulty of finding things yourself online (note that I said difficulty, not impossibility) and how an overly broad genre name makes finding examples of a specific genre myself even more annoying than it needs to be. I suspect this is part of why shmup ports usually do better on consoles too, as the barrier of entry is a bit higher and you probably don't need as much networking to find console shmups.
You do have a point though.
>Signalis
That game has two main types of fans: faggots who never shut up about the yuri and barely discuss the game, and people who like it as a survival horror game and avoid the latter like the plague. The former are so cancerous that I've actually seen them get downright angry at anyone who talks the setting or the mechanics beyond repeating the same couple memes which, from playing a tiny bit, I noticed all appear within the game's opening minutes. It's bizarre. They're such a horrific example of everything wrong with modern fandoms that not only can you not learn anything about the game they're supposedly interested in through interacting with them, but they are outright hostile to people talking about it.
Replies: >>115641 >>115645
>>115639
>that fandom
I know the type, the ones that inject as much gayness as they can into something, then use the fandom as a surrogate society because they're terminally online.

Regarding your issue with classification, why don't you all try to make something like VNDB and set up uber autistic definitions there?
Replies: >>115642
>>115641
>I know the type, the ones that inject as much gayness as they can into something, then use the fandom as a surrogate society because they're terminally online.
Yep, and their faggotry is often almost completely independent of their fandom's supposed source. In Signalis' case, I kind of doubt it has much going on symbolically based off what I saw, but I might give it another shot to fuel shitposts.
>Regarding your issue with classification, why don't you all try to make something like VNDB and set up uber autistic definitions there?
That's honestly not a bad idea. The closest thing I know of is the Shmups Wiki, but it's more like a woefully incomplete collection of game guides alongside a single page that attempts to list every shmup ever made. You also have to go through some kind of process with the wiki's ((( Discord ))) to make an account, which sucks.
Replies: >>115643
Zrzut_Ekranu_2026-06-20_01-47-15.png
[Hide] (136.1KB, 1920x1200)
Zrzut_Ekranu_2026-06-20_02-23-25.png
[Hide] (220.9KB, 1920x1200)
Zrzut_Ekranu_2026-06-20_02-23-33.png
[Hide] (210.4KB, 1920x1200)
Zrzut_Ekranu_2026-06-20_02-23-43.png
[Hide] (209.7KB, 1920x1200)
>>115642
>Shmups Wiki
At least its not fandom
>You also have to go through some kind of process with the wiki's (((  Discord  ))) to make an account, which sucks.
Nevermind, its cancer. Non-users can't even edit things, who do they think they are, wikileaks? Anonymous edits would only help fill out the wiki. Before it kiked out completely wikipedia got far precisely because it let everyone edit.
Eh, someone might as well just scrape that site, and make a clone without the discord shit. Be the change and all that.

Back to actual games, Cult vs Gal is much more fun on the second to highest difficulty than the highest one. First few episodes felt like they could be beat with just the sword, so they might even be too easy. I noticed the highest difficulty adds more very bulky enemies too.
The guns are kinda lame though, they all feel more or less the same, only difference being dps. Sometimes you can win encounters by just mashing shoot and sword and charging forward, that's new for an fps (though not really good). The auto reload makes me miss Citadel (both of them).
I still don't get how the sword i-frames work exactly. I can use them to chain kills, but I wish I knew exactly when and how they start.
Playing it makes me appreciate Citadel much more, so that's something. It also gives me hope I could release my own kusoge that some would play and enjoy. I can't really see myself making a Citadel, but Gal vs would be doable.
Replies: >>115646
__adler_signalis_and_2_more_drawn_by_xuuikie_ashe__ad26049196837e898499770e5e2a39a7.jpg
[Hide] (735.8KB, 2160x1215)
>>115639
I'm never going to understand why the lesbian silent hill game causes so much drama.
>fandoms
Who cares?
Replies: >>115646 >>115653
I_grabbed_screenshots_off_store_pages_because_I_forgot_to_take_any.jpg
[Hide] (416.5KB, 1920x1080)
not_joking_about_the_portraits.jpg
[Hide] (490.5KB, 1920x1080)
ss_100fc641cf4f7fbbdfd43ce8e3785eae0dcb3ec9.1920x1080.jpg
[Hide] (579.9KB, 1920x1080)
itch_has_these_tiny_gifs.gif
[Hide] (2.7MB, 250x140)
itch_gameplay_for_ants.gif
[Hide] (3MB, 250x140)
>>115643
>Back to actual games, Cult vs Gal is much more fun on the second to highest difficulty than the highest one. First few episodes felt like they could be beat with just the sword, so they might even be too easy.
Yeah, it's odd when lower difficulties end up being flat out better like that. I think I beat it on the highest difficulty and had a similar impression, as it felt like its iframe chaining would have flowed way better one setting down.
Right now I'm playing through a 4/agdg/ FPS called Ctesiphon (the dialogue portraits don't quite count as anime) which also has high difficulties that aren't ideal for a first playthrough. The highest two add more enemies with the assumption that you already know where most or all of the level secrets are. Without that, you will constantly starve for ammo and run out almost every time you bump into a mech. They would be good for a replay, but for a first playthrough you really are best off with the regular difficulty, or maybe the second highest if you think you're great at finding secrets.
>It also gives me hope I could release my own kusoge that some would play and enjoy. I can't really see myself making a Citadel, but Gal vs would be doable.
Might be fun. The big thing is aiming for distinctiveness and memorability over pure polish. The market is flooded at the moment, and you'll likely gain more attention (and a more interesting game) that way.

>>115645
>Who cares?
In this case, because anon tries to gauge whether he'd like a game or not based off the tastes of people who like it. Sometimes that works, but if you get a truly awful tranny fandom like Signalis', it fails because the entire "fandom" is a raw artifice for narcissism and gatekeeping non-lefties, and it tells you almost nothing about the game itself.
Replies: >>115653
>>115645
>I'm never going to understand why the lesbian [...] game causes so much drama.
There's your answer.
Lesbo and fag shit attracts the worst people.
>>115646
>Might be fun. The big thing is aiming for distinctiveness and memorability over pure polish. The market is flooded at the moment, and you'll likely gain more attention (and a more interesting game) that way.
I'll be aiming for animu girls and very thinly veiled caricatures of people I don't like as enemies of said animu girls.
And as that motorslice trash shows, just putting a pretty anime girl face can sometimes sell a very mediocre product. Same with Cult vs Gal, there's hundreds of much better boomer shooters, but only one with a gal shooting cultists.
Replies: >>115654 >>115657
__elster_signalis_drawn_by_skyjacc__16a8c00c1db111a5393a498731be3bf6.png
[Hide] (82.7KB, 775x550)
>>115653
>Lesbo and fag shit attracts the worst people.
You don't have to care about them. The actual game has one or two yuri scenes. Getting upset about secondaries is retarded.
Replies: >>115655
>>115654
Like the other anon said, I judge things based on who likes them and what they say, and that led me to believe the game is cancer.
>The actual game has one or two yuri scenes.
Already too much.
Replies: >>115656
>>115655
>I judge things based on who likes them
So you let degens claim things and take them away from you? That's retarded.
Replies: >>115657 >>115659
>>115653
>spoiler
The painful part is that it is closer to wasted potential than regular mediocrity.
>>115656
If he really doesn't like yuri (neither do I), I get it. It's also a big part of the context behind why the MC is there in the first place, from what I remember, so saying there's "one or two yuri scenes" is underselling its presence a bit.
Replies: >>115658 >>115659
__elster_signalis_and_1_more_drawn_by_koyorin__9f587136a339ffee878d61302f4c6731.jpg
[Hide] (272.4KB, 1024x1325)
>>115657
>It's also a big part of the context behind why the MC is there in the first place, from what I remember, so saying there's "one or two yuri scenes" is underselling its presence a bit
Well yeah if you want to spoil the plot, but for most of the game it's just survival horror and LSTR eventually starts looking for Ariane, but the explicit yuri flashback scene is like 75% through the game.
yotsuba_bapho_why_god_why___AJ_GOD,___AJ.png
[Hide] (970.8KB, 1284x1840)
yotsuba_crying_pancake_chapter.jpg
[Hide] (37.1KB, 400x447)
yotsuba_its_the_best_thing_ever.png
[Hide] (261.6KB, 949x655)
yotsuba_sad.jpg
[Hide] (69.7KB, 447x558)
ClipboardImage.png
[Hide] (169.4KB, 225x320)
>>115656
If degens "claim" something then its usually trash/aids. Case in point: Witch Hat Atelier or Onimai. Shame about Witch Hat, because the beginning was pretty strong, but then it went more and more left until I heard horror stories about further volumes.
Counter example: Yotsuba. Almost unknown to the normie, but borderline required reading for any anon, and its anti-aids. One of the best "healing" manga out there.
>>115657
>It's also a big part of the context behind why the MC is there in the first place, from what I remember, so saying there's "one or two yuri scenes" is underselling its presence a bit.
I love it when my gut feeling is right.

Now fuck that and lets talk more about jap vidya or manga or whatnot. This place is so dead we might as well do it all in one thread at least until there's enough activity to warrant separate threads.
Recently read some Shiori Experience, and the art was absolutely excellent. Came upon it by pure chance, and I'm glad I did. The drawings are so good and lively they make feel jealous and inadequate as fuck. I wish the nigger wasn't there, but its the premise so... fuck me I guess
e0b2c2d247f646b9e9cf089b2e8f7096cbac22315211cef0931a6ea5d6d4f6a5.png
[Hide] (130.8KB, 442x720)
>>115661
I don't think spending all night arguing about it is going to change anyone's mind. If anon wants to dislike a game because it has a background lesbian relationship and trannies like it, he can. I think the attitude is ridiculous and it's not going to effect my enjoyment of the game, so I'm not going to waste my time.
Replies: >>115666 >>115668
yuricuck_yurifag_yuritard.jpg
[Hide] (275.2KB, 900x758)
>>115661
I said I don't want it
And yuricucks took it personally
>rather than tell all these leeches to fuck off for inserting their politics into entertainment, you would rather just avoid the material entirely
Blackrock money doesn't care about some anons objecting. And avoiding mental poison is good. Its also not "inserting politics" if the dykes are already IN the game.
>BASED
no
>>115662
>If anon wants to dislike a game because it has a background lesbian relationship and trannies like it, he can. I think the attitude is ridiculous
Enjoy your trannies and dykes in everything. Netflix is over there by the way.
Replies: >>115667
e24082e40df5270f847ddcd2d9c7db18a0c7de52f3c9bacd66caa48cfad21b89.jpg
[Hide] (1MB, 1447x2046)
>>115666
lmao at posting that pic unironically
>>115662
It's pretty clear his opinions on everything come down entirely to how WOWKE vs BAYSED something is, with some shallow rationalization thrown on top.
Little worth can be gained from discussions with people, whose entire breadth of opinions is known in advance. Though, sadly, this is how everyone is nowadays.
Replies: >>115669
c8805cd282b2747ca2538789cc60a61878d4530a32be325df57102514372be9c.jpg
[Hide] (111.7KB, 640x475)
>>115668
Which is funny, since Signalis is a profoundly anti-communist game as well as a lesbo version of The King in Yellow. The cultural war over wokeness is tiresome. Watching out for weird political stuff is fine, but too often people seize on one thing because a streamer talked about it to get clicks and they usually don't even know the context.
Replies: >>115683
Kornheiser_Why.JPG
[Hide] (23.2KB, 288x499)
>arguing over Signalis somehow turns into a kike vs kebab half-brother war over who is the bigger pedophile
Thanks for reminding me to resume the rape gang inquiry report between playing anime games.
according_to_my_reports_you_are_a_faggot_digimon.png
[Hide] (421.5KB, 615x512)
>>115669
>muh wokeness culture war
YOU'RE the only one who brought up wokeness. How fucking hard is it to understand that some people don't want lesbos in their fiction, period. It's not that deep.
>>115670
>archive link that never loads
Sasuga retard kun.

And all this thread shows is that yurishit does in fact bring out the worst people out of the woodwork. Things were slow but fine-ish UNTIL the lesbo topic came up.
also why is it so difficult for you to hate both small hats and kebabs?
Replies: >>115686
>>115683
>YOU'RE the only one who brought up wokeness
No I didn't. I asked why the game caused so much drama and thought that anons perception of the game was warped. I don't care if someone dislikes a game for wokeshit for principled, but I do think people should look for the ingame context before immediately getting mad at something.

>also why is it so difficult for you to hate both small hats and kebabs?
It isn't, but I have very little tolerance for counter jihad bullshit. I don't like muslims and I don't like arabs, but when someone obsessively deflects from jews to them then you're dealing with a jew or an indian. Who the fuck brings up Pakistanis after someone points out that James Lindsay is paid to pretending to be a conservative defending Israel and gay rights?
Replies: >>115690
>>115678
It's completely nothing wrong men marrying pubescent (or near-pubescent) women with their father's permission as long as there's no pederasty involved, which, wouldn't you know is mainly pushed by kikes along with the "age of """consent"""" laws for heterosexual marriage.
Replies: >>115690
Zrzut_Ekranu_2026-06-16_20-49-59.png
[Hide] (877.7KB, 777x1058)
Zrzut_Ekranu_2026-05-24_16-31-24.png
[Hide] (1.3MB, 1484x917)
Zrzut_Ekranu_2026-05-24_16-30-49.png
[Hide] (391.2KB, 1347x738)
>>115686
>I don't like muslims and I don't like arabs, but when someone obsessively deflects from jews to them then you're dealing with a jew or an indian. Who the fuck brings up Pakistanis after someone points out that James Lindsay is paid to pretending to be a conservative defending Israel and gay rights?
Fair enough, I must've gotten a wrong impression from all this shitstorm.
>I do think people should look for the ingame context before immediately getting mad at something.
I think only yurifags got mad, I just said multiple times I'm not interested in it.
>>115688
>Hitler dubs
Seems legit. I don't have a strong stance on a particular age for marriage, but I do think they should be things done between families and with father's consent....
What the fuck are we talking about again

Anime games anyone?
Replies: >>115691 >>115692
screenshot_0006.png
[Hide] (3.5MB, 3840x2160)
screenshot_0012.png
[Hide] (3.4MB, 3840x2160)
screenshot_0017.png
[Hide] (3.8MB, 3840x2160)
screenshot_0019.png
[Hide] (4.4MB, 3840x2160)
>>115690
>Anime games anyone?
I've been playing Kotama and Academy Citadel lately. It's a chinese metroidvania with gameplay similar to Nine Sols, but a bit less souls like. It's good (very good for a first time dev) and I've had fun with it, but I don't really know how to judge what makes a great metroidvania. 
>I think only yurifags got mad, I just said multiple times I'm not interested in it
To be honest, I don't know how I would judge Signalis if it wasn't my first classic style survival horror game. I loved the plot, the setting, the designs, the aesthetics and the fanwork but survival horror isn't a genre I can judge well in terms of gameplay.
Replies: >>115705
shantae_on_the_gba.jpeg
[Hide] (1.6MB, 3955x4096)
SURVIVE.Shiteki_[yQoTIMNNrHE].mp4
[Hide] (7MB, 640x360, 01:18)
>>115690
Since you posted it, what are your thoughts on what you've seen of Luminous Avenger iX 3?
>Anime games anyone?
I'm currently figuring out what one I'll play next. It'll probably end up being Peripeteia if the patchnotes aren't lying and it fixed a bug that annoyed me enough to halt my last playthrough. It's a true example of slavjank where devs try something bizarrely ambitious and original that clearly goes beyond their coding ability based off what I've heard through /agdg/ circles, the messy development process and shit like the level designer/main artist and writer's repeated hospitalizations did not help. Even with all its serious flaws, it and especially its level design will probably end up being a big influence on future games. 8/agdg/ really did strike way beyond its weight, as does /agdg/ in general, and I gotta say I'm proud of the bastards.
As far as Japanese games so, I've begun playing around with Eschatos a little (biggest holdup is me needing to get used to its shield mechanic instead of the usual bombs, as the game gives you a little rechargeable sphere you can absorb bullets with in front of your ship), but stylistically it isn't anime. It does get some good OTOMADS though.
>>115685
>a video that's almost two hours long
If this is about the theory that the Quran is a mistranslated Syriac Old Testament with various misused Syriac traditions thrown in there (I've heard a bit about it, and the latter part about kebabs borrowing heavily from Syrian Christians is true, but I need to do more research on the former), you're mixing up the Torah and Talmud. The Old Testament is more or less the Torah, whereas "traditions" do not equal "Talmud," or even anything that remotely resembles what anyone today thinks of as Judaism. 
I'd rather not get involved in this slapfight beyond that. I just get kind of annoyed by Torah/Talmud mixups because it really holds back peoples' understanding of what's wrong with Jews.
Replies: >>115707
porno_gacha_2.webm
[Hide] (3.9MB, 1280x720, 01:15)
3d_graphics_ouch.jpg
[Hide] (182.5KB, 1920x1080)
Screenshot_(1046).png
[Hide] (2.9MB, 1920x1080)
Quran and Talmud aren't anime games, fuck y'all. Both books are gay and degenerate anyway.

>>115691
>almost 4k res pngs
Bruh, next time post jpgs or something. And, you know, gameplay pics.
>3d graphics
It doesn't look terrible, and I tolerated Metroid Dread, but I prefer 2d games to have 2d graphics most of the time. It looks pretty ok in motion though.
>a bit less souls like
Recently tried Demon's Souls and felt like maybe I grew out of souls design or got fed up with it. Sour interactions with difficulty junkies further made me dislike "HARD(tm)" games. I'm not going to argue for difficulty settings because of some gay "accessibility", but I personally want difficulty settings. Maybe not the cancer that the newest nu-Doom did, where you have to balance the game yourself with a ton of sliders, but at least something like Citadel or just a basic "easy, normal, hard". Maybe adding a harder difficulty setting, that once you pick it locks you into it and has extra content as well, so the junkies also have something.

Also, the art you posted kinda reminds me of some extremely pornographic gacha I saw on the interwebs some time ago.
Replies: >>115706
screenshot_0020.png
[Hide] (7.5MB, 3840x2160)
screenshot_0009.png
[Hide] (5.5MB, 3840x2160)
screenshot_0011.png
[Hide] (6MB, 3840x2160)
screenshot_0015.png
[Hide] (7.1MB, 3840x2160)
>>115705
>And, you know, gameplay pics.
It's a metroidvania, don't they all have the same gameplay? I don't have many shots outside of cutscenes.
>Sour interactions with difficulty junkies further made me dislike "HARD(tm)" games.
I've been playing a lot of soulslikes lately and I agree. I'm honestly getting tired of frustrating games. Most modern "hard" games lack mechanical depth and compensate by doing attack spam with funny timings. Bosses in Kotama unfortunately go pretty hard on that. I really would not recommend challenge mode. 
>the art you posted kinda reminds me of some extremely pornographic gacha I saw on the interwebs some time ago.
The character artstyle is extremely gacha. The minor characters mostly look the same and when talking, everyone has an imo distracting Live2D like animation instead of a static sprite.
Replies: >>115708
>>115692
>shantae_on_the_gba.jpeg
Nice pic.
I've gotta pirate that game eventually. And Seven Sirens too. Really liked Pirate's Curse, Half Genie was... ok. Felt like basic fastfood of video games.
>Since you posted it, what are your thoughts on what you've seen of Luminous Avenger iX 3?
<Gee what could anon think about a game that promises to give us playable BLADE
HYPE.
I mean, there's not much to say, it looks as good as other GV games and spinoffs. I only hope the plot isn't a crime against humanity like GV Gibbs.]
I like almost everything Inti makes nowadays, also liked iX2, so I have peace of mind this will be another apeX of 2d action.
>Peripeteia
That Polish game? Also, it came from anons from 4um?
Gotta say, not my atmosphere from what I saw. Too much grim darkness, too few anime girls. And it looks slow. Citadel is also very grim and much dark, but its lighter (as in, the colors on the screen are literally brighter), can be very fast and I like the art direction more.
>OTOMADS
nani sore?
Replies: >>115718
silksong_bosses_meme_hollow_knight.jpg
[Hide] (91.9KB, 800x900)
silksong_if_honest_hollow_knight.png
[Hide] (1.5MB, 1373x766)
silksong_is_bullshit.png
[Hide] (632.5KB, 1920x647)
>>115706
>7.5MB for a single screenshot, damn
>It's a metroidvania, don't they all have the same gameplay? I don't have many shots outside of cutscenes.
I mean, at first I thought you were talking about a gacha based on the pics you shared. And most of the time players are going to be looking at gameplay, so if you want to share with anons what you played then its worth sharing pics of that.
Also:
>It's a metroidvania, don't they all have the same gameplay?
No. Its like saying all 2d platformers have the same gameplay, or all boomer shooters have the same gameplay.
>I've been playing a lot of soulslikes lately and I agree. I'm honestly getting tired of frustrating games. Most modern "hard" games lack mechanical depth and compensate by doing attack spam with funny timings. Bosses in Kotama unfortunately go pretty hard on that. I really would not recommend challenge mode. 
My issue isn't even "mechanical depth" but just wanting to enjoy myself without actively studying everything about a game. Lately I've had this feeling "its just a game, why bother autistically analyzing it, there's more important things in life". Not to mention difficulty often is a simple numbers game, give enemies more, and the player less, reduce windups for attacks, voila: HARD. Difficulty isn't game design, and its usually not meaningful. The mechanics, graphics, sound, and story and how these all come together is design and is meaningful.

Silksong was really fucking annoying for me, the design there just felt mean for the sake of being mean. Random spike bullshit everywhere and totally out of whack damage. If we think about powerscaling in that game its absurd, common goons from the first area hit as hard as demigod final bosses. The difficulty was doubly annoying because I just wanted to explore that admittedly quite pretty world, but every few steps there were spikes, fucking swamps, enemies hitting for 2 masks, tiring enemy gauntlets or boring bosses. I beat act 2 and explored some more and got fed up.
Replies: >>115717
video_games_for_different_consoles,_high_res_gray_concrete_textures_mario_bouncy_castle.jpg
[Hide] (224.3KB, 1360x452)
>found this relic on my pc
Times have changed, huh.
>115712
>115713
Both of you shut the fuck up already, damn, where are the mods when you need them for once.
Replies: >>115727
>>115708
>Its like saying all 2d platformers have the same gameplay, or all boomer shooters have the same gameplay.
Those feel like bad examples, but what I was getting at is that gameplay in Kotama is generic metroidvania. The only thing it lacks is contact damage. Sure it has a parry and some other small things, but they feel undeveloped. It's way easier to jump over most attacks instead of parrying, unlike for example Nine Sols; active skills are pretty useless and only do damage anyway; and while your dash eventually gets iframes in late game, they work on a cooldown so they're not a real evasive tool except for certain boss attacks that you still have to learn by rote. Not to say that Kotama is a bad game, it's just a 7/10. Very common for chinese games, their industry doesn't have the institutional knowledge of the west to know what to copy or put an interesting twist on.

>Difficulty isn't game design, and its usually not meaningful
Difficulty can be finely tuned to make players engage with a broader amount of game mechanics beyond unga bunga big stick, but it's hard to do well so the easier approach of "make the player die until they learn by rote" is taken. It helps that the latter approach guarantees a lot of retards who will defend every dumb thing by saying complainers have a skill issue.
water_plant_shootout.mp4
[Hide] (27.2MB, 1280x720, 02:20)
G4cK8o4XAAEHhBd.jpg
[Hide] (343.8KB, 2398x1876)
>>115707
>I've gotta pirate that game eventually. And Seven Sirens too. 
I haven't played the new one yet. It's on GOG like the other games, so I might as well toss Wayforward some shekels for it and hope it's decent.
Whether you like Seven Sirens or not will depend a lot on what you like most about the series. It's the closest the series gets to a full-blown metroidvania, but takes place on a different island and has the weakest cast and story in the entire series. For me, the sort of okay map doesn't outweigh what the game lost. I also know people who say it's their favourite Shantae game.
>That Polish game? Also, it came from anons from 4um?
8/agdg/ in general got scattered to the wind after 8chan died. The devs were originally from 8chan's /agdg/ and an Uncommon Time fangame, with the game's earliest demos being posted in demo day threads (I forget if some were on 8chan or if they were all on the webring). I think they still rarely post progress on the webring if you know where to look, although it may have been a while.
>Gotta say, not my atmosphere from what I saw. Too much grim darkness, too few anime girls. And it looks slow.
The combat can be pretty fast (although that depends on the particular encounter, your playstyle, and how broken the AI is in any given update). Outside that though, it's largely an urban exploration game for people who want to climb around disused Eastern Bloc architecture. How fast or slow that goes varies a lot based off how good you are at navigating, and whether you're intentionally heading somewhere or just wandering around.
Some people love that, some don't. I went from finding it overwhelming to building 3D mental maps of the levels and rotating them in my head, so I find it neat.
Art direction-wise, fair. I have some complaints there as well, but I think I'll hold off on that until I finish what's in the game.
Replies: >>115721
dogshit_ui_and_font.jpg
[Hide] (263.1KB, 1920x1080)
>>115718
>I haven't played the new one yet. It's on GOG like the other games, so I might as well toss Wayforward some shekels for it and hope it's decent.
Looked up GOG and they support payments without telling them all the bank info, so it seems decent.
Though I believe in try before you buy, and 30$ is way off for a gba game in this day and age. For 30$ I'd expect a Gunvolt 3 tier game. Risky's Revolution looks like a 10-15$ game at most. The ui and font make it way look way worse as well.
Fuck, for some reason 7 Sirens is slightly cheaper, and that one has anime cutscenes, one of which is made by Trigger.
Replies: >>115723
Zrzut_Ekranu_2026-06-23_01-42-19.png
[Hide] (56.2KB, 499x534)
Zrzut_Ekranu_2026-06-23_01-41-55.png
[Hide] (43.6KB, 534x550)
>>115722
I'm the original anon and my original issue was always dykes, fuck off and die already.
>>115721
>the game is on internet archive
https://archive.org/download/shantae-advance-risky-revolution_202504
Lmao, got it working, guess I'll try that out. Hope its not inferior to the pc one.
>>115714
>Both of you shut the fuck up already
This.

>where are the mods when you need them for once.
Report, hide, & ignore. I don't think this new /animu/ BO has any jannies yet.
rat_with_bible.png
[Hide] (277KB, 500x281)
>>115728
Nigger sometimes nobody talks about some game I bring up on an imageboard, and that doesn't mean I start bellyaching about how "no one is going to care about the games I play." Sometimes people will, and sometimes they won't. You can't force that.
>>115502
>pics
They express that something like humblebragging would be something troubling to grasp for Westerners.
>>115728
>I mean I've recently been on a binge of trying out smartphone games, but who's going to care about an /m/ title like Raygraze?
I'm potentially interested if it's good enough. My plans on getting more into old PC mecha games fell flat when Wine and specifically Wine began crapping out on me for reasons I still haven't figured out. Waiting a while to see if a dependency update would fix it hasn't produced anything, so now I gotta get off my butt and learn Wine's built-in debugger to see if I can force anything useful out of it.
bottle.png
[Hide] (458.2KB, 675x489)
>>115732
I already told you dumbasses that you were yelling at software pirates about Steam. I personally hate the shit you're bitching about so much that I'm starting a software project that will hopefully make it way easier for independent stores to start up and distribute game updates without needing new server backends and seperate clients for every one. I can't force Steam to die by lashing out at anons on imageboard threads (I've watched that tactic continuously fail for well over a decade), but I can hopefully at least force it outside its comfort zone by changing the game and stripping away as much of its normalfag convenience factor as I possibly can.
Now shut the fuck up, stop acting like a failed environmentalist activist who takes it out on random people instead of directly fighting greater evils, and talk about the anime games you supposedly like so much.
Caligula_20th_Anniversary_illustration_by_Oguchi.png
[Hide] (11.1MB, 4093x3228)
Suzuna_Kagura.png
[Hide] (3.3MB, 1280x1808)
Caligula_--_Suzunas_Dragon_Shout.png
[Hide] (207.8KB, 486x1500)
>>115601
>June 23

Well, this is it: Caligula's 10th ANNIVERSARY! 
Series veteran artist Oguchi made an official illustration to celebrate it.

Oh, and that Yamanaka livestream on jewtube is about to start, just a couple of hours from now:

/watch?v=JKaUZ3C4T6c

Also, Suzuna Kagura has her birthday on the very same date. Happy birthday, Suzuna!
skeleton_mucho_texto.png
[Hide] (191.4KB, 458x351)
wow,_thats_a_lotta_words_im_not_reading_them_duke_nukem.mp4
[Hide] (478KB, 482x480, 00:10)
it_says_you're_a_pussy_duke_nukem.mp4
[Hide] (327.3KB, 640x360, 00:10)
>115732
I ain't reading all that.
Shut the fuck up already you fucking loser. You're a pathetic whiner that does NOTHING, and then rationalizes why he doesn't talk about anime games on an anime board.
__curly_brace_quote_and_mimiga_doukutsu_monogatari_drawn_by_bayachao__1beb0f79ecad02edb82dc25cd0e31905.jpeg
[Hide] (145.5KB, 982x1000)
>>115740
Man, this is just sad to look at. I wouldn't mind picking your brain on Star Successor or Sky Crawlers or some shit (Cave Story's been on my mind a bit lately too, but for more autistic reasons that I doubt a lot of anons would be interested in), but you really gotta stop getting so wound up over this that you yell at pirates over stuff they don't use. You aren't accomplishing anything beyond filling up a thread and making yourself more miserable.
>>115735
>There's also other independent stores people can use. You don't need to be original, just use the tools already available.
I'm often good with that; I'm just a bit exasperated because I've found something that seems obvious to me but literally no one has tried making. I've checked. I pretty much have to try to make it at this point, as my curiosity is killing me. Worst case scenario, it ends up being a couple software repos and a website for something no one uses, and I get something to put on a resume. Best case, my hunch is correct and it sets off a move towards smaller dev or publisher-hosted game stores.
There's a cancerous piece of Linux software which supposedly wants to do something similar eventually (in a more complex and bloated way), but some of its architectural decisions and it being Linux-only and soon systemd-only would put it at a real disadvantage compared to what I'm interested in.
Replies: >>115749
>>115743
>There's a cancerous piece of Linux software which supposedly wants to do something similar eventually (in a more complex and bloated way), but some of its architectural decisions and it being Linux-only and soon systemd-only would put it at a real disadvantage compared to what I'm interested in.
What's wrong with systemD again? I never quite understood what people were mad about.
Half related, but if you're talking server side things, then being linux only shouldn't be a problem, no? Or am I misunderstanding something?
Replies: >>115753
miku_medusa.png
[Hide] (815.9KB, 986x917)
>>115749
Ah, sorry. That was in reference to the base spec and reference client, which I'd like to be as cross-platform as possible. Ideally the core spec should be implementable on any operating system with internet support and a filesystem, with platform-specific extensions to handle nice features beyond that bare minimum.
As for systemd, that's a long story. The short-ish version is that it took what's supposed to be a tiny, secure program (the first program a Unix OS starts up which manages all other programs) and made it into a bloated nightmare that stuffs a bunch of unrelated functionality into itself and wants to make the world depend on it. It got pushed on most mainstream Linux distros in a suspicious way years back, with its supporters pretending that there were zero useful alternatives, and now by sheer coincidence it is becoming the core of age verification on Linux.
Before it got tied into the OS age verification mess, it wasn't really something that'd bug Linux newfags much even if it was pretty bad. Now it's unfortunately a much bigger concern.
>>115750
You've said as much. The problem is that "throw tantrums at everyone, even people who didn't pay for the software" doesn't scale and quite visibly has not worked in this field for over a decade. The strategy also undermines your moral grandstanding, as people look at how you act and see the opposite of the righteous self-image you try to project. They don't see a strong, independent man who lives his own life regardless of the world's folly; they see an easily upset, spoiled child who tries to get his way in life by screaming at people until they cave in.
I don't like putting it that way, but someone has to break it to you eventually.

Now, anime games. How's that Sky Crawlers game you mentioned? I've seen it come up in relation to Ace Combat a number of times, and I watched the Mamoru Oshii movie years ago, but I don't know much about it. My experience with the genre is limited to a couple WW2 air combat games and Crimson Skies.
Replies: >>115757 >>115761
>>115753
>systemd
I heard about the "bloat" issue, but I've seen others say (and myself as well) that whatever bloat there is it doesn't actually slow down the pc enough for me to notice. I can imagine it having 200k more lines of code than it needs, but in the end even the normiest linux mint runs circles around the leanest winshit.
>It got pushed on most mainstream Linux distros in a suspicious way years back, with its supporters pretending that there were zero useful alternatives
Now this does sound bad.
>and now by sheer coincidence it is becoming the core of age verification on Linux.
I've read about it, and it does sound like a "foot in the door" type of thing. Though if its all open source and shit, can't someone just fork that, gut the spooky shit from systemd, and make an ok distro?

I get the sentiment with disliking it, but recently I also "grew up" and realized normies and business-normies also need their pcs to work. Penguins might have a ton of advantages, but they also lack another ton of things from winshit or apple, there's a real reason normal people generally don't touch linux, and its not just ignorance. I'm no Stallman, but compared to the normie I might as well be, and fighting for hours to do something that's basic shit on windows isn't very productive. The phrase "linux is free if you don't value your time" is only half retarded, the other half does point to a real problem. At my level I can fix my problems, and maybe help others a bit, but I can't compile my own distro or read source code for most of the things I use. What I'm trying to say is that people like you need to save our retarded asses by making those unspooky forks and alike.
also don't give any positive attention to that retard, he doesn't deserve it

Cute miku btw.
Replies: >>115761 >>115764
shanta.jpg
[Hide] (113.9KB, 1280x720)
Zrzut_Ekranu_2026-06-24_01-11-58.png
[Hide] (705.8KB, 1228x810)
Zrzut_Ekranu_2026-06-24_01-11-46.png
[Hide] (302.2KB, 467x679)
Zrzut_Ekranu_2026-06-24_01-11-21.png
[Hide] (795.4KB, 1224x812)
high_res_sprite,_eugh.png
[Hide] (348.8KB, 586x730)
I played some of that Shantae GBA game, and the gba looks significantly better when it comes to ui and font. I have screencaps on another pc so I can't share them right now, have something from yt.
The game runs weird though. The GBA emulator reports around 60fps with no dips, but it doesn't feel like it at all when playing. It's not terrible, but "something's off" type of thing. Shan also falls significantly faster than she jumps up. I know stronger gravity when falling is a thing in 2d platformers, but I think they're overtuned it here, its really noticeable and feels weird.
And I was REALLY disappointing that when mounting the bird we don't get a low poly old school 3d animation or map to fly around. It felt like it just had to be there, so the static illustration was a let down.
I like the amount of illustrations in the prologue though, they make the story feel way more alive.
and Sky is so hot, holy shit. brb, I need to visit the boorus

Now this is half related, but where did the trope of seductive arabian women came from? If anything the arab world seems way more chaste than anything in the west, and yet the trope of borderline-whores bellydancers and alike is quite alive here. Shantae is all about that, and just now I'm thinking that it might be kinda weird.
Replies: >>115761 >>115764
>>115753
> How's that Sky Crawlers game you mentioned? I've seen it come up in relation to Ace Combat a number of times, and I watched the Mamoru Oshii movie years ago, but I don't know much about it. My experience with the genre is limited to a couple WW2 air combat games and Crimson Skies.
I really cannot talk about it much in the context of the AC series becuase I haven't played the other games. I just know that Project Aces helped with the development. In relation to the film/novel it's based upon, Innocent Aces is a prequel focusing on Cheetah's early years as a pilot and the introduction of the Killdren into the PMC war. And the story is told through static mission briefings, in-mission dialogue, and anime FMVs. The actual gameplay is your usual flight combat, but the biggest thing about the game is combat maneuvers. These are essentially QTEs that function in two ways. There's the manual maneuvers that you use for positioning and turning and have a cooldown, and then there's the tactical maneuvers that have a warm-up period across three levels and are executed by being within proximity of an enemy plane so you can end up behind them. The game is pretty easy in the early parts but I remember the difficulty beginning to ramp up very quickly from the middle onwards. Also I played the game with the default Wiimote and Nunchuk controls, where you uses the Wiimote as the throttle and the Nunchuk to steer. I've actually been meaning to see about replaying it again sometime soon as it's of the earliest anime games I played alongside Lux-Pain that I fell in love with.

>>115757
>I heard about the "bloat" issue, but I've seen others say (and myself as well) that whatever bloat there is it doesn't actually slow down the pc enough for me to notice. 
It's probably the same kinds of people that turn off the loading screen for Windows because it shaves several seconds off the boot time of a computer.
>Though if its all open source and shit, can't someone just fork that, gut the spooky shit from systemd, and make an ok distro?
In theory, yes, but no one ever does and is ultimately the problem that I have with anything FOSS related. That if there's ever a problem, then guess who's the poor sucked tasked with fixing it.

>>115758
>Now this is half related, but where did the trope of seductive arabian women came from? If anything the arab world seems way more chaste than anything in the west, and yet the trope of borderline-whores bellydancers and alike is quite alive here.
The problem is that you're assuming Islam is a reflection of Middle Eastern culture when the reality is that it's one of the most alien presences in the Middle East.
Replies: >>115764
sky_cute.jpeg
[Hide] (1.5MB, 1080x1920)
Alan_Kay_on_software_environments.png
[Hide] (203.2KB, 845x132)
>>115757
>bloat
The bloat here isn't really about performance so much as it is stuffing way too much junk into a program that manages all your other programs and crashes everything if it crashes. This has some pretty bad security implications too, which unfortunately end up manifesting as really stupid CVEs that wouldn't affect a less convoluted service manager.
Some of systemd's alternatives do boot a bit faster though.
>Though if its all open source and shit, can't someone just fork that, gut the spooky shit from systemd, and make an ok distro?
IIRC there are currently some forks without the age verification stubs in. Fixing systemd as a whole is another matter, given how much of an intertwined spaghetti architecture mess it is.
>What I'm trying to say is that people like you need to save our retarded asses by making those unspooky forks and alike.
There's definitely sysadmins kicking around the webring with way more expertise than I have. I have a lot of really embarrassing gaps in my knowledge that I'm trying to fill in. It's probably better to be honest about that and work with it than be delusional about it, but eh.
As for the rest, I have some thoughts on that stuff which are a bit out of the usual, but they need a bit of extra research and experimentation before I start babbling about them.
>>115758 
How're the story and humour so far? I'm not expecting Pirate's Curse-tier solid shitpost gold, but I'm just hoping it isn't phoned-in. Even something on the level of that directions gag in Risky's Revenge would be great.
>The GBA emulator reports around 60fps with no dips, but it doesn't feel like it at all when playing. It's not terrible, but "something's off" type of thing.
Could be a framepacing issue.
>>115761
>QTE combat maneuvers
I vaguely recall Blazing Angels 2 having something like what you're describing, although it's been a long-ass time so I don't remember the specifics very well. Still, having an aerial combat game that's controlled by the Wiimote+Nunchuck and doesn't suck sounds interesting. Whatever it does can't be worse than Lair.
Replies: >>115778
940412ed3c6335c4549bf2e70fa27e6a.jpeg
[Hide] (219.4KB, 1280x939)
nirak_shantae.jpg
[Hide] (1.6MB, 1558x1000)
nirak_shantae_3.jpeg
[Hide] (945.4KB, 1133x800)
nirak_shantae_4.jpg
[Hide] (796.3KB, 1150x812)
nirak_shantae_2.jpeg
[Hide] (2MB, 2340x1640)
>>115764
>How're the story and humour so far? I'm not expecting Pirate's Curse-tier solid shitpost gold, but I'm just hoping it isn't phoned-in. Even something on the level of that directions gag in Risky's Revenge would be great.
I played Risky's Revenge ages ago, so I don't remember what you're talking about. And I'm long overdue for a replay of Pirate's Curse.
3 hours in and the story is a basic bitch excuse for hunting mcguffins to defeat Risky and explain the main game mechanic of rotating worlds (which in practice means jumping on a switch changes any given area between 1 of its 2 states).
There was at least 1 genuinely funny moment so far, if I get the screencaps from the other pc I'll post it, but so far it's all just basic. I feel like I'm still in the prologue to be honest so I'll give it some more time when it comes to story and characters. I know of at least one other gag coming up because I spoiled it for myself ages ago, and that one is on par with the saliva bath in Pirate's Curse imo.
As a whole the game is very... fine. Ok. 6.5/10 kind of thing so far. The area I'm semi-stuck in right now (naga falls) is just boring and tedious, to unlock the dungeon you have to activate 6 switches strewn around a pretty big map, that has a foreground and background layers, which also can change states when you jump on a button. The map is just big enough and boring enough that I can't make a mental map of it, the 2 states don't help.

Once again, you unlock the monkey, crab and elephant first, and I'm sick of these 3 already. I get it I get it, the game is originally from 20+ years ago, but objectively speaking this is like 4th or 5th time you unlock the same transformations which have the same abilities. There's so many cool animals out there, but since Shantae 1 on GBC we're STILL stuck with what that game did. And I hate the crab for the sole reason that it's an inferior version of mermaid and I don't like such stopgap """powerups""". And I like monstergirls, so I want the mermaid. The monkey and elephant work as usual, nothing notable.
One boss was pretty annoying on 3 hearts, and I was forced to play it super safe which felt like shit. I could have had like 5 hearts at the time, I just didn't find them before the boss.
Even the max upgraded hair feels kinda weak, whereas max upgraded pikeball does like 2x or 3x the damage per hit. And the animation for max upgraded hair plays so fast it just doesn't look very good. Now that I think about it they could've done something like SF3 chun li's kick, where if you mash the button the animation changes to a different flurry type attack.
I found a spot where you can grind hundreds of gems in minutes, and I think in like half an hour you could buy out everything in rottytop's shop. Not bad or good, its there if you want it. I used it to get max hair upgrade quicker.

I'll play more of it, but for now I'm really glad I didn't spend 30$ or any amount of money on it.
>>115778
Pics unrelated btw, I just wanted to post something pretty.
But the more I think about Shantae series as a whole, the more it seems to squander its potential and not develop anything interesting.
The hairwhip is a basic attack that never gets developed. You could have shantae spin and her hair would spin around her, damaging enemies, make it into a lasso to catch onto objects and swing on them, use it as a rope to bind enemies, and then maybe unbind them to spin them beyblade style, use it as a rope to descend pits. Even from the top of my head I can come up with so many cool ideas, and WayForward could easily program and animate them as they showed with everything else they did, so its not unreasonable.
All you ever get is a basic melee attack.

The bellydance is just a pretty animation, nothing to do with music, in some games you have to time it ever so slightly and that's it. Again, there's so many interesting things you could do with a musical/dance aspect. Just look at games like Patapon or Mad Rat Dead to see what rhythm games could do. Or just implement more rhythm/dance related minigames. A basic DDR for advanced transformation or spell casting, I dunno.

Transformations just change basic things about how you control shantae. You switch between a few basic character types, but you can't do it on the fly, unlike in something like Curse of the Moon 2, where you could do cool combo maneuvers by switching characters mid-action or mid-air.

The magic aspect is relegated to 3 spells/items that are also recycled ad nauseam.

The genie aspect is literally non existent. Nothing gameplay related, or story related. She's a half genie because she said so. If she said she was half fairy, or half elf, or anything else it wouldn't change anything.

The best Shantae game is the one where almost all of those things are gutted for the sake of pirate equipment, and instead of X basic characters, you get one Shantae with an actually cool moveset, where you have access to all your tools at all times.
I guess the second best would be Shantae GBC, that game aged surprisingly well.

Fuck, now I'm thinking of making a ripoff Shantae game with all these transformation and hair ideas implemented.
Replies: >>115787 >>115794
aisha_clanclan_annoyed_kot_outlaw_star.gif
[Hide] (570.6KB, 540x405)
>>115778
Ok, I'm mad.
The game told me to look near a volcano for a pumice. So I go there but everyone's frozen since areas swapped places. So I go to where the volcano moved. Nothing there. I wander a bit, then get the bright idea I need to melt the ice and free the people in lava town. So I use the fireball spell, but it does nothing. Back to wandering for like half an hour until I got fed up and looked up on youtube what you're supposed to do.
You're supposed to break the ice with the elephant.
The game reminds me of zelda sometimes, in the worst way possible. You get vague direction on how to proceed, but there's only a single correct way of progressing the story. And there's a huge map with many areas to explore and bash your head against various roadblocks.
Maybe its minor, but it really pissed me off.

Now thanks to youtube I also now I'm like halfway through the game. Hope it gets better after that. I want mermaid and harpy already or some funnier story.
Replies: >>115794 >>115804
ClipboardImage.png
[Hide] (1.4MB, 1024x1266)
PopfulMail_MCD_JP_Box_Front.jpg
[Hide] (944.1KB, 1405x1400)
klonoasweep.png
[Hide] (401.4KB, 712x786)
>>115780
>Fuck, now I'm thinking of making a ripoff Shantae game with all these transformation and hair ideas implemented.
You do know that Shantae is just following games like Wonder Boy, and it's spin-offs Adventure Island and Monster World, right? And other similar games like Klonoa and Popful Mail.
Replies: >>115790 >>115794
>>115787
standard sidescrolling JP action adventure formula also found in Faxanadu, Dragon Slayer.
>>115768
>>115779
Speaking of SKG:
>The European Commission did not support the initiative to preserve the Stop Killing Games
https://archive.ph/cWeaJ
<As explained by the European Commission, to some extent, the Stop Killing Games initiative is hindered by copyright law. The fact is that gaming companies hold exclusive rights to their projects: they alone decide when to withdraw them from sale and whether to shut down servers. Therefore, they cannot simply be required to maintain access to games indefinitely.
<Moreover, the European Commission believes that EU laws already adequately protect consumer rights. For instance, platforms and retailers are obligated to inform gamers about the terms and conditions of the contract that is concluded when purchasing games, and gamers themselves have the opportunity to request a refund if they are dissatisfied with the titles.
<Nonetheless, the European Commission has promised to take a couple of steps “to address players’ concerns”:
Their "steps" are just PSAs about your "rights" as a customer and a guide on how to determine EoL support for games.
<In response to the European Commission’s statement, the authors of Stop Killing Games admitted that they were prepared for such an outcome, but they do not plan to give up. They are currently working on an amendment to the European Digital Fairness Act.
Run_Run_NYNtytops!.webm
[Hide] (10.1MB, 854x480, 02:15)
ss_aquafalls.png
[Hide] (76KB, 320x240)
>>115778
>>115780
>>115784
That's tough. I was hoping a bit more of the Risky's Revenge-era humour would have carried over, but I guess the story in Risky's Revenge wasn't that strong either.
You're sadly right about the series being squandered potential, even though I still have a soft spot for it. It has never figured out how to handle animal transformations in a satisfying way, with 1/2 Hero going for way too many barely differentiated transformations, and Seven Sirens opting for Pirate's Curse-style unlockable moves with animal sprites. As you say, it also hasn't figured out what to do with Shantae's half-genie race or how to expand on her hairwhip. The games get better or worse in different areas, but largely remain more charming than great.
That's part of what makes Pirate's Curse such an outlier. Even aside from the switch to pirate equipment, it's like Matt Bozon briefly gets it together and makes not just a good story, but a funny game. It has all these plot threads surfacing, submerging, resurfacing, and slamming into each other in ways that make for great running jokes and give you delayed punchlines when you least expect them. These are often tied into the backtracking-heavy sidequests and level design, and honestly, so is a lot of the game's humour on some level.
Take Run Run Rottytops. The entire thing is a joke at Shantae's and the player's expense. It's an intentionally awkward segment that rushes the player through a bunch of cheap enemy spawns with zero save points, but the context is so funny and the stage so ridiculous that what could have been a bad level becomes hilarious. It's such a multi-layered shitpost that its enemies are mostly phallic and either trying to grab, lick, kiss, or shoot sperm cells at Shantae, and all the subtext in and around the level hits different when you reach the Village of Lost Souls and learn through Rottytops' much more honest soul that she sees Shantae as the only real friend she has, and she acts like a flirtatious jerk because she has no idea how to handle an actual friendship.
>Fuck, now I'm thinking of making a ripoff Shantae game with all these transformation and hair ideas implemented.
You could make a fangame or something. I doubt Wayforward would be cunts about it, and it's a pretty fun way of getting some gamedev experience if you're good at riffing off your source material. Speaking of fangames,
>>115787
One of the only Shantae fangames I could find was a Monster World IV - Shantae crossover: Shantae and Asha: Dream Fantasia.
https://gamejolt.com/games/Shantae_and_Asha_Dream_Fantasia/293793
shantae_szantej_sprajts.jpg
[Hide] (613.7KB, 2280x2195)
>>115784
>>115778
Ok, I finished that piece of shit game- I mean, perfectly serviceable platformer... perfectly serviceable 20 years ago.
I've seen a review that said it feels like a game from 20 years ago in the best sense of the word. I'd argue the opposite. IF the game actually came out after Shantae gbc it'd be pretty good. But it didn't.
IF the game came out alongside something of the caliber of at least Half Genie Hero or 7 sirens it'd be ok. But it didn't. They had 6 years between Seven Sirens and this one, so the end result is really disappointing. Even if they worked on it in the background, after hours, its still lame for 6 fucking years.
I can't think of anything notable about it. At best its ok and works, at worst its just boring and completely forgettable.
Characters are completely 1 note. Story is a boring joke. Music is ok, but you don't need to play the game to listen to it. Gameplay has the same problems as ever and is rather shallow. Final boss is a damage sponge that can be cheesed by just drinking health regen potions.
And the dialogue often is the lamest attempt at edgy jokes I've seen. They couldn't just have hot babes as eye candy, they have to open their mouths and say something mean for the sake of being mean. The lava girls are evil skin snatchers. The bug mamas grow killer bugs because why not. Rotty says she might in fact eat brains from people. They add nothing to the story, they're never followed upon, but make everyone into an asshole for no reason.
So as a whole the writing is kinda shit.
And the fucking fetch quests. The whole story and gameplay is just gathering random bullshit for random people so that the """"""""""""plot"""""""""""" can progress. Find me this, find me that, get me 3 of those.
Honestly, don't bother with it, at best just watch a walkthrough on youtube if you really need to know how the game looks, but that's it.
The only fun things in this game are the harpy transformation which you get dead last, 10 minutes before the end of the game, and some of the sprites and illustartions are ok. Neither of which make the game worth playing, let alone paying any money for it.

I'll try 7 sirens now so that I'll have the complete overview of the series, but I won't force myself to finish that one. If its also lame, fuck it.

Shantae is the poster girl for mid games that are only popular because the main girl is hot.
Replies: >>115811 >>115863
__shantae_and_patricia_wagon_shantae_and_3_more_drawn_by_life_is_pi__532ef00c7156030a2af733a3137f296c.jpeg
[Hide] (2.8MB, 1512x2688)
__shantae_and_patricia_wagon_shantae_and_3_more_drawn_by_metata__0248cb3f19f3510e7566e14a2d45dd33.jpeg
[Hide] (132.2KB, 640x800)
>>115804
Sorry to hear you didn't like it. I'll probably still try it sometime, since I might enjoy some of that humour a bit more than you did, but my expectations aren't high and you're more than likely right about it.
Maybe you'll end up enjoying Seven Sirens? Just make sure you don't get the original version if you try it, as it was way too easy. It later got a way better game mode with revamped mechanics and expanded bossfights. It's an odd entry in that it's usually either peoples' favourite or least favourite Shantae game. I went in expecting to like it and found myself disappointed, yet have friends who went in with low expectations and ended up loving it.
>Shantae is the poster girl for mid games that are only popular because the main girl is hot.
Yeah, they're coasting hard off people who loved the first game (from what I've heard from friends, as I haven't messed with it much yet) and Pirate's Curse. Mighty Switch Force is the better Wayforward series as a whole.
Replies: >>115814
Zrzut_Ekranu_2026-06-26_18-47-23.png
[Hide] (732.5KB, 1920x1199)
Zrzut_Ekranu_2026-06-26_18-47-20.png
[Hide] (729.1KB, 1918x1199)
Zrzut_Ekranu_2026-06-26_18-47-17.png
[Hide] (753.8KB, 1920x1199)
Zrzut_Ekranu_2026-06-26_18-47-14.png
[Hide] (783.1KB, 1920x1199)
ClipboardImage.png
[Hide] (473.7KB, 500x387)
>>115811
I assume you mean the definitive mode.
Though from the beginning it made a good impression, having all modes unlocked from the start, including babyshit modes, and full equip unlocks.
>Yeah, they're coasting hard off people who loved the first game (from what I've heard from friends, as I haven't messed with it much yet)
Do try the GBC one, its really good. Unlike Shantae "Advance", the GBC one actually was released 20 years ago. There's also a certain charm to it, thanks to the ancient hardware its running on.
>Mighty Switch Force is the better Wayforward series as a whole
Oh yeah, that one's pretty great. My only gripe in it is the baby kicking (again, lame needless edge), but the games themselves are really neat. Now that I think about it, Mighty Milky Way also featured the same brand of teenage, randumb edge at the end.

Looking through their catalog I was reminded they were involved in River City Girls, though that game was so good all around I think ArcSys deserves the praise for it. I never played the second one though.
I did look up the artist that did the pseudo-manga for it, and she also made her own comic, that was also pretty good. Probably the best example of a western made """manga""" I've seen. The visual language was spot on and it just felt right.
Replies: >>115816
>>115814
Yeah, I meant definitive mode. Rule breaker and full deck sound fun, but given how busted some monster card combinations can be already, I'd prefer to save those for replays.
Replies: >>115850
pantsu.png
[Hide] (1.3MB, 1920x1200)
worst_dance_minigame_ever.png
[Hide] (1.7MB, 1920x1200)
''''''''''''''''mermaid'''''''''''''''.png
[Hide] (1.1MB, 1920x1200)
BACK_TO_AFRICA,_NOW!.png
[Hide] (1.4MB, 1920x1200)
can_i_equip_2?.png
[Hide] (807.8KB, 1920x1200)
>>115816
2.5h in, 2 mermaids killed and its ok so far. I like that they're """"""""""""mermaids"""""""""""", which lets them be creative with the designs. I don't like that they're one note characters we see for the first time at the bossfight and we just kill them immediately.
Risky Anus can go fuck off, I seriously don't care about her.
Why didn't Shantae recognize Rotty immediately?
Why is there a nigger?
Why did they make the worst "dance" minigame ever? Just make a ddr, old, reliable, fun, easy to animate and program, fuck. Stop trying to reinvent the wheel.
Monster card collecting is... ok. So far their abilities are kinda boring. I appreciate the higher crawl/climb speeds. The subscreen makes it look like you can equip 2 cards at once, so its annoying that you can't.

Almost forgot about the """anime""" cutscenes. Pretty bad. Mostly because they feel fake, and the voice acting is your generic trashy anime english dub, but we can't switch to jap in this one.
The game proper looks excellent. Though it has some jank, like weird animations, or some characters using their portraits poorly, or just incorrectly (e.g. sleeping half genies don't even have their eyes closed).
From the production side of things I think Shantae has just direction problems. Their animatiors, programmers, musicians are all perfectly capable, but whoever is calling the shots has mediocre or shitty ideas. If someone more competent put these people to work then every game could be like Pirate's Curse or better.
Also I wonder why don't they just do another kickstarter, I think people would gladly pay them, and they could use that budget to hire more Trigger, or better voice actors or whatnot. Maybe its a pride thing, they don't want to be seen as begging.
Replies: >>115851
__giga_mermaid_shantae_and_1_more_drawn_by_life_is_pi__2fd0a763379f30fa6c443c884f55c0da.jpeg
[Hide] (1MB, 1680x2688)
>>115850
I think you're right about the direction problems. Every game claims to be written and directed by Matt Bozon, and his work seems...inconsistent. My impression is that he tries whatever strikes his fancy at the time and often doesn't really learn from what his previous games did well. Pirate's Curse and 1/2 Genie Hero being worked on at the same time raises some questions as well.
>The subscreen makes it look like you can equip 2 cards at once, so its annoying that you can't.
I remember having multiple active at once. Maybe it's something you unlock?
>The game proper looks excellent. 
My biggest issue with Seven Sirens (outside the mermaids and half-genies being so forgettable that they got upstaged by a mute mermaid from 1/2 Genie Hero) is that it wants to be more of a metroidvania, but has almost no room for sequence breaking. The map and story just aren't structured in a way that lets you bust it open and approach the mermaid dungeons in different orders. That didn't bug the friends who really liked the gameplay otherwise, but it ate at me enough that it ultimately ate into my enjoyment of the game as a whole.
shantae_squid_pole.gif
[Hide] (2.7MB, 366x252)
>>115804

Haven't played the GBA one yet but yes, that sounds about right. It's a series that is heavily carried by the art and music, but just know that Seven Sirens doesn't have Jake Kaufmann doing the music and the soundtrack consists of mediocre chiptunes. Seven Sirens felt like some throwaway mobile game and from what I understand that's basically what it started as, and they only updated it later. Even after the updates it's still not that good, but I do like how they streamlined the transformations at least.
[New Reply]
170 replies | 205 files
Connecting...
Show Post Actions

Actions:

Captcha:

- news - rules - faq -
jschan 1.7.3