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animu and mango


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Last thread: >>92446
https://archive.ph/U3KVZ
Was gonna post this in the old thread before I saw it hit the bump limit.
I posted about this mole fetish simulator Prince of Persia/Shadow of the Colossus hybrid's demo last year and complained about its movement and lack of graphics settings. The dev later overhauled both of these in a demo patch, much to my surprise, and now that it's out on GOG I'll probably give this thing a whirl and a writeup when I'm done with it.
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>Which do you prefer: horrible aliasing with blur or antialiasing with even more blur?
I don't know what these huenigger brothers are doing, but fucking Pseudoregalia managed to get a sharp, clean image out of UE5, so it can't be entirely the engine's fault.
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tfw no Curly Brace wife
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>Heaventaker is still not out because vanripper unironically wasted 3 years on Aw*ria
Grim.
Replies: >>115245
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Well, I 100%ed MotorSlice. The in-game payoff is miserable for what you put in, as your reward for collecting all 250 drones is a three-sentence popup. Steamfags and console players don't even get a pity achievement for it. Sure, you get to see some neat areas of the map, but getting to them means bumping against every unpleasant quirk of the movement system.

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

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

This makes it much easier to recommend MotorSlice. The lame writing and underwhelming bosses are still an issue, but adjusting the camera makes this play much better as a tomboy parkour game.
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Also known as Canis Lupus
Replies: >>115260
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>>115259
>adding bullet heaven instead of distinguishing danmaku from indie "bullet hell" roguelikes with shitty bullet patterns
>adding chink tags
>removing America
>removing engine tags
>not doing anything about the pollution of the immersive sim tag
>>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.
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