u/blaiddfailcam2
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15points
blaiddfailcam2
blaiddfailcam2
Well, her scarlet bloom is punishable from distance, if you have any spells or an AoW with range. It's also a good time to buff. Once the bloom fades, you should have a moment to rush in and strike with melee.
The most frequent attacks you can punish are her kicks (I usually run backwards, then turn toward her and use a running attack to catch her right after). She may follow with another kick, which you can dodge and punish again.
Anytime she leaps up and slams down to generate a little burst of pink butterflies is a good chance to jump attack her just as the butterflies dissipate.
The usual flurry of quick slashes followed by a delayed horizontal slash should leave her open for a moment.
WFD can still be punished, if you survive.
It takes a lot of practice, of course, so don't feel too in a hurry to get it all figured out so soon. The last boss of the DLC took me 6 hours, but Malenia took me 2 days of attempts off and on, lol.
blaiddfailcam2
The Road Home (1999)
It's overshadowed by Zhang Yimou's more popular works, but it's so beautifully human. Perfect for late autumn, too.
blaiddfailcam2
As far as I'm aware, he never cut the tags off any mattresses... 🤔
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Mickey Morelli, from Pee-wee's Big Adventure lol
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Slitterhead... kind of? You play as a spirit who body-hops between human civilians, manipulating their blood to fight monsters diguising themselves as other humans. Regardless, a lot of those humans will die as result of your actions.
Some of the main "party members" can soften your temperament, while others tease out your killer instincts. The game has a few mindfuck moments as you start to question whose side you're really on.
blaiddfailcam2
blaiddfailcam2
In phase 1, she's programmed to remain relatively passive until you attack, at which point she reacts by dodging and counterattacking or just facetanking with WFD. So, it's typically best to use ranged attacks from a distance to coax her into attacking, then dodging her and countering. Remaining in close quarters once she closes distance will then maintain a sort of back and forth rhythm unless you get greedy and she deflects while retreating.
In phase 2, she just remains on the offense. She gains a few extra flashy moves, but it's just about looking for openings then and not getting too greedy.
blaiddfailcam2
He also details that Dracula was a Solomonar of the Scholomance, a Transylvanian Satanist cult. In other worda, an evil wizard, lol.
His plans were probably much loftier than just making more vampires, but to conquer mankind on behalf of the devil himself.
blaiddfailcam2
No problem!
Interestingly, Yoshikawa continued to work with director Keiichiro Toyama after Sony shuttered Japan Studio and he formed his own AA company, Bokeh Game Studio. Yoshikawa ended up becoming the lead character designer for Toyama's next project, Slitterhead.
blaiddfailcam2
Lumino and Tenebria were designed by Tatsuya Yoshikawa as a guest artist! He's most known for his work on the Breath of Fire series, and it's also why Tenebria resembles Morrigan from Darkstalkers. They were both meant to look rather distinct from the main cast.
As for Lumino specifically, I think the shading works well to illustrate his radiance, but it's also rather characteristic of Yoshikawa's style.
blaiddfailcam2
I find it so hard to narrow my list down, but at the moment, I think Xenosaga Episode I, Gravity Rush 2, and Slitterhead are the three I feel most attached to.
blaiddfailcam2
Tarman would do that, lol. Somehow the tar kitty would be converted into a BB through the Beach, and he'd stuff it in a pod under the belief it was his son.
blaiddfailcam2
Slitterhead comes to mind... It's not a typical RPG, being more strictly action oriented and fairly linear, but the core concept of body-hopping and manipulating any nearby civilian was certainly unique. The blood mechanics were neat, and it was fun experimenting with different combinations of characters to strategize around each scenario.
Bit off way more than it could chew, but I really enjoyed it anyway. The music and atmosphere are S-tier, and I enjoyed the characters and story.
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Slitterheads, from Slitterhead :)
They're the remnants of humans from a far-off future who attempted to project their consciousness into the past, but their minds were scattered among lower lifeforms, which began to feed on others' brains in a cycle of predation, eventually devouring human brains to try and fill the gaps in their memory. This of course failed, and they simply became avaricious, chimerical parasites moving from one human's puppeteered corpse to another, compounding each victim's thoughts and memories.
And as it turns out, they were the monsters that their future selves were attempting to escape after being herded like cattle. It's a looping paradox.
blaiddfailcam2
blaiddfailcam2
I'd also suggest branching out and trying Siren (AKA Forbidden Siren). Keiichiro Toyama is still best known for creating Silent Hill, but he broke away from it before it became a franchise so he could experiment with more novel gameplay ideas, since Konami mainly wanted SH to be their answer to RE.
Siren frankly has a lot more similarity with Silent Hill 1 than most SH installments do, focusing more on occult mysteries and whatnot. The atmosphere is a bit different, but the unique game design and story structure makes it a standout.
blaiddfailcam2
blaiddfailcam2
Orca, from The Legend of Zelda: the Wind Waker
In this mock battle, Orca tests how many times you can land hits on him until he manages to land just 3 hits on you. There are different rewards based on your score:
- 100 hits: 50 rupees
- 300 hits: 100 rupees
- 500 hits: a Piece of Heart
- 1000 hits: 200 rupees
It's not particularly worth the effort to go for 1000 hits, but he will crack a joke about how your left index finger must be numb from holding down the left bumper to target lock for so long.
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My favorite survival horror game is Siren, which follows numerous characters across a 3-day time loop, all capable of creating butterfly effects that open up other missions and update later ones depending on your actions in each chapter.
After every mission, you return to the link navigator, which is essntially a graph illustrating these numerous branching story routes, vaguely hinting which missions you need to revisit in order to progress. But it mostly looks like a jumbled mess of colored rectangles and tangled lines.
The puzzles throughout the game are also typically very obtuse, the most easily missable one requiring four unrelated characters to locate hidden stone pedestals, a fifth to hide her escort in a specific closet so they find some ritual candles, then to light 4 lanterns in a specific order in a 6th mission, all so that another character can obtain a flaming sword In the final boss fight and ger the true endinv.
blaiddfailcam2
The Adventures of Tintin movie, which felt like it had so much potential given how expansive the original comics and animated series were, but it just kind of... vanished.
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Slitterhead
blaiddfailcam2
Sorta... Radagon didn't inherently share in her godhood, and it wasn't until they "shattered, both" that he was able to, despite being her other self. They aren't exactly one person even if they're fundamentally linked.
blaiddfailcam2
Hmm... I mean, the core mechanic is resurrection, and the story of immortality and its corruption is integral to the game's identity. Even if it wasn't THE Mortal Blade, the whole game is built around this concept of diegetic "second chances," so I think it should return in some form or another.










Nah, they're the definition of it. The average gamer has no idea who Kat or Raven even is, and it's a damn shame, lol.