code veronica remake and dawnwalker at sgf... it's all i needed it's all i wanted...
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@coldkean
code veronica remake and dawnwalker at sgf... it's all i needed it's all i wanted...
Neve is one dangerous woman!
dawg i hate joining official discord servers for my interests its always the most annoying gamerbros yapping in every channel... i end up muting everything bruh ☹️
Coen - The Blood of Dawnwalker story trailer
Coen - The Blood of Dawnwalker story trailer
sooo my main takeaway is that if the "narrative sandbox" plays out exactly like the devs say it will then sign me tf up.
turning time into a resource to be spent thoughtfully is huge for an open world game where pacing so often takes a backseat. my concern though is that when there is a in-game timer you want to make sure that the given time pool is enough to last for the entirety of the playthrough and that within that timeframe player can hit enough story moments, progress further enough into higher levels, unlock that upgradable bullshit, etc, etc... which is a LOT to balance tbh even if you're writing with the intent that a lot of the content will be left out of the first playthrough.
on da other hand, it will create a sense of urgency and force the player to prioritise some quests and events over others, making sure that they're always working towards the main goal. for someone whose immediate impulse is to check every crate and complete every quest as soon as i encounter it this is big. idk in what way yet, but i'll take any change to the rpg formula at this point.
i wonder how the player decisions will actually affect the game bc the devs claim that every acton/inaction will have consequence game and storywise. everybody and their mother claims that these days but like. writing a narrative where key events tied to the overarching plotline can be skipped is a fuckton of extra writing actually. very often when it says non-linear plot what is actually implied is a complex of separate granular events that each can be switched on and off. so you're basically completing unrelated tasks and then the game system will calculate campaign progress based on what tasks were finished.
if the quests are indeed intertangled and reactive and compatible with the daytime/nighttime gameplay loop then that's a hugh fucking mungus amount of variables to plan. big if true but i'll be conservative with my expectations.
travel-wise, just vibing in the open world seems to be a free action (yay), and it looks like only fast-travel will eat up daytime, which is interesting if walking otherwise doesn't spend time like say in pathologic 2. i guess this is to encourage world exploration. discovering the map won't be time-sensitive however having a bunch of questlines that idgaf about will be annoying to me personally if they just sit there in my journal. i hope that they'll tell me how long it's going to take to complete a quest in the questlog without having to travel to the destination itself.
for the reputation, i LIVEEE for all sorts of infamy scores, but i hope that the edict is system deeper than spawning more enemies in strongholds. ok that's been my 2 cents on the game mechanics✌️
gonna catch up on the dawnwalker stream now...
i was gonna jot some thoughts down while i'm at work but it got so busy... can't even blog on company time for fucks sake!!!
i hope ludohistory plays dawnwalker man i NEED that contextual gameplay with readings from the wikipedia
they're so fucking real to me it's not even funny
i need one more 'sekiro' ending but with one less beheading but equal amounts of insanity
lets be mentally unwell with mama
hi i feel bad right now can you pease draw comfort Mickey Altieri
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SEKIRO: NO DEFEAT, coming 2026 dir. Kenichi Kutsuna