Valorian Endymion

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About Valorian Endymion

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  • Birthday August 18

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  1. Episode 413: Myth

    Very good show! I used to like Myth 2 a lot, even if weirdly, most my memories are from frustration moments... maps such as the one where you chase the Baron or the Stairs of Grief and that D Day sytle map (this maps it the example of a nice idea, that simple make no sense in context, like, I got with all that explosive, they might have some cannons, but... no one talks about either before or after and how the monsters could use it? I remember this bothering me a lot when I first played), but maybe the blame was more in me, since I might, back there, I did not really catch one the whole "sometimes you should give ground" plus my attempts to not let a single soldier dies, might caused something like Rob had when he tried xcom 2 in Ironman Mode. You guys talked about the narration, my version, however was localized for Brazil, so I didn´t got the original voices, but thankfully, in comparison to other localization of the period, Myth II had a pretty good on, at least the narrator was good, even if the rest of the voices was very weak or weird (the Dwarven units kind sound like a kid trying to imitate someone from Scotland, the Archers had one of the voices begin a local slang that made no sense in context of the game, but that said, the rest of the units/character had pretty good voices). I think the reason we haven´t see a new Myth style game, its that put together a heavy physics simulation on top of modern graphics in that scale plus an AI and scripts, while not impossible, is very trick - the original games had the advantage that while for the period, their graphics where impressive, they might be simple enough to make the simulation not so heavy, but today - have several objects (maybe high detailed) running/clashing/bouncing around in a heavy dense mesh terrain and other objects might be very hard on performance.
  2. Episode 412: XCOM 2: War of the Chosen

    Very good episode! One thing which I did loved about xcom 2 and found that war of the chosen, plus mod support helped a lot was the customization - I found myself, even before war of the chosen, already creating several unique (and very anime like and I really mean it, at one point slipped out of control, and there was a bit of everything, from senpais to idols to magical girls*) characters, giving each one a personality, backgrounds, ect... and even go so far as giving each one a tarot-themed (both major and minor arcana) nickname. With war of the Chosen, I could push this even further, with bonds I could now do in-game OTP (one true pairs) with many of my OCs, the photobooth I could even spend more time that would be reasonable - taking photos of their missions, pairs and upgrades (when ever I changed their armor I would upgrade their photo). * When I figured how to get the Madoka Magica Mod working. One the previous games, doing all of this was much possible, on xcom 1 due models begin very limited I could never flesh it out the way I did now, in fact I even looked at my old xcom 1 screenshots and find out that I most run with whatever character I had. Meanwhile the original xcom, you often end with all characters looking the same. Another aspect of the Resistence Ring, is that it give you a way to get back on track even you start to fall behind, since there is some missions (and cards), which help reduce the avatar progress, something that helped me a lot when I need time for a break (due character begin wounded and tired). Also I would agree, that I would love the options of sending your character to the factions, so they could become the newer classes, since I had a lot of original character I never used the factions here very much. Spoiler
  3. Episode 411: Total War: WARHAMMER II

    One minor thing that is noticeable better is music - not that the previous games had bad ones, but here you can notice much better tracks, many of them with a very LORT inspiration or chorus (or even some lyrics?). On the subject of factions, I would agree that the Lizardman geomantic web is the less noticeable, but their armies are a lot fun to play - even the feral version of most their dinosaurs units are deadly, specially against skaven (I see that myself, when I attacked a single stack of lizardman with two skaven stacks - let me tell you, four feral units caused my massed Skaven force to scatter to four corners). The High Elves (much like the Dark Elves) armies are very fun to play and their units are the most visual impressive. The High Elves strategic ability is ok, I see the AI use it against me twice. The Dark Elves on the other hand, have this several minor abilities aside for the ones which you guys covered, there is also "surname" stuff (which you can give to agent or lords(?) when they reach a certain level). By last, the Skaven are very good to play too.
  4. Episode 404: Total War: Warhammer Revisited

    Very good episode! One thing that was a huge improvement was the better victory conditions, noticeable late dlc factions feature much more varied possibilities, which avoid the whole - conquer X, Y, Z which often lead to a not so good late game in other Total War games, here even the more basic factions, which still follow that concept, don´t have much conquer X, Y, Z or at least the place required are the same, while factions added later on, have a more different victory conditions - fas example, for Brettonia conditions, are very simple - just get chivalry to certain levels, allowed me to play all I did was defend Bretonnia main land and at best kept a advance post here and there while leading some armies just to help the Empire. Until the last step, where you need to go for one final quest battle in the middle of Chaos Wasteland, which was fun, since I had to lead lots of armies over long distance - dealing with attrition and other chaos armies, in which kind felt like a crusade (or Erratic War to use the lore term I guess). I suspect that the mega campaign might be a mess when released, but since isn´t the focus of the Warhammmer II, I don´t mind much, since the actual game is more close to what they do better from what previews and other stuff are pointing it.
  5. Episode 402: Battle Brothers

    So, when I first heard Rob talking about the game on the waypoint podcast, I did imagined it was a case of "bad dark fantasy", which after hearing the 3ma podcast and seeing the screenshot, it appear the case - so, the deal is that "bad dark fantasy" is overall, kind trying way too hard to be "gritty" to the point it spill in nonsense, since authors try to force what they "think it is realistic" (aka "selective realism") which might no be what "would be realistic" or what be around is begin discussed around. "Bad dark fantasy" is often too obsessed with begin "practical/"realistic"/cynical" in a individual level, in other words, disjointed from begin part of culture/society/economy, there is no or only low levels of self-expression. So the result is that everything will look very similar, since sometimes, the reasons people might wear this or that, is less because - "how amazing it is just check this youtube video of this objects against a katana" but more cultural/economic. My favorite example is from what read about the Gempei war (the Taira vs Minamoto stuff), where the early samurai, used to wear a armor that was bulky and even didn´t allow them to fire their bow very well and it was only amazing if you want to drown (as the Taira find out), still the wear it, since this armor had a certain sense of nobility around it - in fact, they had different colored armors, which the Tale of the Heike, goes in long descriptions of how this or that guy rode in, wearing his armor which had this or that colors which match (or not) with his other clothes. When you extend this problem (I mean that too "pratical" view of everything disjointed from other elements) to themes and people you fall in that issues of representation, since you apply mostly blind a idea in to a work. The other problem and often the largest difference from better dark fantasy works, is the lack of contrast - think about how works like Witcher, Berserk (sometimes even Warhammer) use the contrast of rich details, colors with horror, misery and other elements, there is good and bad people and how even in slight different tones (and with different levels of good execution) they are aware of certain subjects and issues, in bad dark fantasy everything is covered in shit, everything is grey and lack detail, and there is gore everywhere and everyone is horrible ect... Edit: Small addition: Also, something bad dark fantasy tries to stablish itself in pure opposition to what it "see" as high fantasy and it variations, there is often another source of potential problems, since they often look down on them. There is a podcast called System Mastery, where in one episode they review a very old tablet top game called "fantasy wargaming of the highest level of all" This rpg is rather infamous due the length the author goes in problematic stuff (often failing in realistic/historical approach but still forcing the stuff even if is wrong) and the uncalled jabs and arrogant tone against other authors is amazing.
  6. Important If True 25: The Fresno Experiment

    When you guys talked about the archbishop and his giant robot spider, all I can think is - wow, that sounds like Warhammer 40k, but then I looked the picture on the credits and that robot spider truly look something you would see in the art of Warhammer 40k book or some weird handmade tabletop miniature.
  7. Life

    While on the plus side this last days I enjoyed some very good event with both our local Japanese fashion community and very good anime event (which I was able to use my cosplay and get some photos), while lately, I feel a lot more confident in my illustration skills (overall in pixiv my arts have reach very good amount of views) and I have been trying to figure out how they did the art style in some Japanese visual novels/adventures and I did make some progress so far (I just might need figure better how to have different level of dithering in clip studio paint, which Is the main tool I use)... ...On the other side, I kind worried and frustrated, still looking for a job/freelance, as a graphical designer, but with no luck: Linkedin (at least the Brazilian version) is just flooded with fake job offers from other Linkedin-like sites (long story short, the deal is they hope to trick you to subscribe in to them and maybe even make you pay for premium subscription, but the offers themselves don´t exist or are very old), I have been trying some facebook groups for freelance/job and deviant art forum for job offers but nothing so far, Artstation offers are very few and often out of my reach, I could try send email to someone (agency and ect...) but I don´t know to who I could send(but I send email to a friend ask for suggestions). And I kind don´t know exactly what do to, thankfully is nothing dire, but still... anyway, at least one friend I have in our local Japanese fashion group did say she would check with some people she knew. I have been trying to improve the visibility of my works, but here things got a bit complicated:
  8. WJ5 Team Seeking

    What I'm Doing: Illustration maybe 3d models, but I also know a bit of visual novels (ren´py and tyrano builder). Contact Info: PM via forum Time Zone: UTC -3 Portfolio:
  9. Life

  10. Episode 393: Warhammer 40,000: Dawn of War III

    Just a small correction, the expansion for DoW I which add campaign ala total war, I think it was was Dark Crusade, Soulstorm was the last one and often seen as the worst, since mostly was handed to a other team do it (the guys behind Titan Quest, if memory didn´t fail me). This game is kind tearing me apart, I still can´t figure what to think about - I played during the open beta, everything works fine, but something still don´t click with me, and I can´t figure what is, if it was having multiplayer as first contact experience or else. The only issue I can point, but keep in mind that I did played only during the open beta, is how easily units die once the make contact, is make really difficult to use them, since they appear to melt away. Even the heroes die very fast and trying move the away felt strange, because, it almost appear they don´t really move away.
  11. Post your face!

    Thanks a lot! both outfits are my favorites that I have.
  12. Post your face!

    Ok, so here is a photo of myself - its from one of our local japanese fashion meet ups - yeah, I kind just have photos from this events or from anime events. Talking about, here is just second one from a anime event
  13. Important If True 9: Wetzel's Podcasts

    When you guys talked about robots wielding knife, but how about robots wielding katanas? not just wielding, but doing with the same skills (or close) as sword master ? because this really exist in Japan:
  14. Episode 390: Medieval II: Total War

    - I think that among the agents, the worst one was the merchant, because, his whole concept was about taking him far away as possible to generate extra income, since the total was based on distance. Most of time, they either died of age or by murder along the way, even if they manage, at best you would get a few turn before someone murder him. - Kind like Medieval 1, 2 still suffer from a "issue", where, since most of your high level unit where draw from the most populated provinces which often also where you most far away ones, you need to move them to the front in order to use them, and move them back if you need to retrain them, this often made newer units "awesome, but impractical", which was kind "realistic" but also meant a lot of busy work, moving units back and forth, specially in Medieval 1, where you move a single province in each turn (also let´s not forget, I think that in Medieval 1 you can only train/retrain a single unit per turn, maybe more in 2) this was kind bad. Medieval 2 on the other hand, made this a bit easier, since the move range was very long. But another result was that most time you keep using the same units, the early ones, over and over again, since they are much easier to replace and retrain, at least that as good part of my experience, playing it as Milan, using the same Italian spearman and crossbowman over and over again. - One thing I do remember is that most of early game was just facing the rebels repeated times, since each battle follow the same pattern, siege -> wait until the sally forth (which they always did) -> battle-> repeat, until you finally came across another faction. But once that happen, things do get better, except the diplomacy was bit broken, and the AI would almost attack you at random. - Another fun thing I remember is that you could trade provinces, which was often all sources of abuse by the player - myself included, I often hold Jerusalem, just until the Timurids show up, when that happen if I felt I could not hold it, I simple give it away to some faction I didn´t like. - Talking about Timurids, and the late game feeling like a Renascence warfare, I do remember defending Jerusalem with armies most formed of Pikeman and Crossbowman with some bombards (but no other fire arms), since it was all I could recruit there, this battle did that did felt like that.
  15. Recently completed video games

    Just add my two cents: I think that something that affect a lot of open world struggle to make it feel alive, is how they handle npcs, in modern day open world games you would need so many npcs, that interact with them became impossible, assign them to a day-night cycle also is just not doable. Therefore, you end with huge cities which you can´t talk to a single person and in fact each just walks around. Meanwhile, sci-fi/fantasy games, can deal with this because, they can get away with urban spaces begin rather small, but this allowing each npc to have dialogues and cycles of activities, so while the capital of the realm (or the space empire) just have four shops, three houses and a castle, but still "feel alive". This also extend to the interaction, not just with people, but with the space itself, the huge modern metropolis, is just made of blocks you can´t enter or interact, but the space empire capital (most times) you can enter all places. Another thing, one simple trick that Bethesa kind does, is that while in theory their games are also huge maps with lots of dots, they don´t link this dots to any system (specially progression systems), the whole thing is kind just there, but without pressure, you don´t really need to explore the whole thing (in fact, their main quests are rather short most times). but to back to topic: I finished Hyperdimensional Neptunia Re:Birth2 Sister Generations. Good game, improve a lot on the previous game, pace and length feel right, but sometimes is just way too easy to miss stuff needed for plans.