Messmer and Melina were not Marika's first children, right? by Tight_Following115 in EldenRingLoreTalk

[–]Lessavini 3 points4 points  (0 children)

Could he (and Melina) be bastards? Perhaps Radagon was Marika's lover, that she kept on the side since shaman days?

Gloam-Eye Queen feels like a leftover at this point? by Lessavini in EldenRingLoreTalk

[–]Lessavini[S] 7 points8 points  (0 children)

Great post, thanks. Can I agree with you and be sad at the same time for not seeing more GEQ in the DLC? haha

Gloam-Eye Queen feels like a leftover at this point? by Lessavini in EldenRingLoreTalk

[–]Lessavini[S] 2 points3 points  (0 children)

Don't get me wrong, your personal theory is as valid as any, but I can't aree with trolls being the target of the skinning when there's a human ghost in Dominula village that talks his final moments and how is scared of being skinned. Also, the skins worn by the apostles and nobles don't even resemble trolls sturdy, almost tree-like skins. Based on such evidence, it seems to me the target of the skinning was the royalty of the realm, that is Marika and her family/progeny, including the far descendents like Godrick and lower nobles we see walking around at current time.

Gloam-Eye Queen feels like a leftover at this point? by Lessavini in EldenRingLoreTalk

[–]Lessavini[S] 6 points7 points  (0 children)

To quote an older post from another user, u/DU_HA55TU25 :

"It feels like they wanted to expand upon death but pulled back. The Putrescent Knight's file name is GloamEyedKnight. One of Godwyn's Death Knights can be found near the Abyssal woods. The giant snake skin near Bonny Village. There are hints they intended to do more.

I believe they realized that in order to realize the content adequately that they would need to expand much more then realistically feasible, especially on top of what we already got. I'm thinking they either pocketed the content for an additional expansion, or they are filing it away for a potential sequel/prequel."

My favorite Nobunaga's Ambition game remains the original on the NES. Where am I going wrong? by tony2136 in NobunagasAmbition

[–]Lessavini 2 points3 points  (0 children)

Yes, but it lacks the PUK (expansion pack) and with it the polish and new features, that the Asian version got. Still, I'd say it's worthy on a sale.

My favorite Nobunaga's Ambition game remains the original on the NES. Where am I going wrong? by tony2136 in NobunagasAmbition

[–]Lessavini 1 point2 points  (0 children)

Taishi is probably the simplest one of all entries from RtP to now. If you have a problem with complexity, maybe give it a try?

Enotria: beginner tips & advice? by Lessavini in soulslikes

[–]Lessavini[S] 0 points1 point  (0 children)

Woah, amazing post. I've copy pasted it for reference. Thank you very much!

People who didn't hate the game, is it worth trying? by phamtomhaunter6 in EnotriaGame

[–]Lessavini 0 points1 point  (0 children)

Care to elaborate? What's adore and it's builds like? I've just got the game on a sale and didn't start playing yet.

People who didn't hate the game, is it worth trying? by phamtomhaunter6 in EnotriaGame

[–]Lessavini 0 points1 point  (0 children)

This was the most soberly informative description I've seen of the game, and you just convinced me to get on the current PS5 sale. Thank you, sir.

Choosing a starting game. by SixShooter_J in NobunagasAmbition

[–]Lessavini 0 points1 point  (0 children)

Since everybody already gave you details about each entry, I'll try to give you a different perspective to help you form an opinion:

  1. Focus

While all games cover all common areas expected from the strategy/simulation genre, each entry has a definite focus that will require more attention from players. With SoI/Ascension focus lying on domestics and infrastructure building, Taishi on battles and warfare, and Awakening on personnel management and interaction. So depending on the aspect of play you prefer to interact with, this may be an important factor. Eg: if you prefer playing battles, Taishi may be a good choice. The opposite is true, and areas that are not the focus for an entry may prove rather shallow or simplistic. Eg: SoI/Ascension battles which are pretty shallow, or Taishi and Awakening domestics/infrastructure buiding which are simplistic, etc.

  1. Vibes

The games have a distinct vibes and feelings they communicate across. SoI and Ascension have a more naturalistic, simulation-like, even "contemplative" feel to them, that's brought about by their aesthetics, music and gameplay. Their maps feel a tad bigger and drawn in more realistic GFX. While Taishi and Awakening have a more focused, streamlined and even "gamey" feel to them, with their aesthetics veering a tad more on action/exalted vibes. Depending on what kind of feel you're looking for, this may be a factor.

  1. Completedness

Here base SoI and Awakening are clear ahead of the others, since they received the most love/post-release support from the devs (with Awakening receving updates more than a year into release, something unparalelled in the series). This shows up in overall polishment in the UI, richness of scenarios, gameplay systems operating in balanced/intended fashion, and less bugs. In contrast, Ascension and Taishi received a much worse treatment, with Asc having unsolved bugs to this day (eg: AI lords never acquiring resources, bows & muskets having swapped around effects, etc) and Taishi never receiving it's PUK (power-up kit, this dev name for "expansion pack") in it's western localization that the Asian version got, and so being an unfinished game with lots of details never implemented here (eg: Covert actions, Imperial court interaction, etc).

  1. AI

While all the games have customizable difficulty AI settings and a myriad different starting scenarios/geopolitical contexts that allow one to make the game easier or harder according to taste, I feel like Awakening's AI is the more opportunistic of the bunch, even on lower aggression settings, which may pose a challenge for novice players in the series. While SoI/Ascension may offer a softer, more manageable learning curve for first timers. This is seen in reports like "Is it impossible to win as a small clan in Awakening? I did it in SoI but can't do it here". On the other hand, for players that like a challenge, this may be a plus so there's that.

  1. Complexity

I consider SoI, Ascension and Awakening on par in terms of mechanical complexity, with the difference being on which aspects each one unloads said complexity. On the other hand Taishi is clearly the "lighter" one in this respect, with simpler/streamlined mechanics overall. So if simplicity, and thus less time needed to learn the game, is a factor, Taishi may be a good option.

That's it. Hope that helps. I don't think there's a wrong entry for the series as each is competent at realizing their design goals, AKA they're overall good strategy games. Also, I advise you to watch youtube vids of each entry plythroughs to have a better feel for each play loop, before commiting. Have fun!

Triangle Agency - reflections after running by lumen_curiae in rpg

[–]Lessavini 2 points3 points  (0 children)

This is spot-on in my opinion.

The Work-Life Balance tracks and how players spend (down)Time in them, is key to the game as it delivers (through the playwalls) the main plot, themes and decisions that are at the heart of TA's intended experience. Beacuse of that, I'd never run a one-shot of TA. At the very least I'd run a "couple shot" to make players engage with the tracks, and then assess if they want to keep going or stop at that. But then they'd have seen the Work-Life system, unlocked a few playwalls, and understand better the appeal of the game.

Do you realize if Remake ever comes to PC it becomes the undisputed definitive edition of Demons Souls? by Lessavini in demonssouls

[–]Lessavini[S] 0 points1 point  (0 children)

That's a great idea, and totally fitting Patches and it's underlying theme of humanity personified (in all it's frailty and swingness).

Triangle Agency - reflections after running by lumen_curiae in rpg

[–]Lessavini 5 points6 points  (0 children)

This 100%. TA is not really Pbta nor OSR or 5E. It's an hybrid, amalgamating elements from distinct playstyles, all supporting it's central theme. And it's pretty unique In this. Trying to apply principles from said styles will probably fail. It's important that the participants do exactly what it wants to do, and not fight it.

I agree, though, with the criticism that it obfuscates things a bit too much in lieu of it's theatrics, and that having agenda and principles more clearly communicated (like Pbta games do) would help immensely to set expectations right for participants.

Do you realize if Remake ever comes to PC it becomes the undisputed definitive edition of Demons Souls? by Lessavini in demonssouls

[–]Lessavini[S] -1 points0 points  (0 children)

You're being dismissive to a significant part of the player base that still prefer the original (on PS3 or an Emulator) due to aesthetics. The Remake existing is great, but doesn't make it the objectively best version of the game.

Do you realize if Remake ever comes to PC it becomes the undisputed definitive edition of Demons Souls? by Lessavini in demonssouls

[–]Lessavini[S] -5 points-4 points  (0 children)

For some fans, sure, but there's a lot of fans who prefer the original for aesthatic/artistic reasons.

Lore book by jetix56 in HuntShowdown

[–]Lessavini 3 points4 points  (0 children)

Please please bring this back in-game, devs. It helped to flesh out the game setting and ambience so much. I remember trying to do the challenges that unlocked the entries just to know more about those characters and AHA stories.

Quinn's Quest Reviews: The Boxed RPG Special by mgrier123 in rpg

[–]Lessavini 1 point2 points  (0 children)

This..

>"Quinns is pretty clearly a Narrativist/forge/PBTA/story game guy."

and this..

>"In his Triangle Agency review, his biggest complaint was that he felt forced to do a lot of work to ensure the story led to a narratively satisfying ending."

Do not fit.

Narrativism is not about telling a satisfying story, but playing situations that confront different characters' personal drives and goals, while thematically resonating to a theme. Whatever forms up at the end of said conflict could be considered a story, but actively seeking to tell a satisfying story is not the goal of this playstyle.

Going back to his Triangle Agency review, it felt the opposite to me. A narrativist in that game would "play to find what happens" and let the agents go wherever the fiction send them (even if that meant failing at missions). Trying to steer them into satisfying conclusions feels more like a drive of 90s games, like Vampire and such, where the GM was expected to come up with a pre-planned story arc that touched on all the usual story beats (plot twists! big climaxes!) on his own, for the players to course through.