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Showing content with the highest faith level on 05/29/2023 in all areas

  1. A lot of time has passed since most of our hosted content went down; over a year in fact. Sorry about that, everyone. Throughout that time though we managed to get things back on track, hopefully. Torm made a dedicated seedbox, and I recovered every missing piece of official content; print works, OSTs, and music CDs. That doesn't seem like a big deal though, right? Anyone could've done that in less than a week if they were dedicated enough. Yeah, I realize I slacked a bit. I'm not too proud of it. But I wanna make it up to you; to not just fix the site, but improve it as a whole. As a result, I also added FLAC versions for almost all available music albums and OSTs, where applicable. When torrenting a file, you can select which folders you want to download from said file, so you can choose whether or not you want lossless versions of an OST (these files will be bulky, beware). In light of that feature, certain OSTs that had multiple pages (like Oriental Sacred Place) now have all volumes in one page, with all track lists in the description. Also also, on top of that, I uploaded two print works that were never on the site before; The Grimoire of Usami and Alternative Facts in Eastern Utopia. I never knew these actually existed until my friend brought it to my attention and sent me the files herself; many thanks, Seija. I guess all I have left to say now is, keep working towards your goals. I know it sounds cliché, but it doesn't matter how slow you are going, so long as you do not stop. Know that you are valuable and that you matter. As always, let us know if you find any issues. Tomorrow will be sunny; yesterday was not.
    2 points
  2. Next on the list is Subterranean Animism, which was a weird one for me to cover, because at first, I didn't really have a whole lot to say about it. The characters are all decently likeable to some extent, although Yuugi and Okuu are the only ones that really stand out to me (even if I can appreciate the amount of depth ZUN gave Parsee for a stage 2 boss), the soundtrack is consistent bangers all around (Last Remote my beloved), the story is perfectly serviceable (although the fact that it's a direct continuation from Mountain of Faith is a really nice touch), and it's just a generally pretty solid game that I enjoy a lot. But, there are two things I think are especially worth noting about it, so I've decided to break away from the usual format of these posts to just talk about those aspects in particular. First of all, this game has my favorite implementation of shot types in the entire series. Like the previous game, Reimu and Marisa are the only playable characters, and each has three shot types, but each shot takes on the form of a support character who's helping you out from a distance (Yukari/Suika/Aya for Reimu, and Patchouli/Alice/Nitori for Marisa), and can see everything that you see as well as being able to talk with you and the boss, with this being possible in-universe due to varying different things depending on the character but usually boiling down to Yukari getting up to some shenanigans behind the scenes. I love this for a variety of reasons, but my main one is really just that it's a fun excuse to bring back previous characters and allow them to be actually relevant to the story in ways that they wouldn't normally have any reason to be (hooray for Patchouli getting to do stuff despite never going outside), and as someone who's mostly here because of the large cast of characters, it's just great getting to see them all interact. The two pairings that stood out to me the most in this regard were Reimu/Aya, more just for the fact that Aya is my favorite character in the series than anything, and Marisa/Alice, being a nice evolution of their Imperishable Night dynamic and having them be a little more on the same page than before, while still retaining the element of Alice trying to be rational and Marisa wanting to just go full unga mode that makes them so enjoyable as a pair to me. All of the support characters are written excellently, though, and it's by far my favorite aspect of this game. Additionally, the shot types themselves all work in really weird and unique ways. Suika and Yukari's shot types are fairly standard, being mostly just Reimu's usual homing shot and forward shot respectively, but even they have their own added gimmicks, with Suika being able to autocollect every item on the screen by fully releasing all buttons, and Yukari being able to wrap around to the other side of the screen if you're at the edge. The other shot types, though, are a bit more strange; Reimu's third support character, Aya, has a shot that aims in the opposite direction to the one you just moved in (for example, aiming directly forwards if you move back), being fixed to aiming in one direction while focus is held, and if she stops shooting, she can move extremely quickly. Despite this being seen as the hardest Reimu shot to use, it's the one I used when I first played the game because Aya + I like fast movement in any game genre, so it's the one I'm most used to, and partially as a result of this, my favorite. Now, for Marisa's shot types, all of which are a bit strange to some extent. Nitori's is probably the simplest, being Marisa's slow magic missile shot type she has in most games, but it also has a weird quirk where instead of just using a bomb, pressing X instead creates a camouflage shield around Marisa; if she gets hit while it's out, it clears out nearby bullets and she loses it without losing a life, but if she can last for long enough with it out, she gets the power she spent to use it back. Alice's shot type also has a fun way of utilizing bombs, where instead of the maximum amount of power being 4 like every other shot, it's 8, with each added level of power adding another doll to your side that fires a consistent laser beam, and since this game uses the power bomb system established in Mountain of Faith, each bomb is contextualised as you sending out one of the dolls to briefly fire an extra powerful beam and clear out nearby bullets for a few seconds before it disappears, which I think is a fun little extra touch. The dolls also do this weird thing where the unfocused shot is the one that fully focuses your power forwards, while the focused shot type is the one with the wide spread, which feels really weird, but I haven't played using this shot type enough to know if I like it or not. Meanwhile, Patchouli has possibly the strangest shot type in the game, or any other mainline bullet hell, for that matter. If you press shift and Z at the same time, you can cycle through shooting with the Fire, Water, Wood, Metal and Earth elements, each one shooting in a different direction (fire is directly forward, water is a wide spread, wood shoots diagonally left and right, metal shoots directly left and right, and earth shoots behind you). This is actually really fun in my opinion, and it's by far my favorite of Marisa's shot types, even if Metal and Earth are, from what I've played, largely useless outside of specifically Parsee's "Grandpa Hanasaka, Jealousy of the Kind and Lovely" spellcard, which is also by far my least favorite spellcard in the series unless I'm using either the Patchouli or Aya shot types. It's far from the hardest, but it's definitely the one that annoys me the most, and I can't stand having to put up with it, so Patchouli giving me a way to largely get around the thing that makes it so annoying to deal with is appreciated. That aside, it is just a generally really fun shot type to use, and it can be fun to experiment with which elements are best used in which situations. However, it does also bring me onto one thing I like a lot less about this game, that being the power bomb system, as well as just how bombs work in this game in general. Like in Mountain of Faith, instead of having a dedicated meter for bombs, each bomb use consumes a full level of power, but unlike Mountain of Faith, this game is exceptionally difficult. While I'd argue multiple harder games have been released in the series since, at the time, this was by far the hardest game in the series, so having bomb use heavily impact your ability to deal damage is much more of an issue here than in MoF. Additionally, a lot of the bombs here are just... kinda bad? Nitori's is really good, and probably the only one in the series that actively benefits from the power bomb system, becoming a much more interesting risk/reward system of putting up the camouflage for better defence but losing some damage in the process as opposed to just having it on 24/7 like you would if it existed anywhere else in the series, but the rest are just... eh. Alice's is alright, it's not nearly as good as most bombs in the series but I think it's justified by the fact that you get twice the bomb capacity as any other shot type with her, and Yukari and Aya's are decently useful screen-clearing tools, but my god, Suika and Patchouli's have to be the worst bombs in the series. They both clear out an incredibly small radius around the player, and only last a couple seconds, meaning that it's not uncommon to end up using two on a single spellcard, halving your ability to deal damage in the process. Alice also occasionally ends up using two, but at least there it's made more tolerable by her higher capacity and ability to actually damage bosses with her bombs, these two just have no excuse, and more often than not, using a bomb as Suika or Patchouli can actually be detrimental to your success, and it's best to just outright avoid using bombs entirely with them. It feels like ZUN saw that bomb spam was an issue in the older games, so he ended up overcorrecting way too hard and this was the end result, I don't like it at all. So, those are my thoughts on Subterranean Animism. I'm aware this post was a bit different to the usual formula I've established by now, but even though I do like it quite a bit, I really just don't have much to say about the rest of this game, so instead I wanted to focus in on just the bits that really stood out to me, for one reason or another.
    1 point
  3. Probably this is one of the topics that will not have a lot of replies and will die soon but, i've been playing a game from my childhood that sadly doesn't has a lot of active players nowadays The game is Ace Of Spades, also known as Build N' Shoot or OpenSpades (openspades is a remaster) The story of AoS is really long, so if you wanna understand it, watch this video: I'll explain the game in some topics: Gameplay, How it works and Best Servers to play in 2023 Gameplay The game is so simple, it was the reason it was popular, and the gameplay consists in basically build and destroy stuff while killing enemy players to bring the victory to your team, in some gamemodes, you capture a intel (aka flag), that's a case that you need to bring to your tent to get 10 points and get near to the victory, but there's also other gamemodes such as the Babel gamemode, where you have to build stairs to get the intel in the top of the map, while the enemy team does the same, and your objective is to destroy enemy's stairs or help your team to build yours The game has massive destruction, for example, when you break the basis of a construction, it completely falls and destroys itself in the ground, and you can also build, this function can be used to build barriers, towers, houses, penis and anything else you wanna build! The game has 3 different weapons that you can use selecting the one that applies better to you gaming style, the weapons are: Shotgun, SMG and Rifle Rifle: Reach long distances, 1 headshot or 2 shots to kill someone and works basically like a sniper, but without a scope Shotgun, Reach low distances, but can do hitkill when you're near enough, is good for close spaces, but can kill with only 1 headshot too SMG: Basically a submachine gun, it can shoot a lot of times at once and is good at any distance, can kill with 3 headshots, is my personal favorite Some nice gamemodes aside from CTF and Babel are: TDM - The first team to reach a certain number of kills win Survive - Basically a zombie survival (the zombies use shovel and have more life than you) TOW - The first team to dominate all the areas win Arena - Basically counter strike, but without a bomb, you just need to kill everyone and if you die you become a spectator Btw, if you're someone in a low PC, don't worry, the game was created exactly for low PCs, since it has 2.2MB and has voxlap graphics, and i'll explain what's voxlap in the next topic, but basically, if your PC runs DooM, it runs AoS Images of the game: Build N Shoot (runs in any potato): Openspades (also runs in any potato but you'll need to adjust all graphic settings to low for it, is the version i use btw): How it works? Basically, it is a game made with voxels (basically, a voxel would be a pixel, but in 3D), using a version called voxlap, that was made by a guy called Ken Silverman, i'd put his page here but google says it isn't secure (maybe because is a page from 2005 of a guy explaining a new engine he invented) And well, what Ken says is simple: "When I graduated college in May, 2000, I started working on a new voxel engine called "Voxlap". (For those newbies out there, the word "voxel" is derived from "volume + pixel". It's like a 2D pixel, but in 3D - just a fancy name for a cube.) Most game engines these days use polygons. Polygons and voxels each have their advantages and disadvantages. For example, it's a lot easier to destroy a wall in a voxel engine. Also, there's no penalty for drawing curved surfaces over flat surfaces in a voxel engine." Basically, it shows that voxel and voxlap games aren't heavy, mostly knowing how old it is (don't take it so literally, THERE ARE several heavy games made in voxel, but idk if there's heavy games made in voxlap) Now, going back to the AoS thing, you can download the game in it's official page: https://www.buildandshoot.com/download/ * You can choose the Build And Shoot launcher, that basically works like roblox, you go to the official website, join a game and it will start in the launcher * You can choose the Openspades version too, that basically has everything on it, since the server list to the game itself, Openspades is different due to stuff like it's 3D sound and ragdoll death, also 3D weapons and arms, with new sounds and also it's graphics, that are way more realistic, but no worries, my PC is also a low PC and it runs perfectly, just desactivate global illumination and put everything on low, or if you want way more FPS, switch the OpenGL config to the Software config in the start screen You can learn way more about AoS when you play it and discover the other stuff around it, like the fact you can download new textures, new maps (useful if you have a server) and a lot of other stuff! Your first nickname will be "Deuce", but you can change it on "Setup" when you start the game Best servers to play in 2023: 1 - NJS3 Hallway: Has scripts like mines and has the classic CTF gameplay in a classic map called Hallway, that already was played several times in the past 2 - aloha.pk Arena: The classic arena gamemode, not a lot to talk about it 3 - aloha.pk Tower Of Babel: The classic babel gamemode, with a script called Apocalipse, that works when a player get a high killstreak 4 - Servidor Do Ronaldo: is a TDM server, is pretty dead, but was made by my friend, so i think is nice to share it so we can play there! I hope you guys enjoy the game! Is really fun, and i really recommend if you have a low end PC or just want a simple FPS without a lot of stuff to learn about Here's a gameplay and the launch trailer video: Btw, the trailer has some weapons and characters that are different to the original ones for a simple reason: You can download textures for the game in gamebanana or in it's official website!
    1 point
  4. Ah, SA, my favorite along with PCB. The shot-types are definitely a good part of that game. They take some time to getting used to, but they are great once you master them (at full power, Alice and Patchouli can make some stage a walk in the park). While the game is harder than other Touhou, collecting extra lives in this one is extremely easy and consistent. You don't have to do anything specific: just survive boss attacks without getting hit (which is already what you need to do). This make the challenge is this game hard, but straight forward, unlike game like UFO or DDC where you need to both collect resource and avoid getting hit (and these goals sometime conflict with each other. In some case, using a bomb would help you collect resource, but this also means you have one less bomb to survive tough parts) I agree with your bombs review: Yukari+Nitori are great (long duration + screen clear), Aya+Alice good, Suika and Patchouli bad. I'll only add that the worse is Patchouli, since at least Suika returns some bullets to the enemies (even if it is unreliable). My trick for Suika and Patchouli is to use the bomb as close as possible to the boss. That way, they deal good damage (especially Patchouli), but it only work if the attack allow you to get close, or if you want to skip a specific attack and place yourself next to the boss before the bullets spawn. Alice shot is what I like to call a "Double-Focus" shot-type. To shot the "focused" shot, you need to first move around in focus mode, then once in place, release the focus and stop moving. You need to constantly press and release Focus, rather than just holding it. There's not many shots like that. The only other I can think of is Youmu+Yuyuko in IN, and Yuyuko wide-shot dealt decent damage, so not using Youmu more powerfull shot wasn't a problem. Regarding Power-Bomb, I agree that Zun might have overcorrected it in SA. There's no longer a "free" power level like in MoF, and there's some section in SA where enemies are not dropping power items (like after stage 4 intro) making Power harder to get back. I think either keeping the "free" level or keeping a amount of power items similar to MoF would have been ok, but decreasing both just makes using multiple bombs too punishing (using just one is fine). Thankfully, most shot-type options are weak, so losing power isn't a big deal unless you are playing Alice or Patchouli. And with Alice, you can abuse the fact that the game drops a "F" item on your last live. With 8 bombs, there's a good chance you'll have collected an extra live before using up all your bombs.
    1 point
  5. yall i created a moriya shrine account
    1 point
  6. Boundary Observatory - Dusk "Unsettled" ambience is a fitting identifier, if a tad subjective. Circus Reverie is similar to Merry the Magician in tone, so it makes sense that a few arrangements would favor this lower energy. I personally don't think the motif is that strong, but a remix like this should help make it more memorable. Prismriver Orchestra - Forest of Magic This an apparently underrated motif, because I could not find much coverage on it. This arrangement isn't a new discovery, but I got desperate for something to do the piece justice. Shimanojo's Toy Box - Witch of Love Potion Hopefully that's a close enough translation. This is another one of those pieces whose supposed obscurity of origin has lent itself notoriety. It's still not that well known, but it's more familiar to me than some of these other tracks. This is a particularly fun arrangement.
    1 point
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