How excited are you for Armored Core 6?
I'm trying to lower my expectations somewhat: There are some small things I'm cautious about, mainly in terms of gamefeel -- that the game might be too response or too light feeling.
Otherwise, all systems go and I'm counting down the days (12 to go).
I think it might be the only game I've ever pre-ordered, I will say, since I think pre-ordering is a scam.
[One way or another what you say will feed a narrative.]
[So, the key to foresight is to be fictional.]
as someone who has never gotten drunk I am obviously the right person to make headcanons on this ;D (some of this headcanons are more set for when they're older)
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Yuri
-I think would handle it the best out of all them. She has the most experience drinking out of all them so she knows her limits
-She has a pretty high tolerance though
-One of the big reasons she likes drinking is because it lessens her social anxiety
-Gets increasingly more social and talkative the more she drinks, she’s gets more open and relaxed and is more willing to try talking to others even if she still comes off weird
-Along with that she also gets increasingly more impulsive
-She can already be a bit impulsive at times when she’s sober but this fact skyrockets when she’s drunk since there’s no voice of reason holding her back
-When she gets really drunk, without fail she will always do or say something in the spur of the moment that she horrifically regrets the next day which she’ll then proceed to agonise over it for the rest of the week
-If she’s in a good mood when this happens it’s usually just something really embarrassing that her friends tease her for
-If she’s in a bad mood when this happens something more dangerous could happen
-She learnt from experience how much to drink as to not get to that point but also feel the weight of social anxiety lighten a bit
-If she’s drunk she needs someone to babysit her and keep a close eye on her, when she’s tipsy she babysits her drunk friends
-Also if she’s around someone she’s interested in romantically while she’s drinking she can turn real flirty
-She’s got some banger pick up lines up her sleeve, Yuri rizz is real
-When texting, still tries to spell good when she’s drunk but it doesn’t work out so well
-Imagine her infodumping while drunk, imagine a drunken Yuri rant, 10/10 must have experience
Natsuki
-She’s got a short tolerance and she’s not afraid to use it
-Was scared to drink at first because it reminded her of her dad but it ended up working out okay
-To sum up her drunken self, whatever emotion she’s feeling when she drinks will be exacerbated when she’s drunk
-if she’s in a good happy mood, she’s the life of the party, she’ll be energetic, much friendlier, she’s loud, excited, might stand on a table or two
-if she’s angry, she’s willing to throw hands over a slice of pizza. Copious amounts of swearing and angry half baked rants, again she’s loud, she’s a scary little feral gremlin. Tries not to angry drink since she usually ends up regretting those the most
-if she’s sad, she’s a hundred percent gonna end up crying. Will be more willing to spill her feelings, she’ll complain to the nearest friend, she’s pretty quiet and soft-spoken in this state.
-You might even see a rare clingy Natsuki if she’s in a certain mood
-overall she’s a wild card, a mixed bag of a drinking buddy
-Really likes going to karaoke and singing really badly and loudly between drinks
-hates the fact that she ends up throwing up 90% of the time
-a lot of burps and hiccups, she chuckles at it everytime
-still has a pretty good sense of danger when drunk off her ass
-a drunk Natsuki gets flustered cripplingly easily and can’t hide it, she falls apart, keep that in mind if you flirt with her
-cannot fucking hear you if you talk to her in a reasonable tone at a slight distance, goddamn deaf woman
Sayori
-the least coherent drunk out of these four
-also doesn’t have a very high tolerance, it doesn’t take many drink for it to get to her
-doesn’t like drinking too often but every now and again is okay
-is just super duper out of it when she’s drunk
-she’ll be half zoned out the whole time, her brain is %100 just vibing
-surprisingly won’t say much, she’ll have mild reactions to what’s happening around her or she’ll say or ask something really random out of nowhere every few minutes
-if you ask her a question she’ll reply like ten minutes later, very slow processing, windows 98 brain
-is extra clumsy when drunk. She’ll drop and knock over so many things and probably fall at some point. The next morning she’ll wake up with a bruise with no memory of how she got it
-if she’s in a good mood when drunk she’ll be really calm and lightly bubbly
-but drinking is bad for her when she’s not in a good mood. Can turn into a sad drunk, her feelings become even heavier than usual and she can spiral really bad, she sometimes fears drinking due to experiencing this before
-tends to get sleepy and drowsy. She’ll always end up passing out by the end of a session
-on rare occasion, if there’s alcohol in the house she’ll drink a bit when she’s having problems insomnia problems
-also most likely gets extra cuddly and affectionate when she’s drunk or tipsy
Monika
-usually drinks the least out of the four of them
-has a medium sized tolerance
-the only reason she drinks the least amount is because of the lack of control she has when she’s under the influence
-doesn’t mind being a little tipsy so much, will just be more relaxed at that point
-an existential drunk
-starts questioning the meaning of life, her purpose, why things are the way they are and other deep questions, half of them end up not making sense
-can spiral too deep and either get depressed or turn into a conspiracy theorist
-either that or she’s a clingy affectionate drunk
-if there is anyone she cares about there, especially if it’s in a romantic way, she will cling to them the whole time and use every type of love language she can think of on them
-she also talks a lot, she talks about random stories or things she finds interesting or about her feelings, anything, she wants to shut up but she can’t stop
-and of course she’s more impulsive too and will go along with whatever idea someone comes up with
-she perceives her drunk self to be annoying and embarrassing which is why she now avoids it as much as she can
-protecc drunk Monika
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was gonna do some hcs on how the interact with each other but might do that another time im lazy now
(apologies if this whole thing is a terrible grasp on what being drunk is like I've just had these headcanons stuck in my head for a while now man)
so, hyperrogue as a game is incredibly open-ended. there really isn’t a set goal for ANYTHING – it’s really an open-world, choose-your-own-adventure game with over 60 different biomes each with their own mechanics and quirks. however, it does have a few major quests that are kept track of by the game.
one of these quests is the Yendor quest, which involves collecting an Orb of Yendor, which needs to be unlocked with its Key before it can be collected. you do need to do some work to make these things even spawn in the first place, but that’s beside the point. once you touch an Orb of Yendor, a beacon will activate telling you which direction the key is and how far away from your current location it is. it looks something like this:
your goal during the Yendor quest is to go get the key and fetch it back to its orb, at which point it will be consumed, you will gain the Orb of Yendor (and a hearty helping of various orb powers, along with the orb itself worth 50 points), and formally win the game (with your turncount and real time recorded on leaderboards and the like). and the key is a mere 100 tiles away! how hard could it be?
the answer is: incredibly fucking hard.
hyperrogue’s whole thing is that the world is based on hyperbolic geometry, and in hyperbolic geometry, big things grow exponentially. the number of cells at distance 100 from you would have been around 600 in a flat, euclidean hexagonal grid, but here it’s to the tune of 700 sextillion (the same order of magnitude as avogadro’s constant)! if you don’t know EXACTLY what you’re doing and retrace your EXACT steps (such as by dropping a breadcrumb trail on the way there), the slightest deviation from your path will almost certainly lead you hopelessly astray – you have no hope whatsoever of getting back to where you came.
or do you?
see, the thing about hyperrogue is that its many lands tell the story of its geometry in many different ways. and this could not be more true for gravity lands like Ivory Tower.
the mechanic introduced by this land is artificial, magical gravity, which makes objects and non-flying monsters (and also you) unable to move upward (which, in Ivory Tower’s case, means away from the Great Wall). tiles within the land are colored in a way that reflects this - the alternating color “bands” in the screenshot above are horizontal from the viewpoint of the gravity mechanic.
and because this is hyperbolic geometry, things grow exponentially as you go higher and higher up. the numbers work out so that, for every two tiles in elevation, the number of tiles approximately triples. this means that, once you’re a few dozen tiles up the Ivory Tower, the horizontal movements you make barely have any effect on your movement left or right relative to your entry point back at the bottom. and usually, you’ll come back exactly the way you came.
another gravity land is Yendorian Forest, whose gravity works the same way as in Ivory Tower, except on the tree trunks where movement is unrestricted (except birds can’t fly through them):
just like elsewhere in the world, under the right conditions, Orbs of Yendor can spawn here. and the key will be generated further into the Yendorian Forest. and you may think, hey, since descending in a gravity land takes you back where you came, doesn’t that mean getting your Yendor here is basically trivial? and you’d be right to think that… if The DevTeam didn’t Think Of Everything.
when you travel to the key in YF, you will at first see the beacon take you up the tree trunk, perhaps taking different turns at the branching points sometimes, but still a very easy path to follow back.
and then at some point you’ll see the beacon point directly upward, out of the canopy. which, if you are unprepared, it will be very hard to continue your journey to the key from here.
and about 20 more tiles up, high in the Yendorian Forest sky…
there will be the key, sitting atop a single-block platform placed there with the sole purpose of ensuring the key won’t just fall to the canopy.
this sort of thing happens in Ivory Tower too, in which the key is placed on a platform unreachable by normal climbing, but it’s easier to pass that off as natural terrain generation there. here, however, it is a special exception made specifically to ensure the quest never becomes trivial. and i think that’s both beautiful and kind of funny. one of the many things that gives hyperrogue this je ne sais quoi that makes it so addictive.
One of my Destiny 2 clanmates started playing Warframe, and I wanted to send him a golden potato as a welcome gift... unfortunately, I found out only after buying the platinum that I can't send gifts to players on other platforms.
So, instead I got Yareli's noble animation and became Hatsune Miku
Gonna kill you through the power of music and friendship and also this gun I found
Boys don't want a fairytale romance boys want whatever this is
They are dating
Why are you buying missiles at the Soup store!
I am making chainsaw noises with my mouth every time I see this weapon.
In the Pokemon fandom, every once in a while you stumble upon a ‘Pokeballs are $200′ joke. In reference to how Pokeballs cost 200 of the in-game currency:
What a lot of fans, especially more casual ones, don’t seem to realize is that the currency in the Pokemon games it based on the Japanese yen. The symbol for the currency in the games even resembles the yen symbol:
In fact, according to Bulbapedia, the ‘Poke dollar’ symbol was specifically created for the English translations of the games, and the original Japanese versions use the yen symbol.
Now, for perspective, although the exact exchange rate naturally varies, a US dollar is equivalent to about 120 Japanese yen. So, 200 yen is about $1.67.
A Pokeball in the Pokemon games actually cost less then two bucks.
There’s a REASON we see so many young kids training Pokemon, especially early in the games. The cost of investing into a Pokeball to try catching their own Pokemon easily falls into the range of a typical kid’s allowance. A Potion for healing after battles is 300 (or about $2.50), but since Pokemon Centers offer their healing services for free, that’s a moot point.
Youngsters in the early game only give within a range from 50-150 of the currency, which is about equivalent to $0.40-$1.25. The first Gym Leader in Hoenn Region, Roxanne, give 1,680 in Omega Ruby/Alpha Sapphire, equivalent to about $14. Which is about right for the equivalent of a middle or high school honors student. A later Gym Leader, Winona, gives 4,200, or about $35. The Champion, Steven, gives 11600, or $96.67.
The winnings from enemy Trainers varies, but Ace Trainers seem to give out about 1500 or $14 on average, give or take. Swimmers (especially common later in ORAS), award a range from 400-800, or $3.33-$6.67.
Vitamins (such as Calcium, Iron, and HP UP), cost 9,800 or $81.67 each. An Ultra Ball cost 1,200, or $10. A Paralyze Heal costs the same as a Pokeball, while an Awakening is half that. A Revive is 1,500, or $12.50.
What’s the point of doing this? Well, for one, to get a better sense of the in-game economics, which can be hard to grasp if one doesn’t realize the in-game ‘Poke dollars’ are based on the Japanese yen. And a look at said economics reveals some interesting details.
First, it shows basic Pokemon training and raising is well within the affordability of a ten-year old, or older. Which makes sense as Pokemon is aimed at younger kids, and the develops would want them to have the sense that going on a Pokemon journey is something they could do if they somehow ended up in the Pokemon world.
On the other hand, it also shows there’s really not that much money to be made in Pokemon raising and training, unless you battle frequently and regularly against higher-level opponents regularly and and win. Which is…very much in line with how professional sports work in real-life. Pokemon battling gets compared to a sporting event a lot for a reason. The initial 3-D games were even called Pokemon *Stadium.* Parallels are frequently drawn between the Pokemon League tournaments and the Olympics in the anime. The low money output is probably also why we often see Gym Leaders and the like working other jobs.
Just something interesting I decided to look into. I’m a Pokemon fan first, before any other fandom, and always will be. It’s shocking that I haven’t written any meta on it yet.
Hope you enjoyed!