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bidoofcrossing:

Japanese Animal Crossing themed eShop Card

eto2d:

Super Mario Odyssey boxart

d-inchiostro:

hey whats you favorite pokemon ?
ghost type
but there are plenty of …
ALL of them!

next alola ones
and then the megas

fury-brand:

If you don’t push the control stick slowly so your character walks during dramatic and emotional scenes then you play video games wrong

estpolis:

estpolis:

the brilliant thing about majora’s mask imo is that it’s ABLE to stress you out 24/7, that stress is completely intended and planned by the design of the game. its super good. like how many games have you played where the story says ‘YOU GOTTA GO TO DESTINATION RIGHT NOW, EVERYTHINGS RIDING ON THIS QUICK GET TO IT’ but then the game says ‘do whatever u want. ur free to go on ur own now’

like even ocarina of time does this, at the end of the game when ganondorf kidnaps zelda and you have to go rescue her, in fiction the storys telling you go there right now or she might die or be killed, but then the game just lets you do whatever you want. after that cutscene you can fucking just leave town and go do whatever the hell you want cause thats kind of just how games work, its hard to create a sense of urgency without it being really forced

majora’s mask makes everything seem critical and everything seem important while still actually making it not actually important or critical. the time limit actually doesnt mean anything, you can reset time whenever you want, theres an endless supply of loops to the game that you can repeat over and over, so it actually means nothing, but its still there. the threat of getting a game over from the moon is ever present, and youre reminded of it every time you look up, so even though it is an artificial urgency, it FEELS natural because its embedded in the games core. you dont ACTUALLY HAVE to go and deliver this letter you got as fast as you can, but you feel compelled to do it as fast as you can because of the ticking clock at the bottom of the screen that tells you the world will end soon

i forgot to mention why this is good because stress doesnt usually mean good

anyway this rules because the narrative is telling you that link as a character in the world is feeling that stress. he’s just arrived in a world he knows nothing about, he’s never met anyone here, its extremely strange and off putting (reusing models from ocarina of time saved time making new characters but also allowed for this subtle extra layer of weirdness, like an uncanny valley type thing where the world seems familiar but slightly different in a hard to place way), and he not only knows that the world’s going to end, but actually has to experience it ending over and over again, and he’s the only one who can prevent it. pretty simple stuff in terms of a narrative, but the important thing is that you can assume link as a character is feeling a lot of stress

the ability to bridge the gap from narrative to game is super important for telling a really good story in a game. eliciting an emotional response just from a narrative is one thing, but having the narrative and the game itself creating the SAME emotions for the player and the player character is what’s really brilliant. you feel link’s stress just from that little clock sitting at the bottom of the screen, so you feel more connected to him than you would’ve without it. the fact that you’re really feeling stress about helping these people and this world make those people and that world MORE real to you as a player and more invested in helping it, so then when you face kind of weird abstract narrative arcs like a lady cant sing anymore because her eggs got stolen, or a dude somewhere put on a mask and cant take it off now, just FEEL way better than the story actually is because you’ve already placed yourself into that world and are willing to believe and face what it gives you

colormecosmic:

pokemon go travel pack necessities ✨