Honestly, my only complaint with Reload is how limited the AI feels.
In the og it could act freely, we could give the characters direct commands (my preferred one honestly), focus on knocking down a target, heal/support, attack the fallen enemies, conserve sp, assign a specific target and stand by (I still dont know why thats in the game but-)
In reload we can only do like half-
Understandable, I don't have an issue with the combat systems. But as you say is what you prefer.đ
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CRASH COURSE IN WRITING MAGIC SYSTEMS THAT NOBODY ASKED FOR
Disclaimer: I reference some popular media in this post to use as examples of what and what not to do when writing magic systems in fiction. In spite of my horrible sense of humor, understand that Iâm not berating any series, Iâm just making a point. Like what you like.
AHEM.
In a medieval or ancient fantasy world, magic is a staple, and while it can be a challenge at times to work with a magic system, Iâve found that effective magic systems have three clearly established factors playing into them. These factors are as follows:
1. Rules and Limits
2. Plausible Purpose and Canonical Background
3. CONSISTENCY
1. Rules and Limits. When it comes to writing a magic system, I feel that the most daunting part of it is the sheer amount of freedom you have with it. Itâs to your custom. There are no rules until you set them, and if you donât set firm rules in your magic system, you end up with a weird free for all that makes your story fall flat. The hero needs to reach the peak of some secluded mountain to battle an ancient wizard threatening to destroy the world? Letâs just teleport to the guy and hit him a few times with lightning until he dies! Thatâll do it! With logic like that, you have a story that lasts less than 10,000 words. And no lonely soul in the wee hours of a Sunday morning is going to want to read that to pass the time.Â
This is why rules and limitations are vital to any magic system. Say your aforementioned hero (who is currently trying to reach that wizard but has no clue where he is) works with magic or has a sidekick who works with magic. Now say that this world does have teleportation magic, which is pretty OP. How do we limit it? Well, maybe teleportation, although possible, is dangerous because it makes the user tired, which is pretty impractical when youâre getting ready to have a final showdown with an all-powerful wizard. This could lead to a side arc that the hero must go through in order to reach the pesky wizard, therefore adding conflict to the story and opportunities to meet new characters, develop your world, and lengthen your adventure.
Earlier seasons of The Fairly Odd Parents come to mind. For those who grew up watching Butch Hartmanâs brainchild, you might remember Da Rules, a huge book full of all the rules a godchild and his fairies must follow during their partnership. While rules are made up on the spot in some episodes, there are quite a few that stick around throughout the series and act as a hindrance in Timmyâs hare-brained schemes. In one early episode, Timmy wishes that he was the best skate-boarder in the world. This is fun, until he is challenged by his evil babysitter to a skating contest. Because of the stated rule that he canât make wishes to win contests, Timmy is stripped of his magical skills, and is forced to git gud on his own in order to beat Vicky. If it werenât for this simple rule being established early on in the series, the episode would have never happened at all. Itâs a simple and childish example, but it gets the point across well enough.Â
Put bluntly, limitation and necessity are the parents of invention. If you donât have rules, you donât have conflict, and if your story doesnât have conflict, then you donât have a story.
2. Plausible Purpose and Canonical Background. Why does your world even have magic in the first place? Why does it exist? How does it exist? How does it affect your story and the characters in it? If itâs just a background element or plot device, either edit it out of your story, or rework your story to make it important, if you want magic so badly. If characters rely on magic for their way of life, make it clear how magic affects people and how they use it in their day to day lives. If magic isnât a common occurrence, do people fear and shun it? This could be a driving force in your story.Â
To add to this, magic systems are about as interesting as their origins are. Magic doesnât just exist. Thatâs not unique. It should have some kind of explanation to it. Even if itâs vague, itâs fine, if thereâs a good enough reason. Maybe no one knows its true origins and so itâs only crazy theories that exist, which could be up to the reader to determine magicâs origins in that world. Open-ended world-building and characterization can be interesting, if done well.
The Elder Scrolls V: Skyrim is a good example. Skyrim introduces a new magic system to the Elder Scrolls series; the Thuâum. To put it bluntly, the Thuâum is an ancient school of magic that was used only by Dragons. Humans couldnât use it until a goddess allowed them to use it to fight the Dragons in ancient times, because without it, humans had no chance of overthrowing their cruel masters. Canonically, the Thuâum is a very powerful kind of magic, which at one point was used to break a piece of Skyrim off during a battle between two Dragon Priests, Miraak and Vahlok. The story behind the human use of the Thuâum is pretty metal, and therefore, interesting! While it doesnât have to be quite that brutal, there should be an interesting story to the magic, which could also play into the rules limiting the use of that magic. Using Skyrim as an example again, while humans can use the Thuâum, it requires decades of training to actually do anything with it because the practice is not natural to humans like it is to Dragons. While a handful of mortals have been born with the ability to use the Thuâum without much training at all, only very few have existed in history, and even fewer actually used their gift. The magic is insanely powerful, but has strict limits and rules, depending on who is using, limiting the amount of people who can use it.
Use of the magic system shouldnât be all the same either. There are different people who are going to practice it, and those different people are going to have different perspectives on the craft. A great example to look at is bending in Avatar: The Last Airbender. While the bending of elements in the show is technically a martial art, itâs treated like a magic system. Each nation has its own style when dealing with their respective element. Waterbenders are more fluid in their motions when waterbending, while earthbenders are very rigid and forceful when theyâre chucking rocks at your face. Firebenders are offensive and aggressive, while airbenders are defensive and agile, preferring avoidant tactics in combat. Variations exist, such as the three main Waterbending styles, according to Wan Shi Tong; Northern Style, Southern Style, and Foggy Swamp Style. Some intellectualoids like Toph are knowledgeable enough to make brand new techniques completely unheard of in their craft in the form of metalbending, lavabending, bloodbending, and lightningbending. Others, like Iroh, are even able to borrow from other elements to come up with completely new techniques, like lightning redirection and using different parts of the body to firebend when the limbs are bound. Having multiple ideals in a world not only creates organic diversity, but also opens the doors to conflict. What if two kinds of magic users with differing ideologies clash? What kind of chaos could ensue?
3. CONSISTENCY. Itâs pretty simple on paper, but writers seem to struggle with keeping their magic systems consistent. A small example in High Guardian Spice would is the portal magic introduced in the first episode by Aloe. If you have a portal that can take you from Point A to Point B with no established limits, why didnât Sage and Rosemary just teleport from their hometown to the Academy? When the girls get trapped in a cave, why didnât they just magic their way out using portals? Avoiding plot holes is easy if you stay consistent. If you write yourself into a corner, consider reworking the previous two factors in your story. To prevent writing yourself into a corner, plan your novel out before you write it, and donât be afraid to rework some things if you get stuck. Theyâre called drafts for a reason!
This little brainbarf boils down to:
You make the rules in magic systems. Those rules can be whatever the heck you want, but to make a good product, you need to stick to the rules you set, and still find a way to make it interesting.
Take everything I say here with a grain of salt, as Iâm mainly a fanfiction writer, however I have worked with fantasy games, and have rewritten some magic systems to make them more ânovel-friendlyâ. (*cough cough* Skyrim, Iâm lookin at you *cough cough*)Â
Just understand that everything I said is entirely correct and valid and if you think otherwise, you are automatically wrong in every way.
I can provide examples of my own work with magic systems, if anyone is curious. I can also write up a part two, if anyone is open to discussion!Â
CORAL SEA (August 3, 2019) -- Navy Fire Controlmen conduct routine maintenance checks on a MK-15 Phalanx close-in weapons system (CIWS) mounted on the stern of United States Navy amphibious assault ship USS Wasp (LHD 1).
                       USS Wasp (LHD 1)
CIWS provides self-defense against airborne threats such as incoming anti-ship missiles, drones and helicopters. It essentially throws a wall of metal up in front of an incoming threat....luring missiles off-course and/or destroying them in-flight, and establishing a deadly barrier to an incoming helicopter or drone.
USS Wasp (LHD 1) and her Amphibious Ready Group of escorts are deployed to the far reaches of the Western Pacific Ocean right now.
                     *     *     *     *
See the similarity in appearance between CIWS and the famous android....
               R2-D2 of Star Wars fame
                  ___________________________
>>Top photo: Mass Communication Specialist 1st Class Daniel Barker, USN; R2-D2 image via Lucasfilm.
According to Aviation and Defense Market Reports, Submarine Combat Systems engage hostile targets with the help of advanced sensors and weap
According to Aviation and Defense Market Reports, Submarine Combat Systems engage hostile targets with the help of advanced sensors and weapon systemsÂ
According to Aviation and Defense Market Reports, Submarine Combat Systems engage hostile targets with the help of advanced sensors and weapon systemsÂ
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Ori And The Will Of The Wisps Xbox Series X Review
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Ori And The Will Of The Wisps Xbox Series X Review
Eight months after its initial release, Ori and the Will of the Wisps received some impressive technical upgrades on the Xbox Series X and Series S. The optimized version of the game hits an ultra-smooth 60-120 frames per second on both next-gen consoles at varying resolutions. Itâs a huge comeback for a game that was initially subject to wonky technical issues. In the next generation, Ori sheds its graphical hangups and becomes more impressive for it.
Both consoles have frame rate-prioritizing âperformanceâ and visually minded âfidelityâ modes, but neither one feels like a compromise. On the Series S, you get to choose between 1080p with HDR at 120fps, or an upscaled 4K at 60fps. On the Series X, you can choose to play the game in 4K with HDR at a performance-focused 120fps, or goose the graphics in a supersampled 6K resolution, running at 60fps with HDR. Regardless of your settings, Will of the Wisps also benefits from enhanced load times and improved audio fidelity.
, for anyone perplexed by the idea of playing an Xbox One-era game in 6K, processes an image at a higher resolution, then compresses it down to your TV or monitorâs resolution. You know how a screenshot gets blurry when you make it ten times larger? Itâs kind of like the opposite of that⌠But happening in real-time because itâs a video game and not a static image. The thing you need to know is, when using 6K mode in Will of the Wisps, you arenât actually playing in 6K, but what you are playing does get a nice visual boost over the standard 4K setting.
Ori and the Will of the Wisps on Xbox Series X
In anecdotal, eyeball-based terms, the colorful forests of Oriâs opening hours look better in the 6K mode. Environmental elements like flowers hanging off walls and thorny spikes stick out more sharply against the background. These are small enough differences that you probably wonât notice them during an intense platforming challenge. If you stop and look around, though, youâll appreciate what you see. Will of the Wisps still looks incredible in 4K; itâs colorful, vibrant, and sharp. If you want to wring the absolute best visuals out of the Series Xâor if, like me, you do not have a TV or monitor capable of rendering 4K and HDR at 120fpsâ6K is a nice little high-fidelity nudge.
Speaking of which, letâs talk about performance. When it first launched, Will of the Wisps suffered from some technical setbacks, including stutters and screen tearing due to inconsistent frame rates. Not only are those issues gone now, but the game now sets a high bar for technical performance. Its animation is silky smooth at 60 frames per second. In the first four hours, I didnât see a single, momentary hitch. As I just noted above, I tested the 6K/60Hz mode but also ran the 4K/120Hz performance mode on a TV maxing out at 60Hz, so I cannot attest to how it fares when pushed in performance mode.
Beyond that, Ori and the Will of the Wisps remains an incredible action-platformer. As Steve Watts explained in earlier this year, âWhile Ori is ostensibly a metroidvania, Will of the Wisps is less focused on exploration and backtracking than is typical for the genre. Your objectives are usually clear, straight lines, and shortcuts littered throughout the environments get you back to the main path quickly.â Will of the Wisps streamlines the exploration- and puzzle-heavy gameplay into something more straightforward. It retains the originalâs tight, graceful platforming and brings the same precision to its expanded combat systems. âAround the mid-game I realized I had become adept at stringing together platforming and combat skills,â Watts said, âair-dashing and bounding between threats with balletic rhythm and barely touching the ground until the screen had been cleared.â
Gallery
Will of the Wisps was always an impressive visual showpiece, despite the technical flaws that initially held it back. Itâs more straightforward, combat-heavy flow may still put off die-hard fans of the original Ori, but thereâs thatâs a small nitpick for a game that retains its identity while finding a new flow. Most importantly for the Series X and S upgrades, next-gen hardware turns one of Will of the Wispsâ original weaknesses into a point of pride, and thatâs worth celebrating.
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The combat in Dungeon Siege 3 is so damned weird and floaty. Thereâs no indication of strikes and hits connecting, resulting in the characters seeming completely detached from their environment and making it hard to tell how effective I am in a fight. Am I hitting them? How many am I hitting? How hard am I hitting? Thereâs no reaction on either end. Which also means I have a hard time knowing how much damage (if any) Iâm taking unless my eyes are glued to the health meter. Yes, it is expected that players pay attention to the HUD, but not showing on the character themself that damage is being taken (a grunt, a jerk back, flashing, something), combined with everything else, makes the fighting animations feel incomplete.