500+ casino party ideas | casino party, casino, party
500+ casino party ideas | casino party, casino, party
How To Throw The Perfect Casino Themed Party - Casino.org Blog
What to Wear to a Casino Themed Party - Fantasy World
Casino Theme Party Outfits Ideas - How to Dress for Casino
Casino Party Outfits Ideas – What to Wear at Casino
Casino Theme Party Outfits Ideas - How to Dress for Casino
casino theme party outfit ideas
casino theme party outfit ideas - win
Tour Idea: Casino Tour 2021!
Background A fond memory of playing games with friends as a kid was Luigi’s Casino. We’d play those stupid chance games all the time and it was so fun. Looking back, I wanted to design a tour around Luigi in his casino costume, so I thought where else a casino was present in Mario games. Of course, I immediately came to Hotel Delfino and the Sunshine version of King Boo. This tour idea is a mishmash these two characters put together. (This tour idea series was inspired by u/WaffleyDootDoot. Please check him out, some of his ideas are great!) New Track Wii Moonview Highway: When choosing the new track, I had two themes in mind; night skies and bustling cities. This track is exactly both of those things and more! Not only do you get to swerve along the city roads, but you also get to take in the amazing views off the side of the highway. This course would also be the second from Mario Kart Wii, taking its place alongside Maple Treeway. New Drivers Luigi (Casino) (Medium, High-End): Luigi turns up in his casino outfit from the Super Mario 64 DS party games! He handles the riches of the casino, as well as acting as a gamemaster. His special item is the Coin Box. King Boo (Sunshine) (Large, High-End): King Boo arrives in his Mario Sunshine style! After hiding under the casino of Hotel Delfino for far too long, he’s more than ready to haunt the race. His special item is the Giant Banana. New Karts Casino Bruiser (High-End): A black and green chequered variant of the normal Bruiser, this ride is sure to match Luigi’s new costume as he goes from riches to races. Its boosted skill is Slipstream Plus. Pepper Pedaller (High-End): A variant of the Banana Master which features a supersize chili pepper. Despite his hatred for spicy food, it does match King Boo’s big, red tongue. Its boosted skill is Rocket Start Plus. Gold Bruiser (High-End): A gold version of the normal Bruiser, this kart is perfect for anyone who wants to express their interest in high fashion. Its boosted skill is Mini-Turbo Plus. New Gliders Spicy Glider (High-End): A red variant of the Tropical Glider; instead of bananas, this tree grows… chili peppers? Its boosted item is the Super Horn. Pipe Spotlights Pipe 1: Luigi (Casino), Casino Bruiser, Fireworks Parachute Pipe 2: King Boo (Sunshine), Pepper Pedaller, Spicy Glider Special Pipe Night Out Pipe: Peach (Vacation), Pauline (Party Time), Rosalina (Aurora), Daisy (Yukata) This pipe celebrates fashion and the lifestyles of those that visit night-time casinos. Peach, Pauline, Rosalina, and Daisy arrive wearing their best outfits! This pipe starts off with 30 items in it. None of the drivers are spotlights and you only pull a maximum of 3 High-End drivers. (UPDATE: Of course, Nintendo decided to go and reveal an amazing new Pauline alt as soon as I’m about to publish this.) Track Selection The 12 tracks of this tour idea feature starry skies and night-time cities as well as a couple of Boo related courses: New York Minute 3 Vancouver Velocity RMX Rainbow Road 1 SNES Ghost Valley 1 SNES Rainbow Road N64 Frappe Snowland DS Luigi’s Mansion DS Waluigi Pinball Wii Moonview Highway 3DS Shy Guy Bazaar 3DS Neo Bowser City 3DS Rosalina’s Ice World Tour Gifts/Gold Pass Normal Gifts: Ludwig, Bullet Blaster, Parachute Gold Pass Gifts: King Boo, Bull’s-Eye Banzai, Gold Bruiser, Plaid Ribbon Thank You Thank you for reading! This tour idea was super unique and some of the ideas took a while to perfect. Of course, my love for Mario Sunshine just had to seep in but there’s nothing wrong with some King Boo love (he needs more alts). I feel like if Nintendo were to do an idea like this, they could pull off something really interesting but it's once in a blue moon we get unique ideas like this. Thanks for reading and have a great day. :) Next Tour… With this hint, you should be able to take a bite at guessing what’s next. I wonder what ideas this plants into your mind…
The Bollywood film ‘Dhoom’ (2004), misinterpreted as an action thriller, is in fact a rigorous allegorical analysis of economic policies, particularly in the Indian context in the early ‘00s.
Spoilers ahead. Connoisseurs of film are undoubtedly well-aware of La Nouvelle Vague, aka, the ‘New Wave’—an experimental movement in filmmaking with its origins in the French cinema of the 1950s, with an emphasis on exploration of personal themes such as existentialism, iconoclasm and absurdism. Although the ‘New Wave’ is considered to have met its chronological end in the late 1960s, to be followed by successive movements like ‘New Hollywood’, ‘Cinema Novo’ and ‘Dogme 95’, the influence of la nouvelle vague continues to be keenly felt in the artistic masterpieces of Bollywood production house YRF. Under the skillful hand of renowned auteur Aditya Chopra, the studio has produced a lineup of commercially successful arthouse flicks that continue the French filmmaking renaissance of the ‘50s, successfully infusing avant-garde storytelling techniques with high production values and modern Indian themes. Nowhere is this revolutionary vision more evident than in films like DDLJ (a masterpiece in abstract, absurdist storytelling), Mohabbatein (a sensitive examination of the taboo topic of attitudes towards adolescent self-gratification), Kal Ho Naa Ho (an ambitious adaptation of historian David McCullough’s book 1776), Jab Tak Hai Jaan (a religio-philosophical drama that engages in debate upon the tenets of Christianity, Shaivism, and the cultural taboo of Kala Pani) and, of course, the Dhoom franchise. As YRF’s most popular franchise, the Dhoom series has, with each installment, made great independent strides in cinematic theory and practice. Although—as read above—YRF films explore a wide, varying range of topics as a whole, the Dhoom franchise focuses exclusively on the examination and discussion of economic and socio-economic matters of policy and practice in the Indian context. Over the course of 3 films, the discourse acquires a rich depth, with the analysis of issues including the economic costs and benefits of national highway construction, the clash between entrepreneurial aspirations and the security of bureaucratic employment, the 2008 economic recession in the BRICS context, and the causes and consequences of non-performing bank loans and a profiling of defaulters of on said loans. Indeed, a first course on Indian economics at any prestigious institution may well be framed around careful viewing and discussion of the Dhoom films. In the careful hands of Aditya Chopra and Vijay Krishna Acharya (Dhoom 1/2/3, Tashan, Thugs of Hindostan), each Dhoom film achieves a delicate balance between the overt cops-and-robbers heist story and the covert exploration of complex economic schools of thought. As the 1st film in the franchise, Dhoom (2004) establishes the storytelling framework for the films to come, and by itself explores the challenges and opportunities presented by Indian economic policymaking in the early ‘00s. The film features an all-round star-studded cast, with support from Honorary Roadie & Stardust Awards nominee Esha Deol, Star’s Sabsey Award winner Rimi Sen, and Indian Telly Award nominee Arav Chowdharry. At the film’s helm are Lions Club Award winner John Abraham, Sansui Award winner Abhishek Bachchan, and Emmy nominee Uday Chopra. Series regulars Bachchan and Chopra play Jai and Ali respectively, Jai being a policeman and Ali a small-time mechanic with a penchant for fast bikes and disinterested women. Abraham essays the villainous role of Kabir, part-time restaurant waiter and part-time leader of a gang of biker thieves. The film begins with a series of daring heists pulled off by Kabir’s gang, relying on their high-speed bikes to orchestrate sudden thefts and promptly escape the scene soon after. Their exploits catch the eye of Jai, a lifetime appointee to the post of Assistant Commissioner of Police. Jai, however, finds himself out of his depth and through a series of accidents, makes the acquaintance of Ali, a mildly-seedy mechanic and bike racer. Initially reluctant to be associated with law enforcement, Ali is eventually induced to join Jai’s cause and attempt to chase down Kabir and his merry band of men. Dhoom is slow and deliberate in its setup, and the film’s early minutes are heavy on subtext and detail, therefore, it is essential to take in the plot in small increments, so as to be thorough with one’s analysis. In an allegorical sense, Jai, as a police officer, represents bureaucratic authority and the security, comforts and powers of government employment. Abraham’s Kabir, as a thief, is a laissez-faire capitalist, relying on his material advantage in the form of fast bikes and his manpower advantage in the form of skilled bikers to partake in a series of one-sided transactions with economic entities such as banks and government funds. In this sense, the act of robbery in Dhoom is merely a transaction between two private parties wherein one side gains an unfair amount at the other’s expense, absent external interventionism. In addition to being a free-market advocate, Kabir is also an employee at a pizza parlour, which seems to be the film’s attempt at exploring both the growing role of the service economy as a share of India’s Gross Domestic Product (GDP), and the amorphous nature of employment within the modern ‘gig’ economy. Caught between the competing ideas of state-control and free capitalism, Chopra’s Ali is a stand-in for the directionless youth, lured by the safety and dignity of a government job, whilst simultaneously seduced by the potential for greater wealth presented by free-market capitalism. The film’s plot is overt in this depiction, with Ali simultaneously fearful of Jai’s authority, yet desirous of wielding said authority as an employed policeman. Furthermore, in an action sequence set in Mumbai’s Chor Bazaar—a flea market specializing in illegally-hawked goods—Jai and Ali get into a fight with goons in the market, and are forced to make a hasty escape after being outnumbered. Ali bringing Jai to the market illustrates his ties to the informal, underground economy—a large, undocumented component of the Indian economy—and Jai’s subsequent fleeing the scene highlights the failed outcome of government attempts to regulate this grey economy by force and bluster. Initially at a loss for clues, Jai is eventually able to deduce that Kabir’s bikers arrange their heists in close proximity to highways, providing as the highways do quick getaways after. This is no doubt an allusion to the economic importance of the National Highways Authority of India’s flagship ‘Golden Quadrilateral’ national highway construction project. Kabir, the raw capitalist, is empowered in his capitalistic pursuits by the government’s infrastructure investments, and John Abraham’s moody expression throughout the film is in no small part perhaps due to the discontentment within Kabir’s mind about his enterprise’s dependence on resources provided by the state. Having deduced Kabir’s MO, Jai and Ali attempt to catch him in the act. However, Kabir and his gang appear to have substantially faster bikes than Jai and Ali, which is undoubtedly an allusion to the government’s perceived ineptitude and inability to generally compete with private enterprise. Left chafing and chasing the dust, Jai catches a lucky break when an overconfident Kabir offers him a clue about his upcoming crime, with the catch being that if Jai fails to avert it, he must recuse himself from the case and leave Kabir to his entrepreneurial pursuits. Kabir, the staunch capitalist, is here hinting at the idea of termination clauses in Public-Private Partnerships (PPPs), agreements between enterprises and governments for mutual benefit. Whilst the government naturally retains the right to sever the partnership at any point, Kabir clearly believes that he, as the private party, is also entitled to terminate the contract should the government, aka Jai, default on the agreed-upon terms. Formally known as the ‘Authority Default’ concept, Dhoom represents this idea in the form of a simple, easy to understand challenge between Jai and Kabir. Even as this layered conflict plays out between Jai and Kabir, Ali is enamoured by the mysterious ‘Dilbara’ (Esha Deol). Little is known about Dilbara, however, like other characters in the film, it may be reasonably assumed than she is also an allegorical depiction of an economic concept. Ali’s infatuation with her suggests that she is perhaps intended to be portrayed as a vague, undefined avenue of aspirational employment. Furthermore, the fact that she (as is later revealed) is in fact a part of Kabir’s gang, yet also harbours feelings for Ali, leads one to conclude that Dilbara represents a form of compromise between dirigisme, aka restrictive state-controlled economy, and laissez-faire anarcho-capitalism. The filmmakers leave the specifics of this compromise vague, however, Dilbara’s skimpy outfits perhaps represent the scantiness of opportunities presented by this nebulous alternative. Returning to the main plot, Jai, despite being forewarned, fails to foil Kabir’s next robbery, despite being able to take down one of his gang in the process. Left short of a gang member, Kabir attempts to recruit Ali, left sidelined by Jai following their failure to catch Kabir. The jilted Ali readily embraces Kabir’s neoliberal worldview and the duo jet off to Goa, where Kabir has his eyes set on one final score from a casino. Subtextually, the casino and gambling in general represent what is in Kabir’s eyes an essential component of his brand of capitalism—rampant speculation and volatility that may be manipulated to one’s benefit. There may also be an addition reference to British academic Susan Strange’s seminal 1986 work Casino Capitalism, a critique of unregulated banking and financial systems. However, Kabir is more likely than not to be derisive of such thoughts, and therefore, if this reference was intended, it may merely be made to indicate the filmmakers’ complete mastery over both Keynesian and Austrian schools of economic thought. The importance of dance numbers in YRF films cannot be overstated. Even as Bollywood music gravitates towards being little more than catchy jingles designed to elicit maximum publicity, the music and dance numbers in YRF films complement the plot perfectly, serving to both entertain and narrate. Dhoom is no exception to this tradition of excellence. On the eve of Kabir’s final heist, an inebriated Jai shows up at the casino, claiming to have left police employment and moved on. Kabir, however, is rightly suspicious, given as Jai is still a cop, and is merely attempting to lure Kabir into a false sense of comfort as a prelude to catching him in the act. This Jai accomplishes by putting on a song-and-dance in front of Kabir to convince him of his abandonment of state-sponsored socialism and his embrace of Kabir’s unrestrained capitalism. The song is entitled ‘Salamee’, a clever homophone of ‘salami’, a sausage that consists primary of beef. The consumption of beef was, in a landmark 2005 Supreme Court judgement, forbidden on grounds on anti cow-slaughter laws. Kabir, as an opponent of government intervention, would likely have been opposed to the idea of such a restriction being imposed upon him. Therefore, to show his solidarity to the cause, Jai takes to the stage in front of Kabir and sways to the refrain of “Naye kal ko aao kare, hum karein, karein/Salami, salami, salami/Kar le salami…”. The subterfuge is apparently successful, and a placated Kabir is lulled into a false sense of security by Jai’s reinforcement of his worldview. However, as mentioned, Jai’s conversion is little more than a ruse, and a hoodwinked Kabir is successfully caught in the act by Jai and Ali, who is revealed to have been Jai’s mole all along. The ever-slippery Kabir, however, weasels his way out of Jai’s clutches, and flees with his loot. Although Dhoom 3 would better address the phenomenon of loan defaulters taking flight from the verge of captivity, Dhoom too takes a cursory look at the occurrence, although Kabir does not quite embody a loan defaulter. He is merely the free-market capitalist, the robber baron caught flouting regulations and fleeing from the consequences of government intervention. A long chase sequence ensues, with Kabir fleeing but ultimately cornered by Jai and Ali at the precipice of a sea-facing cliff. Facing a choice between certain captivity and death, Kabir chooses to fly off the cliff with the last of his loot. In a literal sense, Kabir merely dies by falling off the cliff into the sea. In a figurative sense, faced with the prospect of his enterprise being forced to comply with ungainly regulations, Kabir chooses instead to offshore his business, and make for better waters, thus bringing his character arc to a natural and satisfying conclusion. A frustrated Jai bemoans his end, representing the government’s exasperation at ultimately failing to bring a rogue enterprise to heel. Ali, having seen his capitalistic expectations dive off a cliff with Kabir, chooses in the film’s final shot, to finally pursue the path to safe, steady, state-sponsored employment after all, asking Jai if he finally is a bona-fide police officer, as the film fades to black. The topical nature of Dhoom is a cause for admiration, even a decade and a half after its release. The film successfully ties together strands of economic and socio-economic thought from its time—the ‘Golden Quadrilateral’ project received a major fillip in the first years of the new millennium, the service sector encountered a boom around the same time, as did the contribution of outsourcing to employment and economic growth. The rise of men like Kabir is perfectly timed in the post-License Raj years, as the country embraced capitalism over state socialism. Yet, the lure of stable, ‘safe’ government employment holds true, and powers men like Jai and seduces men like Ali. Dilbara’s unknown fate at the end of the film—left waiting for Ali by the side of a road—is representative of the uncertain outcomes of economic models with time. On a meta note, the Dhoom franchise’s casting of Abhishek Bachchan and Uday Chopra in every film is a nod to the ‘Mahatma Gandhi National Rural Employment Guarantee Act’ of 2005, a flagship government initiative that guarantees employment for a certain number of days out of the year, in the form of unskilled labour. In summation, Dhoom rightly deserves its place as a seminal film in the annals of both YRF and Indian cinema. In its own right, it is a bold, experimental film that marries erudition to entertainment. It is also the progenitor of its celebrated franchise, providing the springboard from which future films would explore similar issues in an equally deft and precise fashion. To YRF, the Dhoom franchise, and Indian cinema, the film Dhoom is nothing short of a bottle of nitrous oxide, that when attached to a bike, propels it into the stratosphere.
So it’s been a few days since the update dropped so I think it’s been a good enough to let the update’s content sit and allow us to play around with everything. To address the elephant in the room, let’s talk about the island: it is very, very, VERY underwhelming. I already made a post explaining the problems with the island, so I’ll just keep it brief: it’s all run down industrial drug manufacturing and no resort town area thingy for the tourists at the party. It’s quite unrealistic thinking about the people there and where they’re going to stay. If they wanted to make the infrastructure of the island undeveloped, then make it be like Cuba, where it’s all old timey buildings with classic cars on the unpaved roads. It’s all off-road areas, which TBH are pretty cool if you wanted some off-road/rally cars to try out BUT OH WAIT YOU CAN’T BECAUSE THE ISLAND ISN’T ACCESSIBLE IN FREEMODE. I don’t know what Rockstar was thinking when they said “an entirely new location.” When you say it like that, of course people are gonna expect it to be in freeroam so they can have fun with their friends and hang out in their cars and whatnot, and no having tiny portion of the island where you can just do what you do in your nightclub and the Music Locker, and that is to just dance and drink and entertain yourself for 5 minutes. If you try to leave the island, the guards stop you and your character automatically walks back toward the party. You can’t even sneak or swim around the guards you are just stuck at the party until you decide to go back to Los Santos. From what some people say, it’s because of the limited hardware, and that the entire island is free to explore in freeroam on the XSX/S and PS5, but very few of us have those consoles, and those who do say that claim is false. It’s just either the game is old or that Rockstar just wanted to be dicks to us, and if they did know we were expecting a map expansion, then I’d like to believe the. They really did do us dirty like that. The very first prep/scout might be the worst mission in the entire game. All you do is take pictures of stuff you need for the heist, which is fine, except the stuff spawns in random locations and if you wanna fully complete the prep missions and get your crew completely equipped you have to find 4 of the stuff, like the bolt cutters and grapples. I like the idea of posing as a DJ’s entourage then sneaking out scope out the island. It’s cool, except for the fact the mission is goddamn awful. It’s a mandatory stealth mission, which doesn’t sound that bad, then you remember stealth in GTA is just so, so bad. “So what if it’s a stealth mission, just quietly take out everyone in your way.” That’s the problem: you can’t eliminate anyone in this prep mission, not even punch or judo chop or whatever on the guards. As soon as you get too close to any of the guards, you are spotted and instead of dying and respawning, you’re dragged back to the party (or airport, if you’re doing the prep after the first play through) and have to sneak your way back all over again. It gets pretty frustrating after awhile. To make it worse, if you’re spotted too much, you are thrown off of the island and wash up on the shores of Vespucci Beach, which doesn’t make sense geographically, since Cayo Perico is confirmed to be in the Caribbean and LS is next to the Pacific Ocean. After getting thrown off the island, you have to go back to the Kosatka, restart the prep, and do the mission all over again. The other prep missions are somewhat of a step up from the Casino Heist preps. For one, there aren’t any missions where you have go back twice for any of the equipment; it’s a one and done deal. The missions utilize different interiors from previous updates, like the CEO office, Import/Export garage, etc. and I find that somewhat cool. The missions themselves aren’t that hard, so they should be able to be breezed through. The heist itself was in many ways a step up from the Casino Heist, in a way. All the different kinds of approaches, entries, methods, setups, etc. made the heist very unique with different levels of replay ability. As annoying as the guards on the island are, it’s good that they spawn randomly, as to encourage more challenge and thought as to how to approach the heist, unlike the Casino where they all have fixed locations, and after a few play through you figure out the formula and breeze through it like no problem. The guards are still ridiculously hard to all kill, even with all the prep missions to weaken them done. They still have aimbot, not surprised there. There’s a juggernaut in El Rubio’s mansion, but it’s not that bad, since there’s only one that spawns, and you can just use explosives. It is a heist that encourages stealth, and is very unforgiving to those who fuck it up. The enemies are fairly weak if you do the preps, but they just swarm you everywhere, especially in El Rubio’s mansion where they flank you at all corners, and if you’re not careful, you can go through all your snacks and armors quickly. The amount of content released day one is very underwhelming, and the drip feed line up lowkey sucks. Half of the cars showed off in the trailers and promos were actually released on launch but the rest are to be released weekly over the next few months. I get it, Rockstar wanted to artificially extend the lifespan of this update, but did they really have to make us wait weeks for vehicles we can drive around during the heist? If they wanted to drip feed some vehicles from the heist itself, make it like the Manchez scout or that ATV cause no one cares about those vehicles, well, at least I don’t. Leaving out less vehicles from the heist to be released as drip feed would leave room for some more original cars to be added or different versions of cars that need updating, like the ARENA ZR380 PLEASE JUST GIVE US A CLEAN JDM VERION OF THAT CAR. The line up of original non heist cars is actually quite solid, still fitting the theme of the update. Cayo Perico gives off some Cuban vibes, minus the whole communism thing, so it would make sense some of the cars added would be classic cars from the 50s-60s, like the Fiat 500 (Brioso 300), BF Weevil (finally, they added a better version of the Injection), and Slamtruck (if that thing doesn’t allow us to put cars on it I’m gonna get very mad). The new clothes and outfits are nothing amazing, but there was a change I appreciate so much, and that is we can finally put body armor on other tops like hoodies, service shirts, other utility tops. Finally will I no longer have to use the merge glitch. The new armored vests tho kinda suck, since they’re just designer and don’t exactly fit anything. The new button down tropical shirts do look cool, I just wish we could unbutton them to give more of a casual tourist vibe. I just appreciate we have more ability than variety. The weapons were ok. The military rifle looks way too similar to the bullpip and advanced rifle, so it’s nothing really special. The Perico Pistol was a cool unlock for a random event that has a somewhat painful chance to get by finding a body in LS and searching it for a key, but the gun itself is just a golden marksman pistol, needing to be reloaded after every shot. I have yet to find the combat shotgun in the heist, but I imagine it’s just a cooler looking version of the pump shotgun. The music in this update was very meh. Didn’t like the songs on Kult FM too much, maybe because I’m not into rock that much and kinda used to listening to pop songs and some Broadway musicals here and there. Couldn’t really judge Still Slippin since I need to be in a specific area of the map to listen to it, I haven’t been around Mirror Park in awhile, so I just went back to putting the music on mute and turning on blast LMP on Spotify (Owl House fans you know what I mean). It doesn’t really help that Rockstar is drip feeding radios and music too, since Still Slippin won’t be broadcasted to the entire map until a few more weeks. Maybe when it’s finally released for the entire map then I’ll take a listen. That one Moodymann song they played for the trailer goes hard and I’m sure his other works go hard too; too bad no one goes to the Music Locker, which is literally a stripped down version of our nightclubs under the casino. Come to think of it, music and nightclubs are a major part of this update, making me think Rockstar just wanted to do an After Hours Pt. 2. Overall, the Cayo Perico was had the potential to be one of the best updates the game has ever seen: a map expansion for us to explore, but we were given a heist with ruthless AI and mediocre to subpar content to make up for it. As it stands, it might be one of my least favorite updates, not living up to the community’s expectations whilst being quite content dry.
Hey all. Here’s another post with another person’s ideal additions to the game. And yes, I want bugs to be fixed, too. I just wanted to write up a list of things besides bugs, since we all know they exist. I’ve organized these by categories to an extent, but some of them certainly overlap. Gameplay: * Decisions that affect the game. I understand that can be difficult given the multiplayer nature, but it is not impossible, and very much needed. * Phasing. This builds on top of the former. Phasing would allow us to see different things in certain places depending on where we are in the story and what we’ve done. This was already sort of implemented with Wastelanders and interiors, but it could be expanded upon to really improve the game. If I make a decision that blows up another faction’s town, then the town should look destroyed to me, but intact for someone who did not destroy it. World of Warcraft does this very well. When you enter certain zones, you’re kind of just instantly phased into a zone that is tailored to you and your game. Your party members are still visible on your map, and if they’re at the same point in the story, they remain visible to you and you all see the same things. If they’re not, then they remain visible on your map, but invisible in the actual game and are phased into their own version of the zone. I know the fallout engine is old, but so is WoW’s, and they’ve had to work on it a lot over the years. Phasing was only implemented back in 2014, I believe. * Mail and banking systems. It drives me insane that I can’t send items to my alts, or even other people. It’s also maddening that I can’t access an account-wide stash. Some of my characters have exactly what the others need, but the only way I can transfer it over is by being a FO1st member and then hoping I can log in and out fast enough on a private server to pick up some stuff that I dropped on the other character. That’s not a great system. Plus, think about how fun it would be to RP as a mailman in Appalachia. Just leave some goodies in mailboxes and skip off. * Better Survival. I can appreciate trying to balance survival needs without crippling us if we forget to sleep or eat, but… survival adds so much to the game. We’re in a desolate wasteland, trying to rebuild society while also trying to find edible food, drinkable water, and not get destroyed by a giant mutated bat. I’ve always found RPGs so strange in that they rarely force you to actually take care of your character. You’re just this invincible adventurer that never has to eat or drink or sleep or even hit the john. We have to restore mana, but not our bellies? When Fallout started including survival elements, it made the game next-level for me. FNV was so much harder and exciting when I needed to find food without a cazador killing me every five seconds. FO4 was incredible with all the crafting and cooking and dying before I found a bed. FO76 has the advantage of not needing to save, so survival can really be implemented without making the game as difficult as previous entries have been. Recently, the food and water debuffs were nerfed, which is the opposite of what should have been done. With all of these amazing recipes in the game, there should be a need to eat them. We should need our water purifiers. We should need a bed. We should be weakened if we don’t take care of ourselves. Diseases should actually hurt us. Survival has been one of the unique, and brilliant traits in Fallout as an RPG, and it should be expanded upon, not shrunk down. * Fishing. I’ve seen a lot of people asking for this, with a small amount saying they wouldn’t like it. If you don’t want it, you don’t have to use the feature. Fishing could be so freaking fun. It doesn’t need to be complicated. Action button to cast, action button to reel in. However, with fishing tournaments, unique loot, new food recipes, new weapons, new enemy encounters, and more, fishing would quickly add a fantastic experience to the game. There’s gotta be mutated fish in those waters, and I wanna catch them. It’s always puzzled me that this wasn’t implemented in FO4, honestly. All of Far Harbor was fishy, and yet, there were no fish. We could also have fish nets/traps in our camps; something we can put in the water and use to catch fish over time. I loved the idea of trappers in FH, and this would also allow some great RP. * Mini-games. Holotapes of games that we can play on our pip-boys are cool! It’d be even cooler if we could place arcade machines in our camp like we could do in FO4. Maybe in a future settlement, there’s a casino. Let’s wager some caps and go for it. Got a deck of cards? Cool, let’s play some Caravan while we wait for an event to pop up. * Achievements. I love the challenges. I know not everyone does, and that’s fine. I like having to work toward weird little goals. An achievement system could add to the current season passes and challenges. I don’t know exactly what it would do, but I know that I would like seeing a banner pop up saying that I’ve achieved something, and then be able to show off my achievement somehow with a trophy or something. Obviously, Scoreboard does this in a way already, it would just be cool to have other types of achievements to display. * Better farming. If I can plant a wild blackberry at my camp, I should also be able to plant a pumpkin or cranberry or anything else. Maybe we have to complete a questline to plant certain things, that’s totally fine! I like the idea that certain ingredients and plants are more rare and difficult to attain. It only makes sense that we should be able to plant them in our camp, too, though. * More maps. This one is obviously something that should grow overtime. I know there's hints that we may be able to go to other states fairly soon, and I really hope that's true. It sounded like they will be places we've visited in past games, which is an awesome idea. I would love to see new areas, though! We've yet to visit really anywhere in the south, but there's a ton of potential for the Fallout down there, I think! Roleplay and Combat: * More clothes. I dunno about y’all, but I like to make characters based off a combination of name, outfits, “occupation,” and then their build. So, for instance, a mailman as mentioned above would be wearing a postman outfit (model exists in fo4 already) to fit his theme, and then maybe specialize in thrown weapons. I mean, that sucker should be able to just chuck stuff at their enemies (will expand more on throwables later). But, there’s no mailman outfit. For all the gunslinger fun, there’s really not a whole lot of cowboy-esque outfits. The “western” ones are decent, but the pants look pretty weird on the characters for whatever reason. Some more cowboy outfits would be great. More flannels, please, holy moly. We’re in Appalachia. There should be flannels everywhere. I want to run around as a lumberjack and just decimate people with an axe. There’s so many fun possibilities for characters, we just need more clothes to make more unique looking builds. * Display character names. Please, please, please. What is the point in naming a character and coming up with a story and theme and build if everyone just sees “biscuitlicker42069” in the game??? It makes no sense. There is absolutely no reason to not show character names. If we want to play with people again, we just add them. Still don’t need to know their account name. And, please allow us to rename characters. Other games simply charge a fee to rename your characters. I’d love if this were a free feature, but whatever, do what you must, just allow us to change their names. If we can change everything else on the spot, we should also be able to change their names, especially if their names are being displayed. * Special/perk resets. Let us go to an NPC and wipe everything so that we can easily rebuild characters. My first character was alllll over the place. Now I’m having to spend twice the amount of time I would by just starting a new character to be able to move his build around and make him actually viable. I don’t want to delete my first character. I just want to rebuild him (and maybe change his name). * Give us more than 5 character slots. Why???? Why are we limited to 5???? I make alts on alts in every single game. I’m an altoholic. It’s a problem. But usually a game at least lets me make like, 10 characters per server. Not 5 account-wide. There are so many different builds you could try in this game, yet you’re forced to choose 5. I want my throwables mailman. I want my bloodied chef. I want my junkie cowboy. I want my irradiated barbarian. I want my power armored energy heavy gunner that works in the mines and collects ore in his excavator set. I want a stealth archer. I want a sniper. I want a fisherman that stabs mirelurks with harpoons and a pole hook. I want a farmer that runs around with a flaming pitchfork. I want a hippie musician that pacifies animals but demolishes humans with a guitar sword. I want a character that worships cryptids and only uses primal weapons. I want a bartender that just launches molotovs. There’s SO many things that we could do with all the perks and all the very cool weapons out there. We should have more character slots to be able to try these things out. * Better throwables. As is, throwing knives are great until about level 20. Nothing makes them do more damage. Sheepsquatch quills have poison damage, but that’s it. Throwing weapons are really untapped right now. They could be so much fun. Meat cleavers are so savage, and taking my chef around with a rolling pin, or ripper, or flamer, or meat hook, and then also launching meat cleavers at enemies would be incredible. More perks that improve explosives and throwables in general are really needed to make them usable. * More Factions. I don’t particularly care for the BoS, or the Enclave. I still enjoyed running around doing errands for MODUS, and I’m sure I’ll still enjoy the BoS quests. I didn’t like Paige’s attitude upon first meeting him. I did like Meg, though. And I enjoyed completing the Wastelanders quest line with both of them. Getting to work with these four factions is great. I’m a huge fan of working with factions and even playing multiple sides in my Fallout playthroughs. With that said, it’d be awesome to see more factions. Community: * Hub cities. Crater and Foundation were steps in the right direction, but not many people hang out there. Hub cities would be great for trade and teaming up, and make the game feel more alive. * On the same note, perhaps an Auction House. I love vendors, don’t get me wrong. They bring people to your camps, and that’s awesome. But maybe we could have like themed weekly auctions. You can only auction certain types of items that fit the weekly themes. I dunno. Just a thought. * Chat so that we can talk in a trade channel in the city, or a zone’s general channel, or with our party, etc. * Dedicated servers. Now, I love being able to server hop. But the game desperately needs some sort of structure like this. Being able to hit up your friends and say, “Hey, I’m playing on Rob-Co tonight, let’s all head there,” would open up a lot of multiplayer options, including the auction house as mentioned above. It’d also definitely make clans/guilds more of a thing, which is a big plus. This would also!!!! Really!!!!! Help!!!!!! Server disconnection issues!!!!!!! Even if we still D/C, we can just log back into the server we were D/C’d from! No more losing loot or missing events because we got disconnected in the middle of a fight! Just log back in and continue! (That’s not to say that server stability improvements wouldn’t be welcomed, though…) * Allow more players in the servers. I don’t know if this was a design choice, or a necessity due to the engine, but I really want more players in the servers. Sometimes the maps are depressingly empty, so I server hop, and find a ton of people on a different one. Allowing us to pick dedicated servers and allowing more players on each server would really build an even stronger community. * This one is probably controversial, but, Level Caps. It’s so unbelievably weird to me that we’re allowed to level willy-nilly infinitely. What’s the point of that? Why are there players in the thousands? We never should’ve been allowed to level past 50. I think we should be reset down to 50, allowed to rebuild our characters for free (then pay caps to an npc to rebuild afterwards), and then steadily increase the cap over time. When “expansions” or DLC come out, then we get an increase, with fresh new (or old if you needed an old one) perks and special points that we can add, instead of having to take a point from somewhere else. This is how pretty much every other online game works, and it would make leveling a lot more exciting when the cap increases. * Instances/Dungeons. The game really needs more of these. A lot more. Give us more end-game content. Give us a reason to need certain builds. Give us a reason to need a power armored 2H melee build, a stealthy ranged build, a medic build, a commando build, etc. all working together. Currently, teams are just kind of there. They’re almost never necessary. No roles are filled. It’s not like we have a tank, 2 dps, and a healer. But we could, so easily, and it’d be so, so, so tight. The game has incredible potential. It really does. It is so unique. It has fascinating, deep lore that most of us have been invested in for years and years. The setting is breathtaking, and I can’t wait to see where else we go. However, it kind of scratches the surfaces of survival, RPG, and MMO, without really developing a solid foundation in any of them. I really feel adding some, if not all, of these things would help counter that. I’m looking forward to playing this game for years to come and seeing how it progresses. I played WoW for around 11 years (and will probably hop back into it soon to try out the new expansion), and I absolutely love being able to invest time into games like that and see my hard work go toward something. WoW felt like a second home. Many of us play video games for enjoyment, for an escape, for the feeling of success, for community. FO76 is a brilliant game capable of doing the same for a very, very long time. And that’s a good thing! We probably won’t see Fallout 5 for another decade. This game will be our wasteland home until then, and sometimes homes need some renovations and additions. I may add more bullets or points to this list if I think of more, and will be sure to add a note when/if I do. I would love to hear what you all think, and what additions you would like. I want to thank everyone that works on this game. I know it probably hasn’t been even remotely easy. I know that Covid has probably been affecting your lives, too. I know that at times, it probably seems like nothing you do will ever make the players happy. I know that your passion for games may be weakened at times because of the stress surrounding your jobs. Your work is greatly appreciated, though. You are bringing an experience like no other to us. You are providing these moments of joy. These escapes. The setting for our communities. Thank you for everything you’ve done, and everything you continue to do. You are appreciated.
Resident Evil "battle royal" game idea/suggestion?
Hello everyone ! First post here - I don't know where to post this, so I hope it will be welcomed here. So I heard about the possibility for a "Battle Royal" themed on R.E. and the few of reactions I witnessed about it were pretty negative - and I could agree as R.E. isn't well known for its PvP content... But I think I have an idea for something that people could enjoy - with originality, re-playability, difficulty and keeping a game close to events happening in the R.E. universe (based on the last "remake" version of the games). So, let me start: - date & place : 2X september 1998 ; Racoon City - Casino-Hotel Yes, "again Racoon City"; but this time you won't live the last days of the event, but one of the hot-spot at the begining of the outbreak. Umbrella, to test the virus on a bigger scale, tried different methods to spread it in the City. One of them was to infect a good number of patient within the City to release them all at once. The Casino-Hotel, was selected. Opening a good number of events, the building-complex is currently hosting hundreds of people. The Casino-Hotel: An impressive complex, with several floors of apartments, a great looking casino, a party-room (which is today for a wedding) and an opera-theater. There is also a specific floor for the security & direction of the Hotel; an underground facility & hidden corridors for the maintenance. - players : 2 to 20-ish? Each player wil incarne a random NPC - like this, no one is supposed to recognize who is a player or not at first glance. Everyone start in their appartment (1 playeroom); equiped with a combat-knife (no durability), on ordinary map of the hotel (no indication of back-doors, restricted areas). But there is still some customisation possible: the dressing allows you to change your clothings to hide better on some areas (tuxedo; tourist outfit; ...). - objectives : (1) survive the event (duh) - (2) escape by completing one of the multiple-routes. Once the game start, the phone in your room will ring : if you are new / beginer or want informations as a reminder, you will use it. The HUD will show you 3 main faction-quests - you can choose to "select" one (the quest will remain apparent on your HUD) or not. But here's the twist : accepted or not - you can choose to stick with this faction, or to betray it! The factions: (1) Umbrella's agency - find the spreading devices (2-3 existing on the map); select a way to use it (different possibilities as water-tanks (infect apartments & lodges) & fire sprinkler systems (infect a specific room)); once you get a critical number of infected : rendez-vous at the rooftop for extraction by helicopter (2) RCPD - find clues of Umbrella's terrorist activity; try to catch the devices or to sabotage Umbrella's agents; as the virus will spread anyway (slowly or quickly depending on players' actions) : call the RCPD to quarantine the buildings & for extraction (a timer will be set and you need to defend the exit that some Players will try to open. (3) Mercenaries - your objectives are to get a sample of the virus, steal Umbrella's document and use all the chaos made to exit (the underground should be the best bet) - working alone or in group, you are without any assistances from the outside. Remember: whether you succeed or not at your quests, the Casino-Hotel will fall to the virus. Gameplay: If people didn't formed a squad before the game, you start as a lone-wolf without any indication if your neighbor is a player, or not, and what could be its faction/intentions. Some areas are overcrowded (and with a type of outfit; wedding-hall = tuxedo), for you to hide, infect. In the first part of the game: all players want to get to restricted areas; and you decide your strategy : open-violence, taking a Casino's security outfit, stealing a key or simply following an other Player doing the dirty work for you. If you succeed to sneak behind someone, you could have a special 1vs1 melee interaction : during the animation, you will have to smash some buttons to execute the performance. But if you are on the defensive position, it isn't an insta-kill as you will have yourself an interaction to resist. Sadly for both of the player struggling : the animation could be stopped by a third-party, killing one or both. => this sneak-attack will then play a lot in the first stage of the game, but could also create epic moments. For the gun-gameplay: not much to say. All Casino's security is equiped with stun-gun, or 9mm pistol; some rare Hotel's clients could also have a weapon on them / or apartment; the security-floor is also well-equiped and a secret cache in the underground could provide Hunk's style of equipment. Add to that: you should have the ability to barricade doors; sabotage elevators to stop the Players & Zombies, but it would only slow things down (for them to get in, or you to get out...). End result: who win? First - the ones who survived ; then you get a result for each Faction's accomplishments: if you're route is linked to the ranked #1 one, you get a bonus in your Total Score. My guess on the Time per Mission : between 20min to 40min? Rewards: you should be able to buy with your scores, additionnal clothes, custom appearances for your weapons -------------------- tl;dr : a 3rd person-shooter, on a big Hotel-Casino map; playing like a spy-game at first, you end-up fighting for your survival while innocents are trapped and become part of a zombie-crowd. Help, make alliance, or use & betray other players to get a better score. Hope you had a good read at my engrish and that you like my idea/concept.
Mobile Games, some thoughts on FF All the Bravest and Dissidia FF Opera Omnia
So I downloaded every free FF mobile game I could find on the Android store. Talking about the actual mobile games, not PS1 games that were ported or whatever. The Dimensions games will have to wait for another time. And I'm really sad Mobius has been removed. Oh well. Last two! All the Bravest and Opera Omnia, let's go. For my thoughts on FFXV: A New Empire and FF: Record Keeper, have a look here: https://www.reddit.com/FinalFantasy/comments/i15qxq/mobile_games_some_thoughts_on_ffxv_a_new_empire/?utm_source=share&utm_medium=web2x For my thoughts on FF: Brave Exvius and War of the Visions: FF Brave Exvius, have a look here: https://www.reddit.com/FinalFantasy/comments/i7or3z/mobile_games_some_thoughts_on_ff_brave_exvius_and/?utm_source=share&utm_medium=web2x FF All the Bravest Final Fantasy: All the Bravest. Released in 2013 and developed by Kyoto based software and game developer BitGroove. Some of these folks worked on Kingdom Hearts Chains of Memories, and later on the KH Union χ mobile game. And apparently worked on UI design for Kingdom Hearts III! It's cute. This is more of a toy really. Something to fiddle with for a bit. I don't mind it. There's no story, aside from some vague intro text about world merging, darkness, and heroes coming to fight it. Anyway, you travel from section to section of a world map, each themed after one main line Final Fantasy game. You fight four battles from that game, and then move on. One battle against random enemies, a boss fight against the likes of Gilgamesh or the Four Fiends, then another battle of random enemies, then the bossfight agains the main antagonist of that game. Kefka, Golbez, etc. And then you move on. The sounds design is a horrible cacophony of attack sounds with classic FF music in the background and the graphics are very basic old school sprite stuff. I was hoping the game would go into the 3D games as well and do cute sprite art for them like Record Keeper did. But nope, it's just FFI-VI for the first six areas. And then they reuse three of those old games for the last three areas. They do have FFVII, X and XIII areas, but you gotta buy them. There's also 35 jobs/characters from later FF games you can pay to unlock. What makes this game unique is that they basically took the turn based battle system; four characters with timers before they get to attack. And used the extra vertical screen space of the phone to just add way more characters below that. It's a silly idea, it looks silly, it's cute and funny. The game's title screen is that iconic shot from Final Fantasy I, of the four warriors of light on the hill overlooking the castle. Except it's a dozen warriors now. I giggled. So yeah. The battle system is super simple, it's barely a battle system. You tap a unit, it attacks. No other controls besides that. So to order your entire mass of units to attack, you tap them all, or just swipe accross them. And then you swipe some more. And swipe. Keep swiping. Yeah, rub that screen squeaky clean! Each time one of your units is hit, they die. And get replaced after three minutes of real time waiting. In between battles all your units are healed up. But on a big boss fight, you might find yourself wiping halfway. Just wait an hour and you can continue fighting with a fresh batch of cannon fodder. Rub some more. Clean that screen. And win. Your army slowly grows, your units get better weapons, and you unlock more jobs. But it's all random and there's no control or management or anything like that. Just keep swiping the screen, watch the little dudes and ladies attack, watch your party grow and move on to the next fight. It reminds me of the era of mobile phone games where they were more like toys, and any interaction with the phone screen at all was exciting. It's a simpler game than any of the other gacha gambling hall mobile games I've looked at so far. There's microtransactions, to buy some of the more popular characters or unlock some locations. And you can buy an hourglass that revives your full party instantly. The game also gives you ten of those hourglasses for free. So you get to see quite a chunk of the game before it all slows down and you're either paying, or waiting. But again, I was done playing with it by that point and didn't mind just waiting a bit before I could play more. That's it really, I already spend more words on this one then I expected. It's fine and inoffensive and cute. My phone screen was so shiny after I was done playing. Dissidia FF Opera Omnia Dissidia Final Fantasy Opera Omnia, released in 2017, developed by Square Enix and Team Ninja/Koei Tecmo (Woah! These are game studios I actually know!). A spin off of the Dissidia fighting games. You don't really need to know any of the story of Dissidia though. Two gods, Materia and Spiritus, are pitting familiar heroes and villains from across the Final Fantasy games against each other. All that fighting is tiring. So Materia created a peaceful world for the heroes to chill in. That's where the game takes place. But oh no! Dark portals are opening and evil monsters are coming through to ruin the vacation world! Materia sends her moogle helper out to gather up heroes, fight back and figure out what why etc. So you travel around hex based areas, similar to Dissidia's dungeons. You gather up allies. Watch cutscenes of cute interactions between the heroes, and evil shenanigans by the baddies. And you fight turn based battles, using a system that's similar to the one used in the actual Dissidia games. All the character are aware of what happened in their own games, and they get plucked from various points in their respective stories. Cecil is still the grim dark knight he is early in his game, but Zidane and Vivi seem to be fully aware of who Kuja is and what he did. So as a fan of the series you get to play the guessing game of "where in the story did this character come from?" And man, the writers in this game really know their Final Fantasy. There's so many subtle character traits, more overt behaviours and catch phrases that show that they really really understand the characters they're writing. It's lovely and really cute. Yuna having to explain what a summoner is to the Type 0 characters, because summoners aren't a thing in that world. Zidane is flirty with every girl, but in just the right way that fits his character perfectly. The moment Bartz joins up, he immediately looks at everyone's outfits to figure out their jobs. It's also nice that they include characters from the sequels and spin off games like Crystal Chronicles or XIII-2. The writing and party interactions are the big selling point of this game for me. The bigger story seems to be fairly shallow, straightforward. Skipping ahead to act 2 for a bit, it does look like the plot has some twists. But nothing too shocking. And don't expect drama and tragedy from the characters either, it's all lighthearted and cute. Like Zidane, Vaan and Yuffie discussing their motivations for thieving. The battle system is great fun too. Based around the same push-and-pull bravery system the fighting games have. But turn based this time. So each character has HP and Bravery. You build up your Bravery, while lowering the enemy's Bravery, with special attacks. The number of Bravery points you have determines the damage you will do when you unleach an HP attack. At max Bravery you can slice away half the enemy's HP easily. At zero Bravery your character will be staggered. This goes for the enemy as well. It's similar to the stagger mechanic in FFXIII and FFVIIR as well. So yeah, it's all about finding the right balance between the two types of attack, and switching at just the right moment. There's also status effects, buffs, summons, friends you can call in. It's a well fleshed out system, and fun to play with. Or just turn it to auto battle if you want to grind away at the story or level up some new character you just got. It's cleverly balanced so that even a low level character can hold their own pretty well. This helps a lot, because you'll keep getting new characters throughout the story and they all start at level 1. But the game is never too easy. I wasn't instakilling every battle. I like that the game actually gives you new characters and money and all that just for playing the story. I know! Imagine that! You don't need to engage with the gambling aspects at all if you don't want to! And it will feel like any other single player game. Whereas in both Brave Exvius games for example, you could ignore the gambling just fine, but you would barely get any new characters for doing so. Of course Opera Omnia will still bombard you with log in bonuses and ads before you can even get to any of the main menus. Menus which are, as usual, labyrinthine and intentionally confusing. And there's ads everywhere. The world map has a permanent ad in the top left trying to lure you to temporary events and 'sales'. It has all the gacha trapping where you can get items, gear, xp boosts and characters by throwing money at Square and poking your daily roulette wheels. This game is friendly about it though. They are less pushy than other games. Each time you boot up the game you get this message. Warning you about the gacha stuff and telling minors to ask their parents for permission to engage with it: \"Please kindly note that while this game is free, certain items are not. We ask that minors receive permission from their parents or guardian before making any purchases\" Nice, mobile game developers with a conscience. That's a nice thing. I also appreciate how the game warns you to back up your data regularly. It's nice to see a developer for a mobile game like this taking some social responsibility. Treating the players like human beings and not just a wallet with arms and legs. Even if it's just little things like this. It reminds me of the disclaimer FFXI always had, that tells you to go outside and see your family and friends occasionally, and not get too absorbed by the game. It's a small thing, but I respect the devs for adding it. The art style is atrocious and the characters look horrible. Music is great though! The original battle themes rock my socks off. And they are regularly switched up by classic FF tunes, or remixes thereof. It doesn't feel as expensive as War of the Visions did, no fancy Japanese and English voice acting on every bit of dialogue and no fancy CG opening cutscene. There are a lot of short Japanese only voice acted sentences though and battle cries for each character. It's fun to hear all their Japanese voices. This game does feel like something that would be at home on a console or handheld. A lot of effort by a lot of talented folks went into making and maintaining it. New characters with entire story chapters get added pretty regularly and there's a huuuuge backlog of old events and bonus chapters you can dive into. Anyhoo. Yeah. That's basically it. It's a good game. I'll keep playing this and War of the Visions just because both have great battle systems, a neat story and a lot of love and effort put into their production. If you're looking for a fun turn based battle system and hanging out with your favourite FF characters. Go play Opera Omnia! That's what surprised me the most, that the FF fanservice was not just empty husks that look like the characters, but they actually talk and feel like they dropped right out of their respective games. The end So yea, what did I learn after playing all these mobile games? The intrusive ads and gambling shit is bad. But you can ignore it in pretty much all these games (except A New Empire), and just play them as if it was a regular single player game. Which is good, because I don't enjoy throwing hundreds of euros at a casino and I wanted to see if these games held up compared to the console entries. And looking at them as regular single player games, War of the Visions and Opera Omnia clearly stand out as the best of these games. On par with the other spin offs like a Dissidia or Type 0 in my opinion. I'd recommend Opera Omnia to any fan of the series. And War of the Visions to any fan of the Tactics games. For the price of free, both of these are definitely worth checking out for a few hours. And if you enjoy those. Record Keeper and Brave Exvius are enjoyable too. No need to check All the Bravest. And very much avoid A New Empire completely. As it is, the money you can spend in Opera Omnia or War of the Visions is never worth what it gets you. Spending €80,- in Opera Omnia only gets you a third of the gil I already earned just by playing a few hours. And only enough space bucks to unlock maybe ten characters. If you're lucky at the roulette wheel. But the single player campaigns in these two games would definitely be worth some money in my eyes. If these games ever showed up on Steam/Switch/PS4 for like €30,- without the gambling mechanics, I would buy them. So setting that as your budget in the in-game currency store seems reasonable.
Sometimes a man just needs to let his chest breathe and go barechested. But often this comes with the question of "why?" So I thought I'd make a silly list based on this theme.
He just went swimming and some trickster stole most of his clothes.
It's really hot out, so it's acceptable.
He's a priest of the goddess of love, showing skin is a part of their dogma.
He's a warlock who's patron had some very specific prerequisites to give out power.
He flexed his muscles so hard that he ripped his shirt. (u/Moon_Dew)
An evil seamstress gave him an outfit that, unbeknownst to him, disintegrates after a while... thank goodness he didn’t wear the matching pants. (He may have stood her up for a date in the past...) (u/Grey_Matter_Mutters)
His boss makes him wear uncomfortable, low-quality armor or a uniform, and he's had enough of it. (u/According_to_all_kn)
He is actually a halfling with 'enlarge' still active. He dropped his clothes in combat, so they returned to normal size: too small to put back on. (u/According_to_all_kn)
He was recently incapacitated in a fight, and his (magical) armor was looted off of him. (u/According_to_all_kn)
His daughter is returning in a while with paint, to use him as a living canvas. (u/According_to_all_kn)
He gave it to a very embarrassed woman, after she had a nasty encounter with an incubus/bard. (u/According_to_all_kn)
He’s an amateur nudist. Starting off small you see? (u/Sobek6)
Playing in a friendly game of shirts vs skins (u/OrestKhvolson)
Caught in middle of act of sleeping with someone's spouse & only had enough time to put their pants on before fleeing. (u/clivedauthi)
He has a skin condition and friction makes his nipples bleed. (u/Capt_Bread_Beard)
They are a wearing a shirt, one that magically looks exactly like they do when they are shirtless. (u/michaelweil)
He's so forgetful, he didn't even remember his shirt, and just doesn't notice it. (u/baku10123)
Some bandits wearing shirts as masks killed his family when he was but a child, and now he can't wear a shirt without being reminded of this traumatic moment. (u/corneille06)
A mad wizard cursed him and now every time he wears a shirt it has a 50/50 chance of catching fire. Today, it caught fire. (u/corneille06)
Someone cast animate object on his shirt, and it decided to use its newly gained free will to form an adventuring party of its own. The man agreed to let the shirt go, and is now shirtless. (u/corneille06)
They're a dashing rogue who use their bare chest and impressive skills to distract and woo their opponents (u/corneille06)
Was cursed after entering the tomb of an ancient tailor to never find a shirt in their size (u/Rhedkiex)
Forgets to put on a shirt each morning after a few too many warhammer blows to the head (u/Rhedkiex)
He's unable to say no. So he gave his shirt when somebody asked him to. (u/Erole_attack)
He was taking a showebath when Orcs attacked, and he only had time to grab his pants. He hasn't had a chance to go back for a shirt, either. (u/AshArkon)
He will only ever wear blue shirts, but blue dye has been illegal for a decade. (u/AshArkon)
His wife was a seamstress and after she died he doesn't wear shirts as a sign of mourning. (u/AshArkon)
He is from an ethnic group who only wear shirts for ceremonial purposes. (u/AshArkon)
From far he looks like he has no shirt. But when you get close you see that the color of his shirt is the same as his skin. (u/mikes3ds)
Do Tortles wear shirts or can even put one on? (u/mikes3ds)
He is a druid and could not find a leaf big enough to cover his chest. Luckily even the smallest leaf can cover under area. (u/mikes3ds)
He does not wear or shirt or any body hair for that matter. He thinks it makes him run and swim faster. (u/mikes3ds)
His girlfriend took his shirt, she likes to sleep in it. (u/mikes3ds)
The person decided to make a flag/banner out of the shirt (u/AfternoonBaboon)
With muscles like these, shirts are against his religion. (u/ziggy_killroy)
He thought it was 'no shirt day' because of the bards BROKEN deception skill (u/dermitdog)
He's asleep and doesn't wear one during bed time (u/dermitdog)
He's a Zipa (one of the leaders of the South-American Muisca people) and is covered in gold dust and about to jump into a lake (u/dermitdog)
He is waving it around his head a-la Muscle Man from regular show (u/dermitdog)
He just joined a cult that forbids clothes of mixed fabrics and still needs to change out his wardrobe. (u/DinoTuesday)
Like, I dunno man, why are you wearing a shirt? You ever think about that? huh?" (u/Adam__ET)
He was recently grabbed trying to escape someone. He had to slide out of the shirt to escape their grasp. (u/Adam__ET)
He was going to put one on, but then he looked at it and figured he simply wasn't feeling a shirt today. (u/Adam__ET)
Was paying tribute to a god, but forgot the sacrifice at home. Too late to go back for it, so his shirt would have to do. (u/Adam__ET)
He's training for his job as a male stripper. (u/Adam__ET)
His shirt is so hideous that your brain tricks itself into seeing no shirt at all to escape that horrendous sight. (u/Adam__ET)
He sneezed really hard, and it burst. (u/Adam__ET)
Was a one gold short to buy that thing he always wanted. Shopkeep liked his shirt though, so he gave that away to make up for it. (u/Adam__ET)
For his entire life, he has been skinny, almost starved-looking. Recently, with the help of a close friend and a very special someone, he finally mustered up the motivation to start working out. After a long while of training, aided by the ones closest to him, he has finally began looking healthy. He usually wears shirts, but he is incredibly proud of his accomplishment, so today he decided to show it off. (u/Adam__ET)
He is trying to increase his natural resistance to cold. Today cold winds are blowing, which is a perfect time to work on that. (u/Adam__ET)
Everything we know about Persona 5 Royal so far (April 24th to June 28th). SPOILERS for the base game!
NOTE: A new "Everything We Know" post is up, containing everything we know! Check it out here! Disclaimer: I'm trying to cram two months' worth of info in here, so please let me know if there are any important details or links I've left out. Thank you in advance for your time! --- This post will summarise everything we know so far about Persona 5 Royal. I've been using this as a master thread until now, but with it getting a bit cluttered (and also because some of the theories there have already been dis/ proven) I'm writing this to be a clean slate and starting point for future analyses. This also means that I'll try to be a bit more 'clinical' with the following write-up and keep the theorising to a minimum until the end, unless I feel there's enough evidence to make a strong case for a particular idea. If you want the unabridged run-down of everything, feel free to check out that link! I'll be dividing this post into four main sections, which will have their own subsections. Let's begin! --- STORY Characters There are at least two new characters being added with Atlus confirming there will be more: Kasumi Yoshizawa and Takuto Maruki: Kasumi Yoshizawa Kasumi is a first year at Shujin, meaning she joins at about the same time as Ren. She's a rythmic gymnast who made a name for herself even in middle school, meaning Shujin Academy also has high expectations for her. She is represented by the Faith Arcana, which comes from the oldest known version of the Tarot, the Visconti-Sforza deck. It doesn't match any of the existing Arcana, which is why its in-game graphic has no number. While she acknowledges that the Phantom Thieves are good people, the first thing we learned about her (in the March teaser trailer) was that she disagrees with their methods; she instead thinks people should be responsible for changing themselves in order to truly make a difference. That said, she still works with the Thieves, though Atlus says she does so to reach her own ends. As a Phantom Thief, she wields a rapier (which Atlus points out is a weapon used for duelling, i.e. fighting foes honourably) and a lever action pistol. Her Persona is Cendrillon, the French version of Cinderella, and uses Bless and Phys Skills - we know for a fact that she can use Heat Wave and Kougaon. While her Persona may be the exact opposite of Arsene in looks and abilities, her Thief outfit was intentionally designed to resemble Joker's, hence the longcoat, gloves and red/ black colour scheme. As for her Confidant, we know from her trailer that one of her Ranks is set in the Yongen-Jaya batting cages while her Rank 4 ends outside a clothes shop in Kichijoji and unlocks the Chaines Wire ability (named after a gymnastics manouevre and allows long-range Ambushes). While her Confidant appears to cap at Rank 5, the fact that this event ends with "I feel a strong bond of trust from Kasumi" instead of "I have a deep bond of friendship/ I share a special bond with Kasumi" tells us Rank 4 is nowhere near the end. More likely is that the second half of her Confidant will unlock later in the story, e.g. after she ("truly") joins the Thieves, OR that her Arcana will transform for the second half as in P4G. Maybe the reason Rank 6+ have been hidden is because unlocking them is optional and you can only trigger an Arcana transformation through certain actions (and/ or which Arcana she changes to depends on how you treat her)? This incoming change may also be why her card appears damaged, which doesn't occur for anyone else - i.e. it's incomplete until your relationship with her heals/ fills in the gaps. (One suggestion is that the damage indicates her Arcana has been reversed, which in turn implies she represents having faith in the wrong things at the start of the story.) Personality-wise, she's described as being stoic/ closed-off but is quite open around Ren, even playing around with him in Hawaii. She's also quite cheeky in the Metaverse, winking while performing a Follow-Up attack and having very relaxed poses when in combat, but admits to being nervous around and wanting to impress her senpais (this was also implied by her cosplayer emoting the exact same way at the end of both performances at the Persona Concert). She also has a massive appetite as shown to humourous effect in the Kasumi trailer and despite her gymnastic talent seems have slow reflexes if the batting cages event is any indicator. Her awkward posture with the bat suggests that not only is this her first time at the cages, she has no idea how baseball even works - which raises the question of what else she's been left ignorant of (either because she was too absorbed in her own activities like Makoto, or because she was never given the opportunity to try new things). In terms of the story, she introduces herself to Ren on May 30th (though the May 9th Morgana Report suggests we'll encounter her at least once beforehand). We know from screenshots that she isn't in Futaba's Palace but IS in the Casino. She also complains about the public turning their back on the Thieves in the reveal trailer, which only happens after Okumura's Palace. I shared my thoughts in more detail here, but I believe Kasumi will get her Persona on September 6th (the day before the Hawaii trip) and make an alliance with the Thieves upon their return from Hawaii. For a bit more speculative talk: Kasumi can mean "mist" while Yoshizawa is the surname of the inventor of origami folding, which could be a reference to the illusion/ wish-fulfilment theme suggested by the reveal trailer (she wouldn't be the first character to be named after a literary or historic figure). Meanwhile, Ren (Joker's canon name) means "rain," so having another wet weather-based name may be a further thematic link between the two. Also, she says she has fond memories of the aquarium in Kichijoji when you take her there as shown in the May 9th Morgana Report (and as mentioned above, Kichijoji is where her Rank 4 event ends), which implies she lives in or near the city. Takuto Maruki Takuto is a part-time counsellor who's hired by the school after the incident with Kamoshida, and is introduced to the students on Monday, May 9th (for context, Kamoshida confesses on May 2nd and exams start on May 11th). He will take some classes such as on the 16th, where he displaces a question you could answer for free Charm points with a lesson on the (most likely emotional) heart. He will have the Consultant Arcana, which is the El Gran Tarot Esoterico version of the Magician (which tells us he'll act as a guide/ close companion to Joker, as Morgana does). His Confidant can be advanced in the After School time slot and is stated to improve negotiation skills. He was designed to counterbalance the "teens good, adults bad" message of the core story though this hasn't stopped anyone from suspecting him to be the new big bad of the game. Of note is that Ryuji and Ann are explicitly called out as benefitting from interacting with him, though we don't know if this is purely because of their baggage with Kamoshida or if they'll continue to grow through him throughout the game. What we've seen of him suggests he's quite clumsy - he bumps his head against his mic after his introduction - and casual immature. The latter is suggested by his unbuttoned jacket and upturned collar, along with him wearing sandals to school and a seeming fondness of apple juice cartons if his official render is any indication. However, the students are said to like him because he's a good listener and "gives tactful advice," so clearly his skill makes up for his outward appearances. The image on his Tarot card shows figures looking to an elderly sun for guidance, which helps drive home this aspect of himself. Speculation: His card shows people seeking "him" for aid, but also shows the people above the sun falling or being upset. This could either be part of Persona 5's more cynical interpretation of the Tarot or a hint at some sort of superiority complex (i.e. anyone who considers themselves as above him are wrong/ doomed to fail). Plot Additions/ Changes The biggest draw is that there will be a third semester added to the game (i.e. January to April), which means Joker doesn't get arrested in this version of the story. We're also told that the Metaverse will be around "in some way," meaning it isn't destroyed for Christmas. Stepping back a bit, we know there's a new event on May 30th where Makoto runs an event to clean up Inokashira Park that Ren, Ryuji, Ann, Mishima and Haru attend (this is also where Kasumi introduces herself). There's also a voiced scene at a pancake shop in Kichijoji with Ren, Kasumi and Akechi, which is where the dialogue in the teaser trailer comes from. Morgana Report 2 implied there would be more Akechi scenes too. As far as fluff is concerned, we know Kasumi will be in Hawaii too (however, she's in a tracksuit, which implies she's either dedicated to fitness or is just there for a gymnastics event instead of a school trip). In terms of the main plot, not only will Kasumi be in the Casino, we know she and Joker will be alone for a segment of it, which implies the getaway sequence (and possibly the prologue) has been rewritten. Of course, for her to even be in the Casino means there's a scene inserted into the main story for her to get her Persona, which we see in her trailer. Said trailer also included a voiced scene of Ren treating her to a meal where she confesses to having "performance troubles," possibly setting up her own Palace/ story arc. The reveal trailer also suggests there's now a stalker the group has to deal with, with the English dialogue heavily implying it to be Kasumi (i.e. Morgana asks "Isn't she acting suspicious?" while Kasumi is on-screen, though admittedly this could just be trailer misdirection). This trailer also showcases a different version of the "Akechi shoots Ren" cutscene, though since Ren snaps into/ out of a vision it could just be a warped recreation of the original event. However, not only does the trailer spoil his role as the traitor but Akechi looks much more malicious on the boxart too, which implies he/ the story will be much more open about his true intentions. (His character trailer will be very interesting!) Coming back to the completely new material, we have the ominous threat from the trailer that Kasumi "crushed [a] dream" along with screenshots of a human Morgana and alive Wakaba, with the Ryuji trailer ending with members of the track team - who seem much friendlier with him than in the original game - telling him he's been scouted by a university. This all leads to a popular theory right now that some or all of the third semester is just an illusion that the cast has to break out of. Onto more definite details however, among the new story content is a shrine visit on January 1st featuring all the Thieves including Kasumi but excluding Akechi. There will also be a new Palace for the end of the game, and eagle-eyes viewers of the reveal trailer spotted Black Mask!Akechi's sleeve in a shot set here, suggesting he'll be returning after his ambiguous demise in the Cruise Ship. In addition, Joker has the line "Did you know? We can all change ourselves...if we just believe." at the 1:55 mark of the reveal trailer (it's easier to identify him in the Japanese version). He rarely talks more than one sentence at a time in anime cutscenes and the tender tone of his voice in both languages suggest he's trying to soothe someone - which implies a teammate(s) is on the receiving end. What's telling is that he's paraphrasing Morgana's line about cognition post-Yaldabaoth, but given the trailer has Ann and Makoto asking about changing people's cognitions, it's possible this aspect of the Metaverse will be introduced sooner than it was in the original story. Finally, Atlus has stated that while Kasumi will be around from the beginning of the game, she won't impact the original story too much. That said, the English reveal trailer implies she'll at least have a cameo in the Kamoshida arc as he can be heard warning someone about Ren and Ryuji (and who else would he talk to than a pretty girl who's new to the school?) --- GAMEPLAY School Life The biggest change to the overworld half of the game is the addition of Kichijoji which Atlus has hyped up as being a huge new region to explore with lots to do. You first visit it on June 5th (the day Madarame confesses) with Ryuji as you look for Penguin Sniper, the place where you play darts and billiards (Ryuji is specifically looking for the former in this instance). This isn't an ordinary hangout spot, as you will be able to invite multiple teammates: we've seen Ren invite the full team sans Kasumi and Goro to play darts and also invite just Ann, Ryuji and Yusuke to play billiards (all in the reveal trailer). We don't know if the player invited everyone possible in both instances, if there's a hard limit to the number of invitees to each game, or if there's an option to invite specific members (for example, maybe Kasumi and Goro were left out of the first group to avoid spoilers), nor what the benefits of doing so are. Kichijoji also has the aforementioned aquarium, which functions as a hangout spot for single Confidants, and an old temple - presumably where the shrine visit takes place. There's a new theme park with a Disney-styled castle too, though it's unclear if this location is new or just a new region of the existing Destinyland. Speaking of this new locale, the twins can now be taken outside of the Velvet Room (like Elizabeth in P3 FES) and this is one of the places you can take them, Big Bang Burger being another. We don't know if this replaces their Confidant from the base game or if these are part of a separate series of requests (again, as with Elizabeth). There seem to be some customisation options for Ren's appearance in the overworld this time around, as we've seen him with gold (such as in the scene with Kasumi and Goro) and brown (in the Ryuji trailer) versions of his school bag. For confirmed customisation options we have guns, which can now be modified to increase their individual stats (ammo count, damage, accuracy) OR gain elemental effects/ the ability to inflict technical damage at the cost of ammo capacity and damage. Morgana Report 2 also showed Makoto as able to inflict technical damage with her melee attack, though it's unknown whether you can now mod melee weapons or if it was Makoto's own Skill that let her do so, since she's the Nuke member of the team and Nuke is the only element that can inflict Technical Damage (save Wind getting a bonus against burning enemies). We also don't know if Iwai can mod weapons other than his own, so I'd greatly appreciate anyone fluent in Japanese looking at the footage we have and letting me know! To facilitate this added utility, ammo will now be replenished between fights. Have fun with your new tools, everyone! The School Life half of the game has also had a QoL mechanic added in the form of the Play Assist system. Not only can you check what actions other players took as before, the game will now list available Confidants and places to boost your Social Stats, let you fast travel to them and can give you recommendations on what to do. The example given by the developers is the game noticing Charm is your lowest Social Stat and advising you to visit the bathhouse (complete with a fast travel prompt). We have screenshots of Ren having lunch with Kasumi in the school cafeteria on at least two separate occasions. While these could be plot related (Kasumi's made lunch for Joker in the former and is confessing to being uncomfortable around her senpais in the latter), they could also indicate the return of the ability to have lunch with your Shujin-based Confidants, a feature cut from the original game. The dialogue for those were generic unlike the Kasumi examples though - and considering how small this subset is, quite unfair to the other Confidants - so take this with a huge grain of salt. Thief Life The Thieves now have grappling hooks (referred to as Wires) for use in traversal and the aforementioned long-range Ambushes, with this new tool deemed important enough to be used with the game's logo both times it appeared in the reveal trailer. The screenshots accompanying the reveal also confirmed the addition of new stronger enemies called Kyouma (devils) in Japanese that appear as early as the Castle. These take the form of Shadows from the current Palace covered in shadows and have the chance to immediately counter any attacks directed at them. However, defeating them causes them to explode and damage surrounding Shadows, which gives an incentive to defeating them first despite the risk. Doing this also unlocks one of the new trophies for P5R, "Let's get flashy". Another new mechanic is the addition of Ishis, sets of three skull-shaped items hidden in each Palace. Collecting all three combines them into a new accessory; for example, the Castle trio forms the "Chromatic Crystal" which lets the user cast Dia. Incidentally, we know the general locations of two of the Ishis in the Castle: one in the underground prison area and one atop one of the castle towers. The name can mean both "stone" and "willpower," so I'm unsure how the English version will translate this (or if they'll even bother adapting the wordplay). There are now more Shadows to fight in the Metaverse. Jatayu, a fusion-only Persona in the base game, appears as a new enemy in the Casino (so far we've seen it in the Joker and Kasumi only sections) while Byakhee (who last appeared in Persona 2) and Macabre (who has only been in the mainline SMT games until now and was first seen in Ryuji's trailer) appear in the new Palace(s). Byakhee also doubles as the Shadow Kasumi Awakens in front of, though her ability to land Critical Hits on it makes me wonder if it really is a mini-boss (if anyone can confirm whether or not you can do so and launch AoAs on them, I'd again be very grateful). The Phantom Thieves have new ways to fight too. Futaba gets an All Out Attack, though we still don't know how to activate it, and the Thieves as a whole now have Unison Attacks as seen in P4G and PQ2. Thankfully, each party member has multiple options for Unison partners like the latter game (the three examples we know of so far being Haru/ Morgana, Ryuji/ Makoto and Ryuji/ Yusuke) and these are unlocked by interactions between the characters in the real world. The Ryuji/ Yusuke example we saw was voice-acted and took place without Ren's presence, so these could be unlocked automatically as the story progresses (though I suspect it's related to how much time each pair spends together at hangouts like Penguin Sniper). Third Tier Personas are also back from P4G. So far we know of only Ryuji's, William, whose birth is visualised as a fusion between Captain Kidd and Seiten Taisei. The Ryuji trailer showed him alone at home when William was formed, which suggests these new Personas may be locked behind story beats as in Persona 3 (or, if they're unlocked by hanging out with your teammates after reaching Rank 10, after a short delay). That William is a modern reimagining of Ryuji's first Persona implies the other Tier 3s will also be updated versions of one of the owner's prior Personas, though presumably we'll have to wait for subsequent character trailers to confirm or deny this. Baton Passing has been buffed as well. Not only do buffed characters get a flame aura around them depicting the strength of their boost (red for Level 1, yellow for Level 2), the characters also maintain the boosted status after taking an action. The example we saw had Joker passing to Ryuji who attacked right after, yet retained the red aura on his own turn and could still pass on the Level 2 boost to Morgana. This also confirmed that either Morgana unlocks Baton Pass during the Kamoshida arc OR that you can now Baton Pass to Thieves who don't have the Skill for themselves. The Velvet Room has seen a change too: at certain points it can go into high alert, during which Persona Fusions require "greater effort". We don't know what this means (either Fusions now get additional EXP boosts or accidents are more likely) or how it occurs, but it may be related to sending Calling Cards, since Palaces also go on high alert when this happens. Mementos has also been changed. There is now a bright yellow counter on the side of the screen as you traverse the tunnels. We don't know what this is (maybe it counts the number of items picked up?), but the counter is the same colour as the plinths that can be found in new rooms there. Furthermore, at some point streamers appear throughout Mementos. Makoto comments on this so we know this isn't the new default look of the place, but the cutscene we saw has her do this only after Haru and Kasumi - but not Goro - have joined the party (note that this could simply mean the player only visited new!Mementos after recruiting both). Finally, there are now white lines that appear in the corners of the screen when roaming the Metaverse that become kaleidoscopic patterns at certain points (such as in the aforementioned plinth room and this automated segment of Okumura's Palace). However, these patterns are absent from cutscenes and combat encounters. Smaller tweaks include a new, more jagged text box for Shadows. However, Palace Rulers don't get this effect until after they transform into their boss forms as seen with Kamoshida. Also, a new song - Take Over from the Kasumi and Ryuji trailers - will play during Ambushes while Last Surprise will be used for regular combat encounters. In terms of QoL changes, Atlus has confirmed that it's now easier to level up. Also, it was recently confirmed that Dream Needle has been changed from a Phys Skill to a Gun Skill, which opens the door for other changes down the line - possibly all of them converting Skills to the Gun "element" since there are only four of those in the original game. --- OTHER While we didn't see it in action, Morgana Report 2 confirmed that an event/ cutscene viewer would be added to the game. We also know that there are over 20 new music tracks in Persona 5 Royal, covering both vocal (like the new theme Colors Flying High and the aforementioned Take Over) and instrumental pieces such as the track heard during Takuto's introduction and the end of the teaser trailer. Atlus has said that the game has been revamped to a greater degree than other releases like P4G, but this means that you will be unable to transfer save data from the original game. However, having a save from the game will unlock a bonus that will "help you early on" (PS3 players can upload a save to the network and get the bonus that way). The changes also extend to the trophy list, which has been almost completely revamped as well. You will be able to access the DLC you already bought for the original P5, but will have to pay a 10 Yen handling fee per item (which equates to ~£0.07 and $0.09). The game is being developed exclusively for the PS4 and is PS4 Pro enabled, but this also means visual improvements for owners of the original console. For example, character models are more detailed with more intricate body and facial animations - such as how Kasumi's eyes dart left and right while being accosted in Shibuya Square and how her head twitches after missing each ball in the batting cage at the start of her trailer. As seen at other points in that trailer, each character's face can now match the expression of their current sprite art as soon as it appears too. There's more activity in the background of events too. For example, we can now see cars moving about in the background of cutscenes - such as when Kasumi is accosted - and backdrops of locations while using the train. The cars in the first example seem to be 2D images, but you'd only notice it if you were actively looking at them and it's still impressive stuff regardless! --- THEORIES (including information from the June 28th update) are provided in this comment due to a lack of space in the main body of this post. --- Thank you again, everyone! And again, let me know what I can add and improve! --- UPDATES:
Finn Bomber Rider, BB-HATE, Holdo deliberate look and Katherine Kennedy thought Canto Blight didnt feel like Star Wars- some backstory from BTS The Last Jedi Artbook!
I got The Last Jedi Artbook last year for my birthday. Read half of it and now just got around to reading the other half as anniversary for The Last Jedi. Very interesting. Here is a list of what I found most interesting and addresses certain issues constantly brought up. -For those that may not know Lucas original idea was Luke being a hermit and depressed. - Originally Finn was the bomber at the start of The Last Jedi with Rose's Sister and just survived but saw her sacrifice. Rose's sister when dying in Finn's hands would leave a blood print on his face/chest like what the First Order Trooper did at the start of Force Awakens. A deliberately intended by Rian Johnson mirror. So the black Gunner on the bomber we see at the start of TLJ was originally going to be Finn. The reason Rian Johnson changed is that he felt if Finn found out that Paige was her Sister then he would either be the jerk that didn't tell her he knew her sister, with her when she died or the whole movie would come to stop for a sister death scene which he felt got disrupt the flow. Thus it was then changed by Rian Johnson. Also, the Dreadnaught wasn't the original target-- in the early draft, it was a Star Destroyer that was Fuel Carrier. - The Vertical Bombers were based on B-Wings but also with Toys in mind. IT was also one of the artist's ideas not Rian Johnson - who thought it would be a cool toy if the bombs fell out vertically. I have seen this as a common complaint of not making sense. Well, it wasn't even Rian Johnson's idea. - Rian Johnson was very into a bomber movie and Vertical Warfare book so really wanted a bomber sequence. He showed every party involved with Star Wars movies of varying degree that explained what thematically and emotionally he was going for. So all of the Lucasfilm people knew EXACTLY what RJ was doing and gave the go ahead. - Katherine Kennedy when she first saw the Canto Blight artwork said it didn't feel like Star Wars, this then led to the artists redesigning elements and bringing out Ralph McQuarrie artwork to convince her (as well as tried to put Bespin influence into the setting) - Rogue One was essentially shot back to back with The Last Jedi is mentioned in the book. Also how they had to rush to get concept artists because the ones that been used on Force Awakens had been transferred to Rogue One and if they didn't get three concept artists they couldn't keep the schedule with TLJ. Essentially they needed new art team for The Last Jedi because all the Force Awakens Art team had been transferred to Rogue One-- or large chunks of them had been. - Phasma was designed in 5 days after Katherine Kennedy loved it but JJ Abrams saw no need for the design. JJ Abrams is quoted as saying that he didn't like it because Kylo Ren wasn't meant to be part of the Stormtroopers but leading them so wanted something else. They literally had no idea of what her character was just visuals. It consistent in both Artbooks that they dont hire writers and story crafters but artists who then with visuals drive story routes. Think they could do with more writers then artists though. - Rian Johnson wasn't sure about First Order Storm Troopers costumes, he didn't feel like they were threatening enough so he wanted a redesign/tweak. This led to artist increasing the brow and tweaking the stormtroopers armour- also changing the colour from a pale white into more grey-white but this essentially led to them completely destroying all Force Awaken Storm Trooper costumes - Rian Johnson was not interested in Kylo Ren's helmet being in the movie. The other artists thought it was cool and how so many kids were wearing it but Rian Johnson wanted to give all the possible space for Adam Driver to act his pants off because he felt that the story for Adam Driver was that important for the character so he wanted nothing hidden by the mask. Essentially he was adamantly wanting no hindrance for Adam Driver acting. - Snoke's Gold outfit was not Rian Johnson idea but another artist-- also the red backdrop for his throne room was designed on the theme of theatrical. Rian Johnson wanted Snoke to be more about theatre. Artists also used The Red Room from Twin Peaks and the red backdrop colour scheme came from an old Ralph McQuarrie artwork. This was artwork for The Return of the Jedi which is Vader, Luke and Palpatine meeting underneath Coruscant near its core so lava, hellfire all around them. So Snoke's Gold Outfit right down to his slippers was designed by Artists, not Rian Johnson. They even had a really tall actor sitting on the throne to maintain convincing eyeline as well as Andy Serkis. The Snoke actor got to wear hand made gown and slipper versions of Snoke's outfit. - DJ for those that don't know now is specifically stated as standing for Don't Join. It was inspired by an old punk band poster Rian Johnson saw and the prison he in was just a drunk tank connected to the Casino. He is also meant to be an alternative route for Finn. RJ says this was due to Finn in the Force Awakens was all about protecting whoever was in front of him but what DJ and Rose with Finn arc in TLJ were meant to bring to the front the notion for Finn of not just protecting who is in front, who you care for but having a cause of protection. - Canto Blight was meant to be no low life or criminals like Jabba The Hut or Mos Eisley. It just meant to be incredibly wealthy and rich - highest of the high cream crop of the universe. Kings, Queens and Warlords - The Code Breaker storyline was meant to be Rose and Finn helping him steal another object of a Warlord. He was undercover as a piano player and then when the mission fails he gets abducted by the authorities (physically, like they have a ship bringing him up in a tractor beam) and then Rose and Finn chucked in the drunk tank of the Casino. So the reason why the Codebreaker got cut is that his story was a dead end. - Rose was Blonde and White, so this idea that Rose was changed for SJW or PC isn't true. It means that Kelly Marie Tran proved herself in the auditions that they completely changed her character - Luke Exile was all about his Guilt over Kylo Ren/Ben and his failure, his last night encounter with Ben and Luke felt that as long as the Sith and Jedi exist you will always have a Darth Vader or Emperor so he wanted Sith and Jedi to die, as in their religion die out and he thought this would happen by his exile and becoming a hermit. This was directly from Johnson himself. So for me, Luke's exile made sense due to experience with trauma and depression but a lot of people say how Luke would never pull a sabre on Kylo/Ben but Johnson point was that very act was also a core part of his exiling. - All the Jedi Temple stuff with Rey, the architecture is all related to Hindu imagery and Taoism. In the artbook, they literally have the Yin and Yang mosaic formed with a sabre wielder. So Taoism was literally the core along with Ying and Yang imagery and message with the Jedi Temple Rey is in. - The Story Group, Dave Filoni, Brain Trusts of Lucasfilms, JJ Abrams all knew what Rian Johnson was doing with the story. Rian Johnson script was least edited out of all the Star Wars scripts with only different drafts with tweaks but the story and what he was doing with the story never changed because all parties and organs of Lucasfilms supported it. So Dave Filoni knew what was going on as did Hidalgo and Story group. - Rian Johnson had personal meeting with Rick Carter Co-Production along with lead artists for the TLJ who went through every aspect of his story, every aspect of the art and then Rian Johnson and other lead artists for TLJ went through with Pablo Hidalgo and Story Group the Star Wars library and complete archive, every decision Rian Johnson made with the story in TLJ went through EVERY part of the Lucasfilm inner circle and he read lots of the Lore and archives on the lore and artwork books, went through it all for ideas for his story. Because Lucasfilm essentially had a massive library and vault/archive of all things Star Wars. SO LET THIS BE CLEARLY STATED TLJ was not just his project, he DID not drive everything. So the people that say Rian Johnson Killed Star Wars are incorrectly attributing a multiple person process to one man. - Some of the Bombs dropped on First Order at the start had messages from the resistance on them including "Han says Hi" - Holdo was originally going to be in a Grey Military Outfit but Rian Johnson wanted her outfit to look more feminine and balletic. Deliberately being different to what you would expect from a military general-- so people that complain about how she looks- that look she has was deliberately done to break the expectations of what she would be (iron grey general butting heads with Poe) and he wanted her to deliberately stand out so much. - The Evil First Order BB-8 was designed to look more imperial and evil and the artists' nickname/name for it was BB-HATE - The Resistance Hanger was deliberately designed to be small and low, so it could contain the blast and was a better way to funnel the blast towards Poe by rounding off the walls - C3PO costume was redesigned so it took Anthony Daniels 8 minutes to get into whilst previously for Force Awakens it took much longer. This was partly due to Rian Johnson wanting to go back to a more classical look. - Poe watching the resistance be blown up was deliberately to frame it so he is watching everything fall apart all around him and he is losing everything in that moment. - Lots of the Sets in TLJ are multipurpose sets-- Snoke's Throne Room was also used as the set for Resistance base at the end - Character Arcs - Finn arc was him and Poe on Canto Blight but then Johnson felt it was boring, no tension between the two. So he wanted to bring in someone that could collide with Finn more. Someone that could challenge him and push him. Rose essentially then fills this role as (Johnson puts it) the angel of Finn's shoulder whilst DJ is the devil. Rose was designed to serve Finn's arc like how Holdo and Leia were to serve Poe's arc and how Kylo and Luke serve Rey's Arc. - Gareth Edwards when doing his Cameo made a joke that the battle on Crait looked like Rogue One (which the artists said to him- no it didn't [laughs] is in this segment so they were all having fun) - Artists Idea for the utter wreck of ships at the end in the battle of Crait for the Resistance essentially the artists say it was meant to be a ying-yang thing with the First Order who have these highly advanced and sleek and working tech against resistances completely garbage vehicles. So with all their designing they had this whole ying-yang approach - First Order Walkers in Crait were deliberately designed to have anti-tow cable because Rian Johnson wanted them to have developed walkers and tech that countered tow cables. So you have the old walkers and then these bigger walkers that were meant to be gorillas in armour. It was based on historical thinking of how Germans and Russians would build bigger tanks to fight each other. - Kylo Ren's fighter was based partly on his shuttle but meant to be an evolution of Tie Fighters - A giant walker or "aircraft carrier of walkers" that would be dropped on the planet which would then unleash smaller walkers and all these tie fighters was also considering in the end fight when it was still above a thin reflect lake (which then became a salt plain) - The mini death star cannon was inspired by huge historical guns designed by Germans etc. - The land going red on Crait was meant to be a PG-13 way of doing blood spilling in war, that the actual land starts to reflect the blood loss of the battle. The land actually bleeds for the dead basically-- in imagery. - All of them thought fans would adore the film because they wanted to do what they remembered as children with Star Wars, all that excitement and wonder but also wanted to set the stage for something new, a new world.
Read more Casino Party Outfit Ideas Organised by Theme. Posted in Casino Party Outfits. Posted on July 3, 2017 Author Michelle Warren. What To Wear To A Casino. If you haven’t been to a brick and mortar casino before but are keen to try it out, you may be a little unsure how to dress. Stilettos, colored heels, choker necklace or earrings can be the best choice to attend a casino themed party. FOR MEN: Button down shirts with dark trousers are simply a yes for this kind of casino party. Socks and shoes in the same color. Blazers to add oomph factor for your personality. Shirts in bold colors are always the best. WHAT NOT TO WEAR: No casino theme party would be complete without one! All you need is a small piece of red carpet and some velvet rope or a couple of fake trees to go on either side of the walkway. Make Giant Dice A Queen Of Hearts Casino Party. One of the most fun casino party themes is Queen of Hearts. The Alice in Wonderland character led a legion of playing cards, making it a great idea for a casino party with poker or black jack as the centerpiece. Guests can dress in red or dress up like characters from the story. Jul 13, 2020 - Explore Carol Behrens's board "casino party ideas", followed by 461 people on Pinterest. See more ideas about casino party, casino, party. The best thing to wear to a Mardi Gras themed casino party is, of course, beads as well as mask and anything green and purple. Monte Carlo Casino Parties. In case you haven’t seen a James Bond film, a Monte Carlo casino party is one for high rollers – or at least those that dress like high rollers.
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