It Was Especially Funny Since I Was Very Verbally Excited And Invested In The Segments That @fru1tycak3

It was especially funny since I was very verbally excited and invested in the segments that @fru1tycak3 had had the most friction with.

No major spoilers: the unit-control segment near the beginning was a pretty fun switch up and was really neat in how it contextualized the way Corpus military works. The stealth segments were a blast, and Fru1ty told me I got through the most frustrating parts much smoother than their experience. The stuff I struggled most with was the railjack segments, because I strongly felt like the feedback I was being provided to in completing objectives was unclear.

I really loved the way everything came together by the end, and the experience was really cool. Very much made appreciate the highs of the pre-2022 Warframe experience, as well as highlight the things in the game that don't resonate with me.

Just spent most of the night watching @mintyfreshka play through The New War quest in Warframe, mostly to share in the frustration. He had gone through the Sacrifice the night earlier, watching him really getting thrown by the Umbra encounters foreshadowing what would come in The New War. Although, to my surprise, it went much differently for him. That is, having frustrations in completely opposite places.

It is still the perfect example of what a mixed experience is; amazing concepts marred by bad execution. Pre-2022 Quest Design is an exercise in frustration where your reward is being able to with your Warframe and Weapons.

More Posts from Mintyfreshka and Others

1 year ago

Me thinking about going for another ride right after water tubing

mintyfreshka - Aeonic Scribbles
2 months ago
Art By • Frank Frazetta

Art by • Frank Frazetta

4 months ago

Scout tf2 is the epitome of character design because he can be used to represent literally any underwhelming skinny white dude ever

11 months ago

The World is Drowning

We’re excited to announce our newest project, Possessor(s), a brand new story and world we’re crafting with the support of our publisher Devolver Digital. As with all our games, this is a piece of work from our hearts that blends our signature aesthetic with new ideas, creating an experience that is both deeply personal and visually stunning.|

A Message from Danny Moll, Art Director

The World Is Drowning

We have carefully calibrated the overall aesthetic and tone of Possessor(s) and are proud of what we’ve come up with. Inspired by games like INSIDE, Signalis, and Control — and TV shows like Severance, we’ve created a world that feels both familiar and hauntingly surreal.

Imagine a post-apocalyptic sci-fi landscape, influenced by weird fiction world-building in such works as Jeff Vandermeer's Area X or the Annihilation film.

It’s “sony-walkman retrofuturism” in a game.

A Message from Alx Preston, Founder & Creative Director

The World Is Drowning

You’ll notice that Possessor(s) shares DNA with Hyper Light Drifter, despite being an entirely different world and story. As a studio, we’re eternally applying valuable lessons from our past successes and mistakes to our present work. We’re carrying those lessons forward, and transforming them into something unique with this game. We hope to continue to build on our legacy while pushing the boundaries of what we can create.

At its core, Possessor(s) is a game about relationships – specifically, the ones that hurt us and how we navigate through them. We wanted to explore the idea of getting out of toxic traps and the difficult journey of self-improvement. Our characters are trying to change for the better and struggling to stop punishing themselves. The theme of possession ties into how we heal from these emotional wounds.

The World Is Drowning

The world of Possessor(s) is an unsettling place where beauty and decay coexist. It’s hopeful, it’s dark, and it’s waiting for you to explore it.

9 months ago

There's an EU initiative going on right now that essentially boils down to wanting to force videogame publishers with paid games and/or games with paid elements such as DLC, expansions and microtransactions to leave said games in a playable state after they end support, or in simpler terms, make them stop killing games.

A "playable state" would be something like an offline mode for previously always online titles, or the ability for people to host their own servers where reasonably possible just to name some examples.

I don't think I need to tell anyone that having something you paid for being taken from you is bad, which is a thing that routinely happens with live service and other always online games with a notable recent example being The Crew which is now permanently unplayable.

Any EU citizen is eligible to sign the initiative, but only once and if you mess up that's it. You can find it here. (https://citizens-initiative.europa.eu/initiatives/details/2024/000007_en)

Even if you're not European or you signed it already, you can share this initiative with anyone who is, even if they don't care about videogames specifically because this needs a million signatures and there is different thresholds that need to be met for each EU country for their votes to even count and could also be a precedent for other similar practices like when Sony removed a bunch of Discovery TV content people paid for.

1 year ago
Commish For @billylilblini

commish for @billylilblini

1 year ago

three little birds lined up for op to pet (cr: 有只小鸟叫小叽)

11 months ago
I Meant To Make This Meme Ages Ago When Pride Month Was Still On But Yeah Gé (pronounced Gay) Is The

I meant to make this meme ages ago when pride month was still on but yeah gé (pronounced gay) is the Irish for a goose.

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mintyfreshka - Aeonic Scribbles
Aeonic Scribbles

(He/They) Clown, Concept Artist, Average Art Enjoyer

138 posts

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