illusory wall

illusory wall

@illusorywall.bsky.social

Dark Souls Dissected & retro VGM sound design nerd. He/him, gay. explod2a03 in a past life. https://patreon.com/illusorywall http://youtube.com/illusorywall

8.3K followers445 following3.1K posts

We are back for more pain and suffering. www.youtube.com/watch?v=u5LN...

youtube.comDark Souls 2: Doubled Enemies, 1/2 a Controller! #3YouTube video by illusory wall
Brave@brave.fatbirdlovers.org

DARK SOULS 2 DOUBLE ENEMIES + SHARED CONTROLLER WITH @illusorywall.bsky.social last time we ran up against a boss that was actually 6 bosses in one fight! today we're. probably gonna be looking to do anything BUT that LMAO go over to fatbirdlovers.org to watch my end, or check his youtube!

C'mon they were like a single 32nd note late, which is "nailing it" imo in this kind of context. But a bunch of people seem to think it's off by a lot more. A lot of people thinking it came in on beat 5 of the last measure too, when clearly it was beat 1 of the next measure. Like obviously. 💀

This gives me an idea, bands should start faking these videos by hiding ear pieces, make sure the takes are as close to perfect as humanly possible, and watch how wrong the comment section gets it when they try telling them they were rushing or dragging.

illusory wall reposted

NEW YOUTUBE VIDEO ▶ Soulsborne 1.00 series concludes with Demon's Souls PS3 🙏 I don't usually post these anymore but Demon's Souls tends to be overlooked in the general series so any reposts and shares are appreciated 👉👈

Continuing with more of this now! www.youtube.com/watch?v=QG_Z...

youtube.comDemon's Souls - Event Region Datamining #4YouTube video by illusory wall
illusory wall@illusorywall.bsky.social

This Sunday, I'll be debuting the Demon's Souls Event Region live datamining streams! Planned for 3PM EST / 7 PM GMT. @valer8.bsky.social & HotPocketRemix will be joining me to untangle how a ton of stuff in the game works, with super cool visualizations made only possible through modding wizardry.

I'm kind of surprised seeing the Medusa Heads, with their lack of contact damage, being brought up as something contentious about the new Castlevania. The game has its issues but I wouldn't have expected people to latch onto that. For my 2 cents in the discourse: Their Medusa Heads are fine!

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So, I don't want to come across as running defense for the game. I just see people latching onto a surprising aspect with a surprising amount of negativity over it.

I had a conversation w/ a friend about what he doesn't like about Belmont's Curse. Like he's pretty unsatisfied with it, but I can't imagine the Medusa Head discourse will make any sense. A sort of "THAT's what people are complaining about?" moment, most likely, in light of its actual shortcomings.

I'm kind of surprised seeing the Medusa Heads, with their lack of contact damage, being brought up as something contentious about the new Castlevania. The game has its issues but I wouldn't have expected people to latch onto that. For my 2 cents in the discourse: Their Medusa Heads are fine!

View full thread

Had I not carefully stalled and paced my movement above the spike area, I easily could've been turned into stone and dropped onto the spikes. That's how they implemented them as a platforming danger and it's totally fine. It makes you have to be careful and considerate of how you grapple around.

I guess I'm saying, it's not some game design sin to reference their classic sine wave movement while shifting their actual threat to something else. That being said, the game has significant issues with a lack of build flexibility (and the tiresome menu-swapping of gear that's encouraged).

I'm kind of surprised seeing the Medusa Heads, with their lack of contact damage, being brought up as something contentious about the new Castlevania. The game has its issues but I wouldn't have expected people to latch onto that. For my 2 cents in the discourse: Their Medusa Heads are fine!

View full thread

They turned them into platforming obstacles where you want to stay behind them at all costs. The sine wave pattern was flattened a lot because that movement *doesn't* really matter for them now, but at the same time, I can't relate to taking issue with that.

It just seems like a really weird take to frame it as the enemy being ruined and like the developers didn't understand what they were doing. As you can see from my video, after getting my ass beat by the first pack of them, my movement in the 2nd half was VERY deliberate as a result.

I'm kind of surprised seeing the Medusa Heads, with their lack of contact damage, being brought up as something contentious about the new Castlevania. The game has its issues but I wouldn't have expected people to latch onto that. For my 2 cents in the discourse: Their Medusa Heads are fine!

View full thread

Some enemies being a little easier and others being harder just feels like... not a problem at all? Especially when the regular mobs in this game feel a lot more dangerous overall than those from most other metroidvania Castlevanias anyway.

I'm kind of surprised seeing the Medusa Heads, with their lack of contact damage, being brought up as something contentious about the new Castlevania. The game has its issues but I wouldn't have expected people to latch onto that. For my 2 cents in the discourse: Their Medusa Heads are fine!

View full thread

Regarding the first point, check out my clip. They're pretty dangerous with the wrong positioning. You still have to be mindful of your positioning relative to them, otherwise you'll get bullied by them fast. Other enemies have gotten much harder, too.

In a new game with completely new enemy attack patterns, I would just assume a rebalancing of enemy difficulty. Pointing to the Medusa Heads like they dropped the ball w/ the game's challenge just feels weird when things like ghosts and blood skeletons are generally much more dangerous now.

I'm kind of surprised seeing the Medusa Heads, with their lack of contact damage, being brought up as something contentious about the new Castlevania. The game has its issues but I wouldn't have expected people to latch onto that. For my 2 cents in the discourse: Their Medusa Heads are fine!

I've seen some pretty strong reactions like as if they: 1) Made things too easy, or 2) The devs don't "understand" the enemy, like it's fundamentally an issue of not understanding the sine wave flight pattern if you don't give the enemy contact damage?

One of my many criticisms of the IGAverse. For a series that doesn't have a lot of depth with its writing, what makes it a connected universe is doing the right kind of "yes and" when it comes to referencing past titles. Saying "nah" was unnecessary and a failure to cooperate with other creators.

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If I was given the keys to Castlevania, my new canon would be 90% IGAverse, adjusting Lament of Innocence's story with a tweak (I will not accept Cronqvist being the same person as Dracula), and finding a place for Sonia Belmont to still exist in the timeline.

I have a lot of catching up to do, but the first several episodes were great. Highly recommended in-depth Mega Man retrospective. MM 1-11 & Rockman and Forte, each got their own individual video: www.youtube.com/watch?v=pyA7...

youtube.comAn In-Depth Mega Man 1 Design AnalysisYouTube video by DaveControl
Dave Klein@thedaveklein.bsky.social

After nearly 2 years, I've completed my In-Depth Classic Mega Man analysis series. All 12 games (so far). 645 pages written. >29 hours of video content. Here's Mega Man 11. youtu.be/Hta2mInuCZ4

illusory wall reposted

A little clumsy at faster tempos, but messing around with a RLK LRK triplet pattern. It took a little work getting comfy with the hi hat clicking against that beat, but it's getting there. #illusorydrumming