Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/06/17 in all areas

  1. Yuuko

    Sekai Project Bundle

    Thought that many people here would probably like this so here: https://www.humblebundle.com/sekai-project-bundle Lots of awesome games for cheap.
    4 points
  2. Asonn

    Sekai Project Bundle

    some shitty codes: fault milestone one: 0DKB2-NQY06-873Y0 fault - milestone two side:above: 05YGW-9RM6C-L04WP NEKOPARA Vol. 0: 06X6P-IAE7I-6EB83 NEKOPARA Vol. 1 : 08PBC-DZYLH-XC8BW NEKOPARA Vol. 2: 0CLZH-KYHQK-K7PXC Idol Magical Girl Chiru Chiru Michiru Part 1: 07LY7-MGVGB-39B94 Idol Magical Girl Chiru Chiru Michiru Part 2: 0CKZH-02HCT-WYNYV WORLD END ECONOMiCA episode.01: C0QWN-HEAC0-PCC6K WORLD END ECONOMiCA episode.02: T3DFQ-F8WT3-NBLWB WORLD END ECONOMiCA episode.03: 047WM-5ZLQ5-C4GPG Sound of Drop - fall into poison: 09YR6-A7C6Z-E36B8 Highway Blossoms: 0BYL8-DV6R8-9XEH5 Japanese School Life: 0AWNF-2HG99-VB9XN please let others know if you picked one!
    3 points
  3. Aiyoku No Eustia (https://vndb.org/r24024) A fan transation project by Eustia Translations Partial Patch is out! https://mega.nz/#!no0DyQza!DZShSFgME_-iW6vaEdYy3oek-794a1yiuiW48U05dBQ Covers up to Eris' chapter (Chapter 2). Opening Movie: Description (modified VNDB description): Personal words: Translation Video Sample: Team: Project Lead/Translator/TLC: eplipswich @eplipswich Head Editor: Desertopa Head QC: Angeldeath Reserve/Former Members: Translator (Reserve): TakoRin @TakoRin Editor (Reserve): kumada Translator (Former): goodluckmyway/Be Water @goodluckmyway Editor/QC (Former): Vermillio @Vermillio QC (Former): Esham @Esham Progress: You can check out detailed real-time progress update at the following link: https://1drv.ms/x/s!AhHDq_NSwaAqgSnImaDDLTME-lmi?e=ai9dey ---------------------------------- You can follow me on Twitter: @eplipswich Job Opening(s): None at the moment, but feel free to PM me if you feel you can contribute to the project.
    1 point
  4. http://i21.photobucket.com/albums/b264/Rihochan/Ojomasu.png Now, this was a game I didn't really have high hopes for, but I am glad to say that I was pleasantly surprised. While this falls short of kamige level (primarily due to the disproportionately short epilogues), it is definitely an interesting take on the trap protagonist ojousama-ge. Generally speaking, trap protagonists and ojousama-ge go together like hot fruit pie and ice cream. While the formula (begun with the original Shugotate by AXL) hasn't changed significantly since it came into existence, it has a lot of minor variants. However, in this case they took a rather unusual path with the character settings... for one thing, the protagonist is not the timid type in any way, shape or form. For better or worse, most of the trap protagonists in these games are somewhat timid but talented and deeply kind-hearted or are actually almost afraid of women (for hilarity's sake). The protagonist in this game, Hajime, is an agent for an organization that primarily involves itself with money and politics, for no apparent goal beyond gathering power to itself. Is it an evil organization? The question is hard to answer based on what comes up in the game, but I sort of lean toward yes, considering what gets revealed in Arika's path. Hajime is cool-headed, ambitious, and pragmatic on most issues. He does have a tendency to help people where he can, but he doesn't go out of his way to help people that aren't actually in front of him. He is also capable of being coldly manipulative when responding to the orders of the organization. He also has none of the usual hesitations or inhibitions this type of protagonist tends to have about sex (he rather casually mentions he enjoys it but is quite capable of going without... and proves it). This makes for some... interesting situations. This definitely isn't a pure love game, but it isn't a nukige by any stretch of the imagination either. The common route is seriously long... While there are numerous characters in this game, there are only three heroines. They are: Arika (the granddaughter of his organization's leader), Benio (a young girl from an influential kenjutsu/kendo dojo), and Peko (the princess of a fictional East European country). The other girls are basically Hajime's targets... he needs to gain influence over them for the sake of his mission, but they aren't love interests in the context of the game. In fact, he rather coldly manipulates some of them, albeit not in a way that harms them (he actually helps them, in his own way). Arika is... one strange girl. In some ways, she is reminiscent of Kamio Ami from Semiramis no Tenbin. However, she is far more open about her nature (she is a mischief-maker who just enjoys making situations more chaotic for her own amusement), and she isn't a near-sociopath. She simply displays her affections in ways that are extremely troubling to anyone and everyone involved... or even merely in the vicinity. She is also extremely lazy about anything she doesn't have an interest in. Benio is Arika's opposite. She is simple, straightforward, and rather obvious about everything. She is a lover of the way of the sword and has no real hesitation about living to become the next head of her rather large clan's dojo. That said, she is rather blind to anything that isn't on the surface, and she frequently gets into fights with Arisa, who seems to take an endless pleasure in setting her off. Peko is perhaps the most easy to understand heroine in the group. She is very kind-hearted and sensitive, with a strong sense of compassion and dignity fitting for postmodern royalty. That said, she also has a surprisingly strong will hidden under that soft surface, and it comes out in full in her path. Overall, I found this game to be an immensely pleasurable experience, and while I could have used more action scenes and perhaps more cold-blooded manipulation on the part of Arika and the protagonist... this still turned out to be a game worth remembering. I'm glad that this month already has at least one solid VN of the Month candidate, hahaha...
    1 point
  5. tfw someone grabbed both sets of ChiruChiru codes
    1 point
  6. Proper grammar can speed up the process of reading and comprehension even if you aren't aware of when the grammar gets bad. That's what makes grammar important. Though I was really more talking about odd/incorrect word choices which isn't purely a grammatical issue. Take this from a scene halfway through the common route: You can't "enter" a rooftop. Or maybe you can, but it sounds very painful, since the rooftop is a solid object. You can exit the school onto the rooftop, climb stairs to the rooftop, etc, but not enter it. Also the word "staple" is used incorrectly here. They probably heard the word used in reference to foods and consumer goods that people eat/use on a regular basis, but the word isn't flexible enough to be used for a place one person likes to go to. In this case, something along the lines of "favored" could have been used instead. This is pedantic as all hell, true, but little things like proper word choice can go a long way to making your writing more easily understandable. In this line, it was pretty clear anyway what was happening, so I doubt even a non-native English reader like you would have any difficulty understanding it. But there are cases where it can get messier, such as the next line: First of all, those slashes are not decapitating, because they're missing and thus not actually decapitating anything. You could say "would-be-decapitating," but that's really clunky. This leads to the next problem, where of course you die when you are decapitated. Pointing that out feels rather silly. One idea would be to remove the "decapitating" adjective and use "decapitate" as the verb in place of "kill," restructuring the sentence to make that work. I'm also not a fan of "state" there, because that implies that they have other states they could switch into, but IIRC, those slashes are by their nature invisible, so I would probably just switch "state" with "nature" (unless I'm misremembering that scene). "I couldn't quite confirm this due to their invisible nature, but a direct hit from the slashes that merely grazed me a moment before would no doubt decapitate me on the spot." TBH, I'm still not happy with that, "a direct hit from the slashes that merely grazed me a moment before" is such a mouthful, and the way talk about previous slashes mixed in with a line that's trying to portray the slashes as a still-ongoing event feels very clunky. I'd be tempted to just cut out the reference to the previous slashes entirely. "I couldn't quite confirm this due to their invisible nature, but a direct hit from any one of these slashes would no doubt decapitate me on the spot." There's also a possible tense error with "kill," but despite the narration being in past tense, it's describing an ongoing event. To be honest, this is where my lack of editing experience shows, as I actually have no idea what the correct tense here would be. If we say "would have no doubt decapitated me," that gives the line a deterministic bent which might remove some of the tension in the scene. Thematically very appropriate for the game, to be sure, but not great reading. Eh, whatever. I'm sure some people will see this and call me nitpicky or say that they can understand it anyway so it's fine. I'm not actually trying to call out the translation as unreadable trash, it's still better than most VN translations for sure. But I think if a non-native English reader is having difficulty understanding some parts, there's actually a pretty good chance it's because it's not written as well as it could have been, and not because it's written too well, which is what some people are trying to claim (mostly, those same non-native English readers who don't know better).
    1 point
  7. Amuzie

    Sekai Project Bundle

    some great codes: KARAKARA: 22G74I-2HJ7V-JWH58 NEKOPARA Vol. 0: 286YE-XBWIL-YQG3Z NEKOPARA Vol. 1 : 22NLL-NY9JT-MK0L2 NEKOPARA Vol. 2: 2080L-3RHB8-9IKLX Idol Magical Girl Chiru Chiru Michiru Part 1: 255X0-IMPZB-EL690 Idol Magical Girl Chiru Chiru Michiru Part 2: 28XWJ-VPM63-TVWGV Sound of Drop - fall into poison: 25RRB-XKEF5-WQ0H7 Highway Blossoms: 263J5-I65G2-97GYF Ame no Marginal -Rain Marginal-: 2EMTB-DDFBA-MVVG4 Memory's Dogma CODE:01: 0XGDX-KLJ7B-DG9RM Sunrider: Liberation Day - Captain's Edition: 26J0H-LVBTW-T6N6D please don't let others know if you picked one! Adds suspense. ( Please do tell me if there's an error with any of the codes though.) Also have the Narcissu 10th anniversary thing but as that comes with a season pass I can't really post the codes here as the season pass is useless without the game. So if anyone wants that I gueEDIT:The code is officially claimed.
    1 point
  8. This made me realise my lack of otome knowledge.
    1 point
  9. 1 point
  10. Too coordinated, feels inaccurate.
    1 point
  11. It was Propeller... but now it is Light, because Propeller hasn't produced anything decent since Tokyo Babel... and its main writer is retired. My current top five companies are listed below. Eushully got knocked off because they haven't produced a masterpiece since Madou Koukaku (story-wise) 1. Light 2. Akatsuki Works 3. Caramel Box (Setting aside the art-style, which some art-bigots have trouble with, they produce excellent games) 4. Purple Software (high percentage of highest tier games since Mirai Nostalgia) 5. AXL (because their stuff is always worth reading)
    1 point
  12. Dark_blade64

    Dark Souls

    But it will finally break.
    1 point
  13. agreed he is quite the internet hog
    1 point
  14. I spent quite a lot of time with the game already, and although I won't be playing any for the next couple days, I'm still hoping to finish it on/by Monday. The game is definitely looking to be about medium length, I guess? Not as long as a typical full-price Japanese VN, but also nowhere near as short as something like Eden*, for instance. At this point I've finished the Slavya, Lena, Alisa, and Semyon routes. Lena was pretty weird throughout, and didn't really work for me (mostly because of the character, in spite of my initial appreciation for the character). Semyon's route was pretty interesting, and Slavya and Alisa were both all right; no complaints there. Now, brace yourselves: a wall of text complaining about choices is coming. Honestly, the game is not great about making clear what choices will lead to what kind of outcome: sometimes you just have to go to the right random location to get a scene with a girl. Also, apparently showing curiosity for a girl's interests is often a bad idea: I was surprised to see in the guide that, for instance, trying to figure out what book Alisa is reading is a negative for her, whereas simply saying nothing about the book she's carrying will get you +1 affection (with no feedback after the fact to make this obvious). The game design side of this seems bad, to me, and I'd contrast it with games like, say, Little Busters!, where both the reasoning behind any choice and the outcome of your choices are a lot more obvious: In LB, before making any decision, you usually have a very good idea of who it will impact and how they will take it. In Everlasting Summer, it's pretty non-obvious a lot of the time how someone is going to react, or often even who will be impacted by certain choices. There was one memorable point in Slavya's route (the last choice) where I literally didn't understand the meaning of either choice, let alone the distinction between them, but apparently there was a right answer and a wrong answer. In LB, people generally react to your decisions quickly and in obviously positive or negative ways, so you can quickly reevaluate (save scum it if you must, but regardless, at least you'll know better next time). In Everlasting Summer, quite often you don't get such obvious reactions, and so when, at the end, you get a bad ending (or even end up on the wrong route, in my case...), you still likely don't quite know what to go back and fuss with to fix it. In LB, even when your decision is a simple "where should I go" decision with no immediate tie to a character in the choices, locations have well-established associations with characters in the game, making those decisions actually thinly-disguised choices of "what girl should I go see?", assuming you have been paying attention to the girl you're going after. It's simplistic, but I find that kind of choice strangely rewarding: they're just as obvious as the simple "pick a girl" choices that you see in lazier games, but somehow more meaningful, and it kind of gives this feel that the game is winking at you. In Everlasting Summer, it often makes you choose a location, but the meaning of it is pretty completely unknowable: go somewhere and run into a random person there for +affection, CG, etc., All in all, on the choices, I kind of feel like I'm perpetually in the dark with Everlasting Summer. Maybe that was the intention (life is, after all, also not so cut-and-dry on what will be the outcome of your choices), but when the end result is the game giving me a bad ending for a character because I chose to go to the boathouse instead of the bus stop on day 3, despite no clues that the bus stop was the magical correct choice for that character on that day, it's just frustrating. All that said, one thing I do really like is that a lot of the choices aren't simple +/- choices for one character. Instead, quite often your choice leads you to run away from a scene with one character, and then accidentally end up in a scene with another character. These are, in a way, charming and interesting, and I don't mind these very much even though the impact isn't obvious beforehand, since it is obvious immediately afterwards. They're good for rewarding replays when you'll "know better next time", which the game clearly wants to emphasize (I feel kind of bad for bucking that by using a guide, honestly).
    1 point
×
×
  • Create New...