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Title: Arcade Spirits
Genre: Indie
Developer:
Fiction Factory Games
Publisher:
PQube Limited
Release Date: 12 Feb, 2019
Minimum:
English
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Not much of a reviewer on Steam (or in general), but I felt passionate enough about this game to take a shot at it. I played this game on a whim, looking for romance VNs with LGBT characters and options. And, honestly? This is probably my favorite one so far. It's not by any means perfect, of course, but I literally pulled an all-nighter the same day I bought it to finish one playthrough, and I'm plenty motivated to play more. I've never been an achievement hunter, so doing multiple routes when I've already picked a favorite has never been very favorable for me; why romance the other characters when I found my favorite? With Arcade Spirits, though, I'm thinking twice on my original standpoint of that principle. I think the characters are pretty well-written, and I'd love to do other playthroughs with the rest of the cast. Each one has a really compelling story to them, and I find depth in even the ones I had initially written off as being more two-dimensional than others. There's something for everyone. Plus, all of them are hot in their own way. You can never go wrong with a dad bod, fight me on that. I think a strong point to this story is how heartfelt is all is. You're in a rut, down on your luck, thinking you're doomed to a vicious cycle of your hopes and dreams being crushed over and over, no matter how hard you try. (Okay, so you nailed my personal life right on the head. Well played.) You're given options to jump into the unknown and take risks that can just as easily lift your spirits as they can crush them, all the while having a small band of friends behind you every step of the way. Call me sentimental, but I found a personal reassurance behind that. And with each connection I made to a character, the more invested I became in their happiness and well-being. Misty eyes were had many a time. . Okay fine, I may have full-blown cried too. Don't me. The art itself is a really cute style, and the preview images alone are what drew my attention. Some pictures with major and minor characters side by side make the lack of detail in the minor characters a bit more jarring and obvious, but that's just a small complaint. The player especially has little choice in the matter, considering the customization options and what tweaks you'd have to do for lighting and shading in the individual scenarios. Still, I found some pictures a bit awkward in having a base colored character next to a fully-detailed one with shining hair and dynamic shadows. Tying in opportunity with risk, happiness with sadness, and comedy with seriousness, Arcade Spirits is one heck of a roller coaster. So strap in, everyone, and enjoy the ride. I couldn't recommend this game more if I tried. I rate it 5 socially awkward, dorky technician cuties out of 5.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet. I rate this game one high score obsessed husbando out of the precious time I have on this earth.. This game was so much fun. I ran into it via LRR's YouTube page back when Graham Stark was talking about his voice acting role and I was immediately intrigued by the fun, flavourful art style and the highly entertaining snippets of writing I saw. Having now played it, this is very high up my list of favourite dating sims, probably a close second after Dream Daddy. Super LGBT friendly, with an entertaining plot, great character customisation and a lovely cast of endearing characters. If you like inclusive, story-driven romance in your games, Arcade Spirits is more than worth a shot - you owe it to yourself to give it a try. I've played through start to finish once, in about 6 hours I guess, but I'm already into a second playthrough and enjoying it immensely. What an excellent and endearing game.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. Reviews aren't usually my thing so bare with me on this. This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.
20XX vs. 2018 : As production winds down on Arcade Spirits were aiming to be content complete by December, to allow some time for testing and implementation before our Q1 2019 release window Im finding I have less stuff to talk about in the dev blog. Fortunately, weve got a strong community, and they had a good idea for this weeks entry: What are some of the key differences between our alternate timeline and the real world? Now, keep in mind Arcade Spirits is a lighthearted game and not a history textbook. I know the Internet worships at the altar of CinemaSins and loves to pick apart every single logic gap as a plot hole but were going for a loose and fun interpretation of history. It definitely wouldnt totally work out this way but its fun to make believe, right? Right. So, what if The Atari 2600 Never Failed Atari took their time to make a proper port of Pac-Man, and a really good E.T. game, and didnt overproduce either of them. As a result there is no mass grave in New Mexico of unsold 2600 carts and the system continued to thrive. Without the power vacuum left by Ataris death, Nintendo didnt muscle in in 1985 to utterly dominate the home arcade scene and Ataris strength kept their arcade division going strong, maintaining the arcade scene in tandem with rising home consoles. The three major players in the console scene in 20XX are now Atari, Sega, and Nintendo. In this timeline, the proposed Nintendo-Sony co-developed PlayStation never fell through, because the Philips CD-I didnt get in the way of the project. Nintendo were the first to optical media, but Ataris long-standing emphasis on backwards compatibility (you could play 2600 games on an Atari XL, for instance) means that they remain a force to be reckoned with. The Mainstream Accepts Video Games Since the crash never happened and Nintendo wasnt forced to push the NES as a childrens toy complete with a toy robot, the momentum of adults and young adults playing games back in the 70s and 80s kept going. eSports rise sooner than expected, with organized tournaments like EVO launching early and staying strong. While arcades never surpass more long-standing pursuits like going out to the movies or grabbing a pizza, they arent quite as looked down on as being only for nerds or children. Its still a trivial pursuit, since they are games and games are silly, but generally they stabilize in the cultural consciousness. The Inevitable Rise of Kiddie Casinos Still Happens, But Slower Have you been in a Dave & Busters or Chuck E. Cheese lately? Basically theyre just gambling palaces with no traditional video games whatsoever. But this was a survival tactic, a way to keep their businesses afloat while traditional joystick gaming was migrating to home consoles for enthusiasts only. If arcades never died, these chain franchises wouldnt have to rely quite as hard on prize games but prize games would still be a major factor. Everybody likes the rush of winning, and early ticket games like Skeeball(tm) (or Alley Rollers to use the non-trademarked name) would prove the model can work. So while there wouldnt be a mid-90s rampaging push towards abandoning ship on the arcade model, those who cared more about raw profit than tradition would definitely still migrate in that directions. Oh, Also We Have Holograms And Sentient A.I. For Reasons And heres where I take a left turn into fantasyland, because Iris your adorable virtual assistant not only is amazingly sophisticated beyond any 2018 level smartphone tech, but I have a few cute pics in game of her literally sitting on the edge of your phone and extending away from the screen. Its similar to the scanlines you see on the spotlights over Teos dance stage, or how Gavins tablet was originally going to have some hovering holograms. This was something I debated removing to keep things realistic, but instead, I just dont comment on it. I let Iris stay adorable even if shes implausible, because its cute and makes a nice visual and again, we are not a history textbook. although there IS a bit more going on behind why shes so very, very intelligent. And Id say more, but spoilers. I think thatll do for missives from the year 20XX. I dont want to spoil all the surprises.. Stepping Stones to Arcade Spirits : First up, I want to say Woohoo! and Thank you! to everybody who responded so positively to our announcement of voice acting. I also know a lot of you want to audition but we aren't doing open casting calls at this time. We may open up one or more roles in the future, and if we do, you'll hear it here first. We promise. Until then, thanks for your patience. Now, then! I had a long blog post written up about emotional sincerity, about how our game was meant to wear its heart on its sleeve and reject lol cringe attitudes. but it seems I already wrote that post like a year ago, so I had to scrap it. You can read it here [stefangagne.com] if you like, though. So instead of a pathos appeal, let's talk ethos. Let's talk about my past experience in game development, and how it lead to Arcade Spirits. This is Stefan speaking; Aenne has her own tale to tell and I'll see about getting her on the blog to chat about it later. Most folks know me from two different paths I took -- writing (cough) anime fanfic and then original novels, and writing Neverwinter Nights modules. But truthfully Arcade Spirits first started out as an absurd little project from 1999 called Culture Shock, which was my attempt to write a visual novel engine in JAVASCRIPT to be playable in a browser. .look, it was 1999, JavaScript was almost respectable at the time, okay? It was a different time. A far weebier time. Eventually I canned the project as I just didn't have access to the art resources I needed to actually do it, and JavaScript was clunky at best. Although there was this new thing I'd learned about at Otakon, attending a panel about. what was it called. Ren-py or something? Which seemed viable. .but before I could dip too deep in those waters, Neverwinter Nights was released. And that changed everything. With a strong toolkit-based approach and an excellent dialogue editor, I was able to create storytelling adventures using a popular platform. I was in on it from day one, releasing Penultima, followed by Penultima ReRolled and the more horror-based elegia eternum series. Finally, I very nearly created an official Bioware campaign named the HeX coda, but corporate miscommunication resulted in the project being dropped from their roster and instead released for free. (Interestingly, Fist of Discomfort -- the game-within-a-game of Arcade Spirits -- almost was a Neverwinter Nights module. I'd experimented with making a simplified brawler game out of the D&D based fightin' engine, complete with those flashy GO! arrows you'd see in Final Fight.) All my NWN games were very character-driven, as you can see here. But D&D wasn't really ideal for storytelling, because no matter how hard I tried I could never quite get the combat balance right. I could make stories featuring memorable characters, including some of the dating mechanics seen in Arcade Spirits, but it wasn't quite enough to really explore narrative potential. Exploring relationships -- both romance and friendship -- through game systems has always fascinated me. To make that dream a reality, I needed a different tool. For about ten years I opted to go back to writing novels. I didn't need artists or musicians or coders to write a novel, just my own brain and a keyboard. It felt like a style I could actually work in without hitting the limitations I'd hit trying to be an entire game studio by myself. Meanwhile, the indie scene for games kept growing and growing, and visual novels started becoming more and more prominent. Then in 2016, Aenne Schumann suggested working on a project together. She had friends who could help, resources we could tap. I had money to bankroll the venture and an idea that had been forming since 1999. Both of us combined had a diverse array of perspectives about arcades and arcade culture, which could be used to write a stronger story than either of us could have created alone. And we had the tool I'd learned about so long ago, RenPy. The time was finally right to make this work. No more limitations. No more compromises. If I was only ever going to get one shot at making a professional video game I wanted to go all out -- hire amazing artists, collaborate with them, work with a publisher, get this in front of as many people as possible. If it tanked, I'd soak the loss and at least say I did it, I crossed that off my bucket list. But if it succeeds. If this grand fiasco actually succeeds. Well.. Arcade Spirits v1.1 : The game's in good shape, 99.97% of bugs and typos are gone, and any significant story edits we wanted to make are now made. This patch is mostly polishing things up, with one feature addition to make loading save games easier. Upgrades engine to Ren'Py 7.2.1. Saving your game between levels caused some UI confusion before, where you had to manually click 'Return to Game' after loading. We've fixed this issue; now when loading you'll be dropped back into the game immediately. Fixed a minor transparency issue in Ashley's icon. Fixed typos.. Arcade Spirits v1.02 : Welcome to Arcade Spirits v1.02! We've added a big feature, changed a few things, and fixed up a bunch of minor issues along the way. The Home Arcade Documentary is now available from the Prizes menu! This interactive documentary hosted by Naomi explains how you (yes, you!) can build or buy your own multi-purpose arcade machine and really get your game on! Modified one of Percy's endings to add some ambiguity. (Mouseover to reveal this spoiler if you've already finished the game.) It felt too punishing to have him simply die if you didn't befriend him. Our game promotes positivity and this stuck out weirdly. Now, it's simply left ambiguous. Enjoy your retcon! By popular demand, added Pizza Facts to the end of each episode! Thank you for subscribing to Pizza Facts! Adjusted the 'Basic' style user interface for improved readability and accessibility. Minor fixes: Fixed a crash when using "They" pronouns and dating Naomi. Fixed more instances of QueenBee's costume being incorrect. Fixed unlockable Juniper image to the main menu extras. Fixed Mateo's full name being misspelled in Level 03. Adjusted some language for sensitivity. Improved comedic timing on some lines. Simplified Iris's initial explanation of Fist of Discomfort.. Welcome to the world of Arcade Spirits! : Hello, hello! Stefan here, co-author and project manager (oooh, official sounding) for Arcade Spirits. Thanks for dropping by. And thanks to our publisher PQube for helping us get to this point! Everybody reading these words just earned a few free tokens. We'll be using the announcement space here for weekly development updates, typically every Monday -- inside looks into the game's development, all leading up to our 2019 release. Hope you enjoy them! Follow, wishlist, like, share, subscribe, smash that bell, all the usual stuff so you can stay on top of all things Arcade Spirits-y. Thank you so much for your support.. Freedom From Failure : As I was preparing last weeks blog post, which refers to The Pillars of Arcade Spirits, it brought to mind a topic Ive been pondering lately signposting success and failure. One of the pillars of our game is clear signposting. We want you to make an informed choice. Maybe we wont tell you EVERYTHING that lurks behind an option, but you should have a good sense about what will happen if you pick it. Youll increase your Gutsey, Naomi will like you, youll pick one thing over another, etc. Its never a vague mystery which then punishes you for not knowing you fell into a trap. I liken it to LucasArts adventure games, versus Sierra On-Line. (90s kids will know this.) In Sierra games, youd die constantly just for trying different things. The default method the game had of teaching you No, thats not the right way is to kill you and force you to reload a save. But LucasArts did away with that if you mess up, things simply dont work, and you can keep trying until they do. It doesnt punish you for experimenting. I want Arcade Spirits to do the same thing to have very, very few legitimately punishing choices, to allow you to experiment or run wild, and have the leeway to make a few mistakes without ruining everything. But how do I signpost that? How do I tell the player, Hey, dont fret so much about what you pick, you literally cant fail this. For example, in our demo, theres a point where QueenBee says I hate seeing people get yelled at and then looks sad. I have literally never seen anyone pick the option of telling her Dont you yell at people all the time? which is a shame, because its got a funny response. Theyre too scared of saying the wrong thing and ruining their chances with QueenBee, or think that you have to default to the nicest response because other games punish you for being even slightly jerky. As a result they get a fairly toss-off answer from QueenBee instead of a more interesting one. Even if you do miss a point with QueenBee, the game is scored in such a way that when it comes time to choose your romance path, its VERY tolerant of failure. As long as you chose to spend time with a person and generally said things they agreed with, a few fumbles wont wreck everything. But again how do I signpost that? How do I reassure the player that they can explore the game and not feel they have to take the safest, most cautious choices they possibly can out of fear of everything exploding as punishment? How do I do it without breaking fourth wall and telling them to just have fun with it and not worry? Not sure. Not sure at all. If youve got any ideas, let me know. Id love to hear your opinions on this.. The Prerelease Postmortem : It's been some time since I did a rambly developer blog update about our actual progress on the game. Today I'd like to do one of those, effectively wrapping up our game in a neat little bow, as we're going to be sending it off to be certified and prepped for the February 12th launch. (And we'll be launching at $20 for the game and $25 for game plus soundtrack and artbook. Details here [stefangagne.com] .) But first, let's recap the Developer Spotlight series, shall we? All these lovely people contributed to Arcade Spirits: Aenne Schumann / Narrative Designer [stefangagne.com] Stefan Gagne / Director / Writer [stefangagne.com] Molly Nemecek / Character Art [stefangagne.com] Taylor Rose / Background Art [stefangagne.com] Greg Mirles / Music Composer [stefangagne.com] Marc Straight / Audio Engineer [stefangagne.com] Katriel Paige / Editing and UX [stefangagne.com] Hats off to you all for two and a half years of hard work. I've chronicled the ideas leading up to those two and a half years [stefangagne.com] on the blog -- that's not what I want to talk about today. I want to talk in hindsight, as we're into the last days of this project. We're moving into 2019 and moving away from post-production, and it's a good time to take stock. As my first true indie game project -- I don't think MS-DOS shareware from the 90s counts -- I wanted to make this as professional as I possibly could. We funded art, music, coding, and all the support needed to really make this game soar. It's a passion project, riding no particular trend, digging into subject matter rarely explored in visual novels and using interactive storytelling in ways we haven't seen very often in the genre. Everything we wanted to do, specifically to make the sort of game we wanted to play. we did it. And soon, we release it to you. Since it's our first project, well, there are some shortcomings. I can be honest about that. A more in-depth character creator would be great, having stricter narrative consistency would be great, and we didn't plan on voice acting from day one meaning our scenes weren't always structured in a way that accommodated it. The fifth identity trait ("Basically") was never quite what I wanted it to be. Behind the scenes, files and code could be structured better, making it easier to write and less prone to errors. These are all great lessons to learn moving forward, all things we're taking into account for future games, should we get to make them. But a lot of other things went spectacularly well. I wanted this to feel like an 80s workplace sitcom -- and it does. I wanted romance to be at the heart of the game, but not drive every single decision you make -- and there's variety here. I wanted to support and include as wide an audience as possible, every person no matter who they are -- and we've done that without sacrificing anything. I craved a game that spoke to wistful nostalgia without being entirely trapped within it, which was respectful of arcade culture but understanding of the modern era -- got it. And lastly, I wanted to tell a tale of hope and optimism in a dark time, where one could achieve their dreams if they were pragmatic about it and didn't give up. I believe we did that. So. Some things we could've done differently. Some things we got *chef kiss* spot on. And overall, I'm damn proud of the work we're about to release into the world. Will it soar? Will it sink? That's not for me to say -- that's for you to say. If it soars, then we are ready to take these lessons and make something bigger and brighter, a game which explores player choice and narrative in new ways. If it sinks, I can still say with pride that I did what I set out to do. Few people can say they truly chased their dreams. We still have a month and a half to go, so things are pretty intense for you right now, in anticipation. I get that. For me, we're winding down, we're packaging up and shipping things out. and I feel a kind of melancholy, letting this finally go. A bit of anxiety for how it will be received. But above all, happiness. We did this. And soon, we'll be able to show you. Thank you. As I always say, if you're reading these words, you're farther down the rabbit hole than you expect -- most people don't chew through developer blog posts, don't engage this deeply. You, however, are here with us. And for that you have my gratitude. So, who's ready to quarter up on February 12th? You got next.. Arcade Spirits v1.03 : Welcome to Arcade Spirits v1.03! It's a minor patch, as we seem to be quite stable now; just doing some little tweaks and tunes to keep things smooth. I've been watching streams to figure out where our trouble spots are, and anywhere I can improve the text without changing story elements, I'm happy to do so. PATCH NOTES Adjusted narration at the start of Level 02 to flow better with your characterization in Level 01. Adjusted the Gavin / QueenBee scene in Level 05 a little if you're on the Power of Friendship path. Various typos fixed.
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