Ace of Shame
speaker
134 appearances
1 recordings
1 series
first heard Jan 2025
last heard Jan 2025
Ace of Shame’s voice in public audio — every appearance, attributed to the second.
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Video Gamers Podcast · [Deep Dive] Ender Magnolia: Bloom in the Mist - Gaming Podcast · 29 Jan 2025
podcast
I like this. I like boss fights.
I was going to say, yeah, difficulty sliders in a Metroidvania, I don't know that anybody's done that.
It's really weird. We're starting to see that a lot more in games. I can't remember the game that's coming up that was talking about the customizable difficulty slide. Oh, it's I think it might. No, it's not Path of Exile 2. I can't remember what it is.
But yeah, somebody was talking about this really robust difficulty slider where there's 10 different things and you can adjust it so that you can cater it to your play style. And it's like, this seems genius to me, man, especially like somebody like me that likes a challenge. And, you know, you say you're going to die to this boss five or six times. Like, that's a plus to me.
That's like, ooh, ooh, like, okay, I want to get into these boss fights.
That looked pretty crazy. It was very chaotic, very like phase-based almost. Like it looked like it progressed through phases where that boss just decided they were going to rage out on you and do even more crazy stuff.
So, I mean, would you, is it fair to say then that this is your pretty standard Metroidvania as far as like the gameplay elements where, you know, hey, run around this map, find things that you can access, you know, fight monsters that are kind of all over the levels, get gear. I'm assuming you mentioned gear and different weapons and things like that in this game.
Is there the, are there like RPG-ish type elements to this?
So these would be akin to like the amulets in Hollow Knight then? If I remember right, didn't you get the amulets in Hollow Knight? That sounds like what these totems would kind of be equivalent to.
So these are like build defining type things. I mean, you kind of said percentages. Yeah, you're going to build. So the totems are actually like, these are going to change the way you play the game.
okay so so they're like customizable based on your kind of play style or how you want to oh yeah that's really neat like halfway through the game now does the game reward you with gear like fairly often is it is it one of those things where it's like you know yeah you do get gear but it's you know it's kind of rare so when you do get a piece it's like a big deal or is this like a hey man like you're getting this at a pretty decent clip and you can kind of pick and choose what you want to use at that point
Oh, okay. This is cool to me because part of a Metroidvania is the exploration aspect, right? Like the, Oh, what's that thing up there? I can't get there. I don't have double jump yet.
Like I've learned to realize when I need to double jump, but then a lot of games and in this review that I was watching, I saw that kind of charge up dash ability where you can, you know, you can just kind of fly across a level until you hit something. Um, And so there's that. So the reason I bring this up is I am a huge, huge fan of progression. I want to feel like I am getting stronger.
I want to feel like I'm unlocking new abilities, new skills, new weapons, play styles, that kind of thing. Because that, to me, is what keeps games fresh. With somebody like me that can barely finish a game because my game ADD just wants to go on to the next thing, if a game has really good progression, it keeps me invested long enough to kind of see it through to the end.
And, you know, I have played enough Metroidvanias to see ones where you don't really get very much progression. And it's more about trying to just work your way through this massive map, you know. But then I've seen other ones where it does give you this that kind of dangles that care and it really keeps you going. And those are for me or will kind of hook me in.
So how does this game like fare in that progression sense? Yeah.
That's kind of cool.
Oh, see, that's cool throwback, too. Yeah. I like that. Actually, you know what? Since we're mentioning that right now, this is a perfect place to kind of segue into that. If somebody didn't play Ender Lilies, can they jump into Ender Magnolia without any kind of detriment? Absolutely. 100%. Okay, so the game stands on its own.
Okay. Well, that's good. That helps. I mean, I like when devs do that because it's like you're really kind of shoehorning things if your sequel is very, very tightly tied to the original. And I get that sometimes you want that to continue a story or something.
But at the same time, I think it's really smart when you give fan service, like you said, like a piece of music or a character from the first game where if you played the first... that would be a neat moment for you. But if you didn't like, it's not, I don't really know what's going on. Maybe it's lost on me, but it's not like it doesn't interrupt the story or anything either at that point. So.
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