Fan Art: The Biggest Question in Night in the Woods

From Rad again! This one’s based off a funny moment from my Night in the Woods Let’s Play, where I have a brief existential crisis every time a Person Cat and a Cat Cat are on screen at the same time.

I love the visual of Mae carrying me around as I make all my stupid comments and generally interrupt her life. This is now my headcanon of how all of my Let’s Plays play out.

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Comparing Review Key Distribution Sites for Youtubers

So you’re a Youtuber, or maybe a Streamer. Maybe you have a website. Or maybe you’re whatever the hell we call a ‘Content Creator’. And if you’re one of those game-talker-abouter-things, whatever you choose to call them, you’re probably going to want review access to games. Steam keys, PSN codes, itch.io download links, whatever works.

Corrections: 2017-04-07 – It turns out Terminals does now have the coverage-checking feature I initially found it lacking.

Fortunately in the last couple years, a number of services have popped up to make this easier than manually dredging through the internet looking for contact details, searching PR databases, and waiting breathlessly for replies (please breathe; email is not a consistent delivery mechanism).

The main ones that I have found and use are Keymailer, Terminals.io, and Distribute(), and here I’m going to explain and compare all of them. Note I’m talking explicitly from the content creator side of things here, I don’t have the developer-side experience to comment significantly on the other side of things.

As a note, all services mentioned in this article are in Alpha/Beta. This whole developer <-> content creator thing is so new that even the world “content creator” is controversial at best, and more importantly all of these sites (and all of the developers, and all of the PR people, and all of us content creators) are still working out the kinks here.

All these services have had multiple issues I’ve watched get fixed over the last year, and all of them still have some growing to do. Most started out only supporting Steam keys but now all include the most popular consoles, for example. But are they worth using? Let’s find out.

Tap Into YouTube is a series of articles from the perspective of a gaming YouTuber, covering both the use of YouTube and how to effectively work with YouTubers to promote your game.

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Style Guidelines for SirTapTap.com

Wasn’t really planning on having official style guidelines in the first place, this since until this week this was explicitly a one-person-site (and it still is >90% of the time), but it was suggested I have style guidelines if I’m going to have guest writers and it’ll help me to solidify my own intents, tone, and habits.

Pitches

I don’t usually have guest writers on, but they are welcome if they’re topical. This site covers indie titles, game design, game guides, and specifically the Hyperdimension Neptunia franchise (due to the lack of a nice, high quality home for fans online). Email [email protected] if you’re interested in writing.

Updates

These are usually used for guides, but I like to have an Updates section at the very top, after the intro but before the Read Mode block, inside an Expand block like the following. A header 2 should be used for guides so it’s easy to find and check the latest updates. If it’s a more minor change feel free to call it “corrections” instead and use a Header 5 instead of a Header 2.

“Read More” Block

The Read More block should be present in any post longer than a page as presented on a 1080p screen, or roughly three or so paragraphs or two images.

The More block keeps long articles from crowding the front page and their exact positioning is a soft science; try to make it very clear what the reader is getting beyond the More block and why they should be interested to continue past it.

Content warnings (including for spoilers, partial/full nudity, disturbing content etc) should always be placed before the More block.

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Hyperdimension Neptunia’s Gamindustri Font

Style has a big impact on a game’s tone and perception, and one of the strongest ways a game can create that sense of style is with it’s own font. Hyperdimension Neptunia has a unique, in-universe font we’ll just call the Gamindustri Font (keep reading for a download link too!).

The font was prominently featured in the first Neptunia game and its promotional works:

Large holograms spell out "Area C" etc in HDN1 Planeptune
Large holograms spell out “Area C” etc in HDN1 Planeptune

The planeptune font, behind Neptune, spelling out "Are you ready for Program execution?"
Is your body ready?

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The Problems with Rain World

Author’s Note: Not sure why this is still getting salty “Dark Souls Is My Personality” style comments several years later, but I will note the developers updated the game quite quickly after launch to address many of these issues. Which I’ll further point out is exactly why I write things like this! I never wrote this article to say Rain World is Bad And Should Feel Bad, but rather that I wish it were even better.

A Torrent of Small Issues

I recently played Rain World on stream, and as anyone who tuned in would know, I don’t hate the game but it has far more problems than I was expecting. A core issue of the game is…there is no core issue; it’s a big messy tangle of small issues that wouldn’t even be problems if not tied to other small issues, and they all bundle up into a big ball of frustration.

This isn’t quite a review so much as a critique on how to make a much more approachable game. I’ve only played about 4 hours, but its flaws are so readily apparent (and so well agreed on) I don’t feel that’s a problem. If you haven’t played the game, Destructoid has a good rundown on the issues in its review.

So let’s go over the individual problems that add up to a greater, incredibly frustrating hole. Note pretty much all of these are fairly innocuous alone and I’m not calling any of them inherently bad design; instead, I’ll go over how each interacts negatively with other factors to result in more frustration than funstration, a word I just made up and must now swear to never use again.

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Localized Terms in Hyperdimension Neptunia

Welcome to the second article about Neptunia localization. In our first article we discussed about how character names have been localized and the rationale behind the changes (or lack thereof). This time we’re going to talk about different terms that have been used through the series.

Some information was obtained from this interview:
http://www.siliconera.com/2016/04/18/hyperdimension-neptunia-editor-nick-doerr-talks-localization/

The list

Neptunia ← ネプテューヌ (neptune)

In Japan the Neptunia series is just called Neptune. When NISA localized it, they were worried about potential trademark issues (this was around the time companies were being sued over the word Edge), and so the word was changed slightly into a non-existent word.
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Neptunia Title Generator – Make Silly Neptunia Titles!

Hyper Dimension Neptunia Title Maker

Share your favorite titles in the comments! The next Hyper Dimension Neptunia title could be:

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Titles are generated bilingually; the English title above is the translated version of the Japanese below!

超次元タイトルネプテューヌメーカー

ツイートしろう

by @sikthehedgehog with coding (and wordpress) support by @sirtaptap

Love Neptunia? Check out the Hyper Dimension Neptunia MegaGuide to learn more about the series and find help if you’re stuck in a game!

Name Changes in Neptunia Localizations

Of all the issues discussed in localizations, characters’ names are often the most contentious issue. Hyperdimension Neptunia has had just about every possible different style of name change across its history: different name but same meaning, direct romanization, and even completely made up replacements.

An aspect of localization that’s often hard to grasp is that sometimes wording has to change for the meaning to stay the same, but sometimes things are changed for other reasons (or worse, no reason).

What was changed, and why?

The List

Arfoire ← マジェコンヌ (majekon’nu, romanized “Magiquone”)

Probably the most well known of the name changes. Her Japanese name is taken from a DS flashcart sold in Japan called Majikon. Her English name is taken from the R4 flashcart (which is essentially its Western counterpart), and also happens to fit more in line with the French-style naming.

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