2021 Spring Showcase/Mirror Samurai Studios

Hello, everyone. It's me, the Mirror Samurai (also known as KirbiMiroir). So I've got aplenty of new stuff to send you right around the corner. Stay tuned over these four days so you can find out just what it is!
==Reveal 1: Flash of Light (19th)==
Alright, so let's get started with a new life for an old project! I'm sure you know what I'm talking about if you've seen the protagonist's page... well then, I hope you're ready for...
”Let's see you dodge this!”
...Light Strafer! A new take on JesseRoo's old Strafe series from 2014, this game stars the blue-haired half-god sharpshooter in a fast-paced run-and-gun tale for the Hunter!
There are two main sides to the gameplay. The main gameplay is most similar to the original Strafe, moving around in a third-person environment and blasting your enemies with bullets. This time around, Strafe's main choice of weaponry is his gun-propelled light magic, which you can aim anywhere on the screen by pointing your Hunter's Bow (or just using the Right Analogue Stick). The second gameplay type, however, comes in the game's “Action Stages”, where Strafe automatically runs towards his target and you have to swiftly shoot down obstacles before they become a threat. Think of it as Sin and Punishment without flight and with a lot less bullets... (oh wait only Jake would understand)
As the story progresses, Strafe unlocks new ways of using his light magic in battle, from homing Light Hawks to explosive Light Bursts and defensive Light Barriers. He also gains new movement options, such as the Light Wings for gliding through the sky, the Light Charge to rush across the ground at high speed, and the Light Warp to make a quick escape from his attackers. While Strafe doesn't need any ammunition for his light magic, using the stronger abilities costs Luminosity, making all of his attacks weaker unless he takes a moment to recharge the light.
Now, this game's not just about fast-paced action, it's also pretty story-based... and a story isn't complete without characters, so let's go!
Right off the bat we have our villain, Lock Theristan. The father of Strafe, if you know the original game then you know what happened. If you don't... he shot his wife dead when Strafe was ten, and that's what prompted him to run from home. Cut to the present day, and his shady acts only continue as he conspires with other villains, always seeming to be right where Strafe is heading to... but why? All will be revealed in time, but for now...
Next is Ida. She's the leader of the Thieves' Guild who took in Strafe after he made a run for it. While she partakes in and organises heists and even assassinations all around Noah, she's by no means a bad person. She's kind of a Robin Hood-like figure, all for the upper and lower classes being equals... too bad not everyone believes in that.
Which leads up to Sear, the antagonist of the story's first chapter and the game's first boss. Yeah, he was the final boss in the original Heaven Born, but such is the fate of many an old final boss (looking at you, Death Egg Robot). He's an aristocrat who actually also believes in the equality of the classes. However, he thinks the Thieves' Guild with their crimes are the source of the problem, hence why he goes to war with them. Oh, and he's a wielder of fire magic, as the name suggests.
Following that, we have Jeremy Coarson... the only character whose name is relatable! He's definitely the most changed since the original, being a mechanic with a bionic arm who works on machines out alone in the desert. After meeting Strafe following his first defeat at the hands of Lock, he offers to help him out by making various tools for him. Ranging from a second firearm for dual-wielding, to new weapons with alternate properties, such as the freezing Winter Eagle and the blazing Red Phoenix!
...and finally, Stemmara, the White Goddess herself. Often worshipped in Jonethr, many kneel to wish to her presence for divine fortune. She may not be the all-loving benevolent governess that people know her as... but then again, it's too big a country for one goddess to watch over. Besides, it's not like she ignores every prayer (though she certainly shows bias).
...and yes, I'm sure you all know that Stemmara is also Strafe's mother. But shhhhhh, that's supposed to be a spoiler in the actual plot! But being a reboot the twist is already apparent, so...
But anyway, that's all for now. Light Strafer's will be coming semi-soon, I still have to plan out the full story, but stay tuned for more!
==Reveal 2: Never Go Alone (19th)==
Ah, Loradila Chronicles! I'll admit, this game has been on a real go-slow, but I've got some stuff planned. To start it off... let's take a look at Combo Moves!
Basically, as your party members help each other out - healing each other, getting assist kills, saving each other from enemy attacks and other similar feats - they'll eventually get so in-sync that they'll be able to use a Combo Move together. Ready the prompt, and the two party members in question launch an extra-powerful attack. For each pair of party members, you can equip one of many Combo Moves, with more being unlocked the more Combo Moves that pair uses together.
There's another new feature on the way - Assists! Your party's Assist varies with the story's events. Whenever the party has an Assist, they'll follow after your main party. Whenever a battle kicks in, the Assist will use their abilities automatically. What's more, as your party keeps battling, the Assist will eventually give a prompt to start their own Combo Move with one of your party members.
Now, let's meet the assists. First is Hilma, who you would have seen on the page already. She's a flute-player from Sirasha in Gaia, and as we learned from Cypris, playing music is perfect for enfeebling enemies and supporting the party. She's actually part of her own party of four, much like the player's party, though her allies went missing after an expedition in Foraura Tower, trying to chase down some villains who were caught meddling with Gaia's Pillar. As such she turns to Theodore and his allies in order to help her reunite with them, taking out their opposition along the way.
The second assist... well, more like a pair of assists. Merrie and Cherrie are a pair of young geomancer twins from Marilis, also in Gaia. Their age is no issue to them, of course, because two is better than one. While certainly endearing, Cherrie's been known to be a bit of a rascal, and it's because of a joke gone too far that a sacred relic of Marilis, the Lightning Crown, fell far out of the village. So she and Merrie decide to hang with Theodore's party so they can get the crown back and clear her name.
Third on the list is Mattias. He's a machinist from Coratial, a city in Memoria, seeking to make people's lives easier with his mechanical creations (oh, what little does he know). His personal favourite tool is something he calls the “crossbow”, a unique arrow launcher that operates by- oh, you know. It's the only one on ground-level Loradila, though it's apparently commonplace on the floating continent. After all, it was their rampant technology that caused that continent to escape to the clouds...
Finally, we have Rosica, the pictomancer. She can fight using the paint from her brush and even bring pictures to life as her allies (why does this sound familiar). She's also from Memoria, specifically from the coast town of Reviria, and is seeking out the missing paintbrush of her closest friend, Farine. Though it's trying to find this paintbrush with Theodore's party that gets her drawn in a deep part of the cloud incident... 
So that's that - Combo Moves and Assists! Hopefully this won't be too long of a wait to add to the page (I do need to think of the Combo Moves though). Stay tuned for an update... and for the next round of the presentation on the morrow!
==Reveal 3: The Green Planet (20th)==
And now... time for something original that you definitely won't be expecting from this wiki! There was one project on this franchise that I remember, but it was a televised series, and the creator only made it because a certain other fan wiki specifically for that franchise had a rule against episodes. For some reason.
Let's not waste any more time. That series... is Plants vs. Zombies!
”Alright, everybody, let's go green!”
Now, let me take you to an alternate timeline (yes actually, this is the only suitable condition under which I can make this game). The year is 2009 and PopCap just released their strategy tower defence game, Plants vs. Zombies. It was a hit, and better yet? Unlike in our timeline, Electronic Arts didn't take them over and ruin the series!
A demo for Plants vs. Zombies 2 (without the “It's About Time” suffix) came out in 2013 in this timeline - a Steam exclusive, without DLC, and with the ten-level world format that the game had prior to a certain update. This demo only featured the Player's House and Ancient Egypt, though in early 2015, the full version was completed with eleven worlds and 80 plants - and a less cruel difficulty compared to the EA version (it was also finished a lot earlier because had no Pinata Parties and less levels in general).
(Oh yeah and the shooter spinoffs and Heroes don't exist for the timelines, I may like the first Garden Warfare but trust me it's for the better)
Now, after a long break of tending to their other IPs - Insaniquarium, Zuma and the like - in 2018, PopCap set their sights on finishing the PvZ trilogy. Well, three years later, the end product was finally finished, released on Steam as Plants vs. Zombies: Round the World! (I couldn't put “3” in the title to avoid confusion with- oh, you know)
...so what does this game entail? Well, for starters, there's more of a story than just “Crazy Dave ropes you in on a “quest” to break the space-time continuum”. Instead, Crazy Dave gets captured by Zomboss, and it's up to the player avatar and their new ally Jasmine Rosez, the writer of the almanacs, to chase him down!
...wait, avatar? Yes. In this game you get to create a customisable avatar, default name Fiore. Pick out their appearance between male and female, their perceived age, hair colour, scarf colour and such, and you'll be able to see this character talking with Jasmine throughout story events!
Alright, next to talk about is the gameplay. Simply put, Round the World takes a much more strategic approach to the typical PvZ gameplay. The biggest quantifier to that is the Element system.
You see, there are nine elements in this game - Leaf, Light, Earth, Fire, Ice, Lightning, Wind, Water and Poison - and every plant has one element. These elements compliment and detriment each other in various ways - for instance, Leaf plants (the “blank” element) get stronger when near Fire or Light plants, but are weaker around Poison plants. Lightning plants cause chain lightning that gets stronger with water and other lightning plants nearby, but if there are earth plants nearby, the chain lightning won't work. Fire and Ice can burn and chill, respectively, but they cancel each other out. Water plants heal burns and toxins on the zombies they hit, so they won't go well with Fire or Poison plants, and so on. Not to mention, certain zombies are weak or strong against certain elements. Think carefully about what you do with your plants to maximise their performance!
Zombies also have new tricks they can pull against the player. Rather than the cheap instant-kill and shove-around tricks you saw in PvZ2, these zombies focus on supporting each other, boosting the power, speed and such of other zombies, giving each other elemental resistance, and inflicting status ailments on plants, such as blinding them to make their attacks weaker. However, there is a counter to them: Plant Water! If a plant is hurt or has a status ailment, pour the water on them to restore their health. You get water from your plants defeating zombies, and once you have enough you can pour it on the lawn however you'd like - however few or many plants you want at a time.
Oh yes, Plant Food returns as well, but it's a bit different from before. As before, only certain zombies drop Plant Food, and when you feed it to a plant they'll get an instant short-lived boost (not as strong as before, though). However, the plant will also let out an aura that makes their element's effects spread to every plant. So if you have a lawn of mostly Leaf plants, using Plant Food on a Fire plant will give a much-needed power boost plus burn effects to all of those plants! Though keep in mind negative effects are also spread through this aura, so think twice about using Plant Food on an Earth plant when you've got plenty of Lightning plants.
One final thing to confirm before the end of this reveal: some of the returning plants! Right now I've got 11 out of the 120 plants from the end result ready to show. So take a look in this gallery!
PvZ RtW Peashooter.png
PvZ RtW Sunflower.png
PvZ RtW Wall-Nut.png
PvZ RtW Potato Mine.png
PvZ RtW Snow Pea.png
PvZ RtW Marigold.png
PvZ RtW Quickthorn.png
PvZ RtW Repeater.png
PvZ RtW Cherry Bomb.png
PvZ RtW Chomper.png
PvZ RtW Traveller's Joy.png
...and that's that! You should be able to tell what elements the plants are from their borders. As for actual effects, they're mostly the same as before... but what about those two new plants?
Plant #007 is the Quickthorn. She's your go-to melee plant in the early game, lashing out at zombies on any adjacent tile with rapid speed. Plus, due to being a Lightning plant, she can chip away at zombies near to her target with chain lightning!
Plant #011 is the Traveller's Joy. He's a Wind plant, meaning that he suits well with Lightning and Ice plants (being able to strengthen Chill on the later). While at first he may not seem too powerful, he has the unique trait of being able to deal more damage to zombies who are closer to the house!
Now that's taken care of, I hope you're excited to see more from Plants vs. Zombies: Round the World! Coming this whenever! (and don't worry about crossing to the alternate timeline I've got you covered)
==Reveal 4: Untold Origins (20th)==
Ah, Subrift Tales. It's been on a go-slow lately, but rest assured, it's not dead. “Where's Chapter 4?”, I hear you ask. “Where's the spicy romance between Hildre and Luka?”... well, that'll have to wait, because I have better plans. Next up won't be Chapter 4...
...but Chapters 5, 7 and 9! I'm letting the story branch out on purpose so you can choose your order of tackling it. This is just the extensive prologue, after all. But anyway let's get right into it... teasers!
...
”The spring in Razaran was a peculiar time, at best. The gentle rain was the only that the country was likely to find all year round, and even then was overshadowed by the menacing golden glow of the sun. Though flowers may bloom, their gold and red reminded the citizens of the scorching heat above them - while it was certainly the weakest they handled that year. The straw-coloured grass fields, that usually bowed down to the heat, were standing tall as the weather was perfect for them to grow.”
”Resting in this grass, on the slope of a hill, lay Kiton Coaren. He was thirteen years old, though his short height made him seem as young as eleven. His bright red hair was as general as could be in his country, as was the loose heatproof robe he wore as armour against the sun.”
...
”There were two on a hurried kind of walk with the wind blowing to their face. At a glance, the two boys were completely different. One was seventeen years old, a strongly-built young man with a most peculiar hair colour. Its purple hue was common in Mareila, but it was so pale that it almost seemed white. The other boy was only eleven, though with his tiny build and short height he was completely dwarfed by his brother. His hair was a creamy light brown, a colour more expected from Niphora than Mareila.”
”On a closer look, however, the brothers had many subtle similarities. Their hairstyles were the same, as were their jade-green eyes. They both wore the same kind of uniform - the jacket with two pairs of sleeves, pocket-laden shorts, utility belt and boots with sewn-in socks. The older brother, Riza Aiorouma, was suited in red, while the younger Senne wore white as a sign of his lower rank.”
...
”Julyan Ralliman's pencil tapped irritably on the page of the notepad, drilling a hole of lead at the centre of the empty second panel. He was drained of ideas for his next comic strip, with the soon-coming deadline an imposing weight that was sure to come crashing onto his head. In boredom he gazed through the window, watching the bleak early winter scene. The snow on the ground was paper-thin, the best Calensia could offer at this time, and the single snowflakes that fell, unusually fast and straight, seemed as solitary as could be.”
”Julyan was twenty-six years old, dusty-haired with dark brown eyes. Although he had the job of his dreams since childhood, in eight years his creativity had been almost completely drained.”
...
...and that's all we've got time for! Hope this teaser was enough. Stay tuned tomorrow, for when the original stuff really starts to pile in!
==Reveal 5: Psychic Speed (21st)==
Okay, here we are! Next up we're taking a step away from original IPs and alternate timelines, because I'm about to cover a fangame for one of the most mainstream series there is. For a series with a drama-filled fanbase that basically split itself into factions. For a series that I got into way back in 2015-or-so and still love today, even though I've only played, like, six of the games. So with that we bring you...
”Come on! Pick up the pace or you'll never fix the future!”
...Sonic Accelerator!
Now, this is a game with one prime (no pun intended) goal, to unite the Sonic fans. Do you like modern games like Colours and Generations for their good and fast-paced streamlined gameplay? Sweet, we've got you covered. But if you like the more story-driven games like Unleashed and the Adventure games... we've got you covered too! Oh, and we can add multiple player characters to that label, something a main-series game hasn't given us for ages. Let's take a look at what we've got...
At first glance what you see is a pretty normal plot - Sonic versus Eggman, the free-spirited blue hedgehog fighting back against the master of machines himself because he's trying to mechanise Duplex Falls. But before long, a familiar face steps in through a time portal... Silver, the psychic hedeghog from the future! He and Sonic team up, Sonic not knowing of Silver's goal but still happy for the company. They chase down Eggman, get ready to fight... but then Silver makes his goal clear. His future's taken a turn for the worst, and he's sure that Eggman's responsible. The battle continues, but the question's still up in the air - what did Eggman do? What happened to Silver's future? Most of all, is there a greater side to this?
For now let's worry about the gameplay. Sonic Accelerator puts a few twists on the tried-and-true Boost system. You run down the levels as Sonic, able to alter your speed, switch lanes, jump and double-jump over obstacles, and strike down enemies with either a Homing Attack, a ground pound-like Stomp or a Spin Charge on the ground.
As you collect Rings and take out enemies, you gain future energy to fill the Accelerator Gauge. Once you've filled one of the gauge's three sections (with more sections being added as your Ring count goes up, a la Unleashed), press the Accelerate button to activate the Future Sprint! This gives Sonic a speed boost and lets him collide with anything without harm, on top of making Homing Attacks far easier to chain and adding shockwaves to other attacks such as Stomps and Spin Charges.
There's another twist here, however - press the Switch button, and Sonic will swap places with Silver! Silver moves more slowly than Sonic, useful for precision, and still has access to the same Homing Attack. In place of a Double Jump, he has a hover ability, useful for getting the position right for your Homing Attacks and jumps. While he can't use a Stomp or Spin Charge like Sonic can, he makes up for it with ESP - the ability to move objects in the environment, either to throw as projectiles or to open up new paths in the level. When he uses the Accelerator Gauge, he activates Future Hold, taking every small object in range and shaping them as a massive attack - think carefully about what you pick up, because it could be what you need to destroy that roadblock up ahead!
However, this gameplay isn't just about one duo. Also playable is Sonic's fox buddy Tails, joined by a new character, Flurry the Genet from the future! (if you don't know what a genet is: https://en.wikipedia.org/wiki/Common_genet) Tails and Flurry are a flight-based team, able to use their twin tails to take to the skies and to launch melee attacks. However, where they differ is how they fly - Tails has a hover-like flight best for taking to the sky, and his tail spin is best used for the wind projectile it launches. Flurry, on the other hand, has a faster, more forwards flight best for crossing gaps, and can launch a continuous tail spin while sliding forwards.
Like with Sonic and Silver, their use of the Accelerator Gauge also differs. Tails gets Future Volt, an electric projectile that proves useful in disabling machines. Flurry, meanwhile, gets Future Snow, an icy whirlwind that freezes any enemy close to her, perfect for when enemies get too overwhelming.
...so that's all for the core gameplay of Sonic Accelerator! But I've still got time to explain a couple of other things. Between levels, you can navigate the game's main hub world, Spagonia (yes the same one from Unleashed, this game is totally set in not-Europe) - though there's a bit more to it than just one hub. On one end of the hub world we've got the Mobian settlements (they're the animal-people of the series - what Sonic is essentially), and further down we get to see where the humans live. Visiting both communities is important, mostly for unlocking sidequests that you can play in levels you've already completed, and for buying items at shops that prove essential in unlocking more content.
Also, don't think you've just got two teams to control. The game has three main playable characters - Sonic, Tails and Amy - but each of them has four teammates to choose from. Most of these teammates have to stay a secret for now, however... just stay tuned, as usual.
Now I hope you enjoyed what I had to confirm Sonic Accelerator. See you... today! For the next reveal!
==Reveal 6: Puzzle Pop (21st)==
Jumping from one big-name Sega IP from 1991 to the next, we've got...
”Alright, Carby, let's go!””Gugugugu!”
...Puyo Puyo Reverie! As I'm sure you know, Puyo Puyo is a series of puzzle games with these five-coloured “Puyos”, little blobs with eyes. You drop Puyos in pairs onto the board, and when four Puyos of the same colour line up, they all pop. The more you pop, the more difficult-to-destroy Garbage Puyos that the enemy gets littering their field. Once the enemy runs out of space on their board, you've won the game!
At least, that's how Puyo Puyo usually is. Puyo Puyo Reverie puts a big spin on the system, inspired by the Skill Battles from the recent Puyo Puyo Tetris 2. Both players have a health bar, and if their board gets completely full, it's emptied out and they lose health as a punishment. The more Garbage Puyos that were on the board, the more health they lose. However, you can get a little health back by popping plenty of Puyos - clearing an entire column or row adds healing bonuses, and getting a Full Clear pushes it back to full.
Furthermore, there are Spells you can use to your advantage. Spells have properties such as shifting or recolouring the Puyos on the board, raising the rate at which you drop Puyos, instant Puyo popping and health restoration. You can hold four Spell slots per battle - one slot is charged by Red and Yellow Puyos, one by Green and Blue Puyos, one by Purple and Garbage Puyos, and the last slot is a special one. Any Puyo charges this slot at a slower pace, and once it's full, you can use an extra-powerful Personal Spell that differs with your character.
Finally, there are special types of Puyo that the regular Puyo will sometimes turn into as a reward for destroying enough Garbage Puyos. Brave Puyos restore more health when popped, Bright Puyos charge your spells more, Sweet Puyos clear Garbage Puyos in a larger area around them, and Rainbow Puyos count as any colour of Puyo.
Now, Puyo Puyo Reverie is a smaller-scale project compared to most of my Fantendo works. As such, you won't be seeing any new characters, and the art is all borrowed from previous Puyo Puyo games. But hey, I can't let myself just keep drowning in big pieces of work, can I? Especially when I have Tower of Magic to program...
Stay tuned for the release of Puyo Puyo Reverie! Oh, and for tomorrow, there's gonna be two last reveals.
==Reveal 7: Split the Future (22nd)==
Presentation final day, let's go! Now let's take a look at one last fangame for an existing IP - this time Nintendo and not Sega. The only Nintendo thing in this whole presentation, actually...
”Time-Halting Blade, Etiola! Space-Progression Edge, Caligin! Lend me your power to split the timeline!”
Xenoblade Chronicles: Parallel Divider! I'm sure you have at least a bit of an idea of what Xenoblade is, so let's not waste any more time.
Once upon a time, there was a giant named Hifilius on which two populations of almost human beings, the Quilnids and the Symmachids, lived on. Though they lived on the same giant, they were in no harmony between one another. Hifilius eventually walked too close to a titanic wellspring of everlasting light, and while the Symmachids wanted to get the giant to move away, the Quilnids were aiming to see it join with the fountain's light.
There was a conflict as the people tried to control the giant's stride, but in the end, the Quilnids won. However, the Symmachids made one final grasp for control, and that was what made Hifilius split in two. Into the fountain went Quilna, and the Quilnids living on it were bathed in an overflowing gold. Then walking away was Symmachan, on which the Symmachids remained, eternally afraid of that light.
Many, many years later, Symmachan, with a mind of its own, made a move towards the fountain, still hating the light, but nonetheless seeking to reunite with Quilna. While on Quilna, the overwhelming light, known today as “ether”, was taking over and making the giant's structure corrode by the year.
Setting out for an escape from the fate of the giant, we have our protagonist, Koria. For reasons she never knew, she is halfway between Quilnid and Symmachid - note the heterochromia and double-layered hair. Living in the Flaxina District, on Quilna's right arm, her mother left ten years ago to seek out a cure for Quilna's condition and she never met her father, and is thus in the care of the swordsmith Caris. Her story begins with Caris telling her to deliver a rare sword of light he had acquired, Etiola, to the Cochine District on Quilna's right hand.
Along her way, however, Koria discovers the truth behind Etiola, that it is one of two twin swords. The other sword, Caligin, was left on Symmachan, a weapon used in the times when Hifilius was one and abandoned the moment the giant split. When both blades are clashed together, their duality causes the timeline to split, allowing the wielder to experience alternate reality... could this be the secret to saving Quilna?
Of course, it wouldn't be an RPG without some allies in the party. First is Wireld, a Symmachid who Koria meets on the way down Quilna's forearm. His weapon of choice is a laser-powered lance-bow - a perfect example of the differences between Symmachan and Quilna. Technology versus traditionalism, physical versus magical, dark versus light, it makes for perfect opposition. As a mix of a tank and a ranged fighter, he's certainly adaptable.
Wireld was part of a platoon of soldiers from the Oriera Region, taking up the entire left arm of Symmachan, sent off to Quilna to gather Ether for research purposes. However, they soon came across the Anaesians, ethereal beasts formed out of Ether that the Symmachids' weapons were unable to touch. They tried to fight and, of course, they lost, though Wireld and one of his allies, Jeril, managed to escape the scene. When Wireld and Koria meet, though they start as enemies, they quickly realise their common goal and decide to team up to take out the Anaesians who Koria is chasing down.
Speaking of that, our last party member is Eithen, who ends up getting trapped by the Anaesians early in the game prior to being rescued by Koria. He was a former childhood friend of her's, before he moved to the Tourmin District near to Quilna's wrist. His father believed that the ether overflow was something for the Quilnids to benefit from, hence his travelling to the ether capital of Quilna. Eithen's weapon of choice is an ether rod that carries the power of elemancy - shaping the world around him to best suit to his need. Of the three party members we're seeing today, he's the main supporter and the only mage.
Now that I've introduced you to the party members, the next important thing is the gameplay. If you know the gameplay of Xenoblade 1, then rest assured, Parallel Divider plays out mostly the same. You move one party member around, the other two follow them, and you battle enemies in real-time using your Arts. Like in the original game, teamwork is everything in battle - you can bring your party members back to their feet if an attack knocks them down, encourage them in battle, and once your synchronisation gets high enough, perform a Chain Attack to give everyone in the party a free strike.
However, there are a few twists. Firstly, there's the Light and Dark system. As they use certain arts, and get hit by certain enemy arts, a character's affinity towards Light or Dark changes. More Light will power up their Breaking and Dazing arts, raise movement speed and reduce ether damage taken. More Dark will power up their Toppling arts and auras, reduce art cooldowns and reduce physical damage taken. Furthermore, their Talent Art, the strongest of all their abilities, differs depending on whether their affinity at the time is closest to Light or Dark.
What's more, Koria has a special power from her two time-manipulating blades, Etiola and Caligin. Using Split the Timeline, you can swap the light and dark elements of an enemy at a certain point of battle, causing their arts from that point onwards to be altered. Be careful when you use this, though - while it can turn the tide, it can spell an easy loss if you misjudge!
Furthermore, full outfit customisation is finally back from the Xenoblade 1! Every character has twelve full outfits, and you can customise them by mixing and matching pieces - even more pieces than in the first game, now offering options such as asymmetry and external adornments such as capes! As you progress in the game, you'll also unlock extra customisation options, such as changing the hair and eye colours of your characters.
Now that's all I can say for now about Xenoblade Chronicles: Parallel Divider for now. Hope you enjoyed. Now there's only one thing left to talk about, so I hope you're strapped in!
==Reveal 8: Lost into Time (22nd)==
Well, this thing might be familiar if you hung around on the Discord...
...what do you mean, “Why is the Disc in Discord bold”?
That's an inside joke between me and Brainz. Which leads me on to my next point, I'm making a collaboration project with Brainz! (yes, another one, Hyperball isn't dead yet though) Now let's not waste anymore time, this project is...
”If you ever find yourself lost in spacetime, Time Junction is the place to go! I like that, it has a nice ring to it.”
Time Junction! It's a callback to the old project of the same name that Brainz and I (plus a few extras) worked on way back in 2018. Now, we... uh... decided to revive it... on a much more serious wiki... nothing special...
Basically, Time Junction is an umbrella project we've made featuring a bunch of characters we're interested in. The twist, however, is that it's a television series!
For when you ever find yourself in a time warp, chances are you'll land in the space-time nexus. It's a lonely place for sure, and hard to get out of, but thankfully Hat Kid (yes, the one from A Hat in Time) has found a solution. Inspired by the structure that the previous visitor had built in this place, she decided to run a hotel in the nexus that she calls the Time Junction. So if you ever get lost in here, you can relax until you get a time portal back to your own world. Better yet, you don't age in here!
...but anyway, Time Junction would best be explained by actually being seen. Strap in, because Brainz and I should be releasing the page soon!
So that's it for my presentation, let me know what you thought! See you, uh... next Halloween? When I turn nineteen? Whatever, bye!
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