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As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.
Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.
No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!
Truth be told I'm amazed the guy stuck out as long as he did. That takes serious dedication. But he is only human. There's only so many insults and comments regarding your sexuality one can take before it becomes too much.
I'll probably play that one by ear. But interesting that you factored it in as part of her overall state. I'll keep that in mind.
I am no stranger to fractured characters.
Sally however I still have to figure out a bit. I don't think her character is necessarily hurt by something being slower paced with just a touch more thinking involved. Not going all out crazy puzzle game here, but maybe more about switches and levers doing something than just running around smashing bots. I'd also like to see more teamed levels which was a plan in the PC version that didn't really get explored and was pretty much lost completely in the GBA adaption.
So basically a puzzle-platformer for her. That could work.
If I get a new Epoch under way, I might be interested in seeking fanfic writers or something to tune story and dialog. I'd still push out the bulk of it (since it's largely already written anyway), but I don't think it'd hurt to have a second or third pair of eyes on it. I just haven't been in the community in a long time so I have no idea who such a person might be.
I'm not terribly big on fanfics but I do have original material of my own (plus some roleplay supplemental material). I could lend a hand if you'd want.
I think I'll answer 1, 2, and 3 simultaneously, since my answer will be roughly the same.
Epoch was a pretty dark game. Based on a fairly dark interpretation of an otherwise fairly upbeat franchise. This isn't a bad thing in and of itself. Something I think Epoch did very well was conveying the dread of that future. It had a very oppressive atmosphere. It went to great lengths to show what an unrepentant monster Robotnik was. Something the show already did, but you took it a step further with Epoch. If had Robotnik had ever beaten the Freedom Fighters, what would his next goal be? Assuming the Freezer thing was something that was always planned from even before the GBA version, that's actually both a pretty decent move and also utterly terrifying given the preparation necessary (I have to admit, I was fairly disturbed when it was revealed that Robonik had roboticized himself so that he'd survive the freezing. I'd say it gave me chills, but that would be a death-worthy pun).
That being said, Tails and Sally's interpretations weren't horrible. True, in Tails' case saying the f-word every other line was a bit excessive, but at the same time, I understand that Tails essentially lost his brother in the context of the story, so he'd be very understandably angry and paranoid. Should you attempt this again, I would scale back the swearing but still keep Tails' hard edge.
Sally I didn't feel was too bad. After what they'd gone through over the past 10 years, It's amazing that she hadn't cracked.
And given the atmosphere of Epoch, with everyone being either dead or a robot, I don't think a little blood would be too far out of the question. Somewhere between the PC version and GBA version I think would be acceptable.
Now that that's out of the way...
The sexual innuendo was mostly needless. Though at least in Sally's case it did seem to fit with her mental state. I'd say keep it for Sally to highlight how broken she is, but make it more subtle and less overt.
As for what I'd like to see in a SatAM fangame...I can't much say. If we're going with Sonic-style gameplay, I see a problem when it comes to level theming. Classic Sonic games were bright and colorful and showcased many different environments. SatAM, on the other hand, was dark, cold, and metallic. Most of the world was smog and factories, so that would be an obstacle to overcome unless the entire style is switched.
Also for a SatAM fangame I would say story would be important. If you're going to base it off a decidedly non-game friendly version of a certain franchise, the story and setting should play a big role because otherwise what's the point?
The problem in general seems to be that there are too many writers who insist on downer endings to stories where the conficts could certainly have ended well. They seem to be making the story end badly just for the sake of "art", or because they were depressed when they wrote it or something. They get people invested in their characters and then toss the characters into the meat grinder just because they can. That's really no way ot treat one's characters or one's audience.
Personally, I tend to save all the gruesome stuff for my villains, becuse they're really the ones who deserve to die and you can get a really dark and twisted "happy" ending out of it... Ever notice that most horror movies tend to make all the people who get killed off be the jerks? That's because it makes horror fans want them to die. Jason Voorhees gets aplauded when he kills the jerkass jock. But even Kane Hodder stated flat out that Jason woudn't kick a dog. Similarly, take most action movies. The badguys tend to be terrorists or criminals of some sort. So people like it whan Chuck Norris gives them a one-way ticket to Hell...
As a writer myself, I would like to dispute this.
I am very guilty of treating my characters like dirt. Very often I create a likable character, and then kill them off in a very brutal way.
However, I do not do it to be "artsy" or "because I can." I take advantage of the emotional investment the audience has to make them on the same emotional wavelength as the rest of the main cast.
For example, I had once had a characer named Mia. She was very well-liked, by both the audience and the characters. This I planned for, and had her die (in a very painful fashion, I might add) as a result of the main antagonist, a monster known as the Black Spawn.
The characters were sad, the audience was sad. Both were also angry. Not at me, but at the Spawn itself. Her death served as a fuel source, as a drive to personally see the end of the Spawn.
Anger and revenge are very realistic motivations, and as such I use them quite a bit in order to drive my characters closer to the final battle