Source 1: https://effier-sxy.deviantart.com/art/Kyler-and-Petal-COMMISSION-184379937
Source 2: https://wildcritters.ws/post/show/31440/
(Reference ID: 153)
( ˘▽˘)っ♨ okie dokie you voted for 5 year old Barimé over her 11 year old version. Here is some bonus art of younger Barimé. ƪ(˘⌣˘)ʃ
I hope you enjoy it as much as I do 😘 Barimé is an OC of @InvincibleSugar
#barime #witch #sex #nsfw #penetration #ロリ #cum #dick #freckles #shapeshifter #ricochet #CU34 #bones #fanart #agedifference #cunny #sweat #clit #flatchest #blush #openmouth #simping #loli #fishnet #occult
Silent Hill 2 Remake first impressions/notes #8
1. There are times where you need to push a cart into a certain spot to use it to hop over something. I kind of get it when it's like, you want to the player to not be able to go back quite yet. It still feels like unnecessary padding most of the time though. I just ran into one where the cart is like 5 feet away from the gate I need to hop over. Wouldn't it have been easier to just make it so you hop over the gate and then you just can't go back? Kind of dumb.
2. I haven't done much melee combat since getting the handgun, and the game mostly starts to put enemies at a greater distance to make using guns more tempting. I just tried some more melee though and I found that enemies will auto lock and magnetise to you super hard, even if they're like 10 feet away, your ass is getting hit if you don't dodge in time. You won't, by the way, since it'll catch you off guard and the dodge is way too slow to be used as a reaction. You more or less have to use it as a cautionary tool, either predicting when the enemy will strike or just doing it to get out of harm's way before anything bad happens. The melee combat is so bad.
3. I just went through an empty hallway (which was really probably just a glorified loading screen) where the game got extremely dark, made some weird spooky sounds, and then that was it. Was that supposed to be scary...? As if the poorly looping ambience wasn't already scary enough!
4. The melee combat... Seriously it's really bad. Enemies will sometimes be put into a stun animation by your hits and you basically just mash the button to kill them to death. Other times, though, they'll decide they don't want to be turned into a cutscene and they just shrug off one of your attacks and then counterattack. There's no way of knowing when this will happen. I think it might be if the enemy was already beginning their attack animation, but if that's the case then the frames where that can be canceled by attacking are not wide enough. It feels bad when you swing and nothing happens to the enemy even though they are seemingly not doing anything.
5. They added in another cutscene with Angela. Honestly, I thought it was pretty good. They have done a fine job with her character so far and that's the one I was most worried about.
6. Just had a nice "puzzle" where you had to guess a keypad combination in a room with respawning enemies. Coooolll....
7. They elongated the "Killin a person ain't no big deal" cutscene by quite a lot. They really laid on the spookiness of it super thick. I think it's still a good scene but it definitely carries a different vibe, just like all of Eddie's scenes. They changed his character quite a lot.
𝖂𝖍𝖆𝖙 𝖎𝖘 𝖆 𝖒𝖆𝖓? 𝕬 𝖒𝖎𝖘𝖊𝖗𝖆𝖇𝖑𝖊 𝖑𝖎𝖙𝖙𝖑𝖊 𝖕𝖎𝖑𝖊 𝖔𝖋 𝖘𝖊𝖈𝖗𝖊𝖙𝖘.
Just because you cannot distinguish reality from fiction does not mean that I can't.