probably my favorite lesser demon. i saw him whilst looking through the monster manual when i was first getting into dnd and i've loved him ever since.
They are so deceptively dangerous! Their whole danger is the saves so if PCs are making them, they figure it's an easy encounter ... but when one fails something hooo boy hahahaha
1:24 - latest race-adding book for 5th edition, Monsters of the Multiverse, reworked the duergar (and other subterranean races, except for the drow) so in the year 2024 they don't have sunlight sensitivity anymore. I personally find this particular change from MotM unnecessary and a bit stupid, but still it's worth mentioning.
Yeah I kind of chose to ignore that part lmao decided to go with the earlier version of the Duergar since it just makes sense that an underground creature who has never/rarely seen the sun would be BLINDED by it 🤣
1. have PCs encounter Tiny Animated Objects, each in the form of a pile maybe fifty gold coins, which gives them a Flying speed 2. an activated Pile of Animated Coins runs into a Gelatinous Cube in the area in its fervor and gets stuck 3. The other Coin Terrors defeated, the PCs see one last Pile "flying" towards them... also see: incorporeal undead on the far side of a 'Cube... muahahaha.
I remember reading somewhere about one of his OG players saying this, but ultimately the creature itself was likely inspired by The Blob and its inspiration from the 30's comics. But yeah it makes a handy janitor! hahaha
I've got a gelatinous cube mini, and I've been intending to save that monster for an early campaign "boss" encounter. I'm thinking it would be interesting to have it slowly sliding down a vertical shaft towards the party when they enter a room, but at the same time, I could just keep it simple and have it lurking somewhere nearby, until a party member investigates something within range of the cube's blindsight... and they won't see it coming right away. The sci-fi TTRPG Starfinder has a really interesting take on the cube-shaped ooze concept in the form of the assembly ooze. In this case, the assembly ooze is actually a colony of nano-machines that will consume things (including organic lifeforms) and create things from it. I'd have to go look at my books again, but I think it's possible to capture one and use it to produce things from scrap materials.
The cube boss is such an underrated thing to do low level; there's a reason it was a go-to in early editions from all that I've read! The Starfinder ooze sounds wicked! I love seeing what other settings do to include the more "magical" or "fantasy" elements. It's like Arthur C. Clarke said: "Any sufficiently advanced technology is indistinguishable from magic"!
I have cubes in one of my cities that are held at the bottom of chutes that people throw trash in. The city is underground so they don't need the waste for fertilizer or anything. Works great when the rogue needs to, destroy some "evidence".
Honestly yeah, that makes a lot of sense! I try to go back as far as I can in my videos to try to get the earliest origin point so I just went straight to the 30s lol
@@ArchHood I bet he was SHOCKED the first time you said "yeah you hit the wall ... and your arm sinks through it, revealing the Gelatinous Cube! Roll Initiative!" hahaha
@@moglirustreams I'm currently in a campaign where we visited a town celebrating the year of the owlbear. We went to the university where the mascot was an owlbear, and "Hoot Growl" was their cheer.
@moglirustreams Do you understand the evil of which you are sending into the world? Sode bote, ever thought of an Intellect Devourer NPC. Like a NPC who's body has been taken over by an Intellect devourer, and now able to move freely and talk to people. Potentially a weapon for the BBEG to gain PC's trust then try to kill one of them in their sleep and take them over instead.
owls are actually one of the dumbest birds and bears are one of the smartest animals on earth. So a bear with an Owl's cunning would be a really dumb bear.
@@moglirustreams I found you through Twitter to see who else was posting about this game. I wanted to make an announcement on my Twitter that I'm going to be creating a gameplay walkthrough of this game. By the way, I also subscribed to your channel just to watch the other videos. 🌟 Part 1 is currently in the process of being uploaded! 🚀 Please consider hitting notifications on 🔔 to stay tuned and be the first to know when it's ready for your viewing pleasure. Thank you! 🙏
17:52 Honestly I don’t find the sections inside the Kosmobot to be that difficult, it was mostly the bumper car section and level proceeding it to be more difficult. When I originally played this game and got to the carnival DePrave that was the level where I got my first game over in the game, and it took me HOURS to FINALLY beat it! Then after spending an entirely in that level with the stupid rides and ferris wheel, I got to the bumper car section and that’s where I gave up. I think retuned to the game like a year or two later and I easily blew through the carnival section , with no effort at all and FINALLY reached the Kosmobot! The platforming gauntlet inside is actually not that difficult in my opinion, (yes I died a few times) but overall it wasn’t that difficult imo and I found it a great final challenge! This level puts everything you’ve learned throughout this game to the test, the swinging, jumping challenges, vehicle sections and voodoo power parts. I think it’s a great climax to a FANTASTIC game!
It's funny, the remastered version of the game has some ... interesting invisible walls, wider hitboxes than the originals for the things moving in the air, and you clip through some surfaces while others made the same way are solid. It's mainly due to them making the entire game by scratch / without using the standardized code for the majority of xbox games at the time, then having to port it over for PC years into the future. but yeah, I alos suck at platforming lmao Thanks for watching!
15:09 Incorrect: the ground pound works REALLY well against the moles in Crypt City, it kills them much faster than any of your other non-voodoo attacks. Plus it’s also really great against the crabs in the bog, where they turn into smaller crabs. The swinging really isn’t that hard once you get used to it, if you make sure you’re hovering before you initiate it, you shouldn’t be accidentally using the ground pound. I never died in this game do to “bad controls” or poor level design, the controls in this game a very solid, yeah you’re only able to initiate your double-jump at the height of your jump. But other games from this era like Jak & Daxter, and a couple of others do that as well, the only other thing I just hate it when Vince hits his head on the calling and it cancels out your double-jump. But besides that the controls are great! You may not agree with the layout of certain controls and I agree, they probably should’ve made the swing and the ground pound a different button. But it’s not so bad once you get used to is, you have to hold the hover button while you’re doing it to swing top, as long as you’re hovering while you’ll doing it you should be fine. You get used to it eventually. 15:40 Also the raising and lowering platforms are not objectively a “bad mechanic” If you’ve played a lot of platformers like me, that mechanic should be accustomed to you. It’s in a lot of other platformers, I don’t know if you don’t play many platformers or not, but that mechanic is really not that confusing. You jump on the gear it slower lowers, while the other gear raises, and you use that to progress. It’s really not that difficult. You’re ragging on something that’s been in NUMEROUS other games and is really not that bad of a mechanic.
I mean ... the difficulty was less of the complaint and more the timing and how long it takes for that mechanic ... and the fact that they make you do it multiple times. Game designers now would probably argue that making a "waiting" mechanic pop up several times in one level is a waste of players' and the designers' time, or a ploy to artificially extend the the run-time of a game. With the ground pound the original game absolutely it was used way more and was a good way to deal with the moles, but maybe it's just me here, the hitboxes in the remaster feel a bit wonky and I found while playing it live both me and chat saw that times where I had absolutely hit an enemy with it, it didn't seem to register. The game isn't hard, I'm mostly playing it up for comedic effect, but I do stand by my review and the comment that the controls could have been better planned out / mapped out to a controller both at the time of release and in the remastered version! Still though, it's a fun game
5:00 Vince is immune to regular damage and attacks because he is a voodoo doll, but magical attacks and Kosmo’s monsters can hurt him. Kosmo is magical like Madame Charmaine and so is his robot, so it could actually hurt Vince. Kosmo’s robot is empowered by the zombie dust, the same dust that brought Voodoo Vince to life!
Thanks for watching! I try to get these things as accurate as possible, but mythology is so varied and interwoven across cultures and peoples that it's definitely hard sometimes! Glad to hear I've done the Irish mythos some well deserved justice! Tapadh leibh /go raibh maith agat!
28:09 There’s a lot of sarcasm in this video and you rag on the humor a LOT, but this game is definitely of its era. Of course the game’s humor would have crudity and fart jokes/toilet humor, sarcasm and stuff like that because that type of humor was very popular at the time. Just look at all the other early 2000’s games and shows from that era, they all share somewhat similar humor. Of course a piece of media is going to resemble the decade in which it was released, just look at other games and TV shows like; Death Jr., Destroy All Humans, The Grim Adventures Of Billy & Mandy Ren & Stimpy, Invader Zim, Pyschonauts etc. All these games and shows have a very Tim Burton esque art style and sense of humor. That “gross out” style with fart jokes and toilet humor and weirdly proportioned character design was common back then. It even found itself in series like Crash Bandicoot later on. That style of humor and character design was VERY popular at the time. Vince is meant to be a very sarcastic, witty character who doesn’t give a shit. He’s intentionally given this monotone voice/demeanor and doesn’t really care about the adventure he’s on. Even still he sometimes finds himself getting into these wacky shenanigans he finds himself in, and sometimes he ends up enjoying himself despite of that. Voodoo Vince is meant to be kind of a wise cracking, nonchalant, monotone smart aleck who’s just bored of the adventure he’s on. I feel like you’re just raging on this game, and not giving it a fair chance!
Oh 100% that's why I talk about it a lot in this and subsequent parts to this series. All those games have humour and commentary that's similar, and it's definitely a product of its time. I think you should watch the other parts as well ... I definitely rag on the game a bit for controls and its humour and stuff, but there's a lot of charm and stupid fun to be had. The whole reason I played it again is because I remember it fondly even if a lot of people don't! I grew up on games like this so don't worry, I get it lol Anyways thanks for checking out the video and the channel!
I mean ... that's kind of the joke of the title my friend, everything is "problematic" now. Some things definitely are, but then other stuff is just a stupid product of its time and isn't meant to hurt anyone