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#I want to look at fan content but due to my unique combination of brain weirdness I am unreasonably afraid of interacting with new things
silverior968 · 7 months
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Tfp gijinkas (2/4) The besties :]
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[Image ID: A character sheet with two characters on it. On the left side is a human version of Arcee from Transformers Prime, who is drawn as a middle-aged asian woman. She is muscular and has a haircut that is somewhere between a mullet and a mohawk, with shaved sides. Her hair is black with blue and pink streaks. Her eyes are brown and she has some eyeliner and lipstick, but not a lot. Her face is scarred, as are her arms and upper chest. She's standing with her hands on her hips with a determined but smiling expression. She has simple metal earrings and is wearing a blue cropped leather jacket with rolled up sleeves and the autobots logo on the left shoulder, a dark gray shirt, black biker gloves, black trousers with blue and pink geometric stripes and black boots. Her right arm has a tattoo in the shape of abstract stripes. The design notes placed around her read as follows: "Biker gloves", "cropped jackets seem to be this team's thing", "she can have hairstreaks and eyeliner, as a treat" "I made her look about late 30s to early 40s, I redid all the lineart for her face a few times when I wasn't happy with it", "I tried to give her a tattoo in the shape of the Autobots logo but it didn't look good. I still wanted to give her some tattoos, hence the stripes". On the right side of the page is a human version of Bumblebee from the same franchise, who is drawn as a young black man. He's also standing with his hands on his hips and smiling pleasantly. The sides of his head are also shaved, and he has a single dyed yellow streak in his hair. His eyes are brown and he has a little bit of gold eyeliner. There are two distinctive scars by the side of his mouth, and one surgical scar on his throat. He's wearing a yellow bomber jacket with black lapels and the autobots logo on the left shoulder, a white shirt, a black belt with a gold buckle, black cargo trousers with yellow stripes running down each side and black shoes with yellow stripes and shoelaces. The shoes are somewhere between high-top sneakers and hiking shoes. His nails are painted black and he has a silver dog tag and a necklace in the shape of a bumblebee. The design notes placed around him read as follows: "He can have a little bit of eyeliner - as a treat", "probably around 25", "never before has there been a guy who listens to Imagine Dragons as unironically as this one", "I combined hiking boot soles with high-top sneakers for traction, mobility and ankle support". Placed next to him is a picture of Buffins, the cat with the most appealing expression. Below the picture is the text "The resemblance is uncanny". / End ID]
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aion-rsa · 3 years
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15 SNES Games That Deserve a Sequel
https://ift.tt/3vtwp5A
The SNES isn’t just the greatest Nintendo console of all-time: it’s the home of a truly impressive collection of classic games, underrated gems, and, for our purposes today, a shocking number of games that never got the sequel they deserved.
While you can usually list the business reasons why certain games don’t get sequels, that does little to diminish fans’ desires for more of a particular experience or even a second chance to get things right. In the case of some of these games, fans have been holding their breath for quite a long time.
Before we dive into this look at SNES games begging for a sequel, please note that while we will mostly focus on games that never got a sequel, a few of these titles did get underwhelming sequels that missed the mark or otherwise haven’t been revisited in over 20 years.
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15. The Adventures of Batman and Robin
While I actually slightly prefer the Genesis version of this game, this underrated SNES gem was still a Konami beat-em-up made at the peak of that studio’s efforts in that genre. Even better, it was based on arguably the best Batman adaptation of all time: Batman: The Animated Series. 
So why did this never get a sequel? It certainly wasn’t perfect, and Konami may have struggled to retain the rights, but given how much the company’s TMNT games improved over time, it’s hard not to wonder what Konami could have done if they had been allowed to expand upon this brilliant marriage of an expertly adapted world and nearly airtight gameplay.
14. Saturday Night Slam Masters
This game did technically get a sequel, but that title never officially made it out of Japan and also made some drastic changes that made the series more of a 2D fighting game. It was actually quite good, but it didn’t reach the heights of the original.
After all, Saturday Night Slam Masters balanced a fascinating mixture of fighting games and wrestling games that was compelling enough at the time but may bring a generation raised on increasingly stale WWE games to tears. This is quite simply one of the most entertaining wrestling games ever made. 
13. Super Star Wars Trilogy
This entry is a bit of a cheat since it not only combines three games in one entry but arguably ignores the fact that we’ve obviously gotten quite a few Star Wars games since these were released. Still, what I really want is a new trilogy of games that mimics the gameplay and style of these brutally difficult classics. 
Whether they’re based on the prequel trilogy, sequel trilogy, or tell entirely original stories, I’d love for a modern developer (probably someone in the Devolver Digital family) to make a modern Super Star Wars game that leaves you wanting to throw your controller through the window and enjoying every minute of it. 
12. Mario Paint
While Nintendo has made other strange games that emphasized player’s creative input (Mario Maker is probably the most notable recent example), they’ve never really properly revisited this Super Mario spin-off that showed Nintendo fans everywhere there was an artist inside of them.
Mario Paint may be simple by today’s standards, but that’s all the more reason for Nintendo to upgrade what was essentially an educational game that mastered the “gamify” concept long before that really became a talking point in the industry. 
11.  U.N. Squadron
The SNES wasn’t exactly lacking in worthwhile shooters, but there was always something special about U.N. Squadron. Granted, it was tough as nails, but the game’s upgrade system, visuals, and incredible level design typically made it easy to put up with the frustrations. 
Capcom is always talking about revisiting and reviving its back catalog, so why not release an “indie-style” sequel to this cult classic that’s always deserved another look?
10. Skyblazer
This largely forgotten gem from the SNES era shows just how spoiled we were at that time for these kinds of experiences. 
After all, Skyblazer was a game that combined great visuals, a killer soundtrack, puzzle-solving, platforming, and intense side-scrolling action, and few people ever actually played it. A simple re-release of this underrated classic would be more than I could hope for, but truth be told, my heart cries out for an admittedly unlikely sequel.
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9. Sunset Riders
Long before Red Dead Redemption offered arguably the definitive Western gaming experience, one of the most enjoyable ways to take a trip to that era was this run-and-gun side-scroller shooter that failed to really make a name for itself despite having so much going for it. 
Sunset Riders‘ old west setting carries a lot of this game’s weight, but it’s really this shooter’s gameplay (which feels like a combination of Contra and a light gun shooter) that makes you wonder how it spent so many years in relative obscurity. A sequel would go a long way towards helping to ensure this game gets the love it deserves. 
8. Weaponlord
It felt like every developer was trying to make the next great fighting game in the ‘90s. While most of those efforts fell well short of being the next Mortal Kombat or Street Fighter, the decade’s onslaught of subpar efforts meant that a few fighting games never got the chance they deserved. 
Weaponlord was one of those games. Sometimes referred to as the spiritual predecessor to Soul Edge/Soul Calibur, this weapon-based fighting game complemented its shockingly deep gameplay with a unique art style that stands out to this day. It wasn’t perfect, but it’s so easy to imagine how a sequel could have fixed nearly all of this game’s flaws.
7. Uniracers
A racing game about unicycles is strange enough, but what really sets this game apart is its surprising speed and wacky courses that emphasize almost “stunt-like” racing and tricks. I even kind of love this game’s weird ‘90s attitude. 
There was just so much more that could have been done with this concept had Uniracers gotten the sequel it deserved. Since its developer DMA Design (now known as Grand Theft Auto developer Rockstar North) clearly isn’t doing anything these days, I don’t see why they wouldn’t revisit this one. 
6. Secret of Evermore
It’s easy to get this game confused with Secret of Mana and some of the other titles of this era, but Secret of Evermore truly was a special piece of action RPG design that has been tragically overlooked over the years for reasons that have little to do with the game’s quality. 
At a time when many fans were looking for a Secret of Mana sequel, Secret of Evermore offered a somewhat similar but distinctly different gaming experience that was a little slower, a little stranger, and a little more complicated, but arguably never got the chance it deserved to really carve its own identity and find an audience. I think modern gamers would be more receptive to this title’s ideas, though it would be a lot easier to confirm that theory if we got a sequel.
5. Kirby’s Dream Course
Kirby’s Dream Course is one of those games that I feel was both hurt and helped by its license. While this project’s association with Kirby probably inspired more people to play what essentially amounts to a combination of golf and puzzle games (think Marble Madness), a lot of young gamers who took a chance on this thinking it was closer to a traditional Kirby game were left throwing their hands up in the air. 
Years later, though, it’s easier than ever to appreciate what Dream Course is going for. This almost zen-like experience challenges you to use your brain to solve its most fiendish puzzles but keeps things light enough to encourage you to progress even when you hit a wall. Even if an eventual sequel was nothing more than a mobile game, Dream Course is more than worthy of another look.
4. Illusion of Gaia
Illusion of Gaia was one of those SNES games that not everybody owned, but those who did own it typically wouldn’t shut up about it. To be fair to those sometimes persistent gamers, it’s kind of hard to forget about Illusion of Gaia once you’ve given it a chance. 
Though perhaps best described as an ARPG, Illusion of Gaia is actually sometimes closer to a more complicated take on a classic Legend of Zelda game. Its incredible world, surprising plot, fun action, and unique action/adventure concepts made it easy to love, hard to forget, and surprisingly difficult to play. While part of an unofficial trilogy of games, this one has always deserved a proper sequel. 
3. Super Mario RPG
While the Paper Mario series and some of the Mario & Luigi games eventually carried on Super Mario RPG’s legacy, you’ve got to forgive fans who still cry out for a “proper” Super Mario RPG sequel to this day. Maybe that’s because there’s really not another game quite like Super Mario RPG. 
Developed by SquareSoft during their 16-bit peak, Super Mario RPG combined the better elements of a Final Fantasy game with the more lighthearted nature of a Mario title. The result was an RPG that was much more “accessible” than other notable RPGs of this era but never left you feeling like you were playing a lesser game. At the very least, a Super Mario RPG sequel may be the only way that we get more Geno adventures. 
2. Demon’s Crest
There’s a loose rumor that Demon’s Crest‘s sales were so bad that it actually registered negative sales at one point due to an excessive number of returns. It may be little more than an urban legend, but it kind of goes to show you just how poorly this game performed when it was released. 
To this day, I’m not sure why Demon’s Crest wasn’t an instant hit. It was a bit short and some of its design elements were somewhat confusing, but this lovely gothic action title combined Castlevania and Mega Man in a way that is so easy to fall in love with. It’s the kind of game that practically begged for a sequel that it just never got. 
1. Chrono Trigger
While I’m actually a fan of 1999’s Chrono Cross, I understand why many fans don’t like it. I believe Kotaku once called it a great game and a bad sequel, which really kind of sums up some of the ways that game distinguished itself while seemingly ignoring so many of the ways the classic original made a name for itself as one of the best RPGs ever. 
So yes, count me among the many who still wants a “proper” Chrono Trigger sequel to this day. While there are plenty of reasons to doubt that a modern Chrono Trigger game could replicate the ways that this game’s “dream team” of developers made it arguably the best JRPG of the golden era of JRPGs, it’s almost impossible to walk away from this one and not be left wishing for more. 
The post 15 SNES Games That Deserve a Sequel appeared first on Den of Geek.
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onisionhurtspeople · 6 years
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Sorry I just ran into this blog, Lainey said on Twitter they're an ISFJ awhile back. I can see both them being an unhealthy INFP that thinks their Si is stronger than it actually is due to looping and them being an unhealthy ISFJ. They could be in an Si-Ti loop where they dont let new ideas in and believes their experience/conclusions are always correct without looking further than that for information. (1/3)
They’re also very tactful (auxiliary Fe) which makes them seem innocent and wanting group harmony instead of drama. An unhealthy Fe user sweeps issues under the rug to live in their ideal “peaceful” world. If an ISFJ is gripping, their inferior function is Ne. This may cause them to think of all the ways life could be and using it as an excuse that nothing could go wrong due to the likelihood (they think) of it in their life (ex. bringing 18-20 year olds into an unhealthy relationship, believing Onision didn’t cheat due to the fact many things could happen since there are infinite truths in the world and Si-Ti may think that their POV is the most correct from what they gathered). I can see INFP but I do want to see what you think of this. 
Sorry it took so long to respond! I knew this was going to be a long one, so I’ve been avoiding it because tbh you will never meet a lazier INTJ than me. I apologize in advance for the poor quality of this message, because my brain fog is really shitty today and I’m feeling not nearly as sharp as I usually am. My arguments will probably not be as convincing or wordy as they usually are.
Anyway, I believe she actually said she was INFJ. I remember because I was the one who asked her to take the quiz. >_> (Unless we’re thinking of two different incidences? This was, if I recall correctly, around the time that Billie had just left for the final time, so I want to say September or October of 2016.) Anyway–tbh, the fact that she got INFJ just confirmed to me more than anything else that she really was an INFP, because let’s be real, I’m pretty sure no INFP has ever existed who didn’t first mistype themselves as being an INFJ. (I’m mostly joking, but like.. only mostly.) Of course, ISFJs also frequently mistype as INFJs, so this is an idea worth exploring.
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Anyway, I shall try to explain why I see her as an INFP rather than as an ISFJ or INFJ. I apologize in advance if you’re an INFP; if I end up saying anything rude about them, please understand that I’m not making disparaging comments about INFPs in general - I’m just evaluating Lainey, who is (I believe) a very unhealthy version of her type.
So, first and foremost: Fi. Sooo much Fi. But Fi in the most unhealthy way possible: incredibly self-righteous and self-absorbed, and excessively concerned with interpreting and relaying her own individualistic, unique identity to the world. She needs to be acknowledged for her differences. If you look back at all of the arguments she’s ever had with Greg on social media (in other words, the times when he says something that aggrieves her enough that she’s actually willing to confront him over it), they all have the same theme in common: they’re always about her feeling affronted because he invalidated her values or sense of self somehow. For example: the last fight they got in was because Greg referred to himself as being in a straight relationship, which offended Lainey because she interpreted that as him undermining her gender. I can think of a few other examples of their arguments on social media off the top of my head, and they all follow that same theme: Greg being insulted that she was hero-worshiping a musician who didn’t like him (also an Fi user); Greg arguing with her about eating fish; Greg calling her filthy because her room was dirty and she hadn’t cleaned it; Greg insulting her family (especially her mother and sister). When Lainey gets involved in Greg’s debates or ongoing feuds with other content creators (Jaclyn Glenn, Joy Sparkle BS, Blaire White, etc), it’s never to weigh in with her opinion, and only ever to express her irritation over them misgendering her, either accidentally or on purpose. When she’s rude and condescending towards her fans, it’s typically because they questioned her sense of self somehow (usually in regards to her gender, internal motivations, or relationship with Greg). It’s rarely in defense of anybody else, which I feel like would happen more often if she really was an Fe user.
I think the tactfulness and willingness to sweep things under the rug that you’re interpreting as being aux Fe may actually be a combination of Fi seeking harmony in relationships (high Fi users can do this too, just like Fe users can; the difference mainly lies in when, and for what reason, their feeling function becomes triggered when somebody crosses the line. For Fi users, this tends to be when something strikes a personal nerve or attacks and invalidates their character or sense of self; for Fe users, this tends to be when somebody rejects, abuses, or takes advantage of their warmth and care, or when somebody expresses a lack of concern for the collective (family, friends, neighborhood, club, church group, society, etc) - other words, selfishness. If you dismiss their overtures of affection after they’ve put effort into displaying warmth and consideration, then they may become offended when that same person then takes advantage of those polite gestures, or refuses to reciprocate them), and also Lainey just generally not caring enough to say or do anything to counter Greg that might rock the boat in their private life. 
Secondly: Ne. In Lainey’s case, her Ne is not as overt as I’ve observed it in other INFPs, and I’m not sure why this is. I apologize if this comes off as rude (and it really kind of is, but I don’t know how else to say this in a non-offensive way), but I think it’s really just because Lainey is an INFP of average intelligence, whereas most INFPs (that I’ve encountered, anyway) are in the gifted range, and so their Ne is much more readily apparent. Ne and Se share many qualities (being that they’re both Pe functions), including that they both have a preference for wanting to live life by their own standards, a strong dislike of feeling constrained or held back, feeling compelled to seek novelty (Se in a more physical, concrete way, and Ne in a more abstract, conceptual way), and wanting to learn through experience. Se and Ne both feel driven to be seen as cool–but in different ways. Se wants to be seen as cool in a more physical and conventional sense - for example, by being entertaining, or by dressing in a manner that is immediately impactful in a sensory way. Ne, on the other hand, wants to be cool by being unique, different, iconoclastic - it wants to be regarded as quirky and iconoclastic, cool for being “uncool”, if that makes sense. And so many INFPs are drawn to countercultures (hipsters, for example) who are unconventional, but still have a certain mystique and draw to them; and I definitely think Lainey fulfills that aspect of Ne.
Ugh. I’m sorry, my brain power is running low. Brain fog is super bad today. I think we both see Si in her, so I don’t think I have to explain that. Mainly where I see Si in her (especially in the form of Fi-Si loops) is her inability to let go of people from her past. She even did it with Billie: brought her back over and over again because she would find herself looking back on the good times, and minimizing the bad ones. She makes the same mistakes repeatedly because she reviews her memories of them (memories which are attached to emotional experiences), and feels compelled to relive them, no matter how painful they were. 
Please don’t make me write something for Te. My Te is all pooped out today. :C
Anyway, it’s lovely running into somebody on here who’s knowledgeable about the cognitive functions! =O I’m guessing you’re an INFP as well? Sorry for this shitty argument, I  might try to redo it in a few days when my brain fog dissipates a little.
Edit: I just went back to the the post; and yeah, she scored as INFJ-T on the 16personalities test (admittedly shitty and has nothing to do with the cognitive functions). In the comment section, I left a link on how to differentiate between INFJ and INFP, lmao.
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Edit #2: Oh, one last thing: here’s a description of what a destructive INFP looks like from one of my favorite MBTI sites, Psychology Junkie. Doesn’t it remind you of Lainey?
Destructive INFPs are self-absorbed, self-righteous, and waver between being passive and extremely judgmental. They enjoy living in their fantasies, but care little for the practical realities of daily life. They may neglect their loved ones and family members and instead prefer to live in a world of their own making, in essence abandoning everyone who holds them dear. They may consider themselves more morally superior or “righteous” than others, married to their idealism to such an extent that any and everyone in the real world seems flawed and disappointing. They may retreat from the world and silently judge everyone they see. Over time, they may become increasingly harsh and condemning of people in their lives. They may become so obsessed with their own emotions and fantasies that they shun or berate anyone who tries to find a way into their hearts.
Healthy INFPs are extremely empathetic, gentle, and compassionate individuals. They care for the persecuted and marginalized people of the world, and strive to help them. They are honest and driven by their morals to live a life that adheres to their values. They are creative and insightful, slow to judge others yet holding themselves to a high standard.
Also, just for the keks, here’s the description of destructive ESTJs, the type that I suspect Greg is. (I do believe that he actually took an MBTI test and scored as ESTJ, which he hilariously tried to use to “prove” that he wasn’t a narcissist or psychopath. Really shows how much effort he puts into researching his “facts”.
Destructive ESTJs are dictatorial, aggressive, and controlling. They believe that they know what’s best for everyone, and that their way is the only way. They suppress their moral compass and disregard the feelings and values of other people in exchange for their own rigid views. They push forward to achieve their goals, but instead of taking time to reflect on their decisions, they steamroll over everyone in their path in order to accomplish tasks without considering alternate viewpoints or the moral implications of their actions. They may be loyal to a corrupt system or authority and suppress anyone who stands against that authority or questions it. They trust their own personal experience and disregard other people’s experience. They scoff at the emotions and values of others while they allow themselves to have their own temper tantrums and emotional overreactions.
Healthy ESTJs: Healthy ESTJs are hard-working, trustworthy, and loyal. They see the world logically and push themselves to live up to a high standard. They don’t ask other people to do things they wouldn’t do themselves, and they uphold traditions they see as morally right and effective. They are intellectual, practical, and usually outgoing. They are very supportive of their communities and families and want to make the world a better place.
(Source)
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televinita · 5 years
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I’m on a blazing hot reading streak; I’ve torn through a dozen good books in 3 weeks and am STILL adding titles to my TBR faster than I can read them (how??). So, a revised list of checkouts and other books on my horizon, in no particular order (which, again, defeats the purpose of calling it a ‘triage’ but let’s just go with it):
I. LIBRARY OPTIONS
1. The Ruin - Dervla McTiernan: I read book 2 in the series first, for the Emma content, and I liked the style and characters enough to want to go back to book 1. I have dubbed said series The Irish Broadchurch but with more romance, and all focus otherwise on the precinct instead of boring townspeople.
2. The Astor Orphan: A memoir of someone who grew up at the Rokeby estate in the 70s-80s. I am VERY interested to see what she has to say in comparison to what I read about said estate earlier this summer, in the 1995-published book Phantoms of the Hudson Valley.
3. Illuminae - Annie Kaufman/Jay Kristoff: Unsure if I will read it because sci-fi, but I want to at least take a look at this book that promises unique design. The thing is always checked out so I finally requested it.
4. The Child Garden - Catriona McPherson: Just read this author’s The Day She Died and really liked it, and this setting -- former children’s home turned care home, grounds “neglected and overgrown” -- sounds EPIC and perfect for the current season. As does this description of it being “a scrumptious Scottish noir delight, jam packed with isolation, scenery, old secrets...”
5. Quiet Neighbors - Catriona McPherson: Another windswept setting full of Secrets, plus “woman takes a job in ‘the oldest bookshop in a town full of bookshops’"??? SOLD.
6. I’ll Be There For You: The One About Friends - Kelsey Miller: I mean, what Friends fan WOULDN’T read a retrospective history of the show and its cultural impact?
7. Bad Romance - Heather Demetrios: I checked this out on a whim a month ago because it looks well written enough to overcome my standing hatred of I’ll Meet You There, but the risk that I will feel nothing but annoyance with the girl for not having higher standards in boys and longer abstinence policies for relationships is high, so I’m pretty sure I’m going to let this one get steamrollered by newer and more exciting prospects. I’m having too good of a time with reading this month to ruin it just for the consolation prize of putting a popular book on blast. AND YET...what if I could somehow find it in me to drum up sympathy for the girl despite her incurable ignorance? That constant waffling is why it’s still here and not returned already.
8. The Hundred Lies of Lizzie Lovett: Also checked out on a whim, just to ensure I had a light-hearted YA novel present amid all my darker adult mysteries/thrillers if a different mood struck. Might be too weird and/or long for me.
9. This Is How You Lose the Time War: AS RECENTLY FLAILED ABOUT.
II. RECENTLY-PURCHASED OPTIONS
1. The Possibility of Now - Kim Culbertson: hey, speaking of light-hearted YA options! Also I love this author.
2. This Is How I Find Her - Sara Polsky: Daughter of a bipolar mother, temporarily living with relatives while her mother gets treatment. I read a few chapters of this while in the checkout line at Goodwill and I’m very fond of the MC already, but I need to be in just the right mood for this.
3. Stronger Than You Know - Jolene Perry: Another author I enjoy, another living-with-relatives story, but this time due to the mother being deliberately abusive, with a side of anxiety for the MC
4. Before, After, and Somebody In Between - Jeannine Garsee: “A wealthy lawyer invites her into his family's home, and Martha is given a chance to start over. The warm, caring Brinkmans treat Martha like one of the family...” a.k.a. WHAT IS THIS GENDERBENT RYAN ATWOOD AU; I NEED IT
5. Everything I Was - Corinne Demas: A gorgeous cover on a story about a poor-little-rich-girl in NYC whose family loses their money, so they move in with her grandfather on his farm upstate. The writing style sucked me in instantly.
6. A Thing of Beauty - Lisa Samson: There are like 16,000 things to love here, but basically: former Hollywood childhood star has become a hoarder recluse in her dilapidated Victorian mansion and has to raise money by taking in a renter, who is a handsome blacksmith.
7. Moon & Me - Hadley Irwin: 1980s teen book featuring a horse, by an author I like. A decent-looking “staying with grandparents for a semester on their farm” premise whose plot includes training for an endurance race on said horse.
8. Summer of the Stallion - June Andrea Hanson: a very small and slim late-70s horse story, to which my beloved Winter of the Owl is a direct sequel, something I never knew
9. The Cats of Thistle Hill: A (Mostly) Peaceable Kingdom - Roger A. Caras: A pet memoir-type book I loved long ago and have entirely forgotten, from a successful author / all around magical person who lived on a farm full of rescue pets, including up to 30 cats.
10. Rob&sara.com - P.J. Petersen & Ivy Ruckman: an epistolary YA novel (in emails), irresistible to me due to a combination of the format and it being published the year I actually graduated from high school, co-authored by an author I like.
To say nothing of the fact that as Spook Season continues to be accompanied by gloomy/rainy weather, I am tempted to dip into my unread options from Ruth Ware, Jaime Jo Wright and/or Simone St. James.  Am also on request list for The Whisper Man, but I’m 14th for 5 copies there so that could easily be 6-8 weeks. AND, on top of all that, my greedy brain is like, “Request Doctor Who novels via Interlibrary Loan!!” (and I’m like NO, BRAIN.)
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terryblount · 5 years
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Mortal Kombat 11 – Review
Mortal Kombat is more than a game: it is the closest thing we as gamers have to a counter-culture. It is an I.P. that has consistently laughed in the face of censorship boards by never compromising on giving fans the unfiltered carnage of close combat. This was literally (part of) the reason why there exists an ESRB rating system today.
What’s more, this violence is not just for looks – it is also about skill. The genius of Mortal Kombat’s formula has always lain in demonstrating the player’s fighting ability through how sadistically they can crush their opponent. You don’t just K.O. an opponent in this game; you FINISH THEM!!!
Is it weird to admire the way blood is animated in a game?
I am quite pleased to say that this 27-year-old spirit of Mortal Kombat is alive and well within the eleventh arrival. Let’s not beat around the bush here. This is essentially the perfect fighting game, and players and pros alike will surely regard it as one of the best this series has ever produced. This is because Mortal Kombat 11 manages to include every modern convention that works, while being mindful of the old-school novelties that cemented the I.P. in gaming culture.
Time and time again
In the single-player ‘kampaign’, Earthrealm yet again comes face to face with an apocalyptic threat. The story opens with a now corrupted Raiden (see MK XL) decapitating the elder god Shinnok as a message to anyone who dares to threaten his domain. This was was a most serious error in judgement as Shinnok turns out to be the son of a new character, Kronika – the guardian of time itself.
“But know this–the arc of the universe bends to my will.” – Kronika
Needless to say, Kronika is rather unhappy not just about her son being reduced to the usefulness of a bowling ball, but also due to the balance of good and evil now being uneven. She vows to restore equilibrium in the timeline up to the events of her son’s beheading, but is also aware that Raiden and the Earthrealm gang could present a troublesome thorn in her side in any dimension.
Kronika therefore merges the past and present together, and teleports an army of Netherrealm’s most formidable villains, like Baraka and Shao Kahn, from the past into the present as her insurance policy. As per usual, the player will represent the fight for Earthrealm’s fate from the perspective of Johnny Cage, Kotal Kahn, Kung Lao, and other classic and contemporary characters.
I get that the whole time travel motif has been done to death, but the team at NetherRealm have once again shown their practiced hand for storytelling. They have wisely used the motif of temporal distortion as a McGuffin to re-imagine and bring back some of the franchise’s most beloved figures for the modern gaming climate.
Johnny squared!
This makes for a deeply interesting plot with some exciting and unexpected alliances forming or breaking between characters from different time periods (because their major clashes haven’t happened yet). More than that, Netherrealm sets up the opportunity to introduce characters like Cetrion and Geras who have fighting abilities centred on the manipulation of time.
Overall the story really oozes the kind of cinematic quality that would make Marvel Studios sweat bullets. The combination of excellent graphics, captivating voice acting, and the return of favourite characters will most definitely have new fans engrossed, and old fans spiralling into nostalgia.
In with the old, out with the new
Objectively speaking, Mortal Kombat 11 plays it extremely safe. This game demonstrates the old adage that players are bound to enjoy what lies in their comfort zone, and it is not necessary for sequels to reinvent the wheel. Instead, MK 11 goes for the ‘if it ain’t broke don’t fix it, but make it a whole lot prettier’ approach.
Indeed,  MK 11 plays just as slick and precise as every game Netherrealm has developed thus far. What can be perfected has been tweaked, but a whole slew of small changes collectively add up to an experience that will still feel fresh and engaging to long-time players. Not much is new here, and I am very happy about that.
You get to see quite a lot of Sub Zero’s face in this game.
So aside from the single player campaign, the ‘Klassic Towers’ mode also makes a return in which the player must defeat a sequence of opponents to ascend up the tower. Except for infinite modes, these always end with Kronika as the final boss. Defeating her also gets you a brief cut scene that fills in some story details specific to the character you happen to be playing much like Tekken or Street Fighter.
You will not find the ‘Living Towers’ of the previous installment as Netherrealm has ditched this mode in favour of the ‘Towers of Time’. These differ from Klassic Towers in that opponents get more challenging as you approach the top, and players are also permitted to activate certain modifiers (they unlocked as loot) either for one match, or for the duration of the entire tower.
As an example, you can assign Jade one or two of Cyrax’s cyber webs to fire at her opponent stunning them momentarily. Alternatively, the match might have a vampire modifier in which the player’s health bar drains constantly to the opponent’s, so it is best to finish the match sooner rather than later. These towers can certainly get infamously punishing, but the game drowns you in rewards for completing them.
Lemme smash! This is who you will be playing in the Krypt. Note the three currencies in the bottom of the screen.
The Krypt is back again, of course. This time the event plays out on Shang Tsung’s island (see MK 2011) during which you open chests, smash vases and crush meteorites for some sweet loot and unlockable goodies. The Krypt also adopts a third person perspective now which only makes the act of swinging around Shao Kahn’s colossal hammer at vases and statues all the more gratifying.
Light puzzle solving is also a way of collecting some treasures, and it is clear that the developers really want the player to enjoy exploring for goodies to make your game more interesting. I have always been intrigued and, a little creeped out by this subsection of Mortal Kombat games, so it’s nice to see it return here. It’s really beginning to feel like a crucial component of the experience.
Kompletely Unreal
I have never been shy to express my admiration for the Unreal Engine, but what Netherrealm has achieved on a visual level in this game is outright astounding. Here we have a super modified version of the Unreal Engine 3 no less, throwing around particles and rendering high definition textures like it is trying to put Frostbite and Unity out of business.
Even though certain sections of the game have been mysteriously capped at 30fps (most of which can now be fixed by a mod), this game flows on the PC like butter down a centrefold’s butt cheek. In contrast to Mortal Kombat XL, the vibrant graphical tone of MK11 really throws the bountiful details of the visuals into sharp relief. I feel like the unique cast of characters that has always defined this series finally get the representation they deserve.
Damn this game is beautiful. This allows for particularly dramatic cut scenes.
The environments and fighting arenas have also been given the deluxe visual treatment through dramatic lighting and environmental effects. I found the arenas to have an enigmatic and refreshing feeling to them, and a particular favourite of mine became the decaying Shaolin temple where the corpses of dead monks observe your match. I clearly have issues.
They are noticeably the tightest fighting planes that Netherrealm has implemented within one of their games, but this has the pleasing outcome of somehow making the action feel closer… more immediate. The close-quarter combat also places more importance on finding openings in the opponent’s technique rather than just  flying from one combo to the next.
Combos are still just as important, but it is clear that MK 11 wants shorter, more potent moves to play a bigger role too. This means that the one guy with supersonic thumbs you always get paired with online is less safe than he thinks this time round. You know who you are!
The fatalities and other post-match tomfoolery have, naturally, also been given an obvious graphical upgrade. Seriously, seeing brains being splattered and bones being shattered in this level of realism is not at all for the faint of heart. Be that as it may, I nevertheless have a hard time imagining a more beautiful, albeit visceral fighting game.
The very definition of fighting chance
As I mentioned, the roster of fighters is a mixed bag of old and new characters including the original 7, but like all the other yobs on the internet, I feel like some characters leave a conspicuous absence. Where the hell is Goro!? I also miss, Takashi who had a snappy and responsive feel in his fighting that appealed to my playing style in the previous game.
Perhaps old Goro will get his chance with DLCs, but the roster is still a bit smaller than I would have liked. It is once again too obvious that most of us will be expected to fork out more of our hard earned cash as extra content later down the line. Netherrealm has chosen quality of quantity, but this rather anemic roster just smacks too much of leaving room for microtransactions.
At least Geras more than makes up for my four-armed favourite being conspicuously M.I.A. His time-travelling abilities allow him to execute a punch, blink back in time, and execute another attack before my opponent could even find a moment to move. I also liked the beefy, warlock look he had going on which looks particularly slick during fights. Definitely my favourite new character in this game.
Geras warping back in time behind his opponent. Cannot remember who the other is… uhm was…
It also helps that the developers have really gone the extra mile to give MK 11 a truly comprehensive and helpful tutorial segment. They even included a lesson on frame times and hit advantages – something I usually ignored and left to subconscious strategy until I actually paid attention to it in this game.
Best of all, for the really nasty combos and chained assaults the game will actually demo the move on screen with button prompts. I am embarrassed to admit that some combos in previous games took me upwards of an hour to get right. With this new system, it was ten tries tops. As such, newcomers to Mortal Kombat, and fighting games in general, will undoubtedly feel more welcome than ever before.
On the subject of techniques, MK 11 has swapped out X-ray moves for a new system called ‘Fatal Blows’. Like X-ray attacks, they are once-off, deadly attacks taking you microscopically close to your, or your opponent’s, cracking jaw and rupturing internal organs. Except there is one crucial difference: Fatal Blows can only be activated in the last third of your health.
In other words, if the player has only been maintaining a slight lead with their opponent throughout the fight, the last section becomes indescribably tense. You can no longer rely on short-distance techniques or longer combos to win because if you allow even one opportunity to have a Fatal Blow performed on you, you’re toast.
Let us have the talk
So what exactly is the deal with this grind getting everyone all upset? Well, the manner in which MK 11 deals with in-game currency makes us all want to gather our raincoats for the inevitable microtransaction storm that is surely going to hit soon. At the time of writing, MK 11 has very little to offer in the way of DLC on Steam.
Still, something tells me that this will change soon not just because this is the nature of our industry, but because fighting games are also particularly lucrative opportunities for monetisation. They always have been because it is so satisfying seeing no grey blocks on your roster, or adding some cosmetic personality to your favourite fighter.
This is my only major issue with MK 11 because it feels like there is simply too much being gated off from the player when you start the game. Every time I completed a fight, the game goes through a huge pomp and circumstance to inform me of all the different currencies I just earned. Not that the handouts are even that generous mind you.
You read that correctly. This time there is not just the Koins  used to unlock outfits, fatalities and modifiers for tower modes. Even in the Krypt, you now have to juggle multiple kinds of currency units like hearts and soul fragments if you want all off the riches the hidden content has to offer. Oh, and the Krypt chests are randomised so your friend may find a liquid metal suit for Sonya Blade in the same place you get concept art…
Playing around with some of the unlockable skins and finishing moves.
Even though I have never really cared much about cosmetic items in the games I play, I don’t like the sense of gaminess MK 11 creates with the endless pop-ups eagerly informing me how much I have earned. I am playing because I am having fun, and this just feels like Netherrealm is trying to force me into some scheme inevitably leading to microtransactions.
FINISH IT!!
In case that last section threw you off a bit, I want to state again that Mortal Kombat 11 is essentially fighting game perfection. This game is completely saturated with the kind of creative vision that has been the worked into the design of my favourite fighting games. This game looks great, sounds great and feels great.
If Netherrealm vow never to turn the superfluous currencies online into an evil plot of monetisation, I will not need another fighting game for the next ten years at least. Combined with an excellent story, this will become an essential classic in your Mortal Kombat collection.
Remember to check out our Mortal Kombat 11 performance analysis!
Tight and refined combat
Tutorial section
Story
Excellent visuals and sound
Design of new fighters
Temporal fighting abilities
Somewhat limited roster
Too focused on currencies
          Playtime: About 28 hours total. 10 hours on the single player campaign with much of the remaining time spent online.
Computer Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox Controller (Thanks to my friend Niel for lending me his!!)
Mortal Kombat 11 – Review published first on https://touchgen.tumblr.com/
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