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booyaxboy · 4 years
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The Mandalorian just... reminded me of something...
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booyaxboy · 4 years
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Hi, so for the past few weeks I’ve been doing some writing exercises from the Start With This podcast. I just started listening so I’m way behind, but this weeks assignment is to write out an argument between two people, and then ask for feedback regarding the piece, and part of it is being specific for what feed back i’m looking for. I kind of drifted from argument and instead played out a discussion I’ve had with myself over and over, and I think it mostly worked so please:
I am looking for feedback on the following:
Do the characters speaking come off as genuine, or just singing platitudes?
I’ll be looking for feedback for the next week. Thanks!
A: I dont want to do this.
B: But its going to help you in the long run. Everything takes practice and this is a good way to get it. You don’t have to worry about what’s possible, or making something for scratch. You have a starting point. You hate looking for starting points.
A: But it feels pointless.
B: Even if nothing comes of this, you are still taking a step forward. Youre making something. Then you can make something else, and something else, and one day something will work.
A: I don’t know if it ever will work.
B: Nobody knows if it will work for them in the beginning, but they did it anyway.
A: But what if I’m not actually any good.
B: I’m going to borrow a line from Karen here: bigger dummies than you have done it and succeeded.
A: So they probably got lucky. I might not, I might never get lucky. Then I just wasted all this time working for nothing, and still being forced to work my normal job that sucks on its own.
B: Maybe, maybe not. But you enjoy it. You already felt better about doing this exercise once you started typing. Sure work sucks there is just no getting around that. But you feel better once your writing, so keep writing and feel better about yourself even if it doesn’t get out of work. Do it for you. Do it because you enjoy it and you deserve to enjoy something in you life.
A: Ok i’ll try
B: Fuck off
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booyaxboy · 5 years
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Thoughts on The Surge
If you ask any Dark Souls fan what that game was missing, somewhere on list someone is boud to say “robots”. Action/RPG title The Surge attempts to tackle this exact issue. Released in 2017 The Surge is the second attempt by Deck 13 to make its mark on a relatively new genre.
WHAT IS IT?
In the simplest terms The Surge is a “Soulslike” or an Action/RPG title with an emphasis on timing and the conservation of precious resources against relentless foes, each more devious than the last. Where The Surge blazes a new trail is the added layer of having to target and sever specific limbs off enemies in order to collect their sweet sweet loot. Like all Souls-likes defeating an enemy rewards the player with currency that can exchanged for upgrades to their character or gear with ever increasing cost, known here as “scrap”. Engaging with the limb targeting system will also reward the player with new gear and upgrade materials. The system is simple: decapitating an enemy wearing a helmet will reward the player with said helmet, if the player doesn’t already own it. If that piece is already part of your collection than the player is rewarded in upgrade materials that correspond to that particular body part. If the arms are targeted there is the added bonus of collecting a new weapon or weapon upgrade materials. Each part (head,body, arms, legs and weapons) uses their own unique material so there is no worry of overlap, and any farmer of materials can be focuses with no worries of a random drop not given you what you need. There are also many enemies that may not have armor equipped, these areas can be stuck for bonus damage bring the fight to a quicker close. The system even extends to non-human enemy types, as different parts of the robot enemies can be targeted and broken to slow them down or reduce their offensive vocabulary.
The Surge is also visually distinct from the Souls games that inspired it. This adventure trades the Souls medieval fantasy swords and sorcery setting for a high tech future of robots and exo suits. The story begins with a man named Warren who signs up for a new job with tech giant CREO. Warren begins the game bound to a wheelchair but thanks to the exo suit technology of his new position is able to walk again. The player takes control after the surgery to graft the exosuit to Warren’s body goes very, very wrong. Instead of being put under for the operation the automated process begins with Warren fully conscious and what could only be described as pure torture plays out. Screws and bolts are drilled directly into his body, including his head, until Warren eventually passes out. The game begins in earnest an unknown amount of time later when Warren awakes in junkyard with most of the CREO facility in ruins. From here its up to the player to survive against malfunctioning robots, exosuit wearing psychos, and a militaristic security force trying to keep Warren from unraveling the secret of what CREO was really up to.
THE NEGATIVES
The biggest issue that I had was, funnily enough, with the mechanics of the combat. Not the controls or the UI elements, but with the invisible numbers behind the scenes. Back when I first tried Dark Souls I got a grip on the flow of combat fairly early. After leaving the initial tutorial area I wandered, like many into the nearby graveyard. Unlike the enemies in the tutorial zone that felt in line with my stats, the skeletons in the graveyard were taking whole chunks of my health with a single attack with I did barely any damage at all. I had come into Souls knowing its reputation for difficulty, but this initial outing led me to think that difficulty came from a lopsided power curve opposed to any form of elegant design. I eventually figured out by watching a Let’s Play that I was heading the wrong way, and would go on to become a fan of the series. The surge is this first feeling of lopsided stats, but through the whole game. No enemy save the small drones is more than 2 hits away from taking Warren down. But said drones are never alone, and should a hit land they present a very real threat of stun locking the player until a heavier hitting baddie finishes the job. The amount of times I was one-shot but a scrub level enemy was absurd, and the amount of ambushes that occur mean there will be many a loading screen between being able to learn what you did wrong and being able to execute what you learned. Unlike in Souls when each level up gave the player a slight boost in defense, The Surge’s upgrades are tied to a plug-in system. Health and stamina boost, healing items, and this game’s version of a ranged attack are all mapped to one of a limited number of slots, and limited in effectiveness by the players power level. They system works and brings something new to the table (more on that later) but having any kind of survivability meant loading up on health boosters and heals, leaving little to no room from anything else not related to being able to tank 3 hits at a time. I can see advance players being able to do without the boosters, and a no damage run is definitely possible, but for a newcomer learning the games patterns and traps it was choice between limiting add-on to health or getting very familiar with the games loading screen.
Other smaller issues are present as well. The game takes place entirely in the CREO complex, as such doesn’t have a lot of diversity when it comes to environments. Warren moves from on ruined concrete structure to a darkened factory and back again. Literally back again, close to a full third of the game takes place backtracking through a single manufacturing complex at different points of the story. Each of the locations is also honeycombed with identical maintenance tunnels, that can keep the player running in circles if they are not careful. Adding to the confusion is a lack of general direction with level design. While most times it works fine just working through the path of least resistance, there were two spots in particular where I had to look up what my next move should be, due in combination of a lack of signaling that I should return to a previous zone and the level’s labyrinthian design preventing the game from presenting a clear goal. The visuals area to area are so similar it prompted by wife to ask, after three evenings in a row, if I had made any progress at all as what was on screen now was so similar to what was there all week, despite my location in the game being two zones later.
The sameness of the environment also bleeds into the enemy roster. An overwhelming majority of the foes in Warren’s way are other humans in different armor types with one of a limited type of weapons. Most of the games later half has Warren facing off with the CREO security force, all wearing identical armor and weapons. One new heavy variant is introduced in the second to last area, but that is also a de-powered copy of boss from just minutes before that area. They are also flanked drones, but even those are just palette swaps of enemies seen through the whole game. The truly imaginative designs come in the games last area with two new types of enemy. Both are based on nanomachines: one a shape shifting blob and the other another humanoid, but one that can change his armor locations and weapon type on the fly. Of course the earlier statements of difficulty by numbers holds true, and I never bothered engaging any blobs that weren’t immediately outside a safe room due to the myriad of ways an encounter could go south.
THE POSITIVES
If it seems like I’m down on this game I’m not, it’s just kinda like that friend you only want around occasionally because he gets really aggressive for no reason, makes every one else really uncomfortable and once in a while breaks something, but mostly he’s a good time.
The general feel of combat is the games strongest point. Weapons, even those in the same class, feel distinct thanks to variations of moveset. Animations and sounds create a visceral portrait of the future that had me looking for the next fight. The aforementioned upgrade system allows for a wide range of experiments without worrying about being locked into a build, if the player is competent enough to shed some of the health upgrades. Even in the face of the blandness of the levels, the intricate design of each on a wireframe level was very cool. Following the path forward would eventual cut back into itself, unveiling a shortcut back to the level’s safe room. If a player got the layout down then no destination was more than a minute or so away, despite a level being hours long from start to end.
An undeniable win was the games approach to boss battles. Each fight could be approached is classic video game style, hit the guy till the bar goes away, or in a new way unique to each fight. Fighting a bibedial machine not unlike the big thing from Robocop I was able to trick its own homing missiles to hit the boss instead. A late game example was being able to trick a boss into damaging the environment around us to prevent reinforcements from joining the fight.
THE SUMMARY
The Surge was worth the time I put into it at the end. I can’t say it was worth the money, as I got the game for free through Xbox’s Game Pass program. It presented a new wrinkle in the Souls-genre and unlike the studio’s last outing, Lords of the Fallen, kept me interested enough to see it through to credits. The game presents a challenge for those looking for one, and the number of options presented to the player makes the road to success feel like your own despite the limited number of actual options. Fights are tense, enemies are readable if overpowered, but no challenge ever feels impossible despite seeming unfair.
Overall: Positive
[+] Intense, gritty combat is always engaging
[+] Criss crossing level design makes every shortcut a welcome sight, and keeps whats around the next corner a mystery.
[+] Limb targeting for loot makes farming player driven without the worry of random drops.
[+] Boss battles are unique and memorable
[-] Enemies and environments lack distinguishing features, leaving a feeling of sameness past the game’s second area.
[-] Most of the games challenge comes from over powerful enemies, even basic units can kill in a single hit.
[-] Conveyance of the next objective is not always clear, often going objectives are found by following the path of least resistance as opposed to being presented as a goal.
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booyaxboy · 5 years
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The day my little cousin challenged me on X/Y, his first pokemon game, was the day he learned a harsh lesson.
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Listen here kiddo
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booyaxboy · 5 years
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Its all fun and games until a severed head starts talking...
Necromancer that doesn’t know they’re a necromancer and thinks they’re just a really good emt
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booyaxboy · 5 years
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Some Breath of the Wild speedpaints I did recently of some of my experiences of playing the game. I love this game so much ;-;
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booyaxboy · 5 years
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Sorry if it’s a little cramped- had to make this all fit in ten photos. Hope you guys like it….. and again…. sorry Andrew
Follow me on Webtoons
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booyaxboy · 5 years
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booyaxboy · 5 years
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I love Miles’ suit to begin with, but subtle changes they made for Spider-Verse......👌
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That’s all it is Miles, a leap of faith.  Spider-Man: Into The Spider-Verse (2018)
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booyaxboy · 5 years
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same energy
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booyaxboy · 5 years
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One of my all time favorites.
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“A League of Their Own” is such a milestone film. Directed by a strong woman, featuring strong women.
It’s a feminist sports film, a criminally underpopulated genre.
It’s about sisterhood in all its forms; its highs and its lows.
It’s about not apologizing for your talent, but saying your sorry when you’ve underestimated another’s value.
It’s a film that doesn’t reduce the female characters to love interests. Their potential is not determined by their romantic status.
And it’s a film that understands that being a part of a team doesn’t not mean sacrificing your individuality or your uniqueness. While “there is no I in TEAM,” there is no strength in a group that does not appreciate its parts, the combination of personalities that makes it “a team.” So often women are told to subsume their needs for the better of the group, to not talk back, not to show emotion, and Penny Marshall showed that to be powerful—to win—you need to let everyone’s personalities shine through, and not hide anyone’s light.
Penny Marshall understood the power of women, and especially of women united.
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booyaxboy · 5 years
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every appearance of Steve Rogers in the MCU
Captain America: The First Avenger
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The Avengers
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Captain America: The Winter Soldier
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Avengers: Age of Ultron
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Captain America: Civil War
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Spider-Man: Homecoming
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Avengers: Infinity War
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booyaxboy · 5 years
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For my 3D production class I had to create a three shot short that was a remake of an existing movie scene- with muppets. I ran out of time to do the particle water effects, but this is basically Pacific Rim anyway.
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booyaxboy · 5 years
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Terry Crews coming in with some wisdom
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booyaxboy · 5 years
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The one true heir has been found.
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#bob ross vibes 
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booyaxboy · 5 years
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Texts From Superheroes
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booyaxboy · 5 years
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brooklyn nine-nine countdown (dec 13)
► one epic quote per day until season six ○ 28 DAYS TO GO!
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